ref: 1f5f4dd3f933e0b5f39aeb9052740337d9ea0c0b
parent: 906d81a38cbbf650c29d0fe4b00912cb628a961f
author: qwx <>
date: Fri Jun 1 10:02:13 EDT 2018
import rogue, xatrix, crbot
--- /dev/null
+++ b/LICENSE.crbot
@@ -1,0 +1,91 @@
+ LIMITED PROGRAM SOURCE CODE LICENSE
+
+ This Limited Program Source Code License (the "Agreement") is between Id Software, Inc., a Texas corporation, (hereinafter "Id Software") and Licensee (as defined below) and is made effective beginning on the date you, the Licensee, download the Code, as defined below, (the "Effective Date"). BY DOWNLOADING THE CODE, AS DEFINED BELOW, YOU, THE LICENSEE, AGREE TO ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU SHOULD READ THIS AGREEMENT CAREFULLY BEFORE DOWNLOADING THE CODE. EVERY PERSON IN POSSESSION OF AN AUTHORIZED COPY, AS DEFINED BELOW, OF THE CODE SHALL BE SUBJECT TO THE TERMS AND CONDITIONS OF THIS AGREEMENT.
+
+ R E C I T A L S
+
+WHEREAS, Id Software is the owner and developer of the computer software program source code accompanied by this Agreement (the "Code");
+
+WHEREAS, Id Software desires to license certain limited non-exclusive rights regarding the Code to Licensee; and
+
+WHEREAS, Licensee desires to receive a limited license for such rights.
+
+ T E R M S A N D C O N D I T I O N S
+
+ NOW, THEREFORE, for and in consideration of the mutual premises contained herein and for other good and valuable consideration, the receipt and sufficiency of which is hereby acknowledged, the undersigned parties do hereby agree as follows:
+
+1. Definitions. The parties hereto agree the following definitions shall apply to this Agreement:
+
+ a. "Authorized Copy" shall mean a copy of the Code obtained by Authorized Means, as defined below. A copy of the Code is not an "Authorized Copy" unless it is accompanied by a copy of this Agreement and obtained by Authorized Means. A Modified Copy, as defined below, is not an Authorized Copy;
+
+ b. "Authorized Means" shall mean obtaining an Authorized Copy only by downloading the Authorized Copy from Id Software's Internet web site or from another web site authorized or approved by Id Software for such purposes or by obtaining an Authorized Copy by electronic means via the Internet;
+
+ c. "Code" shall mean the computer software program source code which accompanies this Agreement and includes Code included within any Modified Copy and which is the code that constitutes the Authorized Copy;
+
+ d. "Game" shall mean QUAKE II;
+
+ e. "Licensee" shall mean you, the person who is in possession of an Authorized Copy by Authorized Means; and
+
+ f. "Modified Copy" shall mean a copy of the Code first obtained by Authorized Means which is subsequently modified by Licensee, as provided in paragraph 2. below.
+
+2. Grant of Rights. Subject to the terms and provisions of this Agreement, Id Software hereby grants to Licensee and Licensee hereby accepts, a limited, world-wide (except as otherwise provided herein), non-exclusive, non-transferable, and non-assignable license to: (i) use the Authorized Copy and the Modified Copy, as defined above, for the development by Licensee of extra levels operable with the Game (the "Extra Levels"); (ii) incorporate all or a portion of the Authorized Copy and the Modified Copy within the Extra Levels; (iii) distribute by way of a sublicense limited by the terms of this Agreement, free of charge and at no cost, the Authorized Copy and the Modified Copy to the extent such Modified Copy and such Authorized Copy, or a portion thereof, is included within the Extra Levels; (iv) distribute by way of a sublicense limited by the terms of this Agreement, free of charge and at no cost, by electronic transmission via the Internet only the Authorized Copy without any alteration or modification along with a copy of this Agreement which must always accompany the Authorized Copy; (v) modify the Authorized Copy in order to create a Modified Copy, as defined above; and (vi) distribute the Modified Copy by way of a sublicense limited by the terms of this Agreement, free of charge and at no cost, by electronic transmission via the Internet only. Each person or entity who/which receives a copy of the Code shall be subject to the terms of this Agreement but, no rights are granted to any person or entity who/which obtains, receives, or is in possession of any copy of the Code by other than Authorized Means.
+
+3. Reservation of Rights and Prohibitions. Id Software expressly reserves all rights not granted herein. Licensee shall not make any use of the trademarks relating to the Game or Id Software (the "Trademarks"). Any use by Licensee of the Authorized Copy or the Modified Copy not expressly permitted in paragraph 2. above is expressly prohibited and any such unauthorized use shall constitute a material breach of this Agreement by Licensee. Any use of the Code, whether included within a Modified Copy or otherwise, and/or the Authorized Copy not permitted in this Agreement shall constitute an infringement or violation of Id Software's copyright in the Code. Licensee shall not copy, reproduce, manufacture or distribute (free of charge or otherwise) the Authorized Copy or the Modified Copy in any tangible media, including, without limitation, a CD ROM. Licensee shall not commercially exploit by sale, lease, rental or otherwise the Authorized Copy or the Modified Copy whether included within Extra Levels or otherwise. Licensee shall not commercially exploit by sale, lease, rental or otherwise any Extra Levels developed by the use of the Code, whether in whole or in part. Licensee is not receiving any rights hereunder regarding the Game, the Trademarks or any audio-visual elements, artwork, sound, music, images, characters, or other element of the Game. Licensee may modify the Authorized Copy in order to create a Modified Copy, as noted above, but all sublicensees who receive the Modified Copy shall not receive any rights to commercially exploit or to make any other use of the Code included therein except the right to use such Code for such sublicensee's personal entertainment. By way of example and not exclusion, a sublicensee for the Modified Copy shall not further modify the Code within the Modified Copy. Only the Licensee who obtains the Code by Authorized Means shall be permitted to modify such Code on the terms as described in this Agreement.
+
+4. Additional Obligations. In addition to the obligations of Licensee otherwise set forth in this Agreement, during the Term, and thereafter where specified, Licensee agrees that:
+
+ a. Licensee will not attack or challenge the ownership by Id Software of the Code, the Authorized Copy, the Game, the Trademarks, or any copyright, patent or trademark or other intellectual property right related thereto and Licensee will not attack or challenge the validity of the license granted hereunder during the Term or thereafter; and
+
+ b. Licensee will promptly inform Id Software of any unauthorized use of the Code, the Authorized Copy, the Trademarks, or the Game, or any portions thereof, and will reasonably assist Id Software in the enforcement of all rights Id Software may have against such unauthorized users.
+
+5. Ownership. Title to and all ownership rights in and to the Code, whether included within the Modified Copy, the Authorized Copy or otherwise, the Game, the Authorized Copy, and the Trademarks and the copyrights, trade secrets, trademarks, patents and all other intellectual property rights related thereto shall remain with Id Software which shall have the exclusive right to protect the same by copyright or otherwise. Licensee shall have no ownership rights in or to the Game, the Code, the Authorized Copy or the Trademarks. Licensee acknowledges that Licensee, by this Agreement, is only receiving a limited license to use the Authorized Copy, as specified in paragraph 2. of this Agreement.
+
+6. Compliance with Applicable Laws. In exercising Licensee's limited rights hereunder, Licensee shall comply with all applicable laws, [including, without limitation, 22 U.S.C., section 2778 and 22 U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and statutes, including, but not limited to, the import/export laws and regulations of the United States and its governmental and regulatory agencies (including, without limitation, the Bureau of Export Administration and the U.S. Department of Commerce) and all applicable international treaties and laws.
+
+7. Term and Termination.
+
+ a. The term of this Agreement and the license granted herein begins on the Effective Date and shall expire, without notice, on a date one (1) calendar year from the Effective Date (the "Term").
+
+ b. Either party may terminate this Agreement, for any reason or no reason, on thirty (30) days written notice to the other party. Termination will be effective on the thirtieth (30th) day following delivery of the notice of termination. Notwithstanding anything to the contrary herein, this Agreement shall immediately terminate, without the requirement of any notice from Id Software to Licensee, upon the occurrence of any of the following "Terminating Events": (i) if Licensee files a petition in bankruptcy; (ii) if Licensee makes an assignment for the benefit of creditors; (iii) if any bankruptcy proceeding or assignment for benefit of creditors is commenced against Licensee and not dismissed within sixty (60) days after the date of its commencement; (iv) the insolvency of Licensee; or (v) a breach, whether material or otherwise, of this Agreement by Licensee. Upon the occurrence of a Terminating Event, this Agreement and any and all rights hereunder shall terminate without prejudice to any rights or claims Id Software may have, and all rights granted hereunder shall revert, without notice, to and be vested in Id Software.
+
+ c. Termination or expiration of this Agreement shall not create any liability against Id Software and shall not relieve Licensee from any liability which arises prior to termination or expiration. Upon expiration or earlier termination of this Agreement, Licensee shall have no further right to exercise the rights licensed hereunder or otherwise acquired in relation to this Agreement.
+
+8. Licensee's Warranties. Licensee warrants and represents that: (i) Licensee has full legal rights and authority to enter into and become bound by the terms of this Agreement; (ii) Licensee has full legal rights and authority to perform Licensee?s obligations hereunder; (iii) Licensee will comply, at all times during the Term, with all applicable laws, as set forth hereinabove; (iv) all modifications which Licensee performs on the Code in order to create the Modified Copy and all non-Id Software property included within Extra Levels shall not infringe against or misappropriate any third party rights, including, without limitation, copyrights and trade secrets; and (v) the use or non-use of all modifications which Licensee performs on the Code in order to create the Modified Copy and all non-Id Software property included within Extra Levels shall not infringe against or misappropriate any third party rights, including, without limitation, copyrights and trade secrets.
+
+9. Indemnification. Licensee hereby agrees to indemnify, hold harmless and defend Id Software and Id Software's predecessors, successors, assigns, officers, directors, shareholders, employees, agents, representatives, licensees (but not including Licensee), sublicensees, distributors, attorneys and accountants (collectively, the "Id Related Parties") from and against any and all "Claims", which shall mean all damages, claims, losses, causes of action, liabilities, lawsuits, judgments and expenses (including, without limitation, reasonable attorneys' fees and expenses) arising from, relating to or in connection with (i) a breach of this Agreement by Licensee and/or (ii) Licensee's use or non-use of the Code, whether the Authorized Copy or whether a portion of the Code as may be included within the Modified Copy or within Extra Levels. Id Software agrees to notify Licensee of any such Claims within a reasonable time after Id Software learns of same. Licensee, at its own expense, shall defend Id Software and the Id Related Parties from and against any and all Claims. Id Software and the Id Related Parties reserve the right to participate in any defense of the Claims with counsel of their choice, and at their own expense. In the event Licensee fails to provide a defense, then Licensee shall be responsible for paying the attorneys' fees and expenses incurred by Id Software and the Id Related Parties regarding the defense of the Claims. Id Software and the Id Related Parties, as applicable, agree to reasonably assist in the defense of the Claims. No settlement by Licensee of any Claims shall be valid unless Licensee receives the prior written consent of Id Software and the Id Related Parties, as applicable, to any such settlement, with consent may be withheld in Id Software's and the Id Related Parties' sole discretion.
+
+10. Limitation of Liability. UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE BE LIABLE TO LICENSEE FOR ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES OR ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE RECEIVES NOTICE OF ANY SUCH DAMAGES.
+
+11. Disclaimer of Warranties. ID SOFTWARE EXPRESSLY DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, WITH REGARD TO THE CODE, THE AUTHORIZED COPY AND OTHERWISE.
+
+12. Goodwill. Licensee recognizes the great value of the goodwill associated with the Game and the Trademarks, and acknowledges that such goodwill, now existing and hereafter created, exclusively belongs to Id Software and that the Trademarks have acquired a secondary meaning in the mind of the public.
+
+13. Remedies. In the event of a breach of this Agreement by Id Software, Licensee's sole remedy shall be to terminate this Agreement by delivering written notice of termination to Id Software. In the event of a breach by Licensee of this Agreement, Id Software may pursue the remedies to which Id Software is entitled under applicable law and this Agreement. Licensee agrees that Licensee's unauthorized use of the Authorized Copy would immediately and irreparably damage Id Software, and in the event of such threatened or actual unauthorized use, Id Software shall be entitled to an injunctive order appropriately restraining and/or prohibiting such unauthorized use without the necessity of Id Software posting bond or other security. Pursuit of any remedy by Id Software shall not constitute a waiver of any other right or remedy of Id Software under this Agreement or under applicable law.
+
+14. Choice of Law, Venue and Service of Process. This Agreement shall be construed in accordance with the laws of the State of Texas and applicable United States federal law and all claims and/or lawsuits in connection with this Agreement must be brought in Dallas County, Texas where exclusive venue shall lie. Licensee hereby agrees that service of process by certified mail to the address set forth below, with return receipt requested, shall constitute valid service of process upon Licensee. If for any reason Licensee has moved or cannot be validly served, then Licensee appoints the Secretary of State of the state of Texas to accept service of process on Licensee's behalf.
+
+15. Delivery of Notices. Unless otherwise directed in writing by the parties, all notices given hereunder shall be sent to the last known address of addressee. All notices, requests, consents and other communications under this Agreement shall be in writing and shall be deemed to have been delivered on the date personally delivered or on the date deposited in the United States Postal Service, postage prepaid, by certified mail, return receipt requested, or telegraphed and confirmed, or delivered by electronic facsimile and confirmed. Any notice to Id Software shall also be sent to its counsel: D. Wade Cloud, Jr., Hiersche, Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas Parkway, Suite 700, LB 17, Dallas, Texas 75248.
+
+16. No Partnership, Etc. This Agreement does not constitute and shall not be construed as constituting a partnership or joint venture between Id Software and Licensee. Neither party shall have any right to obligate or bind the other party in any manner whatsoever, and nothing herein contained shall give, or is intended to give, any rights of any kind to any third persons.
+
+17. Entire agreement. This Agreement constitutes the entire understanding between Licensee and Id Software regarding the subject matter hereof. Each and every clause of this Agreement is severable from the whole and shall survive unless the entire Agreement is declared unenforceable. No prior or present agreements or representations between the parties hereto regarding the subject matter hereof shall be binding upon the parties hereto unless incorporated in this Agreement. No modification or change in this Agreement shall be valid or binding upon the parties hereto unless in writing and executed by the parties to be bound thereby.
+
+18. Assignment. This Agreement shall bind and inure to the benefit of Id Software, its successors and assigns, and Id Software may assign its rights hereunder, in Id Software's sole discretion. This Agreement is personal to Licensee, and Licensee shall not assign, transfer, convey nor franchise its rights granted hereunder. As provided above, Licensee may sublicense Licensee's limited rights herein by transferring the Authorized Copy by Authorized Means. As noted, each sublicensee in possession of a copy of the Authorized Copy shall be subject to the terms and conditions of this Agreement.
+
+19. Survival. The following provisions shall survive the expiration or earlier termination of this Agreement: paragraphs 5., 8., 9., 10., 11., 12., 13., 14., 15., 16., 17., 19., 20.a. and 20.b.
+
+20. Miscellaneous.
+
+ a. All captions in this Agreement are intended solely for the convenience of the parties, and none shall effect the meaning or construction of any provision.
+
+ b. The terms and conditions of this Agreement have been negotiated fully and freely among the parties. Accordingly, the preparation of this Agreement by counsel for a given party will not be material to the construction hereof, and the terms of this Agreement shall not be strictly construed against such party.
+
+BY DOWNLOADING THE CODE, AS DEFINED ABOVE, YOU, THE LICENSEE, AGREE TO ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT.
+
+
+February 12, 1998
+
+
+LIMITED PROGRAM SOURCE CODE LICENSE PAGE 1
+
+
--- /dev/null
+++ b/LICENSE.xatrix.rogue
@@ -1,0 +1,327 @@
+ LIMITED PROGRAM SOURCE CODE LICENSE
+
+ This Limited Program Source Code License (the "Agreement") is between
+ Id Software, Inc., a Texas corporation, (hereinafter "Id Software")
+ and Licensee (as defined below) and is made effective beginning on
+ the date you, the Licensee, download the Code, as defined below,
+ (the "Effective Date"). BY DOWNLOADING THE CODE, AS DEFINED
+ BELOW, YOU, THE LICENSEE, AGREE TO ALL THE TERMS AND CONDITIONS OF
+ THIS AGREEMENT. YOU SHOULD READ THIS AGREEMENT CAREFULLY BEFORE
+ DOWNLOADING THE CODE. EVERY PERSON IN POSSESSION OF AN AUTHORIZED
+ COPY, AS DEFINED BELOW, OF THE CODE SHALL BE SUBJECT TO THE TERMS
+ AND CONDITIONS OF THIS AGREEMENT.
+
+ R E C I T A L S
+
+WHEREAS, Id Software is the owner and developer of the computer software
+program source code accompanied by this Agreement (the "Code");
+
+WHEREAS, Id Software desires to license certain limited non-exclusive
+rights regarding the Code to Licensee; and
+
+WHEREAS, Licensee desires to receive a limited license for such rights.
+
+ T E R M S A N D C O N D I T I O N S
+
+ NOW, THEREFORE, for and in consideration of the mutual premises
+ contained herein and for other good and valuable consideration,
+ the receipt and sufficiency of which is hereby acknowledged, the
+ undersigned parties do hereby agree as follows:
+
+1. Definitions. The parties hereto agree the following definitions
+shall apply to this Agreement:
+
+ a. "Authorized Copy" shall mean a copy of the Code obtained by
+ Authorized Means, as defined below. A copy of the Code is not
+ an "Authorized Copy" unless it is accompanied by a copy of this
+ Agreement and obtained by Authorized Means. A Modified Copy,
+ as defined below, is not an Authorized Copy;
+
+ b. "Authorized Means" shall mean obtaining an Authorized Copy only
+ by downloading the Authorized Copy from Id Software's Internet web
+ site or from another web site authorized or approved by Id Software
+ for such purposes or by obtaining an Authorized Copy by electronic
+ means via the Internet;
+
+ c. "Code" shall mean the computer software program source code
+ which accompanies this Agreement and includes Code included within
+ any Modified Copy and which is the code that constitutes the
+ Authorized Copy;
+
+ d. "Game" shall mean QUAKE II;
+
+ e. "Licensee" shall mean you, the person who is in possession of
+ an Authorized Copy by Authorized Means; and
+
+ f. "Modified Copy" shall mean a copy of the Code first obtained
+ by Authorized Means which is subsequently modified by Licensee,
+ as provided in paragraph 2. below.
+
+2. Grant of Rights. Subject to the terms and provisions of this
+Agreement, Id Software hereby grants to Licensee and Licensee hereby
+accepts, a limited, world-wide (except as otherwise provided herein),
+non-exclusive, non-transferable, and non-assignable license to: (i)
+use the Authorized Copy and the Modified Copy, as defined above, for
+the development by Licensee of extra levels operable with the Game (the
+"Extra Levels"); (ii) incorporate all or a portion of the Authorized Copy
+and the Modified Copy within the Extra Levels; (iii) distribute by way
+of a sublicense limited by the terms of this Agreement, free of charge
+and at no cost, the Authorized Copy and the Modified Copy to the extent
+such Modified Copy and such Authorized Copy, or a portion thereof, is
+included within the Extra Levels; (iv) distribute by way of a sublicense
+limited by the terms of this Agreement, free of charge and at no cost, by
+electronic transmission via the Internet only the Authorized Copy without
+any alteration or modification along with a copy of this Agreement which
+must always accompany the Authorized Copy; (v) modify the Authorized Copy
+in order to create a Modified Copy, as defined above; and (vi) distribute
+the Modified Copy by way of a sublicense limited by the terms of this
+Agreement, free of charge and at no cost, by electronic transmission via
+the Internet only. Each person or entity who/which receives a copy of
+the Code shall be subject to the terms of this Agreement but, no rights
+are granted to any person or entity who/which obtains, receives, or is
+in possession of any copy of the Code by other than Authorized Means.
+
+3. Reservation of Rights and Prohibitions. Id Software expressly
+reserves all rights not granted herein. Licensee shall not make any use
+of the trademarks relating to the Game or Id Software (the "Trademarks").
+Any use by Licensee of the Authorized Copy or the Modified Copy not
+expressly permitted in paragraph 2. above is expressly prohibited and
+any such unauthorized use shall constitute a material breach of this
+Agreement by Licensee. Any use of the Code, whether included within
+a Modified Copy or otherwise, and/or the Authorized Copy not permitted
+in this Agreement shall constitute an infringement or violation of Id
+Software's copyright in the Code. Licensee shall not copy, reproduce,
+manufacture or distribute (free of charge or otherwise) the Authorized
+Copy or the Modified Copy in any tangible media, including, without
+limitation, a CD ROM. Licensee shall not commercially exploit by sale,
+lease, rental or otherwise the Authorized Copy or the Modified Copy
+whether included within Extra Levels or otherwise. Licensee shall not
+commercially exploit by sale, lease, rental or otherwise any Extra Levels
+developed by the use of the Code, whether in whole or in part. Licensee
+is not receiving any rights hereunder regarding the Game, the Trademarks
+or any audio-visual elements, artwork, sound, music, images, characters,
+or other element of the Game. Licensee may modify the Authorized Copy in
+order to create a Modified Copy, as noted above, but all sublicensees who
+receive the Modified Copy shall not receive any rights to commercially
+exploit or to make any other use of the Code included therein except the
+right to use such Code for such sublicensee's personal entertainment. By
+way of example and not exclusion, a sublicensee for the Modified Copy
+shall not further modify the Code within the Modified Copy. Only the
+Licensee who obtains the Code by Authorized Means shall be permitted to
+modify such Code on the terms as described in this Agreement.
+
+4. Additional Obligations. In addition to the obligations of Licensee
+otherwise set forth in this Agreement, during the Term, and thereafter
+where specified, Licensee agrees that:
+
+ a. Licensee will not attack or challenge the ownership by Id
+ Software of the Code, the Authorized Copy, the Game, the Trademarks,
+ or any copyright, patent or trademark or other intellectual property
+ right related thereto and Licensee will not attack or challenge
+ the validity of the license granted hereunder during the Term or
+ thereafter; and
+
+ b. Licensee will promptly inform Id Software of any unauthorized
+ use of the Code, the Authorized Copy, the Trademarks, or the Game,
+ or any portions thereof, and will reasonably assist Id Software
+ in the enforcement of all rights Id Software may have against such
+ unauthorized users.
+
+5. Ownership. Title to and all ownership rights in and to the Code,
+whether included within the Modified Copy, the Authorized Copy or
+otherwise, the Game, the Authorized Copy, and the Trademarks and the
+copyrights, trade secrets, trademarks, patents and all other intellectual
+property rights related thereto shall remain with Id Software which shall
+have the exclusive right to protect the same by copyright or otherwise.
+Licensee shall have no ownership rights in or to the Game, the Code,
+the Authorized Copy or the Trademarks. Licensee acknowledges that
+Licensee, by this Agreement, is only receiving a limited license to use
+the Authorized Copy, as specified in paragraph 2. of this Agreement.
+
+6. Compliance with Applicable Laws. In exercising Licensee's
+limited rights hereunder, Licensee shall comply with all applicable
+laws, [including, without limitation, 22 U.S.C., section 2778 and 22
+U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and statutes,
+including, but not limited to, the import/export laws and regulations
+of the United States and its governmental and regulatory agencies
+(including, without limitation, the Bureau of Export Administration
+and the U.S. Department of Commerce) and all applicable international
+treaties and laws.
+
+7. Term and Termination.
+
+ a. The term of this Agreement and the license granted herein
+ begins on the Effective Date and shall expire, without notice,
+ on a date one (1) calendar year from the Effective Date (the "Term").
+
+ b. Either party may terminate this Agreement, for any reason or
+ no reason, on thirty (30) days written notice to the other party.
+ Termination will be effective on the thirtieth (30th) day following
+ delivery of the notice of termination. Notwithstanding anything
+ to the contrary herein, this Agreement shall immediately terminate,
+ without the requirement of any notice from Id Software to Licensee,
+ upon the occurrence of any of the following "Terminating Events":
+ (i) if Licensee files a petition in bankruptcy; (ii) if Licensee
+ makes an assignment for the benefit of creditors; (iii) if any
+ bankruptcy proceeding or assignment for benefit of creditors is
+ commenced against Licensee and not dismissed within sixty (60)
+ days after the date of its commencement; (iv) the insolvency of
+ Licensee; or (v) a breach, whether material or otherwise, of this
+ Agreement by Licensee. Upon the occurrence of a Terminating Event,
+ this Agreement and any and all rights hereunder shall terminate
+ without prejudice to any rights or claims Id Software may have,
+ and all rights granted hereunder shall revert, without notice,
+ to and be vested in Id Software.
+
+ c. Termination or expiration of this Agreement shall not create
+ any liability against Id Software and shall not relieve Licensee
+ from any liability which arises prior to termination or expiration.
+ Upon expiration or earlier termination of this Agreement, Licensee
+ shall have no further right to exercise the rights licensed hereunder
+ or otherwise acquired in relation to this Agreement.
+
+8. Licensee's Warranties. Licensee warrants and represents that:
+(i) Licensee has full legal rights and authority to enter into and
+become bound by the terms of this Agreement; (ii) Licensee has full
+legal rights and authority to perform Licensee?s obligations hereunder;
+(iii) Licensee will comply, at all times during the Term, with all
+applicable laws, as set forth hereinabove; (iv) all modifications which
+Licensee performs on the Code in order to create the Modified Copy and
+all non-Id Software property included within Extra Levels shall not
+infringe against or misappropriate any third party rights, including,
+without limitation, copyrights and trade secrets; and (v) the use or
+non-use of all modifications which Licensee performs on the Code in order
+to create the Modified Copy and all non-Id Software property included
+within Extra Levels shall not infringe against or misappropriate any third
+party rights, including, without limitation, copyrights and trade secrets.
+
+9. Indemnification. Licensee hereby agrees to indemnify, hold
+harmless and defend Id Software and Id Software's predecessors,
+successors, assigns, officers, directors, shareholders, employees,
+agents, representatives, licensees (but not including Licensee),
+sublicensees, distributors, attorneys and accountants (collectively,
+the "Id Related Parties") from and against any and all "Claims", which
+shall mean all damages, claims, losses, causes of action, liabilities,
+lawsuits, judgments and expenses (including, without limitation,
+reasonable attorneys' fees and expenses) arising from, relating to or in
+connection with (i) a breach of this Agreement by Licensee and/or (ii)
+Licensee's use or non-use of the Code, whether the Authorized Copy or
+whether a portion of the Code as may be included within the Modified
+Copy or within Extra Levels. Id Software agrees to notify Licensee
+of any such Claims within a reasonable time after Id Software learns
+of same. Licensee, at its own expense, shall defend Id Software and the
+Id Related Parties from and against any and all Claims. Id Software and
+the Id Related Parties reserve the right to participate in any defense
+of the Claims with counsel of their choice, and at their own expense.
+In the event Licensee fails to provide a defense, then Licensee shall be
+responsible for paying the attorneys' fees and expenses incurred by Id
+Software and the Id Related Parties regarding the defense of the Claims.
+Id Software and the Id Related Parties, as applicable, agree to reasonably
+assist in the defense of the Claims. No settlement by Licensee of any
+Claims shall be valid unless Licensee receives the prior written consent
+of Id Software and the Id Related Parties, as applicable, to any such
+settlement, with consent may be withheld in Id Software's and the Id
+Related Parties' sole discretion.
+
+10. Limitation of Liability. UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE
+BE LIABLE TO LICENSEE FOR ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL
+OR PUNITIVE DAMAGES OR ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE
+RECEIVES NOTICE OF ANY SUCH DAMAGES.
+
+11. Disclaimer of Warranties. ID SOFTWARE EXPRESSLY DISCLAIMS ALL
+WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE, WITH REGARD TO THE CODE, THE AUTHORIZED COPY AND OTHERWISE.
+
+12. Goodwill. Licensee recognizes the great value of the goodwill
+associated with the Game and the Trademarks, and acknowledges that such
+goodwill, now existing and hereafter created, exclusively belongs to Id
+Software and that the Trademarks have acquired a secondary meaning in
+the mind of the public.
+
+13. Remedies. In the event of a breach of this Agreement by Id Software,
+Licensee's sole remedy shall be to terminate this Agreement by delivering
+written notice of termination to Id Software. In the event of a breach
+by Licensee of this Agreement, Id Software may pursue the remedies to
+which Id Software is entitled under applicable law and this Agreement.
+Licensee agrees that Licensee's unauthorized use of the Authorized
+Copy would immediately and irreparably damage Id Software, and in the
+event of such threatened or actual unauthorized use, Id Software shall
+be entitled to an injunctive order appropriately restraining and/or
+prohibiting such unauthorized use without the necessity of Id Software
+posting bond or other security. Pursuit of any remedy by Id Software
+shall not constitute a waiver of any other right or remedy of Id Software
+under this Agreement or under applicable law.
+
+14. Choice of Law, Venue and Service of Process. This Agreement shall
+be construed in accordance with the laws of the State of Texas and
+applicable United States federal law and all claims and/or lawsuits
+in connection with this Agreement must be brought in Dallas County,
+Texas where exclusive venue shall lie. Licensee hereby agrees that
+service of process by certified mail to the address set forth below,
+with return receipt requested, shall constitute valid service of process
+upon Licensee. If for any reason Licensee has moved or cannot be validly
+served, then Licensee appoints the Secretary of State of the state of
+Texas to accept service of process on Licensee's behalf.
+
+15. Delivery of Notices. Unless otherwise directed in writing by
+the parties, all notices given hereunder shall be sent to the last
+known address of addressee. All notices, requests, consents and other
+communications under this Agreement shall be in writing and shall be
+deemed to have been delivered on the date personally delivered or on the
+date deposited in the United States Postal Service, postage prepaid, by
+certified mail, return receipt requested, or telegraphed and confirmed,
+or delivered by electronic facsimile and confirmed. Any notice to Id
+Software shall also be sent to its counsel: D. Wade Cloud, Jr., Hiersche,
+Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas Parkway, Suite
+700, LB 17, Dallas, Texas 75248.
+
+16. No Partnership, Etc. This Agreement does not constitute and shall
+not be construed as constituting a partnership or joint venture between
+Id Software and Licensee. Neither party shall have any right to obligate
+or bind the other party in any manner whatsoever, and nothing herein
+contained shall give, or is intended to give, any rights of any kind to
+any third persons.
+
+17. Entire agreement. This Agreement constitutes the entire
+understanding between Licensee and Id Software regarding the subject
+matter hereof. Each and every clause of this Agreement is severable from
+the whole and shall survive unless the entire Agreement is declared
+unenforceable. No prior or present agreements or representations
+between the parties hereto regarding the subject matter hereof shall be
+binding upon the parties hereto unless incorporated in this Agreement.
+No modification or change in this Agreement shall be valid or binding
+upon the parties hereto unless in writing and executed by the parties
+to be bound thereby.
+
+18. Assignment. This Agreement shall bind and inure to the benefit of
+Id Software, its successors and assigns, and Id Software may assign its
+rights hereunder, in Id Software's sole discretion. This Agreement
+is personal to Licensee, and Licensee shall not assign, transfer,
+convey nor franchise its rights granted hereunder. As provided above,
+Licensee may sublicense Licensee's limited rights herein by transferring
+the Authorized Copy by Authorized Means. As noted, each sublicensee
+in possession of a copy of the Authorized Copy shall be subject to the
+terms and conditions of this Agreement.
+
+19. Survival. The following provisions shall survive the expiration
+or earlier termination of this Agreement: paragraphs 5., 8., 9., 10.,
+11., 12., 13., 14., 15., 16., 17., 19., 20.a. and 20.b.
+
+20. Miscellaneous.
+
+ a. All captions in this Agreement are intended solely for the
+ convenience of the parties, and none shall effect the meaning or
+ construction of any provision.
+
+ b. The terms and conditions of this Agreement have been negotiated
+ fully and freely among the parties. Accordingly, the preparation
+ of this Agreement by counsel for a given party will not be material
+ to the construction hereof, and the terms of this Agreement shall
+ not be strictly construed against such party.
+
+BY DOWNLOADING THE CODE, AS DEFINED ABOVE, YOU, THE LICENSEE, AGREE TO
+ALL THE TERMS AND CONDITIONS OF THIS AGREEMENT.
+
+
+February 12, 1998
--- /dev/null
+++ b/crbot/cr_main.c
@@ -1,0 +1,5434 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+enum{
+ _DEBUG = 0
+};
+
+#define sqr(x) ((x)*(x))
+
+qboolean bVectorZero( vec3_t a )
+{
+ return fabs(a[0])<0.05f && fabs(a[1])<0.05f && fabs(a[2])<0.05f;
+}
+
+void YawVector( float yaw, vec3_t dir )
+{
+ float angle;
+ angle = yaw*( M_PI*2 / 360 );
+ dir[0] = cos(angle);
+ dir[1] = sin(angle);
+ dir[2] = 0;
+}
+
+#define dist(x,y) (sqrt(sqr(x[0]-y[0])+sqr(x[1]-y[1])+sqr(x[2]-y[2])))
+#define dist2(x,y) (sqr(x[0]-y[0])+sqr(x[1]-y[1])+sqr(x[2]-y[2]))
+#define dist2d(x,y) (sqrt(sqr(x[0]-y[0])+sqr(x[1]-y[1])))
+#define dist2d2(x,y) (sqr(x[0]-y[0])+sqr(x[1]-y[1]))
+
+//== from p_client.c
+void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
+void InitClientPersistant (gclient_t *client);
+void TossClientWeapon (edict_t *self);
+void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker);
+void CopyToBodyQue (edict_t *ent);
+
+//== from g_target.c
+void target_laser_start (edict_t *self);
+
+//== from g_items.c
+#define HEALTH_IGNORE_MAX 1
+qboolean Pickup_Health (edict_t *ent, edict_t *other);
+qboolean Pickup_Ammo (edict_t *ent, edict_t *other);
+qboolean Pickup_Armor (edict_t *ent, edict_t *other);
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other);
+qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other);
+qboolean Pickup_Powerup(edict_t *ent, edict_t *other);
+qboolean Pickup_PowerArmor(edict_t *ent, edict_t *other);
+qboolean Pickup_Bandolier(edict_t *ent, edict_t *other);
+qboolean Pickup_Pack(edict_t *ent, edict_t *other);
+void Use_Quad( edict_t *ent, gitem_t *item );
+void Use_Invulnerability( edict_t *ent, gitem_t *item );
+void Use_Breather( edict_t *ent, gitem_t *item );
+void Weapon_Blaster (edict_t *ent);
+
+//== from g_monster.c
+void M_WorldEffects (edict_t *self);
+
+//== touch funcs
+void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+void teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator);
+//void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator);
+void door_use (edict_t *self, edict_t *other, edict_t *activator);
+
+void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+void blaster_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+//== local functions
+void cr_pain ( edict_t *self, edict_t *other, float kick, int damage );
+void cr_die ( edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void cr_respawn( edict_t *self );
+
+void cr_sight(edict_t *self, edict_t *other);
+void cr_think (edict_t *self);
+void cr_think_pickup ( edict_t *self );
+void cr_think_temp_target ( edict_t *self );
+void cr_think_attack (edict_t *self);
+void cr_think_chase (edict_t *self);
+void cr_think_chase_route (edict_t *self);
+void cr_think_taunt (edict_t *self);
+void cr_think_flip (edict_t *self);
+void cr_think_salute (edict_t *self);
+void cr_think_run_for_life (edict_t *self);
+void cr_think_follow_route( edict_t *self );
+void cr_think_team_help( edict_t *self );
+void cr_think_team_group( edict_t *self );
+void cr_think_team_guard( edict_t *self );
+void cr_think_team_patrol( edict_t *self );
+void cr_think_wait( edict_t *self );
+
+void cr_run_frames( edict_t *self, int start, int end );
+void cr_animate_frames( edict_t *self, int start, int end );
+
+qboolean cr_fire_weapon( edict_t *self, edict_t *target );
+qboolean cr_moveto( edict_t *self );
+
+qboolean cr_find_route( edict_t *self, vec3_t target, qboolean b_important );
+
+void cr_init_node_net(void);
+void cr_init_node_keeper(void);
+
+
+//== sounds
+static int sound_footstep[4];
+
+//== constants
+const float BOT_MIN_SPEED = 120.f;
+const float BOT_MAX_SPEED = 300.f;
+
+const float BOT_MIN_ROT_SPEED = 10.f;
+const float BOT_MAX_ROT_SPEED = 90.f;
+
+const int STEPSIZE = 22;
+
+const int TIME_WEAPON_CHANGE = 1.f;
+
+const int CROUCH_DELTA = 32;
+
+const float WATER_SPEED_COEF = 0.8f;
+const float CROUCH_SPEED_COEF = 0.6f;
+
+const float FIGHT_MSG_DELAY = 10;
+const float JUMP_DELAY = 0.2f;
+
+const float MESSAGE_DELAY = 10.f;
+
+const float ROCKET_MIN_AVOID_DIST = 30.f;
+const float ROCKET_AVOID_DIST = 180.f;
+const float ROCKET_MAX_AVOID_DIST = 250.f;
+
+//=== weapons
+#define SPEED_MODIFIER 1.2f
+
+const int BLASTER_SPEED = 1000;
+const int BLASTER_DAMAGE = 15;
+const float TIME_BLASTER_SHOT = 0.5f*SPEED_MODIFIER;
+const float TIME_BLASTER_AFTERSHOT = 0.2f;
+
+const int SHOTGUN_SPEED = -1;
+const int SHOTGUN_DAMAGE = 4;
+const float TIME_SHOTGUN_SHOT = 1.2f*SPEED_MODIFIER;
+const float TIME_SHOTGUN_AFTERSHOT = 0.2f;
+
+const int SUPERSHOTGUN_SPEED = -1;
+const int SUPERSHOTGUN_DAMAGE = 6;
+const float TIME_SUPERSHOTGUN_SHOT = 1.2f*SPEED_MODIFIER;
+const float TIME_SUPERSHOTGUN_AFTERSHOT = 0.2f;
+
+const int MACHINEGUN_SPEED = -1;
+const int MACHINEGUN_DAMAGE = 8;
+const float TIME_MACHINEGUN_SHOT = 0.1f;//*SPEED_MODIFIER;
+const float TIME_MACHINEGUN_AFTERSHOT = 0.2f;
+
+const int CHAINGUN_SPEED = -1;
+const int CHAINGUN_DAMAGE = 6;
+const float TIME_CHAINGUN_SHOT = 0.04f;//*SPEED_MODIFIER;
+const float TIME_CHAINGUN_AFTERSHOT = 1.f;
+
+const int ROCKET_SPEED = 650;
+const int ROCKET_DAMAGE = 100;
+const float TIME_ROCKET_SHOT = 0.85f*SPEED_MODIFIER;
+const float TIME_ROCKET_AFTERSHOT = 0.f;
+
+const int GRENADE_SPEED = 600;
+const int GRENADE_DAMAGE = 120;
+const float TIME_GRENADE_SHOT = 1.2f*SPEED_MODIFIER;
+const float TIME_GRENADE_AFTERSHOT = 0.f;
+
+const int HYPERBLASTER_SPEED = 1000;
+const int HYPERBLASTER_DAMAGE = 15;
+const float TIME_HYPERBLASTER_SHOT = 0.1f;//*SPEED_MODIFIER;
+const float TIME_HYPERBLASTER_AFTERSHOT = 0.5f;
+
+const int BFG_SPEED = 400;
+const int BFG_DAMAGE = 200;
+const float TIME_BFG_SHOT = 1.2f;//*SPEED_MODIFIER;
+const float TIME_BFG_AFTERSHOT = 1.1f;
+const float TIME_BFG_SPINUP = 1.f;
+
+const int RAILGUN_SPEED = -1;
+const int RAILGUN_DAMAGE = 100;
+const float TIME_RAILGUN_SHOT = 1.5f*SPEED_MODIFIER;
+const float TIME_RAILGUN_AFTERSHOT = 0.2f;
+
+//== team constants
+const float TEAM_HELP_TIME = 20;
+
+//== AI constants
+const float CHASE_TIME = 20; // 20 secs.
+const float ATTACK_RANGE_MIN = 200;
+const float ATTACK_RANGE_MAX = 350;
+const float ENGAGE_RANGE_MIN = 300;
+const float ENGAGE_RANGE_MAX = 500;
+
+const float PICKUP_RANGE_MIN = 120;
+const float PICKUP_RANGE_MAX = 300;
+
+const float MELEE_COMBAT_DIST = 40;
+const float TOUCH_DIST = 10;
+
+const float UNREACHABLE_TIMEOUT = 30;
+const float UNREACHABLE_ENEMY_TIMEOUT = 10;
+
+const float NODE_MAX_DIST = 280;
+const float NODE_MIN_DIST = 90;
+
+const float MOVE_JUMP_DIST = 30;
+const float JUMP_DIST = 150;
+const float JUMP_HEIGHT = 50;
+const float BOT_JUMP_SPEED = 300.f;
+
+const float ROCKETJUMP_MAXDIST = 320;
+const float ROCKETJUMP_DIST = 200;
+const float ROCKETJUMP_MINDIST = 100;
+const float ROCKETJUMP_HEIGHT = 220;
+
+const float TIME_STUCK = 0.6f;
+const float TIME_NEXT_ENEMY_MIN = 0.3f;
+const float TIME_NEXT_ENEMY_MAX = 1.5f;
+const float TIME_NEXT_PICKUP = 0.8f;
+const float TIME_LONE_NODE = 30.f;
+const float TIME_ROAM_DIR_CHANGE = 3.f;
+
+const float BOT_ACCURACY_VERT = 0.3f;
+const float BOT_ACCURACY_HORZ = 0.6f;
+
+const float TIME_CROUCH = 0.5f;
+const float TIME_CHECK_STUCK = 0.6f;
+
+//== global net of nodes
+static path_node_t* cr_node_head = NULL;
+static edict_t* cr_node_keeper = NULL;
+static int node_count = 0;
+
+const int MAX_NODE_COUNT = 2000;
+
+//== number of bots respawned
+static int global_bot_number=1;
+
+static bot_info_pers_t* global_bots;
+static int global_bots_count;
+
+//== map cycle related
+#define MAX_MAP 256
+typedef char pathname[32];
+static int map_cycle_count=0, next_map=0;
+static pathname map_list[MAX_MAP];
+void cr_load_maplist(void);
+
+//== debug vars
+static edict_t* global_path_route=NULL;
+
+#define is_closer(pos1,pos2,xx) ((sqr((pos1)[0]-(pos2)[0])+sqr((pos1)[1]-(pos2)[1])+sqr((pos1)[2]-(pos2)[2]))<((xx)*(xx)))
+#define is_closer_b(pos1,pos2,xx) ( fabs((pos1)[0]-(pos2)[0])<(xx) && fabs((pos1)[1]-(pos2)[1])<(xx) && fabs((pos1)[2]-(pos2)[2])<(xx) )
+
+#define MAX_STACK_NODE 1024
+
+#define MAX_MSG_LEN 256
+#define MAX_MSG 4096
+
+static char* msg_pain[MAX_MSG];
+static int msg_pain_count=0, msg_pain_last=0;
+static char* msg_kill[MAX_MSG];
+static int msg_kill_count=0, msg_kill_last=0;
+static char* msg_death[MAX_MSG];
+static int msg_death_count=0, msg_death_last=0;
+static char* msg_fight[MAX_MSG];
+static int msg_fight_count=0, msg_fight_last=0;
+
+
+static int INDEX_SLUGS;
+static int INDEX_RAILGUN;
+static int INDEX_CELLS;
+static int INDEX_HYPERBLASTER;
+static int INDEX_ROCKETS;
+static int INDEX_ROCKET_LAUNCHER;
+static int INDEX_GRENADES;
+static int INDEX_GRENADE_LAUNCHER;
+static int INDEX_BULLETS;
+static int INDEX_CHAINGUN;
+static int INDEX_MACHINEGUN;
+static int INDEX_SHELLS;
+static int INDEX_SUPER_SHOTGUN;
+static int INDEX_SHOTGUN;
+static int INDEX_BLASTER;
+static int INDEX_POWER_SCREEN;
+static int INDEX_POWER_SHIELD;
+static int INDEX_QUAD;
+static int INDEX_INVULN;
+static int INDEX_BREATHER;
+static int INDEX_BFG;
+static int INDEX_TECH1, INDEX_TECH2, INDEX_TECH3, INDEX_TECH4;
+static int INDEX_FLAG1, INDEX_FLAG2;
+
+void cr_init_variables(void)
+{
+ INDEX_SLUGS = ITEM_INDEX(FindItem("slugs"));
+ INDEX_RAILGUN = ITEM_INDEX(FindItem("railgun"));
+ INDEX_CELLS = ITEM_INDEX(FindItem("cells"));
+ INDEX_BFG = ITEM_INDEX(FindItem("BFG10K"));
+ INDEX_HYPERBLASTER = ITEM_INDEX(FindItem("hyperblaster"));
+ INDEX_ROCKETS = ITEM_INDEX(FindItem("rockets"));
+ INDEX_ROCKET_LAUNCHER = ITEM_INDEX(FindItem("rocket launcher"));
+ INDEX_GRENADES = ITEM_INDEX(FindItem("grenades"));
+ INDEX_GRENADE_LAUNCHER = ITEM_INDEX(FindItem("grenade launcher"));
+ INDEX_BULLETS = ITEM_INDEX(FindItem("bullets"));
+ INDEX_CHAINGUN = ITEM_INDEX(FindItem("chaingun"));
+ INDEX_MACHINEGUN = ITEM_INDEX(FindItem("machinegun"));
+ INDEX_SHELLS = ITEM_INDEX(FindItem("shells"));
+ INDEX_SUPER_SHOTGUN = ITEM_INDEX(FindItem("super shotgun"));
+ INDEX_SHOTGUN = ITEM_INDEX(FindItem("shotgun"));
+ INDEX_BLASTER = ITEM_INDEX(FindItem("blaster"));
+ INDEX_POWER_SCREEN = ITEM_INDEX(FindItem("Power Screen"));
+ INDEX_POWER_SHIELD = ITEM_INDEX(FindItem("Power Shield"));
+ INDEX_INVULN = ITEM_INDEX(FindItem("Invulnerability"));
+ INDEX_QUAD = ITEM_INDEX(FindItem("Quad Damage"));
+ INDEX_BREATHER = ITEM_INDEX(FindItem("Rebreather"));
+ INDEX_TECH1 = ITEM_INDEX(FindItemByClassname("item_tech1"));
+ INDEX_TECH2 = ITEM_INDEX(FindItemByClassname("item_tech2"));
+ INDEX_TECH3 = ITEM_INDEX(FindItemByClassname("item_tech3"));
+ INDEX_TECH4 = ITEM_INDEX(FindItemByClassname("item_tech4"));
+ INDEX_FLAG1 = ITEM_INDEX(FindItemByClassname("item_flag_team1"));
+ INDEX_FLAG2 = ITEM_INDEX(FindItemByClassname("item_flag_team2"));
+}
+
+qboolean pos_visible ( vec3_t spot1, vec3_t spot2 )
+{
+ trace_t trace;
+ trace = gi.trace ( spot1, vec3_origin, vec3_origin, spot2, NULL, MASK_OPAQUE );
+ return (trace.fraction == 1.f);
+}
+
+qboolean pos_reachable ( vec3_t spot1, vec3_t spot2 )
+{
+ trace_t trace;
+ trace = gi.trace ( spot1, vec3_origin, vec3_origin, spot2, NULL,
+ (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_PLAYERCLIP) );
+ return (trace.fraction==1.f);
+}
+
+qboolean can_reach ( edict_t *self, edict_t *other )
+{
+ vec3_t spot1;
+ vec3_t spot2;
+
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (other->s.origin, spot2);
+ spot2[2] += other->viewheight;
+
+ return pos_reachable (spot1,spot2);
+}
+
+qboolean cr_infront ( edict_t *self, edict_t *other )
+{
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ return dot > (13-self->bot_pers->skill)*0.06f;
+}
+
+qboolean is_touched( edict_t* self, vec3_t pos )
+{
+ if ( pos[0] < (self->s.origin[0] + self->mins[0]) ) return false;
+ if ( pos[0] > (self->s.origin[0] + self->maxs[0]) ) return false;
+ if ( pos[1] < (self->s.origin[1] + self->mins[1]) ) return false;
+ if ( pos[1] > (self->s.origin[1] + self->maxs[1]) ) return false;
+ if ( pos[2] < (self->s.origin[2] + self->mins[2]) ) return false;
+ if ( pos[2] > (self->s.origin[2] + self->maxs[2]) ) return false;
+ return true;
+}
+
+qboolean is_touched2d( edict_t* self, vec3_t pos )
+{
+ if ( pos[0] < (self->s.origin[0] + self->mins[0]) ) return false;
+ if ( pos[0] > (self->s.origin[0] + self->maxs[0]) ) return false;
+ if ( pos[1] < (self->s.origin[1] + self->mins[1]) ) return false;
+ if ( pos[1] > (self->s.origin[1] + self->maxs[1]) ) return false;
+ return true;
+}
+
+void line_think ( edict_t* self )
+{
+ VectorCopy ( self->pos2, self->s.old_origin);
+
+ self->nextthink = level.time + FRAMETIME;
+ self->think = G_FreeEdict;
+}
+
+#define COLOR_BEAM_GREEN 4
+#define COLOR_BEAM_BLUE 8
+
+void cr_draw_line ( vec3_t pos1, vec3_t pos2, int col, edict_t** chain )
+{
+ edict_t *beam;
+ beam = G_Spawn();
+
+ beam->spawnflags = 1 | col;
+ beam->dmg = 0.001;
+ beam->classname = "laser line";
+
+ target_laser_start (beam);
+
+ VectorCopy( pos1, beam->s.origin );
+ VectorCopy( pos2, beam->pos2 );
+
+ beam->think = line_think;
+ beam->nextthink = level.time + FRAMETIME;
+
+ gi.linkentity (beam);
+
+ if (chain) {
+ beam->flags |= FL_TEAMSLAVE;
+ beam->teamchain = *chain;
+ *chain = beam;
+ }
+}
+
+void cr_marker( vec3_t pos )
+{
+ edict_t* t;
+ t = G_Spawn();
+ VectorSet( t->mins, -10, -10, -10);
+ VectorSet( t->maxs, 10, 10, 10);
+ VectorClear( t->velocity );
+ VectorCopy( pos, t->s.origin );
+ t->classname = "debug marker";
+ t->model = "models/items/adrenal/tris.md2";
+ t->s.modelindex = gi.modelindex(t->model);
+
+ t->nextthink = level.time + 30;
+ t->think = G_FreeEdict;
+
+ gi.linkentity(t);
+
+ // gi.bprintf ( PRINT_MEDIUM, "pos %.1f %.1f %.1f\n", pos[0], pos[1], pos[2] );
+}
+
+void cr_set_move_target( edict_t* self, vec3_t target )
+{
+ VectorCopy( target, self->bot_info->move_target );
+ self->bot_info->move_target[2] += STEPSIZE;
+}
+
+void cr_add_direct_route( path_node_t* node1, path_node_t* node2, qboolean bComputeDistance )
+{
+ qboolean bAdd;
+ int i, j;
+ float d;
+ // establish links
+
+ if (!node1 || !node2 || node1==node2) return;
+
+ //if(_DEBUG)
+ // cr_draw_line( node1->position, node2->position, COLOR_BEAM_BLUE, NULL );
+
+ bAdd=false;
+ for ( i=0; i<MAX_NODE_LINKS; i++ ) {
+ if ( node1->link_to[i]==node2 ) break;
+ if (!node1->link_to[i]) {
+ bAdd=true;
+ break;
+ }
+ }
+ if (!bAdd) return;
+
+ bAdd=false;
+ for ( j=0; j<MAX_NODE_LINKS; j++ ) {
+ if ( node2->link_from[j]==node1 ||
+ !node2->link_from[j] ) {
+ bAdd=true;
+ break;
+ }
+ }
+ if (!bAdd) return;
+
+ node1->link_to[i] = node2;
+ node2->link_from[j] = node1;
+
+ if (bComputeDistance) d=dist( node1->position, node2->position );
+ else d=1.f;
+ node1->link_dist[i] = d;
+}
+
+void cr_add_direct_route_uni( path_node_t* node1, path_node_t* node2 )
+{
+ if (!node1 || !node2 || node1==node2) return;
+ cr_add_direct_route( node1, node2, true );
+ cr_add_direct_route( node2, node1, true );
+}
+
+void cr_remove_direct_route( path_node_t* node1, path_node_t* node2 )
+{
+ int i, r;
+
+ if (!node1 || !node2 || node1==node2) return;
+
+ r=-1;
+ for ( i=0; i<MAX_NODE_LINKS; i++ ) {
+ if (!node1->link_to[i]) break;
+ if ( node1->link_to[i]==node2 ) r=i;
+ }
+ i--;
+
+ if (i>=0 && r>=0) {
+ node1->link_to[r] = node1->link_to[i];
+ node1->link_to[i] = NULL;
+ }
+
+ r=-1;
+ for ( i=0; i<MAX_NODE_LINKS; i++ ) {
+ if (!node2->link_from[i]) break;
+ if ( node2->link_from[i]==node1 ) r=i;
+ }
+ i--;
+
+ if (i>=0 && r>=0) {
+ node2->link_from[r] = node2->link_from[i];
+ node2->link_from[i] = NULL;
+ }
+}
+
+void cr_message_pain ( edict_t* self, edict_t* other )
+{
+ int n;
+ if (!bot_chat->value) return;
+ if (!other || !other->inuse || !other->client || other->bot_info) return;
+ if (msg_pain_count<2) return;
+ if ( (level.time-self->bot_info->time_last_message)<MESSAGE_DELAY ) return;
+ self->bot_info->time_last_message = level.time - qrandom()*MESSAGE_DELAY/4;
+ while (1) {
+ n = rand() % msg_pain_count;
+ if (n==msg_pain_last) continue;
+ msg_pain_last=n;
+ gi.cprintf ( other, PRINT_CHAT, "%s: %s\n", self->client->pers.netname, msg_pain[n] );
+ break;
+ }
+}
+
+void cr_message_kill ( edict_t* self, edict_t* other )
+{
+ int n;
+ if (!bot_chat->value) return;
+ if (!other || !other->inuse || !other->client || other->bot_info) return;
+ if (msg_kill_count<2) return;
+ if ( (level.time-self->bot_info->time_last_message)<MESSAGE_DELAY ) return;
+ self->bot_info->time_last_message = level.time - qrandom()*MESSAGE_DELAY/4;
+ while (1) {
+ n = rand() % msg_kill_count;
+ if (n==msg_kill_last) continue;
+ msg_kill_last=n;
+ gi.cprintf ( other, PRINT_CHAT, "%s: %s\n", self->client->pers.netname, msg_kill[n] );
+ break;
+ }
+}
+
+void cr_message_death ( edict_t* self, edict_t* other )
+{
+ int n;
+ if (!bot_chat->value) return;
+ if (!other || !other->inuse || !other->client || other->bot_info) return;
+ if (msg_death_count<2) return;
+ if ( (level.time-self->bot_info->time_last_message)<MESSAGE_DELAY ) return;
+ self->bot_info->time_last_message = level.time - qrandom()*MESSAGE_DELAY/4;
+ while (1) {
+ n = rand() % msg_death_count;
+ if (n==msg_death_last) continue;
+ msg_death_last=n;
+ gi.cprintf ( other, PRINT_CHAT, "%s: %s\n", self->client->pers.netname, msg_death[n] );
+ break;
+ }
+}
+
+void cr_message_fight ( edict_t* self, edict_t* other )
+{
+ int n;
+ if (!bot_chat->value) return;
+ if (!other || !other->inuse || !other->client || other->bot_info) return;
+ if (msg_fight_count<2) return;
+ if ( (level.time-self->bot_info->time_last_message)<MESSAGE_DELAY ) return;
+ self->bot_info->time_last_message = level.time - qrandom()*MESSAGE_DELAY/4;
+ while (1) {
+ n = rand() % msg_fight_count;
+ if (n==msg_fight_last) continue;
+ msg_fight_last=n;
+ gi.cprintf ( other, PRINT_CHAT, "%s: %s\n", self->client->pers.netname, msg_fight[n] );
+ break;
+ }
+}
+
+qboolean cr_get_avoid_vector( edict_t* self, vec3_t av )
+{
+ edict_t *hit;
+ float d, old_d;
+ vec3_t pos, rpos, avoid_vect, dir_v;
+ int i;
+ qboolean bRes;
+
+ VectorCopy( self->s.origin, pos );
+ VectorClear( av );
+
+ bRes = false;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+ if ( hit->touch != rocket_touch &&
+ hit->touch != Grenade_Touch &&
+ (self->bot_pers->skill<6 || hit->touch!=blaster_touch || ((rand()&3)==3)) ) continue;
+ if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+
+ VectorCopy( hit->s.origin, rpos );
+ old_d = sqr(pos[0]-rpos[0])+sqr(pos[1]-rpos[1])+sqr(pos[2]-rpos[2]);
+ if (old_d>(ROCKET_MAX_AVOID_DIST*ROCKET_MAX_AVOID_DIST)) continue;
+ VectorMA( rpos, FRAMETIME/2, hit->velocity, rpos );
+ for (i=0; i<7; i++) {
+ avoid_vect[0] = pos[0]-rpos[0];
+ avoid_vect[1] = pos[1]-rpos[1];
+ avoid_vect[2] = pos[2]-rpos[2];
+ d = sqr(avoid_vect[0])+sqr(avoid_vect[1])+sqr(avoid_vect[2]);
+ if (d>(ROCKET_MAX_AVOID_DIST*ROCKET_MAX_AVOID_DIST)) break;
+ if (d>old_d) break;
+ // old_d = d;
+ d = sqrt(d);
+ if (d<ROCKET_MIN_AVOID_DIST) {
+ // move bot perpendicular to rocket speed
+ CrossProduct( avoid_vect, hit->velocity, dir_v );
+ if (self->groundentity) {
+ dir_v[0]=0;
+ dir_v[1]=0;
+ dir_v[2] = dir_v[2]>0 ? 1.f : -1.f;
+ }
+ CrossProduct( hit->velocity, dir_v, avoid_vect );
+ VectorNormalize( avoid_vect );
+ VectorMA( av, 2*ROCKET_AVOID_DIST/ROCKET_MIN_AVOID_DIST, avoid_vect, av );
+ }
+ else {
+ VectorMA( av, ROCKET_AVOID_DIST/(d*d), avoid_vect, av );
+ }
+ bRes = true;
+ VectorMA( rpos, FRAMETIME, hit->velocity, rpos );
+ }
+ }
+
+ return bRes;
+}
+
+void cr_avoid_rocket( edict_t* self )
+{
+ vec3_t av;
+ float yaw;
+
+ if ( self->bot_info->time_next_rocket_avoid>level.time ) return;
+ self->bot_info->time_next_rocket_avoid = level.time + FRAMETIME*(10-self->bot_pers->skill);
+
+ if (!cr_get_avoid_vector(self,av)) return;
+
+ // gi.dprintf ( "avoid: %.1f %.1f %.1f\n", av[0], av[1], av[2] );
+
+ yaw = self->ideal_yaw*M_PI*2/360;
+ av[0] += cos(yaw);
+ av[1] += sin(yaw);
+ self->ideal_yaw = vectoyaw(av);
+}
+
+void cr_add_links_radius( path_node_t *new_node )
+{
+ path_node_t *node;
+ float max_dist;
+
+ max_dist = NODE_MIN_DIST*1.4f;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ if ( is_closer_b( new_node->position, node->position, max_dist) &&
+ pos_reachable( new_node->position, node->position ) )
+ cr_add_direct_route_uni( node, new_node );
+ if (new_node->link_to[MAX_NODE_LINKS-1]) return;
+ }
+
+ max_dist = NODE_MAX_DIST;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ if ( is_closer_b( new_node->position, node->position, max_dist) &&
+ pos_reachable( new_node->position, node->position ) )
+ cr_add_direct_route_uni( node, new_node );
+ if (new_node->link_to[MAX_NODE_LINKS-1]) return;
+ }
+}
+
+path_node_t* cr_find_touched_node ( edict_t *self, vec3_t pos )
+{
+ path_node_t *best, *node;
+
+ VectorCopy ( self->s.origin, self->s.old_origin);
+ VectorCopy ( pos, self->s.origin );
+
+ best = NULL;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ if ( is_touched(self,node->position) ) {
+ best = node;
+ break;
+ }
+ }
+
+ VectorCopy ( self->s.old_origin, self->s.origin );
+ return best;
+}
+
+path_node_t *
+cr_insert_node(vec3_t pos, path_node_t* d, int flags)
+{
+ path_node_t *p;
+
+ if(_DEBUG)
+ cr_marker(pos);
+
+ p = Z_TagMalloc(sizeof *p, TAG_GAME);
+ memset(p, 0, sizeof *p);
+ p->time = level.time;
+
+ VectorCopy(pos, p->position);
+
+ if(d != nil)
+ cr_add_direct_route_uni(p, d);
+
+ // try to establish links to all visible nodes around
+ cr_add_links_radius(p);
+
+ // link new node in
+ p->next = cr_node_head;
+ cr_node_head = p;
+
+ p->flags = flags;
+
+ return p;
+}
+
+float distance( edict_t *e1, edict_t *e2 )
+{
+ vec3_t vec;
+
+ if (!e1 || !e2) return 1e32;
+
+ VectorSubtract ( e1->s.origin, e2->s.origin, vec);
+ return VectorLength (vec);
+}
+
+void cr_add_unreachable( edict_t *self, edict_t *other, float timeout )
+{
+ int i, best_i;
+ float best_time;
+ bot_info_t* bi = self->bot_info;
+
+ if (!other) return;
+
+ best_time = 1e32;
+ best_i=0;
+ for ( i=0; i<MAX_UNREACHABLES; i++ ) {
+ if ( bi->unreachable[i]==other || !bi->unreachable[i] ) {
+ best_i = i;
+ break;
+ }
+ if (bi->time_unreachable[i]<best_time) {
+ best_i = i;
+ best_time = bi->time_unreachable[i];
+ }
+ }
+
+ bi->unreachable[best_i] = other;
+ bi->time_unreachable[best_i] = level.time + timeout*(0.9f+qrandom()*0.2f);
+
+ // gi.bprintf ( PRINT_MEDIUM, "marking %s as unreachable for %.1f sec. (%d)\n", other->classname, bi->time_unreachable[best_i]-level.time, best_i );
+}
+
+qboolean cr_check_unreachable( edict_t *self, edict_t *other )
+{
+ int i;
+ bot_info_t* bi = self->bot_info;
+
+ if (!other) return true;
+
+ for ( i=0; i<MAX_UNREACHABLES; i++ ) {
+ if (!bi->unreachable[i]) continue;
+ if ( bi->time_unreachable[i]<level.time ) {
+ // remove it
+ // gi.bprintf ( PRINT_MEDIUM, "(1) removing %s from unreachables\n", bi->unreachable[i]->classname );
+ bi->unreachable[i] = NULL;
+ bi->time_unreachable[i] = 0;
+ }
+ else
+ if (bi->unreachable[i]==other) return true;
+ }
+
+ return false;
+}
+
+void cr_remove_unreachable( edict_t *self, edict_t *other )
+{
+ int i;
+ bot_info_t* bi = self->bot_info;
+
+ if (!other) return;
+
+ for ( i=0; i<MAX_UNREACHABLES; i++ ) {
+ if (!bi->unreachable[i]) continue;
+ if ( bi->time_unreachable[i]<level.time ||
+ bi->unreachable[i]==other ) {
+ // remove it
+ bi->unreachable[i] = NULL;
+ bi->time_unreachable[i] = 0;
+ // gi.bprintf ( PRINT_MEDIUM, "(2) removing %s from unreachables\n", other->classname );
+ }
+ }
+}
+
+void cr_forget_pickup_target( edict_t *self )
+{
+ self->bot_info->pickup_target = NULL;
+ self->bot_info->pickup_target_score = 1e32;
+}
+
+void cr_forget_enemy( edict_t *self )
+{
+ self->oldenemy = self->enemy;
+ self->enemy = NULL;
+}
+
+qboolean cr_low_health( edict_t *self )
+{
+ return self->health<(self->max_health/8);
+}
+
+qboolean cr_avoid_fight( edict_t *self )
+{
+ return (self->client->pers.inventory[INDEX_FLAG1]>0) ||
+ (self->client->pers.inventory[INDEX_FLAG2]>0);
+}
+
+qboolean cr_find_enemy( edict_t *self )
+{
+ edict_t *client, *best_client;
+ float d, best_dist;
+ int min_light_level;
+
+ if (cr_avoid_fight(self)) return false;
+ if (cr_low_health(self)) return false;
+
+ min_light_level = (14 - self->bot_pers->skill)*.4f;
+
+ if (self->enemy && self->bot_info->time_next_enemy>level.time) {
+ self->oldenemy = self->enemy;
+ VectorCopy( self->enemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+ return true;
+ }
+ self->bot_info->time_next_enemy = level.time +
+ TIME_NEXT_ENEMY_MIN + (TIME_NEXT_ENEMY_MAX-TIME_NEXT_ENEMY_MIN)*0.1f*self->bot_pers->skill;
+
+ if (self->client->pers.weapon == FindItem ("blaster")) {
+ if (qrandom()<0.8f) return false;
+ }
+
+ best_client=NULL;
+ best_dist=1e32;
+
+ for ( client=g_edicts+1; client<=(g_edicts+game.maxclients); client++) {
+ if (!client->inuse || client==self || (client->flags & FL_NOTARGET)) continue;
+
+ // attack only bots from other teams, unless we are in team #0
+ if ( self->client->pers.team_no>0 &&
+ client->client->pers.team_no==self->client->pers.team_no ) continue;
+
+ // is it dead already?
+ if ( client->deadflag>DEAD_DYING || (client->svflags & SVF_NOCLIENT) ) continue;
+ if (cr_check_unreachable(self,client)) continue;
+
+ // can we see him?
+ if (client!=self->oldenemy && !cr_infront (self,client)) continue;
+ if (!can_reach(self,client)) continue;
+
+ d = distance(self,client);
+
+ // is client in an spot too dark to be seen?
+ if (!client->bot_info && client->light_level<=min_light_level) {
+ if ( client->light_level < (d-100)*0.002f*min_light_level ) continue;
+ }
+
+ if ( !best_client || d<best_dist ) {
+ best_client = client;
+ best_dist = d;
+ if (best_dist<MELEE_COMBAT_DIST) break;
+ }
+ }
+
+ if (!best_client) return false;
+
+ if ( !self->enemy &&
+ self->bot_info->time_next_shot < level.time ) {
+ self->bot_info->time_next_shot = level.time + 0.05f*(11-self->bot_pers->skill)*(1.f+0.2f*qrandom());
+ }
+
+ cr_forget_enemy(self);
+ self->enemy = best_client;
+ VectorCopy( self->enemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+
+ cr_forget_pickup_target(self);
+
+ return true;
+}
+
+void
+cr_create_bot_structure(edict_t *p)
+{
+ p->bot_pers = Z_TagMalloc(sizeof *p->bot_pers, TAG_GAME);
+ memset(p->bot_pers, 0, sizeof *p->bot_pers);
+ p->bot_info = Z_TagMalloc(sizeof *p->bot_info, TAG_GAME);
+ memset(p->bot_info, 0, sizeof *p->bot_info);
+}
+
+void cr_compute_skills( edict_t *self, int skill_level )
+{
+ self->bot_pers->speed = BOT_MIN_SPEED + (BOT_MAX_SPEED-BOT_MIN_SPEED)*0.1f*skill_level;
+ self->bot_pers->rot_speed = BOT_MIN_ROT_SPEED + (BOT_MAX_ROT_SPEED-BOT_MIN_ROT_SPEED)*0.1f*skill_level;
+ self->bot_pers->attack_range = ATTACK_RANGE_MIN + (ATTACK_RANGE_MAX-ATTACK_RANGE_MIN)*0.1f*skill_level;
+ self->bot_pers->engage_range = ENGAGE_RANGE_MIN + (ENGAGE_RANGE_MAX-ENGAGE_RANGE_MIN)*0.1f*skill_level;
+
+ self->bot_pers->adapt_count = 0;
+}
+
+void cr_register_new_bot( bot_info_pers_t* new_bot )
+{
+ int i;
+
+ for ( i=0; i<global_bots_count; i++ ) {
+ if (global_bots[i].b_inuse) continue;
+ memcpy( global_bots+i, new_bot, sizeof(bot_info_pers_t) );
+ global_bots[i].b_inuse = true;
+ break;
+ }
+}
+
+void cr_unregister_bot( bot_info_pers_t* bot )
+{
+ int i;
+
+ for ( i=0; i<global_bots_count; i++ ) {
+ if (!global_bots[i].b_inuse ||
+ bot->playernum!=global_bots[i].playernum) continue;
+ memset(global_bots+i,0,sizeof(bot_info_pers_t));
+ game.clients[bot->playernum].inuse = false;
+ global_bots[i].b_inuse = false;
+ }
+}
+
+int cr_find_unused_client_slot (void)
+{
+ edict_t *cl_ent;
+ int i;
+
+ for ( i=0; i<game.maxclients; i++ ) {
+ cl_ent = g_edicts + 1 + i;
+ if ( !cl_ent->inuse && !cl_ent->client->inuse ) return i;
+ }
+ return -1;
+}
+
+void cr_init_per_info( edict_t* self )
+{
+ strcpy ( self->client->pers.netname, self->bot_pers->name );
+ self->client->pers.team_no = self->bot_pers->team_no;
+
+ sprintf ( self->client->pers.userinfo, "\\msg\\1\\rate\\25000\\name\\%s\\skin\\%s\\fov\\90\\hand\\0\\ip\\loopback", self->bot_pers->name, self->bot_pers->skin );
+}
+
+void cr_update_userinfo( bot_info_pers_t* bot_pers )
+{
+ gi.configstring( CS_PLAYERSKINS+bot_pers->playernum,
+ va( "%s\\%s", bot_pers->name, bot_pers->skin ) );
+}
+
+
+void SP_crbot( char* name, int skill_level, char* skin, int team, char* model )
+{
+ edict_t *new_crbot;
+ int playernum;
+
+ if (!deathmatch->value) {
+ gi.dprintf ( "Start a deathmatch game first or add '+set deathmatch 1' to the command line\n" );
+ return;
+ }
+
+ playernum = cr_find_unused_client_slot();
+ if (playernum<0) {
+ gi.dprintf ( "*** Not enough client slots to create a new bot.\n*** Increase 'maxclients' var and restart the map.\n*** You can do it by typing 'maxclients #' in the console window or\n*** by adding '+set maxclients #' to your command line.\n*** To restart the map type 'map map_name_here'\n" );
+ return;
+ }
+
+ // spawn the bot on a spawn spot
+ new_crbot = g_edicts + playernum + 1; //G_Spawn();
+ G_InitEdict(new_crbot);
+ cr_create_bot_structure(new_crbot);
+
+ //=== init bot_pers
+ new_crbot->bot_pers->b_adapting = (skill_level==0);
+ new_crbot->bot_pers->playernum = playernum;
+
+ if (skill_level<1) skill_level=5;
+ if (skill_level>10) skill_level=10;
+ new_crbot->bot_pers->skill = skill_level;
+ cr_compute_skills( new_crbot, skill_level );
+
+ new_crbot->bot_pers->team_no = team;
+ if (!skin || !*skin) skin = bot_skin->string;
+ strncpy( new_crbot->bot_pers->skin, skin, 64 );
+ if (!model || !*model) model = bot_model->string;
+ sprintf( new_crbot->bot_pers->model, "players/%s/tris.md2", model );
+ if (!strchr(new_crbot->bot_pers->skin,'/')) {
+ char nm[128];
+ sprintf( nm, "%s/%s", bot_model->string, new_crbot->bot_pers->skin );
+ strncpy( new_crbot->bot_pers->skin, nm, 64 );
+ }
+
+ if (!name || !*name) sprintf( new_crbot->bot_pers->name, "crbot%d", global_bot_number++ );
+ else strcpy ( new_crbot->bot_pers->name, name );
+ //===
+ cr_update_userinfo(new_crbot->bot_pers);
+ cr_register_new_bot(new_crbot->bot_pers);
+
+ // new_crbot->client = &game.clients[new_crbot->bot_pers->playernum]; // not required any more
+ new_crbot->client->inuse = true;
+ InitClientResp(new_crbot->client);
+ InitClientPersistant(new_crbot->client);
+
+ cr_init_per_info(new_crbot);
+
+ new_crbot->classname = "new_bot";
+ new_crbot->think = cr_respawn;
+ new_crbot->nextthink = level.time + qrandom();
+}
+
+qboolean cr_force_attack_enemy( edict_t*self, edict_t *enemy )
+{
+ if (cr_find_route( self, enemy->s.origin, true )) {
+ VectorCopy( enemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+ self->enemy = enemy;
+ self->think = cr_think_chase_route;
+ return true;
+ }
+ return false;
+}
+
+void cr_call_teamers( edict_t*self, edict_t *enemy )
+{
+ edict_t* bot;
+
+ if (self->client->pers.team_no<=0) return;
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if ( bot->client->pers.team_no==self->client->pers.team_no &&
+ !cr_low_health(bot) &&
+ !bot->enemy && (bot->think==cr_think || bot->think==cr_think_pickup) ) {
+ cr_force_attack_enemy(bot,enemy);
+ }
+ }
+}
+
+void cr_team_help( edict_t* self )
+{
+ edict_t* bot;
+
+ if (self->client->pers.team_no<=0) {
+ gi.cprintf( self, PRINT_HIGH, "You are not in any team!\n");
+ return;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if ( bot->client->pers.team_no!=self->client->pers.team_no ||
+ cr_low_health(self) ||
+ bot->enemy || (bot->think!=cr_think && bot->think!=cr_think_pickup) ) continue;
+
+ if (!cr_find_route( bot, self->s.origin, true )) {
+ gi.cprintf ( self, PRINT_CHAT, "%s: Don't know how to get to your location, Sir!\n", bot->client->pers.netname );
+ }
+ else {
+ gi.cprintf ( self, PRINT_CHAT,
+ qrandom()<0.5f ? "%s: Yes, Sir!\n" : "%s: On my way, Sir!\n", bot->client->pers.netname );
+ bot->bot_info->team_leader = self;
+ bot->bot_info->bot_assignment = ASSN_HELP;
+ bot->think = cr_think_team_help;
+ }
+ }
+}
+
+void cr_team_group( edict_t* self )
+{
+ edict_t* bot;
+
+ if (self->client->pers.team_no<=0) {
+ gi.cprintf( self, PRINT_HIGH, "You are not in any team!\n");
+ return;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if ( bot->client->pers.team_no!=self->client->pers.team_no ||
+ cr_low_health(self) ||
+ bot->enemy || (bot->think!=cr_think && bot->think!=cr_think_pickup) ) continue;
+
+ if (!cr_find_route( bot, self->s.origin, true )) {
+ gi.cprintf ( self, PRINT_CHAT, "%s: Don't know how to get to your location, Sir!\n", bot->client->pers.netname );
+ }
+ else {
+ gi.cprintf ( self, PRINT_CHAT,
+ qrandom()<0.6f ? "%s: Yes, Sir!\n" : "%s: On my way, Sir!\n", bot->client->pers.netname );
+ bot->bot_info->team_leader = self;
+ bot->bot_info->bot_assignment = ASSN_GROUP;
+ bot->think = cr_think_team_group;
+ }
+ }
+}
+
+void cr_team_patrol( edict_t* self, char* name )
+{
+ edict_t* bot;
+ char* bot_name = NULL;
+
+ if (name && *name) bot_name=name;
+
+ if (self->client->pers.team_no<=0) {
+ gi.cprintf( self, PRINT_HIGH, "You are not in any team!\n");
+ return;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if (bot->client->pers.team_no!=self->client->pers.team_no) continue;
+ if (cr_low_health(self) || bot->enemy) continue;
+ if ( bot->bot_info->bot_assignment==ASSN_NONE &&
+ bot->think!=cr_think && bot->think!=cr_think_pickup ) continue;
+
+ if (!bot_name) {
+ if (!infront(self,bot)) continue;
+ if (!pos_visible(self->s.origin,bot->s.origin)) continue;
+ }
+ else
+ if (cistrcmp(bot->client->pers.netname,bot_name)!=0 ) continue;
+
+ if (!cr_find_route( bot, self->s.origin, true )) {
+ gi.cprintf ( self, PRINT_CHAT, "%s: Don't know how to get to your location, Sir!\n", bot->client->pers.netname );
+ }
+ else {
+ gi.cprintf ( self, PRINT_CHAT,
+ qrandom()<0.6f ? "%s: Yes, Sir! Patroling the area.\n" : "%s: On my way, Sir!\n", bot->client->pers.netname );
+ bot->bot_info->team_leader = self;
+ VectorCopy ( self->s.origin, bot->bot_info->bot_anchor );
+ bot->bot_info->bot_assignment = ASSN_PATROL;
+ bot->think = cr_think_team_patrol;
+ }
+ }
+}
+
+void cr_team_guard( edict_t* self, char* name )
+{
+ edict_t* bot;
+ char* bot_name = NULL;
+
+ if (name && *name) bot_name=name;
+
+ if (self->client->pers.team_no<=0) {
+ gi.cprintf( self, PRINT_HIGH, "You are not in any team!\n");
+ return;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if (bot->client->pers.team_no!=self->client->pers.team_no) continue;
+ if (cr_low_health(self) || bot->enemy) continue;
+ if ( bot->bot_info->bot_assignment==ASSN_NONE &&
+ bot->think!=cr_think && bot->think!=cr_think_pickup ) continue;
+
+ if (!bot_name) {
+ if (!infront(self,bot)) continue;
+ if (!pos_visible(self->s.origin,bot->s.origin)) continue;
+ }
+ else
+ if (cistrcmp(bot->client->pers.netname,bot_name)!=0 ) continue;
+
+ if (!cr_find_route( bot, self->s.origin, true )) {
+ gi.cprintf ( self, PRINT_CHAT, "%s: Don't know how to get to your location, Sir!\n", bot->client->pers.netname );
+ }
+ else {
+ gi.cprintf ( self, PRINT_CHAT,
+ qrandom()<0.6f ? "%s: Yes, Sir! Guarding the area.\n" : "%s: On my way, Sir!\n", bot->client->pers.netname );
+ bot->bot_info->team_leader = self;
+ VectorCopy ( self->s.origin, bot->bot_info->bot_anchor );
+ bot->bot_info->bot_assignment = ASSN_GUARD;
+ bot->think = cr_think_team_guard;
+ }
+ }
+}
+
+void cr_dismiss( edict_t* self )
+{
+ self->bot_info->team_leader = NULL;
+ self->bot_info->bot_assignment = ASSN_NONE;
+ VectorClear(self->bot_info->bot_anchor);
+}
+
+void cr_team_free( edict_t* self, char* name )
+{
+ char* bot_name = NULL;
+ edict_t* bot;
+
+ if (name && *name) bot_name=name;
+
+ if (self->client->pers.team_no<=0) {
+ gi.cprintf( self, PRINT_HIGH, "You are not in any team!\n");
+ return;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || bot==self || bot->deadflag==DEAD_DEAD ||
+ cistrcmp( bot->classname, "bot" )!=0 ) continue;
+
+ if ( bot->client->pers.team_no!=self->client->pers.team_no ) continue;
+ if ( bot_name && cistrcmp(bot->client->pers.netname,bot_name)!=0 ) continue;
+
+ if (bot->bot_info->bot_assignment!=ASSN_NONE) {
+ gi.cprintf( self, PRINT_CHAT, "%s: Yes, Sir!\n", bot->client->pers.netname );
+ cr_dismiss(bot);
+ }
+ }
+}
+
+void cr_pain ( edict_t *self, edict_t *other, float /*kick*/, int /*damage*/ )
+{
+ if (self->deadflag==DEAD_DEAD) return;
+
+ if (level.time>self->pain_debounce_time) {
+ int r, l;
+
+ if (qrandom()<0.4f) cr_message_pain ( self, other );
+
+ self->pain_debounce_time = level.time + 0.8f;
+
+ r = 1 + (rand()&1);
+ if (self->health < 25) l = 25;
+ else if (self->health < 50) l = 50;
+ else if (self->health < 75) l = 75;
+ else l = 100;
+ gi.sound ( self, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 0.6f, ATTN_NORM, 0);
+ }
+
+ if (other && other->client) {
+ if (other!=self && self->client->pers.team_no>0) {
+ // call other teamers!
+ if ( self->client->pers.team_no != other->client->pers.team_no &&
+ level.time > self->bot_info->time_next_callforhelp ) {
+ cr_call_teamers( self, other );
+ self->bot_info->time_next_callforhelp = level.time + 5.f;
+ }
+ }
+
+ if ( other!=self && other!=self->enemy &&
+ (!self->enemy || qrandom()<0.3f) && other->client &&
+ ( self->client->pers.team_no<=0 ||
+ self->client->pers.team_no!=other->client->pers.team_no || qrandom()<0.2f ) ) {
+ cr_forget_pickup_target(self);
+ cr_forget_enemy(self);
+
+ self->enemy = other;
+ cr_remove_unreachable( self, self->enemy );
+
+ if ( level.time > self->bot_info->time_next_shot )
+ self->bot_info->time_next_shot = level.time + TIME_WEAPON_CHANGE*(11-self->bot_pers->skill)/5;
+
+ self->think = cr_think_chase;
+ }
+ }
+}
+
+edict_t* cr_respawn_bot( bot_info_pers_t* bot_pers, client_respawn_t* resp )
+{
+ edict_t *new_crbot;
+
+ new_crbot = g_edicts + bot_pers->playernum + 1; //G_Spawn();
+ G_InitEdict(new_crbot);
+ cr_create_bot_structure(new_crbot);
+
+ *new_crbot->bot_pers = *bot_pers;
+
+ // new_crbot->client = &game.clients[new_crbot->bot_pers->playernum]; // not requaired any more
+ new_crbot->client->inuse = true;
+ InitClientResp(new_crbot->client);
+ InitClientPersistant(new_crbot->client);
+
+ if (resp) new_crbot->client->resp = *resp;
+
+ cr_init_per_info(new_crbot);
+
+ new_crbot->classname = "bot";
+ new_crbot->think = cr_respawn;
+ new_crbot->nextthink = level.time + 2.f+qrandom(); // 2-3 secs
+ return new_crbot;
+}
+
+void cr_free_bot( edict_t *self )
+{
+ gi.TagFree(self->bot_pers);
+ self->bot_pers=NULL;
+ gi.TagFree(self->bot_info);
+ self->bot_info=NULL;
+
+ // G_FreeEdict (self);
+ self->s.modelindex = 0;
+ self->s.modelindex2 = 0;
+ self->solid = SOLID_NOT;
+ self->inuse = false;
+ self->classname = "disconnected";
+}
+
+void cr_death( edict_t *self )
+{
+ if ( self->s.frame < (self->client->anim_end-10) ) {
+ self->s.frame = self->client->anim_end-6;
+ }
+
+ self->s.frame++;
+ if (self->s.frame<self->client->anim_end) {
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else {
+ bot_info_pers_t save_bot_pers;
+ client_respawn_t resp;
+
+ self->s.frame = self->client->anim_end;
+ save_bot_pers = *self->bot_pers;
+ resp = self->client->resp;
+
+ self->client->anim_priority = ANIM_BASIC;
+
+ if ( self->takedamage!=DAMAGE_NO &&
+ self->s.frame >= FRAME_crdeath1 ) {
+ self->s.effects = 0;
+ self->s.renderfx = 0;
+ CopyToBodyQue(self);
+ }
+
+ cr_free_bot( self );
+ cr_respawn_bot( &save_bot_pers, &resp );
+ }
+}
+
+void cr_die ( edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ self->think = cr_death;
+ self->nextthink = level.time + FRAMETIME;
+
+ VectorClear (self->avelocity);
+
+ self->takedamage = DAMAGE_YES;
+ self->movetype = MOVETYPE_TOSS;
+
+ self->s.modelindex2 = 0; // remove linked weapon model
+ self->s.modelindex3 = 0; // remove linked ctf flag
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+
+ self->s.sound = 0;
+ self->client->weapon_sound = 0;
+
+ self->maxs[2] = -8;
+
+ self->svflags |= SVF_DEADMONSTER;
+
+ if (!self->deadflag) {
+ if (attacker && attacker->client && !attacker->bot_info) self->bot_pers->adapt_count++;
+ ClientObituary( self, inflictor, attacker );
+ CTFFragBonuses(self, inflictor, attacker);
+ TossClientWeapon(self);
+ CTFPlayerResetGrapple(self);
+ CTFDeadDropFlag(self);
+ CTFDeadDropTech(self);
+ self->client->pers.weapon = NULL;
+ memset ( self->client->pers.inventory, 0, sizeof(self->client->pers.inventory) );
+ if (qrandom()<0.4f) cr_message_death( self, attacker );
+ }
+
+ // remove powerups
+ self->client->quad_framenum = 0;
+ self->client->invincible_framenum = 0;
+ self->client->breather_framenum = 0;
+ self->client->enviro_framenum = 0;
+
+ if (self->health < -40) {
+ int n;
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for ( n=0; n<3; n++)
+ ThrowGib ( self, rand()&1 ? "models/objects/gibs/bone/tris.md2" :
+ "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC );
+ self->takedamage = DAMAGE_NO;
+ self->client->anim_priority = ANIM_DEATH;
+ self->client->anim_end = 0;
+ }
+ else {
+ if (!self->deadflag) {
+ static int i;
+
+ i = (i+1)%3;
+ // start a death animation
+ self->client->anim_priority = ANIM_DEATH;
+ if (self->bot_info->b_crouch) {
+ self->s.frame = FRAME_crdeath1-1;
+ self->client->anim_end = FRAME_crdeath5;
+ }
+ else switch (i) {
+ case 0:
+ self->s.frame = FRAME_death101-1;
+ self->client->anim_end = FRAME_death106;
+ break;
+ case 1:
+ self->s.frame = FRAME_death201-1;
+ self->client->anim_end = FRAME_death206;
+ break;
+ case 2:
+ self->s.frame = FRAME_death301-1;
+ self->client->anim_end = FRAME_death308;
+ break;
+ }
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
+ }
+ }
+
+ self->deadflag = DEAD_DEAD;
+
+ gi.linkentity(self);
+}
+
+
+path_node_t* cr_get_next_path_node( edict_t *self )
+{
+ self->bot_info->path_nodes--;
+ if (self->bot_info->path_nodes<0) {
+ self->bot_info->path_nodes=-1;
+ return NULL;
+ }
+ return self->bot_info->path[self->bot_info->path_nodes];
+}
+
+path_node_t* cr_get_current_path_node( edict_t *self )
+{
+ if (self->bot_info->path_nodes<0) return NULL;
+ return self->bot_info->path[self->bot_info->path_nodes];
+}
+
+path_node_t* cr_find_closest_node ( edict_t *self )
+{
+ float d, min_dist, min_idist;
+ path_node_t *best, *node, *ibest;
+ vec3_t pos;
+
+ VectorCopy ( self->s.origin, pos );
+
+ best = NULL;
+ ibest = NULL;
+ min_dist = 1e32;
+ min_idist = 1e32;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ d = dist2( pos, node->position );
+ if (d<min_idist) {
+ min_idist=d;
+ ibest=node;
+ }
+ if (d>min_dist) continue;
+ if (is_touched(self,node->position)) {
+ best = node;
+ break;
+ }
+ if (!pos_reachable(pos,node->position)) continue;
+ //if (!can_reach( self, node->position )) continue;
+ best = node;
+ min_dist = d;
+ }
+
+ // can't find any visible nodes :(
+ if (!best) best=ibest;
+
+ return best;
+}
+
+path_node_t* cr_find_closest_enemy_node( edict_t *self )
+{
+ path_node_t* node;
+
+ if (!self->enemy) return NULL;
+
+ VectorCopy ( self->s.origin, self->s.old_origin);
+ VectorCopy ( self->enemy->s.origin, self->s.origin );
+ node = cr_find_closest_node(self);
+ VectorCopy ( self->s.old_origin, self->s.origin );
+
+ return node;
+}
+
+path_node_t* cr_find_closest_node_pos ( edict_t* self, vec3_t pos )
+{
+ path_node_t* node;
+
+ VectorCopy ( self->s.origin, self->s.old_origin);
+ VectorCopy ( pos, self->s.origin );
+ node = cr_find_closest_node(self);
+ VectorCopy ( self->s.old_origin, self->s.origin );
+
+ return node;
+}
+
+void cr_register_position( edict_t* self, int flags )
+{
+ vec3_t pos;
+ path_node_t *node;
+ int n;
+ float d;
+
+ VectorCopy ( self->s.origin, pos );
+
+ if (self->prev_node) {
+ if ( is_closer_b( pos, self->prev_node->position, NODE_MIN_DIST ) &&
+ pos_reachable( pos, self->prev_node->position ) ) return;
+ }
+
+ // must be far enough from all other nodes
+ n=0;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ d = dist2( pos, node->position );
+ if (d<50*50) break;
+ if (d>(NODE_MAX_DIST*NODE_MAX_DIST*0.5f)) continue;
+ if (!pos_reachable( pos, node->position )) continue;
+ n++;
+ if (d>NODE_MIN_DIST*NODE_MIN_DIST) continue;
+ if (n>=2) break;
+ }
+
+ if (!node)
+ self->prev_node = cr_insert_node( pos, self->prev_node, flags );
+ else
+ self->prev_node = node;
+}
+
+void cr_update_routes ( edict_t *self )
+{
+ vec3_t pos;
+
+ if (self->watertype & (CONTENTS_LAVA|CONTENTS_SLIME)) return;
+ if (!self->groundentity && self->waterlevel==0) return;
+
+ if (node_count>MAX_NODE_COUNT) return;
+
+ VectorCopy ( self->s.origin, pos );
+
+ if (self->bot_info->last_node) {
+ if ( is_closer_b( pos, self->bot_info->last_node->position, NODE_MIN_DIST ) &&
+ pos_reachable( pos, self->bot_info->last_node->position ) ) return;
+ }
+ if (self->bot_info->next_node) {
+ if ( is_closer_b( pos, self->bot_info->next_node->position, NODE_MIN_DIST ) &&
+ pos_reachable( pos, self->bot_info->next_node->position ) ) return;
+ }
+
+ cr_register_position( self, self->bot_info->b_on_ladder ? NF_LADDER : 0 );
+}
+
+void cr_pick_random_destination( edict_t * self )
+{
+ float d, an;
+
+ d = NODE_MIN_DIST + (NODE_MAX_DIST-NODE_MIN_DIST)*qrandom();
+ an = qrandom()*M_PI*2;
+ self->bot_info->move_target[0] = self->s.origin[0] + d*cos(an);
+ self->bot_info->move_target[1] = self->s.origin[1] + d*sin(an);
+ self->bot_info->move_target[2] = self->s.origin[2] + STEPSIZE;
+
+ // gi.bprintf ( PRINT_MEDIUM, "roaming to %.1f %.1f %.1f\n", self->bot_info->move_target[0], self->bot_info->move_target[1], self->bot_info->move_target[2] );
+}
+
+float cr_pickup_importance ( edict_t *self, edict_t *item_ent )
+{
+ float res = -1;
+ gitem_t* item = item_ent->item;
+
+ if (!item) return -1;
+
+ if (item->pickup==CTFPickup_Flag) {
+ if (item_ent->spawnflags & DROPPED_ITEM) {
+ res = 5000;
+ }
+ else {
+ if (strcmp(item_ent->classname, "item_flag_team1") == 0) {
+ if ( self->client->resp.ctf_team != CTF_TEAM1 ||
+ self->client->pers.inventory[INDEX_FLAG2] ) res = 5000;
+ }
+ else
+ if (strcmp(item_ent->classname, "item_flag_team2") == 0) {
+ if ( self->client->resp.ctf_team != CTF_TEAM2 ||
+ self->client->pers.inventory[INDEX_FLAG1] ) res = 1100;
+ }
+ }
+ }
+ else
+ if (item->pickup==CTFPickup_Tech) {
+ //FIXME: teach bot to drop old powerup!
+ if ( !self->client->pers.inventory[INDEX_TECH1] &&
+ !self->client->pers.inventory[INDEX_TECH2] &&
+ !self->client->pers.inventory[INDEX_TECH3] &&
+ !self->client->pers.inventory[INDEX_TECH4] ) {
+ switch (item_ent->classname[9]) {
+ case '1':
+ res = 1000;
+ break; // no breaks in original code because ????
+ case '2':
+ res = 1500;
+ break;
+ case '3':
+ res = 1500;
+ break;
+ case '4':
+ res = 2000;
+ }
+ }
+ }
+ else
+ if (item->pickup==Pickup_Adrenaline) {
+ res = (95-self->health)*4;
+ if (res<0) res=-1;
+ }
+ else
+ if (item->pickup==Pickup_Powerup) {
+ if (item->use==Use_Quad ||
+ item->use==Use_Invulnerability) res=1000;
+ else if (item->use==Use_Breather) res=100;
+ }
+ else
+ if (item->pickup==Pickup_PowerArmor) {
+ res = (self->flags & FL_POWER_ARMOR) ? 1 : 1000;
+ }
+ else
+ if (item->pickup==Pickup_Health) {
+ //== health
+ if (item_ent->style & HEALTH_IGNORE_MAX) res=item_ent->count*10;
+ else {
+ if (self->health >= self->max_health)
+/* code folded from here */
+ /* code folded from here */
+ res=-1;
+ /* unfolding */
+/* unfolding */
+ else
+/* code folded from here */
+ /* code folded from here */
+ res = cr_low_health(self) ? 20*item_ent->count : 0.2f*item_ent->count*(self->max_health - self->health);
+/* unfolding */
+ /* unfolding */
+ }
+ }
+ else
+ //== armor
+ if (item->pickup==Pickup_Armor) {
+ int old_armor_index;
+ gitem_armor_t *newinfo;
+
+ // get info on new armor
+ newinfo = (gitem_armor_t *)item->info;
+
+ old_armor_index = ArmorIndex(self);
+
+ // handle armor shards specially
+ if (item->tag == ARMOR_SHARD) {
+/* code folded from here */
+ /* code folded from here */
+ res = 5.f;
+ /* unfolding */
+/* unfolding */
+ }
+ else
+/* code folded from here */
+ /* code folded from here */
+ if (!old_armor_index) {
+ res = 2.f*newinfo->base_count;
+ }
+ else
+ res = 2.f*(newinfo->base_count - self->client->pers.inventory[old_armor_index]);
+/* unfolding */
+ /* unfolding */
+ if (cr_low_health(self)) res*=4;
+ }
+ else
+ //== weapon
+ if (item->pickup==Pickup_Weapon) {
+/* code folded from here */
+ /* code folded from here */
+ int index, ammo_idx;
+ qboolean bWeaponsStay = ((int)(dmflags->value) & DF_WEAPONS_STAY);
+
+ index = ITEM_INDEX(item);
+
+ if ( self->client->pers.inventory[index]>0 ) res = bWeaponsStay ? -1 : 0.5f;
+ else
+ if ( index>ITEM_INDEX(self->client->pers.weapon) ) {
+ ammo_idx = ITEM_INDEX(FindItem(item->ammo));
+ if ( self->client->pers.inventory[ammo_idx]>0 ||
+ !(item_ent->spawnflags & DROPPED_ITEM) )
+ res = self->client->pers.weapon == FindItem ("blaster") ? 400 : 100;
+ else
+ res = bWeaponsStay ? 2.f : 5.f; // this weapon is better than we have,
+ // but we don't have ammo for it yet
+ }
+ else
+ res = 0.5f; // this weapon is worse than we have
+ /* unfolding */
+/* unfolding */
+ }
+ else
+/* code folded from here */
+ /* code folded from here */
+ //== ammo
+ if (item->pickup==Pickup_Ammo) {
+ int count, cur_count, max=0, mod=1, index;
+
+ index = ITEM_INDEX(item);
+ if (item_ent->count>0) count = item_ent->count;
+ else count = item->quantity;
+
+ if (item->tag == AMMO_BULLETS) {
+ max = self->client->pers.max_bullets;
+ mod=1;
+ if (self->client->pers.inventory[INDEX_MACHINEGUN] || self->client->pers.inventory[INDEX_CHAINGUN]) mod*=2;
+ }
+ else if (item->tag == AMMO_SHELLS) {
+ max = self->client->pers.max_shells;
+ mod=1;
+ if (self->client->pers.inventory[INDEX_SUPER_SHOTGUN] || self->client->pers.inventory[INDEX_SHOTGUN]) mod*=2;
+ }
+ else if (item->tag == AMMO_ROCKETS) {
+ max = self->client->pers.max_rockets;
+ mod=3;
+ if (self->client->pers.inventory[INDEX_ROCKET_LAUNCHER]) mod*=2;
+ }
+ else if (item->tag == AMMO_GRENADES) {
+ max = self->client->pers.max_grenades;
+ mod=2;
+ if (self->client->pers.inventory[INDEX_GRENADE_LAUNCHER]) mod*=2;
+ }
+ else if (item->tag == AMMO_CELLS) {
+ max = self->client->pers.max_cells;
+ mod=3;
+ if (self->client->pers.inventory[INDEX_HYPERBLASTER] || self->client->pers.inventory[INDEX_BFG]) mod*=3;
+ }
+ else if (item->tag == AMMO_SLUGS) {
+ max = self->client->pers.max_slugs;
+ mod=2;
+ if (self->client->pers.inventory[INDEX_RAILGUN]) mod*=2;
+ }
+
+ cur_count = self->client->pers.inventory[index];
+ if (cur_count>=max) res = -1;
+ else res = mod*10.f*count*(max-cur_count)/sqr(max);
+ }
+ else
+ if (item->pickup==Pickup_Bandolier) {
+ if (self->client->pers.max_bullets < 250) res = 50;
+ else res = 5;
+ }
+ else
+ if (item->pickup==Pickup_Pack) {
+ if (self->client->pers.max_bullets < 300) res = 100;
+ else res = 10;
+ }
+/* unfolding */
+ /* unfolding */
+ //FIXME: support the rest of pickups (items, etc.)
+
+ if (res<=0) res=-1;
+ return res;
+}
+
+float last_map_search=0;
+
+void cr_find_pickup_on_map( edict_t *self )
+{
+ path_node_t *node_stack1[MAX_STACK_NODE], *node_stack2[MAX_STACK_NODE];
+ path_node_t *node, *link_node, *next_link;
+ path_node_t **nodes, **new_nodes;
+ int cur_stack, stack_nodes, new_stack_nodes, i, j, max_nodes, n_count;
+ float cur_dist, best_dist, d, imp, best_score;
+ path_node_t *best_node;
+ edict_t* hit;
+ // qboolean b_show=false;
+
+ if (last_map_search==level.time) return;
+ last_map_search=level.time;
+
+ self->bot_info->last_node = cr_find_closest_node(self);
+
+ if (self->bot_info->bot_assignment==ASSN_GROUP) return;
+
+ // initialize node network
+ for ( node=cr_node_head; node!=NULL; node=node->next ) node->route_dist=-1;
+
+ self->bot_info->last_node->route_dist = 0.001;
+ node_stack1[0] = self->bot_info->last_node;
+ new_stack_nodes = 1;
+ cur_stack = 0;
+
+ max_nodes = 20 + 2*self->bot_pers->skill;
+ if (max_nodes>(MAX_PATH_NODES-2)) max_nodes = MAX_PATH_NODES-2;
+
+ best_score = self->bot_info->pickup_target_score;
+ best_node = NULL;
+ n_count=0;
+ while ( (best_score>TOUCH_DIST || n_count<(max_nodes/2)) &&
+ n_count<max_nodes) {
+ stack_nodes = new_stack_nodes;
+ new_stack_nodes = 0;
+
+ if (cur_stack==0) {
+ nodes = node_stack1;
+ new_nodes = node_stack2;
+ cur_stack=1;
+ }
+ else {
+ nodes = node_stack2;
+ new_nodes = node_stack1;
+ cur_stack=0;
+ }
+
+ best_dist = 1e32;
+ for ( i=0; i<stack_nodes; i++ ) {
+ node = *nodes++;
+ cur_dist = node->route_dist;
+ if (best_dist>cur_dist) best_dist=cur_dist;
+
+ // go through all links
+ for ( j=0; j<MAX_NODE_LINKS; j++ ) {
+ link_node = node->link_to[j];
+ if ( !link_node ) break;
+ d = cur_dist + node->link_dist[j];
+
+ if (link_node->route_dist<0 && new_stack_nodes<MAX_STACK_NODE) {
+ // add new downlink node
+ *new_nodes = link_node;
+ new_nodes++;
+ new_stack_nodes++;
+ }
+
+ if ( link_node->route_dist<0 || link_node->route_dist>d ) {
+ // update route_dist if this route is shorter
+ link_node->route_dist = d;
+ hit = link_node->item;
+
+ if (!hit) continue;
+ if (!hit->inuse) continue;
+ if ( (hit->svflags & SVF_NOCLIENT) || hit->solid==SOLID_NOT ) continue;
+ if (cr_check_unreachable(self,hit)) continue;
+ imp = cr_pickup_importance(self,hit);
+ if (imp>0) {
+ d /= imp;
+ if (!best_node || d<best_score) {
+ best_score = d;
+ best_node = link_node;
+ }
+ }
+ /*
+ if (imp>1001) {
+ b_show = true;
+ gi.dprintf( "%s scored %.1f\n", hit->classname, d );
+ } */
+ }
+ }
+ }
+
+ if (!new_stack_nodes) break;
+ n_count++;
+ }
+
+ /*
+ // remove path indication
+ { edict_t* line, *next_line;
+ for ( line = global_path_route; line!=NULL; line=next_line ) {
+ next_line = line->teamchain;
+ G_FreeEdict(line);
+ }
+ } */
+
+ if (!best_node) return;
+
+ self->bot_info->path_nodes=-1;
+ n_count=0;
+ node = best_node;
+ while (n_count<=max_nodes) {
+ // search for shortest possible distance from "node"
+ best_dist=0;
+ link_node=NULL;
+ for ( i=0; i<MAX_NODE_LINKS; i++ ) {
+ if ( !(next_link = node->link_from[i]) ) break;
+ d = next_link->route_dist;
+ if (d>=0 && (!link_node || best_dist>d) ) {
+ link_node = next_link;
+ best_dist = d;
+ }
+ }
+
+ self->bot_info->path[++self->bot_info->path_nodes]=node;
+
+ if (!link_node || link_node==self->bot_info->last_node) break;
+
+ node->route_dist = -2;
+
+ if(_DEBUG)
+ cr_draw_line( node->position, link_node->position, COLOR_BEAM_BLUE, &global_path_route );
+ node = link_node;
+ n_count++;
+ }
+
+ self->think = cr_think_pickup;
+ self->bot_info->pickup_target = best_node->item;
+ self->bot_info->pickup_target_score = best_score;
+ self->bot_info->next_node = node;
+ cr_set_move_target( self, node->position );
+
+ // if (b_show) {
+ // gi.bprintf ( PRINT_MEDIUM, "gonna get %s with score %.1f from map\n", self->bot_info->pickup_target->classname, best_score );
+ // }
+}
+
+qboolean cr_force_pickup_target( edict_t *self, edict_t *target )
+{
+ if (cr_find_route( self, target->s.origin, true )) {
+ self->think = cr_think_pickup;
+ self->bot_info->pickup_target = target;
+ self->bot_info->pickup_target_score = 1e-6f;
+ return true;
+ }
+ return false;
+}
+
+void cr_find_pickup_target( edict_t *self )
+{
+ edict_t *hit, *best=NULL;
+ vec3_t orig;
+ float min_dist, dd, imp;
+
+ if (self->bot_info->time_next_pickup>level.time) return;
+ self->bot_info->time_next_pickup = level.time + TIME_NEXT_PICKUP;
+
+ VectorCopy ( self->s.origin, orig );
+
+ min_dist = self->bot_info->pickup_target_score;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+ if (!hit->item || !hit->item->pickup) continue;
+ if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+ if (cr_check_unreachable(self,hit)) continue;
+
+ imp = cr_pickup_importance(self,hit);
+ if (imp<=0) continue;
+
+ dd = sqrt(sqr(orig[0]-hit->s.origin[0]) + sqr(orig[1]-hit->s.origin[1]) + sqr(orig[2]-hit->s.origin[2]));
+ dd /= imp;
+ if (dd>min_dist) continue;
+ if (!can_reach(self,hit)) continue;
+
+ // gi.bprintf ( PRINT_MEDIUM, "rated %s at %.2f\n", hit->classname, imp );
+
+ best = hit;
+ min_dist = dd;
+ if (min_dist<TOUCH_DIST) break;
+ }
+
+ if (best) {
+ self->bot_info->pickup_target = best;
+ self->bot_info->pickup_target_score = min_dist;
+ cr_set_move_target(self,self->bot_info->pickup_target->s.origin);
+ }
+}
+
+qboolean cr_find_pickup_urgent( edict_t *self )
+{
+ edict_t *hit, *best=NULL;
+ vec3_t orig;
+ float min_dist, dd, imp, pickup_range;
+ float bottom_limit, top_limit;
+
+ if (self->bot_info->time_next_pickup>level.time) return false;
+ self->bot_info->time_next_pickup = level.time + TIME_NEXT_PICKUP;
+
+ VectorCopy ( self->s.origin, orig );
+ top_limit = orig[2] + self->maxs[2]*0.9f;
+ bottom_limit = orig[2] + self->mins[2]*0.9f;
+
+ pickup_range = PICKUP_RANGE_MIN + (PICKUP_RANGE_MAX - PICKUP_RANGE_MIN)*0.1f*self->bot_pers->skill;
+ if (self->client->pers.weapon->weaponthink == Weapon_Blaster) pickup_range *= 3;
+
+ min_dist = 1e32;//self->bot_info->pickup_target_score;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+ if (!hit->item || !hit->item->pickup) continue;
+ if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+ if (cr_check_unreachable(self,hit)) continue;
+
+ if ( hit->s.origin[2]<bottom_limit ||
+ hit->s.origin[2]>top_limit ) continue;
+
+ imp = cr_pickup_importance(self,hit);
+ if (imp<=0) continue;
+
+ dd = sqrt(sqr(orig[0]-hit->s.origin[0]) + sqr(orig[1]-hit->s.origin[1]) + sqr(orig[2]-hit->s.origin[2]));
+ if (dd>pickup_range) continue;
+ dd /= imp;
+ // gi.bprintf ( PRINT_MEDIUM, "%s rated with %.2f score\n", hit->classname, dd );
+
+ if (dd>min_dist) continue;
+
+ if (!can_reach(self,hit)) continue;
+ // if (!can_reach(self,hit->s.origin)) continue;
+
+ best = hit;
+ min_dist = dd;
+ if (min_dist<TOUCH_DIST) break;
+ }
+
+ if (min_dist>pickup_range) return false;
+
+ if (best) {
+ // gi.bprintf ( PRINT_MEDIUM, "going for %s with %.2f score\n", best->classname, min_dist );
+ self->bot_info->pickup_target = best;
+ self->bot_info->pickup_target_score = min_dist;
+ cr_set_move_target( self, self->bot_info->pickup_target->s.origin );
+ return true;
+ }
+
+ return false;
+}
+
+
+qboolean cr_vertical_ok ( edict_t* self )
+{
+ return self->bot_info->next_node &&
+ ( (self->bot_info->next_node->flags & NF_ELEVATOR) ||
+ (self->bot_info->next_node->flags & NF_LADDER) );
+}
+
+qboolean cr_wait_ok ( edict_t* self )
+{
+ return self->think==cr_think_wait || self->think==cr_think_salute ||
+ self->think==cr_think_taunt || self->think==cr_think_flip ||
+ self->think==cr_think_attack ||
+ ( self->bot_info->next_node &&
+ ( (self->bot_info->next_node->flags & NF_DOOR) ||
+ (self->bot_info->next_node->flags & NF_ELEVATOR) ) );
+}
+
+qboolean cr_no_way( edict_t *self, vec3_t spot )
+{
+ float dd;
+
+ if (cr_vertical_ok(self)) return false;
+ if (!self->groundentity && spot[2]<self->s.origin[2]) return false;
+
+ dd = dist( self->s.origin, spot );
+ if (dd<TOUCH_DIST) return false;
+
+ return is_touched2d( self, spot );
+}
+
+void cr_crouch( edict_t* self, qboolean bCrouch )
+{
+ if (bCrouch) {
+ if (self->bot_info->b_crouch) return;
+
+ self->maxs[2] -= CROUCH_DELTA;
+ self->bot_info->b_crouch = true;
+ }
+ else {
+ if (!self->bot_info->b_crouch) return;
+
+ self->maxs[2] += CROUCH_DELTA;
+ self->bot_info->b_crouch = false;
+ }
+
+ // gi.linkentity(self);
+}
+
+
+qboolean cr_check_bottom( edict_t *self )
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y, fail_count;
+ float mid;
+
+ VectorAdd (self->s.origin, self->mins, mins);
+ VectorAdd (self->s.origin, self->maxs, maxs);
+
+ // if all of the points under the corners are solid world, don't bother
+ // with the tougher checks
+ // the corners must be within 16 of the midpoint
+ start[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++) {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ return true; // we got out easy
+realcheck:
+ //
+ // check it for real...
+ //
+ start[2] = mins[2];
+
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ stop[2] = start[2] - (STEPSIZE + JUMP_HEIGHT);
+ trace = gi.trace( start, vec3_origin, vec3_origin, stop, self, MASK_PLAYERSOLID );
+
+ if (trace.fraction == 1.f) return false;
+ mid = trace.endpos[2];
+
+ // the corners must be within 16 of the midpoint
+ fail_count=0;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++) {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = gi.trace( start, vec3_origin, vec3_origin, stop, self, MASK_PLAYERSOLID );
+
+ if ( trace.fraction==1.f || (mid - trace.endpos[2]) > JUMP_HEIGHT ) {
+ fail_count++;
+ if (fail_count>2) return false;
+ }
+ }
+
+ return true;
+}
+
+qboolean cr_try_move ( edict_t *self, float d_yaw, qboolean bCheckFall )
+{
+ vec3_t move, oldorg, start, end;
+ trace_t trace, trace_lava;
+ float d, yaw;
+
+ if (!self->groundentity) return true;
+
+ d = FRAMETIME*self->bot_pers->speed;
+ if (self->bot_info->b_crouch) d *= CROUCH_SPEED_COEF;
+ else if (self->waterlevel>1) d *= WATER_SPEED_COEF;
+
+ yaw = (self->ideal_yaw + d_yaw)*M_PI*2/360;
+
+ move[0] = d*cos(yaw);
+ move[1] = d*sin(yaw);
+ move[2] = 0;
+
+ VectorScale ( move, FRAMETIME, self->velocity );
+ VectorCopy ( self->velocity, self->movedir );
+
+ // try the move
+ VectorCopy ( self->s.origin, oldorg );
+ VectorAdd ( self->s.origin, move, start );
+
+ VectorCopy ( start, end );
+ start[2] += STEPSIZE;
+ end[2] -= /*STEPSIZE +*/ JUMP_HEIGHT;
+
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+
+ if (trace.allsolid) return false;
+
+ if (trace.startsolid) {
+ start[2] -= STEPSIZE;
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (trace.allsolid) return false;
+ if (trace.startsolid) {
+ if (self->bot_info->b_crouch) return false;
+ // can we crouch?!
+ trace = gi.trace ( start, self->mins,
+ tv( self->maxs[0], self->maxs[1], self->maxs[2]-CROUCH_DELTA),
+ end, self, MASK_PLAYERSOLID );
+ if (trace.allsolid || trace.startsolid) return false;
+ cr_crouch(self,true);
+ }
+ }
+
+ if (bCheckFall && !(trace.contents & CONTENTS_WATER)) {
+ if (trace.fraction == 1.f) return false; // walked off an edge
+ // check point traces down for dangling corners
+ VectorCopy ( trace.endpos, self->s.origin );
+
+ if (!cr_check_bottom(self)) {
+ VectorCopy ( oldorg, self->s.origin );
+ return false;
+ }
+ }
+
+ VectorScale ( move, 1.1f, move );
+ VectorAdd ( oldorg, move, start );
+ VectorCopy( start, end );
+ end[2] -= 300.f;
+ trace_lava = gi.trace ( start, vec3_origin, vec3_origin, end, self, MASK_PLAYERSOLID | CONTENTS_LAVA | CONTENTS_SLIME );
+ if (trace_lava.fraction>0.99f || trace_lava.contents & (CONTENTS_LAVA|CONTENTS_SLIME)) {
+ VectorCopy ( oldorg, self->s.origin );
+ return false;
+ }
+
+ VectorCopy ( trace.endpos, self->s.origin );
+
+ self->groundentity = trace.ent;
+ self->groundentity_linkcount = trace.ent->linkcount;
+
+ /*!!!
+// double-check if inside something
+ VectorCopy ( self->s.origin, start );
+ VectorCopy ( start, end );
+ end[2] += 0.25f;
+
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+
+ if (trace.allsolid || trace.startsolid) {
+ VectorCopy ( oldorg, self->s.origin );
+ return false;
+ }
+*/
+
+ self->ideal_yaw = anglemod( self->ideal_yaw + d_yaw );
+
+ // the move is ok
+ gi.linkentity (self);
+
+ return true;
+}
+
+qboolean cr_can_stand( edict_t* self )
+{
+ vec3_t start, end;
+ trace_t trace;
+
+ if (!self->bot_info->b_crouch) return false;
+ if ( self->bot_info->time_next_crouch > level.time ) return false;
+ self->bot_info->time_next_crouch = level.time + TIME_CROUCH;
+
+ VectorCopy ( self->s.origin, start );
+ VectorCopy ( start, end );
+ end[2] += 0.25f;
+ // end[2] += CROUCH_DELTA;
+
+ self->maxs[2] += CROUCH_DELTA;
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ self->maxs[2] -= CROUCH_DELTA;
+
+ if (trace.startsolid || trace.allsolid || trace.fraction<0.99) return false;
+
+ return true;
+}
+
+void cr_jump( edict_t *self )
+{
+ if (!self->groundentity) return;
+ if (self->bot_info->b_crouch || self->bot_info->b_on_ladder) return;
+
+ YawVector( self->ideal_yaw, self->velocity );
+ self->velocity[0] *= BOT_MAX_SPEED;
+ self->velocity[1] *= BOT_MAX_SPEED;
+ self->velocity[2] = BOT_JUMP_SPEED;
+ VectorCopy( self->velocity, self->movedir );
+ self->groundentity = NULL;
+ gi.sound( self, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
+ self->s.frame = FRAME_jump1;
+}
+
+qboolean cr_can_jump ( edict_t *self )
+{
+ vec3_t move, neworg, start, end, oldorg;
+ trace_t trace, trace_lava;
+ float cs, sn, yaw;
+
+ if (self->bot_info->b_crouch || self->bot_info->b_on_ladder) return false;
+ if (self->bot_info->time_next_jump>level.time) return false;
+
+ yaw = self->ideal_yaw*M_PI*2/360;
+ cs = cos(yaw);
+ sn = sin(yaw);
+
+ move[0] = MOVE_JUMP_DIST*cs;
+ move[1] = MOVE_JUMP_DIST*sn;
+ move[2] = 0;
+
+ // try the move
+ VectorAdd ( self->s.origin, move, neworg );
+
+ VectorCopy ( neworg, end );
+ neworg[2] += JUMP_HEIGHT;
+ end[2] -= STEPSIZE;
+
+ trace = gi.trace ( neworg, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+
+ if (trace.allsolid || trace.startsolid) return false;
+
+ neworg[0] -= move[0];
+ neworg[1] -= move[1];
+
+ end[0] = neworg[0] + JUMP_DIST*cs;
+ end[1] = neworg[1] + JUMP_DIST*sn;
+ end[2] = neworg[2];
+
+ trace = gi.trace ( neworg, self->mins, self->maxs, end, self, MASK_PLAYERSOLID | CONTENTS_LADDER );
+ if (trace.allsolid || trace.startsolid) return false;
+ if (trace.contents & CONTENTS_LADDER) return true;
+
+ VectorCopy ( trace.endpos, neworg );
+ VectorCopy ( neworg, end );
+ end[2] -= 300.f;
+ trace = gi.trace ( neworg, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (trace.allsolid || trace.startsolid || trace.fraction>0.99f) return false;
+
+ if ( trace.endpos[2]<(self->bot_info->move_target[2]-STEPSIZE) ) return false;
+
+ // check for solid ground
+ VectorCopy ( self->s.origin, oldorg );
+ VectorCopy ( trace.endpos, self->s.origin );
+ if (!cr_check_bottom(self)) {
+ VectorCopy ( oldorg, self->s.origin );
+ return false;
+ }
+ VectorCopy ( oldorg, self->s.origin );
+
+ VectorCopy( trace.endpos, start );
+ VectorCopy( start, end );
+ end[2] -= 300.f;
+ trace_lava = gi.trace ( start, vec3_origin, vec3_origin, end, self, MASK_PLAYERSOLID | CONTENTS_LAVA | CONTENTS_SLIME );
+ if (trace_lava.fraction>0.99f || trace_lava.contents & (CONTENTS_LAVA|CONTENTS_SLIME)) return false;
+
+ return true;
+}
+
+void cr_effect( edict_t *self, int eff )
+{
+ gi.WriteByte ( svc_muzzleflash );
+ gi.WriteShort ( self - g_edicts );
+ gi.WriteByte ( eff );
+ gi.multicast ( self->s.origin, MULTICAST_PVS );
+}
+
+qboolean cr_try_rocketjump( edict_t *self )
+{
+ edict_t* pt;
+ float d, max_importance;
+ vec3_t move, start, end, oldorg, aim;
+ trace_t trace;
+ int armor_index;
+
+ if ( !self->groundentity || self->bot_info->b_crouch ||
+ self->bot_info->time_next_jump>level.time) return false;
+ if ( self->client->invincible_framenum < level.framenum &&
+ (self->health<80.f || self->client->breather_framenum > level.framenum) ) return false;
+
+ if ( self->bot_info->time_next_shot > (level.time-TIME_WEAPON_CHANGE) ||
+ self->client->pers.inventory[INDEX_ROCKETS]<1 ||
+ self->client->pers.inventory[INDEX_ROCKET_LAUNCHER]<1 ) return false;
+
+ pt = self->bot_info->pickup_target;
+ if ( !pt || pt->s.origin[2]<(self->s.origin[2]+JUMP_HEIGHT) ||
+ pt->s.origin[2]>(self->s.origin[2]+ROCKETJUMP_HEIGHT) ) return false;
+
+ d = dist2d2(pt->s.origin,self->s.origin);
+ if ( d>ROCKETJUMP_MAXDIST*ROCKETJUMP_MAXDIST ||
+ d<ROCKETJUMP_MINDIST*ROCKETJUMP_MINDIST) return false;
+
+ armor_index = ArmorIndex(self);
+ if (!armor_index) max_importance = 600;
+ else max_importance = 600 - 4*self->client->pers.inventory[armor_index];
+
+ if (cr_pickup_importance(self,pt)<max_importance) return false;
+
+ VectorSubtract( pt->s.origin, self->s.origin, move );
+ move[2]=0;
+ VectorNormalize( move );
+ VectorScale( move, ROCKETJUMP_DIST, move );
+
+ VectorCopy( self->s.origin, start );
+ VectorAdd( start, move, end );
+ end[2] += ROCKETJUMP_HEIGHT;
+
+ // cr_draw_line( start, end, COLOR_BEAM_GREEN, &global_path_route );
+
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (trace.allsolid || trace.startsolid) return false;
+
+ if (trace.fraction==1.f) {
+ // continue the jump
+ VectorCopy( end, start );
+ VectorAdd( start, move, end );
+ end[2] -= ROCKETJUMP_HEIGHT-JUMP_HEIGHT;
+
+ // cr_draw_line( start, end, COLOR_BEAM_GREEN, &global_path_route );
+
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if ( trace.allsolid || trace.startsolid || trace.fraction>0.9f ) return false;
+ }
+
+ if (trace.endpos[2]<(pt->s.origin[2]-STEPSIZE)) return false;
+
+ // cast a ray down
+ VectorCopy( trace.endpos, start );
+ VectorCopy( start, end );
+ end[2] = pt->s.origin[2]-JUMP_HEIGHT;
+
+ // cr_draw_line( start, end, COLOR_BEAM_BLUE, &global_path_route );
+
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID | CONTENTS_LAVA | CONTENTS_SLIME );
+ if ( trace.allsolid || trace.startsolid || trace.fraction==1.f ||
+ trace.contents & (CONTENTS_LAVA|CONTENTS_SLIME) ) return false;
+
+ VectorCopy ( self->s.origin, oldorg );
+ VectorCopy ( trace.endpos, self->s.origin );
+ if (!cr_check_bottom(self)) {
+ VectorCopy ( oldorg, self->s.origin );
+ return false;
+ }
+ VectorCopy ( oldorg, self->s.origin );
+
+ // victory!
+ VectorCopy ( pt->s.origin, self->bot_info->move_target );
+ self->ideal_yaw = vectoyaw(move);
+ cr_jump(self);
+
+ // fire a rocket down below!
+ VectorSet( aim, 0,0,-1);
+ fire_rocket ( self, self->s.origin, aim,
+ ROCKET_DAMAGE, ROCKET_SPEED, 120/*damage_rad*/, ROCKET_DAMAGE/*radius_damage*/ );
+ cr_effect( self, MZ_ROCKET );
+ self->bot_info->time_next_shot = level.time + TIME_WEAPON_CHANGE;
+ self->client->pers.inventory[INDEX_ROCKETS]--;
+
+ return true;
+}
+
+qboolean cr_try_jump ( edict_t *self, float d_yaw )
+{
+ float oldyaw;
+
+ oldyaw = self->ideal_yaw;
+ self->ideal_yaw = anglemod( self->ideal_yaw + d_yaw );
+
+ if (cr_can_jump(self)) {
+ cr_jump(self);
+ return true;
+ }
+
+ self->ideal_yaw = oldyaw;
+
+ return false;
+}
+
+qboolean cr_move_avoid ( edict_t *self, qboolean bSafe )
+{
+ qboolean bRes = true;
+
+ if (!self->groundentity) return false;
+
+ if (!bSafe && self->bot_info->b_on_platform) bSafe = true;
+
+ if (self->bot_pers->skill>3) cr_avoid_rocket(self);
+ if (self->bot_pers->skill>5 && cr_try_rocketjump(self)) return false;
+
+ // jump on ladder
+ if ( self->bot_info->next_node && (self->bot_info->next_node->flags & NF_LADDER) ) {
+ if ( dist2d2( self->s.origin, self->bot_info->next_node->position ) < sqr(JUMP_DIST*0.6f) ) {
+ cr_jump(self);
+ return false;
+ }
+ }
+
+ if (!cr_try_move( self, 0, bSafe )) {
+ float dy;
+ qboolean bReverse;
+
+ if (cr_try_jump( self, 0 )) return false;
+
+ bRes = false;
+ bReverse = qrandom()>0.5f;
+ for ( dy=30; ; dy+=30 ) {
+ if (bReverse) dy = -dy;
+ if (cr_try_move( self, dy, bSafe )) break;
+ if (cr_try_jump( self, dy )) return false;
+ if (cr_try_move( self, -dy, bSafe )) break;
+ if (cr_try_jump( self, -dy )) return false;
+ if (bReverse) dy = -dy;
+ if (dy>90) break;
+ }
+ }
+
+ if (self->bot_info->b_crouch && cr_can_stand( self )) {
+ cr_crouch(self,false);
+ }
+
+ return bRes;
+}
+
+qboolean cr_swim( edict_t *self )
+{
+ vec3_t start, end, normal, velocity, end_pos;
+ trace_t trace;
+ int x, y;
+ float d;
+
+ VectorSubtract ( self->bot_info->move_target, self->s.origin, self->velocity );
+ VectorNormalize ( self->velocity );
+ VectorScale ( self->velocity, self->bot_pers->speed*WATER_SPEED_COEF, self->velocity );
+ VectorCopy ( self->velocity, velocity );
+
+ VectorMA( self->s.origin, FRAMETIME, velocity, end_pos );
+
+ // check if we can go where we want
+ VectorCopy( self->s.origin, start );
+ VectorCopy( end_pos, end );
+ trace = gi.trace( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (!trace.allsolid && !trace.startsolid && trace.fraction==1.f) {
+ // check that we are not leaving water by this move
+ end[2] += self->mins[2];
+ if ( !(gi.pointcontents(end) & (CONTENTS_WATER|CONTENTS_SOLID)) ) {
+ self->velocity[2] = 0;
+ VectorNormalize ( self->velocity );
+ VectorScale ( self->velocity, self->bot_pers->speed*WATER_SPEED_COEF, self->velocity );
+ return false;
+ }
+ return true;
+ }
+ VectorCopy ( trace.plane.normal, normal );
+
+ // check if we can go out of water
+ VectorCopy( end_pos, end );
+ VectorCopy( end, start );
+ start[2] += 2*STEPSIZE;
+
+ trace = gi.trace( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (trace.startsolid) {
+ start[2] -= STEPSIZE;
+ trace = gi.trace( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ }
+ if ( !trace.startsolid && !trace.allsolid && trace.fraction<0.99f &&
+ !(gi.pointcontents(trace.endpos) & CONTENTS_WATER) ) {
+ // yes, we can get out of the water!
+ VectorCopy ( trace.endpos, self->s.origin );
+ gi.linkentity(self);
+ return true;
+ }
+
+ d = DotProduct( normal, velocity );
+ if ( fabs(d)>0.9f*self->bot_pers->speed*WATER_SPEED_COEF ) {
+ vec3_t right, up, angles;
+
+ VectorCopy( end_pos, end );
+
+ vectoangles ( velocity, angles );
+ AngleVectors ( angles, NULL, right, up );
+
+ VectorScale( right, (fabs(self->maxs[0])+fabs(self->maxs[0]))/2, right );
+ VectorScale( up, (fabs(self->maxs[2])+fabs(self->maxs[2]))/2, up );
+ for ( x=-1; x<=1; x++ )
+ for ( y=-1; y<=1; y++ ) {
+ if ( x==0 && y==0 ) continue;
+ VectorCopy( end, start );
+ if (x) VectorMA( start, x, right, start );
+ if (y) VectorMA( start, y, up, start );
+ if ( !(gi.pointcontents(start) & CONTENTS_SOLID) ) {
+ VectorSubtract ( end, self->s.origin, self->velocity );
+ VectorMA ( self->velocity, y, up, self->velocity );
+ VectorNormalize ( self->velocity );
+ VectorScale ( self->velocity, self->bot_pers->speed*WATER_SPEED_COEF, self->velocity );
+ return true;
+ }
+ }
+ }
+
+ VectorMA( velocity, -0.6f*d, normal, self->velocity );
+ VectorNormalize( self->velocity );
+ VectorScale( self->velocity, self->bot_pers->speed*WATER_SPEED_COEF, self->velocity );
+
+ return false;
+}
+
+qboolean cr_move( edict_t *self, qboolean bFacing, qboolean bSafe )
+{
+ qboolean bStuck;
+
+ if (bFacing) M_ChangeYaw (self);
+
+ if (self->bot_info->b_on_ladder) {
+ vec3_t start, end;
+ trace_t trace;
+
+ VectorSubtract ( self->bot_info->move_target, self->s.origin, self->velocity );
+ VectorNormalize( self->velocity );
+ VectorScale( self->velocity, 200, self->velocity );
+ VectorCopy ( self->velocity, self->movedir );
+
+ VectorCopy ( self->s.origin, start );
+ VectorCopy ( start, end );
+ end[2] += STEPSIZE;
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, MASK_PLAYERSOLID );
+ if (!trace.allsolid && !trace.startsolid && trace.fraction==1.f) {
+ VectorCopy ( end, self->s.origin );
+ gi.linkentity( self );
+ self->bot_info->time_last_stuck=0;
+ return true;
+ }
+ // we're stuck!
+ if (!self->bot_info->time_last_stuck) {
+ self->bot_info->time_last_stuck=level.time;
+ return true;
+ }
+ return (level.time - self->bot_info->time_last_stuck)<3*TIME_STUCK;
+ }
+
+ if ( self->waterlevel>2 ||
+ (self->waterlevel && !self->groundentity)) {
+ if (self->bot_info->b_crouch) cr_crouch(self,false);
+ bStuck = !cr_swim(self);
+ if (bStuck) {
+ if (!self->bot_info->time_last_stuck) {
+ self->bot_info->time_last_stuck=level.time;
+ return true;
+ }
+ return (level.time - self->bot_info->time_last_stuck)<3*TIME_STUCK;
+ }
+ self->bot_info->time_last_stuck=0;
+ return true;
+ }
+
+ if (!self->groundentity) {
+ if ( is_touched2d( self, self->bot_info->move_target ) ) {
+ VectorClear(self->movedir);
+ }
+ self->velocity[0] = self->movedir[0];
+ self->velocity[1] = self->movedir[1];
+ return true;
+ }
+ // we hit the slope!
+ if (self->bot_info->b_on_slope) {
+ self->bot_info->b_on_slope = false;
+ self->bot_info->time_last_stuck = 0;
+ return false;
+ }
+
+ bStuck = !cr_move_avoid( self, bSafe );
+
+ if (bStuck) {
+ self->bot_info->move_block_count=0;
+ // can't move
+ if (!self->bot_info->time_last_stuck) {
+ self->bot_info->time_last_stuck=level.time;
+ return true;
+ }
+ else
+ if ( (level.time - self->bot_info->time_last_stuck) >
+ (cr_vertical_ok(self) ? 10*TIME_STUCK : (cr_wait_ok(self) ? 5*TIME_STUCK : TIME_STUCK) ) ) {
+ // gi.bprintf ( PRINT_MEDIUM, "%s reporting stuck!\n", self->client->pers.netname );
+ self->bot_info->time_last_stuck=0;
+ return false;
+ }
+ else
+ return true;
+ }
+
+ if (self->bot_info->move_block_count>1)
+ self->bot_info->time_last_stuck=0;
+ else
+ self->bot_info->move_block_count++;
+ return true;
+}
+
+qboolean cr_moveto( edict_t *self )
+{
+ vec3_t move;
+ float dt;
+
+ VectorSubtract ( self->bot_info->move_target, self->s.origin, move );
+
+ if (!is_closer_b( self->bot_info->move_target, self->bot_info->last_move_target, 1 )) {
+ VectorCopy ( self->bot_info->move_target, self->bot_info->last_move_target );
+ dt = 0.5f + 1.2f*VectorLength(move)/self->bot_pers->speed;
+ if (self->waterlevel>1) dt /= WATER_SPEED_COEF;
+ else if (self->bot_info->b_crouch) dt /= CROUCH_SPEED_COEF;
+ self->bot_info->time_last_move_target = level.time + dt;
+ // gi.dprintf( "%s has %.1f sec to cover %.1f distance!\n", self->client->pers.netname, dt, VectorLength(move) );
+ }
+ else {
+ if (level.time > self->bot_info->time_last_move_target) {
+ // gi.dprintf( "time is up for %s!\n", self->client->pers.netname );
+ return false;
+ }
+ }
+
+ self->ideal_yaw = vectoyaw(move);
+ return cr_move( self, true, (self->bot_info->move_target[2]-self->s.origin[2])>-STEPSIZE );
+}
+
+qboolean cr_move_yaw( edict_t *self, qboolean bFacing, qboolean bSafe )
+{
+ vec3_t move;
+
+ YawVector( self->ideal_yaw, move );
+ VectorMA( self->s.origin, 80, move, self->bot_info->move_target );
+ self->bot_info->move_target[2] += STEPSIZE;
+ if (self->waterlevel==1) self->bot_info->move_target[2] -= 2*STEPSIZE;
+ return cr_move( self, bFacing, bSafe );
+}
+
+void cr_update_enemy( edict_t *self )
+{
+ if (!self->enemy) return;
+
+ if ( !self->enemy->inuse ||
+ self->enemy->deadflag>=DEAD_DYING || !visible(self,self->enemy)) {
+ // we lost him!
+ cr_forget_enemy(self);
+ return;
+ }
+
+ VectorCopy( self->enemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+}
+
+void cr_try_attack( edict_t *self )
+{
+ if (!self->enemy) return;
+
+ if ( distance(self, self->enemy)<self->bot_pers->attack_range &&
+ fabs(self->s.origin[2]-self->enemy->s.origin[2])<(self->bot_pers->attack_range*0.5f) ) {
+ self->think = cr_think_attack;
+ }
+}
+
+void cr_check_ground( edict_t *self )
+{
+ vec3_t point;
+ trace_t trace;
+ qboolean was_on_ladder;
+
+ self->bot_info->b_on_platform = false;
+ was_on_ladder = self->bot_info->b_on_ladder;
+ self->bot_info->b_on_ladder = false;
+
+ if (self->velocity[2] > 200) {
+ self->groundentity = NULL;
+ return;
+ }
+
+ // check if we are on ladder
+ if ( self->deadflag!=DEAD_DEAD &&
+ self->bot_info->move_target[2]>self->s.origin[2] ) {
+ vec3_t start, end;
+
+ if (!was_on_ladder) YawVector( self->ideal_yaw, self->bot_info->ladder_dir );
+ VectorCopy( self->s.origin, start );
+ VectorMA ( start, was_on_ladder ? 60 : 50, self->bot_info->ladder_dir, end );
+ trace = gi.trace ( start, self->mins, self->maxs, end, self, CONTENTS_LADDER | CONTENTS_SOLID );
+ if ( trace.contents & CONTENTS_LADDER ) {
+ self->bot_info->b_on_ladder = true;
+ if (!was_on_ladder) {
+ // face the ladder!
+ VectorScale ( trace.plane.normal, -1, self->bot_info->ladder_dir );
+ }
+ // gi.dprintf("%.1f %.1f %.1f \n", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2] );
+ }
+ else {
+ if (was_on_ladder) {
+ VectorScale( self->bot_info->ladder_dir, 150, self->velocity );
+ self->velocity[2] = 250;
+ VectorCopy ( self->velocity, self->movedir );
+ }
+ }
+ }
+
+ // if the hull point one-quarter unit down is solid the entity is on ground
+ point[0] = self->s.origin[0];
+ point[1] = self->s.origin[1];
+ point[2] = self->s.origin[2] - 0.25;
+
+ trace = gi.trace ( self->s.origin, self->mins, self->maxs, point, self, MASK_PLAYERSOLID );
+
+ // check steepness
+ if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) {
+ self->groundentity = NULL;
+
+ if (trace.plane.normal[0]!=0 || trace.plane.normal[1]!=0) {
+ VectorScale( trace.plane.normal, 100, self->velocity );
+ VectorCopy ( self->velocity, self->movedir );
+ self->bot_info->b_on_slope = true;
+ }
+ return;
+ }
+
+ if (!trace.startsolid && !trace.allsolid) {
+ VectorCopy (trace.endpos, self->s.origin);
+ self->groundentity = trace.ent;
+ self->groundentity_linkcount = trace.ent->linkcount;
+ self->velocity[2] = 0;
+ }
+
+ if (self->groundentity && self->groundentity->blocked)
+ self->bot_info->b_on_platform = true;
+
+}
+
+void cr_skip_enemy( edict_t *self )
+{
+ if (!self->enemy) return;
+ cr_add_unreachable( self, self->enemy, UNREACHABLE_ENEMY_TIMEOUT );
+ cr_forget_enemy(self);
+}
+
+void cr_skip_pickup_target( edict_t *self )
+{
+ if (self->bot_info->pickup_target) {
+ cr_add_unreachable( self, self->bot_info->pickup_target,
+ strcmp( self->bot_info->pickup_target->classname, "item_flag_team1" )==0 ||
+ strcmp( self->bot_info->pickup_target->classname, "item_flag_team2" )==0 ?
+ UNREACHABLE_TIMEOUT/3 : UNREACHABLE_TIMEOUT );
+ }
+ cr_forget_pickup_target( self );
+}
+
+void cr_do_physics( edict_t* self )
+{
+ cr_check_ground (self);
+
+ if (self->bot_info->b_airborn && self->groundentity) {
+ self->bot_info->time_next_jump = level.time + JUMP_DELAY;
+ }
+ self->bot_info->b_airborn = !self->groundentity;
+}
+
+void cr_catagorize_position (edict_t *self)
+{
+ vec3_t point;
+ int cont;
+
+ // get waterlevel
+ point[0] = self->s.origin[0];
+ point[1] = self->s.origin[1];
+ point[2] = self->s.origin[2] + self->mins[2] + 1;
+ cont = gi.pointcontents (point);
+
+ if ( !(cont & CONTENTS_SOLID) )
+ self->bot_info->time_next_solid = level.time+1.f;
+ else {
+ if ( self->bot_info->time_next_solid < level.time ) {
+ self->bot_info->time_next_solid = level.time+1.f;
+ T_Damage ( self, self, self, vec3_origin, self->s.origin, vec3_origin, 20, 0, 0, MOD_SUICIDE );
+ // gi.dprintf( "%s is in solid!\n", self->client->pers.netname );
+ // FIXME: push bot along normal!
+ if (cont & MASK_WATER) {
+ self->s.origin[2] -= 0.2f;
+ gi.linkentity(self);
+ }
+ }
+ }
+
+ if (!(cont & MASK_WATER)) {
+ self->waterlevel = 0;
+ self->watertype = 0;
+ return;
+ }
+
+ self->watertype = cont;
+ self->waterlevel = 1;
+ point[2] += 24;
+ cont = gi.pointcontents (point);
+ if (!(cont & MASK_WATER)) return;
+
+ self->waterlevel = 2;
+ point[2] += 22;
+ cont = gi.pointcontents (point);
+ if (cont & MASK_WATER) self->waterlevel = 3;
+}
+
+void cr_update_environment( edict_t *self )
+{
+ cr_do_physics(self);
+ cr_catagorize_position (self);
+}
+
+void cr_check_stuck( edict_t *self )
+{
+ if ( level.time < self->bot_info->time_stuck_check ) return;
+
+ if ( is_closer_b( self->s.origin, self->bot_info->old_origin, 5 ) &&
+ !cr_vertical_ok(self) && !cr_wait_ok(self)) {
+ self->ideal_yaw = 360*qrandom();
+ YawVector( self->ideal_yaw, self->velocity );
+ self->bot_info->stuck_count++;
+ if (self->bot_info->stuck_count>4) cr_jump(self);
+ }
+ else
+ self->bot_info->stuck_count=0;
+
+ if (self->bot_info->stuck_count>8) {
+ T_Damage ( self, self, self, vec3_origin, self->s.origin, vec3_origin, 20, 0, 0, MOD_SUICIDE );
+ self->bot_info->stuck_count=0;
+ // gi.bprintf( PRINT_MEDIUM, "%s punished at %.2f %.2f %.2f\n", self->client->pers.netname, self->s.origin[0], self->s.origin[1], self->s.origin[2] );
+ }
+
+ VectorCopy ( self->s.origin, self->bot_info->old_origin );
+ self->bot_info->time_stuck_check = level.time + TIME_CHECK_STUCK;
+}
+
+qboolean cr_update( edict_t *self, qboolean bTryEnemy )
+{
+ if (!self->inuse) return false;
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->bot_pers->b_adapting) {
+ if (self->bot_pers->adapt_count<-1 && self->bot_pers->skill>1) {
+ self->bot_pers->skill--;
+ cr_compute_skills(self,self->bot_pers->skill);
+ }
+ if (self->bot_pers->adapt_count>1 && self->bot_pers->skill<10) {
+ self->bot_pers->skill++;
+ cr_compute_skills(self,self->bot_pers->skill);
+ }
+ }
+
+ cr_update_environment(self);
+
+ if (bTryEnemy) {
+ cr_update_enemy(self);
+ if ( cr_low_health(self) ) {
+ if ( self->think==cr_think_attack ||
+ self->think==cr_think_chase ||
+ self->think==cr_think_chase_route ) {
+ self->think = cr_think_run_for_life;
+ }
+ }
+ else {
+ cr_try_attack(self);
+ }
+ }
+
+ cr_update_routes(self);
+ cr_check_stuck(self);
+
+ return true;
+}
+
+void cr_fire_and_run( edict_t *self )
+{
+ qboolean bFire;
+
+ bFire = false;
+ //FIXME: face the enemy!
+ if (self->enemy) {
+ if (cr_infront(self,self->enemy))
+ bFire = cr_fire_weapon( self, self->enemy );
+ }
+ else {
+ edict_t *enemy, *best_enemy=NULL;
+ float d, best_dist=1e10;
+ // do a breaf search for enemy
+ for ( enemy=g_edicts+1; enemy<=(g_edicts+game.maxclients); enemy++) {
+ if (!enemy->inuse || enemy==self || (enemy->flags & FL_NOTARGET)) continue;
+
+ // attack only bots from other teams, unless we are in team #0
+ if ( self->client->pers.team_no>0 &&
+ enemy->client->pers.team_no==self->client->pers.team_no ) continue;
+
+ // is it dead already?
+ if ( enemy->deadflag>DEAD_DYING || (enemy->svflags & SVF_NOCLIENT) ) continue;
+
+ // can we see him?
+ if (!cr_infront (self,enemy)) continue;
+ if (!can_reach(self,enemy)) continue;
+
+ d = dist2(self->s.origin,enemy->s.origin);
+ if (d>ATTACK_RANGE_MAX*ATTACK_RANGE_MAX) continue;
+
+ if (!best_enemy || d<best_dist ) {
+ best_enemy = enemy;
+ best_dist = d;
+ if (best_dist<MELEE_COMBAT_DIST*MELEE_COMBAT_DIST) break;
+ }
+ }
+ if (best_enemy) {
+ bFire = cr_fire_weapon( self, best_enemy );
+ }
+ }
+
+ if (bFire) {
+ self->client->anim_end = self->s.frame;
+ if (!self->bot_info->b_crouch) self->s.frame = FRAME_attack1;
+ else self->s.frame = FRAME_crattak1;
+ }
+ else {
+ if (!self->bot_info->b_crouch) cr_animate_frames( self, FRAME_run1, FRAME_run6 );
+ else cr_animate_frames( self, FRAME_crwalk1, FRAME_crwalk6 );
+ }
+}
+
+void cr_post_think( edict_t *self )
+{
+ int i;
+ edict_t* other;
+
+ if ( !self->bot_info->b_shot_this_frame &&
+ self->bot_info->time_stop_shoting > level.time ) {
+ cr_fire_weapon( self, NULL );
+ }
+ self->bot_info->b_shot_this_frame = false;
+
+ VectorCopy ( self->s.angles, self->client->ps.viewangles);
+ VectorCopy ( self->s.angles, self->client->v_angle);
+
+ // turn on powerups
+ if (!(self->flags & FL_POWER_ARMOR) &&
+ (self->client->pers.inventory[INDEX_POWER_SCREEN]>0 || self->client->pers.inventory[INDEX_POWER_SHIELD]>0) &&
+ self->client->pers.inventory[INDEX_CELLS]>0 ) {
+ self->flags |= FL_POWER_ARMOR;
+ gi.sound( self, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0 );
+ }
+ if ( self->client->quad_framenum<level.framenum &&
+ self->client->pers.inventory[INDEX_QUAD]>0 ) {
+ gitem_t *item;
+ item = FindItem("Quad Damage");
+ if (item && item->use) item->use( self, item );
+ }
+ if ( self->client->invincible_framenum<level.framenum &&
+ self->client->pers.inventory[INDEX_INVULN]>0 ) {
+ gitem_t *item;
+ item = FindItem("Invulnerability");
+ if (item && item->use) item->use( self, item );
+ }
+ if ( self->waterlevel>2 &&
+ self->client->breather_framenum<level.framenum &&
+ self->client->pers.inventory[INDEX_BREATHER]>0 ) {
+ gitem_t *item;
+ item = FindItem("Rebreather");
+ if (item && item->use) item->use( self, item );
+ }
+
+ // CTF stuff
+ if (self->client->ctf_grapple) {
+ CTFGrapplePull(self->client->ctf_grapple);
+ gi.linkentity(self);
+ }
+ CTFApplyRegeneration(self);
+ for (i = 1; i <= maxclients->value; i++) {
+ other = g_edicts + i;
+ if (other->inuse && other->client->chase_target == self)
+ UpdateChaseCam(other);
+ }
+}
+
+qboolean cr_try_pickup_urgent ( edict_t *self )
+{
+ if ( self->enemy &&
+ self->enemy->health>0 && self->enemy->health<50 ) return false;
+
+ if (!cr_find_pickup_urgent(self)) return false;
+
+ self->bot_info->old_think = self->think;
+ self->think = cr_think_temp_target;
+
+ self->bot_info->last_node=NULL;
+ self->bot_info->next_node=NULL;
+
+ // gi.bprintf ( PRINT_MEDIUM, "urgently going for %s\n", self->bot_info->pickup_target->classname );
+
+ return true;
+}
+
+void cr_think_team_help( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+ if (self->bot_info->bot_assignment!=ASSN_HELP) {
+ self->think = cr_think;
+ return;
+ }
+
+ // if (cr_try_pickup_urgent(self)) return;
+ cr_find_enemy(self);
+
+ if ( level.time>self->bot_info->time_next_chase_update ) {
+ self->bot_info->time_next_chase_update = level.time + 0.5f;
+ if ( cr_find_closest_node( self->bot_info->team_leader ) !=
+ self->bot_info->target_node ) {
+ if (!cr_find_route( self, self->bot_info->team_leader->s.origin, false )) {
+ cr_dismiss(self);
+ self->think = cr_think;
+ }
+ }
+ }
+
+ //FIXME: dodge while following the path
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ cr_dismiss(self);
+ self->think = cr_think;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ // let's find detour!
+ if (!cr_find_route( self, self->bot_info->team_leader->s.origin, false )) {
+ cr_dismiss(self);
+ self->think = cr_think;
+ }
+ }
+
+ // check if we are near our destination
+ if (self->bot_info->team_leader) {
+ if ( (int)dist2(self->s.origin,self->bot_info->team_leader->s.origin) < (rand()&0x2FFF) ) {
+ cr_dismiss(self);
+ if (self->enemy) self->think = cr_think_attack;
+ else self->think = cr_think_salute;
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_team_group( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+ if (self->bot_info->bot_assignment!=ASSN_GROUP) {
+ self->think = cr_think;
+ return;
+ }
+
+ // if (cr_try_pickup_urgent(self)) return;
+ cr_find_enemy(self);
+
+ if ( level.time>self->bot_info->time_next_chase_update ) {
+ self->bot_info->time_next_chase_update = level.time + 0.5f;
+ if ( cr_find_closest_node( self->bot_info->team_leader ) !=
+ self->bot_info->target_node ) {
+ if (!cr_find_route( self, self->bot_info->team_leader->s.origin, false )) {
+ self->bot_info->target_node = NULL;
+ self->think = cr_think;
+ }
+ }
+ }
+
+ //FIXME: dodge while following the path
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->bot_info->target_node = NULL;
+ self->think = cr_think;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ // let's find detour!
+ if (!cr_find_route( self, self->bot_info->team_leader->s.origin, false )) {
+ self->bot_info->target_node = NULL;
+ self->think = cr_think;
+ }
+ }
+
+ // check if we are near our destination
+ if (self->bot_info->team_leader) {
+ if ( (int)dist2(self->s.origin,self->bot_info->team_leader->s.origin) < (rand()&0x2FFF) ) {
+ if (self->enemy) self->think = cr_think_attack;
+ else self->think = cr_think_salute;
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_wait( edict_t *self )
+{
+ if (!cr_update(self,false)) return;
+
+ self->bot_info->time_last_stuck=0;
+ self->bot_info->stuck_count=0;
+
+ // scan around
+ self->ideal_yaw = anglemod( self->ideal_yaw + self->bot_info->strafe_dir*100*FRAMETIME );
+ M_ChangeYaw(self);
+
+ if (level.time > self->bot_info->time_last_strafe_switch) {
+ self->bot_info->time_last_strafe_switch = level.time + 2.f+qrandom();
+ self->bot_info->strafe_dir = -self->bot_info->strafe_dir;
+ }
+
+ if (cr_find_enemy(self))
+ cr_sight(self,self->enemy);
+ else
+ if (self->bot_info->bot_assignment==ASSN_GROUP) {
+ if ( (int)dist2(self->s.origin,self->bot_info->team_leader->s.origin) > 0x5000 ) {
+ self->think = cr_think_team_group;
+ }
+ }
+ else
+ if (self->bot_info->bot_assignment==ASSN_NONE) {
+ self->think = cr_think;
+ }
+
+ if (!self->bot_info->b_crouch) cr_animate_frames( self, FRAME_stand01, FRAME_stand40 );
+ else cr_animate_frames( self, FRAME_crstnd01, FRAME_crstnd19 );
+}
+
+void cr_think_team_patrol( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+ if (self->bot_info->bot_assignment!=ASSN_PATROL) {
+ self->think = cr_think;
+ return;
+ }
+
+ if (cr_try_pickup_urgent(self)) return;
+ cr_find_enemy(self);
+
+ if ( level.time>self->bot_info->time_next_chase_update ) {
+ self->bot_info->time_next_chase_update = level.time + 0.5f;
+ if ( cr_find_closest_node_pos( self, self->bot_info->bot_anchor ) !=
+ self->bot_info->target_node ) {
+ if (!cr_find_route( self, self->bot_info->bot_anchor, false )) {
+ cr_dismiss(self);
+ self->think = cr_think;
+ }
+ }
+ }
+
+ //FIXME: dodge while following the path
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->bot_info->target_node = NULL;
+ self->think = cr_think;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ // let's find detour!
+ if (!cr_find_route( self, self->bot_info->bot_anchor, false )) {
+ cr_dismiss(self);
+ self->think = cr_think;
+ }
+ }
+
+ // check if we are near our destination
+ if (self->bot_info->team_leader) {
+ if ( (int)dist2(self->s.origin,self->bot_info->team_leader->s.origin) < (rand()&0x2FFF) ) {
+ if (self->enemy) self->think = cr_think_attack;
+ else self->think = cr_think_salute;
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_team_guard( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+ if (self->bot_info->bot_assignment!=ASSN_GUARD) {
+ self->think = cr_think;
+ return;
+ }
+
+ // if (cr_try_pickup_urgent(self)) return;
+ cr_find_enemy(self);
+
+ if ( level.time>self->bot_info->time_next_chase_update ) {
+ self->bot_info->time_next_chase_update = level.time + 0.5f;
+ if ( cr_find_closest_node_pos( self, self->bot_info->bot_anchor ) !=
+ self->bot_info->target_node ) {
+ if (!cr_find_route( self, self->bot_info->bot_anchor, false )) {
+ // got to the point!
+ self->think = cr_think_salute;
+ self->bot_info->target_node = NULL;
+ }
+ }
+ }
+
+ //FIXME: dodge while following the path
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ // got to the point!
+ self->think = cr_think_salute;
+ self->bot_info->target_node = NULL;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ // let's find detour!
+ if (!cr_find_route( self, self->bot_info->bot_anchor, false )) {
+ // got to the point!
+ self->think = cr_think_salute;
+ self->bot_info->target_node = NULL;
+ }
+ }
+
+ // check if we are near our destination
+ if (self->bot_info->team_leader) {
+ if ( (int)dist2(self->s.origin,self->bot_info->team_leader->s.origin) < (rand()&0x2FFF) ) {
+ if (self->enemy) self->think = cr_think_attack;
+ else self->think = cr_think_salute;
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_temp_target( edict_t *self )
+{
+ if (!cr_update(self,false)) return;
+
+ if ( self->bot_info->pickup_target==NULL ||
+ (self->bot_info->pickup_target->svflags & SVF_NOCLIENT) ||
+ self->bot_info->pickup_target->solid==SOLID_NOT ||
+ !cr_moveto( self ) || is_touched(self, self->bot_info->move_target) ||
+ cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there, let's return to our old target
+ cr_skip_pickup_target(self);
+ if (self->bot_info->old_think) self->think = self->bot_info->old_think;
+ else self->think = cr_think;
+ self->bot_info->old_think = NULL;
+ }
+
+ if (!self->bot_info->b_crouch) cr_animate_frames( self, FRAME_run1, FRAME_run6 );
+ else cr_animate_frames( self, FRAME_crwalk1, FRAME_crwalk6 );
+}
+
+void cr_change_weapon( edict_t *self )
+{
+ int i;
+
+ self->client->pers.weapon = self->client->newweapon;
+ self->client->newweapon = NULL;
+ self->client->machinegun_shots = 0;
+
+ // set visible model
+ if (self->s.modelindex == 255) {
+ if (self->client->pers.weapon)
+ i = ((self->client->pers.weapon->weapmodel & 0xff) << 8);
+ else
+ i = 0;
+ self->s.skinnum = (self - g_edicts - 1) | i;
+ }
+
+ // gi.bprintf ( PRINT_MEDIUM, "new weapon selected %s\n", self->client->pers.weapon->classname );
+ self->bot_info->time_next_shot = level.time + TIME_WEAPON_CHANGE;
+
+ if (self->client->pers.weapon && self->client->pers.weapon->ammo)
+ self->client->ammo_index = ITEM_INDEX(FindItem(self->client->pers.weapon->ammo));
+ else
+ self->client->ammo_index = 0;
+}
+
+void cr_choose_best_weapon( edict_t *self )
+{
+ float enemy_dist = -1;
+
+ if (self->enemy) enemy_dist = dist( self->s.origin, self->enemy->s.origin );
+ else if (self->oldenemy) enemy_dist = dist( self->s.origin, self->oldenemy->s.origin );
+
+ if ( self->client->pers.inventory[INDEX_CELLS]>=50 &&
+ self->client->pers.inventory[INDEX_BFG] ) {
+ self->client->newweapon = FindItem ("BFG10K");
+ return;
+ }
+ if ( self->client->pers.inventory[INDEX_SLUGS] &&
+ self->client->pers.inventory[INDEX_RAILGUN] ) {
+ self->client->newweapon = FindItem ("railgun");
+ return;
+ }
+ if ( self->client->pers.inventory[INDEX_CELLS] &&
+ self->client->pers.inventory[INDEX_HYPERBLASTER] ) {
+ self->client->newweapon = FindItem ("hyperblaster");
+ return;
+ }
+ if ( (enemy_dist<0 || enemy_dist>(120-self->health)) &&
+ self->client->pers.inventory[INDEX_ROCKETS] &&
+ self->client->pers.inventory[INDEX_ROCKET_LAUNCHER] ) {
+ self->client->newweapon = FindItem ("rocket launcher");
+ return;
+ }
+ if ( (enemy_dist<0 || (enemy_dist>(120-self->health) && enemy_dist<500)) &&
+ self->client->pers.inventory[INDEX_GRENADES] &&
+ self->client->pers.inventory[INDEX_GRENADE_LAUNCHER] ) {
+ self->client->newweapon = FindItem ("grenade launcher");
+ return;
+ }
+ if ( (enemy_dist<0 || enemy_dist<1000) &&
+ self->client->pers.inventory[INDEX_BULLETS] &&
+ self->client->pers.inventory[INDEX_CHAINGUN] ) {
+ self->client->newweapon = FindItem ("chaingun");
+ return;
+ }
+ if ( self->client->pers.inventory[INDEX_BULLETS] &&
+ self->client->pers.inventory[INDEX_MACHINEGUN] ) {
+ self->client->newweapon = FindItem ("machinegun");
+ return;
+ }
+ if ( (enemy_dist<0 || enemy_dist<600) &&
+ self->client->pers.inventory[INDEX_SHELLS] &&
+ self->client->pers.inventory[INDEX_SUPER_SHOTGUN] ) {
+ self->client->newweapon = FindItem ("super shotgun");
+ return;
+ }
+ if ( (enemy_dist<0 || enemy_dist<800) &&
+ self->client->pers.inventory[INDEX_SHELLS] &&
+ self->client->pers.inventory[INDEX_SHOTGUN] ) {
+ self->client->newweapon = FindItem ("shotgun");
+ return;
+ }
+ self->client->newweapon = FindItem ("blaster");
+}
+
+static vec3_t flash_offset = {
+ 1.48, 7.4, 9.6 };
+
+qboolean cr_aim_ahead ( edict_t *self, edict_t *target, float aim_coeff, float speed,
+vec3_t start, vec3_t aim, qboolean aim_at_feet )
+{
+ vec3_t end, forward, right, up, to;
+ float tt, d;
+ int tries;
+ trace_t trace;
+ float skill_mod;
+ vec3_t dir;
+ float r, u, dd;
+
+ AngleVectors ( self->s.angles, forward, right, NULL );
+ G_ProjectSource ( self->s.origin, flash_offset, forward, right, start );
+
+ if (!target) {
+ VectorSubtract( self->bot_info->shoot_last_target, start, aim );
+ VectorNormalize( aim );
+ return true;
+ }
+
+ skill_mod = (11-self->bot_pers->skill)*0.1f;
+
+ VectorCopy( target->s.origin, to );
+ if (aim_at_feet) to[2] += target->mins[2]*(0.5f+0.4f*qrandom())*(1.f-skill_mod);
+
+ VectorSubtract( to, start, aim );
+ d = VectorLength(aim);
+ VectorCopy( to, self->bot_info->shoot_last_target );
+
+ for ( tries=0; ; tries++) {
+
+ tt = 0.8f*aim_coeff*crandom()*skill_mod;
+ if (speed>0) tt += d/speed;
+ VectorMA ( to, tt, target->velocity, end );
+
+ VectorSubtract ( end, start, aim );
+
+ vectoangles ( aim, dir );
+ AngleVectors ( dir, forward, right, up );
+
+ dd = d*skill_mod*(0.05f+qrandom());
+ r = dd*crandom()*BOT_ACCURACY_HORZ*aim_coeff;
+ u = dd*crandom()*BOT_ACCURACY_VERT*aim_coeff;
+ VectorMA ( aim, r, right, aim );
+ VectorMA ( aim, u, up, aim );
+
+ VectorNormalize(aim);
+
+ // test if we can get to the target shooting like this
+ VectorMA( start, d, aim, end );
+ trace = gi.trace ( start, vec3_origin, vec3_origin, end, self, MASK_SHOT );
+
+ if (trace.startsolid || trace.allsolid) return false;
+ if (trace.fraction>0.9f || trace.ent==target) break;
+ if (tries>2 && self->client->pers.team_no>0 && trace.ent->client &&
+ self->client->pers.team_no!=trace.ent->client->pers.team_no) break;
+ if (tries>4) return false;
+ }
+
+ VectorMA( start, d, aim, self->bot_info->shoot_last_target );
+
+ return true;
+}
+
+qboolean cr_fire_weapon( edict_t *self, edict_t *target )
+{
+ vec3_t start, aim;
+ int damage, damage_amp, cur_weapon;
+ qboolean b_quad;
+
+ self->bot_info->b_shot_this_frame = true;
+
+ if (self->bot_info->time_next_weapon_change>self->bot_info->time_stop_shoting)
+ self->bot_info->time_next_weapon_change = self->bot_info->time_stop_shoting;
+
+ if (self->bot_info->time_next_weapon_change < level.time) {
+ cr_choose_best_weapon(self);
+ if ( self->client->pers.weapon != self->client->newweapon ) {
+ self->bot_info->time_next_weapon_change = level.time + 1.5f*TIME_WEAPON_CHANGE;
+ cr_change_weapon(self);
+ return false;
+ }
+ }
+
+ cur_weapon = ITEM_INDEX(self->client->pers.weapon);
+
+ if (target) {
+ if (cur_weapon == INDEX_RAILGUN) {
+ self->bot_info->time_stop_shoting = level.time + TIME_RAILGUN_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_HYPERBLASTER ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_HYPERBLASTER_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_ROCKET_LAUNCHER ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_ROCKET_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_GRENADE_LAUNCHER ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_GRENADE_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_CHAINGUN ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_CHAINGUN_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_MACHINEGUN ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_MACHINEGUN_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_SUPER_SHOTGUN ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_SUPERSHOTGUN_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_SHOTGUN ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_SHOTGUN_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_BLASTER ) {
+ self->bot_info->time_stop_shoting = level.time + TIME_BLASTER_AFTERSHOT;
+ }
+ else if ( cur_weapon==INDEX_BFG ) {
+ if ( self->bot_info->time_next_shot <= level.time &&
+ self->bot_info->time_weapon_spin_down <= level.time &&
+ self->bot_info->time_weapon_spin_up < level.time ) {
+ cr_effect(self,MZ_BFG);
+ self->bot_info->time_stop_shoting = level.time + TIME_BFG_AFTERSHOT;
+ self->bot_info->time_weapon_spin_up = level.time + TIME_BFG_SPINUP;
+ return true;
+ }
+ }
+ else {
+ self->bot_info->time_stop_shoting = level.time + FRAMETIME/2;
+ }
+ }
+ else {
+ if ( cur_weapon==INDEX_HYPERBLASTER ) {
+ self->bot_info->time_weapon_spin_down = level.time + TIME_WEAPON_CHANGE;
+ }
+ else if ( cur_weapon==INDEX_CHAINGUN ) {
+ self->bot_info->time_weapon_spin_down = level.time + TIME_WEAPON_CHANGE;
+ }
+ else {
+ self->bot_info->time_weapon_spin_down = level.time - FRAMETIME;
+ }
+ }
+
+ if ( self->bot_info->time_next_shot > level.time ) return false;
+ if ( self->bot_info->time_weapon_spin_down > level.time ) return false;
+ if ( self->bot_info->time_weapon_spin_up > level.time ) return false;
+
+ if ( (int)dmflags->value & DF_INFINITE_AMMO ) {
+ if (self->client->ammo_index) self->client->pers.inventory[self->client->ammo_index] = 999;
+ }
+
+ if (self->bot_info->time_next_fight_message<level.time) {
+ cr_message_fight ( self, target );
+ self->bot_info->time_next_fight_message = level.time + FIGHT_MSG_DELAY*(0.7f+0.6f*qrandom());
+ }
+
+ b_quad = self->client->quad_framenum > level.framenum;
+ damage_amp = 1;
+ if ( b_quad ) damage_amp = 4;
+ if ( self->client->pers.inventory[INDEX_TECH2] ) damage_amp *= 2;
+
+#define hasted(x) (CTFApplyHaste(self) ? (x)/2 : (x))
+
+ if ( cur_weapon==INDEX_RAILGUN ) {
+ // fire "railgun"
+ if (!cr_aim_ahead( self, target, 2.f, RAILGUN_SPEED, start, aim, false )) return false;
+ damage = RAILGUN_DAMAGE*damage_amp;
+ fire_rail ( self, start, aim, damage, b_quad ? 800 : 200 );
+ cr_effect( self, MZ_RAILGUN );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_RAILGUN_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_HYPERBLASTER ) {
+ // fire "hyperblaster"
+ if (!cr_aim_ahead( self, target, 1.6f, HYPERBLASTER_SPEED, start, aim, false )) return false;
+ damage = HYPERBLASTER_DAMAGE*damage_amp;
+ fire_blaster ( self, start, aim, damage, BLASTER_SPEED, EF_HYPERBLASTER, true );
+ cr_effect( self, MZ_HYPERBLASTER );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_HYPERBLASTER_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_BFG ) {
+ // fire "BFG"
+ if (!cr_aim_ahead( self, target, 1.f, BFG_SPEED, start, aim, false )) return false;
+ damage = BFG_DAMAGE*damage_amp;
+ fire_bfg ( self, start, aim, damage, BFG_SPEED, 1000 );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_BFG_SHOT);
+ self->bot_info->time_weapon_spin_down = level.time + TIME_BFG_SPINUP;
+ self->client->pers.inventory[self->client->ammo_index] -= 50;
+ return true;
+ }
+ if ( cur_weapon==INDEX_ROCKET_LAUNCHER ) {
+ // fire "hyperblaster"
+ if (!cr_aim_ahead( self, target, 0.6f, ROCKET_SPEED, start, aim, true )) return false;
+ VectorMA( start, 5.f, aim, start );
+ damage = (1.f+0.2f*qrandom())*ROCKET_DAMAGE*damage_amp;
+ fire_rocket ( self, start, aim, damage, ROCKET_SPEED, 120/*damage_rad*/, damage/*radius_damage*/ );
+ cr_effect( self, MZ_ROCKET );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_ROCKET_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_GRENADE_LAUNCHER ) {
+ // fire "grenade"
+ if (!cr_aim_ahead( self, target, 0.4f, GRENADE_SPEED, start, aim, rand()%1 )) return false;
+ damage = GRENADE_DAMAGE*damage_amp;
+ fire_grenade ( self, start, aim, damage, GRENADE_SPEED, 2.5, damage+40 );
+ cr_effect( self, MZ_GRENADE );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_GRENADE_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_CHAINGUN ) {
+ // fire "chaingun"
+ if (!cr_aim_ahead( self, target, 1.8f, CHAINGUN_SPEED, start, aim, false )) return false;
+ damage = CHAINGUN_DAMAGE*damage_amp;
+ fire_bullet ( self, start, aim, damage, b_quad ? 8 : 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN );
+ cr_effect( self, MZ_CHAINGUN2 );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_CHAINGUN_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_MACHINEGUN ) {
+ // fire "machinegun"
+ if (!cr_aim_ahead( self, target, 1.1f, MACHINEGUN_SPEED, start, aim, false )) return false;
+ damage = MACHINEGUN_DAMAGE*damage_amp;
+ fire_bullet ( self, start, aim, damage, b_quad ? 8 : 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN );
+ cr_effect( self, MZ_MACHINEGUN );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_MACHINEGUN_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_SUPER_SHOTGUN ) {
+ // fire "super shotgun"
+ if (!cr_aim_ahead( self, target, 1.4f, SUPERSHOTGUN_SPEED, start, aim, false )) return false;
+ damage = SUPERSHOTGUN_DAMAGE*damage_amp;
+ fire_shotgun ( self, start, aim, damage, b_quad ? 4*12 : 12,
+ DEFAULT_SHOTGUN_HSPREAD, 1.6f*DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT, MOD_SSHOTGUN );
+ cr_effect( self, MZ_SSHOTGUN );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_SUPERSHOTGUN_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_SHOTGUN ) {
+ // fire "shotgun"
+ if (!cr_aim_ahead( self, target, 1.f, SHOTGUN_SPEED, start, aim, false )) return false;
+ damage = SHOTGUN_DAMAGE*damage_amp;
+ fire_shotgun ( self, start, aim, damage, b_quad ? 4*8 : 8,
+ 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN );
+ cr_effect( self, MZ_SHOTGUN );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_SHOTGUN_SHOT);
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+ return true;
+ }
+ if ( cur_weapon==INDEX_BLASTER ) {
+ // fire "blaster"
+ if (!cr_aim_ahead( self, target, 0.8f, BLASTER_SPEED, start, aim, false )) return false;
+ damage = BLASTER_DAMAGE*damage_amp;
+ fire_blaster ( self, start, aim, damage, BLASTER_SPEED, EF_BLASTER, false );
+ cr_effect( self, MZ_BLASTER );
+ self->bot_info->time_next_shot = level.time + hasted(TIME_BLASTER_SHOT);
+ return true;
+ }
+
+#undef hasted
+
+ return false;
+}
+
+qboolean cr_find_route( edict_t *self, vec3_t target, qboolean b_important )
+{
+ path_node_t *node_stack1[MAX_STACK_NODE], *node_stack2[MAX_STACK_NODE];
+ path_node_t *node, *link_node, *target_node, *next_link;
+ path_node_t **nodes, **new_nodes;
+ int cur_stack, stack_nodes, new_stack_nodes, i, j, max_nodes, n_count;
+ float cur_dist, best_dist, d;
+
+ self->bot_info->next_node=NULL;
+ self->bot_info->last_node = cr_find_closest_node(self);
+
+ VectorCopy ( self->s.origin, self->s.old_origin);
+ VectorCopy ( target, self->s.origin );
+ target_node = cr_find_closest_node(self);
+ VectorCopy ( self->s.old_origin, self->s.origin );
+
+ self->bot_info->target_node = target_node;
+
+ if (target_node == self->bot_info->last_node) {
+ // gi.bprintf ( PRINT_MEDIUM, "Can't find route: starting node == target node\n" );
+ return false;
+ }
+
+ // initialize node network
+ for ( node=cr_node_head; node!=NULL; node=node->next ) node->route_dist=-1;
+
+ max_nodes = 20 + 3*self->bot_pers->skill;
+ if (b_important) max_nodes *= 2;
+ if (max_nodes>(MAX_PATH_NODES-2)) max_nodes = MAX_PATH_NODES-2;
+
+ // find actual route
+ self->bot_info->last_node->route_dist = 0.001;
+ node_stack1[0] = self->bot_info->last_node;
+ new_stack_nodes = 1;
+ cur_stack = 0;
+
+ n_count=0;
+ while (n_count<max_nodes) {
+ stack_nodes = new_stack_nodes;
+ new_stack_nodes = 0;
+
+ if (cur_stack==0) {
+ nodes = node_stack1;
+ new_nodes = node_stack2;
+ cur_stack=1;
+ }
+ else {
+ nodes = node_stack2;
+ new_nodes = node_stack1;
+ cur_stack=0;
+ }
+
+ best_dist = 1e32;
+ for ( i=0; i<stack_nodes; i++ ) {
+ node = *nodes++;
+ cur_dist = node->route_dist;
+ if (best_dist>cur_dist) best_dist=cur_dist;
+
+ // go through all links
+ for ( j=0; j<MAX_NODE_LINKS; j++ ) {
+ if ( !(link_node = node->link_to[j]) ) break;
+ d = cur_dist + node->link_dist[j];
+
+ if (link_node!=target_node && link_node->route_dist<0 && new_stack_nodes<MAX_STACK_NODE) {
+ // add new downlink node
+ *new_nodes = link_node;
+ new_nodes++;
+ new_stack_nodes++;
+ }
+
+ if ( link_node->route_dist<0 || link_node->route_dist>d ) {
+ // update route_dist if this route is shorter
+ link_node->route_dist = d;
+ }
+ }
+ }
+
+ if (!new_stack_nodes) {
+ // gi.bprintf ( PRINT_MEDIUM, "no new nodes! \n" );
+ break;
+ }
+ if ( target_node->route_dist>=0 && target_node->route_dist<best_dist ) {
+ // gi.bprintf ( PRINT_MEDIUM, "Route found! %.2f\n", target_node->route_dist );
+ break;
+ }
+
+ n_count++;
+ }
+
+ if ( target_node->route_dist<0 ) {
+ //gi.bprintf ( PRINT_MEDIUM, "Can't find route: no route to target\n" );
+ return false;
+ }
+
+ /*
+ // remove path indication
+ { edict_t* line, *next_line;
+ for ( line = global_path_route; line!=NULL; line=next_line ) {
+ next_line = line->teamchain;
+ G_FreeEdict(line);
+ }
+ } */
+
+ self->bot_info->path_nodes=-1;
+ n_count=0;
+ node = target_node;
+ while (n_count<=max_nodes) {
+ // search for shortest possible distance from "node"
+ best_dist=0;
+ link_node=NULL;
+ for ( i=0; i<MAX_NODE_LINKS; i++ ) {
+ if ( !(next_link = node->link_from[i]) ) break;
+ d = next_link->route_dist;
+ if (d>=0 && (!link_node || best_dist>d) ) {
+ link_node = next_link;
+ best_dist = d;
+ }
+ }
+
+ self->bot_info->path[++self->bot_info->path_nodes]=node;
+
+ if (!link_node || link_node==self->bot_info->last_node) break;
+
+ node->route_dist = -2;
+
+ if(_DEBUG)
+ cr_draw_line( node->position, link_node->position, COLOR_BEAM_GREEN, &global_path_route );
+ node = link_node;
+ n_count++;
+ }
+
+ self->bot_info->next_node = node;
+ cr_set_move_target( self, node->position );
+
+ return true;
+}
+
+void cr_try_to_find_route( edict_t *self, vec3_t target )
+{
+ if (!cr_find_route( self, target, false )) {
+ cr_skip_enemy(self);
+ self->think = cr_think;
+ }
+ else {
+ self->think = cr_think_chase_route;
+ }
+}
+
+/*
+qboolean cr_try_to_hide( edict_t *self )
+{
+ if ( (level.time - self->bot_info->time_indarkness) > FRAMETIME*5 ) {
+ gi.dprintf( "%s is hiding at %.1f %.1f %.1f!\n", self->client->pers.netname, self->s.origin[0], self->s.origin[1], self->s.origin[2] );
+ cr_crouch(self,true);
+ self->think = cr_think_hide;
+ return true;
+ }
+ return false;
+}
+
+void cr_think_hide( edict_t *self )
+{
+ if (!cr_update(self,true)) return;
+
+ cr_animate_frames( self, FRAME_crstnd01, FRAME_crstnd19 );
+}
+*/
+
+void cr_think_run_for_life ( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+ //FIXME: implement searching for health only!
+
+ if (!self->bot_info->pickup_target) {
+ self->think = cr_think;
+ return;
+ }
+
+ bStuck = !cr_moveto(self);
+
+ if ( is_touched( self, self->bot_info->move_target ) ) {
+ if ( self->bot_info->pickup_target &&
+ is_touched( self, self->bot_info->pickup_target->s.origin ) ) {
+ self->bot_info->pickup_target=NULL;
+ }
+ else {
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->bot_info->pickup_target=NULL;
+ cr_find_pickup_on_map(self);
+ }
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ cr_skip_pickup_target(self);
+ }
+
+ if (self->bot_info->pickup_target) {
+ if ( !self->bot_info->pickup_target->inuse ||
+ (self->bot_info->pickup_target->svflags & SVF_NOCLIENT) ||
+ self->bot_info->pickup_target->solid==SOLID_NOT ) {
+ cr_forget_pickup_target(self);
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_chase_route( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+
+ if (cr_try_pickup_urgent(self)) return;
+
+ cr_find_enemy(self);
+ if (!self->enemy) {
+ if ( level.time > self->bot_info->time_chase ) {
+ self->bot_info->next_node=NULL;
+ self->think = cr_think;
+ return;
+ }
+ if ( self->oldenemy &&
+ (level.time-self->monsterinfo.trail_time)>(5.f*qrandom()*(11-self->bot_pers->skill)) ) {
+ VectorCopy( self->oldenemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+ cr_try_to_find_route( self, self->monsterinfo.last_sighting );
+ }
+ }
+ else {
+ self->bot_info->time_chase = level.time + CHASE_TIME*(0.9f+qrandom()*0.2f);
+ }
+
+ //FIXME: check for new position not so often
+ if ( self->enemy &&
+ cr_find_closest_enemy_node(self)!=self->bot_info->target_node ) {
+ cr_try_to_find_route( self, self->enemy->s.origin );
+ }
+
+ //FIXME: dodge while following the path
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->think = cr_think;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ // let's find detour!
+ if (self->enemy) cr_try_to_find_route( self, self->enemy->s.origin );
+ else cr_try_to_find_route( self, self->monsterinfo.last_sighting );
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_follow_route( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+
+ bStuck = !cr_moveto(self);
+
+ // move towards enemy by following the route
+ if (is_touched( self, self->bot_info->move_target )) {
+ // got there!
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->think = cr_think;
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ if (!cr_find_route( self, self->monsterinfo.last_sighting, false )) {
+ self->think = cr_think;
+ }
+ }
+
+ if ( (level.time-self->monsterinfo.trail_time)>TEAM_HELP_TIME ) {
+ self->think = cr_think;
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_think_chase (edict_t *self)
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+
+ if (cr_try_pickup_urgent(self)) return;
+
+ cr_find_enemy(self);
+ // move towards enemy
+ if (!self->enemy) {
+ if ( level.time > self->bot_info->time_chase ) {
+ self->think = cr_think;
+ return;
+ }
+ cr_set_move_target( self, self->monsterinfo.last_sighting );
+ }
+ else {
+ self->bot_info->time_chase = level.time + CHASE_TIME*(0.9f+qrandom()*0.2f);
+ cr_set_move_target( self, self->enemy->s.origin );
+ }
+
+ //FIXME: dodge while going towards the enemy
+ bStuck = !cr_moveto(self);
+
+ if (is_touched( self, self->bot_info->move_target )) {
+ if ( self->oldenemy && (10*qrandom())<self->bot_pers->skill &&
+ ITEM_INDEX(self->client->pers.weapon)>INDEX_SUPER_SHOTGUN ) {
+ VectorCopy( self->oldenemy->s.origin, self->monsterinfo.last_sighting );
+ self->monsterinfo.trail_time = level.time;
+ cr_try_to_find_route( self, self->monsterinfo.last_sighting );
+ }
+ else
+ self->think = cr_think;
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ // can't get there, let's find detour!
+ cr_try_to_find_route( self, self->bot_info->move_target );
+ }
+
+ cr_fire_and_run(self);
+}
+
+void cr_switch_strafe( edict_t *self )
+{
+ self->bot_info->time_last_strafe_switch = level.time + 0.1f;
+ self->bot_info->strafe_dir = -self->bot_info->strafe_dir;
+}
+
+void cr_think_attack( edict_t *self )
+{
+ float d, strafe_a;
+ vec3_t move;
+ qboolean bSwitchStrafeDir;
+
+ if (!cr_update(self,true)) return;
+
+ if (!self->enemy && self->oldenemy) {
+ if (self->oldenemy->deadflag==DEAD_DEAD) {
+ if (self->oldenemy->client && !self->oldenemy->bot_info) self->bot_pers->adapt_count--;
+ if (qrandom()<0.3f) cr_message_kill( self, self->oldenemy );
+ if ( (int)bot_taunt->value && !cr_find_enemy(self) &&
+ !self->bot_info->b_crouch && !self->waterlevel )
+ self->think = qrandom()<0.3f ? cr_think_taunt : cr_think_flip;
+ self->oldenemy=NULL;
+ return;
+ }
+ }
+
+ if (cr_try_pickup_urgent(self)) return;
+
+ d = distance( self, self->enemy );
+ if (!self->enemy || d>self->bot_pers->attack_range*1.1f) {
+ cr_switch_strafe(self);
+ self->think = cr_think_chase;
+ return;
+ }
+
+ if (self->bot_info->strafe_dir>0) self->bot_info->strafe_dir=1;
+ else self->bot_info->strafe_dir=-1;
+
+ if ( 50*qrandom()<(self->bot_pers->attack_range - d) ) strafe_a = 98 + 8*qrandom();
+ else strafe_a = 82 - 8*qrandom();
+
+ // face the enemy
+ VectorSubtract ( self->enemy->s.origin, self->s.origin, move );
+ self->ideal_yaw = vectoyaw(move);
+ M_ChangeYaw(self);
+
+ self->ideal_yaw = anglemod( self->ideal_yaw + self->bot_info->strafe_dir*strafe_a );
+
+ bSwitchStrafeDir = (3+1.6f*(10-self->bot_pers->skill))*qrandom()<(level.time-self->bot_info->time_last_strafe_switch);
+
+ if (!cr_move_yaw( self, false, true )) bSwitchStrafeDir=true;
+
+ if (bSwitchStrafeDir) cr_switch_strafe(self);
+
+ cr_fire_and_run(self);
+}
+
+void cr_sight(edict_t *self, edict_t *)
+{
+ self->think = cr_think_chase;
+}
+
+void cr_think_taunt ( edict_t *self )
+{
+ if (!cr_update(self,false)) return;
+
+ self->bot_info->time_last_stuck=0;
+ self->bot_info->stuck_count=0;
+
+ cr_run_frames( self, FRAME_taunt01, FRAME_taunt17 );
+
+ if (self->s.frame==FRAME_taunt17) {
+ self->think = cr_think;
+ }
+}
+
+void cr_think_flip ( edict_t *self )
+{
+ if (!cr_update(self,false)) return;
+
+ self->bot_info->time_last_stuck=0;
+ self->bot_info->stuck_count=0;
+
+ cr_run_frames( self, FRAME_flip01, FRAME_flip12 );
+
+ if (self->s.frame==FRAME_flip12) {
+ self->think = cr_think;
+ }
+}
+
+void cr_think_salute ( edict_t *self )
+{
+ if (!cr_update(self,false)) return;
+
+ self->bot_info->time_last_stuck=0;
+ self->bot_info->stuck_count=0;
+
+ cr_run_frames( self, FRAME_salute01, FRAME_salute11 );
+
+ if ( level.time < self->bot_info->time_next_salute ||
+ self->s.frame==FRAME_salute11 ) {
+ self->bot_info->time_next_salute = level.time + 10.f+3*qrandom();
+ if (self->bot_info->bot_assignment==ASSN_GROUP)
+ self->think = cr_think_wait;
+ else
+ if (self->bot_info->bot_assignment==ASSN_GUARD)
+ self->think = cr_think_wait;
+ else
+ if (self->bot_info->bot_assignment==ASSN_PATROL)
+ self->think = cr_think_team_patrol;
+ else
+ self->think = cr_think;
+ }
+}
+
+void cr_think_pickup ( edict_t *self )
+{
+ qboolean bStuck;
+
+ if (!cr_update(self,true)) return;
+
+ if (!self->bot_info->pickup_target) {
+ self->bot_info->last_node=NULL;
+ self->bot_info->next_node=NULL;
+ self->think = cr_think;
+ return;
+ }
+
+ if (cr_find_enemy(self)) {
+ cr_sight(self,self->enemy);
+ return;
+ }
+
+ bStuck = !cr_moveto(self);
+
+ if (is_touched( self, self->bot_info->move_target )) {
+ // gi.bprintf ( PRINT_MEDIUM, "got to waypoint!\n" );
+ if ( self->bot_info->pickup_target &&
+ is_touched( self, self->bot_info->pickup_target->s.origin ) ) {
+ self->bot_info->pickup_target=NULL;
+ }
+ else {
+ self->bot_info->last_node = self->bot_info->next_node;
+ self->bot_info->next_node = cr_get_next_path_node(self);
+ if (self->bot_info->next_node)
+ cr_set_move_target( self, self->bot_info->next_node->position );
+ else {
+ self->bot_info->pickup_target=NULL;
+ // gi.bprintf ( PRINT_MEDIUM, "path ended!\n" );
+ }
+ //cr_find_pickup_on_map(self);
+ }
+ }
+ else
+ if ( bStuck || cr_no_way( self, self->bot_info->move_target ) ) {
+ cr_remove_direct_route( self->bot_info->last_node, self->bot_info->next_node );
+ cr_skip_pickup_target(self);
+ // gi.bprintf ( PRINT_MEDIUM, "can't get there!\n" );
+ }
+
+ if ( self->bot_info->pickup_target &&
+ // special case: missing flag on CTF base
+ !( (self->client->pers.inventory[INDEX_FLAG2]>0 &&
+ strcmp( self->bot_info->pickup_target->classname, "item_flag_team1")==0) ||
+ (self->client->pers.inventory[INDEX_FLAG1]>0 &&
+ strcmp( self->bot_info->pickup_target->classname, "item_flag_team2")==0) ) ) {
+ if (!self->bot_info->pickup_target->inuse ||
+ (self->bot_info->pickup_target->svflags & SVF_NOCLIENT) ||
+ self->bot_info->pickup_target->solid==SOLID_NOT ) {
+ // gi.bprintf ( PRINT_MEDIUM, "somebody picked it up before me!\n" );
+ cr_forget_pickup_target(self);
+ }
+ }
+
+ cr_fire_and_run(self);
+}
+
+qboolean cr_return_to_base( edict_t *self )
+{
+ edict_t *hit;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse || !hit->item) continue;
+ // if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+ if (hit->spawnflags & DROPPED_ITEM) continue;
+
+ if (hit->item->pickup==CTFPickup_Flag) {
+ if ( self->client->resp.ctf_team==CTF_TEAM1 &&
+ strcmp(hit->classname, "item_flag_team1")==0 ) break;
+ if ( self->client->resp.ctf_team==CTF_TEAM2 &&
+ strcmp(hit->classname, "item_flag_team2")==0 ) break;
+ }
+ }
+
+ if (!hit) {
+ // gi.dprintf("NO BASE FLAG FOUND!\n"); //!!!
+ return false;
+ }
+
+ return cr_force_pickup_target( self, hit );
+}
+
+qboolean cr_try_special_assignment( edict_t *self )
+{
+ edict_t *hit, *enemy_flag, *team_flag;
+ int flag;
+
+ if (!ctf->value) return false;
+
+ if ( self->bot_info->time_next_special_assignment > level.time ) return false;
+ self->bot_info->time_next_special_assignment = level.time + 8.f + 2*qrandom();
+
+ // special case: we have enemy flag, let's go return it
+ if ((self->client->pers.inventory[INDEX_FLAG1]>0) ||
+ (self->client->pers.inventory[INDEX_FLAG2]>0)) {
+ if (cr_return_to_base(self)) return true;
+ }
+
+ enemy_flag=NULL;
+ team_flag=NULL;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+ if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+
+ if (hit->item && hit->item->pickup==CTFPickup_Flag) {
+ if (strcmp(hit->classname, "item_flag_team1")==0) flag=CTF_TEAM1;
+ else if (strcmp(hit->classname, "item_flag_team2")==0) flag=CTF_TEAM2;
+ else continue;
+
+ if ( flag==self->client->resp.ctf_team ) team_flag=hit;
+ else enemy_flag=hit;
+ }
+ else
+ if ( hit->client &&
+ (hit->client->pers.inventory[INDEX_FLAG1] || hit->client->pers.inventory[INDEX_FLAG2]) ) {
+ if ( hit->client->resp.ctf_team!=self->client->resp.ctf_team ) team_flag=hit;
+ else enemy_flag=hit;
+ }
+
+ if (enemy_flag && team_flag) break;
+ }
+
+ if (team_flag) {
+ // check if team_flag at base and thus alright
+ if (!team_flag->client && !(team_flag->spawnflags & DROPPED_ITEM)) {
+ // if we have enemy flag, let's go score a capture!
+ if (self->client->pers.inventory[INDEX_FLAG1] || self->client->pers.inventory[INDEX_FLAG2]) {
+ if (team_flag && cr_force_pickup_target( self, team_flag )) {
+ // gi.dprintf ( "%s going to finish the capture!\n", self->client->pers.netname );
+ return true;
+ }
+ // else {
+ // gi.dprintf ( "%s doesn't know going to get enemy flag to the base!\n", self->client->pers.netname );
+ // }
+ }
+ }
+ else {
+ // rescue our team_flag!
+ if (team_flag->client) {
+ if ( (rand()%1) && cr_force_attack_enemy( self, team_flag )) {
+ // gi.dprintf ( "%s going to kill flag carrier!\n", self->client->pers.netname );
+ return true;
+ }
+ }
+ else {
+ if (cr_force_pickup_target( self, team_flag )) {
+ // gi.dprintf ( "%s going to return the flag!\n", self->client->pers.netname );
+ return true;
+ }
+ }
+ }
+ }
+
+ if (enemy_flag && !enemy_flag->client) {
+ if (cr_force_pickup_target( self, enemy_flag )) {
+ // gi.dprintf ( "%s going to capture the flag!\n", self->client->pers.netname );
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void cr_think ( edict_t *self )
+{
+ if (!cr_update(self,true)) return;
+
+ if (level.time > self->bot_info->time_next_assignment_check) {
+ self->bot_info->time_next_assignment_check = level.time+3.f;
+ if (self->bot_info->bot_assignment==ASSN_GROUP) {
+ self->think = cr_think_team_group;
+ return;
+ }
+ else
+ if (self->bot_info->bot_assignment==ASSN_GUARD) {
+ self->think = cr_think_team_guard;
+ return;
+ }
+ else
+ if (self->bot_info->bot_assignment!=ASSN_NONE) {
+ cr_dismiss(self);
+ }
+ }
+
+ if (cr_find_enemy(self)) {
+ cr_sight(self,self->enemy);
+ return;
+ }
+ if (cr_try_special_assignment(self)) return;
+
+ cr_find_pickup_target(self);
+ if (!self->bot_info->pickup_target &&
+ self->bot_info->bot_assignment==ASSN_NONE) {
+ // let's go for pickups we saw once
+ self->bot_info->pickup_target_score = 1e32;
+ cr_find_pickup_on_map(self);
+ }
+
+ if (!self->bot_info->pickup_target) {
+ if ( level.time > self->bot_info->time_next_roam_dir_change ||
+ !cr_move_yaw( self, true, qrandom()>0.02f ) ) {
+ float dy;
+ qboolean bReverse;
+
+ self->ideal_yaw = anglemod( self->ideal_yaw + 10*(0.5f-qrandom()) );
+
+ bReverse = qrandom()>0.5f;
+ for ( dy=60; ; dy+=30*(0.8f+0.2f*qrandom()) ) {
+ if (bReverse) dy = -dy;
+ if (cr_try_move(self, dy, true )) break;
+ if (cr_try_move(self, -dy, true )) break;
+ if (bReverse) dy = -dy;
+ if (dy>120) {
+ self->ideal_yaw = 360*qrandom();
+ break;
+ }
+ }
+ self->bot_info->time_next_roam_dir_change = level.time + TIME_ROAM_DIR_CHANGE;
+ }
+ }
+ else
+ if ( !cr_moveto(self) ||
+ is_touched2d( self, self->bot_info->move_target ) ) {
+ cr_skip_pickup_target(self);
+ cr_pick_random_destination(self);
+ }
+
+ if (self->bot_info->pickup_target) {
+ if ( !self->bot_info->pickup_target->inuse ||
+ (self->bot_info->pickup_target->svflags & SVF_NOCLIENT) ||
+ self->bot_info->pickup_target->solid==SOLID_NOT )
+ cr_forget_pickup_target(self);
+ }
+
+ if (!self->bot_info->b_crouch) cr_animate_frames( self, FRAME_run1, FRAME_run6 );
+ else cr_animate_frames( self, FRAME_crwalk1, FRAME_crwalk6 );
+}
+
+void cr_run_frames( edict_t *self, int start, int end )
+{
+ if ( self->s.frame<start ||
+ self->s.frame>=end )
+ self->s.frame = start;
+ else
+ self->s.frame++;
+}
+
+void cr_animate_frames( edict_t *self, int start, int end )
+{
+ if (self->client->anim_priority==ANIM_DEATH) {
+ self->s.frame = self->client->anim_end;
+ self->think = cr_death;
+ return;
+ }
+
+ if (!self->groundentity && !self->waterlevel) {
+ if (self->s.frame<FRAME_jump1 || self->s.frame>FRAME_jump6) self->s.frame = FRAME_jump1;
+ if (self->s.frame!=FRAME_jump6) self->s.frame++;
+ return;
+ }
+
+ cr_run_frames(self,start,end);
+
+ if (!self->waterlevel) {
+ switch (self->s.frame) {
+ case FRAME_crwalk3:
+ gi.sound ( self, CHAN_BODY, sound_footstep[(int)(qrandom()*4)], 0.4f, ATTN_NORM, 0 );
+ break;
+ case FRAME_run2:
+ case FRAME_run5:
+ gi.sound ( self, CHAN_BODY, sound_footstep[(int)(qrandom()*4)], 0.6f, ATTN_NORM, 0 );
+ break;
+ }
+ }
+}
+
+void cr_routes_load(void);
+
+void cr_init_node_net(void)
+{
+ int count=0;
+ edict_t *hit, *other;
+ path_node_t *node, *node2;
+ vec3_t pos;
+
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+
+ if (hit->touch==teleporter_touch) {
+ other = G_Find( NULL, FOFS(targetname), hit->target );
+ if (!other) continue;
+ node = cr_insert_node( hit->s.origin, NULL, 0 );
+ node2 = cr_insert_node( other->s.origin, NULL, NF_TELEPORT );
+ cr_add_direct_route( node, node2, false );
+ continue;
+ }
+ if (hit->touch == Touch_Plat_Center) {
+ pos[0] = (hit->absmin[0]+hit->absmax[0])/2;
+ pos[1] = (hit->absmin[1]+hit->absmax[1])/2;
+ pos[2] = hit->absmin[2] + STEPSIZE;
+ node = cr_insert_node( pos, NULL, NF_ELEVATOR );
+ pos[2] = hit->absmax[2] + STEPSIZE;
+ node2 = cr_insert_node( pos, NULL, NF_ELEVATOR );
+ cr_add_direct_route_uni( node, node2 );
+ continue;
+ }
+ if (hit->use == door_use) {
+ pos[0] = (hit->absmax[0]+hit->absmin[0])/2;
+ pos[1] = (hit->absmax[1]+hit->absmin[1])/2;
+ pos[2] = (hit->absmax[2]+hit->absmin[2]*3)/4;
+ continue;
+ }
+
+ if (!hit->item || !hit->item->pickup) continue;
+
+ // insert new node
+ node = cr_insert_node( hit->s.origin, NULL, 0 );
+ node->item = hit;
+
+ count++;
+ }
+
+ cr_routes_load();
+}
+
+void cr_check_pending_bots(void)
+{
+ int i, pn;
+ edict_t* new_bot;
+
+ for ( i=0; i<global_bots_count; i++ ) {
+ if (!global_bots[i].b_inuse || global_bots[i].playernum>=0) continue;
+ pn = cr_find_unused_client_slot();
+ if (pn<0) break;
+ global_bots[i].playernum = pn;
+ new_bot = cr_respawn_bot( global_bots+i, NULL );
+ if (new_bot) {
+ new_bot->classname = "new_bot";
+ cr_update_userinfo(new_bot->bot_pers);
+ new_bot->client->resp.ctf_team = CTF_NOTEAM;
+ }
+ }
+}
+
+void
+cr_debug_draw(edict_t* p)
+{
+ edict_t *hit;
+ edict_t *line, *d;
+
+ //!!! remove path indication
+ for(line = global_path_route; line != nil; line = d){
+ d = line->teamchain;
+ G_FreeEdict(line);
+ }
+
+ for(hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++){
+ if(!hit->inuse)
+ continue;
+ if(hit->svflags & SVF_NOCLIENT || hit->solid == SOLID_NOT)
+ continue;
+
+ if(hit->item && hit->item->pickup == CTFPickup_Flag){
+ p->bot_info = Z_TagMalloc(sizeof *p->bot_info, TAG_GAME);
+ memset(p->bot_info, 0, sizeof *p->bot_info);
+ p->bot_pers = Z_TagMalloc(sizeof *p->bot_pers, TAG_GAME);
+ memset(p->bot_pers, 0, sizeof *p->bot_pers);
+ cr_find_route(p, hit->s.origin, true);
+ Z_Free(p->bot_info);
+ p->bot_info = nil;
+ Z_Free(p->bot_pers);
+ p->bot_pers = nil;
+ }
+ }
+}
+
+void cr_node_keeper_think ( edict_t* self )
+{
+ int count;
+ edict_t *client;
+ path_node_t *node;
+ path_node_t *next_node;
+
+ self->nextthink = level.time + 0.3f;
+ if (!cr_node_head) cr_init_node_net();
+ cr_check_pending_bots();
+
+ // rcount=0;
+ node_count=0;
+ count = qrandom()*11;
+ for ( node=cr_node_head; node!=NULL; node=next_node ) {
+ node_count++;
+ next_node = node->next;
+ if (!next_node) break;
+ if (count++<11) continue;
+ if ( !next_node->link_from[2/*MAX_NODE_LINKS/2*/] &&
+ (level.time - next_node->time)>10) {
+ cr_add_links_radius(next_node);
+ next_node->time = level.time;
+ count=0;
+ }
+ }
+ // if ((node_count%10)==0) gi.bprintf ( PRINT_MEDIUM, "nodes: %d removed: %d\n", node_count, rcount );
+
+ if ( node_count<MAX_NODE_COUNT*(0.7f+0.5f*qrandom()) ) {
+ trace_t trace;
+ vec3_t dir, start, end;
+ int flags;
+
+ for ( client=g_edicts+1; client<=(g_edicts+game.maxclients); client++) {
+ if (!client->inuse || !client->client || cistrcmp(client->classname, "player")!=0 ) continue;
+
+ flags = 0;
+ if (client->watertype & (CONTENTS_LAVA|CONTENTS_SLIME)) continue;
+ if (!client->groundentity && client->waterlevel==0) {
+ AngleVectors( client->client->v_angle, dir, NULL, NULL );
+ VectorCopy( client->s.origin, start );
+ VectorMA ( start, 60, dir, end );
+ trace = gi.trace ( start, client->mins, client->maxs, end, client, CONTENTS_LADDER | CONTENTS_SOLID );
+ if ( !(trace.contents & CONTENTS_LADDER) ) continue;
+ flags |= NF_LADDER;
+ }
+
+ cr_register_position( client, flags );
+
+ // cr_debug_draw(client);
+ }
+ }
+}
+
+void cr_init_node_keeper(void)
+{
+ if (cr_node_keeper) return;
+
+ cr_node_keeper = G_Spawn();
+
+ cr_node_keeper->classname = "node keeper";
+ cr_node_keeper->svflags |= SVF_NOCLIENT;
+ cr_node_keeper->solid = SOLID_NOT;
+
+ cr_node_keeper->think = cr_node_keeper_think;
+ cr_node_keeper->nextthink = level.time + 1.5f;
+
+ gi.linkentity(cr_node_keeper);
+}
+
+void cr_join_ctf( edict_t *self )
+{
+ int team;
+
+ if (self->bot_pers->team_no>0) {
+ if (self->bot_pers->team_no&1) team = CTF_TEAM1;
+ else team = CTF_TEAM2;
+ if (self->client->resp.ctf_team==team) return;
+ }
+ else
+ if ( self->client->resp.ctf_team==CTF_TEAM1 ||
+ self->client->resp.ctf_team==CTF_TEAM2 ) {
+ team = self->client->resp.ctf_team;
+ }
+ else {
+ edict_t *player;
+ int i, team1count = 0, team2count = 0;
+
+ for (i = 1; i <= maxclients->value; i++) {
+ player = &g_edicts[i];
+
+ if (!player->inuse || player==self)
+ continue;
+
+ switch (player->client->resp.ctf_team) {
+ case CTF_TEAM1:
+ team1count++;
+ break;
+ case CTF_TEAM2:
+ team2count++;
+ break;
+ }
+ }
+
+ team = CTF_TEAM1;
+ if (team2count<team1count ||
+ (team2count==team1count && (rand()&1))) team = CTF_TEAM2;
+ }
+
+ CTFJoinTeam(self,team);
+}
+
+
+float last_bot_respawn_time=0;
+
+void cr_respawn( edict_t *self )
+{
+ vec3_t spawn_origin, spawn_angles;
+ int i;
+
+ if (level.time<last_bot_respawn_time) last_bot_respawn_time=level.time;
+ if (!cr_node_head || level.time<(last_bot_respawn_time+0.6f)) {
+ self->nextthink = level.time + FRAMETIME;
+ return;
+ }
+ last_bot_respawn_time=level.time;
+
+ if ( strcmp(self->classname,"new_bot")==0 ) {
+ if (self->bot_pers->team_no>0)
+ gi.bprintf ( PRINT_MEDIUM, "%s has entered the game, team: %d\n",
+ self->client->pers.netname, self->bot_pers->team_no );
+ else
+ gi.bprintf ( PRINT_MEDIUM, "%s has entered the game\n", self->client->pers.netname );
+ }
+
+ if (ctf->value) cr_join_ctf(self);
+
+ // spawn the bot on a spawn spot
+ SelectSpawnPoint( self, spawn_origin, spawn_angles );
+ spawn_origin[2] += 3.f; // make sure off ground
+ self->ideal_yaw = spawn_angles[YAW];
+ VectorCopy ( spawn_origin, self->s.origin );
+ VectorCopy ( self->s.origin, self->s.old_origin );
+
+ // clear playerstate values
+ memset (&self->client->ps, 0, sizeof(self->client->ps));
+
+ self->client->ps.pmove.origin[0] = spawn_origin[0]*8;
+ self->client->ps.pmove.origin[1] = spawn_origin[1]*8;
+ self->client->ps.pmove.origin[2] = spawn_origin[2]*8;
+
+ // set the delta angle
+ for (i=0; i<3; i++)
+ self->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - self->client->resp.cmd_angles[i]);
+ self->s.angles[PITCH] = 0;
+ self->s.angles[YAW] = spawn_angles[YAW];
+ self->s.angles[ROLL] = 0;
+ VectorCopy ( self->s.angles, self->client->ps.viewangles);
+ VectorCopy ( self->s.angles, self->client->v_angle);
+
+ // clear entity values
+ self->classname = "bot";
+ self->groundentity = NULL;
+ self->takedamage = DAMAGE_AIM;
+ self->deadflag = DEAD_NO;
+ self->movetype = MOVETYPE_STEP; //MOVETYPE_NONE;
+ self->mass = 200;
+ self->solid = SOLID_BBOX;
+ self->clipmask = MASK_PLAYERSOLID;
+ self->max_health = 100;
+ self->gib_health = -40;
+ self->waterlevel = 0;
+ self->watertype = 0;
+ self->health = 100;
+ self->max_health = 100;
+ self->viewheight = 22;
+ self->inuse = true;
+ self->yaw_speed = self->bot_pers->rot_speed;
+ self->air_finished = level.time + 12;
+ self->flags &= ~FL_NO_KNOCKBACK;
+ self->svflags &= ~SVF_DEADMONSTER;
+
+ self->bot_info->strafe_dir=1;
+
+ self->bot_info->pickup_target=NULL;
+ self->bot_info->pickup_target_score = 1e32;
+ self->bot_info->last_node=NULL;
+ self->bot_info->next_node=NULL;
+ self->bot_info->target_node=NULL;
+ self->bot_info->time_last_stuck=0;
+ self->bot_info->time_next_enemy=0;
+ self->bot_info->time_next_pickup=0;
+ self->bot_info->time_next_shot=0;
+ self->bot_info->time_last_strafe_switch=0;
+ self->bot_info->old_think = NULL;
+
+ self->bot_info->stuck_count = 0;
+ self->bot_info->move_block_count = 0;
+ self->bot_info->path_nodes = 0;
+
+ self->bot_info->time_next_crouch = level.time + TIME_CROUCH;
+ self->bot_info->time_stuck_check = level.time + TIME_CHECK_STUCK;
+ VectorCopy ( self->s.origin, self->bot_info->old_origin );
+
+ self->bot_info->time_next_fight_message = level.time + FIGHT_MSG_DELAY;
+ self->bot_info->time_last_message=0;
+
+ self->model = self->bot_pers->model;
+ self->s.modelindex = 255; //gi.modelindex(self->model);//255;
+ self->s.skinnum = self->bot_pers->playernum; //self->bot_pers->skin_no; //game.maxclients-1;
+ self->s.frame = 0;
+
+ self->s.modelindex2 = 255;
+ self->s.modelindex3 = 0; // remove linked ctf flag
+ self->client->newweapon = self->client->pers.weapon;
+ cr_change_weapon (self);
+
+ self->client->anim_priority = ANIM_BASIC;
+ self->client->anim_end = 0;
+
+ self->pain = cr_pain;
+ self->die = cr_die;
+
+ self->think = cr_think;
+ self->nextthink = level.time + FRAMETIME;
+ self->bot_info->postthink = cr_post_think;
+
+ self->touch = NULL; //cr_touch;
+ self->monsterinfo.stand = NULL;
+ self->monsterinfo.walk = NULL;
+ self->monsterinfo.run = NULL;
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = cr_sight;
+ self->monsterinfo.search = NULL;
+ self->monsterinfo.checkattack = NULL;
+
+ self->bot_info->b_crouch = false;
+ VectorSet( self->mins, -16, -16, -24);
+ VectorSet( self->maxs, 16, 16, 32);
+ VectorClear( self->velocity );
+
+ self->s.event = EV_PLAYER_TELEPORT;
+
+ KillBox (self);
+
+ gi.linkentity(self);
+
+ self->client->pers.weapon = FindItem ("blaster");
+ self->client->newweapon = self->client->pers.weapon;
+
+ cr_pick_random_destination(self);
+}
+
+void cr_show_stats( edict_t *self )
+{
+ edict_t *bot;
+
+ gi.cprintf( self, PRINT_MEDIUM, "-------------------------------------------------------\n");
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if (!bot->inuse || !bot->client || !bot->bot_info) continue;
+
+ gi.cprintf( self, PRINT_MEDIUM, "%s -- skill:%d adp:%s team:%d frags:%d\n",
+ bot->client->pers.netname,
+ bot->bot_pers->skill,
+ bot->bot_pers->b_adapting ? "yes" : "no ",
+ bot->bot_pers->team_no,
+ // bot->bot_pers->skin,
+ // bot->bot_pers->model,
+ bot->client->resp.score );
+ }
+ gi.cprintf( self, PRINT_MEDIUM, "-------------------------------------------------------\n" );
+ // gi.cprintf( self, PRINT_MEDIUM, "total nodes in waypoints network = %d\n\n", node_count );
+}
+
+void cr_show_team_stats( edict_t *self )
+{
+ edict_t *bot;
+ int n, i, j;
+ qboolean b_show;
+ char total[128];
+
+ gi.cprintf( self, PRINT_MEDIUM, "--------- team scores ----------\n");
+
+ for ( i=1; i<20; i++ ) {
+ n=0;
+ b_show = false;
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if ( !bot->inuse || !bot->client ||
+ bot->client->pers.team_no!=i ) continue;
+
+ gi.cprintf( self, PRINT_MEDIUM, "%12s = %d\n",
+ bot->client->pers.netname,
+ bot->client->resp.score );
+ n += bot->client->resp.score;
+ b_show = true;
+ }
+ if (b_show) {
+ sprintf ( total, " === %d", n );
+ for ( j=0; j<strlen(total); j++ ) total[j] |= 0x80;
+ gi.cprintf( self, PRINT_MEDIUM, "%s\n\n", total );
+ }
+ }
+}
+
+
+/*
+void cr_scoreboard_message( char* string, edict_t *self )
+{
+#define MAX_SB_BOT 64
+#define MAX_LEN (1400-1)
+ gclient_t* bot[MAX_SB_BOT], *cl;
+ int i, j, sl, el, total;
+ edict_t *client;
+ char entry[1024];
+
+ total=0;
+ for ( client=g_edicts; client<&g_edicts[globals.num_edicts]; client++ ) {
+ if (!client->client) continue;
+ if (!client->classname) continue;
+ if ( cistrcmp (client->classname, "bot") &&
+ cistrcmp (client->classname, "player") ) continue;
+ bot[total] = client->client;
+ total++;
+ if (total>=MAX_SB_BOT) break;
+ }
+
+ for ( i=0; i<total; i++ ) {
+ sl = i;
+ el = bot[i]->resp.score;
+ for ( j=i+1; j<total; j++ ) {
+ if ( el<bot[j]->resp.score ) {
+ sl = j;
+ el = bot[j]->resp.score;
+ }
+ }
+ if (sl!=i) {
+ cl = bot[i];
+ bot[i] = bot[sl];
+ bot[sl] = cl;
+ }
+ }
+
+ if (total>16) total=16;
+
+ sl = strlen(string);
+ for ( i=0; i<total; i++ ) {
+ if (self->client==bot[i]) {
+ char str1[80], str2[8], *pch;
+ strncpy(str1,bot[i]->pers.netname,sizeof(str1));
+ for( pch=str1; *pch; pch++) *pch|=0x80;
+ sprintf(str2, "%d", bot[i]->resp.score);
+ for( pch=str2; *pch; pch++) *pch|=0x80;
+ Com_sprintf ( entry, sizeof(entry),
+ "xv 170 yv %i string2 \"%s\" "
+ "xv 290 yv %i string2 \"%s\" ",
+ 5+i*9, str1,
+ 5+i*9, str2 );
+ }
+ else {
+ Com_sprintf ( entry, sizeof(entry),
+ "xv 170 yv %i string2 \"%s\" "
+ "xv 290 yv %i string2 \"%i\" ",
+ 5+i*9, bot[i]->pers.netname,
+ 5+i*9, bot[i]->resp.score );
+ }
+ el = strlen(entry);
+ if ( (sl+el)>=MAX_LEN ) break;
+ strcpy( string+sl, entry );
+ sl += el;
+ }
+
+}
+*/
+
+void cr_get_full_pathname( char* fullname, char* name )
+{
+ char* pc;
+
+ strcpy( fullname, base_path->string );
+ pc = fullname + strlen(fullname)-1;
+ while (pc>=fullname && *pc==' ') *pc--='\0';
+ if (*pc) {
+ if (*pc!='/') *++pc='/';
+ *++pc='\0';
+ }
+ strcpy( pc, game_path->string );
+ pc+=strlen(game_path->string);
+ strcpy( pc, "/" );
+ pc++;
+ strcpy( pc, name );
+}
+
+qboolean
+cr_load_message_file(char** msg_array, int* msg_count, char* filename)
+{
+ FILE *f;
+ char msg[MAX_MSG_LEN];
+ int n;
+
+ /* already freed ffs */
+ //for(i=0; i<*msg_count; i++)
+ // Z_Free(msg_array[i]);
+ *msg_count=0;
+
+ cr_get_full_pathname( msg, filename );
+ f = fopen( msg, "rt" );
+ if (!f) {
+ gi.dprintf( "ERROR loading %s\n", msg );
+ return false;
+ }
+
+ while (1) {
+ if (!fgets( msg, sizeof(msg), f )) break;
+ n = strlen(msg);
+ while(n>0) {
+ if (msg[n-1]!='\r' && msg[n-1]!='\n') break;
+ n--;
+ msg[n]='\0';
+ }
+ if (n<=0) continue;
+ msg_array[*msg_count] = gi.TagMalloc( n+2, TAG_GAME );
+ strcpy( msg_array[*msg_count], msg );
+ (*msg_count)++;
+ if (*msg_count>=MAX_MSG) break;
+ }
+
+ fclose (f);
+
+ return true;
+}
+
+
+void cr_init(void)
+{
+ //path_node_t *node, *next_node;
+
+ gi.dprintf ( "-_-_-_-_-_- CRBot init -_-_-_-_-_-\n" );
+
+ cr_init_variables();
+
+ cr_load_message_file( msg_pain, &msg_pain_count, "pain.txt" );
+ cr_load_message_file( msg_kill, &msg_kill_count, "kill.txt" );
+ cr_load_message_file( msg_death, &msg_death_count, "death.txt" );
+ cr_load_message_file( msg_fight, &msg_fight_count, "fight.txt" );
+ cr_load_maplist();
+
+ sound_footstep[0] = gi.soundindex ("player/step1.wav");
+ sound_footstep[1] = gi.soundindex ("player/step2.wav");
+ sound_footstep[2] = gi.soundindex ("player/step3.wav");
+ sound_footstep[3] = gi.soundindex ("player/step4.wav");
+
+ // free old node-net
+ /* already freed in GameShutdown, christ
+ for ( node=cr_node_head; node!=NULL; node=next_node ) {
+ next_node=node->next;
+ gi.TagFree(node);
+ }
+*/
+ cr_node_head=NULL;
+
+ if (cr_node_keeper) {
+ G_FreeEdict(cr_node_keeper);
+ cr_node_keeper=NULL;
+ }
+
+ cr_init_node_keeper();
+
+ global_bot_number = 1;
+}
+
+void cr_remove_bot( edict_t *bot )
+{
+ // send effect
+ gi.WriteByte( svc_muzzleflash );
+ gi.WriteShort( bot-g_edicts );
+ gi.WriteByte( MZ_LOGOUT );
+ gi.multicast( bot->s.origin, MULTICAST_PVS );
+
+ gi.bprintf ( PRINT_HIGH, "%s disconnected\n", bot->client->pers.netname );
+ cr_free_bot( bot );
+}
+
+void cr_kill_bot( char* bot_name )
+{
+ edict_t *hit, *bot;
+
+ bot = NULL;
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse || !hit->client) continue;
+ if (cistrcmp (hit->classname, "bot")) continue;
+ if (cistrcmp ( hit->client->pers.netname, bot_name )) continue;
+ bot = hit;
+ break;
+ }
+ if (bot) {
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse || !hit->client) continue;
+ if (cistrcmp (hit->classname, "bot")) continue;
+ if (hit->enemy==bot) {
+ hit->enemy=NULL;
+ hit->oldenemy=NULL;
+ }
+ }
+ cr_unregister_bot(bot->bot_pers);
+ cr_remove_bot( bot );
+ }
+}
+
+void cr_client_connect(edict_t *ent)
+{
+ int i, playernum, pn;
+ edict_t* bot;
+ qboolean old_inuse;
+
+ playernum = ent-g_edicts-1;
+ old_inuse = ent->inuse;
+ ent->inuse = true;
+
+ for ( bot=g_edicts+1; bot<&g_edicts[globals.num_edicts]; bot++) {
+ if (!bot->inuse || !bot->bot_pers) continue;
+ if (bot->bot_pers->playernum==playernum) {
+ // find new playernum
+ /*
+ pn = cr_find_unused_client_slot();
+ if (pn<0) {
+ bot->client->inuse = false;
+ cr_remove_bot( bot );
+ }
+ else {
+ gclient_t* old_client = bot->client;
+ bot->client = &game.clients[pn];
+ *bot->client = *old_client;
+ old_client->inuse = false;
+ bot->client->inuse = true;
+ bot->bot_pers->playernum = pn;
+ cr_update_userinfo(bot->bot_pers);
+ }
+*/
+ pn = -1;
+ bot->client->inuse = false;
+ cr_remove_bot( bot );
+ // correct playernum in bot's list
+ for ( i=0; i<global_bots_count; i++ ) {
+ if (!global_bots[i].b_inuse) continue;
+ if (global_bots[i].playernum==playernum) {
+ global_bots[i].playernum=pn;
+ }
+ }
+ break;
+ }
+ }
+
+ ent->inuse = old_inuse;
+}
+
+void
+cr_init_globals(void)
+{
+ int size;
+
+ global_bots_count = game.maxclients;
+
+ /* already freed by ShutownGame */
+ //if(global_bots != nil)
+ // Z_Free(global_bots);
+
+ size = global_bots_count * sizeof *global_bots;
+ global_bots = Z_TagMalloc(size, TAG_GAME);
+ memset(global_bots, 0, size);
+}
+
+void cr_exit_level(void)
+{
+ int i;
+ edict_t* bot;
+
+ // mark all bots to respawn on new level
+ for ( i=0; i<global_bots_count; i++ ) {
+ if (!global_bots[i].b_inuse) continue;
+ game.clients[global_bots[i].playernum].inuse = false;
+ global_bots[i].playernum = -1;
+ }
+
+ for ( bot=g_edicts+1; bot<=(g_edicts+game.maxclients); bot++) {
+ if (!bot->inuse || !bot->client || !bot->bot_info) continue;
+ cr_free_bot( bot );
+ }
+}
+
+void cr_load_maplist(void)
+{
+ FILE *f;
+ char line[256];
+ int n;
+
+ map_cycle_count=0;
+
+ cr_get_full_pathname( line, "maplist.txt" );
+ f = fopen( line, "rt" );
+ if (!f) {
+ gi.dprintf( "ERROR loading maplist.txt\n" );
+ return;
+ }
+
+ while (map_cycle_count<(MAX_MAP-1)) {
+ if (!fgets( line, sizeof(line), f )) break;
+ if (!*line || *line=='#' || *line==';' || *line=='/' ||
+ *line=='\\' || *line==' ' || *line=='\r' || *line=='\n' ) continue;
+ n = strlen(line);
+ while(n>0) {
+ if (line[n-1]!='\r' && line[n-1]!='\n') break;
+ n--;
+ line[n]='\0';
+ }
+ if (n<=0) continue;
+ strncpy( (char*)(map_list + map_cycle_count++), line, 32 );
+ }
+
+ fclose (f);
+ next_map %= map_cycle_count;
+}
+
+char next_map_name[64]="\0";
+
+qboolean cr_map_cycle(void)
+{
+ int new_map;
+ if (!(int)map_cycle->value || map_cycle_count<2) return false;
+
+ switch ((int)map_cycle->value) {
+ case 2:
+ do {
+ new_map = rand() % map_cycle_count;
+ } while( new_map==next_map );
+ next_map = new_map;
+ break;
+ default:
+ next_map = (next_map+1) % map_cycle_count;
+ }
+
+ next_map %= map_cycle_count;
+ strcpy( next_map_name, (char*)(map_list + next_map) );
+
+ return true;
+}
+
+void cr_check_ctf_routes( edict_t *self )
+{
+ edict_t *hit;
+ edict_t *flag1=NULL, *flag2=NULL;
+ vec3_t old_origin;
+
+ for ( hit=g_edicts+1; hit<&g_edicts[globals.num_edicts]; hit++) {
+ if (!hit->inuse) continue;
+ if (hit->spawnflags & DROPPED_ITEM) continue;
+ // if ((hit->svflags & SVF_NOCLIENT) || (hit->solid==SOLID_NOT)) continue;
+
+ if (hit->item && hit->item->pickup==CTFPickup_Flag) {
+ if (!flag1) flag1=hit;
+ else {
+ flag2=hit;
+ break;
+ }
+ }
+ }
+
+ if (!flag1) {
+ gi.dprintf("Warning: No flags found on this map!\n");
+ return;
+ }
+ if (!flag2) {
+ gi.dprintf("Warning: Only one flag found on this map!\n");
+ return;
+ }
+
+ VectorCopy( self->s.origin, old_origin );
+ VectorCopy( flag1->s.origin, self->s.origin );
+
+ self->bot_info = gi.TagMalloc ( sizeof(bot_info_t), TAG_GAME );
+ memset( self->bot_info, 0, sizeof(bot_info_t) );
+ self->bot_pers = gi.TagMalloc ( sizeof(bot_info_pers_t), TAG_GAME );
+ memset(self->bot_pers,0,sizeof(bot_info_pers_t));
+ self->bot_pers->skill = 100;
+
+ if (!cr_find_route( self, flag2->s.origin, true )) {
+ gi.dprintf("Warning: No route from one flag to another!\n");
+ }
+
+ gi.TagFree(self->bot_info);
+ self->bot_info=NULL;
+ gi.TagFree(self->bot_pers);
+ self->bot_pers=NULL;
+
+ VectorCopy( old_origin, self->s.origin );
+}
+
+
+char file_signature[] = "CRBOT.ROUTE.MAP.01.";
+
+void cr_routes_save( edict_t *self )
+{
+ path_node_t *node;
+ FILE *f;
+ char filename[256], rt_name[80];
+ int reserved[20], total, saved;
+
+ if (ctf->value) {
+ cr_check_ctf_routes(self);
+ }
+
+ cr_get_full_pathname( filename, "nodemaps" );
+ mkdir(filename);
+
+ sprintf( rt_name, "nodemaps%s%s.crn", "/", level.mapname );
+ cr_get_full_pathname( filename, rt_name );
+ f = fopen( filename, "wb" );
+ if (!f) {
+ gi.dprintf( "ERROR creating file: %s\n", rt_name );
+ return;
+ }
+
+ if (!fwrite(file_signature,sizeof(file_signature),1,f)) {
+ gi.dprintf( "ERROR writing file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+
+ memset(filename,0,256);
+ if (!fwrite(filename,256,1,f)) {
+ gi.dprintf( "ERROR writing file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+
+ // save nodes
+ memset(reserved,0,sizeof(reserved));
+ total=saved=0;
+ for ( node=cr_node_head; node!=NULL; node=node->next ) {
+ total++;
+ if (node->item) continue;
+ saved++;
+ if (!fwrite(reserved,sizeof(reserved),1,f)) {
+ gi.dprintf( "ERROR writing file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ if (!fwrite(node->position,sizeof(node->position),1,f)) {
+ gi.dprintf( "ERROR writing file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ if (!fwrite(&node->flags,sizeof(node->flags),1,f)) {
+ gi.dprintf( "ERROR friting file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ }
+
+ reserved[0]=1;
+ if (!fwrite(reserved,sizeof(reserved),1,f)) {
+ gi.dprintf( "ERROR writing file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+
+ fclose(f);
+
+ gi.dprintf( "total nodes: %d, saved: %d\n", total, saved );
+}
+
+void cr_routes_load(void)
+{
+ vec3_t pos;
+ int flags;
+ FILE *f;
+ char filename[256], rt_name[80];
+ int reserved[20], total;
+
+ sprintf( rt_name, "nodemaps%s%s.crn", "/", level.mapname );
+ cr_get_full_pathname( filename, rt_name );
+ f = fopen( filename, "rb" );
+ if (!f) return;
+
+ memset(filename,0,256);
+ if (!fread(filename,sizeof(file_signature),1,f)) {
+ gi.dprintf( "ERROR reading file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ if (strcmp(filename,file_signature)) return;
+
+ if (!fread(filename,256,1,f)) {
+ gi.dprintf( "ERROR reading file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+
+ //read nodes
+ total=0;
+ while(true) {
+ total++;
+ if (!fread(reserved,sizeof(reserved),1,f)) {
+ gi.dprintf( "ERROR reading file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ if (reserved[0]) break;
+ if (!fread(pos,sizeof(pos),1,f)) {
+ gi.dprintf( "ERROR reading file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+ if (!fread(&flags,sizeof(flags),1,f)) {
+ gi.dprintf( "ERROR reading file: %s\n", rt_name );
+ fclose(f);
+ return;
+ }
+
+ cr_insert_node( pos, NULL, flags );
+ }
+
+ fclose(f);
+
+ gi.dprintf( "total nodes read from nodemap file: %d\n", total );
+}
--- /dev/null
+++ b/crbot/cr_menu.c
@@ -1,0 +1,375 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void SP_crbot( char* name, int skill_level, char* skin, int team, char* model );
+void cr_show_stats( edict_t *self );
+
+#define MENU_MAIN 1
+#define MENU_ADD_BOT 2
+
+#define MI_MAIN_ADDBOT 1
+#define MI_MAIN_STATS 2
+#define MI_MAIN_TEAMS 3
+#define MI_MAIN_MYTEAM 4
+#define MI_MAIN_OBITUARY 5
+#define MI_MAIN_BOTCHAT 6
+#define MI_MAIN_TAUNT 7
+#define MI_MAIN_MAPCYCLE 8
+#define MI_MAIN_TECHS 9
+#define MI_MAIN_HOOK 10
+#define MI_MAIN_SAVENODES 11
+#define MI_MAIN_MAX 11
+
+#define MI_AB_PREVMENU 1
+#define MI_AB_SKILL 2
+#define MI_AB_MODEL 3
+#define MI_AB_SKIN 4
+#define MI_AB_TEAM 5
+#define MI_AB_ADDBOT 6
+#define MI_AB_MAX 6
+
+#define MAX_SKIN 1024
+#define MAX_MODEL 128
+
+typedef char stname[32];
+
+stname skins[MAX_SKIN], models[MAX_MODEL];
+int nmodel=0, curmd=0, curskin=0;
+int skhead[MAX_MODEL], nskin[MAX_MODEL];
+
+void cr_invert_string( char* pc )
+{
+ while(*pc!='"') {
+ *pc |= 0x80;
+ pc++;
+ }
+}
+
+/* FIXME: bullshit */
+void cr_menu_init(void)
+{
+ char mdir[256], sdir[512], *p;
+ int fd, nmd, nsk, mdi, sdi, l, n, s_count, s_start = 0;
+ Dir *md = nil, *sk = nil;
+
+ memset(skins, 0, sizeof skins);
+ memset(models, 0, sizeof models);
+ seprint(mdir, mdir+sizeof mdir, "%s/baseq2/players", base_path->string);
+
+ if((fd = open(mdir, OREAD)) < 0){
+ fprint(2, "cr_menu_init:open: %r\n");
+ goto fail;
+ }
+ nmd = dirreadall(fd, &md);
+ close(fd);
+ if(nmd <= 0){
+ fprint(2, "cr_menu_init:dirreadall: %r\n");
+ goto fail;
+ }
+ if(nmd > MAX_MODEL){
+ fprint(2, "cr_menu_init: too many models\n");
+ goto fail;
+ }
+
+ /* get models and skins */
+ nmodel = 0;
+ for(mdi=0; mdi < nmd; mdi++){
+ /* [words]
+ return thisdir->d_name[0] != '.';
+ //return thisdir->d_type == DT_DIR; //always returns zero ?
+ */
+ if(~md[mdi].mode & DMDIR)
+ continue;
+
+ strncpy(models[nmodel], md[mdi].name, sizeof *models);
+ seprint(sdir, sdir+sizeof sdir, "%s/%s", mdir, models[nmodel]);
+ if((fd = open(sdir, OREAD)) < 0){
+ fprint(2, "cr_menu_init:open: %r\n");
+ goto fail;
+ }
+ nsk = dirreadall(fd, &sk);
+ close(fd);
+ if(nsk <= 0){
+ fprint(2, "cr_menu_init:dirreadall: %r\n");
+ continue;
+ }
+
+ s_count = 0;
+ for(sdi = 0; sdi < nsk; sdi++){
+ if(strstr(sk[sdi].name, "_i.pcx") == nil)
+ continue;
+ p = skins[s_start+s_count];
+ memset(p, 0, sizeof *p);
+ l = strlen(sk[sdi].name) - 6;
+ if(l > sizeof *p)
+ l = sizeof *p;
+ strncpy(p, sk[sdi].name, l);
+ s_count++;
+ }
+ free(sk);
+ skhead[nmodel] = s_start;
+ nskin[nmodel] = s_count;
+ s_start += s_count;
+ nmodel++;
+ }
+ free(md);
+
+ for(n=0; n < nmodel; n++)
+ if(!cistrcmp(bot_model->string, models[n])){
+ curmd = n;
+ break;
+ }
+ for(n=0; n < nskin[curmd]; n++)
+ if(!cistrcmp(bot_skin->string, skins[skhead[curmd]+n])){
+ curskin = n;
+ break;
+ }
+ gi.cvar_forceset("bot_model", models[curmd]);
+ gi.cvar_forceset("bot_skin", skins[skhead[curmd]+curskin]);
+ return;
+fail:
+ free(md);
+ free(sk);
+ gi.error("failed to init models and skins");
+}
+
+void cr_menu_draw( edict_t *self )
+{
+ char menu[1400], *pch;
+ gclient_t *cl;
+
+ cl = self->client;
+ if (!cl || self->bot_info) return;
+
+ if (cl->menu_no<=0) cl->menu_no=1;
+ if (cl->menu_item_no<=0) cl->menu_item_no=0;
+
+ pch = menu;
+ sprintf ( pch, "xv 32 yv 8 picn inventory " );
+ pch += strlen(pch);
+
+ switch (cl->menu_no) {
+ case MENU_MAIN:
+ sprintf( pch, "xv 0 yv 30 cstring2 \"[CRBot] main menu:\" "
+ "xv 0 yv 32 cstring2 \"__________________\" " );
+ break;
+ case MENU_ADD_BOT:
+ sprintf( pch, "xv 0 yv 30 cstring2 \"[CRBot] add new bot:\" "
+ "xv 0 yv 32 cstring2 \"____________________\" " );
+ break;
+ default:
+ cl->menu_no=0;
+ return;
+ };
+ pch += strlen(pch);
+
+ switch (cl->menu_no) {
+ case MENU_MAIN:
+ sprintf( pch, "xv 56 yv 50 string2 \"add new bot...\" " );
+ if (cl->menu_item_no!=MI_MAIN_ADDBOT) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 60 string2 \"show bots statistics...\" " );
+ if (cl->menu_item_no!=MI_MAIN_STATS) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 70 string2 \"show team scores...\" " );
+ if (cl->menu_item_no!=MI_MAIN_TEAMS) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ if (self->client->pers.team_no)
+ sprintf( pch, "xv 56 yv 80 string2 \"player's team = %d\" ", self->client->pers.team_no );
+ else
+ sprintf( pch, "xv 56 yv 80 string2 \"player's team = none\" " );
+ if (cl->menu_item_no!=MI_MAIN_MYTEAM) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 90 string2 \"obituary messages = %s\" ", obituary_msgs->value ? "show" : "skip" );
+ if (cl->menu_item_no!=MI_MAIN_OBITUARY) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 100 string2 \"bot chat = %s\" ", bot_chat->value ? "on" : "off" );
+ if (cl->menu_item_no!=MI_MAIN_BOTCHAT) cr_invert_string(pch+22);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 110 string2 \"bot taunts = %s\" ", bot_taunt->value ? "on" : "off" );
+ if (cl->menu_item_no!=MI_MAIN_TAUNT) cr_invert_string(pch+22);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 120 string2 \"map cycle = %s\" ", ((int)map_cycle->value)==2 ? "random" : ((int)map_cycle->value)==1 ? "on" : "off" );
+ if (cl->menu_item_no!=MI_MAIN_MAPCYCLE) cr_invert_string(pch+22);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 130 string2 \"techs in dm game = %s\" ", !((int)no_tech->value) ? "enable" : "disable" );
+ if (cl->menu_item_no!=MI_MAIN_TECHS) cr_invert_string(pch+22);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 140 string2 \"g.hook in dm game = %s\" ", !((int)no_hook->value) ? "enable" : "disable" );
+ if (cl->menu_item_no!=MI_MAIN_HOOK) cr_invert_string(pch+22);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 150 string2 \"save nodemap file...\" " );
+ if (cl->menu_item_no!=MI_MAIN_SAVENODES) cr_invert_string(pch+22);
+ break;
+ case MENU_ADD_BOT:
+ sprintf( pch, "xv 56 yv 50 string2 \"...back to main menu...\" " );
+ if (cl->menu_item_no!=MI_AB_PREVMENU) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ if (bot_skill->value)
+ sprintf( pch, "xv 56 yv 60 string2 \"skill = %d\" ", (int)bot_skill->value );
+ else
+ sprintf( pch, "xv 56 yv 60 string2 \"skill = adapting\" " );
+ if (cl->menu_item_no!=MI_AB_SKILL) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 70 string2 \"model = %s\" ", bot_model->string );
+ if (cl->menu_item_no!=MI_AB_MODEL) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 80 string2 \"skin = %s\" ", bot_skin->string );
+ if (cl->menu_item_no!=MI_AB_SKIN) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ if (bot_team->value)
+ sprintf( pch, "xv 56 yv 90 string2 \"team = %d\" ", (int)bot_team->value );
+ else
+ sprintf( pch, "xv 56 yv 90 string2 \"team = none\" " );
+ if (cl->menu_item_no!=MI_AB_TEAM) cr_invert_string(pch+21);
+ pch += strlen(pch);
+ sprintf( pch, "xv 56 yv 100 string2 \"-> add new bot <-\" " );
+ if (cl->menu_item_no!=MI_AB_ADDBOT) cr_invert_string(pch+22);
+ break;
+ };
+
+ gi.configstring ( CS_STATUSBAR, menu );
+}
+
+
+void cr_menu_select( edict_t *self, int ds )
+{
+ gclient_t *cl;
+ int no;
+ char buf[8];
+
+ cl = self->client;
+ if (!cl || self->bot_info) return;
+
+ switch (cl->menu_no) {
+ case MENU_MAIN:
+ switch (cl->menu_item_no) {
+ case MI_MAIN_ADDBOT:
+ cl->menu_no = MENU_ADD_BOT;
+ cl->menu_item_no = 1;
+ break;
+ case MI_MAIN_OBITUARY:
+ gi.cvar_forceset( "obituary_msgs", obituary_msgs->value ? "0" : "1" );
+ break;
+ case MI_MAIN_MYTEAM:
+ self->client->pers.team_no += ds;
+ if (self->client->pers.team_no>10) self->client->pers.team_no=0;
+ if (self->client->pers.team_no<0) self->client->pers.team_no=10;
+ break;
+ case MI_MAIN_STATS:
+ cr_show_stats(self);
+ break;
+ case MI_MAIN_TEAMS:
+ cr_show_team_stats(self);
+ break;
+ case MI_MAIN_BOTCHAT:
+ gi.cvar_forceset( "bot_chat", bot_chat->value ? "0" : "1" );
+ break;
+ case MI_MAIN_TAUNT:
+ gi.cvar_forceset( "bot_taunt", bot_taunt->value ? "0" : "1" );
+ break;
+ case MI_MAIN_MAPCYCLE:
+ gi.cvar_forceset( "map_cycle", va( "%d", ((int)map_cycle->value+ds+3)%3 ) );
+ break;
+ case MI_MAIN_TECHS:
+ gi.cvar_forceset( "no_tech", no_tech->value ? "0" : "1" );
+ break;
+ case MI_MAIN_HOOK:
+ gi.cvar_forceset( "no_hook", no_hook->value ? "0" : "1" );
+ break;
+ case MI_MAIN_SAVENODES:
+ cr_routes_save(self);
+ break;
+ }
+ break;
+
+ case MENU_ADD_BOT:
+ switch (cl->menu_item_no) {
+ case MI_AB_PREVMENU:
+ cl->menu_no = MENU_MAIN;
+ cl->menu_item_no = 1;
+ break;
+ case MI_AB_MODEL:
+ curmd+=ds;
+ if (curmd>=nmodel) curmd=0;
+ if (curmd<0) curmd=nmodel-1;
+ gi.cvar_forceset( "bot_model", models[curmd] );
+ if (curskin>=nskin[curmd])
+ curskin = nskin[curmd]-1;
+ gi.cvar_forceset( "bot_skin", skins[skhead[curmd]+curskin] );
+ break;
+ case MI_AB_SKIN:
+ if (curmd>=nmodel) curmd=nmodel-1;
+ curskin+=ds;
+ if (curskin>=nskin[curmd]) curskin=0;
+ if (curskin<0) curskin = nskin[curmd]-1;
+ gi.cvar_forceset( "bot_skin", skins[skhead[curmd]+curskin] );
+ break;
+ case MI_AB_TEAM:
+ no = ((int)bot_team->value + ds + 10) % 10;
+ sprintf(buf,"%d",no);
+ gi.cvar_forceset( "bot_team", buf );
+ break;
+ case MI_AB_SKILL:
+ no = ((int)bot_skill->value + ds + 10) % 10;
+ sprintf(buf,"%d",no);
+ gi.cvar_forceset( "bot_skill", buf );
+ break;
+ case MI_AB_ADDBOT:
+ SP_crbot( NULL, bot_skill->value, bot_skin->string, bot_team->value, bot_model->string );
+ break;
+ }
+ break;
+ }
+
+ cr_menu_draw(self);
+}
+
+void cr_menu_up( edict_t *self )
+{
+ gclient_t *cl;
+
+ cl = self->client;
+ if (!cl || self->bot_info) return;
+
+ cl->menu_item_no--;
+ if (cl->menu_item_no<=0)
+ switch (cl->menu_no) {
+ case MENU_MAIN:
+ cl->menu_item_no=MI_MAIN_MAX;
+ break;
+ case MENU_ADD_BOT:
+ cl->menu_item_no=MI_AB_MAX;
+ break;
+ default:
+ cl->menu_item_no=1;
+ }
+
+ cr_menu_draw(self);
+}
+
+void cr_menu_down( edict_t *self )
+{
+ gclient_t *cl;
+
+ cl = self->client;
+ if (!cl || self->bot_info) return;
+
+ cl->menu_item_no++;
+ switch (cl->menu_no) {
+ case MENU_MAIN:
+ if (cl->menu_item_no>MI_MAIN_MAX) cl->menu_item_no=1;
+ break;
+ case MENU_ADD_BOT:
+ if (cl->menu_item_no>MI_AB_MAX) cl->menu_item_no=1;
+ break;
+ default:
+ cl->menu_item_no=1;
+ }
+
+ cr_menu_draw(self);
+}
+
--- /dev/null
+++ b/crbot/g_ai.c
@@ -1,0 +1,1102 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+qboolean FindTarget (edict_t *self);
+extern cvar_t *maxclients;
+
+qboolean ai_checkattack (edict_t *self, float dist);
+
+qboolean enemy_vis;
+qboolean enemy_infront;
+int enemy_range;
+float enemy_yaw;
+
+//============================================================================
+
+
+/*
+=================
+AI_SetSightClient
+
+Called once each frame to set level.sight_client to the
+player to be checked for in findtarget.
+
+If all clients are either dead or in notarget, sight_client
+will be null.
+
+In coop games, sight_client will cycle between the clients.
+=================
+*/
+void AI_SetSightClient (void)
+{
+ edict_t *ent;
+ int start, check;
+
+ if (level.sight_client == NULL)
+ start = 1;
+ else
+ start = level.sight_client - g_edicts;
+
+ check = start;
+ while (1)
+ {
+ check++;
+ if (check > game.maxclients)
+ check = 1;
+ ent = &g_edicts[check];
+ if (ent->inuse
+ && ent->health > 0
+ && !(ent->flags & FL_NOTARGET) )
+ {
+ level.sight_client = ent;
+ return; // got one
+ }
+ if (check == start)
+ {
+ level.sight_client = NULL;
+ return; // nobody to see
+ }
+ }
+}
+
+//============================================================================
+
+/*
+=============
+ai_move
+
+Move the specified distance at current facing.
+This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
+==============
+*/
+void ai_move (edict_t *self, float dist)
+{
+ M_walkmove (self, self->s.angles[YAW], dist);
+}
+
+
+/*
+=============
+ai_stand
+
+Used for standing around and looking for players
+Distance is for slight position adjustments needed by the animations
+==============
+*/
+void ai_stand (edict_t *self, float dist)
+{
+ vec3_t v;
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ if (self->enemy)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ {
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.run (self);
+ }
+ M_ChangeYaw (self);
+ ai_checkattack (self, 0);
+ }
+ else
+ FindTarget (self);
+ return;
+ }
+
+ if (FindTarget (self))
+ return;
+
+ if (level.time > self->monsterinfo.pausetime)
+ {
+ self->monsterinfo.walk (self);
+ return;
+ }
+
+ if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.idle (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_walk
+
+The monster is walking it's beat
+=============
+*/
+void ai_walk (edict_t *self, float dist)
+{
+ M_MoveToGoal (self, dist);
+
+ // check for noticing a player
+ if (FindTarget (self))
+ return;
+
+ if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.search (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_charge
+
+Turns towards target and advances
+Use this call with a distnace of 0 to replace ai_face
+==============
+*/
+void ai_charge (edict_t *self, float dist)
+{
+ vec3_t v;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+}
+
+
+/*
+=============
+ai_turn
+
+don't move, but turn towards ideal_yaw
+Distance is for slight position adjustments needed by the animations
+=============
+*/
+void ai_turn (edict_t *self, float dist)
+{
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (FindTarget (self))
+ return;
+
+ M_ChangeYaw (self);
+}
+
+
+/*
+
+.enemy
+Will be world if not currently angry at anyone.
+
+.movetarget
+The next path spot to walk toward. If .enemy, ignore .movetarget.
+When an enemy is killed, the monster will try to return to it's path.
+
+.hunt_time
+Set to time + something when the player is in sight, but movement straight for
+him is blocked. This causes the monster to use wall following code for
+movement direction instead of sighting on the player.
+
+.ideal_yaw
+A yaw angle of the intended direction, which will be turned towards at up
+to 45 deg / state. If the enemy is in view and hunt_time is not active,
+this will be the exact line towards the enemy.
+
+.pausetime
+A monster will leave it's stand state and head towards it's .movetarget when
+time > .pausetime.
+
+walkmove(angle, speed) primitive is all or nothing
+*/
+
+/*
+=============
+range
+
+returns the range catagorization of an entity reletive to self
+0 melee range, will become hostile even if back is turned
+1 visibility and infront, or visibility and show hostile
+2 infront and show hostile
+3 only triggered by damage
+=============
+*/
+int range (edict_t *self, edict_t *other)
+{
+ vec3_t v;
+ float len;
+
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ len = VectorLength (v);
+ if (len < MELEE_DISTANCE)
+ return RANGE_MELEE;
+ if (len < 500)
+ return RANGE_NEAR;
+ if (len < 1000)
+ return RANGE_MID;
+ return RANGE_FAR;
+}
+
+/*
+=============
+visible
+
+returns 1 if the entity is visible to self, even if not infront ()
+=============
+*/
+qboolean visible (edict_t *self, edict_t *other)
+{
+ vec3_t spot1;
+ vec3_t spot2;
+ trace_t trace;
+
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (other->s.origin, spot2);
+ spot2[2] += other->viewheight;
+ trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
+
+ if (trace.fraction == 1.0)
+ return true;
+ return false;
+}
+
+
+/*
+=============
+infront
+
+returns 1 if the entity is in front (in sight) of self
+=============
+*/
+qboolean infront (edict_t *self, edict_t *other)
+{
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ if (dot > 0.3)
+ return true;
+ return false;
+}
+
+
+//============================================================================
+
+void HuntTarget (edict_t *self)
+{
+ vec3_t vec;
+
+ self->goalentity = self->enemy;
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.stand (self);
+ else
+ self->monsterinfo.run (self);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ self->ideal_yaw = vectoyaw(vec);
+ // wait a while before first attack
+ if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
+ AttackFinished (self, 1);
+}
+
+void FoundTarget (edict_t *self)
+{
+ // let other monsters see this monster for a while
+ if (self->enemy->client)
+ {
+ level.sight_entity = self;
+ level.sight_entity_framenum = level.framenum;
+ level.sight_entity->light_level = 128;
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+ VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+
+ if (!self->combattarget)
+ {
+ HuntTarget (self);
+ return;
+ }
+
+ self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
+ if (!self->movetarget)
+ {
+ self->goalentity = self->movetarget = self->enemy;
+ HuntTarget (self);
+ gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
+ return;
+ }
+
+ // clear out our combattarget, these are a one shot deal
+ self->combattarget = NULL;
+ self->monsterinfo.aiflags |= AI_COMBAT_POINT;
+
+ // clear the targetname, that point is ours!
+ self->movetarget->targetname = NULL;
+ self->monsterinfo.pausetime = 0;
+
+ // run for it
+ self->monsterinfo.run (self);
+}
+
+
+/*
+===========
+FindTarget
+
+Self is currently not attacking anything, so try to find a target
+
+Returns TRUE if an enemy was sighted
+
+When a player fires a missile, the point of impact becomes a fakeplayer so
+that monsters that see the impact will respond as if they had seen the
+player.
+
+To avoid spending too much time, only a single client (or fakeclient) is
+checked each frame. This means multi player games will have slightly
+slower noticing monsters.
+============
+*/
+qboolean FindTarget (edict_t *self)
+{
+ edict_t *client;
+ qboolean heardit;
+ int r;
+
+ if (self->monsterinfo.aiflags & AI_GOOD_GUY)
+ {
+ if (self->goalentity && self->goalentity->inuse && self->goalentity->classname)
+ {
+ if (strcmp(self->goalentity->classname, "target_actor") == 0)
+ return false;
+ }
+
+ //FIXME look for monsters?
+ return false;
+ }
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+// if the first spawnflag bit is set, the monster will only wake up on
+// really seeing the player, not another monster getting angry or hearing
+// something
+
+// revised behavior so they will wake up if they "see" a player make a noise
+// but not weapon impact/explosion noises
+
+ heardit = false;
+ if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sight_entity;
+ if (client->enemy == self->enemy)
+ {
+ return false;
+ }
+ }
+ else if (level.sound_entity_framenum >= (level.framenum - 1))
+ {
+ client = level.sound_entity;
+ heardit = true;
+ }
+ else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sound2_entity;
+ heardit = true;
+ }
+ else
+ {
+ client = level.sight_client;
+ if (!client)
+ return false; // no clients to get mad at
+ }
+
+ // if the entity went away, forget it
+ if (!client->inuse)
+ return false;
+
+ if (client == self->enemy)
+ return true; // JDC false;
+
+ if (client->client)
+ {
+ if (client->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (client->svflags & SVF_MONSTER)
+ {
+ if (!client->enemy)
+ return false;
+ if (client->enemy->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (heardit)
+ {
+ if (client->owner->flags & FL_NOTARGET)
+ return false;
+ }
+ else
+ return false;
+
+ if (!heardit)
+ {
+ r = range (self, client);
+
+ if (r == RANGE_FAR)
+ return false;
+
+// this is where we would check invisibility
+
+ // is client in an spot too dark to be seen?
+ if (client->light_level <= 5)
+ return false;
+
+ if (!visible (self, client))
+ {
+ return false;
+ }
+
+ if (r == RANGE_NEAR)
+ {
+ if (client->show_hostile < level.time && !infront (self, client))
+ {
+ return false;
+ }
+ }
+ else if (r == RANGE_MID)
+ {
+ if (!infront (self, client))
+ {
+ return false;
+ }
+ }
+
+ self->enemy = client;
+
+ if (strcmp(self->enemy->classname, "player_noise") != 0)
+ {
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+
+ if (!self->enemy->client)
+ {
+ self->enemy = self->enemy->enemy;
+ if (!self->enemy->client)
+ {
+ self->enemy = NULL;
+ return false;
+ }
+ }
+ }
+ }
+ else // heardit
+ {
+ vec3_t temp;
+
+ if (self->spawnflags & 1)
+ {
+ if (!visible (self, client))
+ return false;
+ }
+ else
+ {
+ if (!gi.inPHS(self->s.origin, client->s.origin))
+ return false;
+ }
+
+ VectorSubtract (client->s.origin, self->s.origin, temp);
+
+ if (VectorLength(temp) > 1000) // too far to hear
+ {
+ return false;
+ }
+
+ // check area portals - if they are different and not connected then we can't hear it
+ if (client->areanum != self->areanum)
+ if (!gi.AreasConnected(self->areanum, client->areanum))
+ return false;
+
+ self->ideal_yaw = vectoyaw(temp);
+ M_ChangeYaw (self);
+
+ // hunt the sound for a bit; hopefully find the real player
+ self->monsterinfo.aiflags |= AI_SOUND_TARGET;
+ self->enemy = client;
+ }
+
+//
+// got one
+//
+ FoundTarget (self);
+
+ if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
+ self->monsterinfo.sight (self, self->enemy);
+
+ return true;
+}
+
+
+//=============================================================================
+
+/*
+============
+FacingIdeal
+
+============
+*/
+qboolean FacingIdeal(edict_t *self)
+{
+ float delta;
+
+ delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
+ if (delta > 45 && delta < 315)
+ return false;
+ return true;
+}
+
+
+//=============================================================================
+
+qboolean M_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ float chance;
+ trace_t tr;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ // don't always melee in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ return false;
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.2;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.1;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.02;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (skill->value == 0)
+ chance *= 0.5;
+ else if (skill->value >= 2)
+ chance *= 2;
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+/*
+=============
+ai_run_melee
+
+Turn and close until within an angle to launch a melee attack
+=============
+*/
+void ai_run_melee(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.melee (self);
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+}
+
+
+/*
+=============
+ai_run_missile
+
+Turn in place until within an angle to launch a missile attack
+=============
+*/
+void ai_run_missile(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.attack (self);
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+}
+
+
+/*
+=============
+ai_run_slide
+
+Strafe sideways, but stay at aproximately the same range
+=============
+*/
+void ai_run_slide(edict_t *self, float distance)
+{
+ float ofs;
+
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (self->monsterinfo.lefty)
+ ofs = 90;
+ else
+ ofs = -90;
+
+ if (M_walkmove (self, self->ideal_yaw + ofs, distance))
+ return;
+
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ M_walkmove (self, self->ideal_yaw - ofs, distance);
+}
+
+
+/*
+=============
+ai_checkattack
+
+Decides if we're going to attack or do something else
+used by ai_run and ai_stand
+=============
+*/
+qboolean ai_checkattack (edict_t *self, float /*dist*/)
+{
+ vec3_t temp;
+ qboolean hesDeadJim;
+
+// this causes monsters to run blindly to the combat point w/o firing
+ if (self->goalentity)
+ {
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ if ((level.time - self->enemy->teleport_time) > 5.0)
+ {
+ if (self->goalentity == self->enemy)
+ {
+ if (self->movetarget)
+ self->goalentity = self->movetarget;
+ else
+ self->goalentity = NULL;
+ }
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+ if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ }
+ else
+ {
+ self->show_hostile = level.time + 1;
+ return false;
+ }
+ }
+ }
+
+ enemy_vis = false;
+
+// see if the enemy is dead
+ hesDeadJim = false;
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ hesDeadJim = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (self->enemy->health > 0)
+ {
+ hesDeadJim = true;
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ }
+ }
+ else
+ {
+ if (self->monsterinfo.aiflags & AI_BRUTAL)
+ {
+ if (self->enemy->health <= -80)
+ hesDeadJim = true;
+ }
+ else
+ {
+ if (self->enemy->health <= 0)
+ hesDeadJim = true;
+ }
+ }
+
+ if (hesDeadJim)
+ {
+ self->enemy = NULL;
+ // FIXME: look all around for other targets
+ if (self->oldenemy && self->oldenemy->health > 0)
+ {
+ self->enemy = self->oldenemy;
+ self->oldenemy = NULL;
+ HuntTarget (self);
+ }
+ else
+ {
+ if (self->movetarget)
+ {
+ self->goalentity = self->movetarget;
+ self->monsterinfo.walk (self);
+ }
+ else
+ {
+ // we need the pausetime otherwise the stand code
+ // will just revert to walking with no target and
+ // the monsters will wonder around aimlessly trying
+ // to hunt the world entity
+ self->monsterinfo.pausetime = level.time + 100000000;
+ self->monsterinfo.stand (self);
+ }
+ return true;
+ }
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+// check knowledge of enemy
+ enemy_vis = visible(self, self->enemy);
+ if (enemy_vis)
+ {
+ self->monsterinfo.search_time = level.time + 5;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ }
+
+// look for other coop players here
+// if (coop && self->monsterinfo.search_time < level.time)
+// {
+// if (FindTarget (self))
+// return true;
+// }
+
+ enemy_infront = infront(self, self->enemy);
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+
+ // JDC self->ideal_yaw = enemy_yaw;
+
+ if (self->monsterinfo.attack_state == AS_MISSILE)
+ {
+ ai_run_missile (self);
+ return true;
+ }
+ if (self->monsterinfo.attack_state == AS_MELEE)
+ {
+ ai_run_melee (self);
+ return true;
+ }
+
+ // if enemy is not currently visible, we will never attack
+ if (!enemy_vis)
+ return false;
+
+ return self->monsterinfo.checkattack (self);
+}
+
+
+/*
+=============
+ai_run
+
+The monster has an enemy it is trying to kill
+=============
+*/
+void ai_run (edict_t *self, float dist)
+{
+ vec3_t v;
+ edict_t *tempgoal;
+ edict_t *save;
+ qboolean new;
+ edict_t *marker;
+ float d1, d2;
+ trace_t tr;
+ vec3_t v_forward, v_right;
+ float left, center, right;
+ vec3_t left_target, right_target;
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ {
+ M_MoveToGoal (self, dist);
+ return;
+ }
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ if (VectorLength(v) < 64)
+ {
+ self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ M_MoveToGoal (self, dist);
+
+ if (!FindTarget (self))
+ return;
+ }
+
+ if (ai_checkattack (self, dist))
+ return;
+
+ if (self->monsterinfo.attack_state == AS_SLIDING)
+ {
+ ai_run_slide (self, dist);
+ return;
+ }
+
+ if (enemy_vis)
+ {
+// if (self.aiflags & AI_LOST_SIGHT)
+// dprint("regained sight\n");
+ M_MoveToGoal (self, dist);
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+ return;
+ }
+
+ // coop will change to another enemy if visible
+ if (coop->value)
+ { // FIXME: insane guys get mad with this, which causes crashes!
+ if (FindTarget (self))
+ return;
+ }
+
+ if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
+ {
+ M_MoveToGoal (self, dist);
+ self->monsterinfo.search_time = 0;
+// dprint("search timeout\n");
+ return;
+ }
+
+ save = self->goalentity;
+ tempgoal = G_Spawn();
+ self->goalentity = tempgoal;
+
+ new = false;
+
+ if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
+ {
+ // just lost sight of the player, decide where to go first
+// dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n");
+ self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
+ self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
+ new = true;
+ }
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
+ {
+ self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
+// dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n");
+
+ // give ourself more time since we got this far
+ self->monsterinfo.search_time = level.time + 5;
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
+ {
+// dprint("was temp goal; retrying original\n");
+ self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
+ marker = NULL;
+ VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
+ new = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
+ {
+ self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
+ marker = PlayerTrail_PickFirst (self);
+ }
+ else
+ {
+ marker = PlayerTrail_PickNext (self);
+ }
+
+ if (marker)
+ {
+ VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = marker->timestamp;
+ self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
+// dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n");
+
+// debug_drawline(self.origin, self.last_sighting, 52);
+ new = true;
+ }
+ }
+
+ VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
+ d1 = VectorLength(v);
+ if (d1 <= dist)
+ {
+ self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
+ dist = d1;
+ }
+
+ VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
+
+ if (new)
+ {
+// gi.dprintf("checking for course correction\n");
+
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
+ if (tr.fraction < 1)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ d1 = VectorLength(v);
+ center = tr.fraction;
+ d2 = d1 * ((center+1)/2);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+ AngleVectors(self->s.angles, v_forward, v_right, NULL);
+
+ VectorSet(v, d2, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
+ left = tr.fraction;
+
+ VectorSet(v, d2, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
+ right = tr.fraction;
+
+ center = (d1*center)/d2;
+ if (left >= center && left > right)
+ {
+ if (left < 1)
+ {
+ VectorSet(v, d2 * left * 0.5, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (left_target, self->goalentity->s.origin);
+ VectorCopy (left_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted left\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ else if (right >= center && right > left)
+ {
+ if (right < 1)
+ {
+ VectorSet(v, d2 * right * 0.5, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (right_target, self->goalentity->s.origin);
+ VectorCopy (right_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted right\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ }
+// else gi.dprintf("course was fine\n");
+ }
+
+ M_MoveToGoal (self, dist);
+
+ G_FreeEdict(tempgoal);
+
+ if (self)
+ self->goalentity = save;
+}
--- /dev/null
+++ b/crbot/g_chase.c
@@ -1,0 +1,141 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void UpdateChaseCam(edict_t *ent)
+{
+ vec3_t o, ownerv, goal;
+ edict_t *targ;
+ vec3_t forward, right;
+ trace_t trace;
+ int i;
+ vec3_t oldgoal;
+ vec3_t angles;
+
+ // is our chase target gone?
+ if (!ent->client->chase_target->inuse) {
+ ent->client->chase_target = NULL;
+ return;
+ }
+
+ targ = ent->client->chase_target;
+
+ VectorCopy(targ->s.origin, ownerv);
+ VectorCopy(ent->s.origin, oldgoal);
+
+ ownerv[2] += targ->viewheight;
+
+ VectorCopy(targ->client->v_angle, angles);
+ if (angles[PITCH] > 56)
+ angles[PITCH] = 56;
+ AngleVectors (angles, forward, right, NULL);
+ VectorNormalize(forward);
+ VectorMA(ownerv, -30, forward, o);
+
+ if (o[2] < targ->s.origin[2] + 20)
+ o[2] = targ->s.origin[2] + 20;
+
+ // jump animation lifts
+ if (!targ->groundentity)
+ o[2] += 16;
+
+ trace = gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+
+ VectorCopy(trace.endpos, goal);
+
+ VectorMA(goal, 2, forward, goal);
+
+ // pad for floors and ceilings
+ VectorCopy(goal, o);
+ o[2] += 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] -= 6;
+ }
+
+ VectorCopy(goal, o);
+ o[2] -= 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] += 6;
+ }
+
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+
+ VectorCopy(goal, ent->s.origin);
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(targ->client->v_angle[i] - ent->client->resp.cmd_angles[i]);
+
+ VectorCopy(targ->client->v_angle, ent->client->ps.viewangles);
+ VectorCopy(targ->client->v_angle, ent->client->v_angle);
+
+ ent->viewheight = 0;
+ ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
+ gi.linkentity(ent);
+
+ if ((!ent->client->showscores && !ent->client->menu &&
+ !ent->client->showinventory && !ent->client->showhelp &&
+ !(level.framenum & 31)) || ent->client->update_chase) {
+ char s[1024];
+
+ ent->client->update_chase = false;
+ sprintf(s, "xv 0 yb -58 string2 \"Chasing %s\"",
+ targ->client->pers.netname);
+ gi.WriteByte (svc_layout);
+ gi.WriteString (s);
+ gi.unicast(ent, false);
+ }
+
+}
+
+void ChaseNext(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i++;
+ if (i > maxclients->value)
+ i = 1;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (e->solid != SOLID_NOT)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
+
+void ChasePrev(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i--;
+ if (i < 1)
+ i = maxclients->value;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (e->solid != SOLID_NOT)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
--- /dev/null
+++ b/crbot/g_cmds.c
@@ -1,0 +1,1075 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+char *ClientTeam (edict_t *ent)
+{
+ char *p;
+ static char value[512];
+
+ value[0] = 0;
+
+ if (!ent->client)
+ return value;
+
+ strcpy(value, Info_ValueForKey (ent->client->pers.userinfo, "skin"));
+ p = strchr(value, '/');
+ if (!p)
+ return value;
+
+ if ((int)(dmflags->value) & DF_MODELTEAMS)
+ {
+ *p = 0;
+ return value;
+ }
+
+ // if ((int)(dmflags->value) & DF_SKINTEAMS)
+ return ++p;
+}
+
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2)
+{
+ if ( ent1->client && ent2->client ) {
+ return ent1->client->pers.team_no>0 &&
+ ent1->client->pers.team_no==ent2->client->pers.team_no;
+ }
+ return false;
+
+/*
+ char ent1Team [512];
+ char ent2Team [512];
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ return false;
+
+ strcpy (ent1Team, ClientTeam (ent1));
+ strcpy (ent2Team, ClientTeam (ent2));
+
+ if (strcmp(ent1Team, ent2Team) == 0)
+ return true;
+ return false; */
+}
+
+
+void SelectNextItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+//ZOID
+ if (cl->menu) {
+ PMenu_Next(ent);
+ return;
+ } else if (cl->chase_target) {
+ ChaseNext(ent);
+ return;
+ }
+//ZOID
+ if (cl->menu_no) {
+ cr_menu_down(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void SelectPrevItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+//ZOID
+ if (cl->menu) {
+ PMenu_Prev(ent);
+ return;
+ } else if (cl->chase_target) {
+ ChasePrev(ent);
+ return;
+ }
+//ZOID
+ if (cl->menu_no) {
+ cr_menu_up(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void ValidateSelectedItem (edict_t *ent)
+{
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ if (cl->pers.inventory[cl->pers.selected_item])
+ return; // valid
+
+ SelectNextItem (ent, -1);
+}
+
+
+//=================================================================================
+
+/*
+==================
+Cmd_Give_f
+
+Give items to a client
+==================
+*/
+void Cmd_Give_f (edict_t *ent)
+{
+ char *name;
+ gitem_t *it;
+ int index;
+ int i;
+ qboolean give_all;
+ edict_t *it_ent;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ name = gi.args();
+
+ if (cistrcmp(name, "all") == 0)
+ give_all = true;
+ else
+ give_all = false;
+
+ if (give_all || cistrcmp(gi.argv(1), "health") == 0)
+ {
+ if (gi.argc() == 3)
+ ent->health = atoi(gi.argv(2));
+ else
+ ent->health = ent->max_health;
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "weapons") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_WEAPON))
+ continue;
+ ent->client->pers.inventory[i] += 1;
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "ammo") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_AMMO))
+ continue;
+ Add_Ammo (ent, it, 1000);
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "armor") == 0)
+ {
+ gitem_armor_t *info;
+
+ it = FindItem("Jacket Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Combat Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Body Armor");
+ info = (gitem_armor_t *)it->info;
+ ent->client->pers.inventory[ITEM_INDEX(it)] = info->max_count;
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "Power Shield") == 0)
+ {
+ it = FindItem("Power Shield");
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (it->flags & (IT_ARMOR|IT_WEAPON|IT_AMMO))
+ continue;
+ ent->client->pers.inventory[i] = 1;
+ }
+ return;
+ }
+
+ it = FindItem (name);
+ if (!it)
+ {
+ name = gi.argv(1);
+ it = FindItem (name);
+ if (!it)
+ {
+ gi.dprintf ("unknown item\n");
+ return;
+ }
+ }
+
+ if (!it->pickup)
+ {
+ gi.dprintf ("non-pickup item\n");
+ return;
+ }
+
+ index = ITEM_INDEX(it);
+
+ if (it->flags & IT_AMMO)
+ {
+ if (gi.argc() == 3)
+ ent->client->pers.inventory[index] = atoi(gi.argv(2));
+ else
+ ent->client->pers.inventory[index] += it->quantity;
+ }
+ else
+ {
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+ }
+}
+
+
+/*
+==================
+Cmd_God_f
+
+Sets client to godmode
+
+argv(0) god
+==================
+*/
+void Cmd_God_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_GODMODE;
+ if (!(ent->flags & FL_GODMODE) )
+ msg = "godmode OFF\n";
+ else
+ msg = "godmode ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Notarget_f
+
+Sets client to notarget
+
+argv(0) notarget
+==================
+*/
+void Cmd_Notarget_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_NOTARGET;
+ if (!(ent->flags & FL_NOTARGET) )
+ msg = "notarget OFF\n";
+ else
+ msg = "notarget ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Noclip_f
+
+argv(0) noclip
+==================
+*/
+void Cmd_Noclip_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ {
+ ent->movetype = MOVETYPE_WALK;
+ msg = "noclip OFF\n";
+ }
+ else
+ {
+ ent->movetype = MOVETYPE_NOCLIP;
+ msg = "noclip ON\n";
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Use_f
+
+Use an inventory item
+==================
+*/
+void Cmd_Use_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+
+ it->use (ent, it);
+}
+
+
+/*
+==================
+Cmd_Drop_f
+
+Drop an inventory item
+==================
+*/
+void Cmd_Drop_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+//ZOID--special case for tech powerups
+ if (cistrcmp(gi.args(), "tech") == 0 && (it = CTFWhat_Tech(ent)) != NULL) {
+ it->drop (ent, it);
+ return;
+ }
+//ZOID
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+
+ it->drop (ent, it);
+}
+
+
+/*
+=================
+Cmd_Inven_f
+=================
+*/
+void Cmd_Inven_f (edict_t *ent)
+{
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ cl->showscores = false;
+ cl->showhelp = false;
+
+ //ZOID
+ if (ent->client->menu) {
+ PMenu_Close(ent);
+ ent->client->update_chase = true;
+ return;
+ }
+ //ZOID
+
+ if (!bot_menu->value || ent->client->resp.ctf_team==CTF_NOTEAM) {
+ int i;
+
+ if (cl->showinventory)
+ {
+ cl->showinventory = false;
+ return;
+ }
+
+ //ZOID
+ if (ctf->value && cl->resp.ctf_team == CTF_NOTEAM) {
+ CTFOpenJoinMenu(ent);
+ return;
+ }
+ //ZOID
+
+ cl->showinventory = true;
+
+ gi.WriteByte (svc_inventory);
+ for (i=0 ; i<MAX_ITEMS ; i++)
+ {
+ gi.WriteShort (cl->pers.inventory[i]);
+ }
+ gi.unicast (ent, true);
+
+ }
+ else {
+
+ if (cl->menu_no>0) {
+ extern char *dm_statusbar; //in g_spawn.c
+ extern char *single_statusbar;
+
+ if (deathmatch->value) {
+ if (ctf->value) gi.configstring (CS_STATUSBAR, ctf_statusbar);
+ else gi.configstring (CS_STATUSBAR, dm_statusbar);
+ }
+ else
+ gi.configstring (CS_STATUSBAR, single_statusbar);
+
+ cl->menu_no=0;
+ cl->menu_item_no=0;
+ return;
+ }
+
+ cl->menu_no=1;
+ cl->menu_item_no=1;
+ cr_menu_init();
+ cr_menu_draw(ent);
+ }
+}
+
+/*
+=================
+Cmd_InvUse_f
+=================
+*/
+void Cmd_InvUse_f (edict_t *ent)
+{
+ gitem_t *it;
+
+//ZOID
+ if (ent->client->menu) {
+ PMenu_Select(ent);
+ return;
+ }
+//ZOID
+
+ if (ent->client->menu_no) {
+ cr_menu_select(ent,1);
+ return;
+ }
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to use.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+ it->use (ent, it);
+}
+
+//ZOID
+/*
+=================
+Cmd_LastWeap_f
+=================
+*/
+void Cmd_LastWeap_f (edict_t *ent)
+{
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon || !cl->pers.lastweapon)
+ return;
+
+ cl->pers.lastweapon->use (ent, cl->pers.lastweapon);
+}
+//ZOID
+
+/*
+=================
+Cmd_WeapPrev_f
+=================
+*/
+void Cmd_WeapPrev_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (selected_weapon + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ if (cl->pers.weapon == it)
+ return; // successful
+ }
+}
+
+/*
+=================
+Cmd_WeapNext_f
+=================
+*/
+void Cmd_WeapNext_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ if (cl->pers.weapon == it)
+ return; // successful
+ }
+}
+
+/*
+=================
+Cmd_WeapLast_f
+=================
+*/
+void Cmd_WeapLast_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon || !cl->pers.lastweapon)
+ return;
+
+ index = ITEM_INDEX(cl->pers.lastweapon);
+ if (!cl->pers.inventory[index])
+ return;
+ it = &itemlist[index];
+ if (!it->use)
+ return;
+ if (! (it->flags & IT_WEAPON) )
+ return;
+ it->use (ent, it);
+}
+
+/*
+=================
+Cmd_InvDrop_f
+=================
+*/
+void Cmd_InvDrop_f (edict_t *ent)
+{
+ gitem_t *it;
+
+ if (ent->client->menu_no) {
+ cr_menu_select(ent,-1);
+ return;
+ }
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to drop.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+ it->drop (ent, it);
+}
+
+/*
+=================
+Cmd_Kill_f
+=================
+*/
+void Cmd_Kill_f (edict_t *ent)
+{
+//ZOID
+ if (ent->solid == SOLID_NOT)
+ return;
+//ZOID
+
+ if((level.time - ent->client->respawn_time) < 5)
+ return;
+ ent->flags &= ~FL_GODMODE;
+ ent->health = 0;
+ meansOfDeath = MOD_SUICIDE;
+ player_die (ent, ent, ent, 100000, vec3_origin);
+ // don't even bother waiting for death frames
+ ent->deadflag = DEAD_DEAD;
+ respawn (ent);
+}
+
+/*
+=================
+Cmd_PutAway_f
+=================
+*/
+void Cmd_PutAway_f (edict_t *ent)
+{
+ ent->client->showscores = false;
+ ent->client->showhelp = false;
+ ent->client->showinventory = false;
+//ZOID
+ if (ent->client->menu)
+ PMenu_Close(ent);
+ ent->client->update_chase = true;
+//ZOID
+}
+
+
+int PlayerSort (void const *a, void const *b)
+{
+ int anum, bnum;
+
+ anum = *(int *)a;
+ bnum = *(int *)b;
+
+ anum = game.clients[anum].ps.stats[STAT_FRAGS];
+ bnum = game.clients[bnum].ps.stats[STAT_FRAGS];
+
+ if (anum < bnum)
+ return -1;
+ if (anum > bnum)
+ return 1;
+ return 0;
+}
+
+/*
+=================
+Cmd_Players_f
+=================
+*/
+void Cmd_Players_f (edict_t *ent)
+{
+ int i;
+ int count;
+ char small[64];
+ char large[1280];
+ int index[256];
+
+ count = 0;
+ for (i = 0 ; i < maxclients->value ; i++)
+ if (game.clients[i].pers.connected)
+ {
+ index[count] = i;
+ count++;
+ }
+
+ // sort by frags
+ qsort (index, count, sizeof(index[0]), PlayerSort);
+
+ // print information
+ large[0] = 0;
+
+ for (i = 0 ; i < count ; i++)
+ {
+ Com_sprintf (small, sizeof(small), "%3i %s\n",
+ game.clients[index[i]].ps.stats[STAT_FRAGS],
+ game.clients[index[i]].pers.netname);
+ if (strlen (small) + strlen(large) > sizeof(large) - 100 )
+ { // can't print all of them in one packet
+ strcat (large, "...\n");
+ break;
+ }
+ strcat (large, small);
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, "%s\n%i players\n", large, count);
+}
+
+/*
+=================
+Cmd_Wave_f
+=================
+*/
+void Cmd_Wave_f (edict_t *ent)
+{
+ int i;
+
+ i = atoi (gi.argv(1));
+
+ // can't wave when ducked
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ return;
+
+ if (ent->client->anim_priority > ANIM_WAVE)
+ return;
+
+ ent->client->anim_priority = ANIM_WAVE;
+
+ switch (i)
+ {
+ case 0:
+ gi.cprintf (ent, PRINT_HIGH, "flipoff\n");
+ ent->s.frame = FRAME_flip01-1;
+ ent->client->anim_end = FRAME_flip12;
+ break;
+ case 1:
+ gi.cprintf (ent, PRINT_HIGH, "salute\n");
+ ent->s.frame = FRAME_salute01-1;
+ ent->client->anim_end = FRAME_salute11;
+ break;
+ case 2:
+ gi.cprintf (ent, PRINT_HIGH, "taunt\n");
+ ent->s.frame = FRAME_taunt01-1;
+ ent->client->anim_end = FRAME_taunt17;
+ break;
+ case 3:
+ gi.cprintf (ent, PRINT_HIGH, "wave\n");
+ ent->s.frame = FRAME_wave01-1;
+ ent->client->anim_end = FRAME_wave11;
+ break;
+ case 4:
+ default:
+ gi.cprintf (ent, PRINT_HIGH, "point\n");
+ ent->s.frame = FRAME_point01-1;
+ ent->client->anim_end = FRAME_point12;
+ break;
+ }
+}
+
+/*
+==================
+Cmd_Say_f
+==================
+*/
+void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0)
+{
+ int j;
+ edict_t *other;
+ char *p;
+ char text[2048];
+
+ if (gi.argc () < 2 && !arg0)
+ return;
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ team = false;
+
+ if (team)
+ Com_sprintf (text, sizeof(text), "(%s): ", ent->client->pers.netname);
+ else
+ Com_sprintf (text, sizeof(text), "%s: ", ent->client->pers.netname);
+
+ if (arg0)
+ {
+ strcat (text, gi.argv(0));
+ strcat (text, " ");
+ strcat (text, gi.args());
+ }
+ else
+ {
+ p = gi.args();
+
+ if (*p == '"')
+ {
+ p++;
+ p[strlen(p)-1] = 0;
+ }
+ strcat(text, p);
+ }
+
+ // don't let text be too long for malicious reasons
+ if (strlen(text) > 150)
+ text[150] = 0;
+
+ strcat(text, "\n");
+
+ if (dedicated->value)
+ gi.cprintf(NULL, PRINT_CHAT, "%s", text);
+
+ for (j = 1; j <= game.maxclients; j++)
+ {
+ other = &g_edicts[j];
+ if (!other->inuse)
+ continue;
+ if (!other->client)
+ continue;
+ if (team)
+ {
+ if (!OnSameTeam(ent, other))
+ continue;
+ }
+
+ if (!other->bot_info)
+ gi.cprintf(other, PRINT_CHAT, "%s", text);
+ }
+}
+
+/*
+=================
+ClientCommand
+=================
+*/
+void ClientCommand (edict_t *ent)
+{
+ char *cmd;
+
+ if (!ent->client)
+ return; // not fully in game yet
+
+ cmd = gi.argv(0);
+
+ if (cistrcmp (cmd, "players") == 0)
+ {
+ Cmd_Players_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "say") == 0)
+ {
+ Cmd_Say_f (ent, false, false);
+ return;
+ }
+ if (cistrcmp (cmd, "say_team") == 0 || cistrcmp (cmd, "steam") == 0)
+ {
+ CTFSay_Team(ent, gi.args());
+ return;
+ }
+ if (cistrcmp (cmd, "score") == 0)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "help") == 0)
+ {
+ Cmd_Help_f (ent);
+ return;
+ }
+
+ if (level.intermissiontime)
+ return;
+
+ if (cistrcmp (cmd, "use") == 0)
+ Cmd_Use_f (ent);
+ else if (cistrcmp (cmd, "drop") == 0)
+ Cmd_Drop_f (ent);
+ else if (cistrcmp (cmd, "give") == 0)
+ Cmd_Give_f (ent);
+ else if (cistrcmp (cmd, "god") == 0)
+ Cmd_God_f (ent);
+ else if (cistrcmp (cmd, "notarget") == 0)
+ Cmd_Notarget_f (ent);
+ else if (cistrcmp (cmd, "noclip") == 0)
+ Cmd_Noclip_f (ent);
+ else if (cistrcmp (cmd, "inven") == 0)
+ Cmd_Inven_f (ent);
+ else if (cistrcmp (cmd, "invnext") == 0)
+ SelectNextItem (ent, -1);
+ else if (cistrcmp (cmd, "invprev") == 0)
+ SelectPrevItem (ent, -1);
+ else if (cistrcmp (cmd, "invnextw") == 0)
+ SelectNextItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invprevw") == 0)
+ SelectPrevItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invnextp") == 0)
+ SelectNextItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invprevp") == 0)
+ SelectPrevItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invuse") == 0)
+ Cmd_InvUse_f (ent);
+ else if (cistrcmp (cmd, "invdrop") == 0)
+ Cmd_InvDrop_f (ent);
+ else if (cistrcmp (cmd, "weapprev") == 0)
+ Cmd_WeapPrev_f (ent);
+ else if (cistrcmp (cmd, "weapnext") == 0)
+ Cmd_WeapNext_f (ent);
+ else if (cistrcmp (cmd, "weaplast") == 0)
+ Cmd_WeapLast_f (ent);
+ else if (cistrcmp (cmd, "kill") == 0)
+ Cmd_Kill_f (ent);
+ else if (cistrcmp (cmd, "putaway") == 0)
+ Cmd_PutAway_f (ent);
+ else if (cistrcmp (cmd, "wave") == 0)
+ Cmd_Wave_f (ent);
+//ZOID
+ else if (cistrcmp (cmd, "team") == 0)
+ {
+ CTFTeam_f (ent);
+ } else if (cistrcmp(cmd, "id") == 0) {
+ CTFID_f (ent);
+ }
+//ZOID
+ else if ( cistrcmp (cmd, "set_team")==0 || cistrcmp (cmd, "join_team")==0 )
+ {
+ ent->client->pers.team_no = atoi(gi.argv(1));
+ }
+ else if (cistrcmp (cmd, "set_pos") == 0)
+ {
+ ent->s.origin[0] = atof(gi.argv(1));
+ ent->s.origin[1] = atof(gi.argv(2));
+ ent->s.origin[2] = atof(gi.argv(3));
+ }
+ else if (cistrcmp (cmd, "bot_stats") == 0)
+ {
+ cr_show_stats(ent);
+ }
+ else if (cistrcmp (cmd, "team_stats") == 0)
+ {
+ cr_show_team_stats(ent);
+ }
+ else if (cistrcmp (cmd, "team_help") == 0) cr_team_help( ent );
+ else if (cistrcmp (cmd, "team_group") == 0) cr_team_group( ent );
+ else if (cistrcmp (cmd, "team_patrol") == 0) cr_team_patrol( ent, gi.argv(1) );
+ else if (cistrcmp (cmd, "team_guard") == 0) cr_team_guard( ent, gi.argv(1) );
+ else if (cistrcmp (cmd, "team_free") == 0) cr_team_free( ent, gi.argv(1) );
+ else if (cistrcmp (cmd, "save_nodemap") == 0) cr_routes_save(ent);
+ else // anything that doesn't match a command will be a chat
+ Cmd_Say_f (ent, false, true);
+}
--- /dev/null
+++ b/crbot/g_combat.c
@@ -1,0 +1,581 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+============
+CanDamage
+
+Returns true if the inflictor can directly damage the target. Used for
+explosions and melee attacks.
+============
+*/
+qboolean CanDamage (edict_t *targ, edict_t *inflictor)
+{
+ vec3_t dest;
+ trace_t trace;
+
+// bmodels need special checking because their origin is 0,0,0
+ if (targ->movetype == MOVETYPE_PUSH)
+ {
+ VectorAdd (targ->absmin, targ->absmax, dest);
+ VectorScale (dest, 0.5, dest);
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+ if (trace.ent == targ)
+ return true;
+ return false;
+ }
+
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+
+ return false;
+}
+
+
+/*
+============
+Killed
+============
+*/
+void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+ if (targ->health < -999)
+ targ->health = -999;
+
+ targ->enemy = attacker;
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
+ if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ level.killed_monsters++;
+ if (coop->value && attacker->client)
+ attacker->client->resp.score++;
+ // medics won't heal monsters that they kill themselves
+ if (strcmp(attacker->classname, "monster_medic") == 0)
+ targ->owner = attacker;
+ }
+ }
+
+ if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
+ { // doors, triggers, etc
+ targ->die (targ, inflictor, attacker, damage, point);
+ return;
+ }
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+ targ->touch = NULL;
+ monster_death_use (targ);
+ }
+
+ targ->die (targ, inflictor, attacker, damage, point);
+}
+
+
+/*
+================
+SpawnDamage
+================
+*/
+void SpawnDamage (int type, vec3_t origin, vec3_t normal, int /*damage*/)
+{
+ //if (damage > 255)
+ // damage = 255;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (type);
+// gi.WriteByte (damage);
+ gi.WritePosition (origin);
+ gi.WriteDir (normal);
+ gi.multicast (origin, MULTICAST_PVS);
+}
+
+
+/*
+============
+T_Damage
+
+targ entity that is being damaged
+inflictor entity that is causing the damage
+attacker entity that caused the inflictor to damage targ
+ example: targ=monster, inflictor=rocket, attacker=player
+
+dir direction of the attack
+point point at which the damage is being inflicted
+normal normal vector from that point
+damage amount of damage being inflicted
+knockback force to be applied against targ as a result of the damage
+
+dflags these flags are used to control how T_Damage works
+ DAMAGE_RADIUS damage was indirect (from a nearby explosion)
+ DAMAGE_NO_ARMOR armor does not protect from this damage
+ DAMAGE_ENERGY damage is from an energy based weapon
+ DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
+ DAMAGE_BULLET damage is from a bullet (used for ricochets)
+ DAMAGE_NO_PROTECTION kills godmode, armor, everything
+============
+*/
+static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int power_armor_type;
+ int index = 0;
+ int damagePerCell;
+ int pa_te_type;
+ int power = 0;
+ int power_used;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ if (client)
+ {
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type != POWER_ARMOR_NONE)
+ {
+ index = ITEM_INDEX(FindItem("Cells"));
+ power = client->pers.inventory[index];
+ }
+ }
+ else if (ent->svflags & SVF_MONSTER)
+ {
+ power_armor_type = ent->monsterinfo.power_armor_type;
+ power = ent->monsterinfo.power_armor_power;
+ }
+ else
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_NONE)
+ return 0;
+ if (!power)
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ // only works if damage point is in front
+ AngleVectors (ent->s.angles, forward, NULL, NULL);
+ VectorSubtract (point, ent->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+ if (dot <= 0.3)
+ return 0;
+
+ damagePerCell = 1;
+ pa_te_type = TE_SCREEN_SPARKS;
+ damage = damage / 3;
+ }
+ else
+ {
+ damagePerCell = 1; // power armor is weaker in CTF
+ pa_te_type = TE_SHIELD_SPARKS;
+ damage = (2 * damage) / 3;
+ }
+
+ save = power * damagePerCell;
+ if (!save)
+ return 0;
+ if (save > damage)
+ save = damage;
+
+ SpawnDamage (pa_te_type, point, normal, save);
+ ent->powerarmor_time = level.time + 0.2;
+
+ power_used = save / damagePerCell;
+
+ if (client)
+ client->pers.inventory[index] -= power_used;
+ else
+ ent->monsterinfo.power_armor_power -= power_used;
+ return save;
+}
+
+static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int index;
+ gitem_t *armor;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (!client)
+ return 0;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ index = ArmorIndex (ent);
+ if (!index)
+ return 0;
+
+ armor = GetItemByIndex (index);
+
+ if (dflags & DAMAGE_ENERGY)
+ save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
+ else
+ save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
+ if (save >= client->pers.inventory[index])
+ save = client->pers.inventory[index];
+
+ if (!save)
+ return 0;
+
+ client->pers.inventory[index] -= save;
+ SpawnDamage (te_sparks, point, normal, save);
+
+ return save;
+}
+
+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);
+ }
+}
+
+qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
+{
+//ZOID
+ if (ctf->value && targ->client && attacker->client)
+ if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
+ targ != attacker)
+ return true;
+//ZOID
+
+ //FIXME make the next line real and uncomment this block
+ // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
+ return false;
+}
+
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
+{
+ gclient_t *client;
+ int take;
+ int save;
+ int asave;
+ int psave;
+ int te_sparks;
+
+ if (!targ->takedamage)
+ return;
+
+ // friendly fire avoidance
+ // if enabled you can't hurt teammates (but you can hurt yourself)
+ // knockback still occurs
+ if ( (targ != attacker) &&
+ ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value ||
+ (targ->client && targ->client->pers.team_no>0) ) )
+ {
+ if (OnSameTeam (targ, attacker))
+ {
+ if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
+ damage = 0;
+ else
+ mod |= MOD_FRIENDLY_FIRE;
+ }
+ }
+ meansOfDeath = mod;
+
+ // easy mode takes half damage
+ if (skill->value == 0 && deathmatch->value == 0 && targ->client)
+ {
+ damage *= 0.5;
+ if (!damage)
+ damage = 1;
+ }
+
+ client = targ->client;
+
+ if (dflags & DAMAGE_BULLET)
+ te_sparks = TE_BULLET_SPARKS;
+ else
+ te_sparks = TE_SPARKS;
+
+ VectorNormalize(dir);
+
+// bonus damage for suprising a monster
+ if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
+ damage *= 2;
+
+//ZOID
+//strength tech
+ damage = CTFApplyStrength(attacker, damage);
+//ZOID
+
+ if (targ->flags & FL_NO_KNOCKBACK)
+ knockback = 0;
+
+// figure momentum add
+ if (!(dflags & DAMAGE_NO_KNOCKBACK))
+ {
+ if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
+ {
+ vec3_t kvel;
+ float mass;
+
+ if (targ->mass < 50)
+ mass = 50;
+ else
+ mass = targ->mass;
+
+ if (targ->client && attacker == targ)
+ VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
+ else
+ VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
+
+ VectorAdd (targ->velocity, kvel, targ->velocity);
+ }
+ }
+
+ take = damage;
+ save = 0;
+
+ // check for godmode
+ if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
+ {
+ take = 0;
+ save = damage;
+ SpawnDamage (te_sparks, point, normal, save);
+ }
+
+ // check for invincibility
+ if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
+ {
+ if (targ->pain_debounce_time < level.time)
+ {
+ gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
+ targ->pain_debounce_time = level.time + 2;
+ }
+ take = 0;
+ save = damage;
+ }
+
+//ZOID
+//team armor protect
+ if (ctf->value && targ->client && attacker->client &&
+ targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
+ targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) {
+ psave = asave = 0;
+ } else {
+//ZOID
+ psave = CheckPowerArmor (targ, point, normal, take, dflags);
+ take -= psave;
+
+ asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
+ take -= asave;
+ }
+
+ //treat cheat/powerup savings the same as armor
+ asave += save;
+
+//ZOID
+//resistance tech
+ take = CTFApplyResistance(targ, take);
+//ZOID
+
+ // team damage avoidance
+ if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
+ return;
+
+//ZOID
+ CTFCheckHurtCarrier(targ, attacker);
+//ZOID
+
+// do the damage
+ if (take)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ SpawnDamage (TE_BLOOD, point, normal, take);
+ else
+ SpawnDamage (te_sparks, point, normal, take);
+
+
+ targ->health = targ->health - take;
+
+ if (targ->health <= 0)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ targ->flags |= FL_NO_KNOCKBACK;
+ Killed (targ, inflictor, attacker, take, point);
+ return;
+ }
+ }
+
+ if (targ->svflags & SVF_MONSTER)
+ {
+ M_ReactToDamage (targ, attacker);
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
+ {
+ targ->pain (targ, attacker, knockback, take);
+ // nightmare mode monsters don't go into pain frames often
+ if (skill->value == 3)
+ targ->pain_debounce_time = level.time + 5;
+ }
+ }
+ else if (client)
+ {
+ if (!(targ->flags & FL_GODMODE) && (take))
+ targ->pain (targ, attacker, knockback, take);
+ }
+ else if (take)
+ {
+ if (targ->pain)
+ targ->pain (targ, attacker, knockback, take);
+ }
+
+ // add to the damage inflicted on a player this frame
+ // the total will be turned into screen blends and view angle kicks
+ // at the end of the frame
+ if (client)
+ {
+ client->damage_parmor += psave;
+ client->damage_armor += asave;
+ client->damage_blood += take;
+ client->damage_knockback += knockback;
+ VectorCopy (point, client->damage_from);
+ }
+}
+
+
+/*
+============
+T_RadiusDamage
+============
+*/
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
+{
+ float points;
+ edict_t *ent = NULL;
+ vec3_t v;
+ vec3_t dir;
+
+ while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
+ {
+ if (ent == ignore)
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ points = damage - 0.5 * VectorLength (v);
+ if (ent == attacker)
+ points = points * 0.5;
+ if (points > 0)
+ {
+ if (CanDamage (ent, inflictor))
+ {
+ VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
+ T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+ }
+}
--- /dev/null
+++ b/crbot/g_ctf.c
@@ -1,0 +1,2725 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+typedef struct ctfgame_s
+{
+ int team1, team2;
+ int total1, total2; // these are only set when going into intermission!
+ float last_flag_capture;
+ int last_capture_team;
+} ctfgame_t;
+
+ctfgame_t ctfgame;
+qboolean techspawn = false;
+
+cvar_t *ctf;
+cvar_t *ctf_forcejoin;
+
+char *ctf_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+ "xv 246 "
+ "num 2 10 "
+ "xv 296 "
+ "pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+ "xv 148 "
+ "pic 11 "
+"endif "
+
+// frags
+"xr -50 "
+"yt 2 "
+"num 3 14 "
+
+//tech
+"yb -129 "
+"if 26 "
+ "xr -26 "
+ "pic 26 "
+"endif "
+
+// red team
+"yb -102 "
+"if 17 "
+ "xr -26 "
+ "pic 17 "
+"endif "
+"xr -62 "
+"num 2 18 "
+//joined overlay
+"if 22 "
+ "yb -104 "
+ "xr -28 "
+ "pic 22 "
+"endif "
+
+// blue team
+"yb -75 "
+"if 19 "
+ "xr -26 "
+ "pic 19 "
+"endif "
+"xr -62 "
+"num 2 20 "
+"if 23 "
+ "yb -77 "
+ "xr -28 "
+ "pic 23 "
+"endif "
+
+// have flag graph
+"if 21 "
+ "yt 26 "
+ "xr -24 "
+ "pic 21 "
+"endif "
+
+// id view state
+"if 27 "
+ "xv 0 "
+ "yb -58 "
+ "string \"Viewing\" "
+ "xv 64 "
+ "stat_string 27 "
+"endif "
+;
+
+static char *tnames[] = {
+ "item_tech1", "item_tech2", "item_tech3", "item_tech4",
+ NULL
+};
+
+void stuffcmd(edict_t *ent, char *s)
+{
+ gi.WriteByte (11);
+ gi.WriteString (s);
+ gi.unicast (ent, true);
+}
+
+/*--------------------------------------------------------------------------*/
+
+/*
+=================
+findradius
+
+Returns entities that have origins within a spherical area
+
+findradius (origin, radius)
+=================
+*/
+static edict_t *loc_findradius (edict_t *from, vec3_t org, float rad)
+{
+ vec3_t eorg;
+ int j;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (!from->inuse)
+ continue;
+/*
+ if (from->solid == SOLID_NOT)
+ continue;
+*/
+ for (j=0 ; j<3 ; j++)
+ eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
+ if (VectorLength(eorg) > rad)
+ continue;
+ return from;
+ }
+
+ return NULL;
+}
+
+static void loc_buildboxpoints(vec3_t p[8], vec3_t org, vec3_t mins, vec3_t maxs)
+{
+ VectorAdd(org, mins, p[0]);
+ VectorCopy(p[0], p[1]);
+ p[1][0] -= mins[0];
+ VectorCopy(p[0], p[2]);
+ p[2][1] -= mins[1];
+ VectorCopy(p[0], p[3]);
+ p[3][0] -= mins[0];
+ p[3][1] -= mins[1];
+ VectorAdd(org, maxs, p[4]);
+ VectorCopy(p[4], p[5]);
+ p[5][0] -= maxs[0];
+ VectorCopy(p[0], p[6]);
+ p[6][1] -= maxs[1];
+ VectorCopy(p[0], p[7]);
+ p[7][0] -= maxs[0];
+ p[7][1] -= maxs[1];
+}
+
+static qboolean loc_CanSee (edict_t *targ, edict_t *inflictor)
+{
+ trace_t trace;
+ vec3_t targpoints[8];
+ int i;
+ vec3_t viewpoint;
+
+// bmodels need special checking because their origin is 0,0,0
+ if (targ->movetype == MOVETYPE_PUSH)
+ return false; // bmodels not supported
+
+ loc_buildboxpoints(targpoints, targ->s.origin, targ->mins, targ->maxs);
+
+ VectorCopy(inflictor->s.origin, viewpoint);
+ viewpoint[2] += inflictor->viewheight;
+
+ for (i = 0; i < 8; i++) {
+ trace = gi.trace (viewpoint, vec3_origin, vec3_origin, targpoints[i], inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+ }
+
+ return false;
+}
+
+/*--------------------------------------------------------------------------*/
+
+static gitem_t *flag1_item;
+static gitem_t *flag2_item;
+
+void CTFInit(void)
+{
+ ctf = gi.cvar("ctf", "1", CVAR_SERVERINFO);
+ ctf_forcejoin = gi.cvar("ctf_forcejoin", "", 0);
+
+ if (!flag1_item)
+ flag1_item = FindItemByClassname("item_flag_team1");
+ if (!flag2_item)
+ flag2_item = FindItemByClassname("item_flag_team2");
+ memset(&ctfgame, 0, sizeof(ctfgame));
+ techspawn = false;
+}
+
+/*--------------------------------------------------------------------------*/
+
+char *CTFTeamName(int team)
+{
+ switch (team) {
+ case CTF_TEAM1:
+ return "RED";
+ case CTF_TEAM2:
+ return "BLUE";
+ }
+ return "UKNOWN";
+}
+
+char *CTFOtherTeamName(int team)
+{
+ switch (team) {
+ case CTF_TEAM1:
+ return "BLUE";
+ case CTF_TEAM2:
+ return "RED";
+ }
+ return "UKNOWN";
+}
+
+int CTFOtherTeam(int team)
+{
+ switch (team) {
+ case CTF_TEAM1:
+ return CTF_TEAM2;
+ case CTF_TEAM2:
+ return CTF_TEAM1;
+ }
+ return -1; // invalid value
+}
+
+/*--------------------------------------------------------------------------*/
+
+edict_t *SelectRandomDeathmatchSpawnPoint (void);
+edict_t *SelectFarthestDeathmatchSpawnPoint (void);
+float PlayersRangeFromSpot (edict_t *spot);
+
+void CTFAssignSkin(edict_t *ent, char *s)
+{
+ int playernum = ent-g_edicts-1;
+ char *p;
+ char t[64];
+
+ Com_sprintf(t, sizeof(t), "%s", s);
+
+ if ((p = strrchr(t, '/')) != NULL)
+ p[1] = 0;
+ else
+ strcpy(t, "male/");
+
+ switch (ent->client->resp.ctf_team) {
+ case CTF_TEAM1:
+ gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s%s",
+ ent->client->pers.netname, t, CTF_TEAM1_SKIN) );
+ break;
+ case CTF_TEAM2:
+ gi.configstring (CS_PLAYERSKINS+playernum,
+ va("%s\\%s%s", ent->client->pers.netname, t, CTF_TEAM2_SKIN) );
+ break;
+ default:
+ gi.configstring (CS_PLAYERSKINS+playernum,
+ va("%s\\%s", ent->client->pers.netname, s) );
+ break;
+ }
+// gi.cprintf(ent, PRINT_HIGH, "You have been assigned to %s team.\n", ent->client->pers.netname);
+}
+
+void CTFAssignTeam(gclient_t *who)
+{
+ edict_t *player;
+ int i;
+ int team1count = 0, team2count = 0;
+
+ who->resp.ctf_state = CTF_STATE_START;
+
+ if (!((int)dmflags->value & DF_CTF_FORCEJOIN)) {
+ who->resp.ctf_team = CTF_NOTEAM;
+ return;
+ }
+
+ for (i = 1; i <= maxclients->value; i++) {
+ player = &g_edicts[i];
+
+ if (!player->inuse || player->client == who)
+ continue;
+
+ switch (player->client->resp.ctf_team) {
+ case CTF_TEAM1:
+ team1count++;
+ break;
+ case CTF_TEAM2:
+ team2count++;
+ }
+ }
+ if (team1count < team1count)
+ who->resp.ctf_team = CTF_TEAM1;
+ else if (team2count < team1count)
+ who->resp.ctf_team = CTF_TEAM2;
+ else if (rand() & 1)
+ who->resp.ctf_team = CTF_TEAM1;
+ else
+ who->resp.ctf_team = CTF_TEAM2;
+}
+
+/*
+================
+SelectCTFSpawnPoint
+
+go to a ctf point, but NOT the two points closest
+to other players
+================
+*/
+edict_t *SelectCTFSpawnPoint (edict_t *ent)
+{
+ edict_t *spot, *spot1, *spot2;
+ int count = 0;
+ int selection;
+ float range, range1, range2;
+ char *cname;
+
+ if (ent->client->resp.ctf_state != CTF_STATE_START) {
+ if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
+ return SelectFarthestDeathmatchSpawnPoint ();
+ else
+ return SelectRandomDeathmatchSpawnPoint ();
+ }
+
+ ent->client->resp.ctf_state = CTF_STATE_PLAYING;
+
+ switch (ent->client->resp.ctf_team) {
+ case CTF_TEAM1:
+ cname = "info_player_team1";
+ break;
+ case CTF_TEAM2:
+ cname = "info_player_team2";
+ break;
+ default:
+ return SelectRandomDeathmatchSpawnPoint();
+ }
+
+ spot = NULL;
+ range1 = range2 = 99999;
+ spot1 = spot2 = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), cname)) != NULL)
+ {
+ count++;
+ range = PlayersRangeFromSpot(spot);
+ if (range < range1)
+ {
+ range1 = range;
+ spot1 = spot;
+ }
+ else if (range < range2)
+ {
+ range2 = range;
+ spot2 = spot;
+ }
+ }
+
+ if (!count)
+ return SelectRandomDeathmatchSpawnPoint();
+
+ if (count <= 2)
+ {
+ spot1 = spot2 = NULL;
+ }
+ else
+ count -= 2;
+
+ selection = rand() % count;
+
+ spot = NULL;
+ do
+ {
+ spot = G_Find (spot, FOFS(classname), cname);
+ if (spot == spot1 || spot == spot2)
+ selection++;
+ } while(selection--);
+
+ return spot;
+}
+
+/*------------------------------------------------------------------------*/
+/*
+CTFFragBonuses
+
+Calculate the bonuses for flag defense, flag carrier defense, etc.
+Note that bonuses are not cumaltive. You get one, they are in importance
+order.
+*/
+void CTFFragBonuses(edict_t *targ, edict_t */*inflictor*/, edict_t *attacker)
+{
+ int i;
+ edict_t *ent;
+ gitem_t *flag_item, *enemy_flag_item;
+ int otherteam;
+ edict_t *flag, *carrier = nil;
+ char *c;
+ vec3_t v1, v2;
+
+ // no bonus for fragging yourself
+ if (!targ->client || !attacker->client || targ == attacker)
+ return;
+
+ otherteam = CTFOtherTeam(targ->client->resp.ctf_team);
+ if (otherteam < 0)
+ return; // whoever died isn't on a team
+
+ // same team, if the flag at base, check to he has the enemy flag
+ if (targ->client->resp.ctf_team == CTF_TEAM1) {
+ flag_item = flag1_item;
+ enemy_flag_item = flag2_item;
+ } else {
+ flag_item = flag2_item;
+ enemy_flag_item = flag1_item;
+ }
+
+ // did the attacker frag the flag carrier?
+ if (targ->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) {
+ attacker->client->resp.ctf_lastfraggedcarrier = level.time;
+ attacker->client->resp.score += CTF_FRAG_CARRIER_BONUS;
+ if (!attacker->bot_info)
+ gi.cprintf( attacker, PRINT_MEDIUM, "BONUS: %d points for fragging enemy flag carrier.\n",
+ CTF_FRAG_CARRIER_BONUS);
+
+ // the the target had the flag, clear the hurt carrier
+ // field on the other team
+ for (i = 1; i <= maxclients->value; i++) {
+ ent = g_edicts + i;
+ if (ent->inuse && ent->client->resp.ctf_team == otherteam)
+ ent->client->resp.ctf_lasthurtcarrier = 0;
+ }
+ return;
+ }
+
+ if (targ->client->resp.ctf_lasthurtcarrier &&
+ level.time - targ->client->resp.ctf_lasthurtcarrier < CTF_CARRIER_DANGER_PROTECT_TIMEOUT &&
+ !attacker->client->pers.inventory[ITEM_INDEX(flag_item)]) {
+ // attacker is on the same team as the flag carrier and
+ // fragged a guy who hurt our flag carrier
+ attacker->client->resp.score += CTF_CARRIER_DANGER_PROTECT_BONUS;
+ gi.bprintf(PRINT_MEDIUM, "%s defends %s's flag carrier against an agressive enemy\n",
+ attacker->client->pers.netname,
+ CTFTeamName(attacker->client->resp.ctf_team));
+ return;
+ }
+
+ // flag and flag carrier area defense bonuses
+
+ // we have to find the flag and carrier entities
+
+ // find the flag
+ switch (attacker->client->resp.ctf_team) {
+ case CTF_TEAM1:
+ c = "item_flag_team1";
+ break;
+ case CTF_TEAM2:
+ c = "item_flag_team2";
+ break;
+ default:
+ return;
+ }
+
+ flag = NULL;
+ while ((flag = G_Find (flag, FOFS(classname), c)) != NULL) {
+ if (!(flag->spawnflags & DROPPED_ITEM))
+ break;
+ }
+
+ if (!flag)
+ return; // can't find attacker's flag
+
+ // find attacker's team's flag carrier
+ for (i = 1; i <= maxclients->value; i++) {
+ carrier = g_edicts + i;
+ if (carrier->inuse &&
+ carrier->client->pers.inventory[ITEM_INDEX(flag_item)])
+ break;
+ carrier = NULL;
+ }
+
+ // ok we have the attackers flag and a pointer to the carrier
+
+ // check to see if we are defending the base's flag
+ VectorSubtract(targ->s.origin, flag->s.origin, v1);
+ VectorSubtract(attacker->s.origin, flag->s.origin, v2);
+
+ if (VectorLength(v1) < CTF_TARGET_PROTECT_RADIUS ||
+ VectorLength(v2) < CTF_TARGET_PROTECT_RADIUS ||
+ loc_CanSee(flag, targ) || loc_CanSee(flag, attacker)) {
+ // we defended the base flag
+ attacker->client->resp.score += CTF_FLAG_DEFENSE_BONUS;
+ if (flag->solid == SOLID_NOT)
+ gi.bprintf(PRINT_MEDIUM, "%s defends the %s base.\n",
+ attacker->client->pers.netname,
+ CTFTeamName(attacker->client->resp.ctf_team));
+ else
+ gi.bprintf(PRINT_MEDIUM, "%s defends the %s flag.\n",
+ attacker->client->pers.netname,
+ CTFTeamName(attacker->client->resp.ctf_team));
+ return;
+ }
+
+ if (carrier && carrier != attacker) {
+ VectorSubtract(targ->s.origin, carrier->s.origin, v1);
+ VectorSubtract(attacker->s.origin, carrier->s.origin, v1);
+
+ if (VectorLength(v1) < CTF_ATTACKER_PROTECT_RADIUS ||
+ VectorLength(v2) < CTF_ATTACKER_PROTECT_RADIUS ||
+ loc_CanSee(carrier, targ) || loc_CanSee(carrier, attacker)) {
+ attacker->client->resp.score += CTF_CARRIER_PROTECT_BONUS;
+ gi.bprintf(PRINT_MEDIUM, "%s defends the %s's flag carrier.\n",
+ attacker->client->pers.netname,
+ CTFTeamName(attacker->client->resp.ctf_team));
+ return;
+ }
+ }
+}
+
+void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker)
+{
+ gitem_t *flag_item;
+
+ if (!targ->client || !attacker->client)
+ return;
+
+ if (targ->client->resp.ctf_team == CTF_TEAM1)
+ flag_item = flag2_item;
+ else
+ flag_item = flag1_item;
+
+ if (targ->client->pers.inventory[ITEM_INDEX(flag_item)] &&
+ targ->client->resp.ctf_team != attacker->client->resp.ctf_team)
+ attacker->client->resp.ctf_lasthurtcarrier = level.time;
+}
+
+
+/*------------------------------------------------------------------------*/
+
+void CTFResetFlag(int ctf_team)
+{
+ char *c;
+ edict_t *ent;
+
+ switch (ctf_team) {
+ case CTF_TEAM1:
+ c = "item_flag_team1";
+ break;
+ case CTF_TEAM2:
+ c = "item_flag_team2";
+ break;
+ default:
+ return;
+ }
+
+ ent = NULL;
+ while ((ent = G_Find (ent, FOFS(classname), c)) != NULL) {
+ if (ent->spawnflags & DROPPED_ITEM)
+ G_FreeEdict(ent);
+ else {
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->solid = SOLID_TRIGGER;
+ gi.linkentity(ent);
+ ent->s.event = EV_ITEM_RESPAWN;
+ }
+ }
+}
+
+void CTFResetFlags(void)
+{
+ CTFResetFlag(CTF_TEAM1);
+ CTFResetFlag(CTF_TEAM2);
+}
+
+qboolean CTFPickup_Flag(edict_t *ent, edict_t *other)
+{
+ int ctf_team;
+ int i;
+ edict_t *player;
+ gitem_t *flag_item, *enemy_flag_item;
+
+ // figure out what team this flag is
+ if (strcmp(ent->classname, "item_flag_team1") == 0)
+ ctf_team = CTF_TEAM1;
+ else if (strcmp(ent->classname, "item_flag_team2") == 0)
+ ctf_team = CTF_TEAM2;
+ else {
+ if (!ent->bot_info)
+ gi.cprintf(ent, PRINT_HIGH, "Don't know what team the flag is on.\n");
+ return false;
+ }
+
+ // same team, if the flag at base, check to he has the enemy flag
+ if (ctf_team == CTF_TEAM1) {
+ flag_item = flag1_item;
+ enemy_flag_item = flag2_item;
+ } else {
+ flag_item = flag2_item;
+ enemy_flag_item = flag1_item;
+ }
+
+ if (ctf_team == other->client->resp.ctf_team) {
+
+ if (!(ent->spawnflags & DROPPED_ITEM)) {
+ // the flag is at home base. if the player has the enemy
+ // flag, he's just won!
+
+ if (other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)]) {
+ gi.bprintf(PRINT_HIGH, "%s captured the %s flag!\n",
+ other->client->pers.netname, CTFOtherTeamName(ctf_team));
+ other->client->pers.inventory[ITEM_INDEX(enemy_flag_item)] = 0;
+
+ ctfgame.last_flag_capture = level.time;
+ ctfgame.last_capture_team = ctf_team;
+ if (ctf_team == CTF_TEAM1)
+ ctfgame.team1++;
+ else
+ ctfgame.team2++;
+
+ gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagcap.wav"), 1, ATTN_NONE, 0);
+
+ // other gets another 10 frag bonus
+ other->client->resp.score += CTF_CAPTURE_BONUS;
+
+ // Ok, let's do the player loop, hand out the bonuses
+ for (i = 1; i <= maxclients->value; i++) {
+ player = &g_edicts[i];
+ if (!player->inuse)
+ continue;
+
+ if (player->client->resp.ctf_team != other->client->resp.ctf_team)
+ player->client->resp.ctf_lasthurtcarrier = -5;
+ else if (player->client->resp.ctf_team == other->client->resp.ctf_team) {
+ if (player != other)
+ player->client->resp.score += CTF_TEAM_BONUS;
+ // award extra points for capture assists
+ if (player->client->resp.ctf_lastreturnedflag + CTF_RETURN_FLAG_ASSIST_TIMEOUT > level.time) {
+ gi.bprintf(PRINT_HIGH, "%s gets an assist for returning the flag!\n", player->client->pers.netname);
+ player->client->resp.score += CTF_RETURN_FLAG_ASSIST_BONUS;
+ }
+ if (player->client->resp.ctf_lastfraggedcarrier + CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
+ gi.bprintf(PRINT_HIGH, "%s gets an assist for fragging the flag carrier!\n", player->client->pers.netname);
+ player->client->resp.score += CTF_FRAG_CARRIER_ASSIST_BONUS;
+ }
+ }
+ }
+
+ CTFResetFlags();
+ return false;
+ }
+ return false; // its at home base already
+ }
+ // hey, its not home. return it by teleporting it back
+ gi.bprintf(PRINT_HIGH, "%s returned the %s flag!\n",
+ other->client->pers.netname, CTFTeamName(ctf_team));
+ other->client->resp.score += CTF_RECOVERY_BONUS;
+ other->client->resp.ctf_lastreturnedflag = level.time;
+ gi.sound (ent, CHAN_RELIABLE+CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex("ctf/flagret.wav"), 1, ATTN_NONE, 0);
+ //CTFResetFlag will remove this entity! We must return false
+ CTFResetFlag(ctf_team);
+ return false;
+ }
+
+ // hey, its not our flag, pick it up
+ gi.bprintf(PRINT_HIGH, "%s got the %s flag!\n",
+ other->client->pers.netname, CTFTeamName(ctf_team));
+ other->client->resp.score += CTF_FLAG_BONUS;
+
+ other->client->pers.inventory[ITEM_INDEX(flag_item)] = 1;
+ other->client->resp.ctf_flagsince = level.time;
+
+ // pick up the flag
+ // if it's not a dropped flag, we just make is disappear
+ // if it's dropped, it will be removed by the pickup caller
+ if (!(ent->spawnflags & DROPPED_ITEM)) {
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ }
+ return true;
+}
+
+static void CTFDropFlagTouch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ //owner (who dropped us) can't touch for two secs
+ if (other == ent->owner &&
+ ent->nextthink - level.time > CTF_AUTO_FLAG_RETURN_TIMEOUT-2)
+ return;
+
+ Touch_Item (ent, other, plane, surf);
+}
+
+static void CTFDropFlagThink(edict_t *ent)
+{
+ // auto return the flag
+ // reset flag will remove ourselves
+ if (strcmp(ent->classname, "item_flag_team1") == 0) {
+ CTFResetFlag(CTF_TEAM1);
+ gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n",
+ CTFTeamName(CTF_TEAM1));
+ } else if (strcmp(ent->classname, "item_flag_team2") == 0) {
+ CTFResetFlag(CTF_TEAM2);
+ gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n",
+ CTFTeamName(CTF_TEAM2));
+ }
+}
+
+// Called from PlayerDie, to drop the flag from a dying player
+void CTFDeadDropFlag(edict_t *self)
+{
+ edict_t *dropped = NULL;
+
+ if (!flag1_item || !flag2_item)
+ CTFInit();
+
+ if (self->client->pers.inventory[ITEM_INDEX(flag1_item)]) {
+ dropped = Drop_Item(self, flag1_item);
+ self->client->pers.inventory[ITEM_INDEX(flag1_item)] = 0;
+ gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n",
+ self->client->pers.netname, CTFTeamName(CTF_TEAM1));
+ } else if (self->client->pers.inventory[ITEM_INDEX(flag2_item)]) {
+ dropped = Drop_Item(self, flag2_item);
+ self->client->pers.inventory[ITEM_INDEX(flag2_item)] = 0;
+ gi.bprintf(PRINT_HIGH, "%s lost the %s flag!\n",
+ self->client->pers.netname, CTFTeamName(CTF_TEAM2));
+ }
+
+ if (dropped) {
+ dropped->think = CTFDropFlagThink;
+ dropped->nextthink = level.time + CTF_AUTO_FLAG_RETURN_TIMEOUT;
+ dropped->touch = CTFDropFlagTouch;
+ }
+}
+
+void CTFDrop_Flag(edict_t *ent, gitem_t *)
+{
+ if (!ent->bot_info) {
+ if (rand() & 1)
+ gi.cprintf(ent, PRINT_HIGH, "Only lusers drop flags.\n");
+ else
+ gi.cprintf(ent, PRINT_HIGH, "Winners don't drop flags.\n");
+ }
+}
+
+static void CTFFlagThink(edict_t *ent)
+{
+ if (ent->solid != SOLID_NOT)
+ ent->s.frame = 173 + (((ent->s.frame - 173) + 1) % 16);
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+
+void CTFFlagSetup (edict_t *ent)
+{
+ trace_t tr;
+ vec3_t dest;
+ float *v;
+
+ v = tv(-15,-15,-15);
+ VectorCopy (v, ent->mins);
+ v = tv(15,15,15);
+ VectorCopy (v, ent->maxs);
+
+ if (ent->model)
+ gi.setmodel (ent, ent->model);
+ else
+ gi.setmodel (ent, ent->item->world_model);
+ ent->solid = SOLID_TRIGGER;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->touch = Touch_Item;
+
+ v = tv(0,0,-128);
+ VectorAdd (ent->s.origin, v, dest);
+
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
+ if (tr.startsolid)
+ {
+ gi.dprintf ("CTFFlagSetup: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = CTFFlagThink;
+}
+
+void CTFEffects(edict_t *player)
+{
+ player->s.effects &= (EF_FLAG1 | EF_FLAG2);
+ if (player->health > 0) {
+ if (player->client->pers.inventory[ITEM_INDEX(flag1_item)]) {
+ player->s.effects |= EF_FLAG1;
+ }
+ if (player->client->pers.inventory[ITEM_INDEX(flag2_item)]) {
+ player->s.effects |= EF_FLAG2;
+ }
+ }
+
+ if (player->client->pers.inventory[ITEM_INDEX(flag1_item)])
+ player->s.modelindex3 = gi.modelindex("players/male/flag1.md2");
+ else if (player->client->pers.inventory[ITEM_INDEX(flag2_item)])
+ player->s.modelindex3 = gi.modelindex("players/male/flag2.md2");
+ else
+ player->s.modelindex3 = 0;
+}
+
+// called when we enter the intermission
+void CTFCalcScores(void)
+{
+ int i;
+
+ ctfgame.total1 = ctfgame.total2 = 0;
+ for (i = 0; i < maxclients->value; i++) {
+ if (!g_edicts[i+1].inuse)
+ continue;
+ if (game.clients[i].resp.ctf_team == CTF_TEAM1)
+ ctfgame.total1 += game.clients[i].resp.score;
+ else if (game.clients[i].resp.ctf_team == CTF_TEAM2)
+ ctfgame.total2 += game.clients[i].resp.score;
+ }
+}
+
+void CTFID_f (edict_t *ent)
+{
+ if (ent->client->resp.id_state) {
+ gi.cprintf(ent, PRINT_HIGH, "Disabling player identication display.\n");
+ ent->client->resp.id_state = false;
+ } else {
+ gi.cprintf(ent, PRINT_HIGH, "Activating player identication display.\n");
+ ent->client->resp.id_state = true;
+ }
+}
+
+static void CTFSetIDView(edict_t *ent)
+{
+ vec3_t forward, dir;
+ trace_t tr;
+ edict_t *who, *best;
+ float bd = 0, d;
+ int i;
+
+ ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0;
+
+ AngleVectors(ent->client->v_angle, forward, NULL, NULL);
+ VectorScale(forward, 1024, forward);
+ VectorAdd(ent->s.origin, forward, forward);
+ tr = gi.trace(ent->s.origin, NULL, NULL, forward, ent, MASK_SOLID);
+ if (tr.fraction < 1 && tr.ent && tr.ent->client) {
+ ent->client->ps.stats[STAT_CTF_ID_VIEW] =
+ CS_PLAYERSKINS + (ent - g_edicts - 1);
+ return;
+ }
+
+ AngleVectors(ent->client->v_angle, forward, NULL, NULL);
+ best = NULL;
+ for (i = 1; i <= maxclients->value; i++) {
+ who = g_edicts + i;
+ if (!who->inuse)
+ continue;
+ VectorSubtract(who->s.origin, ent->s.origin, dir);
+ VectorNormalize(dir);
+ d = DotProduct(forward, dir);
+ if (d > bd && loc_CanSee(ent, who)) {
+ bd = d;
+ best = who;
+ }
+ }
+ if (bd > 0.90)
+ ent->client->ps.stats[STAT_CTF_ID_VIEW] =
+ CS_PLAYERSKINS + (best - g_edicts - 1);
+}
+
+void SetCTFStats(edict_t *ent)
+{
+ gitem_t *tech;
+ int i;
+ int p1, p2;
+ edict_t *e;
+
+ // logo headers for the frag display
+ ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = gi.imageindex ("ctfsb1");
+ ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = gi.imageindex ("ctfsb2");
+
+ // if during intermission, we must blink the team header of the winning team
+ if (level.intermissiontime && (level.framenum & 8)) { // blink 1/8th second
+ // note that ctfgame.total[12] is set when we go to intermission
+ if (ctfgame.team1 > ctfgame.team2)
+ ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0;
+ else if (ctfgame.team2 > ctfgame.team1)
+ ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0;
+ else if (ctfgame.total1 > ctfgame.total2) // frag tie breaker
+ ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0;
+ else if (ctfgame.total2 > ctfgame.total1)
+ ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0;
+ else { // tie game!
+ ent->client->ps.stats[STAT_CTF_TEAM1_HEADER] = 0;
+ ent->client->ps.stats[STAT_CTF_TEAM2_HEADER] = 0;
+ }
+ }
+
+ // tech icon
+ i = 0;
+ ent->client->ps.stats[STAT_CTF_TECH] = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ ent->client->ps.stats[STAT_CTF_TECH] = gi.imageindex(tech->icon);
+ break;
+ }
+ i++;
+ }
+
+ // figure out what icon to display for team logos
+ // three states:
+ // flag at base
+ // flag taken
+ // flag dropped
+ p1 = gi.imageindex ("i_ctf1");
+ e = G_Find(NULL, FOFS(classname), "item_flag_team1");
+ if (e != NULL) {
+ if (e->solid == SOLID_NOT) {
+ int i;
+
+ // not at base
+ // check if on player
+ p1 = gi.imageindex ("i_ctf1d"); // default to dropped
+ for (i = 1; i <= maxclients->value; i++)
+ if (g_edicts[i].inuse &&
+ g_edicts[i].client->pers.inventory[ITEM_INDEX(flag1_item)]) {
+ // enemy has it
+ p1 = gi.imageindex ("i_ctf1t");
+ break;
+ }
+ } else if (e->spawnflags & DROPPED_ITEM)
+ p1 = gi.imageindex ("i_ctf1d"); // must be dropped
+ }
+ p2 = gi.imageindex ("i_ctf2");
+ e = G_Find(NULL, FOFS(classname), "item_flag_team2");
+ if (e != NULL) {
+ if (e->solid == SOLID_NOT) {
+ int i;
+
+ // not at base
+ // check if on player
+ p2 = gi.imageindex ("i_ctf2d"); // default to dropped
+ for (i = 1; i <= maxclients->value; i++)
+ if (g_edicts[i].inuse &&
+ g_edicts[i].client->pers.inventory[ITEM_INDEX(flag2_item)]) {
+ // enemy has it
+ p2 = gi.imageindex ("i_ctf2t");
+ break;
+ }
+ } else if (e->spawnflags & DROPPED_ITEM)
+ p2 = gi.imageindex ("i_ctf2d"); // must be dropped
+ }
+
+
+ ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1;
+ ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2;
+
+ if (ctfgame.last_flag_capture && level.time - ctfgame.last_flag_capture < 5) {
+ if (ctfgame.last_capture_team == CTF_TEAM1)
+ if (level.framenum & 8)
+ ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = p1;
+ else
+ ent->client->ps.stats[STAT_CTF_TEAM1_PIC] = 0;
+ else
+ if (level.framenum & 8)
+ ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = p2;
+ else
+ ent->client->ps.stats[STAT_CTF_TEAM2_PIC] = 0;
+ }
+
+ ent->client->ps.stats[STAT_CTF_TEAM1_CAPS] = ctfgame.team1;
+ ent->client->ps.stats[STAT_CTF_TEAM2_CAPS] = ctfgame.team2;
+
+ ent->client->ps.stats[STAT_CTF_FLAG_PIC] = 0;
+ if (ent->client->resp.ctf_team == CTF_TEAM1 &&
+ ent->client->pers.inventory[ITEM_INDEX(flag2_item)] &&
+ (level.framenum & 8))
+ ent->client->ps.stats[STAT_CTF_FLAG_PIC] = gi.imageindex ("i_ctf2");
+
+ else if (ent->client->resp.ctf_team == CTF_TEAM2 &&
+ ent->client->pers.inventory[ITEM_INDEX(flag1_item)] &&
+ (level.framenum & 8))
+ ent->client->ps.stats[STAT_CTF_FLAG_PIC] = gi.imageindex ("i_ctf1");
+
+ ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = 0;
+ ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = 0;
+ if (ent->client->resp.ctf_team == CTF_TEAM1)
+ ent->client->ps.stats[STAT_CTF_JOINED_TEAM1_PIC] = gi.imageindex ("i_ctfj");
+ else if (ent->client->resp.ctf_team == CTF_TEAM2)
+ ent->client->ps.stats[STAT_CTF_JOINED_TEAM2_PIC] = gi.imageindex ("i_ctfj");
+
+ ent->client->ps.stats[STAT_CTF_ID_VIEW] = 0;
+ if (ent->client->resp.id_state)
+ CTFSetIDView(ent);
+}
+
+/*------------------------------------------------------------------------*/
+
+/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32)
+potential team1 spawning position for ctf games
+*/
+void SP_info_player_team1(edict_t *)
+{
+}
+
+/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 32)
+potential team2 spawning position for ctf games
+*/
+void SP_info_player_team2(edict_t *)
+{
+}
+
+
+/*------------------------------------------------------------------------*/
+/* GRAPPLE */
+/*------------------------------------------------------------------------*/
+
+// ent is player
+void CTFPlayerResetGrapple(edict_t *ent)
+{
+ if (ent->client && ent->client->ctf_grapple)
+ CTFResetGrapple(ent->client->ctf_grapple);
+}
+
+// self is grapple, not player
+void CTFResetGrapple(edict_t *self)
+{
+ if (self->owner->client->ctf_grapple) {
+ float volume = 1.0;
+ gclient_t *cl;
+
+ if (self->owner->client->silencer_shots)
+ volume = 0.2;
+
+ gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grreset.wav"), volume, ATTN_NORM, 0);
+ cl = self->owner->client;
+ cl->ctf_grapple = NULL;
+ cl->ctf_grapplereleasetime = level.time;
+ cl->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook
+ cl->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+ G_FreeEdict(self);
+ }
+}
+
+void CTFGrappleTouch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ float volume = 1.0;
+
+ if (other == self->owner)
+ return;
+
+ if (self->owner->client->ctf_grapplestate != CTF_GRAPPLE_STATE_FLY)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ CTFResetGrapple(self);
+ return;
+ }
+
+ VectorCopy(vec3_origin, self->velocity);
+
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage) {
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, 0, MOD_GRAPPLE);
+ CTFResetGrapple(self);
+ return;
+ }
+
+ self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_PULL; // we're on hook
+ self->enemy = other;
+
+ self->solid = SOLID_NOT;
+
+ if (self->owner->client->silencer_shots)
+ volume = 0.2;
+
+ gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grpull.wav"), volume, ATTN_NORM, 0);
+ gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhit.wav"), volume, ATTN_NORM, 0);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPARKS);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+// draw beam between grapple and self
+void CTFGrappleDrawCable(edict_t *self)
+{
+ vec3_t offset, start, end, f, r;
+ vec3_t dir;
+ float distance;
+
+ AngleVectors (self->owner->client->v_angle, f, r, NULL);
+ VectorSet(offset, 16, 16, self->owner->viewheight-8);
+ P_ProjectSource (self->owner->client, self->owner->s.origin, offset, f, r, start);
+
+ VectorSubtract(start, self->owner->s.origin, offset);
+
+ VectorSubtract (start, self->s.origin, dir);
+ distance = VectorLength(dir);
+ // don't draw cable if close
+ if (distance < 64)
+ return;
+
+/*
+ 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;
+
+ trace_t tr; //!!
+
+ tr = gi.trace (start, NULL, NULL, self->s.origin, self, MASK_SHOT);
+ if (tr.ent != self) {
+ CTFResetGrapple(self);
+ return;
+ }
+*/
+
+ // adjust start for beam origin being in middle of a segment
+// VectorMA (start, 8, f, start);
+
+ VectorCopy (self->s.origin, end);
+ // adjust end z for end spot since the monster is currently dead
+// end[2] = self->absmin[2] + self->size[2] / 2;
+
+ gi.WriteByte (svc_temp_entity);
+/* ifdef USE_GRAPPLE_CABLE */
+ gi.WriteByte (TE_GRAPPLE_CABLE);
+ gi.WriteShort (self->owner - g_edicts);
+ gi.WritePosition (self->owner->s.origin);
+ gi.WritePosition (end);
+ gi.WritePosition (offset);
+/*
+ gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (end);
+ gi.WritePosition (start);
+*/
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+void SV_AddGravity (edict_t *ent);
+
+// pull the player toward the grapple
+void CTFGrapplePull(edict_t *self)
+{
+ vec3_t hookdir, v;
+ float vlen;
+
+ if (strcmp(self->owner->client->pers.weapon->classname, "weapon_grapple") == 0 &&
+ !self->owner->client->newweapon &&
+ self->owner->client->weaponstate != WEAPON_FIRING &&
+ self->owner->client->weaponstate != WEAPON_ACTIVATING) {
+ CTFResetGrapple(self);
+ return;
+ }
+
+ if (self->enemy) {
+ if (self->enemy->solid == SOLID_NOT) {
+ CTFResetGrapple(self);
+ return;
+ }
+ if (self->enemy->solid == SOLID_BBOX) {
+ VectorScale(self->enemy->size, 0.5, v);
+ VectorAdd(v, self->enemy->s.origin, v);
+ VectorAdd(v, self->enemy->mins, self->s.origin);
+ gi.linkentity (self);
+ } else
+ VectorCopy(self->enemy->velocity, self->velocity);
+ if (self->enemy->takedamage &&
+ !CheckTeamDamage (self->enemy, self->owner)) {
+ float volume = 1.0;
+
+ if (self->owner->client->silencer_shots)
+ volume = 0.2;
+
+ T_Damage (self->enemy, self, self->owner, self->velocity, self->s.origin, vec3_origin, 1, 1, 0, MOD_GRAPPLE);
+ gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/grapple/grhurt.wav"), volume, ATTN_NORM, 0);
+ }
+ if (self->enemy->deadflag) { // he died
+ CTFResetGrapple(self);
+ return;
+ }
+ }
+
+ CTFGrappleDrawCable(self);
+
+ if (self->owner->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) {
+ // pull player toward grapple
+ // this causes icky stuff with prediction, we need to extend
+ // the prediction layer to include two new fields in the player
+ // move stuff: a point and a velocity. The client should add
+ // that velociy in the direction of the point
+ vec3_t forward, up;
+
+ AngleVectors (self->owner->client->v_angle, forward, NULL, up);
+ VectorCopy(self->owner->s.origin, v);
+ v[2] += self->owner->viewheight;
+ VectorSubtract (self->s.origin, v, hookdir);
+
+ vlen = VectorLength(hookdir);
+
+ if (self->owner->client->ctf_grapplestate == CTF_GRAPPLE_STATE_PULL &&
+ vlen < 64) {
+ float volume = 1.0;
+
+ if (self->owner->client->silencer_shots)
+ volume = 0.2;
+
+ self->owner->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
+ gi.sound (self->owner, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grhang.wav"), volume, ATTN_NORM, 0);
+ self->owner->client->ctf_grapplestate = CTF_GRAPPLE_STATE_HANG;
+ }
+
+ VectorNormalize (hookdir);
+ VectorScale(hookdir, CTF_GRAPPLE_PULL_SPEED, hookdir);
+ VectorCopy(hookdir, self->owner->velocity);
+ SV_AddGravity(self->owner);
+ }
+}
+
+void CTFFireGrapple (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
+{
+ edict_t *grapple;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ grapple = G_Spawn();
+ VectorCopy (start, grapple->s.origin);
+ VectorCopy (start, grapple->s.old_origin);
+ vectoangles (dir, grapple->s.angles);
+ VectorScale (dir, speed, grapple->velocity);
+ grapple->movetype = MOVETYPE_FLYMISSILE;
+ grapple->clipmask = MASK_SHOT;
+ grapple->solid = SOLID_BBOX;
+ grapple->s.effects |= effect;
+ VectorClear (grapple->mins);
+ VectorClear (grapple->maxs);
+ grapple->s.modelindex = gi.modelindex ("models/weapons/grapple/hook/tris.md2");
+// grapple->s.sound = gi.soundindex ("misc/lasfly.wav");
+ grapple->owner = self;
+ grapple->touch = CTFGrappleTouch;
+// grapple->nextthink = level.time + FRAMETIME;
+// grapple->think = CTFGrappleThink;
+ grapple->dmg = damage;
+ self->client->ctf_grapple = grapple;
+ self->client->ctf_grapplestate = CTF_GRAPPLE_STATE_FLY; // we're firing, not on hook
+ gi.linkentity (grapple);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, grapple->s.origin, grapple, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (grapple->s.origin, -10, dir, grapple->s.origin);
+ grapple->touch (grapple, tr.ent, NULL, NULL);
+ }
+}
+
+void CTFGrappleFire (edict_t *ent, vec3_t g_offset, int damage, int effect)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t offset;
+ float volume = 1.0;
+
+ if (ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY)
+ return; // it's already out
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+// VectorSet(offset, 24, 16, ent->viewheight-8+2);
+ VectorSet(offset, 24, 8, ent->viewheight-8+2);
+ VectorAdd (offset, g_offset, offset);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ if (ent->client->silencer_shots)
+ volume = 0.2;
+
+ gi.sound (ent, CHAN_RELIABLE+CHAN_WEAPON, gi.soundindex("weapons/grapple/grfire.wav"), volume, ATTN_NORM, 0);
+ CTFFireGrapple (ent, start, forward, damage, CTF_GRAPPLE_SPEED, effect);
+
+/*
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_BLASTER);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+*/
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+}
+
+
+void CTFWeapon_Grapple_Fire (edict_t *ent)
+{
+ int damage;
+
+ damage = 10;
+ CTFGrappleFire (ent, vec3_origin, damage, 0);
+ ent->client->ps.gunframe++;
+}
+
+void CTFWeapon_Grapple (edict_t *ent)
+{
+ static int pause_frames[] = {10, 18, 27, 0};
+ static int fire_frames[] = {6, 0};
+ int prevstate;
+
+ // if the the attack button is still down, stay in the firing frame
+ if ((ent->client->buttons & BUTTON_ATTACK) &&
+ ent->client->weaponstate == WEAPON_FIRING &&
+ ent->client->ctf_grapple)
+ ent->client->ps.gunframe = 9;
+
+ if (!(ent->client->buttons & BUTTON_ATTACK) &&
+ ent->client->ctf_grapple) {
+ CTFResetGrapple(ent->client->ctf_grapple);
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ ent->client->weaponstate = WEAPON_READY;
+ }
+
+
+ if (ent->client->newweapon &&
+ ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY &&
+ ent->client->weaponstate == WEAPON_FIRING) {
+ // he wants to change weapons while grappled
+ ent->client->weaponstate = WEAPON_DROPPING;
+ ent->client->ps.gunframe = 32;
+ }
+
+ prevstate = ent->client->weaponstate;
+ Weapon_Generic (ent, 5, 9, 31, 36, pause_frames, fire_frames,
+ CTFWeapon_Grapple_Fire);
+
+ // if we just switched back to grapple, immediately go to fire frame
+ if (prevstate == WEAPON_ACTIVATING &&
+ ent->client->weaponstate == WEAPON_READY &&
+ ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) {
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ ent->client->ps.gunframe = 9;
+ else
+ ent->client->ps.gunframe = 5;
+ ent->client->weaponstate = WEAPON_FIRING;
+ }
+}
+
+void CTFTeam_f (edict_t *ent)
+{
+ char *t, *s;
+ int desired_team;
+
+ t = gi.args();
+ if (!*t) {
+ if (!ent->bot_info)
+ gi.cprintf(ent, PRINT_HIGH, "You are on the %s team.\n",
+ CTFTeamName(ent->client->resp.ctf_team));
+ return;
+ }
+ if (cistrcmp(t, "red") == 0)
+ desired_team = CTF_TEAM1;
+ else if (cistrcmp(t, "blue") == 0)
+ desired_team = CTF_TEAM2;
+ else {
+ if (!ent->bot_info)
+ gi.cprintf(ent, PRINT_HIGH, "Unknown team %s.\n", t);
+ return;
+ }
+
+ if (ent->client->resp.ctf_team == desired_team) {
+ if (!ent->bot_info)
+ gi.cprintf(ent, PRINT_HIGH, "You are already on the %s team.\n",
+ CTFTeamName(ent->client->resp.ctf_team));
+ return;
+ }
+
+////
+ ent->svflags = 0;
+ ent->flags &= ~FL_GODMODE;
+ ent->client->resp.ctf_team = desired_team;
+ ent->client->resp.ctf_state = CTF_STATE_START;
+ s = Info_ValueForKey (ent->client->pers.userinfo, "skin");
+ CTFAssignSkin(ent, s);
+
+ if (ent->solid == SOLID_NOT) { // spectator
+ PutClientInServer (ent);
+ // add a teleportation effect
+ ent->s.event = EV_PLAYER_TELEPORT;
+ // hold in place briefly
+ ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ ent->client->ps.pmove.pm_time = 14;
+ gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n",
+ ent->client->pers.netname, CTFTeamName(desired_team));
+ return;
+ }
+
+ ent->health = 0;
+ player_die (ent, ent, ent, 100000, vec3_origin);
+ // don't even bother waiting for death frames
+ ent->deadflag = DEAD_DEAD;
+ respawn (ent);
+
+ ent->client->resp.score = 0;
+
+ gi.bprintf(PRINT_HIGH, "%s changed to the %s team.\n",
+ ent->client->pers.netname, CTFTeamName(desired_team));
+}
+
+/*
+==================
+CTFScoreboardMessage
+==================
+*/
+void CTFScoreboardMessage (edict_t *, edict_t *)
+{
+ char entry[1024];
+ char string[1400];
+ int len;
+ int i, j, k, n;
+ int sorted[2][MAX_CLIENTS];
+ int sortedscores[2][MAX_CLIENTS];
+ int score, total[2], totalscore[2];
+ int last[2];
+ gclient_t *cl;
+ edict_t *cl_ent;
+ int team;
+ int maxsize = 1000;
+
+ // sort the clients by team and score
+ total[0] = total[1] = 0;
+ last[0] = last[1] = 0;
+ totalscore[0] = totalscore[1] = 0;
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ cl_ent = g_edicts + 1 + i;
+ if (!cl_ent->inuse)
+ continue;
+ if (game.clients[i].resp.ctf_team == CTF_TEAM1)
+ team = 0;
+ else if (game.clients[i].resp.ctf_team == CTF_TEAM2)
+ team = 1;
+ else
+ continue; // unknown team?
+
+ score = game.clients[i].resp.score;
+ for (j=0 ; j<total[team] ; j++)
+ {
+ if (score > sortedscores[team][j])
+ break;
+ }
+ for (k=total[team] ; k>j ; k--)
+ {
+ sorted[team][k] = sorted[team][k-1];
+ sortedscores[team][k] = sortedscores[team][k-1];
+ }
+ sorted[team][j] = i;
+ sortedscores[team][j] = score;
+ totalscore[team] += score;
+ total[team]++;
+ }
+
+ // print level name and exit rules
+ // add the clients in sorted order
+ *string = 0;
+
+ // team one
+ sprintf(string, "if 24 xv 8 yv 8 pic 24 endif "
+ "xv 40 yv 28 string \"%4d/%-3d\" "
+ "xv 98 yv 12 num 2 18 "
+ "if 25 xv 168 yv 8 pic 25 endif "
+ "xv 200 yv 28 string \"%4d/%-3d\" "
+ "xv 256 yv 12 num 2 20 ",
+ totalscore[0], total[0],
+ totalscore[1], total[1]);
+ len = strlen(string);
+
+ for (i=0 ; i<16 ; i++)
+ {
+ if (i >= total[0] && i >= total[1])
+ break; // we're done
+
+/* ifndef NEW_SCORE
+ // set up y
+ sprintf(entry, "yv %d ", 42 + i * 8);
+ if (maxsize - len > strlen(entry)) {
+ strcat(string, entry);
+ len = strlen(string);
+ }
+*/
+ *entry = 0;
+
+ // left side
+ if (i < total[0]) {
+ cl = &game.clients[sorted[0][i]];
+ cl_ent = g_edicts + 1 + sorted[0][i];
+
+/* ifndef NEW_SCORE
+ sprintf(entry+strlen(entry),
+ "xv 0 %s \"%3d %3d %-12.12s\" ",
+ (cl_ent == ent) ? "string2" : "string",
+ cl->resp.score,
+ (cl->ping > 999) ? 999 : cl->ping,
+ cl->pers.netname);
+
+ if (cl_ent->client->pers.inventory[ITEM_INDEX(flag2_item)])
+ strcat(entry, "xv 56 picn sbfctf2 ");
+*/
+ sprintf(entry+strlen(entry),
+ "ctf 0 %d %d %d %d ",
+ 42 + i * 8,
+ sorted[0][i],
+ cl->resp.score,
+ cl->ping > 999 ? 999 : cl->ping);
+
+ if (cl_ent->client->pers.inventory[ITEM_INDEX(flag2_item)])
+ sprintf(entry + strlen(entry), "xv 56 yv %d picn sbfctf2 ",
+ 42 + i * 8);
+
+ if (maxsize - len > strlen(entry)) {
+ strcat(string, entry);
+ len = strlen(string);
+ last[0] = i;
+ }
+ }
+
+ // right side
+ if (i < total[1]) {
+ cl = &game.clients[sorted[1][i]];
+ cl_ent = g_edicts + 1 + sorted[1][i];
+
+/* ifndef NEW_SCORE
+ sprintf(entry+strlen(entry),
+ "xv 160 %s \"%3d %3d %-12.12s\" ",
+ (cl_ent == ent) ? "string2" : "string",
+ cl->resp.score,
+ (cl->ping > 999) ? 999 : cl->ping,
+ cl->pers.netname);
+
+ if (cl_ent->client->pers.inventory[ITEM_INDEX(flag1_item)])
+ strcat(entry, "xv 216 picn sbfctf1 ");
+
+*/
+ sprintf(entry+strlen(entry),
+ "ctf 160 %d %d %d %d ",
+ 42 + i * 8,
+ sorted[1][i],
+ cl->resp.score,
+ cl->ping > 999 ? 999 : cl->ping);
+
+ if (cl_ent->client->pers.inventory[ITEM_INDEX(flag1_item)])
+ sprintf(entry + strlen(entry), "xv 216 yv %d picn sbfctf1 ",
+ 42 + i * 8);
+ if (maxsize - len > strlen(entry)) {
+ strcat(string, entry);
+ len = strlen(string);
+ last[1] = i;
+ }
+ }
+ }
+
+ // put in spectators if we have enough room
+ if (last[0] > last[1])
+ j = last[0];
+ else
+ j = last[1];
+ j = (j + 2) * 8 + 42;
+
+ k = n = 0;
+ if (maxsize - len > 50) {
+ for (i = 0; i < maxclients->value; i++) {
+ cl_ent = g_edicts + 1 + i;
+ cl = &game.clients[i];
+ if (!cl_ent->inuse ||
+ cl_ent->solid != SOLID_NOT ||
+ cl_ent->client->resp.ctf_team != CTF_NOTEAM)
+ continue;
+
+ if (!k) {
+ k = 1;
+ sprintf(entry, "xv 0 yv %d string2 \"Spectators\" ", j);
+ strcat(string, entry);
+ len = strlen(string);
+ j += 8;
+ }
+
+ sprintf(entry+strlen(entry),
+ "ctf %d %d %d %d %d ",
+ (n & 1) ? 160 : 0, // x
+ j, // y
+ i, // playernum
+ cl->resp.score,
+ cl->ping > 999 ? 999 : cl->ping);
+ if (maxsize - len > strlen(entry)) {
+ strcat(string, entry);
+ len = strlen(string);
+ }
+
+ if (n & 1)
+ j += 8;
+ n++;
+ }
+ }
+
+ if (total[0] - last[0] > 1) // couldn't fit everyone
+ sprintf(string + strlen(string), "xv 8 yv %d string \"..and %d more\" ",
+ 42 + (last[0]+1)*8, total[0] - last[0] - 1);
+ if (total[1] - last[1] > 1) // couldn't fit everyone
+ sprintf(string + strlen(string), "xv 168 yv %d string \"..and %d more\" ",
+ 42 + (last[1]+1)*8, total[1] - last[1] - 1);
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+}
+
+/*------------------------------------------------------------------------*/
+/* TECH */
+/*------------------------------------------------------------------------*/
+
+void CTFHasTech(edict_t *who)
+{
+ if (level.time - who->client->ctf_lasttechmsg > 2) {
+ if (!who->bot_info) gi.centerprintf(who, "You already have a TECH powerup.");
+ who->client->ctf_lasttechmsg = level.time;
+ }
+}
+
+gitem_t *CTFWhat_Tech(edict_t *ent)
+{
+ gitem_t *tech;
+ int i;
+
+ i = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ return tech;
+ }
+ i++;
+ }
+ return NULL;
+}
+
+qboolean CTFPickup_Tech (edict_t *ent, edict_t *other)
+{
+ gitem_t *tech;
+ int i;
+
+ i = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ other->client->pers.inventory[ITEM_INDEX(tech)]) {
+ CTFHasTech(other);
+ return false; // has this one
+ }
+ i++;
+ }
+
+ // client only gets one tech
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ other->client->ctf_regentime = level.time;
+ return true;
+}
+
+static void SpawnTech(gitem_t *item, edict_t *spot);
+
+static edict_t *FindTechSpawn(void)
+{
+ edict_t *spot = NULL;
+ int i = rand() % 16;
+
+ while (i--)
+ spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
+ if (!spot)
+ spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
+ return spot;
+}
+
+static void TechThink(edict_t *tech)
+{
+ edict_t *spot;
+
+ if ((spot = FindTechSpawn()) != NULL) {
+ SpawnTech(tech->item, spot);
+ G_FreeEdict(tech);
+ } else {
+ tech->nextthink = level.time + CTF_TECH_TIMEOUT;
+ tech->think = TechThink;
+ }
+}
+
+void CTFDrop_Tech(edict_t *ent, gitem_t *item)
+{
+ edict_t *tech;
+
+ tech = Drop_Item(ent, item);
+ tech->nextthink = level.time + CTF_TECH_TIMEOUT;
+ tech->think = TechThink;
+ ent->client->pers.inventory[ITEM_INDEX(item)] = 0;
+}
+
+void CTFDeadDropTech(edict_t *ent)
+{
+ gitem_t *tech;
+ edict_t *dropped;
+ int i;
+
+ i = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ dropped = Drop_Item(ent, tech);
+ // hack the velocity to make it bounce random
+ dropped->velocity[0] = (rand() % 600) - 300;
+ dropped->velocity[1] = (rand() % 600) - 300;
+ dropped->nextthink = level.time + CTF_TECH_TIMEOUT;
+ dropped->think = TechThink;
+ dropped->owner = NULL;
+ ent->client->pers.inventory[ITEM_INDEX(tech)] = 0;
+ }
+ i++;
+ }
+}
+
+static void SpawnTech(gitem_t *item, edict_t *spot)
+{
+ edict_t *ent;
+ vec3_t forward, right;
+ vec3_t angles;
+
+ ent = G_Spawn();
+
+ ent->classname = item->classname;
+ ent->item = item;
+ ent->spawnflags = DROPPED_ITEM;
+ ent->s.effects = item->world_model_flags;
+ ent->s.renderfx = RF_GLOW;
+ VectorSet (ent->mins, -15, -15, -15);
+ VectorSet (ent->maxs, 15, 15, 15);
+ gi.setmodel (ent, ent->item->world_model);
+ ent->solid = SOLID_TRIGGER;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->touch = Touch_Item;
+ ent->owner = ent;
+
+ angles[0] = 0;
+ angles[1] = rand() % 360;
+ angles[2] = 0;
+
+ AngleVectors (angles, forward, right, NULL);
+ VectorCopy (spot->s.origin, ent->s.origin);
+ ent->s.origin[2] += 16;
+ VectorScale (forward, 100, ent->velocity);
+ ent->velocity[2] = 300;
+
+ ent->nextthink = level.time + CTF_TECH_TIMEOUT;
+ ent->think = TechThink;
+
+ gi.linkentity (ent);
+}
+
+static void SpawnTechs(edict_t *)
+{
+ gitem_t *tech;
+ edict_t *spot;
+ int i;
+
+ i = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ (spot = FindTechSpawn()) != NULL)
+ SpawnTech(tech, spot);
+ i++;
+ }
+}
+
+// frees the passed edict!
+void CTFRespawnTech(edict_t *ent)
+{
+ edict_t *spot;
+
+ if ((spot = FindTechSpawn()) != NULL)
+ SpawnTech(ent->item, spot);
+ G_FreeEdict(ent);
+}
+
+void CTFSetupTechSpawn(void)
+{
+ edict_t *ent;
+
+ if (!((int)ctf->value) && (int)(no_tech->value)) return;
+ if (techspawn || ((int)dmflags->value & DF_CTF_NO_TECH))
+ return;
+
+ ent = G_Spawn();
+ ent->nextthink = level.time + 2;
+ ent->think = SpawnTechs;
+ techspawn = true;
+}
+
+int CTFApplyResistance(edict_t *ent, int dmg)
+{
+ static gitem_t *tech = NULL;
+ float volume = 1.0;
+
+ if (ent->client && ent->client->silencer_shots)
+ volume = 0.2;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech1");
+ if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ // make noise
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech1.wav"), volume, ATTN_NORM, 0);
+ return dmg / 2;
+ }
+ return dmg;
+}
+
+int CTFApplyStrength(edict_t *ent, int dmg)
+{
+ static gitem_t *tech = NULL;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech2");
+ if (dmg && tech && ent->client && ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ return dmg * 2;
+ }
+ return dmg;
+}
+
+qboolean CTFApplyStrengthSound(edict_t *ent)
+{
+ static gitem_t *tech = NULL;
+ float volume = 1.0;
+
+ if (ent->client && ent->client->silencer_shots)
+ volume = 0.2;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech2");
+ if (tech && ent->client &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)]) {
+ if (ent->client->ctf_techsndtime < level.time) {
+ ent->client->ctf_techsndtime = level.time + 1;
+ if (ent->client->quad_framenum > level.framenum)
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2x.wav"), volume, ATTN_NORM, 0);
+ else
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech2.wav"), volume, ATTN_NORM, 0);
+ }
+ return true;
+ }
+ return false;
+}
+
+
+qboolean CTFApplyHaste(edict_t *ent)
+{
+ static gitem_t *tech = NULL;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech3");
+ if (tech && ent->client &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)])
+ return true;
+ return false;
+}
+
+void CTFApplyHasteSound(edict_t *ent)
+{
+ static gitem_t *tech = NULL;
+ float volume = 1.0;
+
+ if (ent->client && ent->client->silencer_shots)
+ volume = 0.2;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech3");
+ if (tech && ent->client &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)] &&
+ ent->client->ctf_techsndtime < level.time) {
+ ent->client->ctf_techsndtime = level.time + 1;
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech3.wav"), volume, ATTN_NORM, 0);
+ }
+}
+
+void CTFApplyRegeneration(edict_t *ent)
+{
+ static gitem_t *tech = NULL;
+ qboolean noise = false;
+ gclient_t *client;
+ int index;
+ float volume = 1.0;
+
+ client = ent->client;
+ if (!client)
+ return;
+
+ if (ent->client->silencer_shots)
+ volume = 0.2;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech4");
+ if (tech && client->pers.inventory[ITEM_INDEX(tech)]) {
+ if (client->ctf_regentime < level.time) {
+ client->ctf_regentime = level.time;
+ if (ent->health < 150) {
+ ent->health += 5;
+ if (ent->health > 150)
+ ent->health = 150;
+ client->ctf_regentime += 0.5;
+ noise = true;
+ }
+ index = ArmorIndex (ent);
+ if (index && client->pers.inventory[index] < 150) {
+ client->pers.inventory[index] += 5;
+ if (client->pers.inventory[index] > 150)
+ client->pers.inventory[index] = 150;
+ client->ctf_regentime += 0.5;
+ noise = true;
+ }
+ }
+ if (noise && ent->client->ctf_techsndtime < level.time) {
+ ent->client->ctf_techsndtime = level.time + 1;
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("ctf/tech4.wav"), volume, ATTN_NORM, 0);
+ }
+ }
+}
+
+qboolean CTFHasRegeneration(edict_t *ent)
+{
+ static gitem_t *tech = NULL;
+
+ if (!tech)
+ tech = FindItemByClassname("item_tech4");
+ if (tech && ent->client &&
+ ent->client->pers.inventory[ITEM_INDEX(tech)])
+ return true;
+ return false;
+}
+
+/*
+======================================================================
+
+SAY_TEAM
+
+======================================================================
+*/
+
+// This array is in 'importance order', it indicates what items are
+// more important when reporting their names.
+struct {
+ char *classname;
+ int priority;
+} loc_names[] =
+{
+ { "item_flag_team1", 1 },
+ { "item_flag_team2", 1 },
+ { "item_quad", 2 },
+ { "item_invulnerability", 2 },
+ { "weapon_bfg", 3 },
+ { "weapon_railgun", 4 },
+ { "weapon_rocketlauncher", 4 },
+ { "weapon_hyperblaster", 4 },
+ { "weapon_chaingun", 4 },
+ { "weapon_grenadelauncher", 4 },
+ { "weapon_machinegun", 4 },
+ { "weapon_supershotgun", 4 },
+ { "weapon_shotgun", 4 },
+ { "item_power_screen", 5 },
+ { "item_power_shield", 5 },
+ { "item_armor_body", 6 },
+ { "item_armor_combat", 6 },
+ { "item_armor_jacket", 6 },
+ { "item_silencer", 7 },
+ { "item_breather", 7 },
+ { "item_enviro", 7 },
+ { "item_adrenaline", 7 },
+ { "item_bandolier", 8 },
+ { "item_pack", 8 },
+ { NULL, 0 }
+};
+
+
+static void CTFSay_Team_Location(edict_t *who, char *buf)
+{
+ edict_t *what = NULL;
+ edict_t *hot = NULL;
+ float hotdist = 999999, newdist;
+ vec3_t v;
+ int hotindex = 999;
+ int i;
+ gitem_t *item;
+ int nearteam = -1;
+ edict_t *flag1, *flag2;
+ qboolean hotsee = false;
+ qboolean cansee;
+
+ while ((what = loc_findradius(what, who->s.origin, 1024)) != NULL) {
+ // find what in loc_classnames
+ for (i = 0; loc_names[i].classname; i++)
+ if (strcmp(what->classname, loc_names[i].classname) == 0)
+ break;
+ if (!loc_names[i].classname)
+ continue;
+ // something we can see get priority over something we can't
+ cansee = loc_CanSee(what, who);
+ if (cansee && !hotsee) {
+ hotsee = true;
+ hotindex = loc_names[i].priority;
+ hot = what;
+ VectorSubtract(what->s.origin, who->s.origin, v);
+ hotdist = VectorLength(v);
+ continue;
+ }
+ // if we can't see this, but we have something we can see, skip it
+ if (hotsee && !cansee)
+ continue;
+ if (hotsee && hotindex < loc_names[i].priority)
+ continue;
+ VectorSubtract(what->s.origin, who->s.origin, v);
+ newdist = VectorLength(v);
+ if (newdist < hotdist ||
+ (cansee && loc_names[i].priority < hotindex)) {
+ hot = what;
+ hotdist = newdist;
+ hotindex = i;
+ hotsee = loc_CanSee(hot, who);
+ }
+ }
+
+ if (!hot) {
+ strcpy(buf, "nowhere");
+ return;
+ }
+
+ // we now have the closest item
+ // see if there's more than one in the map, if so
+ // we need to determine what team is closest
+ what = NULL;
+ while ((what = G_Find(what, FOFS(classname), hot->classname)) != NULL) {
+ if (what == hot)
+ continue;
+ // if we are here, there is more than one, find out if hot
+ // is closer to red flag or blue flag
+ if ((flag1 = G_Find(NULL, FOFS(classname), "item_flag_team1")) != NULL &&
+ (flag2 = G_Find(NULL, FOFS(classname), "item_flag_team2")) != NULL) {
+ VectorSubtract(hot->s.origin, flag1->s.origin, v);
+ hotdist = VectorLength(v);
+ VectorSubtract(hot->s.origin, flag2->s.origin, v);
+ newdist = VectorLength(v);
+ if (hotdist < newdist)
+ nearteam = CTF_TEAM1;
+ else if (hotdist > newdist)
+ nearteam = CTF_TEAM2;
+ }
+ break;
+ }
+
+ if ((item = FindItemByClassname(hot->classname)) == NULL) {
+ strcpy(buf, "nowhere");
+ return;
+ }
+
+ // in water?
+ if (who->waterlevel)
+ strcpy(buf, "in the water ");
+ else
+ *buf = 0;
+
+ // near or above
+ VectorSubtract(who->s.origin, hot->s.origin, v);
+ if (fabs(v[2]) > fabs(v[0]) && fabs(v[2]) > fabs(v[1]))
+ if (v[2] > 0)
+ strcat(buf, "above ");
+ else
+ strcat(buf, "below ");
+ else
+ strcat(buf, "near ");
+
+ if (nearteam == CTF_TEAM1)
+ strcat(buf, "the red ");
+ else if (nearteam == CTF_TEAM2)
+ strcat(buf, "the blue ");
+ else
+ strcat(buf, "the ");
+
+ strcat(buf, item->pickup_name);
+}
+
+static void CTFSay_Team_Armor(edict_t *who, char *buf)
+{
+ gitem_t *item;
+ int index, cells;
+ int power_armor_type;
+
+ *buf = 0;
+
+ power_armor_type = PowerArmorType (who);
+ if (power_armor_type)
+ {
+ cells = who->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))];
+ if (cells)
+ sprintf(buf+strlen(buf), "%s with %i cells ",
+ (power_armor_type == POWER_ARMOR_SCREEN) ?
+ "Power Screen" : "Power Shield", cells);
+ }
+
+ index = ArmorIndex (who);
+ if (index)
+ {
+ item = GetItemByIndex (index);
+ if (item) {
+ if (*buf)
+ strcat(buf, "and ");
+ sprintf(buf+strlen(buf), "%i units of %s",
+ who->client->pers.inventory[index], item->pickup_name);
+ }
+ }
+
+ if (!*buf)
+ strcpy(buf, "no armor");
+}
+
+static void CTFSay_Team_Health(edict_t *who, char *buf)
+{
+ if (who->health <= 0)
+ strcpy(buf, "dead");
+ else
+ sprintf(buf, "%i health", who->health);
+}
+
+static void CTFSay_Team_Tech(edict_t *who, char *buf)
+{
+ gitem_t *tech;
+ int i;
+
+ // see if the player has a tech powerup
+ i = 0;
+ while (tnames[i]) {
+ if ((tech = FindItemByClassname(tnames[i])) != NULL &&
+ who->client->pers.inventory[ITEM_INDEX(tech)]) {
+ sprintf(buf, "the %s", tech->pickup_name);
+ return;
+ }
+ i++;
+ }
+ strcpy(buf, "no powerup");
+}
+
+static void CTFSay_Team_Weapon(edict_t *who, char *buf)
+{
+ if (who->client->pers.weapon)
+ strcpy(buf, who->client->pers.weapon->pickup_name);
+ else
+ strcpy(buf, "none");
+}
+
+static void CTFSay_Team_Sight(edict_t *who, char *buf)
+{
+ int i;
+ edict_t *targ;
+ int n = 0;
+ char s[1024];
+ char s2[1024];
+
+ *s = *s2 = 0;
+ for (i = 1; i <= maxclients->value; i++) {
+ targ = g_edicts + i;
+ if (!targ->inuse ||
+ targ == who ||
+ !loc_CanSee(targ, who))
+ continue;
+ if (*s2) {
+ if (strlen(s) + strlen(s2) + 3 < sizeof(s)) {
+ if (n)
+ strcat(s, ", ");
+ strcat(s, s2);
+ *s2 = 0;
+ }
+ n++;
+ }
+ strcpy(s2, targ->client->pers.netname);
+ }
+ if (*s2) {
+ if (strlen(s) + strlen(s2) + 6 < sizeof(s)) {
+ if (n)
+ strcat(s, " and ");
+ strcat(s, s2);
+ }
+ strcpy(buf, s);
+ } else
+ strcpy(buf, "no one");
+}
+
+void CTFSay_Team(edict_t *who, char *msg)
+{
+ char outmsg[1024];
+ char buf[1024];
+ int i;
+ char *p;
+ edict_t *cl_ent;
+
+ outmsg[0] = 0;
+
+ if (*msg == '\"') {
+ msg[strlen(msg) - 1] = 0;
+ msg++;
+ }
+
+ for (p = outmsg; *msg && (p - outmsg) < sizeof(outmsg) - 1; msg++) {
+ if (*msg == '%') {
+ switch (*++msg) {
+ case 'l' :
+ case 'L' :
+ CTFSay_Team_Location(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+ case 'a' :
+ case 'A' :
+ CTFSay_Team_Armor(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+ case 'h' :
+ case 'H' :
+ CTFSay_Team_Health(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+ case 't' :
+ case 'T' :
+ CTFSay_Team_Tech(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+ case 'w' :
+ case 'W' :
+ CTFSay_Team_Weapon(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+
+ case 'n' :
+ case 'N' :
+ CTFSay_Team_Sight(who, buf);
+ strcpy(p, buf);
+ p += strlen(buf);
+ break;
+
+ default :
+ *p++ = *msg;
+ }
+ } else
+ *p++ = *msg;
+ }
+ *p = 0;
+
+ for (i = 0; i < maxclients->value; i++) {
+ cl_ent = g_edicts + 1 + i;
+ if (!cl_ent->inuse)
+ continue;
+ if (cl_ent->client->resp.ctf_team == who->client->resp.ctf_team) {
+ if (!cl_ent->bot_info)
+ gi.cprintf(cl_ent, PRINT_CHAT, "(%s): %s\n",
+ who->client->pers.netname, outmsg);
+ }
+ }
+}
+
+/*-----------------------------------------------------------------------*/
+/*QUAKED misc_ctf_banner (1 .5 0) (-4 -64 0) (4 64 248) TEAM2
+The origin is the bottom of the banner.
+The banner is 248 tall.
+*/
+static void misc_ctf_banner_think (edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 16;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_ctf_banner (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ctf/banner/tris.md2");
+ if (ent->spawnflags & 1) // team2
+ ent->s.skinnum = 1;
+
+ ent->s.frame = rand() % 16;
+ gi.linkentity (ent);
+
+ ent->think = misc_ctf_banner_think;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED misc_ctf_small_banner (1 .5 0) (-4 -32 0) (4 32 124) TEAM2
+The origin is the bottom of the banner.
+The banner is 124 tall.
+*/
+void SP_misc_ctf_small_banner (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ctf/banner/small.md2");
+ if (ent->spawnflags & 1) // team2
+ ent->s.skinnum = 1;
+
+ ent->s.frame = rand() % 16;
+ gi.linkentity (ent);
+
+ ent->think = misc_ctf_banner_think;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+
+/*-----------------------------------------------------------------------*/
+
+void CTFJoinTeam(edict_t *ent, int desired_team)
+{
+ char *s;
+
+ PMenu_Close(ent);
+
+ ent->client->pers.team_no = (desired_team==CTF_TEAM1) ? 1 : 2;
+ if (ent->bot_pers) ent->bot_pers->team_no = ent->client->pers.team_no;
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->client->resp.ctf_team = desired_team;
+ ent->client->resp.ctf_state = CTF_STATE_START;
+ s = Info_ValueForKey (ent->client->pers.userinfo, "skin");
+ CTFAssignSkin(ent, s);
+
+ PutClientInServer (ent);
+ // add a teleportation effect
+ ent->s.event = EV_PLAYER_TELEPORT;
+ // hold in place briefly
+ ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ ent->client->ps.pmove.pm_time = 14;
+ gi.bprintf(PRINT_HIGH, "%s joined the %s team.\n",
+ ent->client->pers.netname, CTFTeamName(desired_team));
+
+ if (!ent->bot_info) gi.centerprintf( ent, CRBOT_INFO );
+}
+
+void CTFJoinTeam1(edict_t *ent, pmenu_t *)
+{
+ CTFJoinTeam(ent, CTF_TEAM1);
+}
+
+void CTFJoinTeam2(edict_t *ent, pmenu_t *)
+{
+ CTFJoinTeam(ent, CTF_TEAM2);
+}
+
+void CTFChaseCam(edict_t *ent, pmenu_t *)
+{
+ int i;
+ edict_t *e;
+
+ if (ent->client->chase_target) {
+ ent->client->chase_target = NULL;
+ PMenu_Close(ent);
+ return;
+ }
+
+ for (i = 1; i <= maxclients->value; i++) {
+ e = g_edicts + i;
+ if (e->inuse && e->solid != SOLID_NOT) {
+ ent->client->chase_target = e;
+ PMenu_Close(ent);
+ ent->client->update_chase = true;
+ break;
+ }
+ }
+}
+
+void CTFReturnToMain(edict_t *ent, pmenu_t *)
+{
+ PMenu_Close(ent);
+ CTFOpenJoinMenu(ent);
+}
+
+void CTFCredits(edict_t *ent, pmenu_t *);
+
+void DeathmatchScoreboard (edict_t *ent);
+
+void CTFShowScores(edict_t *ent, pmenu_t *)
+{
+ PMenu_Close(ent);
+
+ ent->client->showscores = true;
+ ent->client->showinventory = false;
+ DeathmatchScoreboard (ent);
+}
+
+pmenu_t creditsmenu[] = {
+ { "*Quake II", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL, NULL },
+ { NULL, PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*Programming", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*Level Design", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Christian Antkow", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Tim Willits", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Dave 'Zoid' Kirsch", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*Art", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Adrian Carmack Paul Steed", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Kevin Cloud", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*Sound", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Tom 'Bjorn' Klok", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*Original CTF Art Design", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Brian 'Whaleboy' Cozzens", PMENU_ALIGN_CENTER, NULL, NULL },
+ { NULL, PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Return to Main Menu", PMENU_ALIGN_LEFT, NULL, CTFReturnToMain }
+};
+
+
+pmenu_t joinmenu[] = {
+ { "*CRbot " CRBOT_VER " for Quake II", PMENU_ALIGN_CENTER, NULL, NULL },
+ { "*ThreeWave Capture the Flag", PMENU_ALIGN_CENTER, NULL, NULL },
+ { NULL, PMENU_ALIGN_CENTER, NULL, NULL },
+ { NULL, PMENU_ALIGN_CENTER, NULL, NULL },
+ { "Join Red Team", PMENU_ALIGN_LEFT, NULL, CTFJoinTeam1 },
+ { NULL, PMENU_ALIGN_LEFT, NULL, NULL },
+ { "Join Blue Team", PMENU_ALIGN_LEFT, NULL, CTFJoinTeam2 },
+ { NULL, PMENU_ALIGN_LEFT, NULL, NULL },
+ { "Chase Camera", PMENU_ALIGN_LEFT, NULL, CTFChaseCam },
+ { "Credits", PMENU_ALIGN_LEFT, NULL, CTFCredits },
+ { NULL, PMENU_ALIGN_LEFT, NULL, NULL },
+ { "Use [ and ] to move cursor", PMENU_ALIGN_LEFT, NULL, NULL },
+ { "ENTER to select", PMENU_ALIGN_LEFT, NULL, NULL },
+ { "ESC to Exit Menu", PMENU_ALIGN_LEFT, NULL, NULL },
+ { "(TAB to Return)", PMENU_ALIGN_LEFT, NULL, NULL },
+ { NULL, PMENU_ALIGN_LEFT, NULL, NULL },
+ { "v" CTF_STRING_VERSION, PMENU_ALIGN_RIGHT, NULL, NULL },
+};
+
+int CTFUpdateJoinMenu(edict_t *ent)
+{
+ static char levelname[32];
+ static char team1players[32];
+ static char team2players[32];
+ int num1, num2, i;
+
+ joinmenu[4].text = "Join Red Team";
+ joinmenu[4].SelectFunc = CTFJoinTeam1;
+ joinmenu[6].text = "Join Blue Team";
+ joinmenu[6].SelectFunc = CTFJoinTeam2;
+
+ if (ctf_forcejoin->string && *ctf_forcejoin->string) {
+ if (cistrcmp(ctf_forcejoin->string, "red") == 0) {
+ joinmenu[6].text = NULL;
+ joinmenu[6].SelectFunc = NULL;
+ } else if (cistrcmp(ctf_forcejoin->string, "blue") == 0) {
+ joinmenu[4].text = NULL;
+ joinmenu[4].SelectFunc = NULL;
+ }
+ }
+
+ if (ent->client->chase_target)
+ joinmenu[8].text = "Leave Chase Camera";
+ else
+ joinmenu[8].text = "Chase Camera";
+
+ levelname[0] = '*';
+ if (g_edicts[0].message)
+ strncpy(levelname+1, g_edicts[0].message, sizeof(levelname) - 2);
+ else
+ strncpy(levelname+1, level.mapname, sizeof(levelname) - 2);
+ levelname[sizeof(levelname) - 1] = 0;
+
+ num1 = num2 = 0;
+ for (i = 0; i < maxclients->value; i++) {
+ if (!g_edicts[i+1].inuse)
+ continue;
+ if (game.clients[i].resp.ctf_team == CTF_TEAM1)
+ num1++;
+ else if (game.clients[i].resp.ctf_team == CTF_TEAM2)
+ num2++;
+ }
+
+ sprintf(team1players, " (%d players)", num1);
+ sprintf(team2players, " (%d players)", num2);
+
+ joinmenu[2].text = levelname;
+ if (joinmenu[4].text)
+ joinmenu[5].text = team1players;
+ else
+ joinmenu[5].text = NULL;
+ if (joinmenu[6].text)
+ joinmenu[7].text = team2players;
+ else
+ joinmenu[7].text = NULL;
+
+ if (num1 > num2)
+ return CTF_TEAM1;
+ else if (num2 > num1)
+ return CTF_TEAM1;
+ return (rand() & 1) ? CTF_TEAM1 : CTF_TEAM2;
+}
+
+void CTFOpenJoinMenu(edict_t *ent)
+{
+ int team;
+
+ team = CTFUpdateJoinMenu(ent);
+ if (ent->client->chase_target)
+ team = 8;
+ else if (team == CTF_TEAM1)
+ team = 4;
+ else
+ team = 6;
+ PMenu_Open(ent, joinmenu, team, sizeof(joinmenu) / sizeof(pmenu_t));
+}
+
+void CTFCredits(edict_t *ent, pmenu_t *)
+{
+ PMenu_Close(ent);
+ PMenu_Open(ent, creditsmenu, -1, sizeof(creditsmenu) / sizeof(pmenu_t));
+}
+
+qboolean CTFStartClient(edict_t *ent)
+{
+ if (ent->client->resp.ctf_team != CTF_NOTEAM)
+ return false;
+
+ if (!((int)dmflags->value & DF_CTF_FORCEJOIN)) {
+ // start as 'observer'
+ ent->movetype = MOVETYPE_NOCLIP;
+ ent->solid = SOLID_NOT;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->client->resp.ctf_team = CTF_NOTEAM;
+ ent->client->ps.gunindex = 0;
+ gi.linkentity (ent);
+
+ CTFOpenJoinMenu(ent);
+ return true;
+ }
+ return false;
+}
+
+qboolean CTFCheckRules(void)
+{
+ if (capturelimit->value &&
+ (ctfgame.team1 >= capturelimit->value ||
+ ctfgame.team2 >= capturelimit->value)) {
+ gi.bprintf (PRINT_HIGH, "Capturelimit hit.\n");
+ return true;
+ }
+ return false;
+}
+
+/*--------------------------------------------------------------------------
+ * just here to help old map conversions
+ *--------------------------------------------------------------------------*/
+
+static void old_teleporter_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *dest;
+ int i;
+ vec3_t forward;
+
+ if (!other->client)
+ return;
+ dest = G_Find (NULL, FOFS(targetname), self->target);
+ if (!dest)
+ {
+ gi.dprintf ("Couldn't find destination\n");
+ return;
+ }
+
+//ZOID
+ CTFPlayerResetGrapple(other);
+//ZOID
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ gi.unlinkentity (other);
+
+ VectorCopy (dest->s.origin, other->s.origin);
+ VectorCopy (dest->s.origin, other->s.old_origin);
+ other->s.origin[2] += 15;
+
+ // clear the velocity and hold them in place briefly
+ VectorClear (other->velocity);
+ other->client->ps.pmove.pm_time = 160>>3; // hold time
+ other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+ self->enemy->s.event = EV_PLAYER_TELEPORT;
+ other->s.event = EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i=0 ; i<3 ; i++)
+ other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
+
+ other->s.angles[PITCH] = 0;
+ other->s.angles[YAW] = dest->s.angles[YAW];
+ other->s.angles[ROLL] = 0;
+ VectorCopy (dest->s.angles, other->client->ps.viewangles);
+ VectorCopy (dest->s.angles, other->client->v_angle);
+
+ // give a little forward velocity
+ AngleVectors (other->client->v_angle, forward, NULL, NULL);
+ VectorScale(forward, 200, other->velocity);
+
+ // kill anything at the destination
+ if (!KillBox (other))
+ {
+ }
+
+ gi.linkentity (other);
+}
+
+/*QUAKED trigger_teleport (0.5 0.5 0.5) ?
+Players touching this will be teleported
+*/
+void SP_trigger_teleport (edict_t *ent)
+{
+ edict_t *s;
+ int i;
+
+ if (!ent->target)
+ {
+ gi.dprintf ("teleporter without a target.\n");
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_TRIGGER;
+ ent->touch = old_teleporter_touch;
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+
+ // noise maker and splash effect dude
+ s = G_Spawn();
+ ent->enemy = s;
+ for (i = 0; i < 3; i++)
+ s->s.origin[i] = ent->mins[i] + (ent->maxs[i] - ent->mins[i])/2;
+ s->s.sound = gi.soundindex ("world/hum1.wav");
+ gi.linkentity(s);
+
+}
+
+/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-16 -16 -24) (16 16 32)
+Point trigger_teleports at these.
+*/
+void SP_info_teleport_destination (edict_t *ent)
+{
+ ent->s.origin[2] += 16;
+}
+
--- /dev/null
+++ b/crbot/g_func.c
@@ -1,0 +1,2037 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+=========================================================
+
+ PLATS
+
+ movement options:
+
+ linear
+ smooth start, hard stop
+ smooth start, smooth stop
+
+ start
+ end
+ acceleration
+ speed
+ deceleration
+ begin sound
+ end sound
+ target fired when reaching end
+ wait at end
+
+ object characteristics that use move segments
+ ---------------------------------------------
+ movetype_push, or movetype_stop
+ action when touched
+ action when blocked
+ action when used
+ disabled?
+ auto trigger spawning
+
+
+=========================================================
+*/
+
+#define PLAT_LOW_TRIGGER 1
+
+#define STATE_TOP 0
+#define STATE_BOTTOM 1
+#define STATE_UP 2
+#define STATE_DOWN 3
+
+#define DOOR_START_OPEN 1
+#define DOOR_REVERSE 2
+#define DOOR_CRUSHER 4
+#define DOOR_NOMONSTER 8
+#define DOOR_TOGGLE 32
+#define DOOR_X_AXIS 64
+#define DOOR_Y_AXIS 128
+
+
+//
+// Support routines for movement (changes in origin using velocity)
+//
+
+void Move_Done (edict_t *ent)
+{
+ VectorClear (ent->velocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void Move_Final (edict_t *ent)
+{
+ if (ent->moveinfo.remaining_distance == 0)
+ {
+ Move_Done (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
+
+ ent->think = Move_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void Move_Begin (edict_t *ent)
+{
+ float frames;
+
+ if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
+ {
+ Move_Final (ent);
+ return;
+ }
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
+ frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
+ ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
+ ent->nextthink = level.time + (frames * FRAMETIME);
+ ent->think = Move_Final;
+}
+
+void Think_AccelMove (edict_t *ent);
+
+void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
+{
+ VectorClear (ent->velocity);
+ VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
+ ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
+ ent->moveinfo.endfunc = func;
+
+ if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
+ {
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ Move_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Move_Begin;
+ }
+ }
+ else
+ {
+ // accelerative
+ ent->moveinfo.current_speed = 0;
+ ent->think = Think_AccelMove;
+ ent->nextthink = level.time + FRAMETIME;
+ }
+}
+
+
+//
+// Support routines for angular movement (changes in angle using avelocity)
+//
+
+void AngleMove_Done (edict_t *ent)
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void AngleMove_Final (edict_t *ent)
+{
+ vec3_t move;
+
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
+
+ if (VectorCompare (move, vec3_origin))
+ {
+ AngleMove_Done (ent);
+ return;
+ }
+
+ VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
+
+ ent->think = AngleMove_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void AngleMove_Begin (edict_t *ent)
+{
+ vec3_t destdelta;
+ float len;
+ float traveltime;
+ float frames;
+
+ // set destdelta to the vector needed to move
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
+
+ // calculate length of vector
+ len = VectorLength (destdelta);
+
+ // divide by speed to get time to reach dest
+ traveltime = len / ent->moveinfo.speed;
+
+ if (traveltime < FRAMETIME)
+ {
+ AngleMove_Final (ent);
+ return;
+ }
+
+ frames = floor(traveltime / FRAMETIME);
+
+ // scale the destdelta vector by the time spent traveling to get velocity
+ VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
+
+ // set nextthink to trigger a think when dest is reached
+ ent->nextthink = level.time + frames * FRAMETIME;
+ ent->think = AngleMove_Final;
+}
+
+void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc = func;
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ AngleMove_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = AngleMove_Begin;
+ }
+}
+
+
+/*
+==============
+Think_AccelMove
+
+The team has completed a frame of movement, so
+change the speed for the next frame
+==============
+*/
+#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
+
+void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
+{
+ float accel_dist;
+ float decel_dist;
+
+ moveinfo->move_speed = moveinfo->speed;
+
+ if (moveinfo->remaining_distance < moveinfo->accel)
+ {
+ moveinfo->current_speed = moveinfo->remaining_distance;
+ return;
+ }
+
+ accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
+ decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
+
+ if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
+ {
+ float f;
+
+ f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
+ moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
+ decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
+ }
+
+ moveinfo->decel_distance = decel_dist;
+};
+
+void plat_Accelerate (moveinfo_t *moveinfo)
+{
+ // are we decelerating?
+ if (moveinfo->remaining_distance <= moveinfo->decel_distance)
+ {
+ if (moveinfo->remaining_distance < moveinfo->decel_distance)
+ {
+ if (moveinfo->next_speed)
+ {
+ moveinfo->current_speed = moveinfo->next_speed;
+ moveinfo->next_speed = 0;
+ return;
+ }
+ if (moveinfo->current_speed > moveinfo->decel)
+ moveinfo->current_speed -= moveinfo->decel;
+ }
+ return;
+ }
+
+ // are we at full speed and need to start decelerating during this move?
+ if (moveinfo->current_speed == moveinfo->move_speed)
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
+ {
+ float p1_distance;
+ float p2_distance;
+ float distance;
+
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = moveinfo->move_speed;
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // are we accelerating?
+ if (moveinfo->current_speed < moveinfo->speed)
+ {
+ float old_speed;
+ float p1_distance;
+ float p1_speed;
+ float p2_distance;
+ float distance;
+
+ old_speed = moveinfo->current_speed;
+
+ // figure simple acceleration up to move_speed
+ moveinfo->current_speed += moveinfo->accel;
+ if (moveinfo->current_speed > moveinfo->speed)
+ moveinfo->current_speed = moveinfo->speed;
+
+ // are we accelerating throughout this entire move?
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
+ return;
+
+ // during this move we will accelrate from current_speed to move_speed
+ // and cross over the decel_distance; figure the average speed for the
+ // entire move
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // we are at constant velocity (move_speed)
+ return;
+};
+
+void Think_AccelMove (edict_t *ent)
+{
+ ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
+
+ if (ent->moveinfo.current_speed == 0) // starting or blocked
+ plat_CalcAcceleratedMove(&ent->moveinfo);
+
+ plat_Accelerate (&ent->moveinfo);
+
+ // will the entire move complete on next frame?
+ if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
+ {
+ Move_Final (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Think_AccelMove;
+}
+
+
+void plat_go_down (edict_t *ent);
+
+void plat_hit_top (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_TOP;
+
+ ent->think = plat_go_down;
+ ent->nextthink = level.time + 3;
+}
+
+void plat_hit_bottom (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_BOTTOM;
+}
+
+void plat_go_down (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_DOWN;
+ Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
+}
+
+void plat_go_up (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_UP;
+ Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
+}
+
+void plat_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->moveinfo.state == STATE_UP)
+ plat_go_down (self);
+ else if (self->moveinfo.state == STATE_DOWN)
+ plat_go_up (self);
+}
+
+
+void Use_Plat (edict_t *ent, edict_t *, edict_t *)
+{
+ if (ent->think)
+ return; // already down
+ plat_go_down (ent);
+}
+
+
+void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ ent = ent->enemy; // now point at the plat, not the trigger
+ if (ent->moveinfo.state == STATE_BOTTOM)
+ plat_go_up (ent);
+ else if (ent->moveinfo.state == STATE_TOP)
+ ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
+}
+
+void plat_spawn_inside_trigger (edict_t *ent)
+{
+ edict_t *trigger;
+ vec3_t tmin, tmax;
+
+//
+// middle trigger
+//
+ trigger = G_Spawn();
+ trigger->touch = Touch_Plat_Center;
+ trigger->movetype = MOVETYPE_NONE;
+ trigger->solid = SOLID_TRIGGER;
+ trigger->enemy = ent;
+
+ trigger->classname = "plat trigger";
+
+ tmin[0] = ent->mins[0] + 25;
+ tmin[1] = ent->mins[1] + 25;
+ tmin[2] = ent->mins[2];
+
+ tmax[0] = ent->maxs[0] - 25;
+ tmax[1] = ent->maxs[1] - 25;
+ tmax[2] = ent->maxs[2] + 8;
+
+ tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
+
+ if (ent->spawnflags & PLAT_LOW_TRIGGER)
+ tmax[2] = tmin[2] + 8;
+
+ if (tmax[0] - tmin[0] <= 0)
+ {
+ tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
+ tmax[0] = tmin[0] + 1;
+ }
+ if (tmax[1] - tmin[1] <= 0)
+ {
+ tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
+ tmax[1] = tmin[1] + 1;
+ }
+
+ VectorCopy (tmin, trigger->mins);
+ VectorCopy (tmax, trigger->maxs);
+
+ gi.linkentity (trigger);
+}
+
+
+/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
+speed default 150
+
+Plats are always drawn in the extended position, so they will light correctly.
+
+If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
+
+"speed" overrides default 200.
+"accel" overrides default 500
+"lip" overrides default 8 pixel lip
+
+If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
+
+Set "sounds" to one of the following:
+1) base fast
+2) chain slow
+*/
+void SP_func_plat (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+ ent->solid = SOLID_BSP;
+ ent->movetype = MOVETYPE_PUSH;
+
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = plat_blocked;
+
+ if (!ent->speed)
+ ent->speed = 20;
+ else
+ ent->speed *= 0.1;
+
+ if (!ent->accel)
+ ent->accel = 5;
+ else
+ ent->accel *= 0.1;
+
+ if (!ent->decel)
+ ent->decel = 5;
+ else
+ ent->decel *= 0.1;
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!st.lip)
+ st.lip = 8;
+
+ // pos1 is the top position, pos2 is the bottom
+ VectorCopy (ent->s.origin, ent->pos1);
+ VectorCopy (ent->s.origin, ent->pos2);
+ if (st.height)
+ ent->pos2[2] -= st.height;
+ else
+ ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
+
+ ent->use = Use_Plat;
+
+ plat_spawn_inside_trigger (ent); // the "start moving" trigger
+
+ if (ent->targetname)
+ {
+ ent->moveinfo.state = STATE_UP;
+ }
+ else
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ gi.linkentity (ent);
+ ent->moveinfo.state = STATE_BOTTOM;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
+}
+
+//====================================================================
+
+/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"speed" determines how fast it moves; default value is 100.
+"dmg" damage to inflict when blocked (2 default)
+
+REVERSE will cause the it to rotate in the opposite direction.
+STOP mean it will stop moving instead of pushing entities
+*/
+
+void rotating_blocked (edict_t *self, edict_t *other)
+{
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!VectorCompare (self->avelocity, vec3_origin))
+ {
+ self->s.sound = 0;
+ VectorClear (self->avelocity);
+ self->touch = NULL;
+ }
+ else
+ {
+ self->s.sound = self->moveinfo.sound_middle;
+ VectorScale (self->movedir, self->speed, self->avelocity);
+ if (self->spawnflags & 16)
+ self->touch = rotating_touch;
+ }
+}
+
+void SP_func_rotating (edict_t *ent)
+{
+ ent->solid = SOLID_BSP;
+ if (ent->spawnflags & 32)
+ ent->movetype = MOVETYPE_STOP;
+ else
+ ent->movetype = MOVETYPE_PUSH;
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & 4)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & 8)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & 2)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+// ent->moveinfo.sound_middle = "doors/hydro1.wav";
+
+ ent->use = rotating_use;
+ if (ent->dmg)
+ ent->blocked = rotating_blocked;
+
+ if (ent->spawnflags & 1)
+ ent->use (ent, NULL, NULL);
+
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 128)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+BUTTONS
+
+======================================================================
+*/
+
+/*QUAKED func_button (0 .5 .8) ?
+When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
+
+"angle" determines the opening direction
+"target" all entities with a matching targetname will be used
+"speed" override the default 40 speed
+"wait" override the default 1 second wait (-1 = never return)
+"lip" override the default 4 pixel lip remaining at end of move
+"health" if set, the button must be killed instead of touched
+"sounds"
+1) silent
+2) steam metal
+3) wooden clunk
+4) metallic click
+5) in-out
+*/
+
+void button_done (edict_t *self)
+{
+ self->moveinfo.state = STATE_BOTTOM;
+ self->s.effects &= ~EF_ANIM23;
+ self->s.effects |= EF_ANIM01;
+}
+
+void button_return (edict_t *self)
+{
+ self->moveinfo.state = STATE_DOWN;
+
+ Move_Calc (self, self->moveinfo.start_origin, button_done);
+
+ self->s.frame = 0;
+
+ if (self->health)
+ self->takedamage = DAMAGE_YES;
+}
+
+void button_wait (edict_t *self)
+{
+ self->moveinfo.state = STATE_TOP;
+ self->s.effects &= ~EF_ANIM01;
+ self->s.effects |= EF_ANIM23;
+
+ G_UseTargets (self, self->activator);
+ self->s.frame = 1;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = button_return;
+ }
+}
+
+void button_fire (edict_t *self)
+{
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ return;
+
+ self->moveinfo.state = STATE_UP;
+ if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ Move_Calc (self, self->moveinfo.end_origin, button_wait);
+}
+
+void button_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ button_fire (self);
+}
+
+void button_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ self->activator = other;
+ button_fire (self);
+}
+
+void button_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->activator = attacker;
+ self->health = self->max_health;
+ self->takedamage = DAMAGE_NO;
+ button_fire (self);
+}
+
+void SP_func_button (edict_t *ent)
+{
+ vec3_t abs_movedir;
+ float dist;
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_STOP;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ if (ent->sounds != 1)
+ ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
+
+ if (!ent->speed)
+ ent->speed = 40;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 4;
+
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
+
+ ent->use = button_use;
+ ent->s.effects |= EF_ANIM01;
+
+ if (ent->health)
+ {
+ ent->max_health = ent->health;
+ ent->die = button_killed;
+ ent->takedamage = DAMAGE_YES;
+ }
+ else if (! ent->targetname)
+ ent->touch = button_touch;
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+DOORS
+
+ spawn a trigger surrounding the entire team unless it is
+ allready targeted by another
+
+======================================================================
+*/
+
+/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
+TOGGLE wait in both the start and end states for a trigger event.
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"lip" lip remaining at end of move (8 default)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void door_use_areaportals (edict_t *self, qboolean open)
+{
+ edict_t *t = NULL;
+
+ if (!self->target)
+ return;
+
+ while ((t = G_Find (t, FOFS(targetname), self->target)))
+ {
+ if (cistrcmp(t->classname, "func_areaportal") == 0)
+ {
+ gi.SetAreaPortalState (t->style, open);
+ }
+ }
+}
+
+void door_go_down (edict_t *self);
+
+void door_hit_top (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_TOP;
+ if (self->spawnflags & DOOR_TOGGLE)
+ return;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->think = door_go_down;
+ self->nextthink = level.time + self->moveinfo.wait;
+ }
+}
+
+void door_hit_bottom (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_BOTTOM;
+ door_use_areaportals (self, false);
+}
+
+void door_go_down (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ if (self->max_health)
+ {
+ self->takedamage = DAMAGE_YES;
+ self->health = self->max_health;
+ }
+
+ self->moveinfo.state = STATE_DOWN;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_bottom);
+}
+
+void door_go_up (edict_t *self, edict_t *activator)
+{
+ if (self->moveinfo.state == STATE_UP)
+ return; // already going up
+
+ if (self->moveinfo.state == STATE_TOP)
+ { // reset top wait time
+ if (self->moveinfo.wait >= 0)
+ self->nextthink = level.time + self->moveinfo.wait;
+ return;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ self->moveinfo.state = STATE_UP;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_top);
+
+ G_UseTargets (self, activator);
+ door_use_areaportals (self, true);
+}
+
+void door_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *ent;
+
+ if (self->flags & FL_TEAMSLAVE)
+ return;
+
+ if (self->spawnflags & DOOR_TOGGLE)
+ {
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ {
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_down (ent);
+ }
+ return;
+ }
+ }
+
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_up (ent, activator);
+ }
+};
+
+void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->health <= 0)
+ return;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client))
+ return;
+
+ if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 1.0;
+
+ door_use (self->owner, other, other);
+}
+
+void Think_CalcMoveSpeed (edict_t *self)
+{
+ edict_t *ent;
+ float min;
+ float time;
+ float newspeed;
+ float ratio;
+ float dist;
+
+ if (self->flags & FL_TEAMSLAVE)
+ return; // only the team master does this
+
+ // find the smallest distance any member of the team will be moving
+ min = fabs(self->moveinfo.distance);
+ for (ent = self->teamchain; ent; ent = ent->teamchain)
+ {
+ dist = fabs(ent->moveinfo.distance);
+ if (dist < min)
+ min = dist;
+ }
+
+ time = min / self->moveinfo.speed;
+
+ // adjust speeds so they will all complete at the same time
+ for (ent = self; ent; ent = ent->teamchain)
+ {
+ newspeed = fabs(ent->moveinfo.distance) / time;
+ ratio = newspeed / ent->moveinfo.speed;
+ if (ent->moveinfo.accel == ent->moveinfo.speed)
+ ent->moveinfo.accel = newspeed;
+ else
+ ent->moveinfo.accel *= ratio;
+ if (ent->moveinfo.decel == ent->moveinfo.speed)
+ ent->moveinfo.decel = newspeed;
+ else
+ ent->moveinfo.decel *= ratio;
+ ent->moveinfo.speed = newspeed;
+ }
+}
+
+void Think_SpawnDoorTrigger (edict_t *ent)
+{
+ edict_t *other;
+ vec3_t mins, maxs;
+
+ if (ent->flags & FL_TEAMSLAVE)
+ return; // only the team leader spawns a trigger
+
+ VectorCopy (ent->absmin, mins);
+ VectorCopy (ent->absmax, maxs);
+
+ for (other = ent->teamchain ; other ; other=other->teamchain)
+ {
+ AddPointToBounds (other->absmin, mins, maxs);
+ AddPointToBounds (other->absmax, mins, maxs);
+ }
+
+ // expand
+ mins[0] -= 60;
+ mins[1] -= 60;
+ maxs[0] += 60;
+ maxs[1] += 60;
+
+ other = G_Spawn ();
+ VectorCopy (mins, other->mins);
+ VectorCopy (maxs, other->maxs);
+ other->owner = ent;
+ other->solid = SOLID_TRIGGER;
+ other->movetype = MOVETYPE_NONE;
+ other->touch = Touch_DoorTrigger;
+
+ other->classname = "door trigger";
+
+ gi.linkentity (other);
+
+ if (ent->spawnflags & DOOR_START_OPEN)
+ door_use_areaportals (ent, true);
+
+ Think_CalcMoveSpeed (ent);
+}
+
+void door_blocked (edict_t *self, edict_t *other)
+{
+ edict_t *ent;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->spawnflags & DOOR_CRUSHER)
+ return;
+
+
+// if a door has a negative wait, it would never come back if blocked,
+// so let it just squash the object to death real fast
+ if (self->moveinfo.wait >= 0)
+ {
+ if (self->moveinfo.state == STATE_DOWN)
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_up (ent, ent->activator);
+ }
+ else
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_down (ent);
+ }
+ }
+}
+
+void door_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ edict_t *ent;
+
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ {
+ ent->health = ent->max_health;
+ ent->takedamage = DAMAGE_NO;
+ }
+ door_use (self->teammaster, attacker, attacker);
+}
+
+void door_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+
+ if (!other->bot_info) gi.centerprintf (other, "%s", self->message);
+ gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+}
+
+void SP_func_door (edict_t *ent)
+{
+ vec3_t abs_movedir;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (deathmatch->value)
+ ent->speed *= 2;
+
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 8;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ // calculate second position
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.origin, ent->pos1);
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+}
+
+
+/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
+TOGGLE causes the door to wait in both the start and end states for a trigger event.
+
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"distance" is how many degrees the door will be rotated.
+"speed" determines how fast the door moves; default value is 100.
+
+REVERSE will cause the door to rotate in the opposite direction.
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void SP_func_door_rotating (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & DOOR_X_AXIS)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & DOOR_Y_AXIS)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & DOOR_REVERSE)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!st.distance)
+ {
+ gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
+ st.distance = 90;
+ }
+
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
+ ent->moveinfo.distance = st.distance;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.angles);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorNegate (ent->movedir, ent->movedir);
+ }
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+
+ if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
+ VectorCopy (ent->pos1, ent->moveinfo.start_angles);
+ VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
+ VectorCopy (ent->pos2, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+}
+
+
+/*QUAKED func_water (0 .5 .8) ? START_OPEN
+func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
+
+START_OPEN causes the water to move to its destination when spawned and operate in reverse.
+
+"angle" determines the opening direction (up or down only)
+"speed" movement speed (25 default)
+"wait" wait before returning (-1 default, -1 = TOGGLE)
+"lip" lip remaining at end of move (0 default)
+"sounds" (yes, these need to be changed)
+0) no sound
+1) water
+2) lava
+*/
+
+void SP_func_water (edict_t *self)
+{
+ vec3_t abs_movedir;
+
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movetype = MOVETYPE_PUSH;
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ switch (self->sounds)
+ {
+ default:
+ break;
+
+ case 1: // water
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+
+ case 2: // lava
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+ }
+
+ // calculate second position
+ VectorCopy (self->s.origin, self->pos1);
+ abs_movedir[0] = fabs(self->movedir[0]);
+ abs_movedir[1] = fabs(self->movedir[1]);
+ abs_movedir[2] = fabs(self->movedir[2]);
+ self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
+ VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
+
+ // if it starts open, switch the positions
+ if (self->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (self->pos2, self->s.origin);
+ VectorCopy (self->pos1, self->pos2);
+ VectorCopy (self->s.origin, self->pos1);
+ }
+
+ VectorCopy (self->pos1, self->moveinfo.start_origin);
+ VectorCopy (self->s.angles, self->moveinfo.start_angles);
+ VectorCopy (self->pos2, self->moveinfo.end_origin);
+ VectorCopy (self->s.angles, self->moveinfo.end_angles);
+
+ self->moveinfo.state = STATE_BOTTOM;
+
+ if (!self->speed)
+ self->speed = 25;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
+
+ if (!self->wait)
+ self->wait = -1;
+ self->moveinfo.wait = self->wait;
+
+ self->use = door_use;
+
+ if (self->wait == -1)
+ self->spawnflags |= DOOR_TOGGLE;
+
+ self->classname = "func_door";
+
+ gi.linkentity (self);
+}
+
+
+#define TRAIN_START_ON 1
+#define TRAIN_TOGGLE 2
+#define TRAIN_BLOCK_STOPS 4
+
+/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
+Trains are moving platforms that players can ride.
+The targets origin specifies the min point of the train at each corner.
+The train spawns at the first target it is pointing at.
+If the train is the target of a button or trigger, it will not begin moving until activated.
+speed default 100
+dmg default 2
+noise looping sound to play when the train is in motion
+
+*/
+void train_next (edict_t *self);
+
+void train_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+
+ if (!self->dmg)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void train_wait (edict_t *self)
+{
+ if (self->target_ent->pathtarget)
+ {
+ char *savetarget;
+ edict_t *ent;
+
+ ent = self->target_ent;
+ savetarget = ent->target;
+ ent->target = ent->pathtarget;
+ G_UseTargets (ent, self->activator);
+ ent->target = savetarget;
+
+ // make sure we didn't get killed by a killtarget
+ if (!self->inuse)
+ return;
+ }
+
+ if (self->moveinfo.wait)
+ {
+ if (self->moveinfo.wait > 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = train_next;
+ }
+ else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
+ {
+ train_next (self);
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ }
+ else
+ {
+ train_next (self);
+ }
+
+}
+
+void train_next (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+ qboolean first;
+
+ first = true;
+again:
+ if (!self->target)
+ {
+// gi.dprintf ("train_next: no next target\n");
+ return;
+ }
+
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_next: bad target %s\n", self->target);
+ return;
+ }
+
+ self->target = ent->target;
+
+ // check for a teleport path_corner
+ if (ent->spawnflags & 1)
+ {
+ if (!first)
+ {
+ gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
+ return;
+ }
+ first = false;
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ VectorCopy (self->s.origin, self->s.old_origin);
+ gi.linkentity (self);
+ goto again;
+ }
+
+ self->moveinfo.wait = ent->wait;
+ self->target_ent = ent;
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+}
+
+void train_resume (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+
+ ent = self->target_ent;
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+}
+
+void func_train_find (edict_t *self)
+{
+ edict_t *ent;
+
+ if (!self->target)
+ {
+ gi.dprintf ("train_find: no target\n");
+ return;
+ }
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_find: target %s not found\n", self->target);
+ return;
+ }
+ self->target = ent->target;
+
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ gi.linkentity (self);
+
+ // if not triggered, start immediately
+ if (!self->targetname)
+ self->spawnflags |= TRAIN_START_ON;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ self->think = train_next;
+ self->activator = self;
+ }
+}
+
+void train_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ if (!(self->spawnflags & TRAIN_TOGGLE))
+ return;
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+ else
+ {
+ if (self->target_ent)
+ train_resume(self);
+ else
+ train_next(self);
+ }
+}
+
+void SP_func_train (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+
+ VectorClear (self->s.angles);
+ self->blocked = train_blocked;
+ if (self->spawnflags & TRAIN_BLOCK_STOPS)
+ self->dmg = 0;
+ else
+ {
+ if (!self->dmg)
+ self->dmg = 100;
+ }
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ if (st.noise)
+ self->moveinfo.sound_middle = gi.soundindex (st.noise);
+
+ if (!self->speed)
+ self->speed = 100;
+
+ self->moveinfo.speed = self->speed;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
+
+ self->use = train_use;
+
+ gi.linkentity (self);
+
+ if (self->target)
+ {
+ // start trains on the second frame, to make sure their targets have had
+ // a chance to spawn
+ self->nextthink = level.time + FRAMETIME;
+ self->think = func_train_find;
+ }
+ else
+ {
+ gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
+ }
+}
+
+
+/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
+*/
+void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *)
+{
+ edict_t *target;
+
+ if (self->movetarget->nextthink)
+ {
+// gi.dprintf("elevator busy\n");
+ return;
+ }
+
+ if (!other->pathtarget)
+ {
+ gi.dprintf("elevator used with no pathtarget\n");
+ return;
+ }
+
+ target = G_PickTarget (other->pathtarget);
+ if (!target)
+ {
+ gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
+ return;
+ }
+
+ self->movetarget->target_ent = target;
+ train_resume (self->movetarget);
+}
+
+void trigger_elevator_init (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("trigger_elevator has no target\n");
+ return;
+ }
+ self->movetarget = G_PickTarget (self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
+ return;
+ }
+ if (strcmp(self->movetarget->classname, "func_train") != 0)
+ {
+ gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
+ return;
+ }
+
+ self->use = trigger_elevator_use;
+ self->svflags = SVF_NOCLIENT;
+
+}
+
+void SP_trigger_elevator (edict_t *self)
+{
+ self->think = trigger_elevator_init;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
+"wait" base time between triggering all targets, default is 1
+"random" wait variance, default is 0
+
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+
+"delay" delay before first firing when turned on, default is 0
+
+"pausetime" additional delay used only the very first time
+ and only if spawned with START_ON
+
+These can used but not touched.
+*/
+void func_timer_think (edict_t *self)
+{
+ G_UseTargets (self, self->activator);
+ self->nextthink = level.time + self->wait + crandom() * self->random;
+}
+
+void func_timer_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ // if on, turn it off
+ if (self->nextthink)
+ {
+ self->nextthink = 0;
+ return;
+ }
+
+ // turn it on
+ if (self->delay)
+ self->nextthink = level.time + self->delay;
+ else
+ func_timer_think (self);
+}
+
+void SP_func_timer (edict_t *self)
+{
+ if (!self->wait)
+ self->wait = 1.0;
+
+ self->use = func_timer_use;
+ self->think = func_timer_think;
+
+ if (self->random >= self->wait)
+ {
+ self->random = self->wait - FRAMETIME;
+ gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
+ }
+
+ if (self->spawnflags & 1)
+ {
+ self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
+ self->activator = self;
+ }
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
+Conveyors are stationary brushes that move what's on them.
+The brush should be have a surface with at least one current content enabled.
+speed default 100
+*/
+
+void func_conveyor_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & 1)
+ {
+ self->speed = 0;
+ self->spawnflags &= ~1;
+ }
+ else
+ {
+ self->speed = self->count;
+ self->spawnflags |= 1;
+ }
+
+ if (!(self->spawnflags & 2))
+ self->count = 0;
+}
+
+void SP_func_conveyor (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 100;
+
+ if (!(self->spawnflags & 1))
+ {
+ self->count = self->speed;
+ self->speed = 0;
+ }
+
+ self->use = func_conveyor_use;
+
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
+A secret door. Slide back and then to the side.
+
+open_once doors never closes
+1st_left 1st move is left of arrow
+1st_down 1st move is down from arrow
+always_shoot door is shootebale even if targeted
+
+"angle" determines the direction
+"dmg" damage to inflic when blocked (default 2)
+"wait" how long to hold in the open position (default 5, -1 means hold)
+*/
+
+#define SECRET_ALWAYS_SHOOT 1
+#define SECRET_1ST_LEFT 2
+#define SECRET_1ST_DOWN 4
+
+void door_secret_move1 (edict_t *self);
+void door_secret_move2 (edict_t *self);
+void door_secret_move3 (edict_t *self);
+void door_secret_move4 (edict_t *self);
+void door_secret_move5 (edict_t *self);
+void door_secret_move6 (edict_t *self);
+void door_secret_done (edict_t *self);
+
+void door_secret_use (edict_t *self, edict_t *, edict_t *)
+{
+ // make sure we're not already moving
+ if (!VectorCompare(self->s.origin, vec3_origin))
+ return;
+
+ Move_Calc (self, self->pos1, door_secret_move1);
+ door_use_areaportals (self, true);
+}
+
+void door_secret_move1 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move2;
+}
+
+void door_secret_move2 (edict_t *self)
+{
+ Move_Calc (self, self->pos2, door_secret_move3);
+}
+
+void door_secret_move3 (edict_t *self)
+{
+ if (self->wait == -1)
+ return;
+ self->nextthink = level.time + self->wait;
+ self->think = door_secret_move4;
+}
+
+void door_secret_move4 (edict_t *self)
+{
+ Move_Calc (self, self->pos1, door_secret_move5);
+}
+
+void door_secret_move5 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move6;
+}
+
+void door_secret_move6 (edict_t *self)
+{
+ Move_Calc (self, vec3_origin, door_secret_done);
+}
+
+void door_secret_done (edict_t *self)
+{
+ if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ self->health = 0;
+ self->takedamage = DAMAGE_YES;
+ }
+ door_use_areaportals (self, false);
+}
+
+void door_secret_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void door_secret_die (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ door_secret_use (self, attacker, attacker);
+}
+
+void SP_func_door_secret (edict_t *ent)
+{
+ vec3_t forward, right, up;
+ float side;
+ float width;
+ float length;
+
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_secret_blocked;
+ ent->use = door_secret_use;
+
+ if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ ent->health = 0;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_secret_die;
+ }
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!ent->wait)
+ ent->wait = 5;
+
+ ent->moveinfo.accel =
+ ent->moveinfo.decel =
+ ent->moveinfo.speed = 50;
+
+ // calculate positions
+ AngleVectors (ent->s.angles, forward, right, up);
+ VectorClear (ent->s.angles);
+ side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ width = fabs(DotProduct(up, ent->size));
+ else
+ width = fabs(DotProduct(right, ent->size));
+ length = fabs(DotProduct(forward, ent->size));
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
+ else
+ VectorMA (ent->s.origin, side * width, right, ent->pos1);
+ VectorMA (ent->pos1, length, forward, ent->pos2);
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->classname = "func_door";
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED func_killbox (1 0 0) ?
+Kills everything inside when fired, irrespective of protection.
+*/
+void use_killbox (edict_t *self, edict_t *, edict_t *)
+{
+ KillBox (self);
+}
+
+void SP_func_killbox (edict_t *ent)
+{
+ gi.setmodel (ent, ent->model);
+ ent->use = use_killbox;
+ ent->svflags = SVF_NOCLIENT;
+}
+
--- /dev/null
+++ b/crbot/g_items.c
@@ -1,0 +1,2422 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other);
+void Use_Weapon (edict_t *ent, gitem_t *inv);
+void Drop_Weapon (edict_t *ent, gitem_t *inv);
+
+void Weapon_Blaster (edict_t *ent);
+void Weapon_Shotgun (edict_t *ent);
+void Weapon_SuperShotgun (edict_t *ent);
+void Weapon_Machinegun (edict_t *ent);
+void Weapon_Chaingun (edict_t *ent);
+void Weapon_HyperBlaster (edict_t *ent);
+void Weapon_RocketLauncher (edict_t *ent);
+void Weapon_Grenade (edict_t *ent);
+void Weapon_GrenadeLauncher (edict_t *ent);
+void Weapon_Railgun (edict_t *ent);
+void Weapon_BFG (edict_t *ent);
+
+gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET};
+gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT};
+gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY};
+
+static int jacket_armor_index;
+static int combat_armor_index;
+static int body_armor_index;
+static int power_screen_index;
+static int power_shield_index;
+
+#define HEALTH_IGNORE_MAX 1
+#define HEALTH_TIMED 2
+
+void Use_Quad (edict_t *ent, gitem_t *item);
+static int quad_drop_timeout_hack;
+
+//======================================================================
+
+/*
+===============
+GetItemByIndex
+===============
+*/
+gitem_t *GetItemByIndex (int index)
+{
+ if (index == 0 || index >= game.num_items)
+ return NULL;
+
+ return &itemlist[index];
+}
+
+
+/*
+===============
+FindItemByClassname
+
+===============
+*/
+gitem_t *FindItemByClassname (char *classname)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->classname)
+ continue;
+ if (!cistrcmp(it->classname, classname))
+ return it;
+ }
+
+ return NULL;
+}
+
+/*
+===============
+FindItem
+
+===============
+*/
+gitem_t *FindItem (char *pickup_name)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->pickup_name)
+ continue;
+ if (!cistrcmp(it->pickup_name, pickup_name))
+ return it;
+ }
+
+ return NULL;
+}
+
+//======================================================================
+
+void DoRespawn (edict_t *ent)
+{
+ if (ent->team)
+ {
+ edict_t *master;
+ int count;
+ int choice;
+
+ master = ent->teammaster;
+
+//ZOID
+//in ctf, when we are weapons stay, only the master of a team of weapons
+//is spawned
+ if (ctf->value &&
+ ((int)dmflags->value & DF_WEAPONS_STAY) &&
+ master->item && (master->item->flags & IT_WEAPON))
+ ent = master;
+ else {
+//ZOID
+
+ for (count = 0, ent = master; ent; ent = ent->chain, count++)
+ ;
+
+ choice = rand() % count;
+
+ for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
+ ;
+ }
+ }
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->solid = SOLID_TRIGGER;
+ gi.linkentity (ent);
+
+ // send an effect
+ ent->s.event = EV_ITEM_RESPAWN;
+}
+
+void SetRespawn (edict_t *ent, float delay)
+{
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->nextthink = level.time + delay;
+ ent->think = DoRespawn;
+ gi.linkentity (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Powerup (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+ if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
+ return false;
+
+ if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
+ {
+ if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
+ quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
+ ent->item->use (other, ent->item);
+ }
+ }
+
+ return true;
+}
+
+void Drop_General (edict_t *ent, gitem_t *item)
+{
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other)
+{
+ if (!deathmatch->value)
+ other->max_health += 1;
+
+ if (other->health < other->max_health)
+ other->health = other->max_health;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_AncientHead (edict_t *ent, edict_t *other)
+{
+ other->max_health += 2;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Bandolier (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 250)
+ other->client->pers.max_bullets = 250;
+ if (other->client->pers.max_shells < 150)
+ other->client->pers.max_shells = 150;
+ if (other->client->pers.max_cells < 250)
+ other->client->pers.max_cells = 250;
+ if (other->client->pers.max_slugs < 75)
+ other->client->pers.max_slugs = 75;
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Pack (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 300)
+ other->client->pers.max_bullets = 300;
+ if (other->client->pers.max_shells < 200)
+ other->client->pers.max_shells = 200;
+ if (other->client->pers.max_rockets < 100)
+ other->client->pers.max_rockets = 100;
+ if (other->client->pers.max_grenades < 100)
+ other->client->pers.max_grenades = 100;
+ if (other->client->pers.max_cells < 300)
+ other->client->pers.max_cells = 300;
+ if (other->client->pers.max_slugs < 100)
+ other->client->pers.max_slugs = 100;
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ item = FindItem("Cells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_cells)
+ other->client->pers.inventory[index] = other->client->pers.max_cells;
+ }
+
+ item = FindItem("Grenades");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
+ other->client->pers.inventory[index] = other->client->pers.max_grenades;
+ }
+
+ item = FindItem("Rockets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
+ other->client->pers.inventory[index] = other->client->pers.max_rockets;
+ }
+
+ item = FindItem("Slugs");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
+ other->client->pers.inventory[index] = other->client->pers.max_slugs;
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+//======================================================================
+
+void Use_Quad (edict_t *ent, gitem_t *item)
+{
+ int timeout;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (quad_drop_timeout_hack)
+ {
+ timeout = quad_drop_timeout_hack;
+ quad_drop_timeout_hack = 0;
+ }
+ else
+ {
+ timeout = 300;
+ }
+
+ if (ent->client->quad_framenum > level.framenum)
+ ent->client->quad_framenum += timeout;
+ else
+ ent->client->quad_framenum = level.framenum + timeout;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Breather (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->breather_framenum > level.framenum)
+ ent->client->breather_framenum += 300;
+ else
+ ent->client->breather_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Envirosuit (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->enviro_framenum > level.framenum)
+ ent->client->enviro_framenum += 300;
+ else
+ ent->client->enviro_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Invulnerability (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->invincible_framenum > level.framenum)
+ ent->client->invincible_framenum += 300;
+ else
+ ent->client->invincible_framenum = level.framenum + 300;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Silencer (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+ ent->client->silencer_shots += 30;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+qboolean Pickup_Key (edict_t *ent, edict_t *other)
+{
+ if (coop->value)
+ {
+ if (strcmp(ent->classname, "key_power_cube") == 0)
+ {
+ if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8))
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8);
+ }
+ else
+ {
+ if (other->client->pers.inventory[ITEM_INDEX(ent->item)])
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1;
+ }
+ return true;
+ }
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ return true;
+}
+
+//======================================================================
+
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count)
+{
+ int index;
+ int max;
+
+ if (!ent->client)
+ return false;
+
+ if (item->tag == AMMO_BULLETS)
+ max = ent->client->pers.max_bullets;
+ else if (item->tag == AMMO_SHELLS)
+ max = ent->client->pers.max_shells;
+ else if (item->tag == AMMO_ROCKETS)
+ max = ent->client->pers.max_rockets;
+ else if (item->tag == AMMO_GRENADES)
+ max = ent->client->pers.max_grenades;
+ else if (item->tag == AMMO_CELLS)
+ max = ent->client->pers.max_cells;
+ else if (item->tag == AMMO_SLUGS)
+ max = ent->client->pers.max_slugs;
+ else
+ return false;
+
+ index = ITEM_INDEX(item);
+
+ if (ent->client->pers.inventory[index] == max)
+ return false;
+
+ ent->client->pers.inventory[index] += count;
+
+ if (ent->client->pers.inventory[index] > max)
+ ent->client->pers.inventory[index] = max;
+
+ return true;
+}
+
+qboolean Pickup_Ammo (edict_t *ent, edict_t *other)
+{
+ int oldcount;
+ int count;
+ qboolean weapon;
+
+ weapon = (ent->item->flags & IT_WEAPON);
+ if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ count = 1000;
+ else if (ent->count)
+ count = ent->count;
+ else
+ count = ent->item->quantity;
+
+ oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ if (!Add_Ammo (other, ent->item, count))
+ return false;
+
+ if (weapon && !oldcount)
+ {
+ if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ other->client->newweapon = ent->item;
+ }
+
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ return true;
+}
+
+void Drop_Ammo (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ int index;
+
+ index = ITEM_INDEX(item);
+ dropped = Drop_Item (ent, item);
+ if (ent->client->pers.inventory[index] >= item->quantity)
+ dropped->count = item->quantity;
+ else
+ dropped->count = ent->client->pers.inventory[index];
+ ent->client->pers.inventory[index] -= dropped->count;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+void MegaHealth_think (edict_t *self)
+{
+ if (self->owner->health > self->owner->max_health
+//ZOID
+ && !CTFHasRegeneration(self->owner)
+//ZOID
+ )
+ {
+ self->nextthink = level.time + 1;
+ self->owner->health -= 1;
+ return;
+ }
+
+ if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (self, 20);
+ else
+ G_FreeEdict (self);
+}
+
+qboolean Pickup_Health (edict_t *ent, edict_t *other)
+{
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ if (other->health >= other->max_health)
+ return false;
+
+//ZOID
+ if (other->health >= 250 && ent->count > 25)
+ return false;
+//ZOID
+
+ other->health += ent->count;
+
+//ZOID
+ if (other->health > 250 && ent->count > 25)
+ other->health = 250;
+//ZOID
+
+ if (ent->count == 2)
+ ent->item->pickup_sound = "items/s_health.wav";
+ else if (ent->count == 10)
+ ent->item->pickup_sound = "items/n_health.wav";
+ else if (ent->count == 25)
+ ent->item->pickup_sound = "items/l_health.wav";
+ else // (ent->count == 100)
+ ent->item->pickup_sound = "items/m_health.wav";
+
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ {
+ if (other->health > other->max_health)
+ other->health = other->max_health;
+ }
+
+//ZOID
+ if ((ent->style & HEALTH_TIMED)
+ && !CTFHasRegeneration(other)
+//ZOID
+ )
+ {
+ ent->think = MegaHealth_think;
+ ent->nextthink = level.time + 5;
+ ent->owner = other;
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ }
+ else
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ }
+
+ return true;
+}
+
+//======================================================================
+
+int ArmorIndex (edict_t *ent)
+{
+ if (!ent->client)
+ return 0;
+
+ if (ent->client->pers.inventory[jacket_armor_index] > 0)
+ return jacket_armor_index;
+
+ if (ent->client->pers.inventory[combat_armor_index] > 0)
+ return combat_armor_index;
+
+ if (ent->client->pers.inventory[body_armor_index] > 0)
+ return body_armor_index;
+
+ return 0;
+}
+
+qboolean Pickup_Armor (edict_t *ent, edict_t *other)
+{
+ int old_armor_index;
+ gitem_armor_t *oldinfo;
+ gitem_armor_t *newinfo;
+ int newcount;
+ float salvage;
+ int salvagecount;
+
+ // get info on new armor
+ newinfo = (gitem_armor_t *)ent->item->info;
+
+ old_armor_index = ArmorIndex (other);
+
+ // handle armor shards specially
+ if (ent->item->tag == ARMOR_SHARD)
+ {
+ if (!old_armor_index)
+ other->client->pers.inventory[jacket_armor_index] = 2;
+ else
+ other->client->pers.inventory[old_armor_index] += 2;
+ }
+
+ // if player has no armor, just use it
+ else if (!old_armor_index)
+ {
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
+ }
+
+ // use the better armor
+ else
+ {
+ // get info on old armor
+ if (old_armor_index == jacket_armor_index)
+ oldinfo = &jacketarmor_info;
+ else if (old_armor_index == combat_armor_index)
+ oldinfo = &combatarmor_info;
+ else // (old_armor_index == body_armor_index)
+ oldinfo = &bodyarmor_info;
+
+ if (newinfo->normal_protection > oldinfo->normal_protection)
+ {
+ // calc new armor values
+ salvage = oldinfo->normal_protection / newinfo->normal_protection;
+ salvagecount = salvage * other->client->pers.inventory[old_armor_index];
+ newcount = newinfo->base_count + salvagecount;
+ if (newcount > newinfo->max_count)
+ newcount = newinfo->max_count;
+
+ // zero count of old armor so it goes away
+ other->client->pers.inventory[old_armor_index] = 0;
+
+ // change armor to new item with computed value
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
+ }
+ else
+ {
+ // calc new armor values
+ salvage = newinfo->normal_protection / oldinfo->normal_protection;
+ salvagecount = salvage * newinfo->base_count;
+ newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
+ if (newcount > oldinfo->max_count)
+ newcount = oldinfo->max_count;
+
+ // if we're already maxed out then we don't need the new armor
+ if (other->client->pers.inventory[old_armor_index] >= newcount)
+ return false;
+
+ // update current armor value
+ other->client->pers.inventory[old_armor_index] = newcount;
+ }
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 20);
+
+ return true;
+}
+
+//======================================================================
+
+int PowerArmorType (edict_t *ent)
+{
+ if (!ent->client)
+ return POWER_ARMOR_NONE;
+
+ if (!(ent->flags & FL_POWER_ARMOR))
+ return POWER_ARMOR_NONE;
+
+ if (ent->client->pers.inventory[power_shield_index] > 0)
+ return POWER_ARMOR_SHIELD;
+
+ if (ent->client->pers.inventory[power_screen_index] > 0)
+ return POWER_ARMOR_SCREEN;
+
+ return POWER_ARMOR_NONE;
+}
+
+void Use_PowerArmor (edict_t *ent, gitem_t *)
+{
+ int index;
+
+ if (ent->flags & FL_POWER_ARMOR)
+ {
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ index = ITEM_INDEX(FindItem("cells"));
+ if (!ent->client->pers.inventory[index])
+ {
+ if (!ent->bot_info) gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n");
+ return;
+ }
+ ent->flags |= FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
+ }
+}
+
+qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ // auto-use for DM only if we didn't already have one
+ if (!quantity)
+ ent->item->use (other, ent->item);
+ }
+
+ return true;
+}
+
+void Drop_PowerArmor (edict_t *ent, gitem_t *item)
+{
+ if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
+ Use_PowerArmor (ent, item);
+ Drop_General (ent, item);
+}
+
+//======================================================================
+
+/*
+===============
+Touch_Item
+===============
+*/
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ qboolean taken;
+
+ if (!other->client)
+ return;
+ if (other->health < 1)
+ return; // dead people can't pickup
+ if (!ent->item->pickup)
+ return; // not a grabbable item?
+
+ taken = ent->item->pickup(ent, other);
+
+ if (taken)
+ {
+ // flash the screen
+ other->client->bonus_alpha = 0.25;
+
+ // show icon and name on status bar
+ other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
+ other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
+ other->client->pickup_msg_time = level.time + 3.0;
+
+ // change selected item
+ if (ent->item->use)
+ other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);
+
+ gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
+ }
+
+ if (!(ent->spawnflags & ITEM_TARGETS_USED))
+ {
+ G_UseTargets (ent, other);
+ ent->spawnflags |= ITEM_TARGETS_USED;
+ }
+
+ if (!taken)
+ return;
+
+ if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
+ {
+ if (ent->flags & FL_RESPAWN)
+ ent->flags &= ~FL_RESPAWN;
+ else
+ G_FreeEdict (ent);
+ }
+}
+
+//======================================================================
+
+static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ Touch_Item (ent, other, plane, surf);
+}
+
+static void drop_make_touchable (edict_t *ent)
+{
+ ent->touch = Touch_Item;
+ if (deathmatch->value)
+ {
+ ent->nextthink = level.time + 29;
+ ent->think = G_FreeEdict;
+ }
+}
+
+edict_t *Drop_Item (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ vec3_t forward, right;
+ vec3_t offset;
+
+ dropped = G_Spawn();
+
+ dropped->classname = item->classname;
+ dropped->item = item;
+ dropped->spawnflags = DROPPED_ITEM;
+ dropped->s.effects = item->world_model_flags;
+ dropped->s.renderfx = RF_GLOW;
+ VectorSet (dropped->mins, -15, -15, -15);
+ VectorSet (dropped->maxs, 15, 15, 15);
+ gi.setmodel (dropped, dropped->item->world_model);
+ dropped->solid = SOLID_TRIGGER;
+ dropped->movetype = MOVETYPE_TOSS;
+ dropped->touch = drop_temp_touch;
+ dropped->owner = ent;
+
+ if (ent->client)
+ {
+ trace_t trace;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 0, -16);
+ G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
+ trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs,
+ dropped->s.origin, ent, CONTENTS_SOLID);
+ VectorCopy (trace.endpos, dropped->s.origin);
+ }
+ else
+ {
+ AngleVectors (ent->s.angles, forward, right, NULL);
+ VectorCopy (ent->s.origin, dropped->s.origin);
+ }
+
+ VectorScale (forward, 100, dropped->velocity);
+ dropped->velocity[2] = 300;
+
+ dropped->think = drop_make_touchable;
+ dropped->nextthink = level.time + 1;
+
+ gi.linkentity (dropped);
+
+ return dropped;
+}
+
+void Use_Item (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->use = NULL;
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->touch = Touch_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+//======================================================================
+
+/*
+================
+droptofloor
+================
+*/
+void droptofloor (edict_t *ent)
+{
+ trace_t tr;
+ vec3_t dest;
+ float *v;
+
+ v = tv(-15,-15,-15);
+ VectorCopy (v, ent->mins);
+ v = tv(15,15,15);
+ VectorCopy (v, ent->maxs);
+
+ if (ent->model)
+ gi.setmodel (ent, ent->model);
+ else
+ gi.setmodel (ent, ent->item->world_model);
+ ent->solid = SOLID_TRIGGER;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->touch = Touch_Item;
+
+ v = tv(0,0,-128);
+ VectorAdd (ent->s.origin, v, dest);
+
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
+ if (tr.startsolid)
+ {
+ gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ if (ent->team)
+ {
+ ent->flags &= ~FL_TEAMSLAVE;
+ ent->chain = ent->teamchain;
+ ent->teamchain = NULL;
+
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ if (ent == ent->teammaster)
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = DoRespawn;
+ }
+ }
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ ent->s.effects &= ~EF_ROTATE;
+ ent->s.renderfx &= ~RF_GLOW;
+ }
+
+ if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
+ {
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->use = Use_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+
+/*
+===============
+PrecacheItem
+
+Precaches all data needed for a given item.
+This will be called for each item spawned in a level,
+and for each item in each client's inventory.
+===============
+*/
+void PrecacheItem (gitem_t *it)
+{
+ char *s, *start;
+ char data[MAX_QPATH];
+ int len;
+ gitem_t *ammo;
+
+ if (!it)
+ return;
+
+ if (it->pickup_sound)
+ gi.soundindex (it->pickup_sound);
+ if (it->world_model)
+ gi.modelindex (it->world_model);
+ if (it->view_model)
+ gi.modelindex (it->view_model);
+ if (it->icon)
+ gi.imageindex (it->icon);
+
+ // parse everything for its ammo
+ if (it->ammo && it->ammo[0])
+ {
+ ammo = FindItem (it->ammo);
+ if (ammo != it)
+ PrecacheItem (ammo);
+ }
+
+ // parse the space seperated precache string for other items
+ s = it->precaches;
+ if (!s || !s[0])
+ return;
+
+ while (*s)
+ {
+ start = s;
+ while (*s && *s != ' ')
+ s++;
+
+ len = s-start;
+ if (len >= MAX_QPATH || len < 5)
+ gi.error ("PrecacheItem: %s has bad precache string", it->classname);
+ memcpy (data, start, len);
+ data[len] = 0;
+ if (*s)
+ s++;
+
+ // determine type based on extension
+ if (!strcmp(data+len-3, "md2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "sp2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "wav"))
+ gi.soundindex (data);
+ if (!strcmp(data+len-3, "pcx"))
+ gi.imageindex (data);
+ }
+}
+
+/*
+============
+SpawnItem
+
+Sets the clipping size and plants the object on the floor.
+
+Items can't be immediately dropped to floor, because they might
+be on an entity that hasn't spawned yet.
+============
+*/
+void SpawnItem (edict_t *ent, gitem_t *item)
+{
+ PrecacheItem (item);
+
+ if (ent->spawnflags)
+ {
+ if (strcmp(ent->classname, "key_power_cube") != 0)
+ {
+ ent->spawnflags = 0;
+ gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
+ }
+ }
+
+ // some items will be prevented in deathmatch
+ if (deathmatch->value)
+ {
+ if ( (int)dmflags->value & DF_NO_ARMOR )
+ {
+ if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_ITEMS )
+ {
+ if (item->pickup == Pickup_Powerup)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_HEALTH )
+ {
+ if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_INFINITE_AMMO )
+ {
+ if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) )
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ }
+
+ if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0))
+ {
+ ent->spawnflags |= (1 << (8 + level.power_cubes));
+ level.power_cubes++;
+ }
+
+ // don't let them drop items that stay in a coop game
+ if ((coop->value) && (item->flags & IT_STAY_COOP))
+ {
+ item->drop = NULL;
+ }
+
+//ZOID
+//Don't spawn the flags unless enabled
+ if (!ctf->value &&
+ (strcmp(ent->classname, "item_flag_team1") == 0 ||
+ strcmp(ent->classname, "item_flag_team2") == 0)) {
+ G_FreeEdict(ent);
+ return;
+ }
+//ZOID
+
+ ent->item = item;
+ ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
+ ent->think = droptofloor;
+ ent->s.effects = item->world_model_flags;
+ ent->s.renderfx = RF_GLOW;
+ if (ent->model)
+ gi.modelindex (ent->model);
+
+//ZOID
+//flags are server animated and have special handling
+ if (strcmp(ent->classname, "item_flag_team1") == 0 ||
+ strcmp(ent->classname, "item_flag_team2") == 0) {
+ ent->think = CTFFlagSetup;
+ }
+//ZOID
+
+}
+
+//======================================================================
+
+gitem_t itemlist[] =
+{
+ {
+ NULL
+ }, // leave index 0 alone
+
+ //
+ // ARMOR
+ //
+
+/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_body",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/body/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_bodyarmor",
+/* pickup */ "Body Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &bodyarmor_info,
+ ARMOR_BODY,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_combat",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/combat/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_combatarmor",
+/* pickup */ "Combat Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &combatarmor_info,
+ ARMOR_COMBAT,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_jacket",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/jacket/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Jacket Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &jacketarmor_info,
+ ARMOR_JACKET,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_shard",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar2_pkup.wav",
+ "models/items/armor/shard/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Armor Shard",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ ARMOR_SHARD,
+/* precache */ ""
+ },
+
+
+/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_power_screen",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/screen/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powerscreen",
+/* pickup */ "Power Screen",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_power_shield",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/shield/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powershield",
+/* pickup */ "Power Shield",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ "misc/power2.wav misc/power1.wav"
+ },
+
+
+ //
+ // WEAPONS
+ //
+
+/* weapon_grapple (.3 .3 1) (-16 -16 -16) (16 16 16)
+always owned, never in the world
+*/
+ {
+ "weapon_grapple",
+ NULL,
+ Use_Weapon,
+ NULL,
+ CTFWeapon_Grapple,
+ "misc/w_pkup.wav",
+ NULL, 0,
+ "models/weapons/grapple/tris.md2",
+/* icon */ "w_grapple",
+/* pickup */ "Grapple",
+ 0,
+ 0,
+ NULL,
+ IT_WEAPON,
+ WEAP_GRAPPLE,
+ NULL,
+ 0,
+/* precache */ "weapons/grapple/grfire.wav weapons/grapple/grpull.wav weapons/grapple/grhang.wav weapons/grapple/grreset.wav weapons/grapple/grhit.wav"
+ },
+
+/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
+always owned, never in the world
+*/
+ {
+ "weapon_blaster",
+ NULL,
+ Use_Weapon,
+ NULL,
+ Weapon_Blaster,
+ "misc/w_pkup.wav",
+ NULL, 0,
+ "models/weapons/v_blast/tris.md2",
+/* icon */ "w_blaster",
+/* pickup */ "Blaster",
+ 0,
+ 0,
+ NULL,
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
+ },
+
+
+/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_shotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Shotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg/tris.md2",
+/* icon */ "w_shotgun",
+/* pickup */ "Shotgun",
+ 0,
+ 1,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
+ },
+
+/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_supershotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_SuperShotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg2/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg2/tris.md2",
+/* icon */ "w_sshotgun",
+/* pickup */ "Super Shotgun",
+ 0,
+ 2,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SUPERSHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/sshotf1b.wav"
+ },
+
+/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_machinegun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Machinegun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_machn/tris.md2", EF_ROTATE,
+ "models/weapons/v_machn/tris.md2",
+/* icon */ "w_machinegun",
+/* pickup */ "Machinegun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_MACHINEGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
+ },
+
+/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_chaingun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Chaingun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_chain/tris.md2", EF_ROTATE,
+ "models/weapons/v_chain/tris.md2",
+/* icon */ "w_chaingun",
+/* pickup */ "Chaingun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_CHAINGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"
+ },
+
+/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_grenades",
+ Pickup_Ammo,
+ Use_Weapon,
+ Drop_Ammo,
+ Weapon_Grenade,
+ "misc/am_pkup.wav",
+ "models/items/ammo/grenades/medium/tris.md2", 0,
+ "models/weapons/v_handgr/tris.md2",
+/* icon */ "a_grenades",
+/* pickup */ "Grenades",
+/* width */ 3,
+ 5,
+ "grenades",
+ IT_AMMO|IT_WEAPON,
+ WEAP_GRENADES,
+ NULL,
+ AMMO_GRENADES,
+/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
+ },
+
+/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_grenadelauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_GrenadeLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_launch/tris.md2", EF_ROTATE,
+ "models/weapons/v_launch/tris.md2",
+/* icon */ "w_glauncher",
+/* pickup */ "Grenade Launcher",
+ 0,
+ 1,
+ "Grenades",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_GRENADELAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
+ },
+
+/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_rocketlauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_RocketLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rocket/tris.md2", EF_ROTATE,
+ "models/weapons/v_rocket/tris.md2",
+/* icon */ "w_rlauncher",
+/* pickup */ "Rocket Launcher",
+ 0,
+ 1,
+ "Rockets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_ROCKETLAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
+ },
+
+/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_hyperblaster",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_HyperBlaster,
+ "misc/w_pkup.wav",
+ "models/weapons/g_hyperb/tris.md2", EF_ROTATE,
+ "models/weapons/v_hyperb/tris.md2",
+/* icon */ "w_hyperblaster",
+/* pickup */ "HyperBlaster",
+ 0,
+ 1,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_HYPERBLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
+ },
+
+/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_railgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Railgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rail/tris.md2", EF_ROTATE,
+ "models/weapons/v_rail/tris.md2",
+/* icon */ "w_railgun",
+/* pickup */ "Railgun",
+ 0,
+ 1,
+ "Slugs",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_RAILGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/rg_hum.wav"
+ },
+
+/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_bfg",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_BFG,
+ "misc/w_pkup.wav",
+ "models/weapons/g_bfg/tris.md2", EF_ROTATE,
+ "models/weapons/v_bfg/tris.md2",
+/* icon */ "w_bfg",
+/* pickup */ "BFG10K",
+ 0,
+ 50,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BFG,
+ NULL,
+ 0,
+/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"
+ },
+
+//ZOID
+/*QUAKED weapon_laser (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+/*
+ {
+ "weapon_laser",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Laser,
+ "misc/w_pkup.wav",
+ "models/weapons/g_laser/tris.md2", EF_ROTATE,
+ "models/weapons/v_laser/tris.md2",
+ "w_bfg", // icon
+ "Flashlight Laser", // pickup
+ 0,
+ 1,
+ "Cells",
+ IT_WEAPON,
+ 0,
+ NULL,
+ 0,
+ "" // precache
+ },
+*/
+
+ //
+ // AMMO ITEMS
+ //
+
+/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_shells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/shells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_shells",
+/* pickup */ "Shells",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SHELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_bullets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/bullets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_bullets",
+/* pickup */ "Bullets",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_BULLETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_cells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/cells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_cells",
+/* pickup */ "Cells",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_CELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_rockets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/rockets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_rockets",
+/* pickup */ "Rockets",
+/* width */ 3,
+ 5,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_ROCKETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_slugs",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/slugs/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_slugs",
+/* pickup */ "Slugs",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SLUGS,
+/* precache */ ""
+ },
+
+
+ //
+ // POWERUP ITEMS
+ //
+/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_quad",
+ Pickup_Powerup,
+ Use_Quad,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/quaddama/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_quad",
+/* pickup */ "Quad Damage",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"
+ },
+
+/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_invulnerability",
+ Pickup_Powerup,
+ Use_Invulnerability,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/invulner/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_invulnerability",
+/* pickup */ "Invulnerability",
+/* width */ 2,
+ 300,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"
+ },
+
+/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_silencer",
+ Pickup_Powerup,
+ Use_Silencer,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/silencer/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_silencer",
+/* pickup */ "Silencer",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_breather",
+ Pickup_Powerup,
+ Use_Breather,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/breather/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_rebreather",
+/* pickup */ "Rebreather",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_enviro",
+ Pickup_Powerup,
+ Use_Envirosuit,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/enviro/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_envirosuit",
+/* pickup */ "Environment Suit",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
+Special item that gives +2 to maximum health
+*/
+ {
+ "item_ancient_head",
+ Pickup_AncientHead,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/c_head/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_fixme",
+/* pickup */ "Ancient Head",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
+gives +1 to maximum health
+*/
+ {
+ "item_adrenaline",
+ Pickup_Adrenaline,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/adrenal/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_adrenaline",
+/* pickup */ "Adrenaline",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_bandolier",
+ Pickup_Bandolier,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/band/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_bandolier",
+/* pickup */ "Bandolier",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_pack",
+ Pickup_Pack,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/pack/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_pack",
+/* pickup */ "Ammo Pack",
+/* width */ 2,
+ 180,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+ //
+ // KEYS
+ //
+/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for computer centers
+*/
+ {
+ "key_data_cd",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/data_cd/tris.md2", EF_ROTATE,
+ NULL,
+ "k_datacd",
+ "Data CD",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
+warehouse circuits
+*/
+ {
+ "key_power_cube",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/power/tris.md2", EF_ROTATE,
+ NULL,
+ "k_powercube",
+ "Power Cube",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for the entrance of jail3
+*/
+ {
+ "key_pyramid",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pyramid/tris.md2", EF_ROTATE,
+ NULL,
+ "k_pyramid",
+ "Pyramid Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for the city computer
+*/
+ {
+ "key_data_spinner",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/spinner/tris.md2", EF_ROTATE,
+ NULL,
+ "k_dataspin",
+ "Data Spinner",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
+security pass for the security level
+*/
+ {
+ "key_pass",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pass/tris.md2", EF_ROTATE,
+ NULL,
+ "k_security",
+ "Security Pass",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
+normal door key - blue
+*/
+ {
+ "key_blue_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_bluekey",
+ "Blue Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
+normal door key - red
+*/
+ {
+ "key_red_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/red_key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_redkey",
+ "Red Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
+tank commander's head
+*/
+ {
+ "key_commander_head",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/monsters/commandr/head/tris.md2", EF_GIB,
+ NULL,
+/* icon */ "k_comhead",
+/* pickup */ "Commander's Head",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
+tank commander's head
+*/
+ {
+ "key_airstrike_target",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/target/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_airstrike",
+/* pickup */ "Airstrike Marker",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+ {
+ NULL,
+ Pickup_Health,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ NULL, 0,
+ NULL,
+/* icon */ "i_health",
+/* pickup */ "Health",
+/* width */ 3,
+ 0,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+
+//ZOID
+/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32)
+*/
+ {
+ "item_flag_team1",
+ CTFPickup_Flag,
+ NULL,
+ CTFDrop_Flag, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "ctf/flagtk.wav",
+ "players/male/flag1.md2", EF_FLAG1,
+ NULL,
+/* icon */ "i_ctf1",
+/* pickup */ "Red Flag",
+/* width */ 2,
+ 0,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/flagcap.wav"
+ },
+
+/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32)
+*/
+ {
+ "item_flag_team2",
+ CTFPickup_Flag,
+ NULL,
+ CTFDrop_Flag, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "ctf/flagtk.wav",
+ "players/male/flag2.md2", EF_FLAG2,
+ NULL,
+/* icon */ "i_ctf2",
+/* pickup */ "Blue Flag",
+/* width */ 2,
+ 0,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/flagcap.wav"
+ },
+
+/* Resistance Tech */
+ {
+ "item_tech1",
+ CTFPickup_Tech,
+ NULL,
+ CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "items/pkup.wav",
+ "models/ctf/resistance/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "tech1",
+/* pickup */ "Disruptor Shield",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_TECH,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/tech1.wav"
+ },
+
+/* Strength Tech */
+ {
+ "item_tech2",
+ CTFPickup_Tech,
+ NULL,
+ CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "items/pkup.wav",
+ "models/ctf/strength/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "tech2",
+/* pickup */ "Power Amplifier",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_TECH,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/tech2.wav ctf/tech2x.wav"
+ },
+
+/* Haste Tech */
+ {
+ "item_tech3",
+ CTFPickup_Tech,
+ NULL,
+ CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "items/pkup.wav",
+ "models/ctf/haste/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "tech3",
+/* pickup */ "Time Accel",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_TECH,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/tech3.wav"
+ },
+
+/* Regeneration Tech */
+ {
+ "item_tech4",
+ CTFPickup_Tech,
+ NULL,
+ CTFDrop_Tech, //Should this be null if we don't want players to drop it manually?
+ NULL,
+ "items/pkup.wav",
+ "models/ctf/regeneration/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "tech4",
+/* pickup */ "AutoDoc",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_TECH,
+ 0,
+ NULL,
+ 0,
+/* precache */ "ctf/tech4.wav"
+ },
+
+//ZOID
+
+ // end of list marker
+ {NULL}
+};
+
+
+/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/medium/tris.md2";
+ self->count = 10;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/n_health.wav");
+}
+
+/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_small (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/stimpack/tris.md2";
+ self->count = 2;
+ SpawnItem (self, FindItem ("Health"));
+ self->style = HEALTH_IGNORE_MAX;
+ gi.soundindex ("items/s_health.wav");
+}
+
+/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_large (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/large/tris.md2";
+ self->count = 25;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/l_health.wav");
+}
+
+/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_mega (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/mega_h/tris.md2";
+ self->count = 100;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/m_health.wav");
+ self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
+}
+
+
+void InitItems (void)
+{
+ game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1;
+}
+
+
+
+/*
+===============
+SetItemNames
+
+Called by worldspawn
+===============
+*/
+void SetItemNames (void)
+{
+ int i;
+ gitem_t *it;
+
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = &itemlist[i];
+ gi.configstring (CS_ITEMS+i, it->pickup_name);
+ }
+
+ jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
+ combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
+ body_armor_index = ITEM_INDEX(FindItem("Body Armor"));
+ power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
+ power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
+}
--- /dev/null
+++ b/crbot/g_main.c
@@ -1,0 +1,345 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+game_locals_t game;
+level_locals_t level;
+game_import_t gi;
+game_export_t globals;
+spawn_temp_t st;
+
+int sm_meat_index;
+int snd_fry;
+int meansOfDeath;
+
+edict_t *g_edicts;
+
+cvar_t *deathmatch;
+cvar_t *coop;
+cvar_t *dmflags;
+cvar_t *skill;
+cvar_t *fraglimit;
+cvar_t *timelimit;
+//ZOID
+cvar_t *capturelimit;
+//ZOID
+cvar_t *password;
+cvar_t *maxclients;
+cvar_t *maxentities;
+cvar_t *g_select_empty;
+cvar_t *dedicated;
+
+cvar_t *sv_maxvelocity;
+cvar_t *sv_gravity;
+
+cvar_t *sv_rollspeed;
+cvar_t *sv_rollangle;
+cvar_t *gun_x;
+cvar_t *gun_y;
+cvar_t *gun_z;
+
+cvar_t *run_pitch;
+cvar_t *run_roll;
+cvar_t *bob_up;
+cvar_t *bob_pitch;
+cvar_t *bob_roll;
+
+cvar_t *sv_cheats;
+
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
+void ClientThink (edict_t *ent, usercmd_t *cmd);
+qboolean ClientConnect (edict_t *ent, char *userinfo);
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+void ClientDisconnect (edict_t *ent);
+void ClientBegin (edict_t *ent);
+void ClientCommand (edict_t *ent);
+void RunEntity (edict_t *ent);
+void WriteGame (char *filename, qboolean autosave);
+void ReadGame (char *filename);
+void WriteLevel (char *filename);
+void ReadLevel (char *filename);
+void InitGame (void);
+void G_RunFrame (void);
+
+
+//===================================================================
+
+
+void ShutdownGame (void)
+{
+ gi.dprintf ("==== ShutdownGame ====\n");
+
+ gi.FreeTags (TAG_LEVEL);
+ gi.FreeTags (TAG_GAME);
+}
+
+
+/*
+=================
+GetGameAPI
+
+Returns a pointer to the structure with all entry points
+and global variables
+=================
+*/
+game_export_t *GetGameAPI (game_import_t *import)
+{
+ gi = *import;
+
+ globals.apiversion = GAME_API_VERSION;
+ globals.Init = InitGame;
+ globals.Shutdown = ShutdownGame;
+ globals.SpawnEntities = SpawnEntities;
+
+ globals.WriteGame = WriteGame;
+ globals.ReadGame = ReadGame;
+ globals.WriteLevel = WriteLevel;
+ globals.ReadLevel = ReadLevel;
+
+ globals.ClientThink = ClientThink;
+ globals.ClientConnect = ClientConnect;
+ globals.ClientUserinfoChanged = ClientUserinfoChanged;
+ globals.ClientDisconnect = ClientDisconnect;
+ globals.ClientBegin = ClientBegin;
+ globals.ClientCommand = ClientCommand;
+
+ globals.RunFrame = G_RunFrame;
+
+ globals.ServerCommand = ServerCommand;
+
+ globals.edict_size = sizeof(edict_t);
+
+ return &globals;
+}
+
+
+//======================================================================
+
+
+/*
+=================
+ClientEndServerFrames
+=================
+*/
+void ClientEndServerFrames (void)
+{
+ int i;
+ edict_t *ent;
+
+ // calc the player views now that all pushing
+ // and damage has been added
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse || !ent->client)
+ continue;
+ ClientEndServerFrame (ent);
+ }
+
+}
+
+/*
+=================
+EndDMLevel
+
+The timelimit or fraglimit has been exceeded
+=================
+*/
+void EndDMLevel (void)
+{
+ edict_t *ent;
+
+ // stay on same level flag
+ if ((int)dmflags->value & DF_SAME_LEVEL)
+ {
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ ent->map = level.mapname;
+ }
+ else if (cr_map_cycle()) {
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ ent->map = next_map_name;
+ }
+ else if (level.nextmap[0])
+ { // go to a specific map
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ ent->map = level.nextmap;
+ }
+ else
+ { // search for a changeleve
+ ent = G_Find (NULL, FOFS(classname), "target_changelevel");
+ if (!ent)
+ { // the map designer didn't include a changelevel,
+ // so create a fake ent that goes back to the same level
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ ent->map = level.mapname;
+ }
+ }
+
+ BeginIntermission (ent);
+}
+
+/*
+=================
+CheckDMRules
+=================
+*/
+void CheckDMRules (void)
+{
+ int i;
+ gclient_t *cl;
+
+ if (level.intermissiontime)
+ return;
+
+ if (!deathmatch->value)
+ return;
+
+ if (timelimit->value)
+ {
+ if (level.time >= timelimit->value*60)
+ {
+ gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+
+ if (fraglimit->value)
+ {
+//ZOID
+ if (ctf->value) {
+ if (CTFCheckRules()) {
+ EndDMLevel ();
+ }
+ }
+//ZOID
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ cl = game.clients + i;
+ if (!g_edicts[i+1].inuse)
+ continue;
+
+ if (cl->resp.score >= fraglimit->value)
+ {
+ gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+ExitLevel
+=============
+*/
+void ExitLevel (void)
+{
+ int i;
+ edict_t *ent;
+ char command [256];
+
+ cr_exit_level();
+
+ Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
+ gi.AddCommandString (command);
+ level.changemap = NULL;
+ level.exitintermission = 0;
+ level.intermissiontime = 0;
+ ClientEndServerFrames ();
+
+ // clear some things before going to next level
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse)
+ continue;
+ if (ent->health > ent->client->pers.max_health)
+ ent->health = ent->client->pers.max_health;
+ }
+
+//ZOID
+ CTFInit();
+//ZOID
+
+}
+
+/*
+================
+G_RunFrame
+
+Advances the world by 0.1 seconds
+================
+*/
+void G_RunFrame (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.framenum++;
+ level.time = level.framenum*FRAMETIME;
+
+ // choose a client for monsters to target this frame
+ AI_SetSightClient ();
+
+ // exit intermissions
+
+ if (level.exitintermission)
+ {
+ ExitLevel ();
+ return;
+ }
+
+ //
+ // treat each object in turn
+ // even the world gets a chance to think
+ //
+ ent = &g_edicts[0];
+ for (i=0 ; i<globals.num_edicts ; i++, ent++)
+ {
+ if (!ent->inuse)
+ continue;
+
+ level.current_entity = ent;
+
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // if the ground entity moved, make sure we are still on it
+ if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
+ {
+ ent->groundentity = NULL;
+ if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
+ {
+ M_CheckGround (ent);
+ }
+ }
+
+ if (ent->bot_info) {
+ G_RunEntity (ent);
+ continue;
+ }
+ else
+ if (i > 0 && i <= maxclients->value)
+ {
+ ClientBeginServerFrame (ent);
+ continue;
+ }
+
+ G_RunEntity (ent);
+ }
+
+ // see if it is time to end a deathmatch
+ CheckDMRules ();
+
+ // build the playerstate_t structures for all players
+ ClientEndServerFrames ();
+}
+
--- /dev/null
+++ b/crbot/g_misc.c
@@ -1,0 +1,1889 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*QUAKED func_group (0 0 0) ?
+Used to group brushes together just for editor convenience.
+*/
+
+//=====================================================
+
+void Use_Areaportal (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->count ^= 1; // toggle state
+// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count);
+ gi.SetAreaPortalState (ent->style, ent->count);
+}
+
+/*QUAKED func_areaportal (0 0 0) ?
+
+This is a non-visible object that divides the world into
+areas that are seperated when this portal is not activated.
+Usually enclosed in the middle of a door.
+*/
+void SP_func_areaportal (edict_t *ent)
+{
+ ent->use = Use_Areaportal;
+ ent->count = 0; // allways start closed;
+}
+
+//=====================================================
+
+
+/*
+=================
+Misc functions
+=================
+*/
+void VelocityForDamage (int damage, vec3_t v)
+{
+ v[0] = 100.0 * crandom();
+ v[1] = 100.0 * crandom();
+ v[2] = 200.0 + 100.0 * qrandom();
+
+ if (damage < 50)
+ VectorScale (v, 0.7, v);
+ else
+ VectorScale (v, 1.2, v);
+}
+
+void ClipGibVelocity (edict_t *ent)
+{
+ if (ent->velocity[0] < -300)
+ ent->velocity[0] = -300;
+ else if (ent->velocity[0] > 300)
+ ent->velocity[0] = 300;
+ if (ent->velocity[1] < -300)
+ ent->velocity[1] = -300;
+ else if (ent->velocity[1] > 300)
+ ent->velocity[1] = 300;
+ if (ent->velocity[2] < 200)
+ ent->velocity[2] = 200; // always some upwards
+ else if (ent->velocity[2] > 500)
+ ent->velocity[2] = 500;
+}
+
+
+/*
+=================
+gibs
+=================
+*/
+void gib_think (edict_t *self)
+{
+ self->s.frame++;
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->s.frame == 10)
+ {
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 8 + qrandom()*10;
+ }
+}
+
+void gib_touch (edict_t *self, edict_t *, cplane_t *plane, csurface_t *)
+{
+ vec3_t normal_angles, right;
+
+ if (!self->groundentity)
+ return;
+
+ self->touch = NULL;
+
+ if (plane)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
+
+ vectoangles (plane->normal, normal_angles);
+ AngleVectors (normal_angles, NULL, right, NULL);
+ vectoangles (right, self->s.angles);
+
+ if (self->s.modelindex == sm_meat_index)
+ {
+ self->s.frame++;
+ self->think = gib_think;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ }
+}
+
+void gib_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowGib (edict_t *self, char *gibname, int damage, int type)
+{
+ edict_t *gib;
+ vec3_t vd;
+ vec3_t origin;
+ vec3_t size;
+ float vscale;
+
+ gib = G_Spawn();
+
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ gib->s.origin[0] = origin[0] + crandom() * size[0];
+ gib->s.origin[1] = origin[1] + crandom() * size[1];
+ gib->s.origin[2] = origin[2] + crandom() * size[2];
+
+ gi.setmodel (gib, gibname);
+ gib->solid = SOLID_NOT;
+ gib->s.effects |= EF_GIB;
+ gib->flags |= FL_NO_KNOCKBACK;
+ gib->takedamage = DAMAGE_YES;
+ gib->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ gib->movetype = MOVETYPE_TOSS;
+ gib->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ gib->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, gib->velocity);
+ ClipGibVelocity (gib);
+ gib->avelocity[0] = qrandom()*600;
+ gib->avelocity[1] = qrandom()*600;
+ gib->avelocity[2] = qrandom()*600;
+
+ gib->think = G_FreeEdict;
+ gib->nextthink = level.time + 6 + qrandom()*6;
+
+ gi.linkentity (gib);
+}
+
+void ThrowHead (edict_t *self, char *gibname, int damage, int type)
+{
+ vec3_t vd;
+ float vscale;
+
+ self->s.skinnum = 0;
+ self->s.frame = 0;
+ VectorClear (self->mins);
+ VectorClear (self->maxs);
+
+ self->s.modelindex2 = 0;
+ gi.setmodel (self, gibname);
+ self->solid = SOLID_NOT;
+ self->s.effects |= EF_GIB;
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+ self->svflags &= ~SVF_MONSTER;
+ self->takedamage = DAMAGE_YES;
+ self->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ self->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, self->velocity);
+ ClipGibVelocity (self);
+
+ self->avelocity[YAW] = crandom()*600;
+
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 6 + qrandom()*6;
+
+ gi.linkentity (self);
+}
+
+
+void ThrowClientHead (edict_t *self, int damage)
+{
+ vec3_t vd;
+ char *gibname;
+
+ if (rand()&1)
+ {
+ gibname = "models/objects/gibs/head2/tris.md2";
+ self->s.skinnum = 1; // second skin is player
+ }
+ else
+ {
+ gibname = "models/objects/gibs/skull/tris.md2";
+ self->s.skinnum = 0;
+ }
+
+ self->s.origin[2] += 32;
+ self->s.frame = 0;
+ gi.setmodel (self, gibname);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 16);
+
+ self->takedamage = DAMAGE_NO;
+ self->solid = SOLID_NOT;
+ self->s.effects = EF_GIB;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+
+ self->movetype = MOVETYPE_BOUNCE;
+ VelocityForDamage (damage, vd);
+ VectorAdd (self->velocity, vd, self->velocity);
+
+ if (self->client) // bodies in the queue don't have a client anymore
+ {
+ self->client->anim_priority = ANIM_DEATH;
+ self->client->anim_end = self->s.frame;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*
+=================
+debris
+=================
+*/
+void debris_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin)
+{
+ edict_t *chunk;
+ vec3_t v;
+
+ chunk = G_Spawn();
+ VectorCopy (origin, chunk->s.origin);
+ gi.setmodel (chunk, modelname);
+ v[0] = 100 * crandom();
+ v[1] = 100 * crandom();
+ v[2] = 100 + 100 * crandom();
+ VectorMA (self->velocity, speed, v, chunk->velocity);
+ chunk->movetype = MOVETYPE_BOUNCE;
+ chunk->solid = SOLID_NOT;
+ chunk->avelocity[0] = qrandom()*600;
+ chunk->avelocity[1] = qrandom()*600;
+ chunk->avelocity[2] = qrandom()*600;
+ chunk->think = G_FreeEdict;
+ chunk->nextthink = level.time + 5 + qrandom()*5;
+ chunk->s.frame = 0;
+ chunk->flags = 0;
+ chunk->classname = "debris";
+ chunk->takedamage = DAMAGE_YES;
+ chunk->die = debris_die;
+ gi.linkentity (chunk);
+}
+
+
+void BecomeExplosion1 (edict_t *self)
+{
+//ZOID
+ //flags are important
+ if (strcmp(self->classname, "item_flag_team1") == 0) {
+ CTFResetFlag(CTF_TEAM1); // this will free self!
+ gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n",
+ CTFTeamName(CTF_TEAM1));
+ return;
+ }
+ if (strcmp(self->classname, "item_flag_team2") == 0) {
+ CTFResetFlag(CTF_TEAM2); // this will free self!
+ gi.bprintf(PRINT_HIGH, "The %s flag has returned!\n",
+ CTFTeamName(CTF_TEAM1));
+ return;
+ }
+ // techs are important too
+ if (self->item && (self->item->flags & IT_TECH)) {
+ CTFRespawnTech(self); // this frees self!
+ return;
+ }
+//ZOID
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+void BecomeExplosion2 (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION2);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
+Target: next path corner
+Pathtarget: gets used when an entity that has
+ this path_corner targeted touches it
+*/
+
+void path_corner_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t v;
+ edict_t *next;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ if (self->target)
+ next = G_PickTarget(self->target);
+ else
+ next = NULL;
+
+ if ((next) && (next->spawnflags & 1))
+ {
+ VectorCopy (next->s.origin, v);
+ v[2] += next->mins[2];
+ v[2] -= other->mins[2];
+ VectorCopy (v, other->s.origin);
+ next = G_PickTarget(next->target);
+ }
+
+ other->goalentity = other->movetarget = next;
+
+ if (self->wait)
+ {
+ other->monsterinfo.pausetime = level.time + self->wait;
+ other->monsterinfo.stand (other);
+ return;
+ }
+
+ if (!other->movetarget)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else
+ {
+ VectorSubtract (other->goalentity->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_path_corner (edict_t *self)
+{
+ if (!self->targetname)
+ {
+ gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = path_corner_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags |= SVF_NOCLIENT;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
+Makes this the target of a monster and it will head here
+when first activated before going after the activator. If
+hold is selected, it will stay here.
+*/
+void point_combat_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *activator;
+
+ if (other->movetarget != self)
+ return;
+
+ if (self->target)
+ {
+ other->target = self->target;
+ other->goalentity = other->movetarget = G_PickTarget(other->target);
+ if (!other->goalentity)
+ {
+ gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target);
+ other->movetarget = self;
+ }
+ self->target = NULL;
+ }
+ else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY)))
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ other->monsterinfo.stand (other);
+ }
+
+ if (other->movetarget == self)
+ {
+ other->target = NULL;
+ other->movetarget = NULL;
+ other->goalentity = other->enemy;
+ other->monsterinfo.aiflags &= ~AI_COMBAT_POINT;
+ }
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ if (other->enemy && other->enemy->client)
+ activator = other->enemy;
+ else if (other->oldenemy && other->oldenemy->client)
+ activator = other->oldenemy;
+ else if (other->activator && other->activator->client)
+ activator = other->activator;
+ else
+ activator = other;
+ G_UseTargets (self, activator);
+ self->target = savetarget;
+ }
+}
+
+void SP_point_combat (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ self->solid = SOLID_TRIGGER;
+ self->touch = point_combat_touch;
+ VectorSet (self->mins, -8, -8, -16);
+ VectorSet (self->maxs, 8, 8, 16);
+ self->svflags = SVF_NOCLIENT;
+ gi.linkentity (self);
+};
+
+
+/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
+Just for the debugging level. Don't use
+*/
+static int robotron[4];
+
+void TH_viewthing(edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 7;
+// ent->s.frame = (ent->s.frame + 1) % 9;
+ ent->nextthink = level.time + FRAMETIME;
+// return;
+
+ if (ent->spawnflags)
+ {
+ if (ent->s.frame == 0)
+ {
+ ent->spawnflags = (ent->spawnflags + 1) % 4 + 1;
+ ent->s.modelindex = robotron[ent->spawnflags - 1];
+ }
+ }
+}
+
+void SP_viewthing(edict_t *ent)
+{
+ gi.dprintf ("viewthing spawned\n");
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.renderfx = RF_FRAMELERP;
+ VectorSet (ent->mins, -16, -16, -24);
+ VectorSet (ent->maxs, 16, 16, 32);
+// ent->s.modelindex = gi.modelindex ("models/player_y/tris.md2");
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ gi.linkentity (ent);
+ ent->nextthink = level.time + 0.5;
+ ent->think = TH_viewthing;
+ return;
+}
+
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for spotlights, etc.
+*/
+void SP_info_null (edict_t *self)
+{
+ G_FreeEdict (self);
+};
+
+
+/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for lightning.
+*/
+void SP_info_notnull (edict_t *self)
+{
+ VectorCopy (self->s.origin, self->absmin);
+ VectorCopy (self->s.origin, self->absmax);
+};
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
+Non-displayed light.
+Default light value is 300.
+Default style is 0.
+If targeted, will toggle between on and off.
+Default _cone value is 10 (used to set size of light for spotlights)
+*/
+
+#define START_OFF 1
+
+static void light_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & START_OFF)
+ {
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ self->spawnflags &= ~START_OFF;
+ }
+ else
+ {
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ self->spawnflags |= START_OFF;
+ }
+}
+
+void SP_light (edict_t *self)
+{
+ // no targeted lights in deathmatch, because they cause global messages
+ if (!self->targetname || deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->style >= 32)
+ {
+ self->use = light_use;
+ if (self->spawnflags & START_OFF)
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ else
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ }
+}
+
+
+/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
+This is just a solid wall if not inhibited
+
+TRIGGER_SPAWN the wall will not be present until triggered
+ it will then blink in to existance; it will
+ kill anything that was in it's way
+
+TOGGLE only valid for TRIGGER_SPAWN walls
+ this allows the wall to be turned on and off
+
+START_ON only valid for TRIGGER_SPAWN walls
+ the wall will initially be present
+*/
+
+void func_wall_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ {
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ KillBox (self);
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+void SP_func_wall (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 8)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 16)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ // just a wall
+ if ((self->spawnflags & 7) == 0)
+ {
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+ return;
+ }
+
+ // it must be TRIGGER_SPAWN
+ if (!(self->spawnflags & 1))
+ {
+// gi.dprintf("func_wall missing TRIGGER_SPAWN\n");
+ self->spawnflags |= 1;
+ }
+
+ // yell if the spawnflags are odd
+ if (self->spawnflags & 4)
+ {
+ if (!(self->spawnflags & 2))
+ {
+ gi.dprintf("func_wall START_ON without TOGGLE\n");
+ self->spawnflags |= 2;
+ }
+ }
+
+ self->use = func_wall_use;
+ if (self->spawnflags & 4)
+ {
+ self->solid = SOLID_BSP;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
+This is solid bmodel that will fall if it's support it removed.
+*/
+
+void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *)
+{
+ // only squash thing we fall on top of
+ if (!plane)
+ return;
+ if (plane->normal[2] < 1.0)
+ return;
+ if (other->takedamage == DAMAGE_NO)
+ return;
+ T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void func_object_release (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = func_object_touch;
+}
+
+void func_object_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ func_object_release (self);
+}
+
+void SP_func_object (edict_t *self)
+{
+ gi.setmodel (self, self->model);
+
+ self->mins[0] += 1;
+ self->mins[1] += 1;
+ self->mins[2] += 1;
+ self->maxs[0] -= 1;
+ self->maxs[1] -= 1;
+ self->maxs[2] -= 1;
+
+ if (!self->dmg)
+ self->dmg = 100;
+
+ if (self->spawnflags == 0)
+ {
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ self->think = func_object_release;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_PUSH;
+ self->use = func_object_use;
+ self->svflags |= SVF_NOCLIENT;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ self->clipmask = MASK_MONSTERSOLID;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
+Any brush that you want to explode or break apart. If you want an
+ex0plosion, set dmg and it will do a radius explosion of that amount
+at the center of the bursh.
+
+If targeted it will not be shootable.
+
+health defaults to 100.
+
+mass defaults to 75. This determines how much debris is emitted when
+it explodes. You get one large chunk per 100 of mass (up to 8) and
+one small chunk per 25 of mass (up to 16). So 800 gives the most.
+*/
+void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int, vec3_t)
+{
+ vec3_t origin;
+ vec3_t chunkorigin;
+ vec3_t size;
+ int count;
+ int mass;
+
+ // bmodel origins are (0 0 0), we need to adjust that here
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ VectorCopy (origin, self->s.origin);
+
+ self->takedamage = DAMAGE_NO;
+
+ if (self->dmg)
+ T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
+ VectorNormalize (self->velocity);
+ VectorScale (self->velocity, 150, self->velocity);
+
+ // start chunks towards the center
+ VectorScale (size, 0.5, size);
+
+ mass = self->mass;
+ if (!mass)
+ mass = 75;
+
+ // big chunks
+ if (mass >= 100)
+ {
+ count = mass / 100;
+ if (count > 8)
+ count = 8;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin);
+ }
+ }
+
+ // small chunks
+ count = mass / 25;
+ if (count > 16)
+ count = 16;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin);
+ }
+
+ G_UseTargets (self, attacker);
+
+ if (self->dmg)
+ BecomeExplosion1 (self);
+ else
+ G_FreeEdict (self);
+}
+
+void func_explosive_use(edict_t *self, edict_t *other, edict_t *)
+{
+ func_explosive_explode (self, self, other, self->health, vec3_origin);
+}
+
+void func_explosive_spawn (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ gi.linkentity (self);
+}
+
+void SP_func_explosive (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 1)
+ {
+ self->svflags |= SVF_NOCLIENT;
+ self->solid = SOLID_NOT;
+ self->use = func_explosive_spawn;
+ }
+ else
+ {
+ self->solid = SOLID_BSP;
+ if (self->targetname)
+ self->use = func_explosive_use;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ if (self->use != func_explosive_use)
+ {
+ if (!self->health)
+ self->health = 100;
+ self->die = func_explosive_explode;
+ self->takedamage = DAMAGE_YES;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
+Large exploding box. You can override its mass (100),
+health (80), and dmg (150).
+*/
+
+void barrel_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+
+{
+ float ratio;
+ vec3_t v;
+
+ if ((!other->groundentity) || (other->groundentity == self))
+ return;
+
+ ratio = (float)other->mass / (float)self->mass;
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME);
+}
+
+void barrel_explode (edict_t *self)
+{
+ vec3_t org;
+ float spd;
+ vec3_t save;
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL);
+
+ VectorCopy (self->s.origin, save);
+ VectorMA (self->absmin, 0.5, self->size, self->s.origin);
+
+ // a few big chunks
+ spd = 1.5 * (float)self->dmg / 200.0;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+
+ // bottom corners
+ spd = 1.75 * (float)self->dmg / 200.0;
+ VectorCopy (self->absmin, org);
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+
+ // a bunch of little chunks
+ spd = 2 * self->dmg / 200;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+
+ VectorCopy (save, self->s.origin);
+ if (self->groundentity)
+ BecomeExplosion2 (self);
+ else
+ BecomeExplosion1 (self);
+}
+
+void barrel_delay (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ self->think = barrel_explode;
+ self->activator = attacker;
+}
+
+void SP_misc_explobox (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+ gi.modelindex ("models/objects/debris3/tris.md2");
+
+ self->solid = SOLID_BBOX;
+ self->movetype = MOVETYPE_STEP;
+
+ self->model = "models/objects/barrels/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 40);
+
+ if (!self->mass)
+ self->mass = 400;
+ if (!self->health)
+ self->health = 10;
+ if (!self->dmg)
+ self->dmg = 150;
+
+ self->die = barrel_delay;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.aiflags = AI_NOSTEP;
+
+ self->touch = barrel_touch;
+
+ self->think = M_droptofloor;
+ self->nextthink = level.time + 2 * FRAMETIME;
+
+ gi.linkentity (self);
+}
+
+
+//
+// miscellaneous specialty items
+//
+
+/*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
+*/
+
+void misc_blackhole_use (edict_t *ent, edict_t *, edict_t *)
+{
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ */
+ G_FreeEdict (ent);
+}
+
+void misc_blackhole_think (edict_t *self)
+{
+ if (++self->s.frame < 19)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 0;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_blackhole (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 8);
+ ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2");
+ ent->s.renderfx = RF_TRANSLUCENT;
+ ent->use = misc_blackhole_use;
+ ent->think = misc_blackhole_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
+*/
+
+void misc_eastertank_think (edict_t *self)
+{
+ if (++self->s.frame < 293)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 254;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_eastertank (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, -16);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
+ ent->s.frame = 254;
+ ent->think = misc_eastertank_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick_think (edict_t *self)
+{
+ if (++self->s.frame < 247)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 208;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 208;
+ ent->think = misc_easterchick_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick2_think (edict_t *self)
+{
+ if (++self->s.frame < 287)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 248;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 248;
+ ent->think = misc_easterchick2_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
+Not really a monster, this is the Tank Commander's decapitated body.
+There should be a item_commander_head that has this as it's target.
+*/
+
+void commander_body_think (edict_t *self)
+{
+ if (++self->s.frame < 24)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ self->nextthink = 0;
+
+ if (self->s.frame == 22)
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->think = commander_body_think;
+ self->nextthink = level.time + FRAMETIME;
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_drop (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->s.origin[2] += 2;
+}
+
+void SP_monster_commander_body (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_BBOX;
+ self->model = "models/monsters/commandr/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -32, -32, 0);
+ VectorSet (self->maxs, 32, 32, 48);
+ self->use = commander_body_use;
+ self->takedamage = DAMAGE_YES;
+ self->flags = FL_GODMODE;
+ self->s.renderfx |= RF_FRAMELERP;
+ gi.linkentity (self);
+
+ gi.soundindex ("tank/thud.wav");
+ gi.soundindex ("tank/pain.wav");
+
+ self->think = commander_body_drop;
+ self->nextthink = level.time + 5 * FRAMETIME;
+}
+
+
+/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
+The origin is the bottom of the banner.
+The banner is 128 tall.
+*/
+void misc_banner_think (edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 16;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_banner (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ ent->s.frame = rand() % 16;
+ gi.linkentity (ent);
+
+ ent->think = misc_banner_think;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
+This is the dead player model. Comes in 6 exciting different poses!
+*/
+void misc_deadsoldier_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health > -80)
+ return;
+
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+}
+
+void SP_misc_deadsoldier (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex=gi.modelindex ("models/deadbods/dude/tris.md2");
+
+ // Defaults to frame 0
+ if (ent->spawnflags & 2)
+ ent->s.frame = 1;
+ else if (ent->spawnflags & 4)
+ ent->s.frame = 2;
+ else if (ent->spawnflags & 8)
+ ent->s.frame = 3;
+ else if (ent->spawnflags & 16)
+ ent->s.frame = 4;
+ else if (ent->spawnflags & 32)
+ ent->s.frame = 5;
+ else
+ ent->s.frame = 0;
+
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 16);
+ ent->deadflag = DEAD_DEAD;
+ ent->takedamage = DAMAGE_YES;
+ ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER;
+ ent->die = misc_deadsoldier_die;
+ ent->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
+This is the Viper for the flyby bombing.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast the Viper should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_viper (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_viper_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
+This is a large stationary viper as seen in Paul's intro
+*/
+void SP_misc_bigviper (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -176, -120, -24);
+ VectorSet (ent->maxs, 176, 120, 72);
+ ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
+"dmg" how much boom should the bomb make?
+*/
+void misc_viper_bomb_touch (edict_t *self, edict_t *, cplane_t *, csurface_t *)
+{
+ G_UseTargets (self, self->activator);
+
+ self->s.origin[2] = self->absmin[2] + 1;
+ T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB);
+ BecomeExplosion2 (self);
+}
+
+void misc_viper_bomb_prethink (edict_t *self)
+{
+ vec3_t v;
+ float diff;
+
+ self->groundentity = NULL;
+
+ diff = self->timestamp - level.time;
+ if (diff < -1.0)
+ diff = -1.0;
+
+ VectorScale (self->moveinfo.dir, 1.0 + diff, v);
+ v[2] = diff;
+
+ diff = self->s.angles[2];
+ vectoangles (v, self->s.angles);
+ self->s.angles[2] = diff + 10;
+}
+
+void misc_viper_bomb_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *viper;
+
+ self->solid = SOLID_BBOX;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->s.effects |= EF_ROCKET;
+ self->use = NULL;
+ self->movetype = MOVETYPE_TOSS;
+ self->prethink = misc_viper_bomb_prethink;
+ self->touch = misc_viper_bomb_touch;
+ self->activator = activator;
+
+ viper = G_Find (NULL, FOFS(classname), "misc_viper");
+ VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
+
+ self->timestamp = level.time;
+ VectorCopy (viper->moveinfo.dir, self->moveinfo.dir);
+}
+
+void SP_misc_viper_bomb (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+
+ self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
+
+ if (!self->dmg)
+ self->dmg = 1000;
+
+ self->use = misc_viper_bomb_use;
+ self->svflags |= SVF_NOCLIENT;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
+This is a Storgg ship for the flybys.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast it should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_strogg_ship (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_strogg_ship_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
+*/
+void misc_satellite_dish_think (edict_t *self)
+{
+ self->s.frame++;
+ if (self->s.frame < 38)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void misc_satellite_dish_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->s.frame = 0;
+ self->think = misc_satellite_dish_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_satellite_dish (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 128);
+ ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2");
+ ent->use = misc_satellite_dish_use;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine1 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_arm (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/arm/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_leg (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/leg/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_head (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/head/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+//=====================================================
+
+/*QUAKED target_character (0 0 1) ?
+used with target_string (must be on same "team")
+"count" is position in the string (starts at 1)
+*/
+
+void SP_target_character (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ self->s.frame = 12;
+ gi.linkentity (self);
+ return;
+}
+
+
+/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
+*/
+
+void target_string_use (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *e;
+ int n, l;
+ char c;
+
+ l = strlen(self->message);
+ for (e = self->teammaster; e; e = e->teamchain)
+ {
+ if (!e->count)
+ continue;
+ n = e->count - 1;
+ if (n > l)
+ {
+ e->s.frame = 12;
+ continue;
+ }
+
+ c = self->message[n];
+ if (c >= '0' && c <= '9')
+ e->s.frame = c - '0';
+ else if (c == '-')
+ e->s.frame = 10;
+ else if (c == ':')
+ e->s.frame = 11;
+ else
+ e->s.frame = 12;
+ }
+}
+
+void SP_target_string (edict_t *self)
+{
+ if (!self->message)
+ self->message = "";
+ self->use = target_string_use;
+}
+
+
+/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
+target a target_string with this
+
+The default is to be a time of day clock
+
+TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
+If START_OFF, this entity must be used before it starts
+
+"style" 0 "xx"
+ 1 "xx:xx"
+ 2 "xx:xx:xx"
+*/
+
+#define CLOCK_MESSAGE_SIZE 16
+
+// don't let field width of any clock messages change, or it
+// could cause an overwrite after a game load
+
+static void func_clock_reset (edict_t *self)
+{
+ self->activator = NULL;
+ if (self->spawnflags & 1)
+ {
+ self->health = 0;
+ self->wait = self->count;
+ }
+ else if (self->spawnflags & 2)
+ {
+ self->health = self->count;
+ self->wait = 0;
+ }
+}
+
+static void func_clock_format_countdown (edict_t *self)
+{
+ if (self->style == 0)
+ {
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health);
+ return;
+ }
+
+ if (self->style == 1)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ return;
+ }
+
+ if (self->style == 2)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ return;
+ }
+}
+
+void func_clock_think (edict_t *self)
+{
+ Tm *t;
+
+ if (!self->enemy)
+ {
+ self->enemy = G_Find (NULL, FOFS(targetname), self->target);
+ if (!self->enemy)
+ return;
+ }
+
+ if (self->spawnflags & 1)
+ {
+ func_clock_format_countdown (self);
+ self->health++;
+ }
+ else if (self->spawnflags & 2)
+ {
+ func_clock_format_countdown (self);
+ self->health--;
+ }
+ else
+ {
+ t = localtime(time(nil));
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2d:%2d:%2d", t->hour, t->min, t->sec);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ }
+
+ self->enemy->message = self->message;
+ self->enemy->use (self->enemy, self, self);
+
+ if (((self->spawnflags & 1) && (self->health > self->wait)) ||
+ ((self->spawnflags & 2) && (self->health < self->wait)))
+ {
+ if (self->pathtarget)
+ {
+ char *savetarget;
+ char *savemessage;
+
+ savetarget = self->target;
+ savemessage = self->message;
+ self->target = self->pathtarget;
+ self->message = NULL;
+ G_UseTargets (self, self->activator);
+ self->target = savetarget;
+ self->message = savemessage;
+ }
+
+ if (!(self->spawnflags & 8))
+ return;
+
+ func_clock_reset (self);
+
+ if (self->spawnflags & 4)
+ return;
+ }
+
+ self->nextthink = level.time + 1;
+}
+
+void func_clock_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ if (!(self->spawnflags & 8))
+ self->use = NULL;
+ if (self->activator)
+ return;
+ self->activator = activator;
+ self->think (self);
+}
+
+void SP_func_clock (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 2) && (!self->count))
+ {
+ gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 1) && (!self->count))
+ self->count = 60*60;;
+
+ func_clock_reset (self);
+
+ self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
+
+ self->think = func_clock_think;
+
+ if (self->spawnflags & 4)
+ self->use = func_clock_use;
+ else
+ self->nextthink = level.time + 1;
+}
+
+//=================================================================================
+
+void teleporter_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *dest;
+ int i;
+
+ if (!other->client)
+ return;
+ dest = G_Find (NULL, FOFS(targetname), self->target);
+ if (!dest)
+ {
+ gi.dprintf ("Couldn't find destination\n");
+ return;
+ }
+
+//ZOID
+ CTFPlayerResetGrapple(other);
+//ZOID
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ gi.unlinkentity (other);
+
+ VectorCopy (dest->s.origin, other->s.origin);
+ VectorCopy (dest->s.origin, other->s.old_origin);
+ other->s.origin[2] += 15; //10;
+
+ // clear the velocity and hold them in place briefly
+ VectorClear (other->velocity);
+ other->client->ps.pmove.pm_time = 160>>3; // hold time
+ other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+ self->owner->s.event = EV_PLAYER_TELEPORT;
+ other->s.event = EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i=0 ; i<3 ; i++)
+ other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
+
+ VectorClear (other->s.angles);
+ VectorClear (other->client->ps.viewangles);
+ VectorClear (other->client->v_angle);
+
+ // kill anything at the destination
+ KillBox (other);
+
+ gi.linkentity (other);
+}
+
+/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
+Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
+*/
+void SP_misc_teleporter (edict_t *ent)
+{
+ edict_t *trig;
+
+ if (!ent->target)
+ {
+ gi.dprintf ("teleporter without a target.\n");
+ G_FreeEdict (ent);
+ return;
+ }
+
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 1;
+ ent->s.effects = EF_TELEPORTER;
+ ent->s.sound = gi.soundindex ("world/amb10.wav");
+ ent->solid = SOLID_BBOX;
+
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+
+ trig = G_Spawn ();
+ trig->touch = teleporter_touch;
+ trig->solid = SOLID_TRIGGER;
+ trig->target = ent->target;
+ trig->owner = ent;
+ VectorCopy (ent->s.origin, trig->s.origin);
+ VectorSet (trig->mins, -8, -8, 8);
+ VectorSet (trig->maxs, 8, 8, 24);
+ gi.linkentity (trig);
+
+}
+
+/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
+Point teleporters at these.
+*/
+void SP_misc_teleporter_dest (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 0;
+ ent->solid = SOLID_BBOX;
+// ent->s.effects |= EF_FLIES;
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+}
+
--- /dev/null
+++ b/crbot/g_monster.c
@@ -1,0 +1,725 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+//
+// monster weapons
+//
+
+//FIXME mosnters should call these with a totally accurate direction
+// and we can mess it up based on skill. Spread should be for normal
+// and we can tighten or loosen based on skill. We could muck with
+// the damages too, but I'm not sure that's such a good idea.
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
+{
+ fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
+{
+ fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
+{
+ fire_blaster (self, start, dir, damage, speed, effect, false);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
+{
+ fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
+{
+ fire_rocket (self, start, dir, damage, speed, damage+20, damage);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
+{
+ fire_rail (self, start, aimdir, damage, kick);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int, float damage_radius, int flashtype)
+{
+ fire_bfg (self, start, aimdir, damage, speed, damage_radius);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+
+
+//
+// Monster utility functions
+//
+
+static void M_FliesOff (edict_t *self)
+{
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+}
+
+static void M_FliesOn (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+ self->s.effects |= EF_FLIES;
+ self->s.sound = gi.soundindex ("infantry/inflies1.wav");
+ self->think = M_FliesOff;
+ self->nextthink = level.time + 60;
+}
+
+void M_FlyCheck (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+
+ if (qrandom() > 0.5)
+ return;
+
+ self->think = M_FliesOn;
+ self->nextthink = level.time + 5 + 10 * qrandom();
+}
+
+void AttackFinished (edict_t *self, float time)
+{
+ self->monsterinfo.attack_finished = level.time + time;
+}
+
+
+void M_CheckGround (edict_t *ent)
+{
+ vec3_t point;
+ trace_t trace;
+
+ if (ent->flags & (FL_SWIM|FL_FLY))
+ return;
+
+ if (ent->velocity[2] > 100)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+
+// if the hull point one-quarter unit down is solid the entity is on ground
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+ point[2] = ent->s.origin[2] - 0.25;
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
+
+ // check steepness
+ if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+
+// ent->groundentity = trace.ent;
+// ent->groundentity_linkcount = trace.ent->linkcount;
+// if (!trace.startsolid && !trace.allsolid)
+// VectorCopy (trace.endpos, ent->s.origin);
+ if (!trace.startsolid && !trace.allsolid)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ ent->velocity[2] = 0;
+ }
+}
+
+
+void M_CatagorizePosition (edict_t *ent)
+{
+ vec3_t point;
+ int cont;
+
+//
+// get waterlevel
+//
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+ point[2] = ent->s.origin[2] + ent->mins[2] + 1;
+ cont = gi.pointcontents (point);
+
+ if (!(cont & MASK_WATER))
+ {
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ return;
+ }
+
+ ent->watertype = cont;
+ ent->waterlevel = 1;
+ point[2] += 26;
+ cont = gi.pointcontents (point);
+ if (!(cont & MASK_WATER))
+ return;
+
+ ent->waterlevel = 2;
+ point[2] += 22;
+ cont = gi.pointcontents (point);
+ if (cont & MASK_WATER)
+ ent->waterlevel = 3;
+}
+
+
+void M_WorldEffects (edict_t *ent)
+{
+ int dmg;
+
+ if (ent->health > 0)
+ {
+ if (!(ent->flags & FL_SWIM))
+ {
+ if (ent->waterlevel < 3)
+ {
+ ent->air_finished = level.time + 12;
+ }
+ else if (ent->air_finished < level.time)
+ { // drown!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ else
+ {
+ if (ent->waterlevel > 0)
+ {
+ ent->air_finished = level.time + 9;
+ }
+ else if (ent->air_finished < level.time)
+ { // suffocate!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ }
+
+ if (ent->waterlevel == 0)
+ {
+ if (ent->flags & FL_INWATER)
+ {
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ ent->flags &= ~FL_INWATER;
+ }
+ return;
+ }
+
+ if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 0.2;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
+ }
+ }
+ if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 1;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+
+ if ( !(ent->flags & FL_INWATER) )
+ {
+ if (!(ent->svflags & SVF_DEADMONSTER))
+ {
+ if (ent->watertype & CONTENTS_LAVA)
+ if (qrandom() <= 0.5)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_SLIME)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_WATER)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ }
+
+ ent->flags |= FL_INWATER;
+ ent->damage_debounce_time = 0;
+ }
+}
+
+
+void M_droptofloor (edict_t *ent)
+{
+ vec3_t end;
+ trace_t trace;
+
+ ent->s.origin[2] += 1;
+ VectorCopy (ent->s.origin, end);
+ end[2] -= 256;
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1 || trace.allsolid)
+ return;
+
+ VectorCopy (trace.endpos, ent->s.origin);
+
+ gi.linkentity (ent);
+ M_CheckGround (ent);
+ M_CatagorizePosition (ent);
+}
+
+
+void M_SetEffects (edict_t *ent)
+{
+ ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
+ ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+
+ if (ent->monsterinfo.aiflags & AI_RESURRECTING)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_RED;
+ }
+
+ if (ent->health <= 0)
+ return;
+
+ if (ent->powerarmor_time > level.time)
+ {
+ if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+}
+
+
+void M_MoveFrame (edict_t *self)
+{
+ mmove_t *move;
+ int index;
+
+ move = self->monsterinfo.currentmove;
+ self->nextthink = level.time + FRAMETIME;
+
+ if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
+ {
+ self->s.frame = self->monsterinfo.nextframe;
+ self->monsterinfo.nextframe = 0;
+ }
+ else
+ {
+ if (self->s.frame == move->lastframe)
+ {
+ if (move->endfunc)
+ {
+ move->endfunc (self);
+
+ // regrab move, endfunc is very likely to change it
+ move = self->monsterinfo.currentmove;
+
+ // check for death
+ if (self->svflags & SVF_DEADMONSTER)
+ return;
+ }
+ }
+
+ if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
+ {
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ self->s.frame = move->firstframe;
+ }
+ else
+ {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ {
+ self->s.frame++;
+ if (self->s.frame > move->lastframe)
+ self->s.frame = move->firstframe;
+ }
+ }
+ }
+
+ index = self->s.frame - move->firstframe;
+ if (move->frame[index].aifunc) {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
+ else
+ move->frame[index].aifunc (self, 0);
+ }
+
+ if (move->frame[index].thinkfunc)
+ move->frame[index].thinkfunc (self);
+}
+
+
+void monster_think (edict_t *self)
+{
+ M_MoveFrame (self);
+ if (self->linkcount != self->monsterinfo.linkcount)
+ {
+ self->monsterinfo.linkcount = self->linkcount;
+ M_CheckGround (self);
+ }
+ M_CatagorizePosition (self);
+ M_WorldEffects (self);
+ M_SetEffects (self);
+}
+
+
+/*
+================
+monster_use
+
+Using a monster makes it angry at the current activator
+================
+*/
+void monster_use (edict_t *self, edict_t *, 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 monster_start_go (edict_t *self);
+
+
+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 & 1) && !(self->enemy->flags & FL_NOTARGET))
+ {
+ FoundTarget (self);
+ }
+ else
+ {
+ self->enemy = NULL;
+ }
+}
+
+void monster_triggered_spawn_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ // we have a one frame delay here so we don't telefrag the guy who activated us
+ self->think = monster_triggered_spawn;
+ self->nextthink = level.time + FRAMETIME;
+ if (activator->client)
+ self->enemy = activator;
+ self->use = monster_use;
+}
+
+void monster_triggered_start (edict_t *self)
+{
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+ self->use = monster_triggered_spawn_use;
+}
+
+
+/*
+================
+monster_death_use
+
+When a monster dies, it fires all of its targets with the current
+enemy as activator.
+================
+*/
+void monster_death_use (edict_t *self)
+{
+ self->flags &= ~(FL_FLY|FL_SWIM);
+ self->monsterinfo.aiflags &= AI_GOOD_GUY;
+
+ if (self->item)
+ {
+ Drop_Item (self, self->item);
+ self->item = NULL;
+ }
+
+ if (self->deathtarget)
+ self->target = self->deathtarget;
+
+ if (!self->target)
+ return;
+
+ G_UseTargets (self, self->enemy);
+}
+
+
+//============================================================================
+
+qboolean monster_start (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return false;
+ }
+
+ if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ self->spawnflags &= ~4;
+ self->spawnflags |= 1;
+// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
+ level.total_monsters++;
+
+ self->nextthink = level.time + FRAMETIME;
+ self->svflags |= SVF_MONSTER;
+ self->s.renderfx |= RF_FRAMELERP;
+ self->takedamage = DAMAGE_AIM;
+ self->air_finished = level.time + 12;
+ self->use = monster_use;
+ self->max_health = self->health;
+ self->clipmask = MASK_MONSTERSOLID;
+
+ self->s.skinnum = 0;
+ self->deadflag = DEAD_NO;
+ self->svflags &= ~SVF_DEADMONSTER;
+
+ if (!self->monsterinfo.checkattack)
+ self->monsterinfo.checkattack = M_CheckAttack;
+ VectorCopy (self->s.origin, self->s.old_origin);
+
+ if (st.item)
+ {
+ self->item = FindItemByClassname (st.item);
+ if (!self->item)
+ gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
+ }
+
+ // randomize what frame they start on
+ if (self->monsterinfo.currentmove)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+
+ return true;
+}
+
+void monster_start_go (edict_t *self)
+{
+ vec3_t v;
+
+ if (self->health <= 0)
+ return;
+
+ // check for target to combat_point and change to combattarget
+ if (self->target)
+ {
+ qboolean notcombat;
+ qboolean fixup;
+ edict_t *target;
+
+ target = NULL;
+ notcombat = false;
+ fixup = false;
+ while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") == 0)
+ {
+ self->combattarget = self->target;
+ fixup = true;
+ }
+ else
+ {
+ notcombat = true;
+ }
+ }
+ if (notcombat && self->combattarget)
+ gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
+ if (fixup)
+ self->target = NULL;
+ }
+
+ // validate combattarget
+ if (self->combattarget)
+ {
+ edict_t *target;
+
+ target = NULL;
+ while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") != 0)
+ {
+ gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
+ self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
+ self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
+ (int)target->s.origin[2]);
+ }
+ }
+ }
+
+ if (self->target)
+ {
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ else if (strcmp (self->movetarget->classname, "path_corner") == 0)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+ }
+ else
+ {
+ self->goalentity = self->movetarget = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ }
+ else
+ {
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+
+ self->think = monster_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void walkmonster_start_go (edict_t *self)
+{
+ if (!(self->spawnflags & 2) && level.time < 1)
+ {
+ M_droptofloor (self);
+
+ if (self->groundentity)
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 20;
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void walkmonster_start (edict_t *self)
+{
+ self->think = walkmonster_start_go;
+ monster_start (self);
+}
+
+
+void flymonster_start_go (edict_t *self)
+{
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+
+void flymonster_start (edict_t *self)
+{
+ self->flags |= FL_FLY;
+ self->think = flymonster_start_go;
+ monster_start (self);
+}
+
+
+void swimmonster_start_go (edict_t *self)
+{
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 10;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void swimmonster_start (edict_t *self)
+{
+ self->flags |= FL_SWIM;
+ self->think = swimmonster_start_go;
+ monster_start (self);
+}
--- /dev/null
+++ b/crbot/g_phys.c
@@ -1,0 +1,946 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+
+
+pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
+
+onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
+
+doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
+bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
+corpses are SOLID_NOT and MOVETYPE_TOSS
+crates are SOLID_BBOX and MOVETYPE_TOSS
+walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
+flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
+
+solid_edge items only clip against bsp models.
+
+*/
+
+
+/*
+============
+SV_TestEntityPosition
+
+============
+*/
+edict_t *SV_TestEntityPosition (edict_t *ent)
+{
+ trace_t trace;
+ int mask;
+
+
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
+
+ if (trace.startsolid)
+ return g_edicts;
+
+ return NULL;
+}
+
+
+/*
+================
+SV_CheckVelocity
+================
+*/
+void SV_CheckVelocity (edict_t *ent)
+{
+ int i;
+
+//
+// bound velocity
+//
+ for (i=0 ; i<3 ; i++)
+ {
+ if (ent->velocity[i] > sv_maxvelocity->value)
+ ent->velocity[i] = sv_maxvelocity->value;
+ else if (ent->velocity[i] < -sv_maxvelocity->value)
+ ent->velocity[i] = -sv_maxvelocity->value;
+ }
+}
+
+/*
+=============
+SV_RunThink
+
+Runs thinking code for this frame if necessary
+=============
+*/
+qboolean SV_RunThink (edict_t *ent)
+{
+ float thinktime;
+
+ thinktime = ent->nextthink;
+ if (thinktime <= 0)
+ return true;
+ if (thinktime > level.time+0.001)
+ return true;
+
+ ent->nextthink = 0;
+ if (!ent->think)
+ gi.error ("NULL ent->think");
+ ent->think (ent);
+
+ return false;
+}
+
+/*
+==================
+SV_Impact
+
+Two entities have touched, so run their touch functions
+==================
+*/
+void SV_Impact (edict_t *e1, trace_t *trace)
+{
+ edict_t *e2;
+// cplane_t backplane;
+
+ e2 = trace->ent;
+
+ if (e1->touch && e1->solid != SOLID_NOT)
+ e1->touch (e1, e2, &trace->plane, trace->surface);
+
+ if (e2->touch && e2->solid != SOLID_NOT)
+ e2->touch (e2, e1, NULL, NULL);
+}
+
+
+/*
+==================
+ClipVelocity
+
+Slide off of the impacting object
+returns the blocked flags (1 = floor, 2 = step / wall)
+==================
+*/
+#define STOP_EPSILON 0.1
+
+int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+{
+ float backoff;
+ float change;
+ int i, blocked;
+
+ blocked = 0;
+ if (normal[2] > 0)
+ blocked |= 1; // floor
+ if (!normal[2])
+ blocked |= 2; // step
+
+ backoff = DotProduct (in, normal) * overbounce;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ change = normal[i]*backoff;
+ out[i] = in[i] - change;
+ if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
+ out[i] = 0;
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_FlyMove
+
+The basic solid body movement clip that slides along multiple planes
+Returns the clipflags if the velocity was modified (hit something solid)
+1 = floor
+2 = wall / step
+4 = dead stop
+============
+*/
+#define MAX_CLIP_PLANES 5
+int SV_FlyMove (edict_t *ent, float time, int mask)
+{
+ edict_t *hit;
+ int bumpcount, numbumps;
+ vec3_t dir;
+ float d;
+ int numplanes;
+ vec3_t planes[MAX_CLIP_PLANES];
+ vec3_t primal_velocity, original_velocity, new_velocity;
+ int i, j;
+ trace_t trace;
+ vec3_t end;
+ float time_left;
+ int blocked;
+
+ numbumps = 4;
+
+ blocked = 0;
+ VectorCopy (ent->velocity, original_velocity);
+ VectorCopy (ent->velocity, primal_velocity);
+ numplanes = 0;
+
+ time_left = time;
+
+ ent->groundentity = NULL;
+ for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ {
+ for (i=0 ; i<3 ; i++)
+ end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
+
+ if (trace.allsolid)
+ { // entity is trapped in another solid
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ if (trace.fraction > 0)
+ { // actually covered some distance
+ VectorCopy (trace.endpos, ent->s.origin);
+ VectorCopy (ent->velocity, original_velocity);
+ numplanes = 0;
+ }
+
+ if (trace.fraction == 1)
+ break; // moved the entire distance
+
+ hit = trace.ent;
+
+ if (trace.plane.normal[2] > 0.7)
+ {
+ blocked |= 1; // floor
+ if ( hit->solid == SOLID_BSP)
+ {
+ ent->groundentity = hit;
+ ent->groundentity_linkcount = hit->linkcount;
+ }
+ }
+ if (!trace.plane.normal[2])
+ {
+ blocked |= 2; // step
+ }
+
+//
+// run the impact function
+//
+ SV_Impact (ent, &trace);
+ if (!ent->inuse)
+ break; // removed by the impact function
+
+
+ time_left -= time_left * trace.fraction;
+
+ // cliped to another plane
+ if (numplanes >= MAX_CLIP_PLANES)
+ { // this shouldn't really happen
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ VectorCopy (trace.plane.normal, planes[numplanes]);
+ numplanes++;
+
+//
+// modify original_velocity so it parallels all of the clip planes
+//
+ for (i=0 ; i<numplanes ; i++)
+ {
+ ClipVelocity (original_velocity, planes[i], new_velocity, 1);
+ for (j=0 ; j<numplanes ; j++)
+ if (j != i)
+ {
+ if (DotProduct (new_velocity, planes[j]) < 0)
+ break; // not ok
+ }
+ if (j == numplanes)
+ break;
+ }
+
+ if (i != numplanes)
+ { // go along this plane
+ VectorCopy (new_velocity, ent->velocity);
+ }
+ else
+ { // go along the crease
+ if (numplanes != 2)
+ {
+// gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
+ VectorCopy (vec3_origin, ent->velocity);
+ return 7;
+ }
+ CrossProduct (planes[0], planes[1], dir);
+ d = DotProduct (dir, ent->velocity);
+ VectorScale (dir, d, ent->velocity);
+ }
+
+//
+// if original velocity is against the original velocity, stop dead
+// to avoid tiny occilations in sloping corners
+//
+ if (DotProduct (ent->velocity, primal_velocity) <= 0)
+ {
+ VectorCopy (vec3_origin, ent->velocity);
+ return blocked;
+ }
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_AddGravity
+
+============
+*/
+void SV_AddGravity (edict_t *ent)
+{
+ if ( ent->bot_info && ent->bot_info->b_on_ladder ) return;
+
+ ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
+}
+
+/*
+===============================================================================
+
+PUSHMOVE
+
+===============================================================================
+*/
+
+/*
+============
+SV_PushEntity
+
+Does not change the entities velocity at all
+============
+*/
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
+{
+ trace_t trace;
+ vec3_t start;
+ vec3_t end;
+ int mask;
+
+ VectorCopy (ent->s.origin, start);
+ VectorAdd (start, push, end);
+
+retry:
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+
+ trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
+
+ VectorCopy (trace.endpos, ent->s.origin);
+ gi.linkentity (ent);
+
+ if (trace.fraction != 1.0)
+ {
+ SV_Impact (ent, &trace);
+
+ // if the pushed entity went away and the pusher is still there
+ if (!trace.ent->inuse && ent->inuse)
+ {
+ // move the pusher back and try again
+ VectorCopy (start, ent->s.origin);
+ gi.linkentity (ent);
+ goto retry;
+ }
+ }
+
+ if (ent->inuse)
+ G_TouchTriggers (ent);
+
+ return trace;
+}
+
+
+typedef struct
+{
+ edict_t *ent;
+ vec3_t origin;
+ vec3_t angles;
+ float deltayaw;
+} pushed_t;
+pushed_t pushed[MAX_EDICTS], *pushed_p;
+
+edict_t *obstacle;
+
+/*
+============
+SV_Push
+
+Objects need to be moved back on a failed push,
+otherwise riders would continue to slide.
+============
+*/
+qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
+{
+ int i, e;
+ edict_t *check, *block;
+ vec3_t mins, maxs;
+ pushed_t *p;
+ vec3_t org, org2, move2, forward, right, up;
+
+ // clamp the move to 1/8 units, so the position will
+ // be accurate for client side prediction
+ for (i=0 ; i<3 ; i++)
+ {
+ float temp;
+ temp = move[i]*8.0;
+ if (temp > 0.0)
+ temp += 0.5;
+ else
+ temp -= 0.5;
+ move[i] = 0.125 * (int)temp;
+ }
+
+ // find the bounding box
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = pusher->absmin[i] + move[i];
+ maxs[i] = pusher->absmax[i] + move[i];
+ }
+
+// we need this for pushing things later
+ VectorSubtract (vec3_origin, amove, org);
+ AngleVectors (org, forward, right, up);
+
+// save the pusher's original position
+ pushed_p->ent = pusher;
+ VectorCopy (pusher->s.origin, pushed_p->origin);
+ VectorCopy (pusher->s.angles, pushed_p->angles);
+ if (pusher->client)
+ pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
+ pushed_p++;
+
+// move the pusher to it's final position
+ VectorAdd (pusher->s.origin, move, pusher->s.origin);
+ VectorAdd (pusher->s.angles, amove, pusher->s.angles);
+ gi.linkentity (pusher);
+
+// see if any solid entities are inside the final position
+ check = g_edicts+1;
+ for (e = 1; e < globals.num_edicts; e++, check++)
+ {
+ if (!check->inuse)
+ continue;
+ if (check->movetype == MOVETYPE_PUSH
+ || check->movetype == MOVETYPE_STOP
+ || check->movetype == MOVETYPE_NONE
+ || check->movetype == MOVETYPE_NOCLIP)
+ continue;
+
+ if (!check->area.prev)
+ continue; // not linked in anywhere
+
+ // if the entity is standing on the pusher, it will definitely be moved
+ if (check->groundentity != pusher)
+ {
+ // see if the ent needs to be tested
+ if ( check->absmin[0] >= maxs[0]
+ || check->absmin[1] >= maxs[1]
+ || check->absmin[2] >= maxs[2]
+ || check->absmax[0] <= mins[0]
+ || check->absmax[1] <= mins[1]
+ || check->absmax[2] <= mins[2] )
+ continue;
+
+ // see if the ent's bbox is inside the pusher's final position
+ if (!SV_TestEntityPosition (check))
+ continue;
+ }
+
+ if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
+ {
+ // move this entity
+ pushed_p->ent = check;
+ VectorCopy (check->s.origin, pushed_p->origin);
+ VectorCopy (check->s.angles, pushed_p->angles);
+ pushed_p++;
+
+ // try moving the contacted entity
+ VectorAdd (check->s.origin, move, check->s.origin);
+ if (check->client)
+ { // FIXME: doesn't rotate monsters?
+ check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
+ }
+
+ // figure movement due to the pusher's amove
+ VectorSubtract (check->s.origin, pusher->s.origin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = -DotProduct (org, right);
+ org2[2] = DotProduct (org, up);
+ VectorSubtract (org2, org, move2);
+ VectorAdd (check->s.origin, move2, check->s.origin);
+
+ // may have pushed them off an edge
+ if (check->groundentity != pusher)
+ check->groundentity = NULL;
+
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ { // pushed ok
+ gi.linkentity (check);
+ // impact?
+ continue;
+ }
+
+ // if it is ok to leave in the old position, do it
+ // this is only relevent for riding entities, not pushed
+ // FIXME: this doesn't acount for rotation
+ VectorSubtract (check->s.origin, move, check->s.origin);
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ {
+ pushed_p--;
+ continue;
+ }
+ }
+
+ // save off the obstacle so we can call the block function
+ obstacle = check;
+
+ // move back any entities we already moved
+ // go backwards, so if the same entity was pushed
+ // twice, it goes back to the original position
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ {
+ VectorCopy (p->origin, p->ent->s.origin);
+ VectorCopy (p->angles, p->ent->s.angles);
+ if (p->ent->client)
+ {
+ p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
+ }
+ gi.linkentity (p->ent);
+ }
+ return false;
+ }
+
+//FIXME: is there a better way to handle this?
+ // see if anything we moved has touched a trigger
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ G_TouchTriggers (p->ent);
+
+ return true;
+}
+
+/*
+================
+SV_Physics_Pusher
+
+Bmodel objects don't interact with each other, but
+push all box objects
+================
+*/
+void SV_Physics_Pusher (edict_t *ent)
+{
+ vec3_t move, amove;
+ edict_t *part, *mv;
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ // make sure all team slaves can move before commiting
+ // any moves or calling any think functions
+ // if the move is blocked, all moved objects will be backed out
+//retry:
+ pushed_p = pushed;
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
+ part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
+ )
+ { // object is moving
+ VectorScale (part->velocity, FRAMETIME, move);
+ VectorScale (part->avelocity, FRAMETIME, amove);
+
+ if (!SV_Push (part, move, amove))
+ break; // move was blocked
+ }
+ }
+ if (pushed_p > &pushed[MAX_EDICTS])
+ gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
+
+ if (part)
+ {
+ // the move failed, bump all nextthink times and back out moves
+ for (mv = ent ; mv ; mv=mv->teamchain)
+ {
+ if (mv->nextthink > 0)
+ mv->nextthink += FRAMETIME;
+ }
+
+ // if the pusher has a "blocked" function, call it
+ // otherwise, just stay in place until the obstacle is gone
+ if (part->blocked)
+ part->blocked (part, obstacle);
+/*
+ // if the pushed entity went away and the pusher is still there
+ if (!obstacle->inuse && part->inuse)
+ goto retry;
+*/
+ }
+ else
+ {
+ // the move succeeded, so call all think functions
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ SV_RunThink (part);
+ }
+ }
+}
+
+//==================================================================
+
+/*
+=============
+SV_Physics_None
+
+Non moving objects can only think
+=============
+*/
+void SV_Physics_None (edict_t *ent)
+{
+// regular thinking
+ SV_RunThink (ent);
+}
+
+/*
+=============
+SV_Physics_Noclip
+
+A moving object that doesn't obey physics
+=============
+*/
+void SV_Physics_Noclip (edict_t *ent)
+{
+// regular thinking
+ if (!SV_RunThink (ent))
+ return;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
+
+ gi.linkentity (ent);
+}
+
+/*
+==============================================================================
+
+TOSS / BOUNCE
+
+==============================================================================
+*/
+
+/*
+=============
+SV_Physics_Toss
+
+Toss, bounce, and fly movement. When onground, do nothing.
+=============
+*/
+void SV_Physics_Toss (edict_t *ent)
+{
+ trace_t trace;
+ vec3_t move;
+ float backoff;
+ edict_t *slave;
+ qboolean wasinwater;
+ qboolean isinwater;
+ vec3_t old_origin;
+
+// regular thinking
+ SV_RunThink (ent);
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ if (ent->velocity[2] > 0)
+ ent->groundentity = NULL;
+
+// check for the groundentity going away
+ if (ent->groundentity)
+ if (!ent->groundentity->inuse)
+ ent->groundentity = NULL;
+
+// if onground, return without moving
+ if ( ent->groundentity )
+ return;
+
+ VectorCopy (ent->s.origin, old_origin);
+
+ SV_CheckVelocity (ent);
+
+// add gravity
+ if (ent->movetype != MOVETYPE_FLY
+ && ent->movetype != MOVETYPE_FLYMISSILE)
+ SV_AddGravity (ent);
+
+// move angles
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+
+// move origin
+ VectorScale (ent->velocity, FRAMETIME, move);
+ trace = SV_PushEntity (ent, move);
+ if (!ent->inuse)
+ return;
+
+ if (trace.fraction < 1)
+ {
+ if (ent->movetype == MOVETYPE_BOUNCE)
+ backoff = 1.5;
+ else
+ backoff = 1;
+
+ ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
+
+ // stop if on ground
+ if (trace.plane.normal[2] > 0.7)
+ {
+ if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
+ {
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ VectorCopy (vec3_origin, ent->velocity);
+ VectorCopy (vec3_origin, ent->avelocity);
+ }
+ }
+
+// if (ent->touch)
+// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
+ }
+
+// check for water transition
+ wasinwater = (ent->watertype & MASK_WATER);
+ ent->watertype = gi.pointcontents (ent->s.origin);
+ isinwater = ent->watertype & MASK_WATER;
+
+ if (isinwater)
+ ent->waterlevel = 1;
+ else
+ ent->waterlevel = 0;
+
+ if (!wasinwater && isinwater)
+ gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+ else if (wasinwater && !isinwater)
+ gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+
+// move teamslaves
+ for (slave = ent->teamchain; slave; slave = slave->teamchain)
+ {
+ VectorCopy (ent->s.origin, slave->s.origin);
+ gi.linkentity (slave);
+ }
+}
+
+/*
+===============================================================================
+
+STEPPING MOVEMENT
+
+===============================================================================
+*/
+
+/*
+=============
+SV_Physics_Step
+
+Monsters freefall when they don't have a ground entity, otherwise
+all movement is done with discrete steps.
+
+This is also used for objects that have become still on the ground, but
+will fall if the floor is pulled out from under them.
+FIXME: is this true?
+=============
+*/
+
+//FIXME: hacked in for E3 demo
+#define sv_stopspeed 100
+#define sv_friction 6
+#define sv_waterfriction 1
+
+void SV_AddRotationalFriction (edict_t *ent)
+{
+ int n;
+ float adjustment;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ adjustment = FRAMETIME * sv_stopspeed * sv_friction;
+ for (n = 0; n < 3; n++)
+ {
+ if (ent->avelocity[n] > 0)
+ {
+ ent->avelocity[n] -= adjustment;
+ if (ent->avelocity[n] < 0)
+ ent->avelocity[n] = 0;
+ }
+ else
+ {
+ ent->avelocity[n] += adjustment;
+ if (ent->avelocity[n] > 0)
+ ent->avelocity[n] = 0;
+ }
+ }
+}
+
+void SV_Physics_Step (edict_t *ent)
+{
+ qboolean wasonground;
+ qboolean hitsound = false;
+ float *vel;
+ float speed, newspeed, control;
+ float friction;
+ edict_t *groundentity;
+ int mask;
+
+ // airborn monsters should always check for ground
+ if (!ent->groundentity)
+ M_CheckGround (ent);
+
+ groundentity = ent->groundentity;
+
+ SV_CheckVelocity (ent);
+
+ if (groundentity)
+ wasonground = true;
+ else
+ wasonground = false;
+
+ if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
+ SV_AddRotationalFriction (ent);
+
+ // add gravity except:
+ // flying monsters
+ // swimming monsters who are in the water
+ if (! wasonground)
+ if (!(ent->flags & FL_FLY))
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
+ {
+ if (ent->velocity[2] < sv_gravity->value*-0.1)
+ hitsound = true;
+ if (ent->waterlevel == 0)
+ SV_AddGravity (ent);
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ friction = sv_friction/3;
+ newspeed = speed - (FRAMETIME * control * friction);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
+ {
+ // apply friction
+ // let dead monsters who aren't completely onground slide
+ if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
+ if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
+ {
+ vel = ent->velocity;
+ speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+ if (speed)
+ {
+ friction = sv_friction;
+
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ newspeed = speed - FRAMETIME*control*friction;
+
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+
+ vel[0] *= newspeed;
+ vel[1] *= newspeed;
+ }
+ }
+
+ if (ent->svflags & SVF_MONSTER)
+ mask = MASK_MONSTERSOLID;
+ else
+ mask = MASK_SOLID;
+ SV_FlyMove (ent, FRAMETIME, mask);
+
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+
+ if (ent->groundentity)
+ if (!wasonground)
+ if (hitsound)
+ gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
+ }
+
+// regular thinking
+ SV_RunThink (ent);
+}
+
+//============================================================================
+/*
+================
+G_RunEntity
+
+================
+*/
+void G_RunEntity (edict_t *ent)
+{
+ if (ent->prethink)
+ ent->prethink (ent);
+
+ switch ( (int)ent->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_STOP:
+ SV_Physics_Pusher (ent);
+ break;
+ case MOVETYPE_NONE:
+ SV_Physics_None (ent);
+ break;
+ case MOVETYPE_NOCLIP:
+ SV_Physics_Noclip (ent);
+ break;
+ case MOVETYPE_STEP:
+ SV_Physics_Step (ent);
+ break;
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_FLY:
+ case MOVETYPE_FLYMISSILE:
+ SV_Physics_Toss (ent);
+ break;
+ default:
+ gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
+ }
+
+ if (ent->bot_info && ent->bot_info->postthink) ent->bot_info->postthink(ent);
+}
--- /dev/null
+++ b/crbot/g_save.c
@@ -1,0 +1,800 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define FFL_NOSPAWN 2
+
+field_t fields[] = {
+ {"classname", FOFS(classname), F_LSTRING},
+ {"model", FOFS(model), F_LSTRING},
+ {"spawnflags", FOFS(spawnflags), F_INT},
+ {"speed", FOFS(speed), F_FLOAT},
+ {"accel", FOFS(accel), F_FLOAT},
+ {"decel", FOFS(decel), F_FLOAT},
+ {"target", FOFS(target), F_LSTRING},
+ {"targetname", FOFS(targetname), F_LSTRING},
+ {"pathtarget", FOFS(pathtarget), F_LSTRING},
+ {"deathtarget", FOFS(deathtarget), F_LSTRING},
+ {"killtarget", FOFS(killtarget), F_LSTRING},
+ {"combattarget", FOFS(combattarget), F_LSTRING},
+ {"message", FOFS(message), F_LSTRING},
+ {"team", FOFS(team), F_LSTRING},
+ {"wait", FOFS(wait), F_FLOAT},
+ {"delay", FOFS(delay), F_FLOAT},
+ {"random", FOFS(random), F_FLOAT},
+ {"move_origin", FOFS(move_origin), F_VECTOR},
+ {"move_angles", FOFS(move_angles), F_VECTOR},
+ {"style", FOFS(style), F_INT},
+ {"count", FOFS(count), F_INT},
+ {"health", FOFS(health), F_INT},
+ {"sounds", FOFS(sounds), F_INT},
+ {"light", 0, F_IGNORE},
+ {"dmg", FOFS(dmg), F_INT},
+ {"mass", FOFS(mass), F_INT},
+ {"volume", FOFS(volume), F_FLOAT},
+ {"attenuation", FOFS(attenuation), F_FLOAT},
+ {"map", FOFS(map), F_LSTRING},
+ {"origin", FOFS(s.origin), F_VECTOR},
+ {"angles", FOFS(s.angles), F_VECTOR},
+ {"angle", FOFS(s.angles), F_ANGLEHACK},
+
+ {"goalentity", FOFS(goalentity), F_EDICT, FFL_NOSPAWN},
+ {"movetarget", FOFS(movetarget), F_EDICT, FFL_NOSPAWN},
+ {"enemy", FOFS(enemy), F_EDICT, FFL_NOSPAWN},
+ {"oldenemy", FOFS(oldenemy), F_EDICT, FFL_NOSPAWN},
+ {"activator", FOFS(activator), F_EDICT, FFL_NOSPAWN},
+ {"groundentity", FOFS(groundentity), F_EDICT, FFL_NOSPAWN},
+ {"teamchain", FOFS(teamchain), F_EDICT, FFL_NOSPAWN},
+ {"teammaster", FOFS(teammaster), F_EDICT, FFL_NOSPAWN},
+ {"owner", FOFS(owner), F_EDICT, FFL_NOSPAWN},
+ {"mynoise", FOFS(mynoise), F_EDICT, FFL_NOSPAWN},
+ {"mynoise2", FOFS(mynoise2), F_EDICT, FFL_NOSPAWN},
+ {"target_ent", FOFS(target_ent), F_EDICT, FFL_NOSPAWN},
+ {"chain", FOFS(chain), F_EDICT, FFL_NOSPAWN},
+
+ {"prethink", FOFS(prethink), F_IGNORE, FFL_NOSPAWN},
+ {"think", FOFS(think), F_IGNORE, FFL_NOSPAWN},
+ {"blocked", FOFS(blocked), F_IGNORE, FFL_NOSPAWN},
+ {"touch", FOFS(touch), F_IGNORE, FFL_NOSPAWN},
+ {"use", FOFS(use), F_IGNORE, FFL_NOSPAWN},
+ {"pain", FOFS(pain), F_IGNORE, FFL_NOSPAWN},
+ {"die", FOFS(die), F_IGNORE, FFL_NOSPAWN},
+
+ {"stand", FOFS(monsterinfo.stand), F_IGNORE, FFL_NOSPAWN},
+ {"idle", FOFS(monsterinfo.idle), F_IGNORE, FFL_NOSPAWN},
+ {"search", FOFS(monsterinfo.search), F_IGNORE, FFL_NOSPAWN},
+ {"walk", FOFS(monsterinfo.walk), F_IGNORE, FFL_NOSPAWN},
+ {"run", FOFS(monsterinfo.run), F_IGNORE, FFL_NOSPAWN},
+ {"dodge", FOFS(monsterinfo.dodge), F_IGNORE, FFL_NOSPAWN},
+ {"attack", FOFS(monsterinfo.attack), F_IGNORE, FFL_NOSPAWN},
+ {"melee", FOFS(monsterinfo.melee), F_IGNORE, FFL_NOSPAWN},
+ {"sight", FOFS(monsterinfo.sight), F_IGNORE, FFL_NOSPAWN},
+ {"checkattack", FOFS(monsterinfo.checkattack), F_IGNORE, FFL_NOSPAWN},
+ {"currentmove", FOFS(monsterinfo.currentmove), F_IGNORE, FFL_NOSPAWN},
+
+ {"endfunc", FOFS(moveinfo.endfunc), F_IGNORE, FFL_NOSPAWN},
+
+ // temp spawn vars -- only valid when the spawn function is called
+ {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP},
+ {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP},
+ {"height", STOFS(height), F_INT, FFL_SPAWNTEMP},
+ {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP},
+ {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP},
+ {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
+
+//need for item field in edict struct, FFL_SPAWNTEMP item will be skipped on saves
+ {"item", FOFS(item), F_ITEM},
+
+ {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP},
+ {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP},
+ {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP},
+ {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP},
+ {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP},
+
+ {0, 0, 0, 0}
+
+};
+
+// -------- just for savegames ----------
+// all pointer fields should be listed here, or savegames
+// won't work properly (they will crash and burn).
+// this wasn't just tacked on to the fields array, because
+// these don't need names, we wouldn't want map fields using
+// some of these, and if one were accidentally present twice
+// it would double swizzle (fuck) the pointer.
+
+field_t savefields[] =
+{
+ {"", FOFS(classname), F_LSTRING},
+ {"", FOFS(target), F_LSTRING},
+ {"", FOFS(targetname), F_LSTRING},
+ {"", FOFS(killtarget), F_LSTRING},
+ {"", FOFS(team), F_LSTRING},
+ {"", FOFS(pathtarget), F_LSTRING},
+ {"", FOFS(deathtarget), F_LSTRING},
+ {"", FOFS(combattarget), F_LSTRING},
+ {"", FOFS(model), F_LSTRING},
+ {"", FOFS(map), F_LSTRING},
+ {"", FOFS(message), F_LSTRING},
+
+ {"", FOFS(client), F_CLIENT},
+ {"", FOFS(item), F_ITEM},
+
+ {"", FOFS(goalentity), F_EDICT},
+ {"", FOFS(movetarget), F_EDICT},
+ {"", FOFS(enemy), F_EDICT},
+ {"", FOFS(oldenemy), F_EDICT},
+ {"", FOFS(activator), F_EDICT},
+ {"", FOFS(groundentity), F_EDICT},
+ {"", FOFS(teamchain), F_EDICT},
+ {"", FOFS(teammaster), F_EDICT},
+ {"", FOFS(owner), F_EDICT},
+ {"", FOFS(mynoise), F_EDICT},
+ {"", FOFS(mynoise2), F_EDICT},
+ {"", FOFS(target_ent), F_EDICT},
+ {"", FOFS(chain), F_EDICT},
+
+ {NULL, 0, F_INT}
+};
+
+field_t levelfields[] =
+{
+ {"", LLOFS(changemap), F_LSTRING},
+
+ {"", LLOFS(sight_client), F_EDICT},
+ {"", LLOFS(sight_entity), F_EDICT},
+ {"", LLOFS(sound_entity), F_EDICT},
+ {"", LLOFS(sound2_entity), F_EDICT},
+
+ {NULL, 0, F_INT}
+};
+
+field_t clientfields[] =
+{
+ {"", CLOFS(pers.weapon), F_ITEM},
+ {"", CLOFS(pers.lastweapon), F_ITEM},
+ {"", CLOFS(newweapon), F_ITEM},
+
+ {NULL, 0, F_INT}
+};
+
+
+//== crbot cvars
+cvar_t *bot_skin;
+cvar_t *bot_model;
+cvar_t *bot_team;
+cvar_t *bot_skill;
+cvar_t *bot_menu;
+cvar_t *bot_chat;
+cvar_t *obituary_msgs;
+cvar_t *bot_taunt;
+cvar_t *map_cycle;
+cvar_t *game_path;
+cvar_t *base_path;
+cvar_t *no_tech;
+cvar_t *no_hook;
+cvar_t *bot_debug;
+//==
+
+/*
+============
+InitGame
+
+This will be called when the dll is first loaded, which
+only happens when a new game is started or a save game
+is loaded.
+============
+*/
+void InitGame (void)
+{
+ gi.dprintf ("==== InitGame ====\n");
+
+ gun_x = gi.cvar ("gun_x", "0", 0);
+ gun_y = gi.cvar ("gun_y", "0", 0);
+ gun_z = gi.cvar ("gun_z", "0", 0);
+
+ //FIXME: sv_ prefix is wrong for these
+ sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0);
+ sv_rollangle = gi.cvar ("sv_rollangle", "2", 0);
+ sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0);
+ sv_gravity = gi.cvar ("sv_gravity", "800", 0);
+
+ // noset vars
+ dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET);
+
+ // latched vars
+ sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH);
+ gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH);
+ gi.cvar ("gamedate", "Nov 30 1997" , CVAR_SERVERINFO | CVAR_LATCH);
+
+ maxclients = gi.cvar ("maxclients", "12", CVAR_SERVERINFO | CVAR_LATCH);
+ deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH);
+ coop = gi.cvar ("coop", "0", CVAR_LATCH);
+ skill = gi.cvar ("skill", "1", CVAR_LATCH);
+ maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
+
+//ZOID
+//This game.dll only supports deathmatch
+ if (!deathmatch->value) {
+ gi.dprintf("Forcing deathmatch.\n");
+ gi.cvar_set("deathmatch", "1");
+ }
+ //force coop off
+ if (coop->value)
+ gi.cvar_set("coop", "0");
+//ZOID
+
+
+ // change anytime vars
+ dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
+ fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
+ timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
+//ZOID
+ capturelimit = gi.cvar ("capturelimit", "0", CVAR_SERVERINFO);
+//ZOID
+ password = gi.cvar ("password", "", CVAR_USERINFO);
+
+ g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE);
+
+ run_pitch = gi.cvar ("run_pitch", "0.002", 0);
+ run_roll = gi.cvar ("run_roll", "0.005", 0);
+ bob_up = gi.cvar ("bob_up", "0.005", 0);
+ bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
+ bob_roll = gi.cvar ("bob_roll", "0.002", 0);
+
+//== crbot cvars
+ bot_skin = gi.cvar ( "bot_skin", "male/viper", CVAR_ARCHIVE );
+ bot_model = gi.cvar ( "bot_model", "male", CVAR_ARCHIVE );
+ bot_team = gi.cvar ( "bot_team", "0", 0/*CVAR_ARCHIVE*/ );
+ bot_skill = gi.cvar ( "bot_skill", "0", CVAR_ARCHIVE );
+ bot_chat = gi.cvar ( "bot_chat", "1", CVAR_ARCHIVE );
+ bot_taunt = gi.cvar ( "bot_taunt", "1", CVAR_ARCHIVE );
+
+ map_cycle = gi.cvar ( "map_cycle", "0", CVAR_ARCHIVE );
+ bot_menu = gi.cvar ( "bot_menu", "1", CVAR_ARCHIVE );
+ obituary_msgs = gi.cvar ( "obituary_msgs", "1", CVAR_ARCHIVE );
+
+ no_tech = gi.cvar ( "no_tech", "1", CVAR_ARCHIVE );
+ no_hook = gi.cvar ( "no_hook", "1", CVAR_ARCHIVE );
+ game_path = gi.cvar ( "game", "", CVAR_NOSET | CVAR_LATCH );
+ base_path = gi.cvar ( "basedir", "", CVAR_NOSET );
+
+ bot_debug = gi.cvar ( "bot_debug", "0", 0 );
+//==
+
+ // items
+ InitItems ();
+
+ Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), "");
+
+ Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), "");
+
+ // initialize all entities for this game
+ game.maxentities = maxentities->value;
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+ globals.max_edicts = game.maxentities;
+
+ // initialize all clients for this game
+ game.maxclients = maxclients->value;
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ globals.num_edicts = game.maxclients+1;
+
+//ZOID
+ CTFInit();
+//ZOID
+
+ cr_init_globals();
+}
+
+//=========================================================
+
+void WriteField1 (FILE */*f*/, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ case F_GSTRING:
+ if ( *(char **)p )
+ len = strlen(*(char **)p) + 1;
+ else
+ len = 0;
+ *(int *)p = len;
+ break;
+ case F_EDICT:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(edict_t **)p - g_edicts;
+ *(int *)p = index;
+ break;
+ case F_CLIENT:
+ if ( *(gclient_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gclient_t **)p - game.clients;
+ *(int *)p = index;
+ break;
+ case F_ITEM:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gitem_t **)p - itemlist;
+ *(int *)p = index;
+ break;
+
+ default:
+ gi.error ("WriteEdict: unknown field type");
+ }
+}
+
+void WriteField2 (FILE *f, field_t *field, byte *base)
+{
+ int len;
+ void *p;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_LSTRING:
+ case F_GSTRING:
+ if ( *(char **)p )
+ {
+ len = strlen(*(char **)p) + 1;
+ fwrite (*(char **)p, len, 1, f);
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void ReadField (FILE *f, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ len = *(int *)p;
+ if (!len)
+ *(char **)p = NULL;
+ else
+ {
+ *(char **)p = gi.TagMalloc (len, TAG_LEVEL);
+ fread (*(char **)p, len, 1, f);
+ }
+ break;
+ case F_GSTRING:
+ len = *(int *)p;
+ if (!len)
+ *(char **)p = NULL;
+ else
+ {
+ *(char **)p = gi.TagMalloc (len, TAG_GAME);
+ fread (*(char **)p, len, 1, f);
+ }
+ break;
+ case F_EDICT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(edict_t **)p = NULL;
+ else
+ *(edict_t **)p = &g_edicts[index];
+ break;
+ case F_CLIENT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gclient_t **)p = NULL;
+ else
+ *(gclient_t **)p = &game.clients[index];
+ break;
+ case F_ITEM:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gitem_t **)p = NULL;
+ else
+ *(gitem_t **)p = &itemlist[index];
+ break;
+
+ default:
+ gi.error ("ReadEdict: unknown field type");
+ }
+}
+
+//=========================================================
+
+/*
+==============
+WriteClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+ gclient_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *client;
+
+ // change the pointers to lengths or indexes
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)client);
+ }
+}
+
+/*
+==============
+ReadClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+
+ fread (client, sizeof(*client), 1, f);
+
+ for (field=clientfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)client);
+ }
+}
+
+/*
+============
+WriteGame
+
+This will be called whenever the game goes to a new level,
+and when the user explicitly saves the game.
+
+Game information include cross level data, like multi level
+triggers, help computer info, and all client states.
+
+A single player death will automatically restore from the
+last save position.
+============
+*/
+void WriteGame (char *filename, qboolean autosave)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ if (!autosave)
+ SaveClientData ();
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ memset (str, 0, sizeof(str));
+ strcpy (str, "Nov 30 1997");
+ fwrite (str, sizeof(str), 1, f);
+
+ game.autosaved = autosave;
+ fwrite (&game, sizeof(game), 1, f);
+ game.autosaved = false;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ WriteClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+void ReadGame (char *filename)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ gi.FreeTags (TAG_GAME);
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ fread (str, sizeof(str), 1, f);
+ if (strcmp (str, "Nov 30 1997"))
+ {
+ fclose (f);
+ gi.error ("Savegame from an older version.\n");
+ }
+
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+
+ fread (&game, sizeof(game), 1, f);
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ for (i=0 ; i<game.maxclients ; i++)
+ ReadClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+//==========================================================
+
+
+/*
+==============
+WriteEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+ edict_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *ent;
+
+ // change the pointers to lengths or indexes
+ for (field=savefields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=savefields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)ent);
+ }
+
+}
+
+/*
+==============
+WriteLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteLevelLocals (FILE *f)
+{
+ field_t *field;
+ level_locals_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = level;
+
+ // change the pointers to lengths or indexes
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)&level);
+ }
+}
+
+
+/*
+==============
+ReadEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+
+ fread (ent, sizeof(*ent), 1, f);
+
+ for (field=savefields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)ent);
+ }
+}
+
+/*
+==============
+ReadLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadLevelLocals (FILE *f)
+{
+ field_t *field;
+
+ fread (&level, sizeof(level), 1, f);
+
+ for (field=levelfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)&level);
+ }
+}
+
+/*
+=================
+WriteLevel
+
+=================
+*/
+void WriteLevel (char *filename)
+{
+ int i;
+ edict_t *ent;
+ FILE *f;
+ void *base;
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // write out edict size for checking
+ i = sizeof(edict_t);
+ fwrite (&i, sizeof(i), 1, f);
+
+ // write out a function pointer for checking
+ base = (void *)InitGame;
+ fwrite (&base, sizeof(base), 1, f);
+
+ // write out level_locals_t
+ WriteLevelLocals (f);
+
+ // write out all the entities
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+ if (!ent->inuse)
+ continue;
+ fwrite (&i, sizeof(i), 1, f);
+ WriteEdict (f, ent);
+ }
+ i = -1;
+ fwrite (&i, sizeof(i), 1, f);
+
+ fclose (f);
+}
+
+
+/*
+=================
+ReadLevel
+
+SpawnEntities will allready have been called on the
+level the same way it was when the level was saved.
+
+That is necessary to get the baselines
+set up identically.
+
+The server will have cleared all of the world links before
+calling ReadLevel.
+
+No clients are connected yet.
+=================
+*/
+void ReadLevel (char *filename)
+{
+ int entnum;
+ FILE *f;
+ int i;
+ void *base;
+ edict_t *ent;
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // free any dynamic memory allocated by loading the level
+ // base state
+ gi.FreeTags (TAG_LEVEL);
+
+ // wipe all the entities
+ memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0]));
+ globals.num_edicts = maxclients->value+1;
+
+ // check edict size
+ fread (&i, sizeof(i), 1, f);
+ if (i != sizeof(edict_t))
+ {
+ fclose (f);
+ gi.error ("ReadLevel: mismatched edict size");
+ }
+
+ // check function pointer base address
+ fread (&base, sizeof(base), 1, f);
+ gi.dprintf("Function offsets %d\n", ((byte *)base) - ((byte *)InitGame));
+
+ // load the level locals
+ ReadLevelLocals (f);
+
+ // load all the entities
+ while (1)
+ {
+ if (fread (&entnum, sizeof(entnum), 1, f) != 1)
+ {
+ fclose (f);
+ gi.error ("ReadLevel: failed to read entnum");
+ }
+ if (entnum == -1)
+ break;
+ if (entnum >= globals.num_edicts)
+ globals.num_edicts = entnum+1;
+
+ ent = &g_edicts[entnum];
+ ReadEdict (f, ent);
+
+ // let the server rebuild world links for this ent
+ memset (&ent->area, 0, sizeof(ent->area));
+ gi.linkentity (ent);
+ }
+
+ fclose (f);
+
+ // mark all clients as unconnected
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = &g_edicts[i+1];
+ ent->client = game.clients + i;
+ ent->client->pers.connected = false;
+ }
+
+ // do any load time things at this point
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+
+ if (!ent->inuse)
+ continue;
+
+ // fire any cross-level triggers
+ if (ent->classname)
+ if (strcmp(ent->classname, "target_crosslevel_target") == 0)
+ ent->nextthink = level.time + ent->delay;
+ }
+}
--- /dev/null
+++ b/crbot/g_spawn.c
@@ -1,0 +1,989 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+typedef struct
+{
+ char *name;
+ void (*spawn)(edict_t *ent);
+} spawn_t;
+
+
+void SP_item_health (edict_t *self);
+void SP_item_health_small (edict_t *self);
+void SP_item_health_large (edict_t *self);
+void SP_item_health_mega (edict_t *self);
+
+void SP_info_player_start (edict_t *ent);
+void SP_info_player_deathmatch (edict_t *ent);
+void SP_info_player_coop (edict_t *ent);
+void SP_info_player_intermission (edict_t *ent);
+
+void SP_func_plat (edict_t *ent);
+void SP_func_rotating (edict_t *ent);
+void SP_func_button (edict_t *ent);
+void SP_func_door (edict_t *ent);
+void SP_func_door_secret (edict_t *ent);
+void SP_func_door_rotating (edict_t *ent);
+void SP_func_water (edict_t *ent);
+void SP_func_train (edict_t *ent);
+void SP_func_conveyor (edict_t *self);
+void SP_func_wall (edict_t *self);
+void SP_func_object (edict_t *self);
+void SP_func_explosive (edict_t *self);
+void SP_func_timer (edict_t *self);
+void SP_func_areaportal (edict_t *ent);
+void SP_func_clock (edict_t *ent);
+void SP_func_killbox (edict_t *ent);
+
+void SP_trigger_always (edict_t *ent);
+void SP_trigger_once (edict_t *ent);
+void SP_trigger_multiple (edict_t *ent);
+void SP_trigger_relay (edict_t *ent);
+void SP_trigger_push (edict_t *ent);
+void SP_trigger_hurt (edict_t *ent);
+void SP_trigger_key (edict_t *ent);
+void SP_trigger_counter (edict_t *ent);
+void SP_trigger_elevator (edict_t *ent);
+void SP_trigger_gravity (edict_t *ent);
+void SP_trigger_monsterjump (edict_t *ent);
+
+void SP_target_temp_entity (edict_t *ent);
+void SP_target_speaker (edict_t *ent);
+void SP_target_explosion (edict_t *ent);
+void SP_target_changelevel (edict_t *ent);
+void SP_target_secret (edict_t *ent);
+void SP_target_goal (edict_t *ent);
+void SP_target_splash (edict_t *ent);
+void SP_target_spawner (edict_t *ent);
+void SP_target_blaster (edict_t *ent);
+void SP_target_crosslevel_trigger (edict_t *ent);
+void SP_target_crosslevel_target (edict_t *ent);
+void SP_target_laser (edict_t *self);
+void SP_target_help (edict_t *ent);
+void SP_target_actor (edict_t *ent);
+void SP_target_lightramp (edict_t *self);
+void SP_target_earthquake (edict_t *ent);
+void SP_target_character (edict_t *ent);
+void SP_target_string (edict_t *ent);
+
+void SP_worldspawn (edict_t *ent);
+void SP_viewthing (edict_t *ent);
+
+void SP_light (edict_t *self);
+void SP_light_mine1 (edict_t *ent);
+void SP_light_mine2 (edict_t *ent);
+void SP_info_null (edict_t *self);
+void SP_info_notnull (edict_t *self);
+void SP_path_corner (edict_t *self);
+void SP_point_combat (edict_t *self);
+
+void SP_misc_explobox (edict_t *self);
+void SP_misc_banner (edict_t *self);
+void SP_misc_satellite_dish (edict_t *self);
+void SP_misc_actor (edict_t *self);
+void SP_misc_gib_arm (edict_t *self);
+void SP_misc_gib_leg (edict_t *self);
+void SP_misc_gib_head (edict_t *self);
+void SP_misc_insane (edict_t *self);
+void SP_misc_deadsoldier (edict_t *self);
+void SP_misc_viper (edict_t *self);
+void SP_misc_viper_bomb (edict_t *self);
+void SP_misc_bigviper (edict_t *self);
+void SP_misc_strogg_ship (edict_t *self);
+void SP_misc_teleporter (edict_t *self);
+void SP_misc_teleporter_dest (edict_t *self);
+void SP_misc_blackhole (edict_t *self);
+void SP_misc_eastertank (edict_t *self);
+void SP_misc_easterchick (edict_t *self);
+void SP_misc_easterchick2 (edict_t *self);
+
+void SP_monster_berserk (edict_t *self);
+void SP_monster_gladiator (edict_t *self);
+void SP_monster_gunner (edict_t *self);
+void SP_monster_infantry (edict_t *self);
+void SP_monster_soldier_light (edict_t *self);
+void SP_monster_soldier (edict_t *self);
+void SP_monster_soldier_ss (edict_t *self);
+void SP_monster_tank (edict_t *self);
+void SP_monster_medic (edict_t *self);
+void SP_monster_flipper (edict_t *self);
+void SP_monster_chick (edict_t *self);
+void SP_monster_parasite (edict_t *self);
+void SP_monster_flyer (edict_t *self);
+void SP_monster_brain (edict_t *self);
+void SP_monster_floater (edict_t *self);
+void SP_monster_hover (edict_t *self);
+void SP_monster_mutant (edict_t *self);
+void SP_monster_supertank (edict_t *self);
+void SP_monster_boss2 (edict_t *self);
+void SP_monster_jorg (edict_t *self);
+void SP_monster_boss3_stand (edict_t *self);
+
+void SP_monster_commander_body (edict_t *self);
+
+void SP_turret_breach (edict_t *self);
+void SP_turret_base (edict_t *self);
+void SP_turret_driver (edict_t *self);
+
+
+spawn_t spawns[] = {
+ {"item_health", SP_item_health},
+ {"item_health_small", SP_item_health_small},
+ {"item_health_large", SP_item_health_large},
+ {"item_health_mega", SP_item_health_mega},
+
+ {"info_player_start", SP_info_player_start},
+ {"info_player_deathmatch", SP_info_player_deathmatch},
+ {"info_player_coop", SP_info_player_coop},
+ {"info_player_intermission", SP_info_player_intermission},
+//ZOID
+ {"info_player_team1", SP_info_player_team1},
+ {"info_player_team2", SP_info_player_team2},
+//ZOID
+
+ {"func_plat", SP_func_plat},
+ {"func_button", SP_func_button},
+ {"func_door", SP_func_door},
+ {"func_door_secret", SP_func_door_secret},
+ {"func_door_rotating", SP_func_door_rotating},
+ {"func_rotating", SP_func_rotating},
+ {"func_train", SP_func_train},
+ {"func_water", SP_func_water},
+ {"func_conveyor", SP_func_conveyor},
+ {"func_areaportal", SP_func_areaportal},
+ {"func_clock", SP_func_clock},
+ {"func_wall", SP_func_wall},
+ {"func_object", SP_func_object},
+ {"func_timer", SP_func_timer},
+ {"func_explosive", SP_func_explosive},
+ {"func_killbox", SP_func_killbox},
+
+ {"trigger_always", SP_trigger_always},
+ {"trigger_once", SP_trigger_once},
+ {"trigger_multiple", SP_trigger_multiple},
+ {"trigger_relay", SP_trigger_relay},
+ {"trigger_push", SP_trigger_push},
+ {"trigger_hurt", SP_trigger_hurt},
+ {"trigger_key", SP_trigger_key},
+ {"trigger_counter", SP_trigger_counter},
+ {"trigger_elevator", SP_trigger_elevator},
+ {"trigger_gravity", SP_trigger_gravity},
+ {"trigger_monsterjump", SP_trigger_monsterjump},
+
+ {"target_temp_entity", SP_target_temp_entity},
+ {"target_speaker", SP_target_speaker},
+ {"target_explosion", SP_target_explosion},
+ {"target_changelevel", SP_target_changelevel},
+ {"target_secret", SP_target_secret},
+ {"target_goal", SP_target_goal},
+ {"target_splash", SP_target_splash},
+ {"target_spawner", SP_target_spawner},
+ {"target_blaster", SP_target_blaster},
+ {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
+ {"target_crosslevel_target", SP_target_crosslevel_target},
+ {"target_laser", SP_target_laser},
+ {"target_help", SP_target_help},
+/* remove monster code
+ {"target_actor", SP_target_actor},
+*/
+ {"target_lightramp", SP_target_lightramp},
+ {"target_earthquake", SP_target_earthquake},
+ {"target_character", SP_target_character},
+ {"target_string", SP_target_string},
+
+ {"worldspawn", SP_worldspawn},
+ {"viewthing", SP_viewthing},
+
+ {"light", SP_light},
+ {"light_mine1", SP_light_mine1},
+ {"light_mine2", SP_light_mine2},
+ {"info_null", SP_info_null},
+ {"func_group", SP_info_null},
+ {"info_notnull", SP_info_notnull},
+ {"path_corner", SP_path_corner},
+ {"point_combat", SP_point_combat},
+
+ {"misc_explobox", SP_misc_explobox},
+ {"misc_banner", SP_misc_banner},
+//ZOID
+ {"misc_ctf_banner", SP_misc_ctf_banner},
+ {"misc_ctf_small_banner", SP_misc_ctf_small_banner},
+//ZOID
+ {"misc_satellite_dish", SP_misc_satellite_dish},
+/* remove monster code
+ {"misc_actor", SP_misc_actor},
+*/
+ {"misc_gib_arm", SP_misc_gib_arm},
+ {"misc_gib_leg", SP_misc_gib_leg},
+ {"misc_gib_head", SP_misc_gib_head},
+/* remove monster code
+ {"misc_insane", SP_misc_insane},
+*/
+ {"misc_deadsoldier", SP_misc_deadsoldier},
+ {"misc_viper", SP_misc_viper},
+ {"misc_viper_bomb", SP_misc_viper_bomb},
+ {"misc_bigviper", SP_misc_bigviper},
+ {"misc_strogg_ship", SP_misc_strogg_ship},
+ {"misc_teleporter", SP_misc_teleporter},
+ {"misc_teleporter_dest", SP_misc_teleporter_dest},
+//ZOID
+ {"trigger_teleport", SP_trigger_teleport},
+ {"info_teleport_destination", SP_info_teleport_destination},
+//ZOID
+ {"misc_blackhole", SP_misc_blackhole},
+ {"misc_eastertank", SP_misc_eastertank},
+ {"misc_easterchick", SP_misc_easterchick},
+ {"misc_easterchick2", SP_misc_easterchick2},
+
+/* remove monster code
+ {"monster_berserk", SP_monster_berserk},
+ {"monster_gladiator", SP_monster_gladiator},
+ {"monster_gunner", SP_monster_gunner},
+ {"monster_infantry", SP_monster_infantry},
+ {"monster_soldier_light", SP_monster_soldier_light},
+ {"monster_soldier", SP_monster_soldier},
+ {"monster_soldier_ss", SP_monster_soldier_ss},
+ {"monster_tank", SP_monster_tank},
+ {"monster_tank_commander", SP_monster_tank},
+ {"monster_medic", SP_monster_medic},
+ {"monster_flipper", SP_monster_flipper},
+ {"monster_chick", SP_monster_chick},
+ {"monster_parasite", SP_monster_parasite},
+ {"monster_flyer", SP_monster_flyer},
+ {"monster_brain", SP_monster_brain},
+ {"monster_floater", SP_monster_floater},
+ {"monster_hover", SP_monster_hover},
+ {"monster_mutant", SP_monster_mutant},
+ {"monster_supertank", SP_monster_supertank},
+ {"monster_boss2", SP_monster_boss2},
+ {"monster_boss3_stand", SP_monster_boss3_stand},
+ {"monster_jorg", SP_monster_jorg},
+
+ {"monster_commander_body", SP_monster_commander_body},
+
+ {"turret_breach", SP_turret_breach},
+ {"turret_base", SP_turret_base},
+ {"turret_driver", SP_turret_driver},
+*/
+
+ {NULL, NULL}
+};
+
+/*
+===============
+ED_CallSpawn
+
+Finds the spawn function for the entity and calls it
+===============
+*/
+void ED_CallSpawn (edict_t *ent)
+{
+ spawn_t *s;
+ gitem_t *item;
+ int i;
+
+ if (!ent->classname)
+ {
+ gi.dprintf ("ED_CallSpawn: NULL classname\n");
+ return;
+ }
+
+ // check item spawn functions
+ for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
+ {
+ if (!item->classname)
+ continue;
+ if (!strcmp(item->classname, ent->classname))
+ { // found it
+ SpawnItem (ent, item);
+ return;
+ }
+ }
+
+ // check normal spawn functions
+ for (s=spawns ; s->name ; s++)
+ {
+ if (!strcmp(s->name, ent->classname))
+ { // found it
+ s->spawn (ent);
+ return;
+ }
+ }
+ gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
+}
+
+/*
+=============
+ED_NewString
+=============
+*/
+char *ED_NewString (char *string)
+{
+ char *newb, *new_p;
+ int i,l;
+
+ l = strlen(string) + 1;
+
+ newb = gi.TagMalloc (l, TAG_LEVEL);
+
+ new_p = newb;
+
+ for (i=0 ; i< l ; i++)
+ {
+ if (string[i] == '\\' && i < l-1)
+ {
+ i++;
+ if (string[i] == 'n')
+ *new_p++ = '\n';
+ else
+ *new_p++ = '\\';
+ }
+ else
+ *new_p++ = string[i];
+ }
+
+ return newb;
+}
+
+
+
+
+/*
+===============
+ED_ParseField
+
+Takes a key/value pair and sets the binary values
+in an edict
+===============
+*/
+void ED_ParseField (char *key, char *value, edict_t *ent)
+{
+ field_t *f;
+ byte *b;
+ float v;
+ vec3_t vec;
+
+ for (f=fields ; f->name ; f++)
+ {
+ if (!cistrcmp(f->name, key))
+ { // found it
+ if (f->flags & FFL_SPAWNTEMP)
+ b = (byte *)&st;
+ else
+ b = (byte *)ent;
+
+ switch (f->type)
+ {
+ case F_LSTRING:
+ *(char **)(b+f->ofs) = ED_NewString (value);
+ break;
+ case F_VECTOR:
+ sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
+ ((float *)(b+f->ofs))[0] = vec[0];
+ ((float *)(b+f->ofs))[1] = vec[1];
+ ((float *)(b+f->ofs))[2] = vec[2];
+ break;
+ case F_INT:
+ *(int *)(b+f->ofs) = atoi(value);
+ break;
+ case F_FLOAT:
+ *(float *)(b+f->ofs) = atof(value);
+ break;
+ case F_ANGLEHACK:
+ v = atof(value);
+ ((float *)(b+f->ofs))[0] = 0;
+ ((float *)(b+f->ofs))[1] = v;
+ ((float *)(b+f->ofs))[2] = 0;
+ break;
+ case F_IGNORE:
+ break;
+ default:
+ break;
+ }
+ return;
+ }
+ }
+ gi.dprintf ("%s is not a field\n", key);
+}
+
+/*
+====================
+ED_ParseEdict
+
+Parses an edict out of the given string, returning the new position
+ed should be a properly initialized empty edict.
+====================
+*/
+char *ED_ParseEdict (char *data, edict_t *ent)
+{
+ qboolean init;
+ char keyname[256];
+ char *com_token;
+
+ init = false;
+ memset (&st, 0, sizeof(st));
+
+// go through all the dictionary pairs
+ while (1)
+ {
+ // parse key
+ com_token = COM_Parse (&data);
+ if (com_token[0] == '}')
+ break;
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ strncpy (keyname, com_token, sizeof(keyname)-1);
+
+ // parse value
+ com_token = COM_Parse (&data);
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ if (com_token[0] == '}')
+ gi.error ("ED_ParseEntity: closing brace without data");
+
+ init = true;
+
+ // keynames with a leading underscore are used for utility comments,
+ // and are immediately discarded by quake
+ if (keyname[0] == '_')
+ continue;
+
+ ED_ParseField (keyname, com_token, ent);
+ }
+
+ if (!init)
+ memset (ent, 0, sizeof(*ent));
+
+ return data;
+}
+
+
+/*
+================
+G_FindTeams
+
+Chain together all entities with a matching team field.
+
+All but the first will have the FL_TEAMSLAVE flag set.
+All but the last will have the teamchain field set to the next one
+================
+*/
+void G_FindTeams (void)
+{
+ edict_t *e, *e2, *chain;
+ int i, j;
+ int c, c2;
+
+ c = 0;
+ c2 = 0;
+ for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->team)
+ continue;
+ if (e->flags & FL_TEAMSLAVE)
+ continue;
+ chain = e;
+ e->teammaster = e;
+ c++;
+ c2++;
+ for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
+ {
+ if (!e2->inuse)
+ continue;
+ if (!e2->team)
+ continue;
+ if (e2->flags & FL_TEAMSLAVE)
+ continue;
+ if (!strcmp(e->team, e2->team))
+ {
+ c2++;
+ chain->teamchain = e2;
+ e2->teammaster = e;
+ chain = e2;
+ e2->flags |= FL_TEAMSLAVE;
+ }
+ }
+ }
+
+ gi.dprintf ("%i teams with %i entities\n", c, c2);
+}
+
+/*
+==============
+SpawnEntities
+
+Creates a server's entity / program execution context by
+parsing textual entity definitions out of an ent file.
+==============
+*/
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
+{
+ edict_t *ent;
+ int inhibit;
+ char *com_token;
+ int i;
+ float skill_level;
+
+ qboolean b_init_bot;
+ b_init_bot = entities!=NULL && *entities!='\0';
+
+ skill_level = floor (skill->value);
+ if (skill_level < 0)
+ skill_level = 0;
+ if (skill_level > 3)
+ skill_level = 3;
+ if (skill->value != skill_level)
+ gi.cvar_forceset("skill", va("%f", skill_level));
+
+ SaveClientData ();
+
+ gi.FreeTags (TAG_LEVEL);
+
+ memset (&level, 0, sizeof(level));
+ memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
+
+ strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
+ strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
+
+ // set client fields on player ents
+ for (i=0 ; i<game.maxclients ; i++)
+ g_edicts[i+1].client = game.clients + i;
+
+ ent = NULL;
+ inhibit = 0;
+
+// parse ents
+ while (1)
+ {
+ // parse the opening brace
+ com_token = COM_Parse (&entities);
+ if (!entities)
+ break;
+ if (com_token[0] != '{')
+ gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
+
+ if (!ent)
+ ent = g_edicts;
+ else
+ ent = G_Spawn ();
+ entities = ED_ParseEdict (entities, ent);
+
+ // yet another map hack
+ if (!cistrcmp(level.mapname, "command") && !cistrcmp(ent->classname, "trigger_once") && !cistrcmp(ent->model, "*27"))
+ ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
+
+ // remove things (except the world) from different skill levels or deathmatch
+ if (ent != g_edicts)
+ {
+ if (deathmatch->value)
+ {
+ if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+ else
+ {
+ if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
+ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
+ ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
+ (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
+ )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+
+ ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
+ }
+
+ ED_CallSpawn (ent);
+ }
+
+ gi.dprintf ("%i entities inhibited\n", inhibit);
+
+ G_FindTeams ();
+
+ PlayerTrail_Init ();
+
+//ZOID
+ CTFSetupTechSpawn();
+//ZOID
+
+ if (b_init_bot) cr_init();
+}
+
+
+//===================================================================
+
+/*
+ // cursor positioning
+ xl <value>
+ xr <value>
+ yb <value>
+ yt <value>
+ xv <value>
+ yv <value>
+
+ // drawing
+ statpic <name>
+ pic <stat>
+ num <fieldwidth> <stat>
+ string <stat>
+
+ // control
+ if <stat>
+ ifeq <stat> <value>
+ ifbit <stat> <value>
+ endif
+
+*/
+
+char *single_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 262 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+;
+
+char *dm_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 246 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+
+// frags
+"xr -50 "
+"yt 2 "
+"num 3 14"
+;
+
+
+/*QUAKED worldspawn (0 0 0) ?
+
+Only used for the world.
+"sky" environment map name
+"skyaxis" vector axis for rotating sky
+"skyrotate" speed of rotation in degrees/second
+"sounds" music cd track number
+"gravity" 800 is default gravity
+"message" text to print at user logon
+*/
+void SP_worldspawn (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ ent->inuse = true; // since the world doesn't use G_Spawn()
+ ent->s.modelindex = 1; // world model is always index 1
+
+ //---------------
+
+ // reserve some spots for dead player bodies for coop / deathmatch
+ InitBodyQue ();
+
+ // set configstrings for items
+ SetItemNames ();
+
+ if (st.nextmap)
+ strcpy (level.nextmap, st.nextmap);
+
+ // make some data visible to the server
+
+ if (ent->message && ent->message[0])
+ {
+ gi.configstring (CS_NAME, ent->message);
+ strncpy (level.level_name, ent->message, sizeof(level.level_name));
+ }
+ else
+ strncpy (level.level_name, level.mapname, sizeof(level.level_name));
+
+ if (st.sky && st.sky[0])
+ gi.configstring (CS_SKY, st.sky);
+ else
+ gi.configstring (CS_SKY, "unit1_");
+
+ gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
+
+ gi.configstring (CS_SKYAXIS, va("%f %f %f",
+ st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
+
+ gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
+
+ gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
+
+ // status bar program
+ if (deathmatch->value)
+//ZOID
+ if (ctf->value) {
+ gi.configstring (CS_STATUSBAR, ctf_statusbar);
+ //precaches
+ gi.imageindex("sbctf1");
+ gi.imageindex("sbctf2");
+ gi.imageindex("i_ctf1");
+ gi.imageindex("i_ctf2");
+ gi.imageindex("i_ctf1d");
+ gi.imageindex("i_ctf2d");
+ gi.imageindex("i_ctf1t");
+ gi.imageindex("i_ctf2t");
+ gi.imageindex("i_ctfj");
+ } else
+//ZOID
+ gi.configstring (CS_STATUSBAR, dm_statusbar);
+ else
+ gi.configstring (CS_STATUSBAR, single_statusbar);
+
+ //---------------
+
+
+ // help icon for statusbar
+ gi.imageindex ("i_help");
+ level.pic_health = gi.imageindex ("i_health");
+ gi.imageindex ("help");
+ gi.imageindex ("field_3");
+
+ if (!st.gravity)
+ gi.cvar_set("sv_gravity", "800");
+ else
+ gi.cvar_set("sv_gravity", st.gravity);
+
+ snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
+
+ PrecacheItem (FindItem ("Blaster"));
+
+ gi.soundindex ("player/lava1.wav");
+ gi.soundindex ("player/lava2.wav");
+
+ gi.soundindex ("misc/pc_up.wav");
+ gi.soundindex ("misc/talk1.wav");
+
+ gi.soundindex ("misc/udeath.wav");
+
+ // gibs
+ gi.soundindex ("items/respawn1.wav");
+
+ // sexed sounds
+ gi.soundindex ("*death1.wav");
+ gi.soundindex ("*death2.wav");
+ gi.soundindex ("*death3.wav");
+ gi.soundindex ("*death4.wav");
+ gi.soundindex ("*fall1.wav");
+ gi.soundindex ("*fall2.wav");
+ gi.soundindex ("*gurp1.wav"); // drowning damage
+ gi.soundindex ("*gurp2.wav");
+ gi.soundindex ("*jump1.wav"); // player jump
+ gi.soundindex ("*pain25_1.wav");
+ gi.soundindex ("*pain25_2.wav");
+ gi.soundindex ("*pain50_1.wav");
+ gi.soundindex ("*pain50_2.wav");
+ gi.soundindex ("*pain75_1.wav");
+ gi.soundindex ("*pain75_2.wav");
+ gi.soundindex ("*pain100_1.wav");
+ gi.soundindex ("*pain100_2.wav");
+
+ // sexed models
+ // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
+ // you can add more, max 15
+ gi.modelindex ("#w_blaster.md2");
+ gi.modelindex ("#w_shotgun.md2");
+ gi.modelindex ("#w_sshotgun.md2");
+ gi.modelindex ("#w_machinegun.md2");
+ gi.modelindex ("#w_chaingun.md2");
+ gi.modelindex ("#a_grenades.md2");
+ gi.modelindex ("#w_glauncher.md2");
+ gi.modelindex ("#w_rlauncher.md2");
+ gi.modelindex ("#w_hyperblaster.md2");
+ gi.modelindex ("#w_railgun.md2");
+ gi.modelindex ("#w_bfg.md2");
+ gi.modelindex ("#w_grapple.md2");
+
+ //-------------------
+
+ gi.soundindex ("player/gasp1.wav"); // gasping for air
+ gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
+
+ gi.soundindex ("player/watr_in.wav"); // feet hitting water
+ gi.soundindex ("player/watr_out.wav"); // feet leaving water
+
+ gi.soundindex ("player/watr_un.wav"); // head going underwater
+
+ gi.soundindex ("player/u_breath1.wav");
+ gi.soundindex ("player/u_breath2.wav");
+
+ gi.soundindex ("items/pkup.wav"); // bonus item pickup
+ gi.soundindex ("world/land.wav"); // landing thud
+ gi.soundindex ("misc/h2ohit1.wav"); // landing splash
+
+ gi.soundindex ("items/damage.wav");
+ gi.soundindex ("items/protect.wav");
+ gi.soundindex ("items/protect4.wav");
+ gi.soundindex ("weapons/noammo.wav");
+
+ gi.soundindex ("infantry/inflies1.wav");
+
+ sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
+ gi.modelindex ("models/objects/gibs/arm/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone2/tris.md2");
+ gi.modelindex ("models/objects/gibs/chest/tris.md2");
+ gi.modelindex ("models/objects/gibs/skull/tris.md2");
+ gi.modelindex ("models/objects/gibs/head2/tris.md2");
+
+//
+// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
+//
+
+ // 0 normal
+ gi.configstring(CS_LIGHTS+0, "m");
+
+ // 1 FLICKER (first variety)
+ gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
+
+ // 2 SLOW STRONG PULSE
+ gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
+
+ // 3 CANDLE (first variety)
+ gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
+
+ // 4 FAST STROBE
+ gi.configstring(CS_LIGHTS+4, "mamamamamama");
+
+ // 5 GENTLE PULSE 1
+ gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
+
+ // 6 FLICKER (second variety)
+ gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
+
+ // 7 CANDLE (second variety)
+ gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
+
+ // 8 CANDLE (third variety)
+ gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
+
+ // 9 SLOW STROBE (fourth variety)
+ gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
+
+ // 10 FLUORESCENT FLICKER
+ gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
+
+ // 11 SLOW PULSE NOT FADE TO BLACK
+ gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
+
+ // styles 32-62 are assigned by the light program for switchable lights
+
+ // 63 testing
+ gi.configstring(CS_LIGHTS+63, "a");
+}
+
--- /dev/null
+++ b/crbot/g_svcmds.c
@@ -1,0 +1,57 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void Svcmd_Test_f (void)
+{
+ gi.cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n");
+}
+
+/*
+=================
+ServerCommand
+
+ServerCommand will be called when an "sv" command is issued.
+The game can issue gi.argc() / gi.argv() commands to get the rest
+of the parameters
+=================
+*/
+void ServerCommand (void)
+{
+ char *cmd;
+
+ cmd = gi.argv(1);
+ if (cistrcmp (cmd, "test") == 0)
+ Svcmd_Test_f ();
+ else if (cistrcmp (cmd, "addbots") == 0)
+ {
+ char* p_skill = gi.argv(2);
+ int i, n = atoi(gi.argv(3)), skill;
+ if (p_skill[1]=='.' && p_skill[2]=='.') {
+ int min_skill, max_skill;
+ p_skill[1]='\0';
+ min_skill=atoi(p_skill); if (min_skill<1) min_skill=1; if (min_skill>10) min_skill=10;
+ max_skill=atoi(p_skill+3); if (max_skill<1) max_skill=1; if (max_skill>10) max_skill=10;
+ if (n<=0) n=1;
+ for (i=0; i<n; i++)
+ SP_crbot( NULL, min_skill+(max_skill-min_skill+1)*qrandom()*0.999f, bot_skin->string, bot_team->value, bot_model->string );
+ }
+ else {
+ skill = atoi(p_skill);
+ if (n<=0) n=1;
+ for (i=0; i<n; i++) SP_crbot( NULL, skill, bot_skin->string, bot_team->value, bot_model->string );
+ }
+ }
+ else if (cistrcmp (cmd, "addbot") == 0)
+ {
+ if (gi.argv(2) && *gi.argv(2))
+ SP_crbot( gi.argv(2), atoi(gi.argv(3)), gi.argv(5), atoi(gi.argv(6)), gi.argv(4) );
+ }
+ else if (cistrcmp (cmd, "killbot") == 0)
+ cr_kill_bot(gi.argv(2));
+ else
+ gi.cprintf (NULL, PRINT_HIGH, "Unknown server command \"%s\"\n", cmd);
+}
+
--- /dev/null
+++ b/crbot/g_target.c
@@ -1,0 +1,796 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
+Fire an origin based temp entity event to the clients.
+"style" type byte
+*/
+void Use_Target_Tent (edict_t *ent, edict_t *, edict_t *)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (ent->style);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+}
+
+void SP_target_temp_entity (edict_t *ent)
+{
+ ent->use = Use_Target_Tent;
+}
+
+
+//==========================================================
+
+//==========================================================
+
+/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
+"noise" wav file to play
+"attenuation"
+-1 = none, send to whole level
+1 = normal fighting sounds
+2 = idle sound level
+3 = ambient sound level
+"volume" 0.0 to 1.0
+
+Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
+
+Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
+Multiple identical looping sounds will just increase volume without any speed cost.
+*/
+void Use_Target_Speaker (edict_t *ent, edict_t *, edict_t *)
+{
+ int chan;
+
+ if (ent->spawnflags & 3)
+ { // looping sound toggles
+ if (ent->s.sound)
+ ent->s.sound = 0; // turn it off
+ else
+ ent->s.sound = ent->noise_index; // start it
+ }
+ else
+ { // normal sound
+ if (ent->spawnflags & 4)
+ chan = CHAN_VOICE|CHAN_RELIABLE;
+ else
+ chan = CHAN_VOICE;
+ // use a positioned_sound, because this entity won't normally be
+ // sent to any clients because it is invisible
+ gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
+ }
+}
+
+void SP_target_speaker (edict_t *ent)
+{
+ char buffer[MAX_QPATH];
+
+ if(!st.noise)
+ {
+ gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
+ return;
+ }
+ if (!strstr (st.noise, ".wav"))
+ Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
+ else
+ strncpy (buffer, st.noise, sizeof(buffer));
+ ent->noise_index = gi.soundindex (buffer);
+
+ if (!ent->volume)
+ ent->volume = 1.0;
+
+ if (!ent->attenuation)
+ ent->attenuation = 1.0;
+ else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
+ ent->attenuation = 0;
+
+ // check for prestarted looping sound
+ if (ent->spawnflags & 1)
+ ent->s.sound = ent->noise_index;
+
+ ent->use = Use_Target_Speaker;
+
+ // must link the entity so we get areas and clusters so
+ // the server can determine who to send updates to
+ gi.linkentity (ent);
+}
+
+
+//==========================================================
+
+void Use_Target_Help (edict_t *ent, edict_t *, edict_t *)
+{
+ if (ent->spawnflags & 1)
+ strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
+ else
+ strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
+
+ game.helpchanged++;
+}
+
+/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
+When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
+*/
+void SP_target_help(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->message)
+ {
+ gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+ ent->use = Use_Target_Help;
+}
+
+//==========================================================
+
+/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a secret found.
+These are single use targets.
+*/
+void use_target_secret (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_secrets++;
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_secret (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_secret;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_secrets++;
+ // map bug hack
+ if (!cistrcmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
+ ent->message = "You have found a secret area.";
+}
+
+//==========================================================
+
+/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a goal completed.
+These are single use targets.
+*/
+void use_target_goal (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_goals++;
+
+ if (level.found_goals == level.total_goals)
+ gi.configstring (CS_CDTRACK, "0");
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_goal (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_goal;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_goals++;
+}
+
+//==========================================================
+
+
+/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
+Spawns an explosion temporary entity when used.
+
+"delay" wait this long before going off
+"dmg" how much radius damage should be done, defaults to 0
+*/
+void target_explosion_explode (edict_t *self)
+{
+ float save;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ save = self->delay;
+ self->delay = 0;
+ G_UseTargets (self, self->activator);
+ self->delay = save;
+}
+
+void use_target_explosion (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (!self->delay)
+ {
+ target_explosion_explode (self);
+ return;
+ }
+
+ self->think = target_explosion_explode;
+ self->nextthink = level.time + self->delay;
+}
+
+void SP_target_explosion (edict_t *ent)
+{
+ ent->use = use_target_explosion;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
+Changes level to "map" when fired
+*/
+void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if (level.intermissiontime)
+ return; // allready activated
+
+ if (!deathmatch->value && !coop->value)
+ {
+ if (g_edicts[1].health <= 0)
+ return;
+ }
+
+ // if noexit, do a ton of damage to other
+ if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != WORLD)
+ {
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
+ return;
+ }
+
+ // if multiplayer, let everyone know who hit the exit
+ if (deathmatch->value)
+ {
+ if (activator && activator->client)
+ gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
+ }
+
+ // if going to a new unit, clear cross triggers
+ if (strstr(self->map, "*"))
+ game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
+
+ BeginIntermission (self);
+}
+
+void SP_target_changelevel (edict_t *ent)
+{
+ if (!ent->map)
+ {
+ gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ // ugly hack because *SOMEBODY* screwed up their map
+ if((cistrcmp(level.mapname, "fact1") == 0) && (cistrcmp(ent->map, "fact3") == 0))
+ ent->map = "fact3$secret1";
+
+ ent->use = use_target_changelevel;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
+Creates a particle splash effect when used.
+
+Set "sounds" to one of the following:
+ 1) sparks
+ 2) blue water
+ 3) brown water
+ 4) slime
+ 5) lava
+ 6) blood
+
+"count" how many pixels in the splash
+"dmg" if set, does a radius damage at this location when it splashes
+ useful for lava/sparks
+*/
+
+void use_target_splash (edict_t *self, edict_t *, edict_t *activator)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ if (self->dmg)
+ T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
+}
+
+void SP_target_splash (edict_t *self)
+{
+ self->use = use_target_splash;
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ if (!self->count)
+ self->count = 32;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
+Set target to the type of entity you want spawned.
+Useful for spawning monsters and gibs in the factory levels.
+
+For monsters:
+ Set direction to the facing you want it to have.
+
+For gibs:
+ Set direction if you want it moving and
+ speed how fast it should be moving otherwise it
+ will just be dropped
+*/
+void ED_CallSpawn (edict_t *ent);
+
+void use_target_spawner (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *ent;
+
+ ent = G_Spawn();
+ ent->classname = self->target;
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (self->s.angles, ent->s.angles);
+ ED_CallSpawn (ent);
+ gi.unlinkentity (ent);
+ KillBox (ent);
+ gi.linkentity (ent);
+ if (self->speed)
+ VectorCopy (self->movedir, ent->velocity);
+}
+
+void SP_target_spawner (edict_t *self)
+{
+ self->use = use_target_spawner;
+ self->svflags = SVF_NOCLIENT;
+ if (self->speed)
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ VectorScale (self->movedir, self->speed, self->movedir);
+ }
+}
+
+//==========================================================
+
+/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
+Fires a blaster bolt in the set direction when triggered.
+
+dmg default is 15
+speed default is 1000
+*/
+
+void use_target_blaster (edict_t *self, edict_t *, edict_t *)
+{
+ /*
+ int effect;
+
+ if (self->spawnflags & 2)
+ effect = 0;
+ else if (self->spawnflags & 1)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = EF_BLASTER;
+ */
+
+ fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
+ gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
+}
+
+void SP_target_blaster (edict_t *self)
+{
+ self->use = use_target_blaster;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->noise_index = gi.soundindex ("weapons/laser2.wav");
+
+ if (!self->dmg)
+ self->dmg = 15;
+ if (!self->speed)
+ self->speed = 1000;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
+*/
+void trigger_crosslevel_trigger_use (edict_t *self, edict_t *, edict_t *)
+{
+ game.serverflags |= self->spawnflags;
+ G_FreeEdict (self);
+}
+
+void SP_target_crosslevel_trigger (edict_t *self)
+{
+ self->svflags = SVF_NOCLIENT;
+ self->use = trigger_crosslevel_trigger_use;
+}
+
+/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
+killtarget also work.
+
+"delay" delay before using targets if the trigger has been activated (default 1)
+*/
+void target_crosslevel_target_think (edict_t *self)
+{
+ if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
+ {
+ G_UseTargets (self, self);
+ G_FreeEdict (self);
+ }
+}
+
+void SP_target_crosslevel_target (edict_t *self)
+{
+ if (! self->delay)
+ self->delay = 1;
+ self->svflags = SVF_NOCLIENT;
+
+ self->think = target_crosslevel_target_think;
+ self->nextthink = level.time + self->delay;
+}
+
+//==========================================================
+
+/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
+When triggered, fires a laser. You can either set a target
+or a direction.
+*/
+
+void target_laser_think (edict_t *self)
+{
+ edict_t *ignore;
+ vec3_t start;
+ vec3_t end;
+ trace_t tr;
+ vec3_t point;
+ vec3_t last_movedir;
+ int count;
+
+ if (self->spawnflags & 0x80000000)
+ count = 8;
+ else
+ count = 4;
+
+ if (self->enemy)
+ {
+ VectorCopy (self->movedir, last_movedir);
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ if (!VectorCompare(self->movedir, last_movedir))
+ self->spawnflags |= 0x80000000;
+ }
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, self->movedir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
+ T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ if (self->spawnflags & 0x80000000)
+ {
+ self->spawnflags &= ~0x80000000;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (count);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ VectorCopy (tr.endpos, self->s.old_origin);
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_laser_on (edict_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+ target_laser_think (self);
+}
+
+void target_laser_off (edict_t *self)
+{
+ self->spawnflags &= ~1;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+}
+
+void target_laser_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ if (self->spawnflags & 1)
+ target_laser_off (self);
+ else
+ target_laser_on (self);
+}
+
+void target_laser_start (edict_t *self)
+{
+ edict_t *ent;
+
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if (self->spawnflags & 64)
+ self->s.frame = 16;
+ else
+ self->s.frame = 4;
+
+ // set the color
+ if (self->spawnflags & 2)
+ self->s.skinnum = 0xf2f2f0f0;
+ else if (self->spawnflags & 4)
+ self->s.skinnum = 0xd0d1d2d3;
+ else if (self->spawnflags & 8)
+ self->s.skinnum = 0xf3f3f1f1;
+ else if (self->spawnflags & 16)
+ self->s.skinnum = 0xdcdddedf;
+ else if (self->spawnflags & 32)
+ self->s.skinnum = 0xe0e1e2e3;
+
+ if (!self->enemy)
+ {
+ if (self->target)
+ {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent)
+ gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ self->enemy = ent;
+ }
+ else
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+ }
+ self->use = target_laser_use;
+ self->think = target_laser_think;
+
+ if (!self->dmg)
+ self->dmg = 1;
+
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ gi.linkentity (self);
+
+ if (self->spawnflags & 1)
+ target_laser_on (self);
+ else
+ target_laser_off (self);
+}
+
+void SP_target_laser (edict_t *self)
+{
+ // let everything else get spawned before we start firing
+ self->think = target_laser_start;
+ self->nextthink = level.time + 1;
+}
+
+//==========================================================
+
+/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
+speed How many seconds the ramping will take
+message two letters; starting lightlevel and ending lightlevel
+*/
+
+void target_lightramp_think (edict_t *self)
+{
+ char style[2];
+
+ style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
+ style[1] = 0;
+ gi.configstring (CS_LIGHTS+self->enemy->style, style);
+
+ if ((level.time - self->timestamp) < self->speed)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else if (self->spawnflags & 1)
+ {
+ char temp;
+
+ temp = self->movedir[0];
+ self->movedir[0] = self->movedir[1];
+ self->movedir[1] = temp;
+ self->movedir[2] *= -1;
+ }
+}
+
+void target_lightramp_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!self->enemy)
+ {
+ edict_t *e;
+
+ // check all the targets
+ e = NULL;
+ while (1)
+ {
+ e = G_Find (e, FOFS(targetname), self->target);
+ if (!e)
+ break;
+ if (strcmp(e->classname, "light") != 0)
+ {
+ gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
+ gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
+ }
+ else
+ {
+ self->enemy = e;
+ }
+ }
+
+ if (!self->enemy)
+ {
+ gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+ }
+
+ self->timestamp = level.time;
+ target_lightramp_think (self);
+}
+
+void SP_target_lightramp (edict_t *self)
+{
+ if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
+ {
+ gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->svflags |= SVF_NOCLIENT;
+ self->use = target_lightramp_use;
+ self->think = target_lightramp_think;
+
+ self->movedir[0] = self->message[0] - 'a';
+ self->movedir[1] = self->message[1] - 'a';
+ self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
+}
+
+//==========================================================
+
+/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
+When triggered, this initiates a level-wide earthquake.
+All players and monsters are affected.
+"speed" severity of the quake (default:200)
+"count" duration of the quake (default:5)
+*/
+
+void target_earthquake_think (edict_t *self)
+{
+ int i;
+ edict_t *e;
+
+ if (self->last_move_time < level.time)
+ {
+ gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
+ self->last_move_time = level.time + 0.5;
+ }
+
+ for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->client)
+ continue;
+ if (!e->groundentity)
+ continue;
+
+ e->groundentity = NULL;
+ e->velocity[0] += crandom()* 150;
+ e->velocity[1] += crandom()* 150;
+ e->velocity[2] = self->speed * (100.0 / e->mass);
+ }
+
+ if (level.time < self->timestamp)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_earthquake_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->timestamp = level.time + self->count;
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = activator;
+ self->last_move_time = 0;
+}
+
+void SP_target_earthquake (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->count)
+ self->count = 5;
+
+ if (!self->speed)
+ self->speed = 200;
+
+ self->svflags |= SVF_NOCLIENT;
+ self->think = target_earthquake_think;
+ self->use = target_earthquake_use;
+
+ self->noise_index = gi.soundindex ("world/quake.wav");
+}
--- /dev/null
+++ b/crbot/g_trigger.c
@@ -1,0 +1,585 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void InitTrigger (edict_t *self)
+{
+ if (!VectorCompare (self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+ gi.setmodel (self, self->model);
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+// the wait time has passed, so set back up for another activation
+void multi_wait (edict_t *ent)
+{
+ ent->nextthink = 0;
+}
+
+
+// the trigger was just activated
+// ent->activator should be set to the activator so it can be held through a delay
+// so wait for the delay time before firing
+void multi_trigger (edict_t *ent)
+{
+ if (ent->nextthink)
+ return; // already been triggered
+
+ G_UseTargets (ent, ent->activator);
+
+ if (ent->wait > 0)
+ {
+ ent->think = multi_wait;
+ ent->nextthink = level.time + ent->wait;
+ }
+ else
+ { // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent->touch = NULL;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = G_FreeEdict;
+ }
+}
+
+void Use_Multi (edict_t *ent, edict_t *, edict_t *activator)
+{
+ ent->activator = activator;
+ multi_trigger (ent);
+}
+
+void Touch_Multi (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if(other->client)
+ {
+ if (self->spawnflags & 2)
+ return;
+ }
+ else if (other->svflags & SVF_MONSTER)
+ {
+ if (!(self->spawnflags & 1))
+ return;
+ }
+ else
+ return;
+
+ if (!VectorCompare(self->movedir, vec3_origin))
+ {
+ vec3_t forward;
+
+ AngleVectors(other->s.angles, forward, NULL, NULL);
+ if (_DotProduct(forward, self->movedir) < 0)
+ return;
+ }
+
+ self->activator = other;
+ multi_trigger (self);
+}
+
+/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
+Variable sized repeatable trigger. Must be targeted at one or more entities.
+If "delay" is set, the trigger waits some time after activating before firing.
+"wait" : Seconds between triggerings. (.2 default)
+sounds
+1) secret
+2) beep beep
+3) large switch
+4)
+set "message" to text string
+*/
+void trigger_enable (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_TRIGGER;
+ self->use = Use_Multi;
+ gi.linkentity (self);
+}
+
+void SP_trigger_multiple (edict_t *ent)
+{
+ if (ent->sounds == 1)
+ ent->noise_index = gi.soundindex ("misc/secret.wav");
+ else if (ent->sounds == 2)
+ ent->noise_index = gi.soundindex ("misc/talk.wav");
+ else if (ent->sounds == 3)
+ ent->noise_index = gi.soundindex ("misc/trigger1.wav");
+
+ if (!ent->wait)
+ ent->wait = 0.2;
+ ent->touch = Touch_Multi;
+ ent->movetype = MOVETYPE_NONE;
+ ent->svflags |= SVF_NOCLIENT;
+
+
+ if (ent->spawnflags & 4)
+ {
+ ent->solid = SOLID_NOT;
+ ent->use = trigger_enable;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->use = Use_Multi;
+ }
+
+ if (!VectorCompare(ent->s.angles, vec3_origin))
+ G_SetMovedir (ent->s.angles, ent->movedir);
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
+Triggers once, then removes itself.
+You must set the key "target" to the name of another object in the level that has a matching "targetname".
+
+If TRIGGERED, this trigger must be triggered before it is live.
+
+sounds
+ 1) secret
+ 2) beep beep
+ 3) large switch
+ 4)
+
+"message" string to be displayed when triggered
+*/
+
+void SP_trigger_once(edict_t *ent)
+{
+ // make old maps work because I messed up on flag assignments here
+ // triggered was on bit 1 when it should have been on bit 4
+ if (ent->spawnflags & 1)
+ {
+ vec3_t v;
+
+ VectorMA (ent->mins, 0.5, ent->size, v);
+ ent->spawnflags &= ~1;
+ ent->spawnflags |= 4;
+ gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
+ }
+
+ ent->wait = -1;
+ SP_trigger_multiple (ent);
+}
+
+/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This fixed size trigger cannot be touched, it can only be fired by other events.
+*/
+void trigger_relay_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ G_UseTargets (self, activator);
+}
+
+void SP_trigger_relay (edict_t *self)
+{
+ self->use = trigger_relay_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_key
+
+==============================================================================
+*/
+
+/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
+A relay trigger that only fires it's targets if player has the proper key.
+Use "item" to specify the required key, for example "key_data_cd"
+*/
+void trigger_key_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ int index;
+
+ if (!self->item)
+ return;
+ if (!activator->client)
+ return;
+
+ index = ITEM_INDEX(self->item);
+ if (!activator->client->pers.inventory[index])
+ {
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+ if (!activator->bot_info) gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
+ return;
+ }
+
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
+ if (coop->value)
+ {
+ int player;
+ edict_t *ent;
+
+ if (strcmp(self->item->classname, "key_power_cube") == 0)
+ {
+ int cube;
+
+ for (cube = 0; cube < 8; cube++)
+ if (activator->client->pers.power_cubes & (1 << cube))
+ break;
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->client->pers.power_cubes & (1 << cube))
+ {
+ ent->client->pers.inventory[index]--;
+ ent->client->pers.power_cubes &= ~(1 << cube);
+ }
+ }
+ }
+ else
+ {
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ ent->client->pers.inventory[index] = 0;
+ }
+ }
+ }
+ else
+ {
+ activator->client->pers.inventory[index]--;
+ }
+
+ G_UseTargets (self, activator);
+
+ self->use = NULL;
+}
+
+void SP_trigger_key (edict_t *self)
+{
+ if (!st.item)
+ {
+ gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
+ return;
+ }
+ self->item = FindItemByClassname (st.item);
+
+ if (!self->item)
+ {
+ gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
+ return;
+ }
+
+ gi.soundindex ("misc/keytry.wav");
+ gi.soundindex ("misc/keyuse.wav");
+
+ self->use = trigger_key_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_counter
+
+==============================================================================
+*/
+
+/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
+Acts as an intermediary for an action that takes multiple inputs.
+
+If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
+
+After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
+*/
+
+void trigger_counter_use(edict_t *self, edict_t *, edict_t *activator)
+{
+ if (self->count == 0)
+ return;
+
+ self->count--;
+
+ if (self->count)
+ {
+ if (! (self->spawnflags & 1))
+ {
+ if (!activator->bot_info) gi.centerprintf(activator, "%i more to go...", self->count);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ if (! (self->spawnflags & 1))
+ {
+ if (!activator->bot_info) gi.centerprintf(activator, "Sequence completed!");
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ self->activator = activator;
+ multi_trigger (self);
+}
+
+void SP_trigger_counter (edict_t *self)
+{
+ self->wait = -1;
+ if (!self->count)
+ self->count = 2;
+
+ self->use = trigger_counter_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_always
+
+==============================================================================
+*/
+
+/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This trigger will always fire. It is activated by the world.
+*/
+void SP_trigger_always (edict_t *ent)
+{
+ // we must have some delay to make sure our use targets are present
+ if (ent->delay < 0.2)
+ ent->delay = 0.2;
+ G_UseTargets(ent, ent);
+}
+
+
+/*
+==============================================================================
+
+trigger_push
+
+==============================================================================
+*/
+
+#define PUSH_ONCE 1
+
+static int windsound;
+
+void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (strcmp(other->classname, "grenade") == 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+ }
+ else if (other->health > 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+
+ if (other->client)
+ {
+ // don't take falling damage immediately from this
+ VectorCopy (other->velocity, other->client->oldvelocity);
+ if (other->fly_sound_debounce_time < level.time)
+ {
+ other->fly_sound_debounce_time = level.time + 1.5;
+ gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
+ }
+ // let it push bots too
+ if (strcmp(other->classname, "bot") == 0)
+ VectorCopy (other->velocity, other->movedir);
+ }
+ }
+ if (self->spawnflags & PUSH_ONCE)
+ G_FreeEdict (self);
+}
+
+
+/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
+Pushes the player
+"speed" defaults to 1000
+*/
+void SP_trigger_push (edict_t *self)
+{
+ InitTrigger (self);
+ windsound = gi.soundindex ("misc/windfly.wav");
+ self->touch = trigger_push_touch;
+ if (!self->speed)
+ self->speed = 1000;
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_hurt
+
+==============================================================================
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
+Any entity that touches this will be hurt.
+
+It does dmg points of damage each server frame
+
+SILENT supresses playing the sound
+SLOW changes the damage rate to once per second
+NO_PROTECTION *nothing* stops the damage
+
+"dmg" default 5 (whole numbers only)
+
+*/
+void hurt_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+
+void hurt_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ int dflags;
+
+ if (!other->takedamage)
+ return;
+
+ if (self->timestamp > level.time)
+ return;
+
+ if (self->spawnflags & 16)
+ self->timestamp = level.time + 1;
+ else
+ self->timestamp = level.time + FRAMETIME;
+
+ if (!(self->spawnflags & 4))
+ {
+ if ((level.framenum % 10) == 0)
+ gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
+ }
+
+ if (self->spawnflags & 8)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
+}
+
+void SP_trigger_hurt (edict_t *self)
+{
+ InitTrigger (self);
+
+ self->noise_index = gi.soundindex ("world/electro.wav");
+ self->touch = hurt_touch;
+
+ if (!self->dmg)
+ self->dmg = 5;
+
+ if (self->spawnflags & 1)
+ self->solid = SOLID_NOT;
+ else
+ self->solid = SOLID_TRIGGER;
+
+ if (self->spawnflags & 2)
+ self->use = hurt_use;
+
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_gravity
+
+==============================================================================
+*/
+
+/*QUAKED trigger_gravity (.5 .5 .5) ?
+Changes the touching entites gravity to
+the value of "gravity". 1.0 is standard
+gravity for the level.
+*/
+
+void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ other->gravity = self->gravity;
+}
+
+void SP_trigger_gravity (edict_t *self)
+{
+ if (st.gravity == 0)
+ {
+ gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ InitTrigger (self);
+ self->gravity = atoi(st.gravity);
+ self->touch = trigger_gravity_touch;
+}
+
+
+/*
+==============================================================================
+
+trigger_monsterjump
+
+==============================================================================
+*/
+
+/*QUAKED trigger_monsterjump (.5 .5 .5) ?
+Walking monsters that touch this will jump in the direction of the trigger's angle
+"speed" default to 200, the speed thrown forward
+"height" default to 200, the speed thrown upwards
+*/
+
+void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->flags & (FL_FLY | FL_SWIM) )
+ return;
+ if (other->svflags & SVF_DEADMONSTER)
+ return;
+ if ( !(other->svflags & SVF_MONSTER))
+ return;
+
+// set XY even if not on ground, so the jump will clear lips
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (!other->groundentity)
+ return;
+
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+}
+
+void SP_trigger_monsterjump (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ InitTrigger (self);
+ self->touch = trigger_monsterjump_touch;
+ self->movedir[2] = st.height;
+}
+
--- /dev/null
+++ b/crbot/g_utils.c
@@ -1,0 +1,541 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
+ result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
+ result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
+}
+
+
+/*
+=============
+G_Find
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+edict_t *G_Find (edict_t *from, int fieldofs, char *match)
+{
+ char *s;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+
+ for ( ; from < &g_edicts[globals.num_edicts] ; from++)
+ {
+ if (!from->inuse)
+ continue;
+ s = *(char **) ((byte *)from + fieldofs);
+ if (!s)
+ continue;
+ if (!cistrcmp (s, match))
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=================
+findradius
+
+Returns entities that have origins within a spherical area
+
+findradius (origin, radius)
+=================
+*/
+edict_t *findradius (edict_t *from, vec3_t org, float rad)
+{
+ vec3_t eorg;
+ int j;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (!from->inuse)
+ continue;
+ if (from->solid == SOLID_NOT)
+ continue;
+ for (j=0 ; j<3 ; j++)
+ eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
+ if (VectorLength(eorg) > rad)
+ continue;
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=============
+G_PickTarget
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+#define MAXCHOICES 8
+
+edict_t *G_PickTarget (char *targetname)
+{
+ edict_t *ent = NULL;
+ int num_choices = 0;
+ edict_t *choice[MAXCHOICES];
+
+ if (!targetname)
+ {
+ gi.dprintf("G_PickTarget called with NULL targetname\n");
+ return NULL;
+ }
+
+ while(1)
+ {
+ ent = G_Find (ent, FOFS(targetname), targetname);
+ if (!ent)
+ break;
+ choice[num_choices++] = ent;
+ if (num_choices == MAXCHOICES)
+ break;
+ }
+
+ if (!num_choices)
+ {
+ gi.dprintf("G_PickTarget: target %s not found\n", targetname);
+ return NULL;
+ }
+
+ return choice[rand() % num_choices];
+}
+
+
+
+void Think_Delay (edict_t *ent)
+{
+ G_UseTargets (ent, ent->activator);
+ G_FreeEdict (ent);
+}
+
+/*
+==============================
+G_UseTargets
+
+the global "activator" should be set to the entity that initiated the firing.
+
+If self.delay is set, a DelayedUse entity will be created that will actually
+do the SUB_UseTargets after that many seconds have passed.
+
+Centerprints any self.message to the activator.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void G_UseTargets (edict_t *ent, edict_t *activator)
+{
+ edict_t *t;
+
+//
+// check for a delay
+//
+ if (ent->delay)
+ {
+ // create a temp object to fire at a later time
+ t = G_Spawn();
+ t->classname = "DelayedUse";
+ t->nextthink = level.time + ent->delay;
+ t->think = Think_Delay;
+ t->activator = activator;
+ if (!activator)
+ gi.dprintf ("Think_Delay with no activator\n");
+ t->message = ent->message;
+ t->target = ent->target;
+ t->killtarget = ent->killtarget;
+ return;
+ }
+
+
+//
+// print the message
+//
+ if ((ent->message) && !(activator->svflags & SVF_MONSTER))
+ {
+ if (!activator->bot_info) gi.centerprintf (activator, "%s", ent->message);
+ if (ent->noise_index)
+ gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
+ else
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+
+//
+// kill killtargets
+//
+ if (ent->killtarget)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
+ {
+ G_FreeEdict (t);
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using killtargets\n");
+ return;
+ }
+ }
+ }
+
+// gi.dprintf("TARGET: activating %s\n", ent->target);
+
+//
+// fire targets
+//
+ if (ent->target)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->target)))
+ {
+ // doors fire area portals in a specific way
+ if (!cistrcmp(t->classname, "func_areaportal") &&
+ (!cistrcmp(ent->classname, "func_door") || !cistrcmp(ent->classname, "func_door_rotating")))
+ continue;
+
+ if (t == ent)
+ {
+ gi.dprintf ("WARNING: Entity used itself.\n");
+ }
+ else
+ {
+ if (t->use)
+ t->use (t, ent, activator);
+ }
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using targets\n");
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+TempVector
+
+This is just a convenience function
+for making temporary vectors for function calls
+=============
+*/
+float *tv (float x, float y, float z)
+{
+ static int index;
+ static vec3_t vecs[8];
+ float *v;
+
+ // use an array so that multiple tempvectors won't collide
+ // for a while
+ v = vecs[index];
+ index = (index + 1)&7;
+
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+
+ return v;
+}
+
+
+/*
+=============
+VectorToString
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *vtos (vec3_t v)
+{
+ static int index;
+ static char str[8][32];
+ char *s;
+
+ // use an array so that multiple vtos won't collide
+ s = str[index];
+ index = (index + 1)&7;
+
+ Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
+
+ return s;
+}
+
+
+vec3_t VEC_UP = {0, -1, 0};
+vec3_t MOVEDIR_UP = {0, 0, 1};
+vec3_t VEC_DOWN = {0, -2, 0};
+vec3_t MOVEDIR_DOWN = {0, 0, -1};
+
+void G_SetMovedir (vec3_t angles, vec3_t movedir)
+{
+ if (VectorCompare (angles, VEC_UP))
+ {
+ VectorCopy (MOVEDIR_UP, movedir);
+ }
+ else if (VectorCompare (angles, VEC_DOWN))
+ {
+ VectorCopy (MOVEDIR_DOWN, movedir);
+ }
+ else
+ {
+ AngleVectors (angles, movedir, NULL, NULL);
+ }
+
+ VectorClear (angles);
+}
+
+
+float vectoyaw (vec3_t vec)
+{
+ float yaw;
+
+ if (vec[YAW] == 0 && vec[PITCH] == 0)
+ yaw = 0;
+ else
+ {
+ yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+ }
+
+ return yaw;
+}
+
+
+void vectoangles (vec3_t value1, vec3_t angles)
+{
+ float forward;
+ float yaw, pitch;
+
+ if (value1[1] == 0 && value1[0] == 0)
+ {
+ yaw = 0;
+ if (value1[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
+ pitch = (int) (atan2(value1[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
+ }
+
+ angles[PITCH] = -pitch;
+ angles[YAW] = yaw;
+ angles[ROLL] = 0;
+}
+
+char *G_CopyString (char *in)
+{
+ char *out;
+
+ out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
+ strcpy (out, in);
+ return out;
+}
+
+
+void G_InitEdict (edict_t *e)
+{
+ e->inuse = true;
+ e->classname = "noclass";
+ e->gravity = 1.0;
+ e->s.number = e - g_edicts;
+}
+
+/*
+=================
+G_Spawn
+
+Either finds a free edict, or allocates a new one.
+Try to avoid reusing an entity that was recently freed, because it
+can cause the client to think the entity morphed into something else
+instead of being removed and recreated, which can cause interpolated
+angles and bad trails.
+=================
+*/
+edict_t *G_Spawn (void)
+{
+ int i;
+ edict_t *e;
+
+ e = &g_edicts[(int)maxclients->value+1];
+ for ( i=maxclients->value+1 ; i<globals.num_edicts ; i++, e++)
+ {
+ // the first couple seconds of server time can involve a lot of
+ // freeing and allocating, so relax the replacement policy
+ if (!e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
+ {
+ G_InitEdict (e);
+ return e;
+ }
+ }
+
+ if (i == game.maxentities)
+ gi.error ("ED_Alloc: no free edicts");
+
+ globals.num_edicts++;
+ G_InitEdict (e);
+ return e;
+}
+
+/*
+=================
+G_FreeEdict
+
+Marks the edict as free
+=================
+*/
+void G_FreeEdict (edict_t *ed)
+{
+ gi.unlinkentity (ed); // unlink from world
+
+ if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
+ {
+// gi.dprintf("tried to free special edict\n");
+ return;
+ }
+
+ memset (ed, 0, sizeof(*ed));
+ ed->classname = "freed";
+ ed->freetime = level.time;
+ ed->inuse = false;
+}
+
+
+/*
+============
+G_TouchTriggers
+
+============
+*/
+void G_TouchTriggers (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ // dead things don't activate triggers!
+ if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
+ return;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_TRIGGERS);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (!hit->touch)
+ continue;
+ hit->touch (hit, ent, NULL, NULL);
+ }
+}
+
+/*
+============
+G_TouchSolids
+
+Call after linking a new trigger in during gameplay
+to force all entities it covers to immediately touch it
+============
+*/
+void G_TouchSolids (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_SOLID);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (ent->touch)
+ ent->touch (hit, ent, NULL, NULL);
+ if (!ent->inuse)
+ break;
+ }
+}
+
+
+
+
+/*
+==============================================================================
+
+Kill box
+
+==============================================================================
+*/
+
+/*
+=================
+KillBox
+
+Kills all entities that would touch the proposed new positioning
+of ent. Ent should be unlinked before calling this!
+=================
+*/
+qboolean KillBox (edict_t *ent)
+{
+ trace_t tr;
+
+ while (1)
+ {
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
+ if (!tr.ent)
+ break;
+
+ // nail it
+ T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+
+ // if we didn't kill it, fail
+ if (tr.ent->solid)
+ return false;
+ }
+
+ return true; // all clear
+}
--- /dev/null
+++ b/crbot/g_weapon.c
@@ -1,0 +1,902 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+=================
+check_dodge
+
+This is a support routine used when a client is firing
+a non-instant attack weapon. It checks to see if a
+monster's dodge function should be called.
+=================
+*/
+static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
+{
+ vec3_t end;
+ vec3_t v;
+ trace_t tr;
+ float eta;
+
+ // easy mode only ducks one quarter the time
+ if (skill->value == 0)
+ {
+ if (qrandom() > 0.25)
+ return;
+ }
+ VectorMA (start, 8192, dir, end);
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
+ {
+ VectorSubtract (tr.endpos, start, v);
+ eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
+ tr.ent->monsterinfo.dodge (tr.ent, self, eta);
+ }
+}
+
+
+/*
+=================
+fire_hit
+
+Used for all impact (hit/punch/slash) attacks
+=================
+*/
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t v;
+ vec3_t point;
+ float range;
+ vec3_t dir;
+
+ //see if enemy is in range
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ range = VectorLength(dir);
+ if (range > aim[0])
+ return false;
+
+ if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
+ {
+ // the hit is straight on so back the range up to the edge of their bbox
+ range -= self->enemy->maxs[0];
+ }
+ else
+ {
+ // this is a side hit so adjust the "right" value out to the edge of their bbox
+ if (aim[1] < 0)
+ aim[1] = self->enemy->mins[0];
+ else
+ aim[1] = self->enemy->maxs[0];
+ }
+
+ VectorMA (self->s.origin, range, dir, point);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
+ if (tr.fraction < 1)
+ {
+ if (!tr.ent->takedamage)
+ return false;
+ // if it will hit any client/monster then hit the one we wanted to hit
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
+ tr.ent = self->enemy;
+ }
+
+ AngleVectors(self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, range, forward, point);
+ VectorMA (point, aim[1], right, point);
+ VectorMA (point, aim[2], up, point);
+ VectorSubtract (point, self->enemy->s.origin, dir);
+
+ // do the damage
+ T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
+
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ return false;
+
+ // do our special form of knockback here
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
+ VectorSubtract (v, point, v);
+ VectorNormalize (v);
+ VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
+ if (self->enemy->velocity[2] > 0)
+ self->enemy->groundentity = NULL;
+ return true;
+}
+
+
+/*
+=================
+fire_lead
+
+This is an internal support routine used for bullet/pellet based weapons.
+=================
+*/
+static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ float r;
+ float u;
+ vec3_t water_start;
+ qboolean water = false;
+ int content_mask = MASK_SHOT | MASK_WATER;
+
+ tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*hspread;
+ u = crandom()*vspread;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+ water = true;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ int color;
+
+ water = true;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ if (tr.contents & CONTENTS_WATER)
+ {
+ if (strcmp(tr.surface->name, "*brwater") == 0)
+ color = SPLASH_BROWN_WATER;
+ else
+ color = SPLASH_BLUE_WATER;
+ }
+ else if (tr.contents & CONTENTS_SLIME)
+ color = SPLASH_SLIME;
+ else if (tr.contents & CONTENTS_LAVA)
+ color = SPLASH_LAVA;
+ else
+ color = SPLASH_UNKNOWN;
+
+ if (color != SPLASH_UNKNOWN)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (8);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (color);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+
+ // change bullet's course when it enters water
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, dir);
+ AngleVectors (dir, forward, right, up);
+ r = crandom()*hspread*2;
+ u = crandom()*vspread*2;
+ VectorMA (water_start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ }
+
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
+ }
+ else
+ {
+ if (strncmp (tr.surface->name, "sky", 3) != 0)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_impact);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if (water)
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+}
+
+
+/*
+=================
+fire_bullet
+
+Fires a single round. Used for machinegun and chaingun. Would be fine for
+pistols, rifles, etc....
+=================
+*/
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
+{
+ fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_shotgun
+
+Shoots shotgun pellets. Used by shotgun and super shotgun.
+=================
+*/
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
+{
+ int i;
+
+ for (i = 0; i < count; i++)
+ fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_blaster
+
+Fires a single blaster bolt. Used by the blaster and hyper blaster.
+=================
+*/
+void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int mod;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ if (self->spawnflags & 1)
+ mod = MOD_HYPERBLASTER;
+ else
+ mod = MOD_BLASTER;
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ }
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BLASTER);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+ bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
+ bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
+ bolt->owner = self;
+ bolt->touch = blaster_touch;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ if (hyper)
+ bolt->spawnflags = 1;
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
+
+
+/*
+=================
+fire_grenade
+=================
+*/
+static void Grenade_Explode (edict_t *ent)
+{
+ vec3_t origin;
+ int mod;
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ //FIXME: if we are onground then raise our Z just a bit since we are a point?
+ if (ent->enemy)
+ {
+ float points;
+ vec3_t v;
+ vec3_t dir;
+
+ VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
+ VectorMA (ent->enemy->s.origin, 0.5, v, v);
+ VectorSubtract (ent->s.origin, v, v);
+ points = ent->dmg - 0.5 * VectorLength (v);
+ VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
+ if (ent->spawnflags & 1)
+ mod = MOD_HANDGRENADE;
+ else
+ mod = MOD_GRENADE;
+ T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+
+ if (ent->spawnflags & 2)
+ mod = MOD_HELD_GRENADE;
+ else if (ent->spawnflags & 1)
+ mod = MOD_HG_SPLASH;
+ else
+ mod = MOD_G_SPLASH;
+ T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ }
+ else
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ }
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!other->takedamage)
+ {
+ if (ent->spawnflags & 1)
+ {
+ if (qrandom() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ ent->enemy = other;
+ Grenade_Explode (ent);
+}
+
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "grenade";
+
+ gi.linkentity (grenade);
+}
+
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "hgrenade";
+ if (held)
+ grenade->spawnflags = 3;
+ else
+ grenade->spawnflags = 1;
+ grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
+
+ if (timer <= 0.0)
+ Grenade_Explode (grenade);
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
+ gi.linkentity (grenade);
+ }
+}
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t origin;
+ int n;
+
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
+ }
+ else
+ {
+ // don't throw any debris in net games
+ if (!deathmatch->value && !coop->value)
+ {
+ if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
+ {
+ n = rand() % 5;
+ while(n--)
+ ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
+ }
+ }
+ }
+
+ T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
+
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *rocket;
+
+ rocket = G_Spawn();
+ VectorCopy (start, rocket->s.origin);
+ VectorCopy (dir, rocket->movedir);
+ vectoangles (dir, rocket->s.angles);
+ VectorScale (dir, speed, rocket->velocity);
+ rocket->movetype = MOVETYPE_FLYMISSILE;
+ rocket->clipmask = MASK_SHOT;
+ rocket->solid = SOLID_BBOX;
+ rocket->s.effects |= EF_ROCKET;
+ VectorClear (rocket->mins);
+ VectorClear (rocket->maxs);
+ rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
+ rocket->owner = self;
+ rocket->touch = rocket_touch;
+ rocket->nextthink = level.time + 8000/speed;
+ rocket->think = G_FreeEdict;
+ rocket->dmg = damage;
+ rocket->radius_dmg = radius_damage;
+ rocket->dmg_radius = damage_radius;
+ rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
+ rocket->classname = "rocket";
+
+ if (self->client)
+ check_dodge (self, rocket->s.origin, dir, speed);
+
+ gi.linkentity (rocket);
+}
+
+
+/*
+=================
+fire_rail
+=================
+*/
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
+{
+ vec3_t from;
+ vec3_t end;
+ trace_t tr;
+ edict_t *ignore;
+ int mask;
+ qboolean water;
+
+ VectorMA (start, 8192, aimdir, end);
+ VectorCopy (start, from);
+ ignore = self;
+ water = false;
+ mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
+ while (ignore)
+ {
+ tr = gi.trace (from, NULL, NULL, end, ignore, mask);
+
+ if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
+ water = true;
+ }
+ else
+ {
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
+ ignore = tr.ent;
+ else
+ ignore = NULL;
+
+ if ((tr.ent != self) && (tr.ent->takedamage))
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
+ }
+
+ VectorCopy (tr.endpos, from);
+ }
+
+ // send gun puff / flash
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+// gi.multicast (start, MULTICAST_PHS);
+ if (water)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (tr.endpos, MULTICAST_PHS);
+ }
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+}
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+void bfg_explode (edict_t *self)
+{
+ edict_t *ent;
+ float points;
+ vec3_t v;
+ float dist;
+
+ if (self->s.frame == 0)
+ {
+ // the BFG effect
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
+ {
+ if (!ent->takedamage)
+ continue;
+ if (ent == self->owner)
+ continue;
+ if (!CanDamage (ent, self))
+ continue;
+ if (!CanDamage (ent, self->owner))
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (self->s.origin, v, v);
+ dist = VectorLength(v);
+ points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
+ if (ent == self->owner)
+ points = points * 0.5;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_EXPLOSION);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+ T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
+ }
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+ self->s.frame++;
+ if (self->s.frame == 5)
+ self->think = G_FreeEdict;
+}
+
+void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ // core explosion - prevents firing it into the wall/floor
+ if (other->takedamage)
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
+ T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
+ self->solid = SOLID_NOT;
+ self->touch = NULL;
+ VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
+ VectorClear (self->velocity);
+ self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
+ self->s.frame = 0;
+ self->s.sound = 0;
+ self->s.effects &= ~EF_ANIM_ALLFAST;
+ self->think = bfg_explode;
+ self->nextthink = level.time + FRAMETIME;
+ self->enemy = other;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_BIGEXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+
+void bfg_think (edict_t *self)
+{
+ edict_t *ent;
+ edict_t *ignore;
+ vec3_t point;
+ vec3_t dir;
+ vec3_t start;
+ vec3_t end;
+ int dmg;
+ trace_t tr;
+
+ if (deathmatch->value)
+ dmg = 5;
+ else
+ dmg = 10;
+
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
+ {
+ if (ent == self)
+ continue;
+
+ if (ent == self->owner)
+ continue;
+
+ if (!ent->takedamage)
+ continue;
+
+ if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
+ continue;
+
+//ZOID
+ //don't target players in CTF
+ if (ctf->value && ent->client &&
+ self->owner->client &&
+ ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)
+ continue;
+//ZOID
+
+ VectorMA (ent->absmin, 0.5, ent->size, point);
+
+ VectorSubtract (point, self->s.origin, dir);
+ VectorNormalize (dir);
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, dir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
+ T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
+
+ // if we hit something that's not a monster or player we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (4);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_LASER);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
+{
+ edict_t *bfg;
+
+ bfg = G_Spawn();
+ VectorCopy (start, bfg->s.origin);
+ VectorCopy (dir, bfg->movedir);
+ vectoangles (dir, bfg->s.angles);
+ VectorScale (dir, speed, bfg->velocity);
+ bfg->movetype = MOVETYPE_FLYMISSILE;
+ bfg->clipmask = MASK_SHOT;
+ bfg->solid = SOLID_BBOX;
+ bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
+ VectorClear (bfg->mins);
+ VectorClear (bfg->maxs);
+ bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
+ bfg->owner = self;
+ bfg->touch = bfg_touch;
+ bfg->nextthink = level.time + 8000/speed;
+ bfg->think = G_FreeEdict;
+ bfg->radius_dmg = damage;
+ bfg->dmg_radius = damage_radius;
+ bfg->classname = "bfg blast";
+ bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
+
+ bfg->think = bfg_think;
+ bfg->nextthink = level.time + FRAMETIME;
+ bfg->teammaster = bfg;
+ bfg->teamchain = NULL;
+
+ if (self->client)
+ check_dodge (self, bfg->s.origin, dir, speed);
+
+ gi.linkentity (bfg);
+}
--- /dev/null
+++ b/crbot/game.h
@@ -1,0 +1,1743 @@
+// game.h -- game dll information visible to server
+#define GAME_API_VERSION 3
+// edict->svflags
+
+#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
+#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
+#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
+
+// edict->solid values
+
+typedef enum
+{
+ SOLID_NOT, // no interaction with other objects
+ SOLID_TRIGGER, // only touch when inside, after moving
+ SOLID_BBOX, // touch on edge
+ SOLID_BSP // bsp clip, touch on edge
+} solid_t;
+
+//===============================================================
+
+// link_t is only used for entity area links now
+typedef struct link_s
+{
+ struct link_s *prev, *next;
+} link_t;
+
+#define MAX_ENT_CLUSTERS 16
+
+
+typedef struct edict_t edict_t;
+typedef struct gclient_s gclient_t;
+
+//===============================================================
+
+//
+// functions provided by the main engine
+//
+typedef struct
+{
+ // special messages
+ void (*bprintf) (int printlevel, char *fmt, ...);
+ void (*dprintf) (char *fmt, ...);
+ void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
+ void (*centerprintf) (edict_t *ent, char *fmt, ...);
+ void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
+ void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
+
+ // config strings hold all the index strings, the lightstyles,
+ // and misc data like the sky definition and cdtrack.
+ // All of the current configstrings are sent to clients when
+ // they connect, and changes are sent to all connected clients.
+ void (*configstring) (int num, char *string);
+
+ void (*error) (char *fmt, ...);
+
+ // the *index functions create configstrings and some internal server state
+ int (*modelindex) (char *name);
+ int (*soundindex) (char *name);
+ int (*imageindex) (char *name);
+
+ void (*setmodel) (edict_t *ent, char *name);
+
+ // collision detection
+ trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
+ int (*pointcontents) (vec3_t point);
+ qboolean (*inPVS) (vec3_t p1, vec3_t p2);
+ qboolean (*inPHS) (vec3_t p1, vec3_t p2);
+ void (*SetAreaPortalState) (int portalnum, qboolean open);
+ qboolean (*AreasConnected) (int area1, int area2);
+
+ // an entity will never be sent to a client or used for collision
+ // if it is not passed to linkentity. If the size, position, or
+ // solidity changes, it must be relinked.
+ void (*linkentity) (edict_t *ent);
+ void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
+ int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
+ void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
+ // network messaging
+ void (*multicast) (vec3_t origin, multicast_t to);
+ void (*unicast) (edict_t *ent, qboolean reliable);
+ void (*WriteChar) (int c);
+ void (*WriteByte) (int c);
+ void (*WriteShort) (int c);
+ void (*WriteLong) (int c);
+ void (*WriteFloat) (float f);
+ void (*WriteString) (char *s);
+ void (*WritePosition) (vec3_t pos); // some fractional bits
+ void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
+ void (*WriteAngle) (float f);
+
+ // managed memory allocation
+ void *(*TagMalloc) (int size, int tag);
+ void (*TagFree) (void *block);
+ void (*FreeTags) (int tag);
+
+ // console variable interaction
+ cvar_t *(*cvar) (char *var_name, char *value, int flags);
+ cvar_t *(*cvar_set) (char *var_name, char *value);
+ cvar_t *(*cvar_forceset) (char *var_name, char *value);
+
+ // ClientCommand and ServerCommand parameter access
+ int (*argc) (void);
+ char *(*argv) (int n);
+ char *(*args) (void); // concatenation of all argv >= 1
+ // add commands to the server console as if they were typed in
+ // for map changing, etc
+ void (*AddCommandString) (char *text);
+
+ void (*DebugGraph) (float value, int color);
+} game_import_t;
+
+//
+// functions exported by the game subsystem
+//
+typedef struct
+{
+ int apiversion;
+
+ // the init function will only be called when a game starts,
+ // not each time a level is loaded. Persistant data for clients
+ // and the server can be allocated in init
+ void (*Init) (void);
+ void (*Shutdown) (void);
+
+ // each new level entered will cause a call to SpawnEntities
+ void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
+
+ // Read/Write Game is for storing persistant cross level information
+ // about the world state and the clients.
+ // WriteGame is called every time a level is exited.
+ // ReadGame is called on a loadgame.
+ void (*WriteGame) (char *filename, qboolean autosave);
+ void (*ReadGame) (char *filename);
+
+ // ReadLevel is called after the default map information has been
+ // loaded with SpawnEntities
+ void (*WriteLevel) (char *filename);
+ void (*ReadLevel) (char *filename);
+
+ qboolean (*ClientConnect) (edict_t *ent, char *userinfo);
+ void (*ClientBegin) (edict_t *ent);
+ void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
+ void (*ClientDisconnect) (edict_t *ent);
+ void (*ClientCommand) (edict_t *ent);
+ void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
+
+ void (*RunFrame) (void);
+
+ // ServerCommand will be called when an "sv <command>" command is issued on the
+ // server console.
+ // The game can issue gi.argc() / gi.argv() commands to get the rest
+ // of the parameters
+ void (*ServerCommand) (void);
+
+ //
+ // global variables shared between game and server
+ //
+
+ // The edict array is allocated in the game dll so it
+ // can vary in size from one game to another.
+ //
+ // The size will be fixed when ge->Init() is called
+ edict_t *edicts;
+ int edict_size;
+ int num_edicts; // current number, <= max_edicts
+ int max_edicts;
+} game_export_t;
+
+game_export_t *GetGameAPI (game_import_t *import);
+
+// g_local.h -- local definitions for game module
+
+// the "gameversion" client command will print this plus compile date
+#define GAMEVERSION "baseq2"
+
+// view pitching times
+#define DAMAGE_TIME 0.5
+#define FALL_TIME 0.3
+
+
+// edict->spawnflags
+// these are set with checkboxes on each entity in the map editor
+#define SPAWNFLAG_NOT_EASY 0x00000100
+#define SPAWNFLAG_NOT_MEDIUM 0x00000200
+#define SPAWNFLAG_NOT_HARD 0x00000400
+#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
+#define SPAWNFLAG_NOT_COOP 0x00001000
+
+// edict->flags
+#define FL_FLY 0x00000001
+#define FL_SWIM 0x00000002 // implied immunity to drowining
+#define FL_IMMUNE_LASER 0x00000004
+#define FL_INWATER 0x00000008
+#define FL_GODMODE 0x00000010
+#define FL_NOTARGET 0x00000020
+#define FL_IMMUNE_SLIME 0x00000040
+#define FL_IMMUNE_LAVA 0x00000080
+#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
+#define FL_WATERJUMP 0x00000200 // player jumping out of water
+#define FL_TEAMSLAVE 0x00000400 // not the first on the team
+#define FL_NO_KNOCKBACK 0x00000800
+#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
+#define FL_RESPAWN 0x80000000 // used for item respawning
+
+
+#define FRAMETIME 0.1
+
+// memory tags to allow dynamic memory to be cleaned up
+#define TAG_GAME 765 // clear when unloading the dll
+#define TAG_LEVEL 766 // clear when loading a new level
+
+
+#define MELEE_DISTANCE 80
+
+#define BODY_QUEUE_SIZE 5 //8
+
+typedef enum
+{
+ DAMAGE_NO,
+ DAMAGE_YES, // will take damage if hit
+ DAMAGE_AIM // auto targeting recognizes this
+} damage_t;
+
+typedef enum
+{
+ WEAPON_READY,
+ WEAPON_ACTIVATING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING
+} weaponstate_t;
+
+typedef enum
+{
+ AMMO_BULLETS,
+ AMMO_SHELLS,
+ AMMO_ROCKETS,
+ AMMO_GRENADES,
+ AMMO_CELLS,
+ AMMO_SLUGS
+} ammo_t;
+
+
+//deadflag
+#define DEAD_NO 0
+#define DEAD_DYING 1
+#define DEAD_DEAD 2
+#define DEAD_RESPAWNABLE 3
+
+//range
+#define RANGE_MELEE 0
+#define RANGE_NEAR 1
+#define RANGE_MID 2
+#define RANGE_FAR 3
+
+//gib types
+#define GIB_ORGANIC 0
+#define GIB_METALLIC 1
+
+//monster ai flags
+#define AI_STAND_GROUND 0x00000001
+#define AI_TEMP_STAND_GROUND 0x00000002
+#define AI_SOUND_TARGET 0x00000004
+#define AI_LOST_SIGHT 0x00000008
+#define AI_PURSUIT_LAST_SEEN 0x00000010
+#define AI_PURSUE_NEXT 0x00000020
+#define AI_PURSUE_TEMP 0x00000040
+#define AI_HOLD_FRAME 0x00000080
+#define AI_GOOD_GUY 0x00000100
+#define AI_BRUTAL 0x00000200
+#define AI_NOSTEP 0x00000400
+#define AI_DUCKED 0x00000800
+#define AI_COMBAT_POINT 0x00001000
+#define AI_MEDIC 0x00002000
+#define AI_RESURRECTING 0x00004000
+
+//monster attack state
+#define AS_STRAIGHT 1
+#define AS_SLIDING 2
+#define AS_MELEE 3
+#define AS_MISSILE 4
+
+// armor types
+#define ARMOR_NONE 0
+#define ARMOR_JACKET 1
+#define ARMOR_COMBAT 2
+#define ARMOR_BODY 3
+#define ARMOR_SHARD 4
+
+// power armor types
+#define POWER_ARMOR_NONE 0
+#define POWER_ARMOR_SCREEN 1
+#define POWER_ARMOR_SHIELD 2
+
+// handedness values
+#define RIGHT_HANDED 0
+#define LEFT_HANDED 1
+#define CENTER_HANDED 2
+
+
+// game.serverflags values
+#define SFL_CROSS_TRIGGER_1 0x00000001
+#define SFL_CROSS_TRIGGER_2 0x00000002
+#define SFL_CROSS_TRIGGER_3 0x00000004
+#define SFL_CROSS_TRIGGER_4 0x00000008
+#define SFL_CROSS_TRIGGER_5 0x00000010
+#define SFL_CROSS_TRIGGER_6 0x00000020
+#define SFL_CROSS_TRIGGER_7 0x00000040
+#define SFL_CROSS_TRIGGER_8 0x00000080
+#define SFL_CROSS_TRIGGER_MASK 0x000000ff
+
+
+// noise types for PlayerNoise
+#define PNOISE_SELF 0
+#define PNOISE_WEAPON 1
+#define PNOISE_IMPACT 2
+
+
+// edict->movetype values
+typedef enum
+{
+ MOVETYPE_NONE, // never moves
+ MOVETYPE_NOCLIP, // origin and angles change with no interaction
+ MOVETYPE_PUSH, // no clip to world, push on box contact
+ MOVETYPE_STOP, // no clip to world, stops on box contact
+
+ MOVETYPE_WALK, // gravity
+ MOVETYPE_STEP, // gravity, special edge handling
+ MOVETYPE_FLY,
+ MOVETYPE_TOSS, // gravity
+ MOVETYPE_FLYMISSILE, // extra size to monsters
+ MOVETYPE_BOUNCE
+} movetype_t;
+
+
+
+typedef struct
+{
+ int base_count;
+ int max_count;
+ float normal_protection;
+ float energy_protection;
+ int armor;
+} gitem_armor_t;
+
+
+// gitem_t->flags
+#define IT_WEAPON 1 // use makes active weapon
+#define IT_AMMO 2
+#define IT_ARMOR 4
+#define IT_STAY_COOP 8
+#define IT_KEY 16
+#define IT_POWERUP 32
+//ZOID
+#define IT_TECH 64
+//ZOID
+
+// gitem_t->weapmodel for weapons indicates model index
+#define WEAP_BLASTER 1
+#define WEAP_SHOTGUN 2
+#define WEAP_SUPERSHOTGUN 3
+#define WEAP_MACHINEGUN 4
+#define WEAP_CHAINGUN 5
+#define WEAP_GRENADES 6
+#define WEAP_GRENADELAUNCHER 7
+#define WEAP_ROCKETLAUNCHER 8
+#define WEAP_HYPERBLASTER 9
+#define WEAP_RAILGUN 10
+#define WEAP_BFG 11
+#define WEAP_GRAPPLE 12
+
+typedef struct gitem_s
+{
+ char *classname; // spawning name
+ qboolean (*pickup)(edict_t *ent, edict_t *other);
+ void (*use)(edict_t *ent, struct gitem_s *item);
+ void (*drop)(edict_t *ent, struct gitem_s *item);
+ void (*weaponthink)(edict_t *ent);
+ char *pickup_sound;
+ char *world_model;
+ int world_model_flags;
+ char *view_model;
+
+ // client side info
+ char *icon;
+ char *pickup_name; // for printing on pickup
+ int count_width; // number of digits to display by icon
+ int quantity; // for ammo how much, for weapons how much is used per shot
+ char *ammo; // for weapons
+ int flags; // IT_* flags
+ int weapmodel; // weapon model index (for weapons)
+ void *info;
+ int tag;
+
+ char *precaches; // string of all models, sounds, and images this item will use
+} gitem_t;
+
+
+
+//
+// this structure is left intact through an entire game
+// it should be initialized at dll load time, and read/written to
+// the server.ssv file for savegames
+//
+typedef struct
+{
+ char helpmessage1[512];
+ char helpmessage2[512];
+ int helpchanged; // flash F1 icon if non 0, play sound
+ // and increment only if 1, 2, or 3
+
+ gclient_t *clients; // [maxclients]
+ // can't store spawnpoint in level, because
+ // it would get overwritten by the savegame restore
+ char spawnpoint[512]; // needed for coop respawns
+ // store latched cvars here that we want to get at often
+ int maxclients;
+ int maxentities;
+
+ // cross level triggers
+ int serverflags;
+
+ // items
+ int num_items;
+
+ qboolean autosaved;
+} game_locals_t;
+
+
+//
+// this structure is cleared as each map is entered
+// it is read/written to the level.sav file for savegames
+//
+typedef struct
+{
+ int framenum;
+ float time;
+
+ char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
+ char mapname[MAX_QPATH]; // the server name (base1, etc)
+ char nextmap[MAX_QPATH]; // go here when fraglimit is hit
+ char forcemap[MAX_QPATH]; // go here
+ // intermission state
+ float intermissiontime; // time the intermission was started
+ char *changemap;
+ int exitintermission;
+ vec3_t intermission_origin;
+ vec3_t intermission_angle;
+
+ edict_t *sight_client; // changed once each frame for coop games
+ edict_t *sight_entity;
+ int sight_entity_framenum;
+ edict_t *sound_entity;
+ int sound_entity_framenum;
+ edict_t *sound2_entity;
+ int sound2_entity_framenum;
+
+ int pic_health;
+
+ int total_secrets;
+ int found_secrets;
+
+ int total_goals;
+ int found_goals;
+
+ int total_monsters;
+ int killed_monsters;
+
+ edict_t *current_entity; // entity running from G_RunFrame
+ int body_que; // dead bodies
+ int power_cubes; // ugly necessity for coop
+} level_locals_t;
+
+
+// spawn_temp_t is only used to hold entity field values that
+// can be set from the editor, but aren't actualy present
+// in edict_t during gameplay
+typedef struct
+{
+ // world vars
+ char *sky;
+ float skyrotate;
+ vec3_t skyaxis;
+ char *nextmap;
+
+ int lip;
+ int distance;
+ int height;
+ char *noise;
+ float pausetime;
+ char *item;
+ char *gravity;
+
+ float minyaw;
+ float maxyaw;
+ float minpitch;
+ float maxpitch;
+} spawn_temp_t;
+
+
+typedef struct
+{
+ // fixed data
+ vec3_t start_origin;
+ vec3_t start_angles;
+ vec3_t end_origin;
+ vec3_t end_angles;
+
+ int sound_start;
+ int sound_middle;
+ int sound_end;
+
+ float accel;
+ float speed;
+ float decel;
+ float distance;
+
+ float wait;
+
+ // state data
+ int state;
+ vec3_t dir;
+ float current_speed;
+ float move_speed;
+ float next_speed;
+ float remaining_distance;
+ float decel_distance;
+ void (*endfunc)(edict_t *);
+} moveinfo_t;
+
+
+typedef struct
+{
+ void (*aifunc)(edict_t *self, float dist);
+ float dist;
+ void (*thinkfunc)(edict_t *self);
+} mframe_t;
+
+typedef struct
+{
+ int firstframe;
+ int lastframe;
+ mframe_t *frame;
+ void (*endfunc)(edict_t *self);
+} mmove_t;
+
+typedef struct
+{
+ mmove_t *currentmove;
+ int aiflags;
+ int nextframe;
+ float scale;
+
+ void (*stand)(edict_t *self);
+ void (*idle)(edict_t *self);
+ void (*search)(edict_t *self);
+ void (*walk)(edict_t *self);
+ void (*run)(edict_t *self);
+ void (*dodge)(edict_t *self, edict_t *other, float eta);
+ void (*attack)(edict_t *self);
+ void (*melee)(edict_t *self);
+ void (*sight)(edict_t *self, edict_t *other);
+ qboolean (*checkattack)(edict_t *self);
+
+ float pausetime;
+ float attack_finished;
+
+ vec3_t saved_goal;
+ float search_time;
+ float trail_time;
+ vec3_t last_sighting;
+ int attack_state;
+ int lefty;
+ float idle_time;
+ int linkcount;
+
+ int power_armor_type;
+ int power_armor_power;
+} monsterinfo_t;
+
+
+
+extern game_locals_t game;
+extern level_locals_t level;
+extern game_import_t gi;
+extern game_export_t globals;
+extern spawn_temp_t st;
+
+extern int sm_meat_index;
+extern int snd_fry;
+
+// means of death
+#define MOD_UNKNOWN 0
+#define MOD_BLASTER 1
+#define MOD_SHOTGUN 2
+#define MOD_SSHOTGUN 3
+#define MOD_MACHINEGUN 4
+#define MOD_CHAINGUN 5
+#define MOD_GRENADE 6
+#define MOD_G_SPLASH 7
+#define MOD_ROCKET 8
+#define MOD_R_SPLASH 9
+#define MOD_HYPERBLASTER 10
+#define MOD_RAILGUN 11
+#define MOD_BFG_LASER 12
+#define MOD_BFG_BLAST 13
+#define MOD_BFG_EFFECT 14
+#define MOD_HANDGRENADE 15
+#define MOD_HG_SPLASH 16
+#define MOD_WATER 17
+#define MOD_SLIME 18
+#define MOD_LAVA 19
+#define MOD_CRUSH 20
+#define MOD_TELEFRAG 21
+#define MOD_FALLING 22
+#define MOD_SUICIDE 23
+#define MOD_HELD_GRENADE 24
+#define MOD_EXPLOSIVE 25
+#define MOD_BARREL 26
+#define MOD_BOMB 27
+#define MOD_EXIT 28
+#define MOD_SPLASH 29
+#define MOD_TARGET_LASER 30
+#define MOD_TRIGGER_HURT 31
+#define MOD_HIT 32
+#define MOD_TARGET_BLASTER 33
+#define MOD_GRAPPLE 34
+#define MOD_FRIENDLY_FIRE 0x8000000
+
+extern int meansOfDeath;
+
+
+extern edict_t *g_edicts;
+
+#define FOFS(x) (int)&(((edict_t *)0)->x)
+#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
+#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
+#define CLOFS(x) (int)&(((gclient_t *)0)->x)
+
+#define qrandom() ((rand () & 0x7fff) / ((float)0x7fff))
+#define crandom() (2.0 * (qrandom() - 0.5))
+
+extern cvar_t *maxentities;
+extern cvar_t *deathmatch;
+extern cvar_t *coop;
+extern cvar_t *dmflags;
+extern cvar_t *skill;
+extern cvar_t *fraglimit;
+extern cvar_t *timelimit;
+//ZOID
+extern cvar_t *capturelimit;
+//ZOID
+extern cvar_t *password;
+extern cvar_t *g_select_empty;
+extern cvar_t *dedicated;
+
+extern cvar_t *sv_gravity;
+extern cvar_t *sv_maxvelocity;
+
+extern cvar_t *gun_x, *gun_y, *gun_z;
+extern cvar_t *sv_rollspeed;
+extern cvar_t *sv_rollangle;
+
+extern cvar_t *run_pitch;
+extern cvar_t *run_roll;
+extern cvar_t *bob_up;
+extern cvar_t *bob_pitch;
+extern cvar_t *bob_roll;
+
+extern cvar_t *sv_cheats;
+extern cvar_t *maxclients;
+
+#define WORLD (&g_edicts[0])
+
+// item spawnflags
+#define ITEM_TRIGGER_SPAWN 0x00000001
+#define ITEM_NO_TOUCH 0x00000002
+// 6 bits reserved for editor flags
+// 8 bits used as power cube id bits for coop games
+#define DROPPED_ITEM 0x00010000
+#define DROPPED_PLAYER_ITEM 0x00020000
+#define ITEM_TARGETS_USED 0x00040000
+
+//
+// fields are needed for spawning from the entity string
+// and saving / loading games
+//
+#define FFL_SPAWNTEMP 1
+
+typedef enum {
+ F_INT,
+ F_FLOAT,
+ F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
+ F_GSTRING, // string on disk, pointer in memory, TAG_GAME
+ F_VECTOR,
+ F_ANGLEHACK,
+ F_EDICT, // index on disk, pointer in memory
+ F_ITEM, // index on disk, pointer in memory
+ F_CLIENT, // index on disk, pointer in memory
+ F_IGNORE
+} fieldtype_t;
+
+typedef struct
+{
+ char *name;
+ int ofs;
+ fieldtype_t type;
+ int flags;
+} field_t;
+
+
+extern field_t fields[];
+extern gitem_t itemlist[];
+
+
+//
+// g_cmds.c
+//
+void Cmd_Help_f (edict_t *ent);
+void Cmd_Score_f (edict_t *ent);
+
+//
+// g_items.c
+//
+void PrecacheItem (gitem_t *it);
+void InitItems (void);
+void SetItemNames (void);
+gitem_t *FindItem (char *pickup_name);
+gitem_t *FindItemByClassname (char *classname);
+#define ITEM_INDEX(x) ((x)-itemlist)
+edict_t *Drop_Item (edict_t *ent, gitem_t *item);
+void SetRespawn (edict_t *ent, float delay);
+void ChangeWeapon (edict_t *ent);
+void SpawnItem (edict_t *ent, gitem_t *item);
+void Think_Weapon (edict_t *ent);
+int ArmorIndex (edict_t *ent);
+int PowerArmorType (edict_t *ent);
+gitem_t *GetItemByIndex (int index);
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+//
+// g_utils.c
+//
+qboolean KillBox (edict_t *ent);
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
+edict_t *G_Find (edict_t *from, int fieldofs, char *match);
+edict_t *findradius (edict_t *from, vec3_t org, float rad);
+edict_t *G_PickTarget (char *targetname);
+void G_UseTargets (edict_t *ent, edict_t *activator);
+void G_SetMovedir (vec3_t angles, vec3_t movedir);
+
+void G_InitEdict (edict_t *e);
+edict_t *G_Spawn (void);
+void G_FreeEdict (edict_t *e);
+
+void G_TouchTriggers (edict_t *ent);
+void G_TouchSolids (edict_t *ent);
+
+char *G_CopyString (char *in);
+
+float *tv (float x, float y, float z);
+char *vtos (vec3_t v);
+
+float vectoyaw (vec3_t vec);
+void vectoangles (vec3_t vec, vec3_t angles);
+
+//
+// g_combat.c
+//
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
+qboolean CanDamage (edict_t *targ, edict_t *inflictor);
+qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker);
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
+
+// damage flags
+#define DAMAGE_RADIUS 0x00000001 // damage was indirect
+#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
+#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
+#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
+#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
+#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
+
+#define DEFAULT_BULLET_HSPREAD 300
+#define DEFAULT_BULLET_VSPREAD 500
+#define DEFAULT_SHOTGUN_HSPREAD 1000
+#define DEFAULT_SHOTGUN_VSPREAD 500
+#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
+#define DEFAULT_SHOTGUN_COUNT 12
+#define DEFAULT_SSHOTGUN_COUNT 20
+
+//
+// g_monster.c
+//
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
+void M_droptofloor (edict_t *ent);
+void monster_think (edict_t *self);
+void walkmonster_start (edict_t *self);
+void swimmonster_start (edict_t *self);
+void flymonster_start (edict_t *self);
+void AttackFinished (edict_t *self, float time);
+void monster_death_use (edict_t *self);
+void M_CatagorizePosition (edict_t *ent);
+qboolean M_CheckAttack (edict_t *self);
+void M_FlyCheck (edict_t *self);
+void M_CheckGround (edict_t *ent);
+
+//
+// g_misc.c
+//
+void ThrowHead (edict_t *self, char *gibname, int damage, int type);
+void ThrowClientHead (edict_t *self, int damage);
+void ThrowGib (edict_t *self, char *gibname, int damage, int type);
+void BecomeExplosion1(edict_t *self);
+
+//
+// g_ai.c
+//
+void AI_SetSightClient (void);
+
+void ai_stand (edict_t *self, float dist);
+void ai_move (edict_t *self, float dist);
+void ai_walk (edict_t *self, float dist);
+void ai_turn (edict_t *self, float dist);
+void ai_run (edict_t *self, float dist);
+void ai_charge (edict_t *self, float dist);
+int range (edict_t *self, edict_t *other);
+
+void FoundTarget (edict_t *self);
+qboolean infront (edict_t *self, edict_t *other);
+qboolean visible (edict_t *self, edict_t *other);
+qboolean FacingIdeal(edict_t *self);
+
+//
+// g_weapon.c
+//
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
+void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
+
+//
+// g_ptrail.c
+//
+void PlayerTrail_Init (void);
+void PlayerTrail_Add (vec3_t spot);
+void PlayerTrail_New (vec3_t spot);
+edict_t *PlayerTrail_PickFirst (edict_t *self);
+edict_t *PlayerTrail_PickNext (edict_t *self);
+edict_t *PlayerTrail_LastSpot (void);
+
+
+//
+// g_client.c
+//
+void respawn (edict_t *ent);
+void BeginIntermission (edict_t *targ);
+void PutClientInServer (edict_t *ent);
+void InitClientPersistant (gclient_t *client);
+void InitClientResp (gclient_t *client);
+void InitBodyQue (void);
+void ClientBeginServerFrame (edict_t *ent);
+
+//
+// g_player.c
+//
+void player_pain (edict_t *self, edict_t *other, float kick, int damage);
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+//
+// g_svcmds.c
+//
+void ServerCommand (void);
+
+//
+// p_view.c
+//
+void ClientEndServerFrame (edict_t *ent);
+
+//
+// p_hud.c
+//
+void MoveClientToIntermission (edict_t *client);
+void G_SetStats (edict_t *ent);
+void ValidateSelectedItem (edict_t *ent);
+void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
+
+//
+// g_pweapon.c
+//
+void PlayerNoise(edict_t *who, vec3_t where, int type);
+void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
+void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent));
+
+//
+// m_move.c
+//
+qboolean M_CheckBottom (edict_t *ent);
+qboolean M_walkmove (edict_t *ent, float yaw, float dist);
+void M_MoveToGoal (edict_t *ent, float dist);
+void M_ChangeYaw (edict_t *ent);
+
+//
+// g_phys.c
+//
+void G_RunEntity (edict_t *ent);
+
+//
+// g_main.c
+//
+void SaveClientData (void);
+void FetchClientEntData (edict_t *ent);
+
+
+//============================================================================
+
+// client_t->anim_priority
+#define ANIM_BASIC 0 // stand / run
+#define ANIM_WAVE 1
+#define ANIM_JUMP 2
+#define ANIM_PAIN 3
+#define ANIM_ATTACK 4
+#define ANIM_DEATH 5
+
+
+// client data that stays across multiple level loads
+typedef struct
+{
+ char userinfo[MAX_INFO_STRING];
+ char netname[16];
+ int hand;
+
+ qboolean connected; // a loadgame will leave valid entities that
+ // just don't have a connection yet
+
+ // values saved and restored from edicts when changing levels
+ int health;
+ int max_health;
+ qboolean powerArmorActive;
+
+ int selected_item;
+ int inventory[MAX_ITEMS];
+
+ // ammo capacities
+ int max_bullets;
+ int max_shells;
+ int max_rockets;
+ int max_grenades;
+ int max_cells;
+ int max_slugs;
+
+ gitem_t *weapon;
+ gitem_t *lastweapon;
+
+ int power_cubes; // used for tracking the cubes in coop games
+ int score; // for calculating total unit score in coop games
+ //===
+ int team_no;
+
+} client_persistant_t;
+
+// client data that stays across deathmatch respawns
+typedef struct
+{
+ client_persistant_t coop_respawn; // what to set client->pers to on a respawn
+ int enterframe; // level.framenum the client entered the game
+ int score; // frags, etc
+ //ZOID
+ int ctf_team; // CTF team
+ int ctf_state;
+ float ctf_lasthurtcarrier;
+ float ctf_lastreturnedflag;
+ float ctf_flagsince;
+ float ctf_lastfraggedcarrier;
+ qboolean id_state;
+ //ZOID
+ vec3_t cmd_angles; // angles sent over in the last command
+ int game_helpchanged;
+ int helpchanged;
+} client_respawn_t;
+
+enum {
+ PMENU_ALIGN_LEFT,
+ PMENU_ALIGN_CENTER,
+ PMENU_ALIGN_RIGHT
+};
+
+typedef struct pmenuhnd_s {
+ struct pmenu_s *entries;
+ int cur;
+ int num;
+} pmenuhnd_t;
+
+typedef struct pmenu_s {
+ char *text;
+ int align;
+ void *arg;
+ void (*SelectFunc)(edict_t *ent, struct pmenu_s *entry);
+} pmenu_t;
+
+void PMenu_Open(edict_t *ent, pmenu_t *entries, int cur, int num);
+void PMenu_Close(edict_t *ent);
+void PMenu_Update(edict_t *ent);
+void PMenu_Next(edict_t *ent);
+void PMenu_Prev(edict_t *ent);
+void PMenu_Select(edict_t *ent);
+
+
+
+
+
+// this structure is cleared on each PutClientInServer(),
+// except for 'client->pers'
+struct gclient_s
+{
+ // known to server
+ player_state_t ps; // communicated by server to clients
+ int ping;
+
+ // private to game
+ client_persistant_t pers;
+ client_respawn_t resp;
+ pmove_state_t old_pmove; // for detecting out-of-pmove changes
+ qboolean showscores; // set layout stat
+ //ZOID
+ qboolean inmenu; // in menu
+ pmenuhnd_t *menu; // current menu
+ //ZOID
+ qboolean showinventory; // set layout stat
+ qboolean showhelp;
+ qboolean showhelpicon;
+
+ int ammo_index;
+
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
+
+ qboolean weapon_thunk;
+
+ gitem_t *newweapon;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ int damage_armor; // damage absorbed by armor
+ int damage_parmor; // damage absorbed by power armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
+ vec3_t damage_from; // origin for vector calculation
+ float killer_yaw; // when dead, look at killer
+ weaponstate_t weaponstate;
+ vec3_t kick_angles; // weapon kicks
+ vec3_t kick_origin;
+ float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
+ float fall_time, fall_value; // for view drop on fall
+ float damage_alpha;
+ float bonus_alpha;
+ vec3_t damage_blend;
+ vec3_t v_angle; // aiming direction
+ float bobtime; // so off-ground doesn't change it
+ vec3_t oldviewangles;
+ vec3_t oldvelocity;
+
+ float next_drown_time;
+ int old_waterlevel;
+ int breather_sound;
+
+ int machinegun_shots; // for weapon raising
+ // animation vars
+ int anim_end;
+ int anim_priority;
+ qboolean anim_duck;
+ qboolean anim_run;
+
+ // powerup timers
+ float quad_framenum;
+ float invincible_framenum;
+ float breather_framenum;
+ float enviro_framenum;
+
+ qboolean grenade_blew_up;
+ float grenade_time;
+ int silencer_shots;
+ int weapon_sound;
+
+ float pickup_msg_time;
+
+ float respawn_time; // can respawn when time > this
+ //ZOID
+ void *ctf_grapple; // entity of grapple
+ int ctf_grapplestate; // true if pulling
+ float ctf_grapplereleasetime; // time of grapple release
+ float ctf_regentime; // regen tech
+ float ctf_techsndtime;
+ float ctf_lasttechmsg;
+ edict_t *chase_target;
+ qboolean update_chase;
+ //ZOID
+
+ //=== cr_menu data
+ int menu_no, menu_item_no;
+ qboolean inuse;
+};
+
+#define MAX_NODE_LINKS 6
+
+#define NF_ELEVATOR 0x0001
+#define NF_TELEPORT 0x0002
+#define NF_DOOR 0x0004
+#define NF_BUTTON 0x0008
+#define NF_LADDER 0x0010
+
+typedef struct path_node_s path_node_t;
+struct path_node_s {
+
+ vec3_t position;
+
+ path_node_t *next;
+
+ path_node_t* link_to[MAX_NODE_LINKS];
+ path_node_t* link_from[MAX_NODE_LINKS];
+ float link_dist[MAX_NODE_LINKS];
+
+ edict_t *item;
+ float time;
+
+ int flags;
+
+ // used in finding routes
+ float route_dist;
+};
+
+
+typedef struct bot_info_pers_s bot_info_pers_t;
+struct bot_info_pers_s {
+ int skill;
+ int team_no, adapt_count;
+ char skin[64], model[64], name[16];
+ float speed, rot_speed, attack_range, engage_range;
+ qboolean b_inuse, b_adapting;
+
+ int playernum;
+};
+
+#define MAX_UNREACHABLES 12
+#define MAX_PATH_NODES 256
+
+#define ASSN_NONE 0
+#define ASSN_HELP 1
+#define ASSN_GUARD 3
+#define ASSN_AMBUSH 4
+#define ASSN_GROUP 5
+#define ASSN_PATROL 6
+
+typedef struct bot_info_s bot_info_t;
+struct bot_info_s {
+ float time_last_stuck, time_next_enemy, time_next_pickup,
+ time_last_strafe_switch, time_next_shot, time_stop_shoting,
+ time_chase, time_next_chase_update, time_next_assignment_check,
+ time_next_roam_dir_change, time_stuck_check, time_next_crouch,
+ time_last_message, time_next_fight_message, time_next_jump,
+ time_next_weapon_change, time_next_rocket_avoid,
+ time_weapon_spin_up, time_weapon_spin_down, time_next_special_assignment,
+ time_next_solid, time_next_callforhelp, time_next_salute,
+ time_last_move_target;
+ float strafe_dir;
+ vec3_t move_target, old_origin, shoot_last_target, last_move_target;
+ edict_t *pickup_target;
+ float pickup_target_score;
+ path_node_t *last_node, *next_node, *target_node;
+ void (*old_think)(edict_t *self);
+ qboolean b_crouch, b_on_slope, b_airborn, b_shot_this_frame,
+ b_on_platform, b_on_ladder;
+ vec3_t ladder_dir;
+ int stuck_count, move_block_count;
+
+ edict_t *unreachable[MAX_UNREACHABLES];
+ float time_unreachable[MAX_UNREACHABLES];
+
+ path_node_t* path[MAX_PATH_NODES];
+ int path_nodes;
+
+ int bot_assignment;
+ vec3_t bot_anchor;
+ edict_t* team_leader;
+
+ void (*postthink) (edict_t *self);
+};
+
+
+struct edict_t
+{
+ entity_state_t s;
+ struct gclient_s *client; // NULL if not a player
+ // the server expects the first part
+ // of gclient_s to be a player_state_t
+ // but the rest of it is opaque
+
+ qboolean inuse;
+ int linkcount;
+
+ // FIXME: move these fields to a server private sv_entity_t
+ link_t area; // linked to a division node or leaf
+
+ int num_clusters; // if -1, use headnode instead
+ int clusternums[MAX_ENT_CLUSTERS];
+ int headnode; // unused if num_clusters != -1
+ int areanum, areanum2;
+
+ //================================
+
+ int svflags;
+ vec3_t mins, maxs;
+ vec3_t absmin, absmax, size;
+ solid_t solid;
+ int clipmask;
+ edict_t *owner;
+
+
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+
+ //================================
+ int movetype;
+ int flags;
+
+ char *model;
+ float freetime; // sv.time when the object was freed
+
+ //
+ // only used locally in game, not by server
+ //
+ char *message;
+ char *classname;
+ int spawnflags;
+
+ float timestamp;
+
+ float angle; // set in qe3, -1 = up, -2 = down
+ char *target;
+ char *targetname;
+ char *killtarget;
+ char *team;
+ char *pathtarget;
+ char *deathtarget;
+ char *combattarget;
+ edict_t *target_ent;
+
+ float speed, accel, decel;
+ vec3_t movedir;
+ vec3_t pos1, pos2;
+
+ vec3_t velocity;
+ vec3_t avelocity;
+ int mass;
+ float air_finished;
+ float gravity; // per entity gravity multiplier (1.0 is normal)
+ // use for lowgrav artifact, flares
+
+ edict_t *goalentity;
+ edict_t *movetarget;
+ float yaw_speed;
+ float ideal_yaw;
+
+ float nextthink;
+ void (*prethink) (edict_t *ent);
+ void (*think)(edict_t *self);
+ void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
+ void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+ void (*use)(edict_t *self, edict_t *other, edict_t *activator);
+ void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
+ void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+ float touch_debounce_time; // are all these legit? do we need more/less of them?
+ float pain_debounce_time;
+ float damage_debounce_time;
+ float fly_sound_debounce_time; //move to clientinfo
+ float last_move_time;
+
+ int health;
+ int max_health;
+ int gib_health;
+ int deadflag;
+ qboolean show_hostile;
+
+ float powerarmor_time;
+
+ char *map; // target_changelevel
+ int viewheight; // height above origin where eyesight is determined
+ int takedamage;
+ int dmg;
+ int radius_dmg;
+ float dmg_radius;
+ int sounds; //make this a spawntemp var?
+ int count;
+
+ edict_t *chain;
+ edict_t *enemy;
+ edict_t *oldenemy;
+ edict_t *activator;
+ edict_t *groundentity;
+ int groundentity_linkcount;
+ edict_t *teamchain;
+ edict_t *teammaster;
+
+ edict_t *mynoise; // can go in client only
+ edict_t *mynoise2;
+
+ int noise_index;
+ int noise_index2;
+ float volume;
+ float attenuation;
+
+ // timing variables
+ float wait;
+ float delay; // before firing targets
+ float random;
+
+ float teleport_time;
+
+ int watertype;
+ int waterlevel;
+
+ vec3_t move_origin;
+ vec3_t move_angles;
+
+ // move this to clientinfo?
+ int light_level;
+
+ int style; // also used as areaportal number
+ gitem_t *item; // for bonus items
+ //== CRbot specific
+ bot_info_t* bot_info;
+ bot_info_pers_t* bot_pers;
+ path_node_t* prev_node;
+ //==
+
+ // common data blocks
+ moveinfo_t moveinfo;
+ monsterinfo_t monsterinfo;
+};
+
+#define CTF_STRING_VERSION "1.02"
+
+#define STAT_CTF_TEAM1_PIC 17
+#define STAT_CTF_TEAM1_CAPS 18
+#define STAT_CTF_TEAM2_PIC 19
+#define STAT_CTF_TEAM2_CAPS 20
+#define STAT_CTF_FLAG_PIC 21
+#define STAT_CTF_JOINED_TEAM1_PIC 22
+#define STAT_CTF_JOINED_TEAM2_PIC 23
+#define STAT_CTF_TEAM1_HEADER 24
+#define STAT_CTF_TEAM2_HEADER 25
+#define STAT_CTF_TECH 26
+#define STAT_CTF_ID_VIEW 27
+
+typedef enum {
+ CTF_NOTEAM,
+ CTF_TEAM1,
+ CTF_TEAM2
+} ctfteam_t;
+
+typedef enum {
+ CTF_STATE_START,
+ CTF_STATE_PLAYING
+} ctfstate_t;
+
+typedef enum {
+ CTF_GRAPPLE_STATE_FLY,
+ CTF_GRAPPLE_STATE_PULL,
+ CTF_GRAPPLE_STATE_HANG
+} ctfgrapplestate_t;
+
+extern cvar_t *ctf;
+
+#define CTF_TEAM1_SKIN "ctf_r"
+#define CTF_TEAM2_SKIN "ctf_b"
+
+#define DF_CTF_FORCEJOIN 131072
+#define DF_ARMOR_PROTECT 262144
+#define DF_CTF_NO_TECH 524288
+
+#define CTF_CAPTURE_BONUS 15 // what you get for capture
+#define CTF_TEAM_BONUS 10 // what your team gets for capture
+#define CTF_RECOVERY_BONUS 1 // what you get for recovery
+#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
+#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
+#define CTF_FLAG_RETURN_TIME 40 // seconds until auto return
+
+#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
+#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
+#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
+#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
+#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
+
+#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags
+#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills
+
+#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
+#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
+#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
+
+#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns
+
+#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again
+
+#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight
+#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at
+
+void CTFInit(void);
+
+void SP_info_player_team1(edict_t *self);
+void SP_info_player_team2(edict_t *self);
+
+char *CTFTeamName(int team);
+char *CTFOtherTeamName(int team);
+void CTFAssignSkin(edict_t *ent, char *s);
+void CTFAssignTeam(gclient_t *who);
+edict_t *SelectCTFSpawnPoint (edict_t *ent);
+qboolean CTFPickup_Flag(edict_t *ent, edict_t *other);
+void CTFDrop_Flag(edict_t *ent, gitem_t *item);
+void CTFEffects(edict_t *player);
+void CTFCalcScores(void);
+void SetCTFStats(edict_t *ent);
+void CTFDeadDropFlag(edict_t *self);
+void CTFScoreboardMessage (edict_t *ent, edict_t *killer);
+void CTFTeam_f (edict_t *ent);
+void CTFID_f (edict_t *ent);
+void CTFSay_Team(edict_t *who, char *msg);
+void CTFFlagSetup (edict_t *ent);
+void CTFResetFlag(int ctf_team);
+void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker);
+void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker);
+
+// GRAPPLE
+void CTFWeapon_Grapple (edict_t *ent);
+void CTFPlayerResetGrapple(edict_t *ent);
+void CTFGrapplePull(edict_t *self);
+void CTFResetGrapple(edict_t *self);
+
+//TECH
+gitem_t *CTFWhat_Tech(edict_t *ent);
+qboolean CTFPickup_Tech (edict_t *ent, edict_t *other);
+void CTFDrop_Tech(edict_t *ent, gitem_t *item);
+void CTFDeadDropTech(edict_t *ent);
+void CTFSetupTechSpawn(void);
+int CTFApplyResistance(edict_t *ent, int dmg);
+int CTFApplyStrength(edict_t *ent, int dmg);
+qboolean CTFApplyStrengthSound(edict_t *ent);
+qboolean CTFApplyHaste(edict_t *ent);
+void CTFApplyHasteSound(edict_t *ent);
+void CTFApplyRegeneration(edict_t *ent);
+qboolean CTFHasRegeneration(edict_t *ent);
+void CTFRespawnTech(edict_t *ent);
+
+void CTFOpenJoinMenu(edict_t *ent);
+qboolean CTFStartClient(edict_t *ent);
+
+qboolean CTFCheckRules(void);
+
+void SP_misc_ctf_banner (edict_t *ent);
+void SP_misc_ctf_small_banner (edict_t *ent);
+
+extern char *ctf_statusbar;
+
+void UpdateChaseCam(edict_t *ent);
+void ChaseNext(edict_t *ent);
+void ChasePrev(edict_t *ent);
+
+void SP_trigger_teleport (edict_t *ent);
+void SP_info_teleport_destination (edict_t *ent);
+
+void CTFJoinTeam(edict_t *ent, int desired_team);
+
+// G:\quake2\baseq2\models/player_x/frames
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_run1 40
+#define FRAME_run2 41
+#define FRAME_run3 42
+#define FRAME_run4 43
+#define FRAME_run5 44
+#define FRAME_run6 45
+#define FRAME_attack1 46
+#define FRAME_attack2 47
+#define FRAME_attack3 48
+#define FRAME_attack4 49
+#define FRAME_attack5 50
+#define FRAME_attack6 51
+#define FRAME_attack7 52
+#define FRAME_attack8 53
+#define FRAME_pain101 54
+#define FRAME_pain102 55
+#define FRAME_pain103 56
+#define FRAME_pain104 57
+#define FRAME_pain201 58
+#define FRAME_pain202 59
+#define FRAME_pain203 60
+#define FRAME_pain204 61
+#define FRAME_pain301 62
+#define FRAME_pain302 63
+#define FRAME_pain303 64
+#define FRAME_pain304 65
+#define FRAME_jump1 66
+#define FRAME_jump2 67
+#define FRAME_jump3 68
+#define FRAME_jump4 69
+#define FRAME_jump5 70
+#define FRAME_jump6 71
+#define FRAME_flip01 72
+#define FRAME_flip02 73
+#define FRAME_flip03 74
+#define FRAME_flip04 75
+#define FRAME_flip05 76
+#define FRAME_flip06 77
+#define FRAME_flip07 78
+#define FRAME_flip08 79
+#define FRAME_flip09 80
+#define FRAME_flip10 81
+#define FRAME_flip11 82
+#define FRAME_flip12 83
+#define FRAME_salute01 84
+#define FRAME_salute02 85
+#define FRAME_salute03 86
+#define FRAME_salute04 87
+#define FRAME_salute05 88
+#define FRAME_salute06 89
+#define FRAME_salute07 90
+#define FRAME_salute08 91
+#define FRAME_salute09 92
+#define FRAME_salute10 93
+#define FRAME_salute11 94
+#define FRAME_taunt01 95
+#define FRAME_taunt02 96
+#define FRAME_taunt03 97
+#define FRAME_taunt04 98
+#define FRAME_taunt05 99
+#define FRAME_taunt06 100
+#define FRAME_taunt07 101
+#define FRAME_taunt08 102
+#define FRAME_taunt09 103
+#define FRAME_taunt10 104
+#define FRAME_taunt11 105
+#define FRAME_taunt12 106
+#define FRAME_taunt13 107
+#define FRAME_taunt14 108
+#define FRAME_taunt15 109
+#define FRAME_taunt16 110
+#define FRAME_taunt17 111
+#define FRAME_wave01 112
+#define FRAME_wave02 113
+#define FRAME_wave03 114
+#define FRAME_wave04 115
+#define FRAME_wave05 116
+#define FRAME_wave06 117
+#define FRAME_wave07 118
+#define FRAME_wave08 119
+#define FRAME_wave09 120
+#define FRAME_wave10 121
+#define FRAME_wave11 122
+#define FRAME_point01 123
+#define FRAME_point02 124
+#define FRAME_point03 125
+#define FRAME_point04 126
+#define FRAME_point05 127
+#define FRAME_point06 128
+#define FRAME_point07 129
+#define FRAME_point08 130
+#define FRAME_point09 131
+#define FRAME_point10 132
+#define FRAME_point11 133
+#define FRAME_point12 134
+#define FRAME_crstnd01 135
+#define FRAME_crstnd02 136
+#define FRAME_crstnd03 137
+#define FRAME_crstnd04 138
+#define FRAME_crstnd05 139
+#define FRAME_crstnd06 140
+#define FRAME_crstnd07 141
+#define FRAME_crstnd08 142
+#define FRAME_crstnd09 143
+#define FRAME_crstnd10 144
+#define FRAME_crstnd11 145
+#define FRAME_crstnd12 146
+#define FRAME_crstnd13 147
+#define FRAME_crstnd14 148
+#define FRAME_crstnd15 149
+#define FRAME_crstnd16 150
+#define FRAME_crstnd17 151
+#define FRAME_crstnd18 152
+#define FRAME_crstnd19 153
+#define FRAME_crwalk1 154
+#define FRAME_crwalk2 155
+#define FRAME_crwalk3 156
+#define FRAME_crwalk4 157
+#define FRAME_crwalk5 158
+#define FRAME_crwalk6 159
+#define FRAME_crattak1 160
+#define FRAME_crattak2 161
+#define FRAME_crattak3 162
+#define FRAME_crattak4 163
+#define FRAME_crattak5 164
+#define FRAME_crattak6 165
+#define FRAME_crattak7 166
+#define FRAME_crattak8 167
+#define FRAME_crattak9 168
+#define FRAME_crpain1 169
+#define FRAME_crpain2 170
+#define FRAME_crpain3 171
+#define FRAME_crpain4 172
+#define FRAME_crdeath1 173
+#define FRAME_crdeath2 174
+#define FRAME_crdeath3 175
+#define FRAME_crdeath4 176
+#define FRAME_crdeath5 177
+#define FRAME_death101 178
+#define FRAME_death102 179
+#define FRAME_death103 180
+#define FRAME_death104 181
+#define FRAME_death105 182
+#define FRAME_death106 183
+#define FRAME_death201 184
+#define FRAME_death202 185
+#define FRAME_death203 186
+#define FRAME_death204 187
+#define FRAME_death205 188
+#define FRAME_death206 189
+#define FRAME_death301 190
+#define FRAME_death302 191
+#define FRAME_death303 192
+#define FRAME_death304 193
+#define FRAME_death305 194
+#define FRAME_death306 195
+#define FRAME_death307 196
+#define FRAME_death308 197
+
+#define MODEL_SCALE 1.000000
+
+#define CRBOT_VER "v1.14"
+#define CRBOT_INFO "CRBot " CRBOT_VER ", coded by Mike Malakhov\nwith CTF support\nhttp://www.pobox.com/~ww/bot.html \n\nUse inventory keys to access bot's menu\n\nTo add bots type 'sv addbots 0 <amount>'\nin the console window"
+
+void SP_crbot( char* name, int skill_level, char* skin, int team, char* model );
+void cr_kill_bot( char* bot_name );
+void cr_team_help( edict_t* self );
+void cr_team_group( edict_t* self );
+void cr_team_guard( edict_t* self, char* name );
+void cr_team_patrol( edict_t* self, char* name );
+void cr_team_free( edict_t* self, char* name );
+
+void cr_menu_init(void);
+void cr_menu_draw( edict_t *self );
+void cr_menu_select( edict_t *self, int ds );
+void cr_menu_down( edict_t *self );
+void cr_menu_up( edict_t *self );
+
+void cr_init(void);
+void cr_init_globals(void);
+void cr_client_connect(edict_t *ent);
+void cr_exit_level(void);
+void cr_routes_save( edict_t *self );
+
+// void cr_scoreboard_message( char* string, edict_t *self );
+void cr_show_stats( edict_t *self );
+void cr_show_team_stats( edict_t *self );
+
+extern cvar_t *bot_skill;
+extern cvar_t *bot_skin;
+extern cvar_t *bot_model;
+extern cvar_t *bot_team;
+extern cvar_t *bot_chat;
+extern cvar_t *bot_taunt;
+extern cvar_t *obituary_msgs;
+
+extern cvar_t *bot_menu;
+
+extern cvar_t *game_path;
+extern cvar_t *base_path;
+
+extern cvar_t *map_cycle;
+extern cvar_t *no_tech;
+extern cvar_t *no_hook;
+
+extern cvar_t *bot_debug;
+
+void cr_get_full_pathname( char* fullname, char* name );
+
+void ShowGun( edict_t *ent );
+
+qboolean cr_map_cycle(void);
+extern char next_map_name[64];
--- /dev/null
+++ b/crbot/m_flash.c
@@ -1,0 +1,490 @@
+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+// this file is included in both the game dll and quake2,
+// the game needs it to source shot locations, the client
+// needs it to position muzzle flashes
+vec3_t monster_flash_offset [] =
+{
+// flash 0 is not used
+ 0.0, 0.0, 0.0,
+
+// MZ2_TANK_BLASTER_1 1
+ 20.7, -18.5, 28.7,
+// MZ2_TANK_BLASTER_2 2
+ 16.6, -21.5, 30.1,
+// MZ2_TANK_BLASTER_3 3
+ 11.8, -23.9, 32.1,
+// MZ2_TANK_MACHINEGUN_1 4
+ 22.9, -0.7, 25.3,
+// MZ2_TANK_MACHINEGUN_2 5
+ 22.2, 6.2, 22.3,
+// MZ2_TANK_MACHINEGUN_3 6
+ 19.4, 13.1, 18.6,
+// MZ2_TANK_MACHINEGUN_4 7
+ 19.4, 18.8, 18.6,
+// MZ2_TANK_MACHINEGUN_5 8
+ 17.9, 25.0, 18.6,
+// MZ2_TANK_MACHINEGUN_6 9
+ 14.1, 30.5, 20.6,
+// MZ2_TANK_MACHINEGUN_7 10
+ 9.3, 35.3, 22.1,
+// MZ2_TANK_MACHINEGUN_8 11
+ 4.7, 38.4, 22.1,
+// MZ2_TANK_MACHINEGUN_9 12
+ -1.1, 40.4, 24.1,
+// MZ2_TANK_MACHINEGUN_10 13
+ -6.5, 41.2, 24.1,
+// MZ2_TANK_MACHINEGUN_11 14
+ 3.2, 40.1, 24.7,
+// MZ2_TANK_MACHINEGUN_12 15
+ 11.7, 36.7, 26.0,
+// MZ2_TANK_MACHINEGUN_13 16
+ 18.9, 31.3, 26.0,
+// MZ2_TANK_MACHINEGUN_14 17
+ 24.4, 24.4, 26.4,
+// MZ2_TANK_MACHINEGUN_15 18
+ 27.1, 17.1, 27.2,
+// MZ2_TANK_MACHINEGUN_16 19
+ 28.5, 9.1, 28.0,
+// MZ2_TANK_MACHINEGUN_17 20
+ 27.1, 2.2, 28.0,
+// MZ2_TANK_MACHINEGUN_18 21
+ 24.9, -2.8, 28.0,
+// MZ2_TANK_MACHINEGUN_19 22
+ 21.6, -7.0, 26.4,
+// MZ2_TANK_ROCKET_1 23
+ 6.2, 29.1, 49.1,
+// MZ2_TANK_ROCKET_2 24
+ 6.9, 23.8, 49.1,
+// MZ2_TANK_ROCKET_3 25
+ 8.3, 17.8, 49.5,
+
+// MZ2_INFANTRY_MACHINEGUN_1 26
+ 26.6, 7.1, 13.1,
+// MZ2_INFANTRY_MACHINEGUN_2 27
+ 18.2, 7.5, 15.4,
+// MZ2_INFANTRY_MACHINEGUN_3 28
+ 17.2, 10.3, 17.9,
+// MZ2_INFANTRY_MACHINEGUN_4 29
+ 17.0, 12.8, 20.1,
+// MZ2_INFANTRY_MACHINEGUN_5 30
+ 15.1, 14.1, 21.8,
+// MZ2_INFANTRY_MACHINEGUN_6 31
+ 11.8, 17.2, 23.1,
+// MZ2_INFANTRY_MACHINEGUN_7 32
+ 11.4, 20.2, 21.0,
+// MZ2_INFANTRY_MACHINEGUN_8 33
+ 9.0, 23.0, 18.9,
+// MZ2_INFANTRY_MACHINEGUN_9 34
+ 13.9, 18.6, 17.7,
+// MZ2_INFANTRY_MACHINEGUN_10 35
+ 15.4, 15.6, 15.8,
+// MZ2_INFANTRY_MACHINEGUN_11 36
+ 10.2, 15.2, 25.1,
+// MZ2_INFANTRY_MACHINEGUN_12 37
+ -1.9, 15.1, 28.2,
+// MZ2_INFANTRY_MACHINEGUN_13 38
+ -12.4, 13.0, 20.2,
+
+// MZ2_SOLDIER_BLASTER_1 39
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_2 40
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_1 41
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_2 42
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_1 43
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_2 44
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+
+// MZ2_GUNNER_MACHINEGUN_1 45
+ 30.1 * 1.15, 3.9 * 1.15, 19.6 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_2 46
+ 29.1 * 1.15, 2.5 * 1.15, 20.7 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_3 47
+ 28.2 * 1.15, 2.5 * 1.15, 22.2 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_4 48
+ 28.2 * 1.15, 3.6 * 1.15, 22.0 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_5 49
+ 26.9 * 1.15, 2.0 * 1.15, 23.4 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_6 50
+ 26.5 * 1.15, 0.6 * 1.15, 20.8 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_7 51
+ 26.9 * 1.15, 0.5 * 1.15, 21.5 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_8 52
+ 29.0 * 1.15, 2.4 * 1.15, 19.5 * 1.15,
+// MZ2_GUNNER_GRENADE_1 53
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_2 54
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_3 55
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_4 56
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+
+// MZ2_CHICK_ROCKET_1 57
+// -24.8, -9.0, 39.0,
+ 24.8, -9.0, 39.0, // PGM - this was incorrect in Q2
+
+// MZ2_FLYER_BLASTER_1 58
+ 12.1, 13.4, -14.5,
+// MZ2_FLYER_BLASTER_2 59
+ 12.1, -7.4, -14.5,
+
+// MZ2_MEDIC_BLASTER_1 60
+ 12.1, 5.4, 16.5,
+
+// MZ2_GLADIATOR_RAILGUN_1 61
+ 30.0, 18.0, 28.0,
+
+// MZ2_HOVER_BLASTER_1 62
+ 32.5, -0.8, 10.0,
+
+// MZ2_ACTOR_MACHINEGUN_1 63
+ 18.4, 7.4, 9.6,
+
+// MZ2_SUPERTANK_MACHINEGUN_1 64
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_2 65
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_3 66
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_4 67
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_5 68
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_6 69
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_ROCKET_1 70
+ 16.0, -22.5, 91.2,
+// MZ2_SUPERTANK_ROCKET_2 71
+ 16.0, -33.4, 86.7,
+// MZ2_SUPERTANK_ROCKET_3 72
+ 16.0, -42.8, 83.3,
+
+// --- Start Xian Stuff ---
+// MZ2_BOSS2_MACHINEGUN_L1 73
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L2 74
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L3 75
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L4 76
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L5 77
+ 32, -40, 70,
+// --- End Xian Stuff
+
+// MZ2_BOSS2_ROCKET_1 78
+ 22.0, 16.0, 10.0,
+// MZ2_BOSS2_ROCKET_2 79
+ 22.0, 8.0, 10.0,
+// MZ2_BOSS2_ROCKET_3 80
+ 22.0, -8.0, 10.0,
+// MZ2_BOSS2_ROCKET_4 81
+ 22.0, -16.0, 10.0,
+
+// MZ2_FLOAT_BLASTER_1 82
+ 32.5, -0.8, 10,
+
+// MZ2_SOLDIER_BLASTER_3 83
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_3 84
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_3 85
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_4 86
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_4 87
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_4 88
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_5 89
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_5 90
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_5 91
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_6 92
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_6 93
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_6 94
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_BLASTER_7 95
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_7 96
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_7 97
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_BLASTER_8 98
+// 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+ 31.5 * 1.2, 9.6 * 1.2, 10.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_8 99
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_8 100
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+
+// --- Xian shit below ---
+// MZ2_MAKRON_BFG 101
+ 17, -19.5, 62.9,
+// MZ2_MAKRON_BLASTER_1 102
+ -3.6, -24.1, 59.5,
+// MZ2_MAKRON_BLASTER_2 103
+ -1.6, -19.3, 59.5,
+// MZ2_MAKRON_BLASTER_3 104
+ -0.1, -14.4, 59.5,
+// MZ2_MAKRON_BLASTER_4 105
+ 2.0, -7.6, 59.5,
+// MZ2_MAKRON_BLASTER_5 106
+ 3.4, 1.3, 59.5,
+// MZ2_MAKRON_BLASTER_6 107
+ 3.7, 11.1, 59.5,
+// MZ2_MAKRON_BLASTER_7 108
+ -0.3, 22.3, 59.5,
+// MZ2_MAKRON_BLASTER_8 109
+ -6, 33, 59.5,
+// MZ2_MAKRON_BLASTER_9 110
+ -9.3, 36.4, 59.5,
+// MZ2_MAKRON_BLASTER_10 111
+ -7, 35, 59.5,
+// MZ2_MAKRON_BLASTER_11 112
+ -2.1, 29, 59.5,
+// MZ2_MAKRON_BLASTER_12 113
+ 3.9, 17.3, 59.5,
+// MZ2_MAKRON_BLASTER_13 114
+ 6.1, 5.8, 59.5,
+// MZ2_MAKRON_BLASTER_14 115
+ 5.9, -4.4, 59.5,
+// MZ2_MAKRON_BLASTER_15 116
+ 4.2, -14.1, 59.5,
+// MZ2_MAKRON_BLASTER_16 117
+ 2.4, -18.8, 59.5,
+// MZ2_MAKRON_BLASTER_17 118
+ -1.8, -25.5, 59.5,
+// MZ2_MAKRON_RAILGUN_1 119
+ -17.3, 7.8, 72.4,
+
+// MZ2_JORG_MACHINEGUN_L1 120
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L2 121
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L3 122
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L4 123
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L5 124
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L6 125
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_R1 126
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R2 127
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R3 128
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R4 129
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R5 130
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R6 131
+ 78.5, 46.7, 96,
+// MZ2_JORG_BFG_1 132
+ 6.3, -9, 111.2,
+
+// MZ2_BOSS2_MACHINEGUN_R1 73
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R2 74
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R3 75
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R4 76
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R5 77
+ 32, 40, 70,
+
+// --- End Xian Shit ---
+
+// ROGUE
+// note that the above really ends at 137
+// carrier machineguns
+// MZ2_CARRIER_MACHINEGUN_L1
+ 56, -32, 32,
+// MZ2_CARRIER_MACHINEGUN_R1
+ 56, 32, 32,
+// MZ2_CARRIER_GRENADE
+ 42, 24, 50,
+// MZ2_TURRET_MACHINEGUN 141
+ 16, 0, 0,
+// MZ2_TURRET_ROCKET 142
+ 16, 0, 0,
+// MZ2_TURRET_BLASTER 143
+ 16, 0, 0,
+// MZ2_STALKER_BLASTER 144
+ 24, 0, 6,
+// MZ2_DAEDALUS_BLASTER 145
+ 32.5, -0.8, 10.0,
+// MZ2_MEDIC_BLASTER_2 146
+ 12.1, 5.4, 16.5,
+// MZ2_CARRIER_RAILGUN 147
+ 32, 0, 6,
+// MZ2_WIDOW_DISRUPTOR 148
+ 57.72, 14.50, 88.81,
+// MZ2_WIDOW_BLASTER 149
+ 56, 32, 32,
+// MZ2_WIDOW_RAIL 150
+ 62, -20, 84,
+// MZ2_WIDOW_PLASMABEAM 151 // PMM - not used!
+ 32, 0, 6,
+// MZ2_CARRIER_MACHINEGUN_L2 152
+ 61, -32, 12,
+// MZ2_CARRIER_MACHINEGUN_R2 153
+ 61, 32, 12,
+// MZ2_WIDOW_RAIL_LEFT 154
+ 17, -62, 91,
+// MZ2_WIDOW_RAIL_RIGHT 155
+ 68, 12, 86,
+// MZ2_WIDOW_BLASTER_SWEEP1 156 pmm - the sweeps need to be in sequential order
+ 47.5, 56, 89,
+// MZ2_WIDOW_BLASTER_SWEEP2 157
+ 54, 52, 91,
+// MZ2_WIDOW_BLASTER_SWEEP3 158
+ 58, 40, 91,
+// MZ2_WIDOW_BLASTER_SWEEP4 159
+ 68, 30, 88,
+// MZ2_WIDOW_BLASTER_SWEEP5 160
+ 74, 20, 88,
+// MZ2_WIDOW_BLASTER_SWEEP6 161
+ 73, 11, 87,
+// MZ2_WIDOW_BLASTER_SWEEP7 162
+ 73, 3, 87,
+// MZ2_WIDOW_BLASTER_SWEEP8 163
+ 70, -12, 87,
+// MZ2_WIDOW_BLASTER_SWEEP9 164
+ 67, -20, 90,
+// MZ2_WIDOW_BLASTER_100 165
+ -20, 76, 90,
+// MZ2_WIDOW_BLASTER_90 166
+ -8, 74, 90,
+// MZ2_WIDOW_BLASTER_80 167
+ 0, 72, 90,
+// MZ2_WIDOW_BLASTER_70 168 d06
+ 10, 71, 89,
+// MZ2_WIDOW_BLASTER_60 169 d07
+ 23, 70, 87,
+// MZ2_WIDOW_BLASTER_50 170 d08
+ 32, 64, 85,
+// MZ2_WIDOW_BLASTER_40 171
+ 40, 58, 84,
+// MZ2_WIDOW_BLASTER_30 172 d10
+ 48, 50, 83,
+// MZ2_WIDOW_BLASTER_20 173
+ 54, 42, 82,
+// MZ2_WIDOW_BLASTER_10 174 d12
+ 56, 34, 82,
+// MZ2_WIDOW_BLASTER_0 175
+ 58, 26, 82,
+// MZ2_WIDOW_BLASTER_10L 176 d14
+ 60, 16, 82,
+// MZ2_WIDOW_BLASTER_20L 177
+ 59, 6, 81,
+// MZ2_WIDOW_BLASTER_30L 178 d16
+ 58, -2, 80,
+// MZ2_WIDOW_BLASTER_40L 179
+ 57, -10, 79,
+// MZ2_WIDOW_BLASTER_50L 180 d18
+ 54, -18, 78,
+// MZ2_WIDOW_BLASTER_60L 181
+ 42, -32, 80,
+// MZ2_WIDOW_BLASTER_70L 182 d20
+ 36, -40, 78,
+// MZ2_WIDOW_RUN_1 183
+ 68.4, 10.88, 82.08,
+// MZ2_WIDOW_RUN_2 184
+ 68.51, 8.64, 85.14,
+// MZ2_WIDOW_RUN_3 185
+ 68.66, 6.38, 88.78,
+// MZ2_WIDOW_RUN_4 186
+ 68.73, 5.1, 84.47,
+// MZ2_WIDOW_RUN_5 187
+ 68.82, 4.79, 80.52,
+// MZ2_WIDOW_RUN_6 188
+ 68.77, 6.11, 85.37,
+// MZ2_WIDOW_RUN_7 189
+ 68.67, 7.99, 90.24,
+// MZ2_WIDOW_RUN_8 190
+ 68.55, 9.54, 87.36,
+// MZ2_CARRIER_ROCKET_1 191
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_2 192
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_3 193
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_4 194
+ 0, 0, -5,
+// MZ2_WIDOW2_BEAMER_1 195
+// 72.13, -17.63, 93.77,
+ 69.00, -17.63, 93.77,
+// MZ2_WIDOW2_BEAMER_2 196
+// 71.46, -17.08, 89.82,
+ 69.00, -17.08, 89.82,
+// MZ2_WIDOW2_BEAMER_3 197
+// 71.47, -18.40, 90.70,
+ 69.00, -18.40, 90.70,
+// MZ2_WIDOW2_BEAMER_4 198
+// 71.96, -18.34, 94.32,
+ 69.00, -18.34, 94.32,
+// MZ2_WIDOW2_BEAMER_5 199
+// 72.25, -18.30, 97.98,
+ 69.00, -18.30, 97.98,
+// MZ2_WIDOW2_BEAM_SWEEP_1 200
+ 45.04, -59.02, 92.24,
+// MZ2_WIDOW2_BEAM_SWEEP_2 201
+ 50.68, -54.70, 91.96,
+// MZ2_WIDOW2_BEAM_SWEEP_3 202
+ 56.57, -47.72, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_4 203
+ 61.75, -38.75, 91.38,
+// MZ2_WIDOW2_BEAM_SWEEP_5 204
+ 65.55, -28.76, 91.24,
+// MZ2_WIDOW2_BEAM_SWEEP_6 205
+ 67.79, -18.90, 91.22,
+// MZ2_WIDOW2_BEAM_SWEEP_7 206
+ 68.60, -9.52, 91.23,
+// MZ2_WIDOW2_BEAM_SWEEP_8 207
+ 68.08, 0.18, 91.32,
+// MZ2_WIDOW2_BEAM_SWEEP_9 208
+ 66.14, 9.79, 91.44,
+// MZ2_WIDOW2_BEAM_SWEEP_10 209
+ 62.77, 18.91, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_11 210
+ 58.29, 27.11, 92.00,
+
+// end of table
+ 0.0, 0.0, 0.0
+};
--- /dev/null
+++ b/crbot/m_move.c
@@ -1,0 +1,539 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define STEPSIZE 18
+
+/*
+=============
+M_CheckBottom
+
+Returns false if any part of the bottom of the entity is off an edge that
+is not a staircase.
+
+=============
+*/
+int c_yes, c_no;
+
+qboolean M_CheckBottom (edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (ent->s.origin, ent->mins, mins);
+ VectorAdd (ent->s.origin, ent->maxs, maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+ start[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ stop[2] = start[2] - 2*STEPSIZE;
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+ }
+
+ c_yes++;
+ return true;
+}
+
+
+/*
+=============
+SV_movestep
+
+Called by monster program code.
+The move will be adjusted for slopes and stairs, but if the move isn't
+possible, no move is done, false is returned, and
+pr_global_struct->trace_normal is set to the normal of the blocking wall
+=============
+*/
+//FIXME since we need to test end position contents here, can we avoid doing
+//it again later in catagorize position?
+qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+{
+ float dz;
+ vec3_t oldorg, neworg, end;
+ trace_t trace;
+ int i;
+ float stepsize;
+ vec3_t test;
+ int contents;
+
+// try the move
+ VectorCopy (ent->s.origin, oldorg);
+ VectorAdd (ent->s.origin, move, neworg);
+
+// flying monsters don't step up
+ if ( ent->flags & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (ent->s.origin, move, neworg);
+ if (i == 0 && ent->enemy)
+ {
+ if (!ent->goalentity)
+ ent->goalentity = ent->enemy;
+ dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
+ if (ent->goalentity->client)
+ {
+ if (dz > 40)
+ neworg[2] -= 8;
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
+ if (dz < 30)
+ neworg[2] += 8;
+ }
+ else
+ {
+ if (dz > 8)
+ neworg[2] -= 8;
+ else if (dz > 0)
+ neworg[2] -= dz;
+ else if (dz < -8)
+ neworg[2] += 8;
+ else
+ neworg[2] += dz;
+ }
+ }
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
+
+ // fly monsters don't enter water voluntarily
+ if (ent->flags & FL_FLY)
+ {
+ if (!ent->waterlevel)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (contents & MASK_WATER)
+ return false;
+ }
+ }
+
+ // swim monsters don't exit water voluntarily
+ if (ent->flags & FL_SWIM)
+ {
+ if (ent->waterlevel < 2)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (!(contents & MASK_WATER))
+ return false;
+ }
+ }
+
+ if (trace.fraction == 1)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+
+ if (!ent->enemy)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
+ stepsize = STEPSIZE;
+ else
+ stepsize = 1;
+
+ neworg[2] += stepsize;
+ VectorCopy (neworg, end);
+ end[2] -= stepsize*2;
+
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.allsolid)
+ return false;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= stepsize;
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+ if (trace.allsolid || trace.startsolid)
+ return false;
+ }
+
+
+ // don't go in to water
+ if (ent->waterlevel == 0)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+
+ if (contents & MASK_WATER)
+ return false;
+ }
+
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ VectorAdd (ent->s.origin, move, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ ent->groundentity = NULL;
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, ent->s.origin);
+
+ if (!M_CheckBottom (ent))
+ {
+ if ( ent->flags & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ ent->flags &= ~FL_PARTIALGROUND;
+ }
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+
+// the move is ok
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+}
+
+
+//============================================================================
+
+/*
+===============
+M_ChangeYaw
+
+===============
+*/
+void M_ChangeYaw (edict_t *ent)
+{
+ float ideal;
+ float current;
+ float move;
+ float speed;
+
+ current = anglemod(ent->s.angles[YAW]);
+ ideal = ent->ideal_yaw;
+
+ if (current == ideal)
+ return;
+
+ move = ideal - current;
+ speed = ent->yaw_speed;
+ if (ideal > current)
+ {
+ if (move >= 180)
+ move = move - 360;
+ }
+ else
+ {
+ if (move <= -180)
+ move = move + 360;
+ }
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ ent->s.angles[YAW] = anglemod (current + move);
+}
+
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ ent->ideal_yaw = yaw;
+ M_ChangeYaw (ent);
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (ent->s.origin, oldorigin);
+ if (SV_movestep (ent, move, false))
+ {
+ delta = ent->s.angles[YAW] - ent->ideal_yaw;
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, ent->s.origin);
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return true;
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (edict_t *ent)
+{
+ ent->flags |= FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ //FIXME: how did we get here with no enemy
+ if (!enemy)
+ return;
+
+ olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
+ turnaround = anglemod(olddir - 180);
+
+ deltax = enemy->s.origin[0] - actor->s.origin[0];
+ deltay = enemy->s.origin[1] - actor->s.origin[1];
+ if (deltax>10)
+ d[1]= 0;
+ else if (deltax<-10)
+ d[1]= 180;
+ else
+ d[1]= DI_NODIR;
+ if (deltay<-10)
+ d[2]= 270;
+ else if (deltay>10)
+ d[2]= 90;
+ else
+ d[2]= DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ if (d[1] == 0)
+ tdir = d[2] == 90 ? 45 : 315;
+ else
+ tdir = d[2] == 90 ? 135 : 215;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]!=DI_NODIR && d[1]!=turnaround
+ && SV_StepDirection(actor, d[1], dist))
+ return;
+
+ if (d[2]!=DI_NODIR && d[2]!=turnaround
+ && SV_StepDirection(actor, d[2], dist))
+ return;
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
+ return;
+
+ if (rand()&1) /*randomly determine direction of search*/
+ {
+ for (tdir=0 ; tdir<=315 ; tdir += 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+ else
+ {
+ for (tdir=315 ; tdir >=0 ; tdir -= 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+
+ if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
+ return;
+
+ actor->ideal_yaw = olddir; // can't move
+
+// if a bridge was pulled out from underneath a monster, it may not have
+// a valid standing position at all
+
+ if (!M_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->absmin[i] > ent->absmax[i] + dist)
+ return false;
+ if (goal->absmax[i] < ent->absmin[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+
+/*
+======================
+M_MoveToGoal
+======================
+*/
+void M_MoveToGoal (edict_t *ent, float dist)
+{
+ edict_t *goal;
+
+ goal = ent->goalentity;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return;
+
+// if the next step hits the enemy, return immediately
+ if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
+ return;
+
+// bump around...
+ if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+ {
+ if (ent->inuse)
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+
+
+/*
+===============
+M_walkmove
+===============
+*/
+qboolean M_walkmove (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return false;
+
+ yaw = yaw*M_PI*2 / 360;
+
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ return SV_movestep(ent, move, true);
+}
--- /dev/null
+++ b/crbot/mkfile
@@ -1,0 +1,39 @@
+</$objtype/mkfile
+
+LIB=crbot.$O.a
+
+OFILES=\
+ cr_main.$O\
+ cr_menu.$O\
+ g_ai.$O\
+ g_chase.$O\
+ g_cmds.$O\
+ g_combat.$O\
+ g_ctf.$O\
+ g_func.$O\
+ g_items.$O\
+ g_main.$O\
+ g_misc.$O\
+ g_monster.$O\
+ g_phys.$O\
+ g_save.$O\
+ g_spawn.$O\
+ g_svcmds.$O\
+ g_target.$O\
+ g_trigger.$O\
+ g_utils.$O\
+ g_weapon.$O\
+ m_flash.$O\
+ m_move.$O\
+ p_client.$O\
+ p_hud.$O\
+ p_menu.$O\
+ p_trail.$O\
+ p_view.$O\
+ p_weapon.$O\
+ q_shared.$O\
+
+HFILES=\
+ game.h\
+
+</sys/src/cmd/mklib
--- /dev/null
+++ b/crbot/p_client.c
@@ -1,0 +1,1695 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+
+void SP_misc_teleporter_dest (edict_t *ent);
+
+//
+// Gross, ugly, disgustuing hack section
+//
+
+// this function is an ugly as hell hack to fix some map flaws
+//
+// the coop spawn spots on some maps are SNAFU. There are coop spots
+// with the wrong targetname as well as spots with no name at all
+//
+// we use carnal knowledge of the maps to fix the coop spot targetnames to match
+// that of the nearest named single player spot
+
+static void SP_FixCoopSpots (edict_t *self)
+{
+ edict_t *spot;
+ vec3_t d;
+
+ spot = NULL;
+
+ while(1)
+ {
+ spot = G_Find(spot, FOFS(classname), "info_player_start");
+ if (!spot)
+ return;
+ if (!spot->targetname)
+ continue;
+ VectorSubtract(self->s.origin, spot->s.origin, d);
+ if (VectorLength(d) < 384)
+ {
+ if ((!self->targetname) || cistrcmp(self->targetname, spot->targetname) != 0)
+ {
+// gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
+ self->targetname = spot->targetname;
+ }
+ return;
+ }
+ }
+}
+
+// now if that one wasn't ugly enough for you then try this one on for size
+// some maps don't have any coop spots at all, so we need to create them
+// where they should have been
+
+static void SP_CreateCoopSpots (edict_t *)
+{
+ edict_t *spot;
+
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 - 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 128;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ return;
+ }
+}
+
+
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+The normal starting point for a level.
+*/
+void SP_info_player_start(edict_t *self)
+{
+ if (!coop->value)
+ return;
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_CreateCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for deathmatch games
+*/
+void SP_info_player_deathmatch(edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ SP_misc_teleporter_dest (self);
+}
+
+/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for coop games
+*/
+
+void SP_info_player_coop(edict_t *self)
+{
+ if (!coop->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if((cistrcmp(level.mapname, "jail2") == 0) ||
+ (cistrcmp(level.mapname, "jail4") == 0) ||
+ (cistrcmp(level.mapname, "mine1") == 0) ||
+ (cistrcmp(level.mapname, "mine2") == 0) ||
+ (cistrcmp(level.mapname, "mine3") == 0) ||
+ (cistrcmp(level.mapname, "mine4") == 0) ||
+ (cistrcmp(level.mapname, "lab") == 0) ||
+ (cistrcmp(level.mapname, "boss1") == 0) ||
+ (cistrcmp(level.mapname, "fact3") == 0) ||
+ (cistrcmp(level.mapname, "biggun") == 0) ||
+ (cistrcmp(level.mapname, "space") == 0) ||
+ (cistrcmp(level.mapname, "command") == 0) ||
+ (cistrcmp(level.mapname, "power2") == 0) ||
+ (cistrcmp(level.mapname, "strike") == 0))
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_FixCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+
+/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The deathmatch intermission point will be at one of these
+Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
+*/
+void SP_info_player_intermission(edict_t *)
+{
+}
+
+
+//=======================================================================
+
+
+void player_pain (edict_t *, edict_t *, float, int)
+{
+ // player pain is handled at the end of the frame in P_DamageFeedback
+}
+
+
+qboolean IsFemale (edict_t *ent)
+{
+ char *info;
+
+ if (!ent->client)
+ return false;
+
+ info = Info_ValueForKey (ent->client->pers.userinfo, "skin");
+ if (info[0] == 'f' || info[0] == 'F')
+ return true;
+ return false;
+}
+
+
+void ClientObituary (edict_t *self, edict_t *, edict_t *attacker)
+{
+ int mod;
+ char *message;
+ char *message2;
+ qboolean ff;
+
+
+ if (coop->value && attacker->client)
+ meansOfDeath |= MOD_FRIENDLY_FIRE;
+
+ if (deathmatch->value || coop->value)
+ {
+ ff = meansOfDeath & MOD_FRIENDLY_FIRE;
+ mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
+ message = NULL;
+ message2 = "";
+
+ switch (mod)
+ {
+ case MOD_SUICIDE:
+ message = "suicides";
+ break;
+ case MOD_FALLING:
+ message = "cratered";
+ break;
+ case MOD_CRUSH:
+ message = "was squished";
+ break;
+ case MOD_WATER:
+ message = "sank like a rock";
+ break;
+ case MOD_SLIME:
+ message = "melted";
+ break;
+ case MOD_LAVA:
+ message = "does a back flip into the lava";
+ break;
+ case MOD_EXPLOSIVE:
+ case MOD_BARREL:
+ message = "blew up";
+ break;
+ case MOD_EXIT:
+ message = "found a way out";
+ break;
+ case MOD_TARGET_LASER:
+ message = "saw the light";
+ break;
+ case MOD_TARGET_BLASTER:
+ message = "got blasted";
+ break;
+ case MOD_BOMB:
+ case MOD_SPLASH:
+ case MOD_TRIGGER_HURT:
+ message = "was in the wrong place";
+ break;
+ }
+ if (attacker == self)
+ {
+ switch (mod)
+ {
+ case MOD_HELD_GRENADE:
+ message = "tried to put the pin back in";
+ break;
+ case MOD_HG_SPLASH:
+ case MOD_G_SPLASH:
+ if (IsFemale(self))
+ message = "tripped on her own grenade";
+ else
+ message = "tripped on his own grenade";
+ break;
+ case MOD_R_SPLASH:
+ if (IsFemale(self))
+ message = "blew herself up";
+ else
+ message = "blew himself up";
+ break;
+ case MOD_BFG_BLAST:
+ message = "should have used a smaller gun";
+ break;
+ default:
+ if (IsFemale(self))
+ message = "killed herself";
+ else
+ message = "killed himself";
+ break;
+ }
+ }
+ if (message)
+ {
+ if (obituary_msgs->value)
+ gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
+ if (deathmatch->value)
+ self->client->resp.score--;
+ self->enemy = NULL;
+ return;
+ }
+
+ self->enemy = attacker;
+ if (attacker && attacker->client)
+ {
+ switch (mod)
+ {
+ case MOD_BLASTER:
+ message = "was blasted by";
+ break;
+ case MOD_SHOTGUN:
+ message = "was gunned down by";
+ break;
+ case MOD_SSHOTGUN:
+ message = "was blown away by";
+ message2 = "'s super shotgun";
+ break;
+ case MOD_MACHINEGUN:
+ message = "was machinegunned by";
+ break;
+ case MOD_CHAINGUN:
+ message = "was cut in half by";
+ message2 = "'s chaingun";
+ break;
+ case MOD_GRENADE:
+ message = "was popped by";
+ message2 = "'s grenade";
+ break;
+ case MOD_G_SPLASH:
+ message = "was shredded by";
+ message2 = "'s shrapnel";
+ break;
+ case MOD_ROCKET:
+ message = "ate";
+ message2 = "'s rocket";
+ break;
+ case MOD_R_SPLASH:
+ message = "almost dodged";
+ message2 = "'s rocket";
+ break;
+ case MOD_HYPERBLASTER:
+ message = "was melted by";
+ message2 = "'s hyperblaster";
+ break;
+ case MOD_RAILGUN:
+ message = "was railed by";
+ break;
+ case MOD_BFG_LASER:
+ message = "saw the pretty lights from";
+ message2 = "'s BFG";
+ break;
+ case MOD_BFG_BLAST:
+ message = "was disintegrated by";
+ message2 = "'s BFG blast";
+ break;
+ case MOD_BFG_EFFECT:
+ message = "couldn't hide from";
+ message2 = "'s BFG";
+ break;
+ case MOD_HANDGRENADE:
+ message = "caught";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HG_SPLASH:
+ message = "didn't see";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HELD_GRENADE:
+ message = "feels";
+ message2 = "'s pain";
+ break;
+ case MOD_TELEFRAG:
+ message = "tried to invade";
+ message2 = "'s personal space";
+ break;
+//ZOID
+ case MOD_GRAPPLE:
+ message = "was caught by";
+ message2 = "'s grapple";
+ break;
+//ZOID
+
+ }
+ if (message)
+ {
+ if (obituary_msgs->value)
+ gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
+ if (deathmatch->value)
+ {
+ if (ff)
+ attacker->client->resp.score--;
+ else
+ attacker->client->resp.score++;
+ }
+ return;
+ }
+ }
+ }
+
+ if (obituary_msgs->value)
+ gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
+ if (deathmatch->value)
+ self->client->resp.score--;
+}
+
+
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+void TossClientWeapon (edict_t *self)
+{
+ gitem_t *item;
+ edict_t *drop;
+ qboolean quad;
+ float spread;
+
+ if (!deathmatch->value)
+ return;
+
+ item = self->client->pers.weapon;
+ if (! self->client->pers.inventory[self->client->ammo_index] )
+ item = NULL;
+ if (item && (strcmp (item->pickup_name, "Blaster") == 0))
+ item = NULL;
+
+ if (!((int)(dmflags->value) & DF_QUAD_DROP))
+ quad = false;
+ else
+ quad = (self->client->quad_framenum > (level.framenum + 10));
+
+ if (item && quad)
+ spread = 22.5;
+ else
+ spread = 0.0;
+
+ if (item)
+ {
+ self->client->v_angle[YAW] -= spread;
+ drop = Drop_Item (self, item);
+ self->client->v_angle[YAW] += spread;
+ drop->spawnflags = DROPPED_PLAYER_ITEM;
+ }
+
+ if (quad)
+ {
+ self->client->v_angle[YAW] += spread;
+ drop = Drop_Item (self, FindItemByClassname ("item_quad"));
+ self->client->v_angle[YAW] -= spread;
+ drop->spawnflags |= DROPPED_PLAYER_ITEM;
+
+ drop->touch = Touch_Item;
+ drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
+ drop->think = G_FreeEdict;
+ }
+}
+
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
+{
+ vec3_t dir;
+
+ if (attacker && attacker != WORLD && attacker != self)
+ {
+ VectorSubtract (attacker->s.origin, self->s.origin, dir);
+ }
+ else if (inflictor && inflictor != WORLD && inflictor != self)
+ {
+ VectorSubtract (inflictor->s.origin, self->s.origin, dir);
+ }
+ else
+ {
+ self->client->killer_yaw = self->s.angles[YAW];
+ return;
+ }
+
+ self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
+}
+
+/*
+==================
+player_die
+==================
+*/
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ int n;
+
+ VectorClear (self->avelocity);
+
+ self->takedamage = DAMAGE_YES;
+ self->movetype = MOVETYPE_TOSS;
+
+ self->s.modelindex2 = 0; // remove linked weapon model
+//ZOID
+ self->s.modelindex3 = 0; // remove linked ctf flag
+//ZOID
+
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+
+ self->s.sound = 0;
+ self->client->weapon_sound = 0;
+
+ self->maxs[2] = -8;
+
+// self->solid = SOLID_NOT;
+ self->svflags |= SVF_DEADMONSTER;
+
+ if (!self->deadflag)
+ {
+ self->client->respawn_time = level.time + 1.0;
+ LookAtKiller (self, inflictor, attacker);
+ self->client->ps.pmove.pm_type = PM_DEAD;
+ ClientObituary (self, inflictor, attacker);
+//ZOID
+ CTFFragBonuses(self, inflictor, attacker);
+//ZOID
+ TossClientWeapon (self);
+//ZOID
+ CTFPlayerResetGrapple(self);
+ CTFDeadDropFlag(self);
+ CTFDeadDropTech(self);
+//ZOID
+ if (deathmatch->value && !self->client->showscores)
+ Cmd_Help_f (self); // show scores
+ }
+
+ // remove powerups
+ self->client->quad_framenum = 0;
+ self->client->invincible_framenum = 0;
+ self->client->breather_framenum = 0;
+ self->client->enviro_framenum = 0;
+
+ // clear inventory
+ memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
+
+ if (self->health < -40)
+ { // gib
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowClientHead (self, damage);
+//ZOID
+ self->client->anim_priority = ANIM_DEATH;
+ self->client->anim_end = 0;
+//ZOID
+ self->takedamage = DAMAGE_NO;
+ }
+ else
+ { // normal death
+ if (!self->deadflag)
+ {
+ static int i;
+
+ i = (i+1)%3;
+ // start a death animation
+ self->client->anim_priority = ANIM_DEATH;
+ if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ self->s.frame = FRAME_crdeath1-1;
+ self->client->anim_end = FRAME_crdeath5;
+ }
+ else switch (i)
+ {
+ case 0:
+ self->s.frame = FRAME_death101-1;
+ self->client->anim_end = FRAME_death106;
+ break;
+ case 1:
+ self->s.frame = FRAME_death201-1;
+ self->client->anim_end = FRAME_death206;
+ break;
+ case 2:
+ self->s.frame = FRAME_death301-1;
+ self->client->anim_end = FRAME_death308;
+ break;
+ }
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
+ }
+ }
+
+ self->deadflag = DEAD_DEAD;
+
+ gi.linkentity (self);
+}
+
+//=======================================================================
+
+/*
+==============
+InitClientPersistant
+
+This is only called when the game first initializes in single player,
+but is called after each death and level change in deathmatch
+==============
+*/
+void InitClientPersistant (gclient_t *client)
+{
+ gitem_t *item;
+ int team_no;
+
+ team_no = client->pers.team_no;
+
+ memset (&client->pers, 0, sizeof(client->pers));
+
+ item = FindItem("Blaster");
+ client->pers.selected_item = ITEM_INDEX(item);
+ client->pers.inventory[client->pers.selected_item] = 1;
+
+ client->pers.weapon = item;
+//ZOID
+ client->pers.lastweapon = item;
+//ZOID
+
+ if (!(int)no_hook->value) {
+ //ZOID
+ item = FindItem("Grapple");
+ client->pers.inventory[ITEM_INDEX(item)] = 1;
+ //ZOID
+ }
+
+ client->pers.health = 100;
+ client->pers.max_health = 100;
+
+ client->pers.max_bullets = 200;
+ client->pers.max_shells = 100;
+ client->pers.max_rockets = 50;
+ client->pers.max_grenades = 50;
+ client->pers.max_cells = 200;
+ client->pers.max_slugs = 50;
+
+ client->pers.connected = true;
+
+ client->pers.team_no = team_no;
+}
+
+
+void InitClientResp (gclient_t *client)
+{
+//ZOID
+ int ctf_team = client->resp.ctf_team;
+//ZOID
+
+ memset (&client->resp, 0, sizeof(client->resp));
+
+//ZOID
+ client->resp.ctf_team = ctf_team;
+//ZOID
+
+ client->resp.enterframe = level.framenum;
+ client->resp.coop_respawn = client->pers;
+
+//ZOID
+ if (ctf->value && client->resp.ctf_team < CTF_TEAM1)
+ CTFAssignTeam(client);
+//ZOID
+}
+
+/*
+==================
+SaveClientData
+
+Some information that should be persistant, like health,
+is still stored in the edict structure, so it needs to
+be mirrored out to the client structure before all the
+edicts are wiped.
+==================
+*/
+void SaveClientData (void)
+{
+ int i;
+ edict_t *ent;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ ent = &g_edicts[1+i];
+ if (!ent->inuse)
+ continue;
+ game.clients[i].pers.health = ent->health;
+ game.clients[i].pers.max_health = ent->max_health;
+ game.clients[i].pers.powerArmorActive = (ent->flags & FL_POWER_ARMOR);
+ if (coop->value)
+ game.clients[i].pers.score = ent->client->resp.score;
+ }
+}
+
+void FetchClientEntData (edict_t *ent)
+{
+ ent->health = ent->client->pers.health;
+ ent->max_health = ent->client->pers.max_health;
+ if (ent->client->pers.powerArmorActive)
+ ent->flags |= FL_POWER_ARMOR;
+ if (coop->value)
+ ent->client->resp.score = ent->client->pers.score;
+}
+
+
+
+/*
+=======================================================================
+
+ SelectSpawnPoint
+
+=======================================================================
+*/
+
+/*
+================
+PlayersRangeFromSpot
+
+Returns the distance to the nearest player from the given spot
+================
+*/
+float PlayersRangeFromSpot (edict_t *spot)
+{
+ edict_t *player;
+ float bestplayerdistance;
+ vec3_t v;
+ int n;
+ float playerdistance;
+
+
+ bestplayerdistance = 9999999;
+
+ for (n = 1; n <= maxclients->value; n++)
+ {
+ player = &g_edicts[n];
+
+ if (!player->inuse)
+ continue;
+
+ if (player->health <= 0)
+ continue;
+
+ VectorSubtract (spot->s.origin, player->s.origin, v);
+ playerdistance = VectorLength (v);
+
+ if (playerdistance < bestplayerdistance)
+ bestplayerdistance = playerdistance;
+ }
+
+ return bestplayerdistance;
+}
+
+/*
+================
+SelectRandomDeathmatchSpawnPoint
+
+go to a random point, but NOT the two points closest
+to other players
+================
+*/
+edict_t *SelectRandomDeathmatchSpawnPoint (void)
+{
+ edict_t *spot, *spot1, *spot2;
+ int count = 0;
+ int selection;
+ float range, range1, range2;
+
+ spot = NULL;
+ range1 = range2 = 99999;
+ spot1 = spot2 = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ count++;
+ range = PlayersRangeFromSpot(spot);
+ if (range < range1)
+ {
+ range1 = range;
+ spot1 = spot;
+ }
+ else if (range < range2)
+ {
+ range2 = range;
+ spot2 = spot;
+ }
+ }
+
+ if (!count)
+ return NULL;
+
+ if (count <= 2)
+ {
+ spot1 = spot2 = NULL;
+ }
+ else
+ count -= 2;
+
+ selection = rand() % count;
+
+ spot = NULL;
+ do
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
+ if (spot == spot1 || spot == spot2)
+ selection++;
+ } while(selection--);
+
+ return spot;
+}
+
+/*
+================
+SelectFarthestDeathmatchSpawnPoint
+
+================
+*/
+edict_t *SelectFarthestDeathmatchSpawnPoint (void)
+{
+ edict_t *bestspot;
+ float bestdistance, bestplayerdistance;
+ edict_t *spot;
+
+
+ spot = NULL;
+ bestspot = NULL;
+ bestdistance = 0;
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ bestplayerdistance = PlayersRangeFromSpot (spot);
+
+ if (bestplayerdistance > bestdistance)
+ {
+ bestspot = spot;
+ bestdistance = bestplayerdistance;
+ }
+ }
+
+ if (bestspot)
+ {
+ return bestspot;
+ }
+
+ // if there is a player just spawned on each and every start spot
+ // we have no choice to turn one into a telefrag meltdown
+ spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+
+ return spot;
+}
+
+edict_t *SelectDeathmatchSpawnPoint (void)
+{
+ if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
+ return SelectFarthestDeathmatchSpawnPoint ();
+ else
+ return SelectRandomDeathmatchSpawnPoint ();
+}
+
+
+edict_t *SelectCoopSpawnPoint (edict_t *ent)
+{
+ int index;
+ edict_t *spot;
+ char *target;
+
+ index = ent->client - game.clients;
+
+ // player 0 starts in normal player spawn point
+ if (!index)
+ return NULL;
+
+ spot = NULL;
+
+ // assume there are four coop spots at each spawnpoint
+ while (1)
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_coop");
+ if (!spot)
+ return NULL; // we didn't have enough...
+
+ target = spot->targetname;
+ if (!target)
+ target = "";
+ if ( cistrcmp(game.spawnpoint, target) == 0 )
+ { // this is a coop spawn point for one of the clients here
+ index--;
+ if (!index)
+ return spot; // this is it
+ }
+ }
+}
+
+
+/*
+===========
+SelectSpawnPoint
+
+Chooses a player start, deathmatch start, coop start, etc
+============
+*/
+void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
+{
+ edict_t *spot = NULL;
+
+ if (deathmatch->value)
+//ZOID
+ if (ctf->value)
+ spot = SelectCTFSpawnPoint(ent);
+ else
+//ZOID
+ spot = SelectDeathmatchSpawnPoint ();
+ else if (coop->value)
+ spot = SelectCoopSpawnPoint (ent);
+
+ // find a single player start spot
+ if (!spot)
+ {
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
+ {
+ if (!game.spawnpoint[0] && !spot->targetname)
+ break;
+
+ if (!game.spawnpoint[0] || !spot->targetname)
+ continue;
+
+ if (cistrcmp(game.spawnpoint, spot->targetname) == 0)
+ break;
+ }
+
+ if (!spot)
+ {
+ if (!game.spawnpoint[0])
+ { // there wasn't a spawnpoint without a target, so use any
+ spot = G_Find (spot, FOFS(classname), "info_player_start");
+ }
+ if (!spot)
+ gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
+ }
+ }
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+}
+
+//======================================================================
+
+
+void InitBodyQue (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.body_que = 0;
+ for (i=0; i<BODY_QUEUE_SIZE ; i++)
+ {
+ ent = G_Spawn();
+ ent->classname = "bodyque";
+ }
+}
+
+void body_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health < -40)
+ {
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->s.origin[2] -= 48;
+ ThrowClientHead (self, damage);
+ self->takedamage = DAMAGE_NO;
+ }
+}
+
+void CopyToBodyQue (edict_t *ent)
+{
+ edict_t *body;
+
+
+ // grab a body que and cycle to the next one
+ body = &g_edicts[(int)maxclients->value + level.body_que + 1];
+ level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
+
+ // FIXME: send an effect on the removed body
+
+ gi.unlinkentity (ent);
+
+ gi.unlinkentity (body);
+ body->s = ent->s;
+ body->s.number = body - g_edicts;
+
+ body->svflags = ent->svflags;
+ VectorCopy (ent->mins, body->mins);
+ VectorCopy (ent->maxs, body->maxs);
+ VectorCopy (ent->absmin, body->absmin);
+ VectorCopy (ent->absmax, body->absmax);
+ VectorCopy (ent->size, body->size);
+ body->solid = ent->solid;
+ body->clipmask = ent->clipmask;
+ body->owner = ent->owner;
+ body->movetype = ent->movetype;
+
+ body->die = body_die;
+ body->takedamage = DAMAGE_YES;
+
+ gi.linkentity (body);
+}
+
+
+void respawn (edict_t *self)
+{
+ if (self->bot_info) return;
+
+ if (deathmatch->value || coop->value)
+ {
+ CopyToBodyQue (self);
+ PutClientInServer (self);
+
+ // add a teleportation effect
+ self->s.event = EV_PLAYER_TELEPORT;
+
+ // hold in place briefly
+ self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ self->client->ps.pmove.pm_time = 14;
+
+ self->client->respawn_time = level.time;
+
+ return;
+ }
+
+ // restart the entire server
+ gi.AddCommandString ("menu_loadgame\n");
+}
+
+//==============================================================
+
+
+/*
+===========
+PutClientInServer
+
+Called when a player connects to a server or respawns in
+a deathmatch.
+============
+*/
+void PutClientInServer (edict_t *ent)
+{
+ vec3_t mins = {-16, -16, -24};
+ vec3_t maxs = {16, 16, 32};
+ int index;
+ vec3_t spawn_origin, spawn_angles;
+ gclient_t *client;
+ int i;
+ client_persistant_t saved;
+ client_respawn_t resp;
+
+ // find a spawn point
+ // do it before setting health back up, so farthest
+ // ranging doesn't count this client
+ SelectSpawnPoint (ent, spawn_origin, spawn_angles);
+
+ index = ent-g_edicts-1;
+ client = ent->client;
+
+ // deathmatch wipes most client data every spawn
+ if (deathmatch->value)
+ {
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ InitClientPersistant (client);
+ ClientUserinfoChanged (ent, userinfo);
+ }
+ else if (coop->value)
+ {
+ int n;
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ // this is kind of ugly, but it's how we want to handle keys in coop
+ for (n = 0; n < MAX_ITEMS; n++)
+ {
+ if (itemlist[n].flags & IT_KEY)
+ resp.coop_respawn.inventory[n] = client->pers.inventory[n];
+ }
+ client->pers = resp.coop_respawn;
+ ClientUserinfoChanged (ent, userinfo);
+ if (resp.score > client->pers.score)
+ client->pers.score = resp.score;
+ }
+ else
+ {
+ memset (&resp, 0, sizeof(resp));
+ }
+
+ // clear everything but the persistant data
+ saved = client->pers;
+ memset (client, 0, sizeof(*client));
+ client->pers = saved;
+ if (client->pers.health <= 0)
+ InitClientPersistant(client);
+ client->resp = resp;
+
+ // mark this client slot as used
+ client->inuse = true;
+
+ // copy some data from the client to the entity
+ FetchClientEntData (ent);
+
+ // clear entity values
+ ent->groundentity = NULL;
+ ent->client = &game.clients[index];
+ ent->takedamage = DAMAGE_AIM;
+ ent->movetype = MOVETYPE_WALK;
+ ent->viewheight = 22;
+ ent->inuse = true;
+ ent->classname = "player";
+ ent->mass = 200;
+ ent->solid = SOLID_BBOX;
+ ent->deadflag = DEAD_NO;
+ ent->air_finished = level.time + 12;
+ ent->clipmask = MASK_PLAYERSOLID;
+ ent->model = "players/male/tris.md2";
+ ent->pain = player_pain;
+ ent->die = player_die;
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ ent->flags &= ~FL_NO_KNOCKBACK;
+ ent->svflags &= ~SVF_DEADMONSTER;
+
+ VectorCopy (mins, ent->mins);
+ VectorCopy (maxs, ent->maxs);
+ VectorClear (ent->velocity);
+
+ // clear playerstate values
+ memset (&ent->client->ps, 0, sizeof(client->ps));
+
+ client->ps.pmove.origin[0] = spawn_origin[0]*8;
+ client->ps.pmove.origin[1] = spawn_origin[1]*8;
+ client->ps.pmove.origin[2] = spawn_origin[2]*8;
+//ZOID
+ client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+//ZOID
+
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ client->ps.fov = 90;
+ }
+ else
+ {
+ client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
+ if (client->ps.fov < 1)
+ client->ps.fov = 90;
+ else if (client->ps.fov > 160)
+ client->ps.fov = 160;
+ }
+
+ client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
+
+ // clear entity state values
+ ent->s.effects = 0;
+ ent->s.skinnum = ent - g_edicts - 1;
+ ent->s.modelindex = 255; // will use the skin specified model
+
+ ent->s.modelindex2 = 255; // custom gun model
+ // sknum is player num and weapon number
+ // weapon number will be added in changeweapon
+ ent->s.skinnum = ent - g_edicts - 1;
+
+ ent->s.frame = 0;
+ VectorCopy (spawn_origin, ent->s.origin);
+ ent->s.origin[2] += 1; // make sure off ground
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // set the delta angle
+ for (i=0 ; i<3 ; i++)
+ client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
+
+ ent->s.angles[PITCH] = 0;
+ ent->s.angles[YAW] = spawn_angles[YAW];
+ ent->s.angles[ROLL] = 0;
+ VectorCopy (ent->s.angles, client->ps.viewangles);
+ VectorCopy (ent->s.angles, client->v_angle);
+
+//ZOID
+ if (CTFStartClient(ent))
+ return;
+//ZOID
+
+ if (!KillBox (ent))
+ { // could't spawn in?
+ }
+
+ gi.linkentity (ent);
+
+ // force the current weapon up
+ client->newweapon = client->pers.weapon;
+ ChangeWeapon (ent);
+}
+
+/*
+=====================
+ClientBeginDeathmatch
+
+A client has just connected to the server in
+deathmatch mode, so clear everything out before starting them.
+=====================
+*/
+void ClientBeginDeathmatch (edict_t *ent)
+{
+ G_InitEdict (ent);
+
+ InitClientResp (ent->client);
+
+ // locate ent at a spawn point
+ PutClientInServer (ent);
+
+ if (!ent->bot_info && !((int)ctf->value)) gi.centerprintf( ent, CRBOT_INFO );
+
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+
+/*
+===========
+ClientBegin
+
+called when a client has finished connecting, and is ready
+to be placed into the game. This will happen every level load.
+============
+*/
+void ClientBegin (edict_t *ent)
+{
+ int i;
+
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ if (deathmatch->value)
+ {
+ ClientBeginDeathmatch (ent);
+ return;
+ }
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == true)
+ {
+ // the client has cleared the client side viewangles upon
+ // connecting to the server, which is different than the
+ // state when the game is saved, so we need to compensate
+ // with deltaangles
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
+ }
+ else
+ {
+ // a spawn point will completely reinitialize the entity
+ // except for the persistant data that was initialized at
+ // ClientConnect() time
+ G_InitEdict (ent);
+ ent->classname = "player";
+ InitClientResp (ent->client);
+ PutClientInServer (ent);
+ }
+
+ if (level.intermissiontime)
+ {
+ MoveClientToIntermission (ent);
+ }
+ else
+ {
+ // send effect if in a multiplayer game
+ if (game.maxclients > 1)
+ {
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+ }
+ }
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+/*
+===========
+ClientUserInfoChanged
+
+called whenever the player updates a userinfo variable.
+
+The game can override any of the settings in place
+(forcing skins or names, etc) before copying it off.
+============
+*/
+void ClientUserinfoChanged (edict_t *ent, char *userinfo)
+{
+ char *s;
+ int playernum;
+
+ // check for malformed or illegal info strings
+ if (!Info_Validate(userinfo))
+ {
+ strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
+ }
+
+ // set name
+ s = Info_ValueForKey (userinfo, "name");
+ strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
+
+ // set skin
+ s = Info_ValueForKey (userinfo, "skin");
+
+ playernum = ent-g_edicts-1;
+
+ // combine name and skin into a configstring
+//ZOID
+ if (ctf->value)
+ CTFAssignSkin(ent, s);
+ else
+//ZOID
+ gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
+
+ // fov
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ ent->client->ps.fov = 90;
+ }
+ else
+ {
+ ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
+ if (ent->client->ps.fov < 1)
+ ent->client->ps.fov = 90;
+ else if (ent->client->ps.fov > 160)
+ ent->client->ps.fov = 160;
+ }
+
+ // handedness
+ s = Info_ValueForKey (userinfo, "hand");
+ if (strlen(s))
+ {
+ ent->client->pers.hand = atoi(s);
+ }
+
+ // save off the userinfo in case we want to check something later
+ strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
+}
+
+
+/*
+===========
+ClientConnect
+
+Called when a player begins connecting to the server.
+The game can refuse entrance to a client by returning false.
+If the client is allowed, the connection process will continue
+and eventually get to ClientBegin()
+Changing levels will NOT cause this to be called again, but
+loadgames will.
+============
+*/
+qboolean ClientConnect (edict_t *ent, char *userinfo)
+{
+ char *value;
+
+ // check to see if they are on the banned IP list
+ //value = Info_ValueForKey (userinfo, "ip");
+
+ // check for a password
+ value = Info_ValueForKey (userinfo, "password");
+ if (strcmp(password->string, value) != 0)
+ return false;
+
+ cr_client_connect(ent);
+
+ // they can connect
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == false)
+ {
+ // clear the respawning variables
+//ZOID -- force team join
+ ent->client->resp.ctf_team = -1;
+//ZOID
+ InitClientResp (ent->client);
+ if (!game.autosaved || !ent->client->pers.weapon)
+ InitClientPersistant (ent->client);
+ }
+
+ ent->client->inuse = true;
+
+ ClientUserinfoChanged (ent, userinfo);
+
+ if (game.maxclients > 1)
+ gi.dprintf ("%s connected\n", ent->client->pers.netname);
+
+ ent->client->pers.connected = true;
+ return true;
+}
+
+/*
+===========
+ClientDisconnect
+
+Called when a player drops from the server.
+Will not be called between levels.
+============
+*/
+void ClientDisconnect (edict_t *ent)
+{
+ int playernum;
+
+ if (!ent->client)
+ return;
+
+ gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
+
+//ZOID
+ CTFDeadDropFlag(ent);
+ CTFDeadDropTech(ent);
+//ZOID
+
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGOUT);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.unlinkentity (ent);
+ ent->s.modelindex = 0;
+ ent->solid = SOLID_NOT;
+ ent->inuse = false;
+ ent->classname = "disconnected";
+ ent->client->pers.connected = false;
+
+ playernum = ent-g_edicts-1;
+ gi.configstring (CS_PLAYERSKINS+playernum, "");
+}
+
+
+//==============================================================
+
+
+edict_t *pm_passent;
+
+// pmove doesn't need to know about passent and contentmask
+trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
+{
+ if (pm_passent->health > 0)
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
+ else
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
+}
+
+unsigned CheckBlock (void *b, int c)
+{
+ int v,i;
+ v = 0;
+ for (i=0 ; i<c ; i++)
+ v+= ((byte *)b)[i];
+ return v;
+}
+void PrintPmove (pmove_t *pm)
+{
+ unsigned c1, c2;
+
+ c1 = CheckBlock (&pm->s, sizeof(pm->s));
+ c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
+ Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
+}
+
+/*
+==============
+ClientThink
+
+This will be called once for each client frame, which will
+usually be a couple times for each server frame.
+==============
+*/
+void ClientThink (edict_t *ent, usercmd_t *ucmd)
+{
+ gclient_t *client;
+ edict_t *other;
+ int i, j;
+ pmove_t pm;
+
+ level.current_entity = ent;
+ client = ent->client;
+
+ if (level.intermissiontime)
+ {
+ client->ps.pmove.pm_type = PM_FREEZE;
+ // can exit intermission after five seconds
+ if (level.time > level.intermissiontime + 5.0
+ && (ucmd->buttons & BUTTON_ANY) )
+ level.exitintermission = true;
+ return;
+ }
+
+ pm_passent = ent;
+
+//ZOID
+ if (ent->client->chase_target) {
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+ return;
+ }
+//ZOID
+
+ // set up for pmove
+ memset (&pm, 0, sizeof(pm));
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ client->ps.pmove.pm_type = PM_SPECTATOR;
+ else if (ent->s.modelindex != 255)
+ client->ps.pmove.pm_type = PM_GIB;
+ else if (ent->deadflag)
+ client->ps.pmove.pm_type = PM_DEAD;
+ else
+ client->ps.pmove.pm_type = PM_NORMAL;
+
+ client->ps.pmove.gravity = sv_gravity->value;
+ pm.s = client->ps.pmove;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ pm.s.origin[i] = ent->s.origin[i]*8;
+ pm.s.velocity[i] = ent->velocity[i]*8;
+ }
+
+ if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
+ {
+ pm.snapinitial = true;
+// gi.dprintf ("pmove changed!\n");
+ }
+
+ pm.cmd = *ucmd;
+
+ pm.trace = PM_trace; // adds default parms
+ pm.pointcontents = gi.pointcontents;
+
+ // perform a pmove
+ gi.Pmove (&pm);
+
+ // save results of pmove
+ client->ps.pmove = pm.s;
+ client->old_pmove = pm.s;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->s.origin[i] = pm.s.origin[i]*0.125;
+ ent->velocity[i] = pm.s.velocity[i]*0.125;
+ }
+
+ VectorCopy (pm.mins, ent->mins);
+ VectorCopy (pm.maxs, ent->maxs);
+
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+
+ if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
+ }
+
+ ent->viewheight = pm.viewheight;
+ ent->waterlevel = pm.waterlevel;
+ ent->watertype = pm.watertype;
+ ent->groundentity = pm.groundentity;
+ if (pm.groundentity)
+ ent->groundentity_linkcount = pm.groundentity->linkcount;
+
+ if (ent->deadflag)
+ {
+ client->ps.viewangles[ROLL] = 40;
+ client->ps.viewangles[PITCH] = -15;
+ client->ps.viewangles[YAW] = client->killer_yaw;
+ }
+ else
+ {
+ VectorCopy (pm.viewangles, client->v_angle);
+ VectorCopy (pm.viewangles, client->ps.viewangles);
+ }
+
+//ZOID
+ if (client->ctf_grapple)
+ CTFGrapplePull(client->ctf_grapple);
+//ZOID
+
+ gi.linkentity (ent);
+
+ if (ent->movetype != MOVETYPE_NOCLIP)
+ G_TouchTriggers (ent);
+
+ // touch other objects
+ for (i=0 ; i<pm.numtouch ; i++)
+ {
+ other = pm.touchents[i];
+ for (j=0 ; j<i ; j++)
+ if (pm.touchents[j] == other)
+ break;
+ if (j != i)
+ continue; // duplicated
+ if (!other->touch)
+ continue;
+ other->touch (other, ent, NULL, NULL);
+ }
+
+
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+ client->latched_buttons |= client->buttons & ~client->oldbuttons;
+
+ // save light level the player is standing on for
+ // monster sighting AI
+ ent->light_level = ucmd->lightlevel;
+
+ // fire weapon from final position if needed
+ if (client->latched_buttons & BUTTON_ATTACK
+//ZOID
+ && ent->movetype != MOVETYPE_NOCLIP
+//ZOID
+ )
+ {
+ if (!client->weapon_thunk)
+ {
+ client->weapon_thunk = true;
+ Think_Weapon (ent);
+ }
+ }
+
+//ZOID
+//regen tech
+ CTFApplyRegeneration(ent);
+//ZOID
+
+//ZOID
+ for (i = 1; i <= maxclients->value; i++) {
+ other = g_edicts + i;
+ if (other->inuse && other->client->chase_target == ent)
+ UpdateChaseCam(other);
+ }
+//ZOID
+}
+
+
+/*
+==============
+ClientBeginServerFrame
+
+This will be called once for each server frame, before running
+any other entities in the world.
+==============
+*/
+void ClientBeginServerFrame (edict_t *ent)
+{
+ gclient_t *client;
+ int buttonMask;
+
+ if (level.intermissiontime)
+ return;
+
+ client = ent->client;
+
+ // run weapon animations if it hasn't been done by a ucmd_t
+ if (!client->weapon_thunk
+//ZOID
+ && ent->movetype != MOVETYPE_NOCLIP
+//ZOID
+ )
+ Think_Weapon (ent);
+ else
+ client->weapon_thunk = false;
+
+ if (ent->deadflag)
+ {
+ // wait for any button just going down
+ if ( level.time > client->respawn_time)
+ {
+ // in deathmatch, only wait for attack button
+ if (deathmatch->value)
+ buttonMask = BUTTON_ATTACK;
+ else
+ buttonMask = -1;
+
+ if ( ( client->latched_buttons & buttonMask ) ||
+ (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
+ {
+ respawn(ent);
+ client->latched_buttons = 0;
+ }
+ }
+ return;
+ }
+
+ // add player trail so monsters can follow
+ if (!deathmatch->value)
+ if (!visible (ent, PlayerTrail_LastSpot() ) )
+ PlayerTrail_Add (ent->s.old_origin);
+
+ client->latched_buttons = 0;
+}
--- /dev/null
+++ b/crbot/p_hud.c
@@ -1,0 +1,527 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+======================================================================
+
+INTERMISSION
+
+======================================================================
+*/
+
+void MoveClientToIntermission (edict_t *ent)
+{
+ if (ent->bot_info) return;
+
+ if (deathmatch->value || coop->value)
+ ent->client->showscores = true;
+ VectorCopy (level.intermission_origin, ent->s.origin);
+ ent->client->ps.pmove.origin[0] = level.intermission_origin[0]*8;
+ ent->client->ps.pmove.origin[1] = level.intermission_origin[1]*8;
+ ent->client->ps.pmove.origin[2] = level.intermission_origin[2]*8;
+ VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+ ent->client->ps.gunindex = 0;
+ ent->client->ps.blend[3] = 0;
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ // clean up powerup info
+ ent->client->quad_framenum = 0;
+ ent->client->invincible_framenum = 0;
+ ent->client->breather_framenum = 0;
+ ent->client->enviro_framenum = 0;
+ ent->client->grenade_blew_up = false;
+ ent->client->grenade_time = 0;
+
+ ent->viewheight = 0;
+ ent->s.modelindex = 0;
+ ent->s.modelindex2 = 0;
+ ent->s.modelindex3 = 0;
+ ent->s.modelindex = 0;
+ ent->s.effects = 0;
+ ent->s.sound = 0;
+ ent->solid = SOLID_NOT;
+
+ // add the layout
+
+ if (deathmatch->value || coop->value)
+ {
+ DeathmatchScoreboardMessage (ent, NULL);
+ gi.unicast (ent, true);
+ }
+
+}
+
+void BeginIntermission (edict_t *targ)
+{
+ int i, n;
+ edict_t *ent, *client;
+
+ if (level.intermissiontime)
+ return; // allready activated
+
+//ZOID
+ if (deathmatch->value && ctf->value)
+ CTFCalcScores();
+//ZOID
+
+ game.autosaved = false;
+
+ // respawn any dead clients
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ if (client->health <= 0)
+ respawn(client);
+ }
+
+ level.intermissiontime = level.time;
+ level.changemap = targ->map;
+
+ if (strstr(level.changemap, "*"))
+ {
+ if (coop->value)
+ {
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ // strip players of all keys between units
+ for (n = 0; n < MAX_ITEMS; n++)
+ {
+ if (itemlist[n].flags & IT_KEY)
+ client->client->pers.inventory[n] = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ if (!deathmatch->value)
+ {
+ level.exitintermission = 1; // go immediately to the next level
+ return;
+ }
+ }
+
+ level.exitintermission = 0;
+
+ // find an intermission spot
+ ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
+ if (!ent)
+ { // the map creator forgot to put in an intermission point...
+ ent = G_Find (NULL, FOFS(classname), "info_player_start");
+ if (!ent)
+ ent = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+ }
+ else
+ { // chose one of four spots
+ i = rand() & 3;
+ while (i--)
+ {
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ if (!ent) // wrap around the list
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ }
+ }
+
+ VectorCopy (ent->s.origin, level.intermission_origin);
+ VectorCopy (ent->s.angles, level.intermission_angle);
+
+ // move all clients to the intermission point
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ MoveClientToIntermission (client);
+ }
+}
+
+
+/*
+==================
+DeathmatchScoreboardMessage
+
+==================
+*/
+void DeathmatchScoreboardMessage (edict_t *ent, edict_t *killer)
+{
+ char entry[1024];
+ char string[1400];
+ int stringlength;
+ int i, j, k;
+ int sorted[MAX_CLIENTS];
+ int sortedscores[MAX_CLIENTS];
+ int score, total;
+ int x, y;
+ gclient_t *cl;
+ edict_t *cl_ent;
+ char *tag;
+
+//ZOID
+ if (ctf->value) {
+ CTFScoreboardMessage (ent, killer);
+ return;
+ }
+//ZOID
+
+ // sort the clients by score
+ total = 0;
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ cl_ent = g_edicts + 1 + i;
+ if (!cl_ent->inuse)
+ continue;
+ score = game.clients[i].resp.score;
+ for (j=0 ; j<total ; j++)
+ {
+ if (score > sortedscores[j])
+ break;
+ }
+ for (k=total ; k>j ; k--)
+ {
+ sorted[k] = sorted[k-1];
+ sortedscores[k] = sortedscores[k-1];
+ }
+ sorted[j] = i;
+ sortedscores[j] = score;
+ total++;
+ }
+
+ // print level name and exit rules
+ string[0] = 0;
+
+ stringlength = strlen(string);
+
+ // add the clients in sorted order
+ if (total > 12)
+ total = 12;
+
+ for (i=0 ; i<total ; i++)
+ {
+ cl = &game.clients[sorted[i]];
+ cl_ent = g_edicts + 1 + sorted[i];
+
+ x = (i>=6) ? 160 : 0;
+ y = 32 + 32 * (i%6);
+
+ // add a dogtag
+ if (cl_ent == ent)
+ tag = "tag1";
+ else if (cl_ent == killer)
+ tag = "tag2";
+ else
+ tag = NULL;
+ if (tag)
+ {
+ Com_sprintf (entry, sizeof(entry),
+ "xv %i yv %i picn %s ",x+32, y, tag);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ // send the layout
+ Com_sprintf (entry, sizeof(entry),
+ "client %i %i %i %i %i %i ",
+ x, y, sorted[i], cl->resp.score, cl->ping, (level.framenum - cl->resp.enterframe)/600);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+}
+
+
+/*
+==================
+DeathmatchScoreboard
+
+Draw instead of help message.
+Note that it isn't that hard to overflow the 1400 byte message limit!
+==================
+*/
+void DeathmatchScoreboard (edict_t *ent)
+{
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Score_f
+
+Display the scoreboard
+==================
+*/
+void Cmd_Score_f (edict_t *ent)
+{
+ ent->client->showinventory = false;
+ ent->client->showhelp = false;
+//ZOID
+ if (ent->client->menu)
+ PMenu_Close(ent);
+//ZOID
+
+ if (!deathmatch->value && !coop->value)
+ return;
+
+ if (ent->client->showscores)
+ {
+ ent->client->showscores = false;
+ ent->client->update_chase = true;
+ return;
+ }
+
+ ent->client->showscores = true;
+
+ DeathmatchScoreboard (ent);
+}
+
+
+/*
+==================
+HelpComputer
+
+Draw help computer.
+==================
+*/
+void HelpComputer (edict_t *ent)
+{
+ char string[1024];
+ char *sk;
+
+ if (skill->value == 0)
+ sk = "easy";
+ else if (skill->value == 1)
+ sk = "medium";
+ else if (skill->value == 2)
+ sk = "hard";
+ else
+ sk = "hard+";
+
+ // send the layout
+ Com_sprintf (string, sizeof(string),
+ "xv 32 yv 8 picn help " // background
+ "xv 202 yv 12 string2 \"%s\" " // skill
+ "xv 0 yv 24 cstring2 \"%s\" " // level name
+ "xv 0 yv 54 cstring2 \"%s\" " // help 1
+ "xv 0 yv 110 cstring2 \"%s\" " // help 2
+ "xv 50 yv 164 string2 \" kills goals secrets\" "
+ "xv 50 yv 172 string2 \"%3i/%3i %i/%i %i/%i\" ",
+ sk,
+ level.level_name,
+ game.helpmessage1,
+ game.helpmessage2,
+ level.killed_monsters, level.total_monsters,
+ level.found_goals, level.total_goals,
+ level.found_secrets, level.total_secrets);
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Help_f
+
+Display the current help message
+==================
+*/
+void Cmd_Help_f (edict_t *ent)
+{
+ // this is for backwards compatability
+ if (deathmatch->value)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+
+ ent->client->showinventory = false;
+ ent->client->showscores = false;
+
+ if (ent->client->showhelp && (ent->client->resp.game_helpchanged == game.helpchanged))
+ {
+ ent->client->showhelp = false;
+ return;
+ }
+
+ ent->client->showhelp = true;
+ ent->client->resp.helpchanged = 0;
+ HelpComputer (ent);
+}
+
+
+//=======================================================================
+
+/*
+===============
+G_SetStats
+===============
+*/
+void G_SetStats (edict_t *ent)
+{
+ gitem_t *item;
+ int index, cells = 0;
+ int power_armor_type;
+
+ //
+ // health
+ //
+ ent->client->ps.stats[STAT_HEALTH_ICON] = level.pic_health;
+ ent->client->ps.stats[STAT_HEALTH] = ent->health;
+
+ //
+ // ammo
+ //
+ if (!ent->client->ammo_index /* || !ent->client->pers.inventory[ent->client->ammo_index] */)
+ {
+ ent->client->ps.stats[STAT_AMMO_ICON] = 0;
+ ent->client->ps.stats[STAT_AMMO] = 0;
+ }
+ else
+ {
+ item = &itemlist[ent->client->ammo_index];
+ ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ent->client->ammo_index];
+ }
+
+ //
+ // armor
+ //
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type)
+ {
+ cells = ent->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))];
+ if (cells == 0)
+ { // ran out of cells for power armor
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ power_armor_type = 0;;
+ }
+ }
+
+ index = ArmorIndex (ent);
+ if (power_armor_type && (!index || (level.framenum & 8) ) )
+ { // flash between power armor and other armor icon
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex ("i_powershield");
+ ent->client->ps.stats[STAT_ARMOR] = cells;
+ }
+ else if (index)
+ {
+ item = GetItemByIndex (index);
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_ARMOR] = ent->client->pers.inventory[index];
+ }
+ else
+ {
+ ent->client->ps.stats[STAT_ARMOR_ICON] = 0;
+ ent->client->ps.stats[STAT_ARMOR] = 0;
+ }
+
+ //
+ // pickup message
+ //
+ if (level.time > ent->client->pickup_msg_time)
+ {
+ ent->client->ps.stats[STAT_PICKUP_ICON] = 0;
+ ent->client->ps.stats[STAT_PICKUP_STRING] = 0;
+ }
+
+ //
+ // timers
+ //
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quad");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->quad_framenum - level.framenum)/10;
+ }
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_invulnerability");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->invincible_framenum - level.framenum)/10;
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_envirosuit");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->enviro_framenum - level.framenum)/10;
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_rebreather");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->breather_framenum - level.framenum)/10;
+ }
+ else
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = 0;
+ ent->client->ps.stats[STAT_TIMER] = 0;
+ }
+
+ //
+ // selected item
+ //
+ if (ent->client->pers.selected_item == -1)
+ ent->client->ps.stats[STAT_SELECTED_ICON] = 0;
+ else
+ ent->client->ps.stats[STAT_SELECTED_ICON] = gi.imageindex (itemlist[ent->client->pers.selected_item].icon);
+
+ ent->client->ps.stats[STAT_SELECTED_ITEM] = ent->client->pers.selected_item;
+
+ //
+ // layouts
+ //
+ ent->client->ps.stats[STAT_LAYOUTS] = 0;
+
+ if (deathmatch->value)
+ {
+ if (ent->client->pers.health <= 0 || level.intermissiontime
+ || ent->client->showscores)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+ else
+ {
+ if (ent->client->showscores || ent->client->showhelp)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+
+ //
+ // frags
+ //
+ ent->client->ps.stats[STAT_FRAGS] = ent->client->resp.score;
+
+ //
+ // help icon / current weapon if not shown
+ //
+ if (ent->client->resp.helpchanged && (level.framenum&8) )
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex ("i_help");
+ else if ( (ent->client->pers.hand == CENTER_HANDED || ent->client->ps.fov > 91)
+ && ent->client->pers.weapon)
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex (ent->client->pers.weapon->icon);
+ else
+ ent->client->ps.stats[STAT_HELPICON] = 0;
+
+//ZOID
+ SetCTFStats(ent);
+//ZOID
+}
+
--- /dev/null
+++ b/crbot/p_menu.c
@@ -1,0 +1,192 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void PMenu_Open(edict_t *ent, pmenu_t *entries, int cur, int num)
+{
+ pmenuhnd_t *hnd;
+ pmenu_t *p;
+ int i;
+
+ if (!ent->client)
+ return;
+
+ if (ent->client->menu) {
+ gi.dprintf("warning, ent already has a menu\n");
+ PMenu_Close(ent);
+ }
+
+ hnd = malloc(sizeof(*hnd));
+
+ hnd->entries = entries;
+ hnd->num = num;
+
+ if (cur < 0 || !entries[cur].SelectFunc) {
+ for (i = 0, p = entries; i < num; i++, p++)
+ if (p->SelectFunc)
+ break;
+ } else
+ i = cur;
+
+ if (i >= num)
+ hnd->cur = -1;
+ else
+ hnd->cur = i;
+
+ ent->client->showscores = true;
+ ent->client->inmenu = true;
+ ent->client->menu = hnd;
+
+ PMenu_Update(ent);
+ gi.unicast (ent, true);
+}
+
+void PMenu_Close(edict_t *ent)
+{
+ if (!ent->client->menu)
+ return;
+
+ free(ent->client->menu);
+ ent->client->menu = NULL;
+ ent->client->showscores = false;
+}
+
+void PMenu_Update(edict_t *ent)
+{
+ char string[1400];
+ int i;
+ pmenu_t *p;
+ int x;
+ pmenuhnd_t *hnd;
+ char *t;
+ qboolean alt = false;
+
+ if (!ent->client->menu) {
+ gi.dprintf("warning: ent has no menu\n");
+ return;
+ }
+
+ hnd = ent->client->menu;
+
+ strcpy(string, "xv 32 yv 8 picn inventory ");
+
+ for (i = 0, p = hnd->entries; i < hnd->num; i++, p++) {
+ if (!p->text || !*(p->text))
+ continue; // blank line
+ t = p->text;
+ if (*t == '*') {
+ alt = true;
+ t++;
+ }
+ sprintf(string + strlen(string), "yv %d ", 32 + i * 8);
+ if (p->align == PMENU_ALIGN_CENTER)
+ x = 196/2 - strlen(t)*4 + 64;
+ else if (p->align == PMENU_ALIGN_RIGHT)
+ x = 64 + (196 - strlen(t)*8);
+ else
+ x = 64;
+
+ sprintf(string + strlen(string), "xv %d ",
+ x - ((hnd->cur == i) ? 8 : 0));
+
+ if (hnd->cur == i)
+ sprintf(string + strlen(string), "string2 \"\x0d%s\" ", t);
+ else if (alt)
+ sprintf(string + strlen(string), "string2 \"%s\" ", t);
+ else
+ sprintf(string + strlen(string), "string \"%s\" ", t);
+ alt = false;
+ }
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+}
+
+void PMenu_Next(edict_t *ent)
+{
+ pmenuhnd_t *hnd;
+ int i;
+ pmenu_t *p;
+
+ if (!ent->client->menu) {
+ gi.dprintf("warning: ent has no menu\n");
+ return;
+ }
+
+ hnd = ent->client->menu;
+
+ if (hnd->cur < 0)
+ return; // no selectable entries
+
+ i = hnd->cur;
+ p = hnd->entries + hnd->cur;
+ do {
+ i++, p++;
+ if (i == hnd->num)
+ i = 0, p = hnd->entries;
+ if (p->SelectFunc)
+ break;
+ } while (i != hnd->cur);
+
+ hnd->cur = i;
+
+ PMenu_Update(ent);
+ gi.unicast (ent, true);
+}
+
+void PMenu_Prev(edict_t *ent)
+{
+ pmenuhnd_t *hnd;
+ int i;
+ pmenu_t *p;
+
+ if (!ent->client->menu) {
+ gi.dprintf("warning: ent has no menu\n");
+ return;
+ }
+
+ hnd = ent->client->menu;
+
+ if (hnd->cur < 0)
+ return; // no selectable entries
+
+ i = hnd->cur;
+ p = hnd->entries + hnd->cur;
+ do {
+ if (i == 0) {
+ i = hnd->num - 1;
+ p = hnd->entries + i;
+ } else
+ i--, p--;
+ if (p->SelectFunc)
+ break;
+ } while (i != hnd->cur);
+
+ hnd->cur = i;
+
+ PMenu_Update(ent);
+ gi.unicast (ent, true);
+}
+
+void PMenu_Select(edict_t *ent)
+{
+ pmenuhnd_t *hnd;
+ pmenu_t *p;
+
+ if (!ent->client->menu) {
+ gi.dprintf("warning: ent has no menu\n");
+ return;
+ }
+
+ hnd = ent->client->menu;
+
+ if (hnd->cur < 0)
+ return; // no selectable entries
+
+ p = hnd->entries + hnd->cur;
+
+ if (p->SelectFunc)
+ p->SelectFunc(ent, p);
+}
--- /dev/null
+++ b/crbot/p_trail.c
@@ -1,0 +1,130 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+==============================================================================
+
+PLAYER TRAIL
+
+==============================================================================
+
+This is a circular list containing the a list of points of where
+the player has been recently. It is used by monsters for pursuit.
+
+.origin the spot
+.owner forward link
+.aiment backward link
+*/
+
+
+#define TRAIL_LENGTH 8
+
+edict_t *trail[TRAIL_LENGTH];
+int trail_head;
+qboolean trail_active = false;
+
+#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
+#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
+
+
+void PlayerTrail_Init (void)
+{
+ int n;
+
+ if (deathmatch->value /* FIXME || coop */)
+ return;
+
+ for (n = 0; n < TRAIL_LENGTH; n++)
+ {
+ trail[n] = G_Spawn();
+ trail[n]->classname = "player_trail";
+ }
+
+ trail_head = 0;
+ trail_active = true;
+}
+
+
+void PlayerTrail_Add (vec3_t spot)
+{
+ vec3_t temp;
+
+ if (!trail_active)
+ return;
+
+ VectorCopy (spot, trail[trail_head]->s.origin);
+
+ trail[trail_head]->timestamp = level.time;
+
+ VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp);
+ trail[trail_head]->s.angles[1] = vectoyaw (temp);
+
+ trail_head = NEXT(trail_head);
+}
+
+
+void PlayerTrail_New (vec3_t spot)
+{
+ if (!trail_active)
+ return;
+
+ PlayerTrail_Init ();
+ PlayerTrail_Add (spot);
+}
+
+
+edict_t *PlayerTrail_PickFirst (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ if (visible(self, trail[marker]))
+ {
+ return trail[marker];
+ }
+
+ if (visible(self, trail[PREV(marker)]))
+ {
+ return trail[PREV(marker)];
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_PickNext (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_LastSpot (void)
+{
+ return trail[PREV(trail_head)];
+}
--- /dev/null
+++ b/crbot/p_view.c
@@ -1,0 +1,1113 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+static edict_t *current_player;
+static gclient_t *current_client;
+
+static vec3_t forward, right, up;
+float xyspeed;
+
+float bobmove;
+int bobcycle; // odd cycles are right foot going forward
+float bobfracsin; // sin(bobfrac*M_PI)
+
+/*
+===============
+SV_CalcRoll
+
+===============
+*/
+float SV_CalcRoll (vec3_t, vec3_t velocity)
+{
+ float sign;
+ float side;
+ float value;
+
+ side = DotProduct (velocity, right);
+ sign = side < 0 ? -1 : 1;
+ side = fabs(side);
+
+ value = sv_rollangle->value;
+
+ if (side < sv_rollspeed->value)
+ side = side * value / sv_rollspeed->value;
+ else
+ side = value;
+
+ return side*sign;
+
+}
+
+
+/*
+===============
+P_DamageFeedback
+
+Handles color blends and view kicks
+===============
+*/
+void P_DamageFeedback (edict_t *player)
+{
+ gclient_t *client;
+ float side;
+ float realcount, count, kick;
+ vec3_t v;
+ int r, l;
+ static vec3_t power_color = {0.0, 1.0, 0.0};
+ static vec3_t acolor = {1.0, 1.0, 1.0};
+ static vec3_t bcolor = {1.0, 0.0, 0.0};
+
+ client = player->client;
+
+ // flash the backgrounds behind the status numbers
+ client->ps.stats[STAT_FLASHES] = 0;
+ if (client->damage_blood)
+ client->ps.stats[STAT_FLASHES] |= 1;
+ if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ client->ps.stats[STAT_FLASHES] |= 2;
+
+ // total points of damage shot at the player this frame
+ count = (client->damage_blood + client->damage_armor + client->damage_parmor);
+ if (count == 0)
+ return; // didn't take any damage
+
+ // start a pain animation if still in the player model
+ if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
+ {
+ static int i;
+
+ client->anim_priority = ANIM_PAIN;
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ player->s.frame = FRAME_crpain1-1;
+ client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ i = (i+1)%3;
+ switch (i)
+ {
+ case 0:
+ player->s.frame = FRAME_pain101-1;
+ client->anim_end = FRAME_pain104;
+ break;
+ case 1:
+ player->s.frame = FRAME_pain201-1;
+ client->anim_end = FRAME_pain204;
+ break;
+ case 2:
+ player->s.frame = FRAME_pain301-1;
+ client->anim_end = FRAME_pain304;
+ break;
+ }
+ }
+ }
+
+ realcount = count;
+ if (count < 10)
+ count = 10; // allways make a visible effect
+
+ // play an apropriate pain sound
+ if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ {
+ r = 1 + (rand()&1);
+ player->pain_debounce_time = level.time + 0.7;
+ if (player->health < 25)
+ l = 25;
+ else if (player->health < 50)
+ l = 50;
+ else if (player->health < 75)
+ l = 75;
+ else
+ l = 100;
+ gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
+ }
+
+ // the total alpha of the blend is allways proportional to count
+ if (client->damage_alpha < 0)
+ client->damage_alpha = 0;
+ client->damage_alpha += count*0.01;
+ if (client->damage_alpha < 0.2)
+ client->damage_alpha = 0.2;
+ if (client->damage_alpha > 0.6)
+ client->damage_alpha = 0.6; // don't go too saturated
+
+ // the color of the blend will vary based on how much was absorbed
+ // by different armors
+ VectorClear (v);
+ if (client->damage_parmor)
+ VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
+ if (client->damage_armor)
+ VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
+ if (client->damage_blood)
+ VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
+ VectorCopy (v, client->damage_blend);
+
+
+ //
+ // calculate view angle kicks
+ //
+ kick = abs(client->damage_knockback);
+ if (kick && player->health > 0) // kick of 0 means no view adjust at all
+ {
+ kick = kick * 100 / player->health;
+
+ if (kick < count*0.5)
+ kick = count*0.5;
+ if (kick > 50)
+ kick = 50;
+
+ VectorSubtract (client->damage_from, player->s.origin, v);
+ VectorNormalize (v);
+
+ side = DotProduct (v, right);
+ client->v_dmg_roll = kick*side*0.3;
+
+ side = -DotProduct (v, forward);
+ client->v_dmg_pitch = kick*side*0.3;
+
+ client->v_dmg_time = level.time + DAMAGE_TIME;
+ }
+
+ //
+ // clear totals
+ //
+ client->damage_blood = 0;
+ client->damage_armor = 0;
+ client->damage_parmor = 0;
+ client->damage_knockback = 0;
+}
+
+
+
+
+/*
+===============
+SV_CalcViewOffset
+
+Auto pitching on slopes?
+
+ fall from 128: 400 = 160000
+ fall from 256: 580 = 336400
+ fall from 384: 720 = 518400
+ fall from 512: 800 = 640000
+ fall from 640: 960 =
+
+ damage = deltavelocity*deltavelocity * 0.0001
+
+===============
+*/
+void SV_CalcViewOffset (edict_t *ent)
+{
+ float *angles;
+ float bob;
+ float ratio;
+ float delta;
+ vec3_t v;
+
+
+//===================================
+
+ // base angles
+ angles = ent->client->ps.kick_angles;
+
+ // if dead, fix the angle and don't add any kick
+ if (ent->deadflag)
+ {
+ VectorClear (angles);
+
+ ent->client->ps.viewangles[ROLL] = 40;
+ ent->client->ps.viewangles[PITCH] = -15;
+ ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
+ }
+ else
+ {
+ // add angles based on weapon kick
+
+ VectorCopy (ent->client->kick_angles, angles);
+
+ // add angles based on damage kick
+
+ ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
+ if (ratio < 0)
+ {
+ ratio = 0;
+ ent->client->v_dmg_pitch = 0;
+ ent->client->v_dmg_roll = 0;
+ }
+ angles[PITCH] += ratio * ent->client->v_dmg_pitch;
+ angles[ROLL] += ratio * ent->client->v_dmg_roll;
+
+ // add pitch based on fall kick
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ angles[PITCH] += ratio * ent->client->fall_value;
+
+ // add angles based on velocity
+
+ delta = DotProduct (ent->velocity, forward);
+ angles[PITCH] += delta*run_pitch->value;
+
+ delta = DotProduct (ent->velocity, right);
+ angles[ROLL] += delta*run_roll->value;
+
+ // add angles based on bob
+
+ delta = bobfracsin * bob_pitch->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ angles[PITCH] += delta;
+ delta = bobfracsin * bob_roll->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ if (bobcycle & 1)
+ delta = -delta;
+ angles[ROLL] += delta;
+ }
+
+//===================================
+
+ // base origin
+
+ VectorClear (v);
+
+ // add view height
+
+ v[2] += ent->viewheight;
+
+ // add fall height
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ v[2] -= ratio * ent->client->fall_value * 0.4;
+
+ // add bob height
+
+ bob = bobfracsin * xyspeed * bob_up->value;
+ if (bob > 6)
+ bob = 6;
+ //gi.DebugGraph (bob *2, 255);
+ v[2] += bob;
+
+ // add kick offset
+
+ VectorAdd (v, ent->client->kick_origin, v);
+
+ // absolutely bound offsets
+ // so the view can never be outside the player box
+
+ if (v[0] < -14)
+ v[0] = -14;
+ else if (v[0] > 14)
+ v[0] = 14;
+ if (v[1] < -14)
+ v[1] = -14;
+ else if (v[1] > 14)
+ v[1] = 14;
+ if (v[2] < -22)
+ v[2] = -22;
+ else if (v[2] > 30)
+ v[2] = 30;
+
+ VectorCopy (v, ent->client->ps.viewoffset);
+}
+
+/*
+==============
+SV_CalcGunOffset
+==============
+*/
+void SV_CalcGunOffset (edict_t *ent)
+{
+ int i;
+ float delta;
+
+ // gun angles from bobbing
+ ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
+ ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
+ if (bobcycle & 1)
+ {
+ ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
+ ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
+ }
+
+ ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
+
+ // gun angles from delta movement
+ for (i=0 ; i<3 ; i++)
+ {
+ delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
+ if (delta > 180)
+ delta -= 360;
+ if (delta < -180)
+ delta += 360;
+ if (delta > 45)
+ delta = 45;
+ if (delta < -45)
+ delta = -45;
+ if (i == YAW)
+ ent->client->ps.gunangles[ROLL] += 0.1*delta;
+ ent->client->ps.gunangles[i] += 0.2 * delta;
+ }
+
+ // gun height
+ VectorClear (ent->client->ps.gunoffset);
+// ent->ps->gunorigin[2] += bob;
+
+ // gun_x / gun_y / gun_z are development tools
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
+ ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
+ ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
+ }
+}
+
+
+/*
+=============
+SV_AddBlend
+=============
+*/
+void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
+{
+ float a2, a3;
+
+ if (a <= 0)
+ return;
+ a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
+ a3 = v_blend[3]/a2; // fraction of color from old
+
+ v_blend[0] = v_blend[0]*a3 + r*(1-a3);
+ v_blend[1] = v_blend[1]*a3 + g*(1-a3);
+ v_blend[2] = v_blend[2]*a3 + b*(1-a3);
+ v_blend[3] = a2;
+}
+
+
+/*
+=============
+SV_CalcBlend
+=============
+*/
+void SV_CalcBlend (edict_t *ent)
+{
+ int contents;
+ vec3_t vieworg;
+ int remaining;
+
+ ent->client->ps.blend[0] = ent->client->ps.blend[1] =
+ ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
+
+ // add for contents
+ VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
+ contents = gi.pointcontents (vieworg);
+ if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
+ ent->client->ps.rdflags |= RDF_UNDERWATER;
+ else
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
+ SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_SLIME)
+ SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_WATER)
+ SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
+
+ // add for powerups
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ remaining = ent->client->enviro_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ remaining = ent->client->breather_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
+ }
+
+ // add for damage
+ if (ent->client->damage_alpha > 0)
+ SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
+ ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
+
+ if (ent->client->bonus_alpha > 0)
+ SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
+
+ // drop the damage value
+ ent->client->damage_alpha -= 0.06;
+ if (ent->client->damage_alpha < 0)
+ ent->client->damage_alpha = 0;
+
+ // drop the bonus value
+ ent->client->bonus_alpha -= 0.1;
+ if (ent->client->bonus_alpha < 0)
+ ent->client->bonus_alpha = 0;
+}
+
+
+/*
+=================
+P_FallingDamage
+=================
+*/
+void P_FallingDamage (edict_t *ent)
+{
+ float delta;
+ int damage;
+ vec3_t dir;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ return;
+
+ if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
+ {
+ delta = ent->client->oldvelocity[2];
+ }
+ else
+ {
+ if (!ent->groundentity)
+ return;
+ delta = ent->velocity[2] - ent->client->oldvelocity[2];
+ }
+ delta = delta*delta * 0.0001;
+
+//ZOID
+ // never take damage if just release grapple or on grapple
+ if (level.time - ent->client->ctf_grapplereleasetime <= FRAMETIME * 2 ||
+ (ent->client->ctf_grapple &&
+ ent->client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY))
+ return;
+//ZOID
+
+ // never take falling damage if completely underwater
+ if (ent->waterlevel == 3)
+ return;
+ if (ent->waterlevel == 2)
+ delta *= 0.25;
+ if (ent->waterlevel == 1)
+ delta *= 0.5;
+
+ if (delta < 1)
+ return;
+
+ if (delta < 15)
+ {
+ ent->s.event = EV_FOOTSTEP;
+ return;
+ }
+
+ ent->client->fall_value = delta*0.5;
+ if (ent->client->fall_value > 40)
+ ent->client->fall_value = 40;
+ ent->client->fall_time = level.time + FALL_TIME;
+
+ if (delta > 30)
+ {
+ if (ent->health > 0)
+ {
+ if (delta >= 55)
+ ent->s.event = EV_FALLFAR;
+ else
+ ent->s.event = EV_FALL;
+ }
+ ent->pain_debounce_time = level.time; // no normal pain sound
+ damage = (delta-30)/2;
+ if (damage < 1)
+ damage = 1;
+ VectorSet (dir, 0, 0, 1);
+
+ if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
+ T_Damage (ent, WORLD, WORLD, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
+ }
+ else
+ {
+ ent->s.event = EV_FALLSHORT;
+ return;
+ }
+}
+
+
+
+/*
+=============
+P_WorldEffects
+=============
+*/
+void P_WorldEffects (void)
+{
+ qboolean breather;
+ qboolean envirosuit;
+ int waterlevel, old_waterlevel;
+
+ if (current_player->movetype == MOVETYPE_NOCLIP)
+ {
+ current_player->air_finished = level.time + 12; // don't need air
+ return;
+ }
+
+ waterlevel = current_player->waterlevel;
+ old_waterlevel = current_client->old_waterlevel;
+ current_client->old_waterlevel = waterlevel;
+
+ breather = current_client->breather_framenum > level.framenum;
+ envirosuit = current_client->enviro_framenum > level.framenum;
+
+ //
+ // if just entered a water volume, play a sound
+ //
+ if (!old_waterlevel && waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ if (current_player->watertype & CONTENTS_LAVA)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_SLIME)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_WATER)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ current_player->flags |= FL_INWATER;
+
+ // clear damage_debounce, so the pain sound will play immediately
+ current_player->damage_debounce_time = level.time - 1;
+ }
+
+ //
+ // if just completely exited a water volume, play a sound
+ //
+ if (old_waterlevel && ! waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ current_player->flags &= ~FL_INWATER;
+ }
+
+ //
+ // check for head just going under water
+ //
+ if (old_waterlevel != 3 && waterlevel == 3)
+ {
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
+ }
+
+ //
+ // check for head just coming out of water
+ //
+ if (old_waterlevel == 3 && waterlevel != 3)
+ {
+ if (current_player->air_finished < level.time)
+ { // gasp for air
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ }
+ else if (current_player->air_finished < level.time + 11)
+ { // just break surface
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ //
+ // check for drowning
+ //
+ if (waterlevel == 3)
+ {
+ // breather or envirosuit give air
+ if (breather || envirosuit)
+ {
+ current_player->air_finished = level.time + 10;
+
+ if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
+ {
+ if (!current_client->breather_sound)
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
+ current_client->breather_sound ^= 1;
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ //FIXME: release a bubble?
+ }
+ }
+
+ // if out of air, start drowning
+ if (current_player->air_finished < level.time)
+ { // drown!
+ if (current_player->client->next_drown_time < level.time
+ && current_player->health > 0)
+ {
+ current_player->client->next_drown_time = level.time + 1;
+
+ // take more damage the longer underwater
+ current_player->dmg += 2;
+ if (current_player->dmg > 15)
+ current_player->dmg = 15;
+
+ // play a gurp sound instead of a normal pain sound
+ if (current_player->health <= current_player->dmg)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
+ else if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
+
+ current_player->pain_debounce_time = level.time;
+
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ }
+ }
+ }
+ else
+ {
+ current_player->air_finished = level.time + 12;
+ current_player->dmg = 2;
+ }
+
+ //
+ // check for sizzle damage
+ //
+ if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ {
+ if (current_player->watertype & CONTENTS_LAVA)
+ {
+ if (current_player->health > 0
+ && current_player->pain_debounce_time <= level.time
+ && current_client->invincible_framenum < level.framenum)
+ {
+ if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
+ current_player->pain_debounce_time = level.time + 1;
+ }
+
+ if (envirosuit) // take 1/3 damage with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
+ else
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
+ }
+
+ if (current_player->watertype & CONTENTS_SLIME)
+ {
+ if (!envirosuit)
+ { // no damage from slime with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+ }
+}
+
+
+/*
+===============
+G_SetClientEffects
+===============
+*/
+void G_SetClientEffects (edict_t *ent)
+{
+ int pa_type;
+ int remaining;
+
+ ent->s.effects = 0;
+ ent->s.renderfx = 0;
+
+ if (ent->health <= 0 || level.intermissiontime)
+ return;
+
+ if (ent->powerarmor_time > level.time)
+ {
+ pa_type = PowerArmorType (ent);
+ if (pa_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (pa_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+
+//ZOID
+ CTFEffects(ent);
+//ZOID
+
+ if (ent->client->quad_framenum > level.framenum
+//ZOID
+ && (level.framenum & 8)
+//ZOID
+ )
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_QUAD;
+ }
+
+ if (ent->client->invincible_framenum > level.framenum
+//ZOID
+ && (level.framenum & 8)
+//ZOID
+ )
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_PENT;
+ }
+
+ // show cheaters!!!
+ if (ent->flags & FL_GODMODE)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+ }
+}
+
+
+/*
+===============
+G_SetClientEvent
+===============
+*/
+void G_SetClientEvent (edict_t *ent)
+{
+ if (ent->s.event)
+ return;
+
+ if ( ent->groundentity && xyspeed > 225)
+ {
+ if ( (int)(current_client->bobtime+bobmove) != bobcycle )
+ ent->s.event = EV_FOOTSTEP;
+ }
+}
+
+/*
+===============
+G_SetClientSound
+===============
+*/
+void G_SetClientSound (edict_t *ent)
+{
+ char *weap;
+
+ if (ent->client->resp.game_helpchanged != game.helpchanged)
+ {
+ ent->client->resp.game_helpchanged = game.helpchanged;
+ ent->client->resp.helpchanged = 1;
+ }
+
+ // help beep (no more than three times)
+ if (ent->client->resp.helpchanged && ent->client->resp.helpchanged <= 3 && !(level.framenum&63) )
+ {
+ ent->client->resp.helpchanged++;
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
+ }
+
+
+ if (ent->client->pers.weapon)
+ weap = ent->client->pers.weapon->classname;
+ else
+ weap = "";
+
+ if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ ent->s.sound = snd_fry;
+ else if (strcmp(weap, "weapon_railgun") == 0)
+ ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
+ else if (strcmp(weap, "weapon_bfg") == 0)
+ ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
+ else if (ent->client->weapon_sound)
+ ent->s.sound = ent->client->weapon_sound;
+ else
+ ent->s.sound = 0;
+}
+
+/*
+===============
+G_SetClientFrame
+===============
+*/
+void G_SetClientFrame (edict_t *ent)
+{
+ gclient_t *client;
+ qboolean duck, run;
+
+ if (ent->bot_info) return;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ client = ent->client;
+
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ duck = true;
+ else
+ duck = false;
+ if (xyspeed)
+ run = true;
+ else
+ run = false;
+
+ // check for stand/duck and stop/go transitions
+ if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
+ goto newanim;
+ if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
+ goto newanim;
+ if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
+ goto newanim;
+
+ if (ent->s.frame < client->anim_end)
+ { // continue an animation
+ ent->s.frame++;
+ return;
+ }
+
+ if (client->anim_priority == ANIM_DEATH)
+ return; // stay there
+ if (client->anim_priority == ANIM_JUMP)
+ {
+ if (!ent->groundentity)
+ return; // stay there
+ ent->client->anim_priority = ANIM_WAVE;
+ ent->s.frame = FRAME_jump3;
+ ent->client->anim_end = FRAME_jump6;
+ return;
+ }
+
+newanim:
+ // return to either a running or standing frame
+ client->anim_priority = ANIM_BASIC;
+ client->anim_duck = duck;
+ client->anim_run = run;
+
+ if (!ent->groundentity)
+ {
+//ZOID: if on grapple, don't go into jump frame, go into standing
+//frame
+ if (client->ctf_grapple) {
+ ent->s.frame = FRAME_stand01;
+ client->anim_end = FRAME_stand40;
+ } else {
+//ZOID
+ client->anim_priority = ANIM_JUMP;
+ if (ent->s.frame != FRAME_jump2)
+ ent->s.frame = FRAME_jump1;
+ client->anim_end = FRAME_jump2;
+ }
+ }
+ else if (run)
+ { // running
+ if (duck)
+ {
+ ent->s.frame = FRAME_crwalk1;
+ client->anim_end = FRAME_crwalk6;
+ }
+ else
+ {
+ ent->s.frame = FRAME_run1;
+ client->anim_end = FRAME_run6;
+ }
+ }
+ else
+ { // standing
+ if (duck)
+ {
+ ent->s.frame = FRAME_crstnd01;
+ client->anim_end = FRAME_crstnd19;
+ }
+ else
+ {
+ ent->s.frame = FRAME_stand01;
+ client->anim_end = FRAME_stand40;
+ }
+ }
+}
+
+
+/*
+=================
+ClientEndServerFrame
+
+Called for each player at the end of the server frame
+and right after spawning
+=================
+*/
+void ClientEndServerFrame (edict_t *ent)
+{
+ float bobtime;
+ int i;
+
+ current_player = ent;
+ current_client = ent->client;
+
+ if (ctf->value) {
+ current_client->pers.team_no = (current_client->resp.ctf_team==CTF_TEAM1) ? 1 : 2;
+ }
+
+ //
+ // If the origin or velocity have changed since ClientThink(),
+ // update the pmove values. This will happen when the client
+ // is pushed by a bmodel or kicked by an explosion.
+ //
+ // If it wasn't updated here, the view position would lag a frame
+ // behind the body position when pushed -- "sinking into plats"
+ //
+ for (i=0 ; i<3 ; i++)
+ {
+ current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
+ current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
+ }
+
+ //
+ // If the end of unit layout is displayed, don't give
+ // the player any normal movement attributes
+ //
+ if (level.intermissiontime)
+ {
+ // FIXME: add view drifting here?
+ current_client->ps.blend[3] = 0;
+ current_client->ps.fov = 90;
+ G_SetStats (ent);
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+ // burn from lava, etc
+ P_WorldEffects ();
+
+ //
+ // set model angles from view angles so other things in
+ // the world can tell which direction you are looking
+ //
+ if (ent->client->v_angle[PITCH] > 180)
+ ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
+ else
+ ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
+ ent->s.angles[YAW] = ent->client->v_angle[YAW];
+ ent->s.angles[ROLL] = 0;
+ ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
+
+ //
+ // calculate speed and cycle to be used for
+ // all cyclic walking effects
+ //
+ xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
+
+ if (xyspeed < 5)
+ {
+ bobmove = 0;
+ current_client->bobtime = 0; // start at beginning of cycle again
+ }
+ else if (ent->groundentity)
+ { // so bobbing only cycles when on ground
+ if (xyspeed > 210)
+ bobmove = 0.25;
+ else if (xyspeed > 100)
+ bobmove = 0.125;
+ else
+ bobmove = 0.0625;
+ }
+
+ bobtime = (current_client->bobtime += bobmove);
+
+ if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
+ bobtime *= 4;
+
+ bobcycle = (int)bobtime;
+ bobfracsin = fabs(sin(bobtime*M_PI));
+
+ // detect hitting the floor
+ P_FallingDamage (ent);
+
+ // apply all the damage taken this frame
+ P_DamageFeedback (ent);
+
+ // determine the view offsets
+ SV_CalcViewOffset (ent);
+
+ // determine the gun offsets
+ SV_CalcGunOffset (ent);
+
+ // determine the full screen color blend
+ // must be after viewoffset, so eye contents can be
+ // accurately determined
+ // FIXME: with client prediction, the contents
+ // should be determined by the client
+ SV_CalcBlend (ent);
+
+//ZOID
+ if (!ent->client->chase_target)
+//ZOID
+ G_SetStats (ent);
+
+//ZOID
+//update chasecam follower stats
+ for (i = 1; i <= maxclients->value; i++) {
+ edict_t *e = g_edicts + i;
+ if (!ent->inuse ||
+ e->client->chase_target != ent)
+ continue;
+ memcpy(e->client->ps.stats,
+ ent->client->ps.stats,
+ sizeof(ent->client->ps.stats));
+ e->client->ps.stats[STAT_LAYOUTS] = 1;
+ break;
+ }
+//ZOID
+
+
+ G_SetClientEvent (ent);
+
+ G_SetClientEffects (ent);
+
+ G_SetClientSound (ent);
+
+ G_SetClientFrame (ent);
+
+ VectorCopy (ent->velocity, ent->client->oldvelocity);
+ VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
+
+ // clear weapon kicks
+ VectorClear (ent->client->kick_origin);
+ VectorClear (ent->client->kick_angles);
+
+ // if the scoreboard is up, update it
+ if (ent->client->showscores && !(level.framenum & 31) )
+ {
+//ZOID
+ if (ent->client->menu) {
+ PMenu_Update(ent);
+ } else
+//ZOID
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, false);
+ }
+}
+
--- /dev/null
+++ b/crbot/p_weapon.c
@@ -1,0 +1,1354 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+static qboolean is_quad;
+static byte is_silenced;
+
+
+void weapon_grenade_fire (edict_t *ent, qboolean held);
+
+
+void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ vec3_t _distance;
+
+ VectorCopy (distance, _distance);
+ if (client->pers.hand == LEFT_HANDED)
+ _distance[1] *= -1;
+ else if (client->pers.hand == CENTER_HANDED)
+ _distance[1] = 0;
+ G_ProjectSource (point, _distance, forward, right, result);
+}
+
+
+/*
+===============
+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;
+
+ if (type == PNOISE_WEAPON)
+ {
+ if (who->client->silencer_shots)
+ {
+ who->client->silencer_shots--;
+ return;
+ }
+ }
+
+ if (deathmatch->value)
+ return;
+
+ if (who->flags & FL_NOTARGET)
+ return;
+
+
+ if (!who->mynoise)
+ {
+ noise = G_Spawn();
+ 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->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;
+ }
+
+ 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);
+}
+
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
+{
+ int index;
+ gitem_t *ammo;
+
+ index = ITEM_INDEX(ent->item);
+
+ if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
+ && other->client->pers.inventory[index])
+ {
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
+ return false; // leave the weapon for others to pickup
+ }
+
+ other->client->pers.inventory[index]++;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ {
+ // give them some ammo with it
+ ammo = FindItem (ent->item->ammo);
+ if ( (int)dmflags->value & DF_INFINITE_AMMO )
+ Add_Ammo (other, ammo, 1000);
+ else
+ Add_Ammo (other, ammo, ammo->quantity);
+
+ if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
+ {
+ if (deathmatch->value)
+ {
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ ent->flags |= FL_RESPAWN;
+ else
+ SetRespawn (ent, 30);
+ }
+ if (coop->value)
+ ent->flags |= FL_RESPAWN;
+ }
+ }
+
+ if (other->client->pers.weapon != ent->item &&
+ (other->client->pers.inventory[index] == 1) &&
+ ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ other->client->newweapon = ent->item;
+
+ return true;
+}
+
+
+/*
+===============
+ChangeWeapon
+
+The old weapon has been dropped all the way, so make the new one
+current
+===============
+*/
+void ChangeWeapon (edict_t *ent)
+{
+ int i;
+
+ if (ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time;
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ ent->client->grenade_time = 0;
+ }
+
+ ent->client->pers.lastweapon = ent->client->pers.weapon;
+ ent->client->pers.weapon = ent->client->newweapon;
+ ent->client->newweapon = NULL;
+ ent->client->machinegun_shots = 0;
+
+ // set visible model
+ if (ent->s.modelindex == 255) {
+ if (ent->client->pers.weapon)
+ i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
+ else
+ i = 0;
+ ent->s.skinnum = (ent - g_edicts - 1) | i;
+ }
+
+ if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
+ ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
+ else
+ ent->client->ammo_index = 0;
+
+ if (!ent->client->pers.weapon)
+ { // dead
+ ent->client->ps.gunindex = 0;
+ return;
+ }
+
+ ent->client->weaponstate = WEAPON_ACTIVATING;
+ ent->client->ps.gunframe = 0;
+ ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
+
+ ent->client->anim_priority = ANIM_PAIN;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain1;
+ ent->client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain301;
+ ent->client->anim_end = FRAME_pain304;
+
+ }
+}
+
+/*
+=================
+NoAmmoWeaponChange
+=================
+*/
+void NoAmmoWeaponChange (edict_t *ent)
+{
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
+ {
+ ent->client->newweapon = FindItem ("railgun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
+ {
+ ent->client->newweapon = FindItem ("hyperblaster");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
+ {
+ ent->client->newweapon = FindItem ("chaingun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
+ {
+ ent->client->newweapon = FindItem ("machinegun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("super shotgun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("shotgun");
+ return;
+ }
+ ent->client->newweapon = FindItem ("blaster");
+}
+
+/*
+=================
+Think_Weapon
+
+Called by ClientBeginServerFrame and ClientThink
+=================
+*/
+void Think_Weapon (edict_t *ent)
+{
+ // if just died, put the weapon away
+ if (ent->health < 1)
+ {
+ ent->client->newweapon = NULL;
+ ChangeWeapon (ent);
+ }
+
+ // call active weapon think routine
+ if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
+ {
+ is_quad = (ent->client->quad_framenum > level.framenum);
+ if (ent->client->silencer_shots)
+ is_silenced = MZ_SILENCED;
+ else
+ is_silenced = 0;
+ ent->client->pers.weapon->weaponthink (ent);
+ }
+}
+
+
+/*
+================
+Use_Weapon
+
+Make the weapon ready if there is ammo
+================
+*/
+void Use_Weapon (edict_t *ent, gitem_t *item)
+{
+ int ammo_index;
+ gitem_t *ammo_item;
+
+ // see if we're already using it
+ if (item == ent->client->pers.weapon)
+ return;
+
+ if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
+ {
+ ammo_item = FindItem(item->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+
+ if (!ent->client->pers.inventory[ammo_index])
+ {
+ if (!ent->bot_info)
+ gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+
+ if (ent->client->pers.inventory[ammo_index] < item->quantity)
+ {
+ if (!ent->bot_info)
+ gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+ }
+
+ // change to this weapon when down
+ ent->client->newweapon = item;
+}
+
+
+
+/*
+================
+Drop_Weapon
+================
+*/
+void Drop_Weapon (edict_t *ent, gitem_t *item)
+{
+ int index;
+
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ return;
+
+ index = ITEM_INDEX(item);
+ // see if we're already using it
+ if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ return;
+ }
+
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[index]--;
+}
+
+
+/*
+================
+Weapon_Generic
+
+A generic function to handle the basics of weapon thinking
+================
+*/
+#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
+#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
+#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
+
+static void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+{
+ int n;
+
+ if (ent->client->weaponstate == WEAPON_DROPPING)
+ {
+ if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
+ {
+ ent->client->weaponstate = WEAPON_DROPPING;
+ ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if ((!ent->client->ammo_index) ||
+ ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
+ {
+ ent->client->ps.gunframe = FRAME_FIRE_FIRST;
+ ent->client->weaponstate = WEAPON_FIRING;
+
+ // start the animation
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1-1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1-1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ }
+ else
+ {
+ if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
+ {
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (pause_frames)
+ {
+ for (n = 0; pause_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == pause_frames[n])
+ {
+ if (rand()&15)
+ return;
+ }
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ for (n = 0; fire_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == fire_frames[n])
+ {
+//ZOID
+ if (!CTFApplyStrengthSound(ent))
+//ZOID
+ if (ent->client->quad_framenum > level.framenum)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+//ZOID
+ CTFApplyHasteSound(ent);
+//ZOID
+
+ fire (ent);
+ break;
+ }
+ }
+
+ if (!fire_frames[n])
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
+ ent->client->weaponstate = WEAPON_READY;
+ }
+}
+
+//ZOID
+void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+{
+ int oldstate = ent->client->weaponstate;
+
+ Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
+ FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
+ fire_frames, fire);
+
+ // run the weapon frame again if hasted
+ if (cistrcmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
+ ent->client->weaponstate == WEAPON_FIRING)
+ return;
+
+ if ((CTFApplyHaste(ent) ||
+ (cistrcmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
+ ent->client->weaponstate != WEAPON_FIRING))
+ && oldstate == ent->client->weaponstate) {
+ Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
+ FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
+ fire_frames, fire);
+ }
+}
+//ZOID
+
+/*
+======================================================================
+
+GRENADE
+
+======================================================================
+*/
+
+#define GRENADE_TIMER 3.0
+#define GRENADE_MINSPEED 400
+#define GRENADE_MAXSPEED 800
+
+void weapon_grenade_fire (edict_t *ent, qboolean held)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+ int damage = 125;
+ float timer;
+ int speed;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+ damage *= 4;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ timer = ent->client->grenade_time - level.time;
+ speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
+ fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->grenade_time = level.time + 1.0;
+}
+
+void Weapon_Grenade (edict_t *ent)
+{
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if (ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 1;
+ ent->client->weaponstate = WEAPON_FIRING;
+ ent->client->grenade_time = 0;
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ return;
+ }
+
+ if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
+ {
+ if (rand()&15)
+ return;
+ }
+
+ if (++ent->client->ps.gunframe > 48)
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
+
+ if (ent->client->ps.gunframe == 11)
+ {
+ if (!ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
+ ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
+ }
+
+ // they waited too long, detonate it in their hand
+ if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, true);
+ ent->client->grenade_blew_up = true;
+ }
+
+ if (ent->client->buttons & BUTTON_ATTACK)
+ return;
+
+ if (ent->client->grenade_blew_up)
+ {
+ if (level.time >= ent->client->grenade_time)
+ {
+ ent->client->ps.gunframe = 15;
+ ent->client->grenade_blew_up = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ }
+
+ if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
+ return;
+
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == 16)
+ {
+ ent->client->grenade_time = 0;
+ ent->client->weaponstate = WEAPON_READY;
+ }
+ }
+}
+
+/*
+======================================================================
+
+GRENADE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_grenadelauncher_fire (edict_t *ent)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+ int damage = 120;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+ damage *= 4;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_GRENADE | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_GrenadeLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {34, 51, 59, 0};
+ static int fire_frames[] = {6, 0};
+
+ Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+}
+
+/*
+======================================================================
+
+ROCKET
+
+======================================================================
+*/
+
+void Weapon_RocketLauncher_Fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius;
+ int radius_damage;
+
+ damage = 100 + (int)(qrandom() * 20.0);
+ radius_damage = 120;
+ damage_radius = 120;
+ if (is_quad)
+ {
+ damage *= 4;
+ radius_damage *= 4;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_ROCKET | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_RocketLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {25, 33, 42, 50, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
+}
+
+
+/*
+======================================================================
+
+BLASTER / HYPERBLASTER
+
+======================================================================
+*/
+
+void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t offset;
+
+ if (is_quad)
+ damage *= 4;
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 8, ent->viewheight-8);
+ VectorAdd (offset, g_offset, offset);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ if (hyper)
+ gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
+ else
+ gi.WriteByte (MZ_BLASTER | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+}
+
+
+void Weapon_Blaster_Fire (edict_t *ent)
+{
+ int damage;
+
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 10;
+ Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
+ ent->client->ps.gunframe++;
+}
+
+void Weapon_Blaster (edict_t *ent)
+{
+ static int pause_frames[] = {19, 32, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+}
+
+
+void Weapon_HyperBlaster_Fire (edict_t *ent)
+{
+ float rotation;
+ vec3_t offset;
+ int effect;
+ int damage;
+
+ ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe++;
+ }
+ else
+ {
+ if (! ent->client->pers.inventory[ent->client->ammo_index] )
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ else
+ {
+ rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
+ offset[0] = -4 * sin(rotation);
+ offset[1] = 0;
+ offset[2] = 4 * cos(rotation);
+
+ if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 20;
+ Blaster_Fire (ent, offset, damage, true, effect);
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+ }
+
+ ent->client->ps.gunframe++;
+ if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
+ ent->client->ps.gunframe = 6;
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ ent->client->weapon_sound = 0;
+ }
+
+}
+
+void Weapon_HyperBlaster (edict_t *ent)
+{
+ static int pause_frames[] = {0};
+ static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
+
+ Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+}
+
+/*
+======================================================================
+
+MACHINEGUN / CHAINGUN
+
+======================================================================
+*/
+
+void Machinegun_Fire (edict_t *ent)
+{
+ int i;
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t angles;
+ int damage = 8;
+ int kick = 2;
+ vec3_t offset;
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->machinegun_shots = 0;
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->ps.gunframe == 5)
+ ent->client->ps.gunframe = 4;
+ else
+ ent->client->ps.gunframe = 5;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
+ {
+ ent->client->ps.gunframe = 6;
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i=1 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+ ent->client->kick_origin[0] = crandom() * 0.35;
+ ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
+
+ // raise the gun as it is firing
+ if (!deathmatch->value)
+ {
+ ent->client->machinegun_shots++;
+ if (ent->client->machinegun_shots > 9)
+ ent->client->machinegun_shots = 9;
+ }
+
+ // get start / end positions
+ VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
+ AngleVectors (angles, forward, right, NULL);
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_MACHINEGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_Machinegun (edict_t *ent)
+{
+ static int pause_frames[] = {23, 45, 0};
+ static int fire_frames[] = {4, 5, 0};
+
+ Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+}
+
+void Chaingun_Fire (edict_t *ent)
+{
+ int i;
+ int shots;
+ vec3_t start;
+ vec3_t forward, right, up;
+ float r, u;
+ vec3_t offset;
+ int damage;
+ int kick = 2;
+
+ if (deathmatch->value)
+ damage = 6;
+ else
+ damage = 8;
+
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
+
+ if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe = 32;
+ ent->client->weapon_sound = 0;
+ return;
+ }
+ else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
+ && ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 15;
+ }
+ else
+ {
+ ent->client->ps.gunframe++;
+ }
+
+ if (ent->client->ps.gunframe == 22)
+ {
+ ent->client->weapon_sound = 0;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
+ }
+ else
+ {
+ ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
+ }
+
+ if (ent->client->ps.gunframe <= 9)
+ shots = 1;
+ else if (ent->client->ps.gunframe <= 14)
+ {
+ if (ent->client->buttons & BUTTON_ATTACK)
+ shots = 2;
+ else
+ shots = 1;
+ }
+ else
+ shots = 3;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
+ shots = ent->client->pers.inventory[ent->client->ammo_index];
+
+ if (!shots)
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+
+ for (i=0 ; i<shots ; i++)
+ {
+ // get start / end positions
+ AngleVectors (ent->client->v_angle, forward, right, up);
+ r = 7 + crandom()*4;
+ u = crandom()*4;
+ VectorSet(offset, 0, r, u + ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
+ }
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= shots;
+}
+
+
+void Weapon_Chaingun (edict_t *ent)
+{
+ static int pause_frames[] = {38, 43, 51, 61, 0};
+ static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
+
+ Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+}
+
+
+/*
+======================================================================
+
+SHOTGUN / SUPERSHOTGUN
+
+======================================================================
+*/
+
+void weapon_shotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage = 4;
+ int kick = 8;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ if (deathmatch->value)
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
+ else
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_Shotgun (edict_t *ent)
+{
+ static int pause_frames[] = {22, 28, 34, 0};
+ static int fire_frames[] = {8, 9, 0};
+
+ Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+}
+
+
+void weapon_supershotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ vec3_t v;
+ int damage = 6;
+ int kick = 12;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ v[PITCH] = ent->client->v_angle[PITCH];
+ v[YAW] = ent->client->v_angle[YAW] - 5;
+ v[ROLL] = ent->client->v_angle[ROLL];
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+ v[YAW] = ent->client->v_angle[YAW] + 5;
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SSHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 2;
+}
+
+void Weapon_SuperShotgun (edict_t *ent)
+{
+ static int pause_frames[] = {29, 42, 57, 0};
+ static int fire_frames[] = {7, 0};
+
+ Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+}
+
+
+
+/*
+======================================================================
+
+RAILGUN
+
+======================================================================
+*/
+
+void weapon_railgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage;
+ int kick;
+
+ if (deathmatch->value)
+ { // normal damage is too extreme in dm
+ damage = 100;
+ kick = 200;
+ }
+ else
+ {
+ damage = 150;
+ kick = 250;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -3, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -3;
+
+ VectorSet(offset, 0, 7, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rail (ent, start, forward, damage, kick);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_RAILGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+
+void Weapon_Railgun (edict_t *ent)
+{
+ static int pause_frames[] = {56, 0};
+ static int fire_frames[] = {4, 0};
+
+ Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+}
+
+
+/*
+======================================================================
+
+BFG10K
+
+======================================================================
+*/
+
+void weapon_bfg_fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius = 1000;
+
+ if (deathmatch->value)
+ damage = 200;
+ else
+ damage = 500;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_BFG | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ return;
+ }
+
+ // cells can go down during windup (from power armor hits), so
+ // check again and abort firing if we don't have enough now
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (is_quad)
+ damage *= 4;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+
+ // make a big pitch kick with an inverse fall
+ ent->client->v_dmg_pitch = -40;
+ ent->client->v_dmg_roll = crandom()*8;
+ ent->client->v_dmg_time = level.time + DAMAGE_TIME;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bfg (ent, start, forward, damage, 400, damage_radius);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 50;
+}
+
+void Weapon_BFG (edict_t *ent)
+{
+ static int pause_frames[] = {39, 45, 50, 55, 0};
+ static int fire_frames[] = {9, 17, 0};
+
+ Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+}
+
+
+//======================================================================
--- /dev/null
+++ b/crbot/q_shared.c
@@ -1,0 +1,1075 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
+
+vec3_t vec3_origin = {0,0,0};
+
+//============================================================================
+
+void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
+{
+ float m[3][3];
+ float im[3][3];
+ float zrot[3][3];
+ float tmpmat[3][3];
+ float rot[3][3];
+ int i;
+ vec3_t vr, vup, vf;
+
+ vf[0] = dir[0];
+ vf[1] = dir[1];
+ vf[2] = dir[2];
+
+ PerpendicularVector( vr, dir );
+ CrossProduct( vr, vf, vup );
+
+ m[0][0] = vr[0];
+ m[1][0] = vr[1];
+ m[2][0] = vr[2];
+
+ m[0][1] = vup[0];
+ m[1][1] = vup[1];
+ m[2][1] = vup[2];
+
+ m[0][2] = vf[0];
+ m[1][2] = vf[1];
+ m[2][2] = vf[2];
+
+ memcpy( im, m, sizeof( im ) );
+
+ im[0][1] = m[1][0];
+ im[0][2] = m[2][0];
+ im[1][0] = m[0][1];
+ im[1][2] = m[2][1];
+ im[2][0] = m[0][2];
+ im[2][1] = m[1][2];
+
+ memset( zrot, 0, sizeof( zrot ) );
+ zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
+
+ zrot[0][0] = cos( DEG2RAD( degrees ) );
+ zrot[0][1] = sin( DEG2RAD( degrees ) );
+ zrot[1][0] = -sin( DEG2RAD( degrees ) );
+ zrot[1][1] = cos( DEG2RAD( degrees ) );
+
+ R_ConcatRotations( m, zrot, tmpmat );
+ R_ConcatRotations( tmpmat, im, rot );
+
+ for ( i = 0; i < 3; i++ )
+ {
+ dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
+ }
+}
+
+void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
+{
+ float angle;
+ static float sr, sp, sy, cr, cp, cy;
+ // static to help MS compiler fp bugs
+
+ angle = angles[YAW] * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = angles[PITCH] * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (right)
+ {
+ right[0] = (-1*sr*sp*cy+-1*cr*-sy);
+ right[1] = (-1*sr*sp*sy+-1*cr*cy);
+ right[2] = -1*sr*cp;
+ }
+ if (up)
+ {
+ up[0] = (cr*sp*cy+-sr*-sy);
+ up[1] = (cr*sp*sy+-sr*cy);
+ up[2] = cr*cp;
+ }
+}
+
+
+void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
+{
+ float d;
+ vec3_t n;
+ float inv_denom;
+
+ inv_denom = 1.0F / DotProduct( normal, normal );
+
+ d = DotProduct( normal, p ) * inv_denom;
+
+ n[0] = normal[0] * inv_denom;
+ n[1] = normal[1] * inv_denom;
+ n[2] = normal[2] * inv_denom;
+
+ dst[0] = p[0] - d * n[0];
+ dst[1] = p[1] - d * n[1];
+ dst[2] = p[2] - d * n[2];
+}
+
+/*
+** assumes "src" is normalized
+*/
+void PerpendicularVector( vec3_t dst, const vec3_t src )
+{
+ int pos;
+ int i;
+ float minelem = 1.0F;
+ vec3_t tempvec;
+
+ /*
+ ** find the smallest magnitude axially aligned vector
+ */
+ for ( pos = 0, i = 0; i < 3; i++ )
+ {
+ if ( fabs( src[i] ) < minelem )
+ {
+ pos = i;
+ minelem = fabs( src[i] );
+ }
+ }
+ tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
+ tempvec[pos] = 1.0F;
+
+ /*
+ ** project the point onto the plane defined by src
+ */
+ ProjectPointOnPlane( dst, tempvec, src );
+
+ /*
+ ** normalize the result
+ */
+ VectorNormalize( dst );
+}
+
+
+
+/*
+================
+R_ConcatRotations
+================
+*/
+void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+}
+
+
+/*
+================
+R_ConcatTransforms
+================
+*/
+void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
+ in1[0][2] * in2[2][3] + in1[0][3];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
+ in1[1][2] * in2[2][3] + in1[1][3];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+ out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
+ in1[2][2] * in2[2][3] + in1[2][3];
+}
+
+/*
+===============
+LerpAngle
+
+===============
+*/
+float LerpAngle (float a2, float a1, float frac)
+{
+ if (a1 - a2 > 180)
+ a1 -= 360;
+ if (a1 - a2 < -180)
+ a1 += 360;
+ return a2 + frac * (a1 - a2);
+}
+
+
+float anglemod(float a)
+{
+/*
+ if (a >= 0)
+ a -= 360*(int)(a/360);
+ else
+ a += 360*( 1 + (int)(-a/360) );
+*/
+ a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
+ return a;
+}
+
+ int i;
+ vec3_t corners[2];
+
+
+// this is the slow, general version
+int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ int i;
+ float dist1, dist2;
+ int sides;
+ vec3_t corners[2];
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (p->normal[i] < 0)
+ {
+ corners[0][i] = emins[i];
+ corners[1][i] = emaxs[i];
+ }
+ else
+ {
+ corners[1][i] = emins[i];
+ corners[0][i] = emaxs[i];
+ }
+ }
+ dist1 = DotProduct (p->normal, corners[0]) - p->dist;
+ dist2 = DotProduct (p->normal, corners[1]) - p->dist;
+ sides = 0;
+ if (dist1 >= 0)
+ sides = 1;
+ if (dist2 < 0)
+ sides |= 2;
+
+ return sides;
+}
+
+/*
+==================
+BoxOnPlaneSide
+
+Returns 1, 2, or 1 + 2
+==================
+*/
+int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ float dist1, dist2;
+ int sides;
+
+// fast axial cases
+ if (p->type < 3)
+ {
+ if (p->dist <= emins[p->type])
+ return 1;
+ if (p->dist >= emaxs[p->type])
+ return 2;
+ return 3;
+ }
+
+// general case
+ switch (p->signbits)
+ {
+ case 0:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 1:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 2:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 3:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 4:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 5:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 6:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ case 7:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ default:
+ dist1 = dist2 = 0; // shut up compiler
+ assert( 0 );
+ break;
+ }
+
+ sides = 0;
+ if (dist1 >= p->dist)
+ sides = 1;
+ if (dist2 < p->dist)
+ sides |= 2;
+
+ assert( sides != 0 );
+
+ return sides;
+}
+
+void ClearBounds (vec3_t mins, vec3_t maxs)
+{
+ mins[0] = mins[1] = mins[2] = 99999;
+ maxs[0] = maxs[1] = maxs[2] = -99999;
+}
+
+void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
+{
+ int i;
+ vec_t val;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ val = v[i];
+ if (val < mins[i])
+ mins[i] = val;
+ if (val > maxs[i])
+ maxs[i] = val;
+ }
+}
+
+
+int VectorCompare (vec3_t v1, vec3_t v2)
+{
+ if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2])
+ return 0;
+
+ return 1;
+}
+
+
+vec_t VectorNormalize (vec3_t v)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ v[0] *= ilength;
+ v[1] *= ilength;
+ v[2] *= ilength;
+ }
+
+ return length;
+
+}
+
+vec_t VectorNormalize2 (vec3_t v, vec3_t out)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ out[0] = v[0]*ilength;
+ out[1] = v[1]*ilength;
+ out[2] = v[2]*ilength;
+ }
+
+ return length;
+
+}
+
+void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
+{
+ vecc[0] = veca[0] + scale*vecb[0];
+ vecc[1] = veca[1] + scale*vecb[1];
+ vecc[2] = veca[2] + scale*vecb[2];
+}
+
+
+vec_t _DotProduct (vec3_t v1, vec3_t v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]-vecb[0];
+ out[1] = veca[1]-vecb[1];
+ out[2] = veca[2]-vecb[2];
+}
+
+void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]+vecb[0];
+ out[1] = veca[1]+vecb[1];
+ out[2] = veca[2]+vecb[2];
+}
+
+void _VectorCopy (vec3_t in, vec3_t out)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
+{
+ cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
+}
+
+double sqrt(double x);
+
+vec_t VectorLength(vec3_t v)
+{
+ int i;
+ float length;
+
+ length = 0;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = sqrt (length); // FIXME
+
+ return length;
+}
+
+void VectorInverse (vec3_t v)
+{
+ v[0] = -v[0];
+ v[1] = -v[1];
+ v[2] = -v[2];
+}
+
+void VectorScale (vec3_t in, vec_t scale, vec3_t out)
+{
+ out[0] = in[0]*scale;
+ out[1] = in[1]*scale;
+ out[2] = in[2]*scale;
+}
+
+//====================================================================================
+
+/*
+============
+COM_SkipPath
+============
+*/
+char *COM_SkipPath (char *pathname)
+{
+ char *last;
+
+ last = pathname;
+ while (*pathname)
+ {
+ if (*pathname=='/')
+ last = pathname+1;
+ pathname++;
+ }
+ return last;
+}
+
+/*
+============
+COM_StripExtension
+============
+*/
+void COM_StripExtension (char *in, char *out)
+{
+ while (*in && *in != '.')
+ *out++ = *in++;
+ *out = 0;
+}
+
+/*
+============
+COM_FileExtension
+============
+*/
+char *COM_FileExtension (char *in)
+{
+ static char exten[8];
+ int i;
+
+ while (*in && *in != '.')
+ in++;
+ if (!*in)
+ return "";
+ in++;
+ for (i=0 ; i<7 && *in ; i++,in++)
+ exten[i] = *in;
+ exten[i] = 0;
+ return exten;
+}
+
+/*
+============
+COM_FileBase
+============
+*/
+void COM_FileBase (char *in, char *out)
+{
+ char *s, *s2;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '.')
+ s--;
+
+ for (s2 = s ; s2 != in && *s2 != '/' ; s2--)
+ ;
+
+ if (s-s2 < 2)
+ out[0] = 0;
+ else
+ {
+ s--;
+ strncpy (out,s2+1, s-s2);
+ out[s-s2] = 0;
+ }
+}
+
+/*
+============
+COM_FilePath
+
+Returns the path up to, but not including the last /
+============
+*/
+void COM_FilePath (char *in, char *out)
+{
+ char *s;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '/')
+ s--;
+
+ strncpy (out,in, s-in);
+ out[s-in] = 0;
+}
+
+
+/*
+==================
+COM_DefaultExtension
+==================
+*/
+void COM_DefaultExtension (char *path, char *extension)
+{
+ char *src;
+//
+// if path doesn't have a .EXT, append extension
+// (extension should include the .)
+//
+ src = path + strlen(path) - 1;
+
+ while (*src != '/' && src != path)
+ {
+ if (*src == '.')
+ return; // it has an extension
+ src--;
+ }
+
+ strcat (path, extension);
+}
+
+/*
+============================================================================
+
+ BYTE ORDER FUNCTIONS
+
+============================================================================
+*/
+
+qboolean bigendien;
+
+// can't just use function pointers, or dll linkage can
+// mess up when qcommon is included in multiple places
+short (*_BigShort) (short l);
+short (*_LittleShort) (short l);
+int (*_BigLong) (int l);
+int (*_LittleLong) (int l);
+float (*_BigFloat) (float l);
+float (*_LittleFloat) (float l);
+
+short BigShort(short l){return _BigShort(l);}
+short LittleShort(short l) {return _LittleShort(l);}
+int BigLong (int l) {return _BigLong(l);}
+int LittleLong (int l) {return _LittleLong(l);}
+float BigFloat (float l) {return _BigFloat(l);}
+float LittleFloat (float l) {return _LittleFloat(l);}
+
+short ShortSwap (short l)
+{
+ byte b1,b2;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+
+ return (b1<<8) + b2;
+}
+
+short ShortNoSwap (short l)
+{
+ return l;
+}
+
+int LongSwap (int l)
+{
+ byte b1,b2,b3,b4;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+ b3 = (l>>16)&255;
+ b4 = (l>>24)&255;
+
+ return ((int)b1<<24) + ((int)b2<<16) + ((int)b3<<8) + b4;
+}
+
+int LongNoSwap (int l)
+{
+ return l;
+}
+
+float FloatSwap (float f)
+{
+ union
+ {
+ float f;
+ byte b[4];
+ } dat1, dat2;
+
+
+ dat1.f = f;
+ dat2.b[0] = dat1.b[3];
+ dat2.b[1] = dat1.b[2];
+ dat2.b[2] = dat1.b[1];
+ dat2.b[3] = dat1.b[0];
+ return dat2.f;
+}
+
+float FloatNoSwap (float f)
+{
+ return f;
+}
+
+/*
+================
+Swap_Init
+================
+*/
+void Swap_Init (void)
+{
+ byte swaptest[2] = {1,0};
+
+// set the byte swapping variables in a portable manner
+ if ( *(short *)swaptest == 1)
+ {
+ bigendien = false;
+ _BigShort = ShortSwap;
+ _LittleShort = ShortNoSwap;
+ _BigLong = LongSwap;
+ _LittleLong = LongNoSwap;
+ _BigFloat = FloatSwap;
+ _LittleFloat = FloatNoSwap;
+ }
+ else
+ {
+ bigendien = true;
+ _BigShort = ShortNoSwap;
+ _LittleShort = ShortSwap;
+ _BigLong = LongNoSwap;
+ _LittleLong = LongSwap;
+ _BigFloat = FloatNoSwap;
+ _LittleFloat = FloatSwap;
+ }
+
+}
+
+
+
+/*
+============
+va
+
+does a varargs printf into a temp buffer, so I don't need to have
+varargs versions of all text functions.
+FIXME: make this buffer size safe someday
+============
+*/
+char *va(char *format, ...)
+{
+ va_list argptr;
+ static char string[1024];
+
+ va_start (argptr, format);
+ vsprintf (string, format,argptr);
+ va_end (argptr);
+
+ return string;
+}
+
+
+char com_token[MAX_TOKEN_CHARS];
+
+/*
+==============
+COM_Parse
+
+Parse a token out of a string
+==============
+*/
+char *COM_Parse (char **data_p)
+{
+ int c;
+ int len;
+ char *data;
+
+ data = *data_p;
+ len = 0;
+ com_token[0] = 0;
+
+ if (!data)
+ {
+ *data_p = NULL;
+ return "";
+ }
+
+// skip whitespace
+skipwhite:
+ while ( (c = *data) <= ' ')
+ {
+ if (c == 0)
+ {
+ *data_p = NULL;
+ return "";
+ }
+ data++;
+ }
+
+// skip // comments
+ if (c=='/' && data[1] == '/')
+ {
+ while (*data && *data != '\n')
+ data++;
+ goto skipwhite;
+ }
+
+
+// handle quoted strings specially
+ if (c == '\"')
+ {
+ data++;
+ while (1)
+ {
+ c = *data++;
+ if (c=='\"' || !c)
+ {
+ com_token[len] = 0;
+ *data_p = data;
+ return com_token;
+ }
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+// parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32);
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = data;
+ return com_token;
+}
+
+
+/*
+===============
+Com_PageInMemory
+
+===============
+*/
+int paged_total;
+
+void Com_PageInMemory (byte *buffer, int size)
+{
+ int i;
+
+ for (i=size-1 ; i>0 ; i-=4096)
+ paged_total += buffer[i];
+}
+
+
+
+/*
+============================================================================
+
+ LIBRARY REPLACEMENT FUNCTIONS
+
+============================================================================
+*/
+
+void Com_sprintf (char *dest, int size, char *fmt, ...)
+{
+ va_list argptr;
+ char bigbuffer[0x10000];
+
+ va_start (argptr,fmt);
+ vsprintf (bigbuffer,fmt,argptr);
+ va_end (argptr);
+
+ //if (len >= size)
+ // Com_Printf ("Com_sprintf: overflow of %i in %i\n", len, size);
+
+ strncpy (dest, bigbuffer, size-1);
+}
+
+/*
+=====================================================================
+
+ INFO STRINGS
+
+=====================================================================
+*/
+
+/*
+===============
+Info_ValueForKey
+
+Searches the string for the given
+key and returns the associated value, or an empty string.
+===============
+*/
+char *Info_ValueForKey (char *s, char *key)
+{
+ char pkey[512];
+ static char value[2][512]; // use two buffers so compares
+ // work without stomping on each other
+ static int valueindex;
+ char *o;
+
+ valueindex ^= 1;
+ if (*s == '\\')
+ s++;
+ while (1)
+ {
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value[valueindex];
+
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ return value[valueindex];
+
+ if (!*s)
+ return "";
+ s++;
+ }
+}
+
+void Info_RemoveKey (char *s, char *key)
+{
+ char *start;
+ char pkey[512];
+ char value[512];
+ char *o;
+
+ if (strstr (key, "\\"))
+ {
+// Com_Printf ("Can't use a key with a \\\n");
+ return;
+ }
+
+ while (1)
+ {
+ start = s;
+ if (*s == '\\')
+ s++;
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value;
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ {
+ strcpy (start, s); // remove this part
+ return;
+ }
+
+ if (!*s)
+ return;
+ }
+
+}
+
+
+/*
+==================
+Info_Validate
+
+Some characters are illegal in info strings because they
+can mess up the server's parsing
+==================
+*/
+qboolean Info_Validate (char *s)
+{
+ if (strstr (s, "\""))
+ return false;
+ if (strstr (s, ";"))
+ return false;
+ return true;
+}
+
+void Info_SetValueForKey (char *s, char *key, char *value)
+{
+ char newi[MAX_INFO_STRING], *v;
+ int c;
+ int maxsize = MAX_INFO_STRING;
+
+ if (strstr (key, "\\") || strstr (value, "\\") )
+ {
+ Com_Printf ("Can't use keys or values with a \\\n");
+ return;
+ }
+
+ if (strstr (key, ";") )
+ {
+ Com_Printf ("Can't use keys or values with a semicolon\n");
+ return;
+ }
+
+ if (strstr (key, "\"") || strstr (value, "\"") )
+ {
+ Com_Printf ("Can't use keys or values with a \"\n");
+ return;
+ }
+
+ if (strlen(key) > MAX_INFO_KEY-1 || strlen(value) > MAX_INFO_KEY-1)
+ {
+ Com_Printf ("Keys and values must be < 64 characters.\n");
+ return;
+ }
+ Info_RemoveKey (s, key);
+ if (!value || !strlen(value))
+ return;
+
+ Com_sprintf (newi, sizeof(newi), "\\%s\\%s", key, value);
+
+ if (strlen(newi) + strlen(s) > maxsize)
+ {
+ Com_Printf ("Info string length exceeded\n");
+ return;
+ }
+
+ // only copy ascii values
+ s += strlen(s);
+ v = newi;
+ while (*v)
+ {
+ c = *v++;
+ c &= 127; // strip high bits
+ if (c >= 32 && c < 127)
+ *s++ = c;
+ }
+ *s = 0;
+}
+
+//====================================================================
+
+
--- /dev/null
+++ b/doc/crbot/README.doc
@@ -1,0 +1,41 @@
+Name of Mod : CRBot, for Quake II
+ Source code
+File Name : crbot_ctf.zip
+Version : 1.0
+Date : March 26, 2000
+Author : Mike Malakhov
+E-mail : [email protected]
+Web Site : http://crbot.nikto.net
+Coding time : about 250 hours total, excluding testing
+
+CREDITS:
+--------
+Quake2, source code for .dll -- ID Software, http://www.idsoftware.com/
+VWep, Viewable Weapons Patch -- Hentai, http://www.telefragged.com/tsunami/
+
+
+FORMAT
+------
+It was compiled using Visual C++ v5.0.
+
+
+COMMENTS
+--------
+ This is the final source code for latest version of CRbot! Including CTF
+and full teamplay support. Enjoy.
+ This package includes not only the source code for CRbot, but all related
+files from original ID Software source code distribution as well. I changed
+some of them and don't exactly remember which ones, sorry you'll have to figure\
+it out yourself too. :)
+ This source code provided AS IS, with no warranty of any kind, blah blah
+blah. Feel free to do whatever you want with it, there is only one condition:
+I don't provide any kind of support, I don't answer questions and I don't
+tutor on how to create mods for Quake2. Otherwise I would be glad to
+hear about any further modifications you'll do to it. And of course it is
+covered by original ID Software license, which you can find in the file named
+LICENSE.TXT.
+ And one last thing: if you'll decide to use CRbot's source code in your own
+mod, don't forget to give me some credit, ok? Or, you know, your karma might
+suffer. :) Or at least send me your site's URL, so I can link to it from
+CRbot's main page.
+
--- /dev/null
+++ b/doc/crbot/autoexec.cfg
@@ -1,0 +1,37 @@
+// ----------- autoexec.cfg config by Grieve -----------
+
+set bot_menu 1
+set bot_chat 1
+set bot_taunt 1
+set map_cycle 1
+set no_hook 0
+set ctf 0
+
+set view_weapons 1
+bind "n" "notarget"
+
+alias bdroid "exec bots/bdroid.cfg"
+alias carmack "exec bots/carmack.cfg"
+alias ddz "exec bots/ddz.cfg"
+alias duke "exec bots/duke.cfg"
+alias ichabod "exec bots/ichabod.cfg"
+alias marine "exec bots/marine.cfg"
+alias mynx "exec bots/mynx.cfg"
+alias reaper "exec bots/reaper.cfg"
+alias sas "exec bots/sas.cfg"
+alias spawn "exec bots/spawn.cfg"
+alias startrooper "exec bots/startrooper.cfg"
+alias stormy "exec bots/stormy.cfg"
+alias yohko "exec bots/yohko.cfg"
+alias alita "exec bots/alita.cfg"
+alias spiff "exec bots/spiff.cfg"
+alias rylah "exec bots/rylah.cfg"
+alias pretty "exec bots/pretty.cfg"
+
+
+alias botlist "exec bots/botlist.cfg"
+echo ""
+echo "Type Botlist for a list of available Bots"
+echo ""
+wait
+
--- /dev/null
+++ b/doc/crbot/bots.cfg
@@ -1,0 +1,24 @@
+// name
+// | skill (0,1..10)
+// | | model
+// | | | skin
+// | | | | team no.
+// | | | | |
+sv addbot "voodoo" 6 female "female/voodoo" 0
+wait
+sv addbot "ultimate killer" 10 male "male/sniper" 0
+wait
+sv addbot "grunt#1" 7 male "male/grunt" 1
+wait
+sv addbot "grunt#2" 6 male "male/grunt" 1
+wait
+sv addbot "grunt#3" 5 male "male/grunt" 1
+wait
+sv addbot "razor" 0 male "male/razor" 0
+wait
+sv addbot "venus" 0 female "female/venus" 0
+wait
+sv addbot "cyborg" 0 cyborg "cyborg/ps9000" 0
+wait
+sv addbot "spawn" 0 Spawn "Spawn/Spawn" 9
+wait
--- /dev/null
+++ b/doc/crbot/bots/alita.cfg
@@ -1,0 +1,2 @@
+sv addbot "alita" 9 alita "alita/shelivith2" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/bdroid.cfg
@@ -1,0 +1,2 @@
+sv addbot "Bdroid" 8 droid "droid/blasted" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/botlist.cfg
@@ -1,0 +1,24 @@
+// ----------- Botlist.cfg by Grieve -----------
+
+echo ""
+echo "Available Bots :"
+echo "----------------"
+echo ""
+echo "bdroid alita"
+echo "carmack pretty"
+echo "ddz rylah"
+echo "duke"
+echo "ichabod"
+echo "marine"
+echo "mynx"
+echo "reaper"
+echo "sas"
+echo "spawn"
+echo "startrooper"
+echo "stormy"
+echo "yohko"
+echo "spiff"
+echo ""
+echo ""
+echo "Just type in the Name of the Bot you want."
+
--- /dev/null
+++ b/doc/crbot/bots/bots.txt
@@ -1,0 +1,44 @@
+"sv" "addbot" "Spawn" "spawn/spawn" "bots/spawn_c.c" "spawn"
+"sv" "addbot" "Dr.Freak" "drfreak/bmovie" "bots/hunk_c.c" "hunk"
+"sv" "addbot" "Knight" "pknight/knight" "bots/hunk_c.c" "hunk"
+"sv" "addbot" "Bill Gates" "alien/alien" "bots/bill_c.c" "bill"
+"sv" "addbot" "Marine" "marine/urban" "bots/java_c.c" "java"
+"sv" "addbot" "Startrooper" "terran/black" "bots/trooper_c.c" "trooper"
+"sv" "addbot" "Stormy" "crafty/ruby" "bots/omicro_c.c" "omicron"
+"sv" "addbot" "crafty" "crafty/crafty" "bots/omicro_c.c" "omicron"
+"sv" "addbot" "Yohko" "yohko/Anubis" "bots/laura_c.c" "laura"
+"sv" "addbot" "Purgy" "purgatory/purgi1" "bots/laura_c.c" "laura"
+"sv" "addbot" "@" "@/azure" "bots/java_c.c" "java"
+"sv" "addbot" "Grey" "grey/Agrey" "bots/luuzr_c.c" "luuzr"
+"sv" "addbot" "Faerie" "faerie/dpfyuri" "bots/maxine_c.c" "maxine"
+"sv" "addbot" "Lara" "sydney/amber" "bots/bitch_c.c" "bitch"
+"sv" "addbot" "Bitch" "WitchBlade/sara" "bots/bitch_c.c" "bitch"
+"sv" "addbot" "Hastewhore" "Hast3975/melissa" "bots/bitch_c.c" "bitch"
+"sv" "addbot" "Buffy" "Hast3975/buffy" "bots/bitch_c.c" "bitch"
+"sv" "addbot" "Battledroid" "bdroid/security" "bots/no9_c.c" "no9"
+"sv" "addbot" "Betadroid" "droid/blasted" "bots/no9_c.c" "no9"
+"sv" "addbot" "Stroggie" "gunner/gunner" "bots/no9_c.c" "no9"
+"sv" "addbot" "Guard" "guard/LGUARD" "bots/no9_c.c" "no9"
+"sv" "addbot" "Johnny5" "Johnny5/Johnny5" "bots/no9_c.c" "no9"
+"sv" "addbot" "Epsilon" "male/kickmale" "bots/player_c.c" "player"
+"sv" "addbot" "Reaper" "Droideka/droideka" "bots/reaper_c.c" "reaper"
+"sv" "addbot" "DDZ" "ddz/ddz" "bots/reaper_c.c" "reaper"
+"sv" "addbot" "Ripley" "female/ripley" "bots/messia_c.c" "messiah"
+"sv" "addbot" "Twilight" "twilight/whiterabbit" "bots/messia_c.c" "messiah"
+"sv" "addbot" "Mynx" "female/mynx" "bots/babe_c.c" "babe"
+"sv" "addbot" "Kitana" "female/khameleon" "bots/babe_c.c" "babe"
+"sv" "addbot" "Pretty" "Pretty/darkgirl" "bots/babe_c.c" "babe"
+"sv" "addbot" "Blade" "Blade/blade" "bots/sparta_c.c" "spartacus"
+"sv" "addbot" "Duke" "Duke/dukenukem" "bots/duke_c.c" "duke"
+"sv" "addbot" "SAS" "sas/urban" "bots/sas_c.c" "sas"
+"sv" "addbot" "Femwolf" "fwwolf/katerina" "bots/trash_c.c" "trash"
+"sv" "addbot" "Cyb" "cyborg/oni911" "bots/byte_c.c" "byte"
+"sv" "addbot" "Tinkywinky" "laalaa/tinkywinky" "bots/zero_c.c" "zero"
+"sv" "addbot" "Waste" "waste/happyboy" "bots/hunk_c.c" "hunk"
+"sv" "addbot" "Alita" "alita/shelivith2" "bots/babe_c.c" "babe"
+"sv" "addbot" "Rylah" "ryla/ashen" "bots/babe_c.c" "babe"
+"sv" "addbot" "Ai" "ai/ai" "bots/messia_c.c" "messiah"
+"sv" "addbot" "Eva-01" "Eva-01/ctf_b" "bots/reaper_c.c" "reaper"
+"sv" "addbot" "Spiff" "spiff/spiff" "bots/zero_c.c" "zero"
+"sv" "addbot" "Chuckie" "chuckie_f/Chuckie" "bots/zero_c.c" "zero"
+
--- /dev/null
+++ b/doc/crbot/bots/carmack.cfg
@@ -1,0 +1,2 @@
+sv addbot "Carmack" 9 carmack "carmack/john" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/ddz.cfg
@@ -1,0 +1,2 @@
+sv addbot "ddz" 10 ddz "ddz/ddz" 0
+wait
--- /dev/null
+++ b/doc/crbot/bots/duke.cfg
@@ -1,0 +1,2 @@
+sv addbot "duke" 10 Duke "Duke/dukenukem" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/ichabod.cfg
@@ -1,0 +1,2 @@
+sv addbot "ichabod" 9 ichabod "ichabod/ichabod" 0
+wait
--- /dev/null
+++ b/doc/crbot/bots/marine.cfg
@@ -1,0 +1,2 @@
+"sv" "addbot" "Marine" 9 marine "marine/urban" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/mynx.cfg
@@ -1,0 +1,2 @@
+sv addbot "mynx" 9 female "female/mynx" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/pretty.cfg
@@ -1,0 +1,2 @@
+sv addbot "Pretty" 8 Pretty "Pretty/darkgirl" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/reaper.cfg
@@ -1,0 +1,2 @@
+sv addbot "reaper" 10 Droideka "Droideka/droideka" 0
+wait
--- /dev/null
+++ b/doc/crbot/bots/rylah.cfg
@@ -1,0 +1,2 @@
+sv addbot "ryla" 0 ryla "ryla/ashen" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/sas.cfg
@@ -1,0 +1,2 @@
+sv addbot "sas" 9 sas "sas/sas-urban" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/spawn.cfg
@@ -1,0 +1,2 @@
+sv addbot "spawn" 10 Spawn "Spawn/Spawn" 0
+wait
--- /dev/null
+++ b/doc/crbot/bots/spiff.cfg
@@ -1,0 +1,2 @@
+sv addbot "Spiff" 3 spiff "spiff/spiff" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/startrooper.cfg
@@ -1,0 +1,2 @@
+"sv" "addbot" "Startrooper" 10 terran "terran/rusted" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/stormy.cfg
@@ -1,0 +1,2 @@
+sv addbot "stormy" 10 crafty "crafty/ruby" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/bots/yohko.cfg
@@ -1,0 +1,2 @@
+sv addbot "Yohko" 0 yohko "yohko/Anubis" 0
+wait
\ No newline at end of file
--- /dev/null
+++ b/doc/crbot/crbot.txt
@@ -1,0 +1,308 @@
+Updated by Grieve (Marc Kerschbaumer) and DUB (Peter Chiochetti) 2003/2004
+
+ - Several code cleanups (pure C code now)
+
+ - vweapon bug fixed, if vweapons are missing the default weapon
+ is drawn instead of the "diamond"
+
+ - bot now affected by trigger_push, will use jumppads sometimes.
+
+ - Ingame menu in Linux fixed.
+
+ - Linux makefile added; and updated project files for Visual Studio 6 and LCC win32.
+
+
+=======================================================================================
+
+
+Name of Mod : The CRBot, for Quake II
+File Name : crbot114.zip
+Version : 1.14
+Date : April 23, 1998
+Author : Mike Malakhov
+E-mail : [email protected]
+ [email protected]
+Web Site : http://planetquake.com/crbot
+ http://www.pobox.com/~ww/bot.html
+Build time : >210 hours
+Source code : 180 Kb
+
+CREDITS:
+--------
+Quake2, source code for .dll -- ID Software, http://www.idsoftware.com/
+ThreeWave CTF, source code -- Zoid, ftp://ftp.idsoftware.com/idstuff/quake2/ctf/
+VWep, Viewable Weapons Patch -- Hentai, http://www.telefragged.com/tsunami/
+
+
+AUTHOR INFO
+-----------
+My name's Mike Malakhov, you can get more info about me
+on my homepage at http://www.pobox.com/~ww/
+
+
+TYPE OF MOD
+-----------
+DLL : YES
+CTF support: YES
+Ingame menu: YES
+Sound : NO
+Maps : NO
+Graphics : NO
+
+
+FORMAT
+------
+It was compiled using Visual C++ v5.0.
+You MUST install patch v3.13 (or later) for Quake2 to play this
+version of CRbot!
+
+
+INSTALLATION
+------------
+Unzip this file with subdirectories in your Quake2 dir. For example, if your
+Quake2 directory is d:\quake2\ after unzipping you will get d:\quake2\crbot\
+subdirectory. Then copy your standard shortcut for running Quake2 into a new
+one and then add
+ +set game "crbot" +set deathmatch 1
+to the command line.
+
+If you want to play CTF, add "+set ctf 1", otherwise use "+set ctf 0".
+And don't forget to copy PAK0.PAK from CTF into CRbot subdirectory.
+
+
+COMMANDS
+--------
+
+sv addbots <skill> <amount> -- to spawn several bots; <skill> could be a number
+ from 1(easy) to 10(most advanced), or could be a
+ range like this: <min_skill>..<max_skill>
+ that'll allow you to create random set of bots with
+ different skills; example: addbots 3..6 5
+ it'll create 5 bots with random skills from 3 to 6;
+ skill 0 has special meaning -- bot with this skill
+ level will be adjusting his abilities dynamically
+ to match player's skills;
+
+sv addbot "<name>" <skill> "<model name>" "<skin name>" <team_no>
+ -- add a bot, where <skill> is a number from 1(low) to
+ 10(most advanced); 0 is special "adjusting" skill level;
+ you can repeat this command to add more bots; you can also
+ use this command in .CFG files (see BOTS.CFG for example
+ how to do this) to create predefined set of bots by typing
+ "exec bots.cfg" in console window;
+
+sv killbot <name> -- remove bot with name <name> from the game permanently;
+
+bot_team # -- (# is a number from 0 to 9) you can assign next created bot to
+ specified team; bots from the same team don't attack each other
+ unless they'll accidentally hurt each other;
+ team 0 has special meaning, all bots in that team fight for
+ themselves (default team).
+
+cmd join_team # -- put yourself into the team number # together with bots;
+
+bot_skin <name> -- default is "male/viper"; as bot_team command this one
+ presets the skin for all bots created afterwards;
+
+bot_model <name> -- default is "male";
+
+no_tech 1/0 -- disable/enable CTF style techs in normal deathmatch game;
+
+no_hook 1/0 -- disable/enable grappling hook in normal deathmatch game;
+
+cmd save_nodemap -- save path nodes structure into external file;
+
+
+Note: All commands with "sv" prefix will be effective only if
+ typed on server;
+ All 'bot_' vars will be saved in config.cfg.
+
+
+For example, if you want to start the game with 8 bots, two female ones in one
+team with skill 3, three males in another team with skills between 3 and 7,
+three individual bots with skills 6, 8 and 10 and names, and assign distinctive
+skins to every team and to individual bots, you have to type in console window:
+
+ bot_model "female"
+ bot_skin "female/voodoo"
+ bot_team 1
+ addbots 3 2
+
+ bot_model "male"
+ bot_skin "male/viper"
+ bot_team 2
+ addbots 3..7 3
+
+ cmd addbot scout 6 "male" "male/flak" 0
+ cmd addbot bitch 8 "female" "female/venus" 0
+ cmd addbot "ultimate bot" 10 "male" "male/sniper" 0
+
+
+CTF SUPPORT
+-----------
+
+If you want to play CTF, you will need to copy PAK0.PAK from CTF into CRbot
+subdirectory, and then add "+set ctf 1" to your command line.
+Or you can change "ctf" cvar from console. Don't forget
+to restart the map after that.
+
+Team #1 is the RED team, and team #2 is the BLUE team. So if you want to add
+bots to Red team, use "bot_team 1", or if you want them to be in Blue team,
+use "bot_team 2". If no team number assigned or it's not equal to 1 or 2, bots will
+be evenly placed in both team.
+
+
+TEAM CONTROL
+------------
+If you are in the team (by using "cmd join_team" command) then you
+can use following commands to control your team:
+
+cmd team_help -- summon all members of your team to your current location,
+ will not affect bots which are engaged in melee already;
+
+cmd team_group -- this will force all bots in your team to get in tight
+ formation and follow you as a leader;
+
+cmd team_free [bot name] -- dismiss named bot or whole current formation if
+ no name specified;
+cmd team_guard [bot name] -- order named bot to guard the area; if no name
+ specified this assignment will be given to
+ all visible bots in front of you;
+cmd team_patrol [bot name] -- same as team_guard but slightly more freedom
+ for bots;
+
+MENU
+----
+
+ You can use menu system to edit different settings and to create
+bots. To access it use your "inventory" key -- which is <TAB> by default.
+To navigate menu use "[" and "]" keys ("next in inventory" and "previous in
+inventory" keys) and to select menu item use <ENTER> (or your "use inventory"
+key).
+
+
+MISC. COMMANDS
+--------------
+
+cmd bot_stats -- show information about all bots in the game;
+
+cmd team_stats -- show team scores;
+
+notarget -- this command will toggle "observer mode";
+
+view_weapons 0/1 -- toggle viewable weapons support (VWep patch); in order to be
+ able to use it, goto http://www.telefragged.com/tsunami/
+ download VWep patch, install it and then copy PAK2.PAK
+ into CRbot directory;
+
+bot_chat 0/1 -- set this var to 0 if you don't want to hear anything from bots,
+ default is 1;
+
+obituary_msgs 0/1 -- deafult is 1; if it's set to 0 you will not see any
+ "bot killed by bot", "human killed by bot", etc., messages;
+
+bot_menu 0/1 -- set var to 0 if you don't want bot menu; useful for dedicated
+ servers to prevent users from adding new bots;
+
+bot_taunt 0/1 -- set this var to 0 if you don't want taunt/flip animation,
+ default is 1;
+
+
+EXTERNAL CONFIG FILES
+---------------------
+
+ There are four text files you can edit which contain lines bot will say
+in different situations:
+
+DEATH.TXT -- when bot dies
+KILL.TXT -- when bot kills somebody
+PAIN.TXT -- when bot gets hurt by somebody
+FIGHT.TXT -- random saying during melee
+
+
+
+FREQUENTLY ASKED QUESTIONS:
+-------------------------
+
+Q: I can't run Quake2, it says "Error during initialization" or
+ "ERROR: game is version 3, not #". What's wrong?
+A: You need to install patch v3.13 or later for your Quake2.
+
+Q: I've installed everything as you said, but can't create any bots, game
+ doesn't understand "addbot" or "addbots" commands. Why?
+A: Make sure you DO NOT have gamex86.dll in base Quake2 directory. It should
+ be located only in QUAKE2/BASEQ2 and/or QUAKE2/CRBOT subdirs.
+
+Q: What about Linux and Alpha port?
+A: Yes, eventually I'm going to do it. But not right now.
+
+Q1: I've done everything as you said, but can't create the bot. Why?
+Q2: You bot is great, but how do I play it?
+Q3: Where do I find Quake2 shortcut and how to add "+set game crbot"
+ to the command line?
+A: (by Jay Fortman <[email protected]>)
+ Double click on the .zip to open up your .zip program (presumably
+WinZip). When the file names show up goto edit and "Select All" (or
+press Ctrl+A). Press extract. It will then ask for a location to
+extract the files to. Enter: C:\Quake2 (where C: is the drive Q2 is
+installed on and assuming you didn't rename the directory from default
+Quake2). The files will then be extracted to a new directory under
+Quake2 labeled CRBot automatically. Future updates can be performed in
+the same manner--they will just overwrite the old files (and, as a
+suggestion, keep your old version in its original .zip just in case the
+new one doesn't work for you). Now you'll need to RIGHT click (the
+mouse button) on the Taskbar at the bottom of the Desktop (that's that
+area between the Start button and clock that doesn't have
+taskbuttons--if you don't know that you don't belong on a computer).
+Select Properties. A new window will pop up titled Taskbar
+Properties--select the Start Menu Programs tab just under the titlebar.
+Some new options come up--select the button labeled Advanced. Assuming
+you didn't move the Q2 start menu shortcut open the plus next to
+Programs, you should now see Quake II. Click on the Quake II folder and
+all of its contents will be displayed in the right window. From the
+window with the Q2 contents, RIGHT click on Quake II -or- Quake II -
+Compatability Mode (whichever you prefer to use--I recommend the
+compatability mode myself). Select the option COPY. Now RIGHT click in
+the empty space of the same window and choose PASTE. You should now
+have a COPY OF QUAKE II - COMPATABILITY MODE. RIGHT click that and
+rename it whatever you like ("Quake II - CRBot" is my choice ; ). Now
+RIGHT click it again and choose PROPERTIES. Click on the SHORTCUT tab
+under the title bar. In the window that pops up there should be an
+entry labeled TARGET. Click in the text area and make sure you move the
+cursur all the way to your right (the end of the entry). Add one space
+after the last entry and add the following: +set game "crbot" +set
+deathmatch 1 . So the TARGET should read something like this (where C:
+is the drive your Q2 is in and E: is your CD-rom drive):
+C:\Quake2\quake2.exe +set cddir E:\install\data +set basedir c:\QUAKE2
++set vid_ref soft +set vid_fullscreen 0 +set sw_mode 0 +set s_wavonly 1
++set game "crbot" +set deathmatch 1 . If everything is set up just like
+that your copy of Quake II - CRBot should now be ready to run like the
+blood splattered on the wall after you were supremely gibbed. Close all
+windows and then go through the start menu and select your CRBot
+shortcut. BINGO! To add bots to your working Q2 game simply follow the
+instructions posted in the README.TXT file extracted from the .zip file
+directly into your CRBot directory (may I suggest making a start menu
+shortcut for that too--it's simple, you can do it). If you feel you
+need to peruse the contents of the readme and are in the middle of your
+Q2 game simply hold down ALT and then press TAB. This will return you
+to windows without losing your game (most of the time--everything has
+bugs sometimes). And that about sums it up fragies and fragmen. I hope
+this was informative enough to help you out ;) .
+
+
+COPYRIGHT/PERMISSIONS
+----------------------
+This bot was solely created for my own use, therefore it is distributed AS IS
+and I can not guarantee you anything, including your satisfaction.
+I also will not take any responsibility for system crashes and/or any damage
+or loss of data caused by bot's mod. I can however guarantee that I have not
+intentionally added any malicious content to this application.
+This mod is in no way associated with id Software.
+You may freely distribute this archive, as long as it remains intact.
+Commercial distribution or distribution on CDs is prohibited by ID Software's
+End User License for Quake2 source code used in this mod.
+
+Enjoy,
+Mike Malakhov, [email protected]
+ [email protected]
+
--- /dev/null
+++ b/doc/crbot/death.txt
@@ -1,0 +1,23 @@
+Damn! I was just getting started...
+Argh! You got me, pardner...
+I'll be back.
+Join the army, they said...
+Game over, man!
+Are you happy now?
+Can't win 'em all...
+If you ain't dyin', you ain't tryin'.
+I'm gonna git ya, sucka!
+It is a good day to die.
+Sonuvagun!
+I should have just stayed in bed.
+Doh!
+Who wants to live forever anyway?
+Tell 'em I died with my boots on...
+Sold my soul to rock 'n' roll!
+Am I dead yet?
+Back to the drawing board...
+You know... you only killed me because in real life I'm actually blind
+Excuse me... that's my bloody carcass smeared all over the place!
+Today is a good day to die...
+Doh!
+Aaaahhhh....
--- /dev/null
+++ b/doc/crbot/fight.txt
@@ -1,0 +1,62 @@
+Stand still and make this easier for both of us!
+Die, scum!
+Hey, you want me to stand still and aim your weapon too?
+Incoming!
+Who wants some?
+Are we having fun yet?
+You. You want some of this?
+Gimme some sugar, baby!
+Hello!
+Hey man, you're pretty good - for target practice!
+Let's jam!
+You don't get out much, do you?
+Hi there!
+Say hello to my little friend!
+Ay caramba!
+Ooh, *THIS* gun is even better!
+Let's rock!
+Shove *THIS* in your pipe and smoke it!
+Doh!
+Is that fear I smell? Or is something brown running down your pants?
+Surprise!
+You're not so tough...
+Okay, enough pillow talk!
+Smokin!
+Let's go!
+Take this!
+Hey you! Wanna fight?
+C'mon!
+Kick ass!
+Rock 'n' roll!
+I'm here to kick ass and chew gum, and I'm fresh outta gum...
+Tag! You're it!
+Just die, will ya?
+I'm over here...
+Rock my world!
+Merry Christmas!
+Bullets for badasses! Have a free sample!
+Looking for me?
+I'm gonna mop the floor with you!
+I'm gonna hurt you so bad yer mama is gonna feel it
+Stand still and make this easier for both of us!
+Hey, you want me to stand still and aim your weapon too
+Since you're always running from me, I'll never recognize you face to face
+Who wants some?
+You. You want some of this?
+Gimme some sugar baby
+Hey man, you're pretty good - for target practice!
+Interface this!
+Don't make me have to break out the Turbolax!
+Why hunt when I'll do the hunting for ya?
+You'll have another place to shit once I'm through with you!
+Frag this, wonderboy!
+Ey, you don't get out much, do you?
+Hope you packed enough marshmellows for all of us!
+Say hello to my little friend!
+Ooh, that had to hurt
+*Where* did you stick that railgun?
+Ooh, *This* gun is even better!
+Shove THIS in your pipe and smoke it!
+Is that fear I can smell?
+Touchdown, in your face!
+It gives me digital pleasure to spread your guts all across this level!
--- /dev/null
+++ b/doc/crbot/kill.txt
@@ -1,0 +1,58 @@
+I'm not sure if you know this... but you suck!
+Later, sucker!
+SeeeYA!
+Next time, duck
+Thanks for making my day...
+Punk
+Game over!
+You're dog meat pal!
+I said it already and I say it again: you suck!
+Hasta la vista baby!
+It was a good day to die...
+Hey man, you're pretty good - for target practice!
+Eat my shorts!
+If I had feelings, I would pity you
+You should try avoiding my shots now and then
+Sorry, zero is the lowest skill setting I have!
+Who's your daddy?
+Die, scum!
+Bow down!
+Oops, sorry!
+Rise and fight as a Zombie!
+Wimp... cannot even beat a bot!
+Smells like burned wimp here!
+If you keep on playing like this, we, the bots, will soon rule this server!
+It feels so good to see mortal blood on my bot-feet!
+You suck.
+Rock 'n' roll!
+You know what?... you suck!
+Sayonara, sucker!
+There can be only one.
+Be seeing ya!
+Next time, duck...
+Thanks for making my day...
+Hasta la vista, baby!
+It was a good day to die... fer you!
+Hey man, you're pretty good - for target practice!
+Yes!
+Bet that hurt...
+You know, some practice might have helped. ...Naaah.
+I'm sorry, did I break your concentration?
+Smokin!
+I'm just a lean, mean, killing machine!
+Later dude!
+Catch ya later...
+Mess with the best, die like the rest!
+You suck didly-uck!
+You're history!
+Pathetic
+Miserable wimp!
+You had guts, kid. Too bad they're scattered to kingdom come...
+Cool!
+You snooze, you lose!
+You know what your problem is? You suck.
+That'll teach you, punk!
+Told ya I'd git ya, sucka...
+Groovy!
+Yee-hah!
+Stupid is as stupid does...
--- /dev/null
+++ b/doc/crbot/maplist.txt
@@ -1,0 +1,15 @@
+# list of maps to cycle through
+# use "map_cycle 1" to turn it on
+# or "map_cycle 2" to use them in random order
+q2dm1
+gotcha
+unrdm1
+bldstorm
+ledges
+millennium
+q2dm1
+q2dm3
+q2dm4
+q2dm5
+q2dm7
+q2dm8
--- /dev/null
+++ b/doc/crbot/pain.txt
@@ -1,0 +1,42 @@
+Not only was that a lucky shot, but your mother wears army boots!
+Nice shot! You got me while I was having a seizure at the keyboard!
+Your momma shoots better than you
+Nice shot for a rookie
+Is THAT the best you can do?
+You fight like a girlscout!
+Good one, eagle-eye!
+Good, you can see me. Now I can just kill you.
+Lucky shot!
+Is THAT the best you can do?
+OK, *NOW* take your best shot.
+Ow!
+You want to try that again?
+Yow!
+Betcha can't do that again...
+Ay caramba!
+It's only a flesh wound!
+Did you mean to do that, or was that just dumb luck?
+You can't hurt me...
+Oh yeah, sure, shoot me when I'm not ready...
+Doh!
+OK, my turn...
+You just made the biggest mistake of your life.
+Now *THAT* pisses me off!
+That didn't hurt.
+Medic! I'm hit!
+Argh!
+Mommy! They're picking on me again!
+Damn!
+Hurts so good!
+Sonuvagun!
+Aw, crap!
+Next time, finish me off with the first shot...
+This means war!
+Feeling hostile, are we?
+Ouch!
+Oooh, you make me very angry!
+Keep on rockin' me, baby!
+Damn you!
+Go ahead... make my day.
+Whoa!
+You talkin' to me?
--- /dev/null
+++ b/mkfile.crbot
@@ -1,0 +1,88 @@
+</$objtype/mkfile
+
+GAME=crbot
+TARG=q2$GAME
+LIB=$GAME/$GAME.$O.a
+
+OFILES=\
+ cl_cin.$O\
+ cl_ents.$O\
+ cl_fx.$O\
+ cl_newfx.$O\
+ cl_input.$O\
+ cl_inv.$O\
+ cl_main.$O\
+ cl_parse.$O\
+ cl_pred.$O\
+ cl_tent.$O\
+ cl_scrn.$O\
+ cl_view.$O\
+ console.$O\
+ fs.$O\
+ keys.$O\
+ menu.$O\
+ snd_dma.$O\
+ snd_mem.$O\
+ snd_mix.$O\
+ qmenu.$O\
+ sv_ccmds.$O\
+ sv_ents.$O\
+ sv_game.$O\
+ sv_init.$O\
+ sv_main.$O\
+ sv_send.$O\
+ sv_user.$O\
+ sv_world.$O\
+ cmd.$O\
+ cmodel.$O\
+ common.$O\
+ crc.$O\
+ cvar.$O\
+ files.$O\
+ md4.$O\
+ net_chan.$O\
+ pmove.$O\
+ cd.$O\
+ in.$O\
+ snd.$O\
+ sys.$O\
+ udp.$O\
+ vid.$O\
+ vmenu.$O\
+ r_aclip.$O\
+ r_alias.$O\
+ r_bsp.$O\
+ r_draw.$O\
+ r_edge.$O\
+ r_image.$O\
+ r_light.$O\
+ r_main.$O\
+ r_misc.$O\
+ r_model.$O\
+ r_part.$O\
+ r_poly.$O\
+ r_polyse.$O\
+ r_rast.$O\
+ r_scan.$O\
+ r_sprite.$O\
+ r_surf.$O\
+
+HFILES=\
+ adivtab.h\
+ anorms.h\
+ dat.h\
+ fns.h\
+ rand1k.h\
+
+BIN=$home/bin/$objtype
+</sys/src/cmd/mkone
+
+CFLAGS=-FTVw -I$GAME
+
+$LIB:V:
+ cd $GAME
+ mk
+
+clean nuke:V:
+ @{ cd $GAME; mk $target }
+ rm -f *.[$OS] [$OS].out $TARG
--- a/mkfile.ctf
+++ b/mkfile.ctf
@@ -1,7 +1,7 @@
</$objtype/mkfile
-TARG=q2ctf
GAME=ctf
+TARG=q2$GAME
LIB=$GAME/$GAME.$O.a
OFILES=\
--- /dev/null
+++ b/mkfile.rogue
@@ -1,0 +1,88 @@
+</$objtype/mkfile
+
+GAME=rogue
+TARG=q2$GAME
+LIB=$GAME/$GAME.$O.a
+
+OFILES=\
+ cl_cin.$O\
+ cl_ents.$O\
+ cl_fx.$O\
+ cl_newfx.$O\
+ cl_input.$O\
+ cl_inv.$O\
+ cl_main.$O\
+ cl_parse.$O\
+ cl_pred.$O\
+ cl_tent.$O\
+ cl_scrn.$O\
+ cl_view.$O\
+ console.$O\
+ fs.$O\
+ keys.$O\
+ menu.$O\
+ snd_dma.$O\
+ snd_mem.$O\
+ snd_mix.$O\
+ qmenu.$O\
+ sv_ccmds.$O\
+ sv_ents.$O\
+ sv_game.$O\
+ sv_init.$O\
+ sv_main.$O\
+ sv_send.$O\
+ sv_user.$O\
+ sv_world.$O\
+ cmd.$O\
+ cmodel.$O\
+ common.$O\
+ crc.$O\
+ cvar.$O\
+ files.$O\
+ md4.$O\
+ net_chan.$O\
+ pmove.$O\
+ cd.$O\
+ in.$O\
+ snd.$O\
+ sys.$O\
+ udp.$O\
+ vid.$O\
+ vmenu.$O\
+ r_aclip.$O\
+ r_alias.$O\
+ r_bsp.$O\
+ r_draw.$O\
+ r_edge.$O\
+ r_image.$O\
+ r_light.$O\
+ r_main.$O\
+ r_misc.$O\
+ r_model.$O\
+ r_part.$O\
+ r_poly.$O\
+ r_polyse.$O\
+ r_rast.$O\
+ r_scan.$O\
+ r_sprite.$O\
+ r_surf.$O\
+
+HFILES=\
+ adivtab.h\
+ anorms.h\
+ dat.h\
+ fns.h\
+ rand1k.h\
+
+BIN=$home/bin/$objtype
+</sys/src/cmd/mkone
+
+CFLAGS=-FTVw -I$GAME
+
+$LIB:V:
+ cd $GAME
+ mk
+
+clean nuke:V:
+ @{ cd $GAME; mk $target }
+ rm -f *.[$OS] [$OS].out $TARG
--- /dev/null
+++ b/mkfile.xatrix
@@ -1,0 +1,88 @@
+</$objtype/mkfile
+
+GAME=xatrix
+TARG=q2$GAME
+LIB=$GAME/$GAME.$O.a
+
+OFILES=\
+ cl_cin.$O\
+ cl_ents.$O\
+ cl_fx.$O\
+ cl_newfx.$O\
+ cl_input.$O\
+ cl_inv.$O\
+ cl_main.$O\
+ cl_parse.$O\
+ cl_pred.$O\
+ cl_tent.$O\
+ cl_scrn.$O\
+ cl_view.$O\
+ console.$O\
+ fs.$O\
+ keys.$O\
+ menu.$O\
+ snd_dma.$O\
+ snd_mem.$O\
+ snd_mix.$O\
+ qmenu.$O\
+ sv_ccmds.$O\
+ sv_ents.$O\
+ sv_game.$O\
+ sv_init.$O\
+ sv_main.$O\
+ sv_send.$O\
+ sv_user.$O\
+ sv_world.$O\
+ cmd.$O\
+ cmodel.$O\
+ common.$O\
+ crc.$O\
+ cvar.$O\
+ files.$O\
+ md4.$O\
+ net_chan.$O\
+ pmove.$O\
+ cd.$O\
+ in.$O\
+ snd.$O\
+ sys.$O\
+ udp.$O\
+ vid.$O\
+ vmenu.$O\
+ r_aclip.$O\
+ r_alias.$O\
+ r_bsp.$O\
+ r_draw.$O\
+ r_edge.$O\
+ r_image.$O\
+ r_light.$O\
+ r_main.$O\
+ r_misc.$O\
+ r_model.$O\
+ r_part.$O\
+ r_poly.$O\
+ r_polyse.$O\
+ r_rast.$O\
+ r_scan.$O\
+ r_sprite.$O\
+ r_surf.$O\
+
+HFILES=\
+ adivtab.h\
+ anorms.h\
+ dat.h\
+ fns.h\
+ rand1k.h\
+
+BIN=$home/bin/$objtype
+</sys/src/cmd/mkone
+
+CFLAGS=-FTVw -I$GAME
+
+$LIB:V:
+ cd $GAME
+ mk
+
+clean nuke:V:
+ @{ cd $GAME; mk $target }
+ rm -f *.[$OS] [$OS].out $TARG
--- /dev/null
+++ b/rogue/dm_ball.c
@@ -1,0 +1,678 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+// defines
+
+#define DBALL_GOAL_TEAM1 0x0001
+#define DBALL_GOAL_TEAM2 0x0002
+
+// globals
+
+edict_t *dball_ball_entity = NULL;
+int dball_ball_startpt_count;
+int dball_team1_goalscore;
+int dball_team2_goalscore;
+
+cvar_t *dball_team1_skin;
+cvar_t *dball_team2_skin;
+cvar_t *goallimit;
+
+// prototypes
+
+extern void EndDMLevel (void);
+extern void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+extern void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
+extern float PlayersRangeFromSpot (edict_t *spot);
+
+void DBall_BallDie (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void DBall_BallRespawn (edict_t *self);
+
+// **************************
+// Game rules
+// **************************
+
+int DBall_CheckDMRules (void)
+{
+ if(goallimit && goallimit->value)
+ {
+ if(dball_team1_goalscore >= goallimit->value)
+ gi.bprintf (PRINT_HIGH, "Team 1 Wins.\n");
+ else if(dball_team2_goalscore >= goallimit->value)
+ gi.bprintf (PRINT_HIGH, "Team 2 Wins.\n");
+ else
+ return 0;
+
+ EndDMLevel ();
+ return 1;
+ }
+
+ return 0;
+}
+
+//==================
+//==================
+void DBall_ClientBegin (edict_t *ent)
+{
+ int team1, team2, unassigned;
+ edict_t *other;
+ char *p;
+ static char value[512];
+ int j;
+
+ team1 = 0;
+ team2 = 0;
+ unassigned = 0;
+
+ for (j = 1; j <= game.maxclients; j++)
+ {
+ other = &g_edicts[j];
+ if (!other->inuse)
+ continue;
+ if (!other->client)
+ continue;
+ if (other == ent) // don't count the new player
+ continue;
+
+ strcpy(value, Info_ValueForKey (other->client->pers.userinfo, "skin"));
+ p = strchr(value, '/');
+ if (p)
+ {
+ if(!strcmp(dball_team1_skin->string, value))
+ team1++;
+ else if(!strcmp(dball_team2_skin->string, value))
+ team2++;
+ else
+ unassigned++;
+ }
+ else
+ unassigned++;
+ }
+
+ if(team1 > team2)
+ {
+ gi.dprintf("assigned to team 2\n");
+ Info_SetValueForKey(ent->client->pers.userinfo, "skin", dball_team2_skin->string);
+ }
+ else
+ {
+ gi.dprintf("assigned to team 1\n");
+ Info_SetValueForKey(ent->client->pers.userinfo, "skin", dball_team1_skin->string);
+ }
+
+ ClientUserinfoChanged(ent, ent->client->pers.userinfo);
+
+ if(unassigned)
+ gi.dprintf("%d unassigned players present!\n", unassigned);
+}
+
+//==================
+//==================
+void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
+{
+ edict_t *bestspot;
+ float bestdistance, bestplayerdistance;
+ edict_t *spot;
+ char *spottype;
+ char skin[512];
+
+ strcpy(skin, Info_ValueForKey (ent->client->pers.userinfo, "skin"));
+ if(!strcmp(dball_team1_skin->string, skin))
+ spottype = "dm_dball_team1_start";
+ else if(!strcmp(dball_team2_skin->string, skin))
+ spottype = "dm_dball_team2_start";
+ else
+ spottype = "info_player_deathmatch";
+
+ spot = NULL;
+ bestspot = NULL;
+ bestdistance = 0;
+ while ((spot = G_Find (spot, FOFS(classname), spottype)) != NULL)
+ {
+ bestplayerdistance = PlayersRangeFromSpot (spot);
+
+ if (bestplayerdistance > bestdistance)
+ {
+ bestspot = spot;
+ bestdistance = bestplayerdistance;
+ }
+ }
+
+ if (bestspot)
+ {
+ VectorCopy (bestspot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (bestspot->s.angles, angles);
+ return;
+ }
+
+ // if we didn't find an appropriate spawnpoint, just
+ // call the standard one.
+ SelectSpawnPoint(ent, origin, angles);
+}
+
+//==================
+//==================
+void DBall_GameInit (void)
+{
+ // we don't want a minimum speed for friction to take effect.
+ // this will allow any knockback to move stuff.
+ sv_stopspeed->value = 0;
+ dball_team1_goalscore = 0;
+ dball_team2_goalscore = 0;
+
+ dmflags->value = (int)dmflags->value | DF_NO_MINES | DF_NO_NUKES | DF_NO_STACK_DOUBLE |
+ DF_NO_FRIENDLY_FIRE | DF_SKINTEAMS;
+
+ dball_team1_skin = gi.cvar ("dball_team1_skin", "male/ctf_r", 0);
+ dball_team2_skin = gi.cvar ("dball_team2_skin", "male/ctf_b", 0);
+ goallimit = gi.cvar ("goallimit", "0", 0);
+}
+
+//==================
+//==================
+void DBall_PostInitSetup (void)
+{
+ edict_t *e;
+
+ e=NULL;
+ // turn teleporter destinations nonsolid.
+ while(e = G_Find (e, FOFS(classname), "misc_teleporter_dest"))
+ {
+ e->solid = SOLID_NOT;
+ gi.linkentity (e);
+ }
+
+ // count the ball start points
+ dball_ball_startpt_count = 0;
+ e=NULL;
+ while(e = G_Find (e, FOFS(classname), "dm_dball_ball_start"))
+ {
+ dball_ball_startpt_count++;
+ }
+
+ if(dball_ball_startpt_count == 0)
+ gi.dprintf("No Deathball start points!\n");
+}
+
+//==================
+// DBall_ChangeDamage - half damage between players. full if it involves
+// the ball entity
+//==================
+int DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int)
+{
+ // cut player -> ball damage to 1
+ if (targ == dball_ball_entity)
+ return 1;
+
+ // damage player -> player is halved
+ if (attacker != dball_ball_entity)
+ return damage / 2;
+
+ return damage;
+}
+
+//==================
+//==================
+int DBall_ChangeKnockback (edict_t *targ, edict_t *, int knockback, int mod)
+{
+ if(targ != dball_ball_entity)
+ return knockback;
+
+ if(knockback < 1)
+ {
+ // FIXME - these don't account for quad/double
+ if(mod == MOD_ROCKET) // rocket
+ knockback = 70;
+ else if(mod == MOD_BFG_EFFECT) // bfg
+ knockback = 90;
+ else
+ gi.dprintf ("zero knockback, mod %d\n", mod);
+ }
+ else
+ {
+ // FIXME - change this to an array?
+ switch(mod)
+ {
+ case MOD_BLASTER:
+ knockback *= 3;
+ break;
+ case MOD_SHOTGUN:
+ knockback = (knockback * 3) / 8;
+ break;
+ case MOD_SSHOTGUN:
+ knockback = knockback / 3;
+ break;
+ case MOD_MACHINEGUN:
+ knockback = (knockback * 3) / 2;
+ break;
+ case MOD_HYPERBLASTER:
+ knockback *= 4;
+ break;
+ case MOD_GRENADE:
+ case MOD_HANDGRENADE:
+ case MOD_PROX:
+ case MOD_G_SPLASH:
+ case MOD_HG_SPLASH:
+ case MOD_HELD_GRENADE:
+ case MOD_TRACKER:
+ case MOD_DISINTEGRATOR:
+ knockback /= 2;
+ break;
+ case MOD_R_SPLASH:
+ knockback = (knockback * 3) / 2;
+ break;
+ case MOD_RAILGUN:
+ case MOD_HEATBEAM:
+ knockback /= 3;
+ break;
+ }
+ }
+
+// gi.dprintf("mod: %d knockback: %d\n", mod, knockback);
+ return knockback;
+}
+
+// **************************
+// Goals
+// **************************
+
+void DBall_GoalTouch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ int team_score;
+ int scorechange;
+ int j;
+ char value[512];
+ char *p;
+ edict_t *ent;
+
+ if(other != dball_ball_entity)
+ return;
+
+ self->health = self->max_health;
+
+ // determine which team scored, and bump the team score
+ if(self->spawnflags & DBALL_GOAL_TEAM1)
+ {
+ dball_team1_goalscore += self->wait;
+ team_score = 1;
+ }
+ else
+ {
+ dball_team2_goalscore += self->wait;
+ team_score = 2;
+ }
+
+ // bump the score for everyone on the correct team.
+ for (j = 1; j <= game.maxclients; j++)
+ {
+ ent = &g_edicts[j];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+
+ if (ent == other->enemy)
+ scorechange = self->wait + 5;
+ else
+ scorechange = self->wait;
+
+ strcpy(value, Info_ValueForKey (ent->client->pers.userinfo, "skin"));
+ p = strchr(value, '/');
+ if (p)
+ {
+ if(!strcmp(dball_team1_skin->string, value))
+ {
+ if(team_score == 1)
+ ent->client->resp.score += scorechange;
+ else if(other->enemy == ent)
+ ent->client->resp.score -= scorechange;
+ }
+ else if(!strcmp(dball_team2_skin->string, value))
+ {
+ if(team_score == 2)
+ ent->client->resp.score += scorechange;
+ else if(other->enemy == ent)
+ ent->client->resp.score -= scorechange;
+ }
+ else
+ gi.dprintf("unassigned player!!!!\n");
+ }
+ }
+
+ if(other->enemy)
+ gi.dprintf("score for team %d by %s\n", team_score, other->enemy->client->pers.netname);
+ else
+ gi.dprintf("score for team %d by someone\n", team_score);
+
+ DBall_BallDie (other, other->enemy, other->enemy, 0, vec3_origin);
+
+ G_UseTargets (self, other);
+}
+
+// **************************
+// Ball
+// **************************
+
+edict_t *PickBallStart (edict_t *)
+{
+ int which, current;
+ edict_t *e;
+
+ which = ceil(qrandom() * dball_ball_startpt_count);
+ e = NULL;
+ current = 0;
+
+ while(e = G_Find (e, FOFS(classname), "dm_dball_ball_start"))
+ {
+ current++;
+ if(current == which)
+ return e;
+ }
+
+ if(current == 0)
+ gi.dprintf("No ball start points found!\n");
+
+ return G_Find(NULL, FOFS(classname), "dm_dball_ball_start");
+}
+
+//==================
+// DBall_BallTouch - if the ball hit another player, hurt them
+//==================
+void DBall_BallTouch (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t dir;
+ float dot;
+ float speed;
+
+ if(other->takedamage == DAMAGE_NO)
+ return;
+
+ // hit a player
+ if(other->client)
+ {
+ if(ent->velocity[0] || ent->velocity[1] || ent->velocity[2])
+ {
+ speed = VectorLength(ent->velocity);
+
+ VectorSubtract(ent->s.origin, other->s.origin, dir);
+ dot = DotProduct(dir, ent->velocity);
+
+ if(dot > 0.7)
+ {
+ T_Damage (other, ent, ent, vec3_origin, ent->s.origin, vec3_origin,
+ speed/10, speed/10, 0, MOD_DBALL_CRUSH);
+ }
+ }
+ }
+}
+
+//==================
+// DBall_BallPain
+//==================
+void DBall_BallPain (edict_t *self, edict_t *other, float, int)
+{
+ self->enemy = other;
+ self->health = self->max_health;
+// if(other->classname)
+// gi.dprintf("hurt by %s -- %d\n", other->classname, self->health);
+}
+
+void DBall_BallDie (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ // do the splash effect
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DBALL_GOAL);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ VectorClear(self->s.angles);
+ VectorClear(self->velocity);
+ VectorClear(self->avelocity);
+
+ // make it invisible and desolid until respawn time
+ self->solid = SOLID_NOT;
+// self->s.modelindex = 0;
+ self->think = DBall_BallRespawn;
+ self->nextthink = level.time + 2;
+ gi.linkentity(self);
+
+}
+
+void DBall_BallRespawn (edict_t *self)
+{
+ edict_t *start;
+
+ // do the splash effect
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DBALL_GOAL);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ // move the ball and stop it
+ start = PickBallStart(self);
+ if(start)
+ {
+ VectorCopy(start->s.origin, self->s.origin);
+ VectorCopy(start->s.origin, self->s.old_origin);
+ }
+
+ VectorClear(self->s.angles);
+ VectorClear(self->velocity);
+ VectorClear(self->avelocity);
+
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/objects/dball/tris.md2");
+ self->s.event = EV_PLAYER_TELEPORT;
+ self->groundentity = NULL;
+
+ // kill anything at the destination
+ KillBox (self);
+
+ gi.linkentity (self);
+}
+
+// ************************
+// SPEED CHANGES
+// ************************
+
+#define DBALL_SPEED_ONEWAY 1
+
+void DBall_SpeedTouch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ float dot;
+ vec3_t vel;
+
+ if(other != dball_ball_entity)
+ return;
+
+ if(self->timestamp >= level.time)
+ return;
+
+ if(VectorLength(other->velocity) < 1)
+ return;
+
+ if(self->spawnflags & DBALL_SPEED_ONEWAY)
+ {
+ VectorCopy (other->velocity, vel);
+ VectorNormalize (vel);
+ dot = DotProduct (vel, self->movedir);
+ if(dot < 0.8)
+ return;
+ }
+
+ self->timestamp = level.time + self->delay;
+ VectorScale (other->velocity, self->speed, other->velocity);
+}
+
+// ************************
+// SPAWN FUNCTIONS
+// ************************
+
+/*QUAKED dm_dball_ball (1 .5 .5) (-48 -48 -48) (48 48 48)
+Deathball Ball
+*/
+void SP_dm_dball_ball (edict_t *self)
+{
+ if(!(deathmatch->value))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ dball_ball_entity = self;
+// VectorCopy (self->s.origin, dball_ball_startpt);
+
+ self->s.modelindex = gi.modelindex ("models/objects/dball/tris.md2");
+ VectorSet (self->mins, -32, -32, -32);
+ VectorSet (self->maxs, 32, 32, 32);
+ self->solid = SOLID_BBOX;
+ self->movetype = MOVETYPE_NEWTOSS;
+ self->clipmask = MASK_MONSTERSOLID;
+
+ self->takedamage = DAMAGE_YES;
+ self->mass = 50;
+ self->health = 50000;
+ self->max_health = 50000;
+ self->pain = DBall_BallPain;
+ self->die = DBall_BallDie;
+ self->touch = DBall_BallTouch;
+
+ gi.linkentity (self);
+}
+
+/*QUAKED dm_dball_team1_start (1 .5 .5) (-16 -16 -24) (16 16 32)
+Deathball team 1 start point
+*/
+void SP_dm_dball_team1_start (edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+}
+
+/*QUAKED dm_dball_team2_start (1 .5 .5) (-16 -16 -24) (16 16 32)
+Deathball team 2 start point
+*/
+void SP_dm_dball_team2_start (edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+}
+
+/*QUAKED dm_dball_ball_start (1 .5 .5) (-48 -48 -48) (48 48 48)
+Deathball ball start point
+*/
+void SP_dm_dball_ball_start (edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+}
+
+/*QUAKED dm_dball_speed_change (1 .5 .5) ? ONEWAY
+Deathball ball speed changing field.
+
+speed: multiplier for speed (.5 = half, 2 = double, etc) (default = double)
+angle: used with ONEWAY so speed change is only one way.
+delay: time between speed changes (default: 0.2 sec)
+*/
+void SP_dm_dball_speed_change (edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(!self->speed)
+ self->speed = 2;
+
+ if(!self->delay)
+ self->delay = 0.2;
+
+ self->touch = DBall_SpeedTouch;
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+
+ if (!VectorCompare(self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+ else
+ VectorSet (self->movedir, 1, 0, 0);
+
+ gi.setmodel (self, self->model);
+ gi.linkentity (self);
+}
+
+/*QUAKED dm_dball_goal (1 .5 .5) ? TEAM1 TEAM2
+Deathball goal
+
+Team1/Team2 - beneficiary of this goal. when the ball enters this goal, the beneficiary team will score.
+
+"wait": score to be given for this goal (default 10) player gets score+5.
+*/
+void SP_dm_dball_goal (edict_t *self)
+{
+ if(!(deathmatch->value))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(gamerules && (gamerules->value != RDM_DEATHBALL))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(!self->wait)
+ self->wait = 10;
+
+ self->touch = DBall_GoalTouch;
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+
+ if (!VectorCompare(self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ gi.setmodel (self, self->model);
+ gi.linkentity (self);
+
+}
--- /dev/null
+++ b/rogue/dm_tag.c
@@ -1,0 +1,333 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+extern edict_t *SelectFarthestDeathmatchSpawnPoint (void);
+extern void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
+
+void SP_dm_tag_token (edict_t *self);
+
+// ***********************
+// Tag Specific Stuff
+// ***********************
+
+edict_t *tag_token;
+edict_t *tag_owner;
+int tag_count;
+
+//=================
+//=================
+void Tag_PlayerDeath(edict_t *targ, edict_t *, edict_t *)
+{
+// gi.dprintf("%s killed %s\n", attacker->classname, targ->classname);
+// gi.dprintf("%x killed %x\n", attacker, targ);
+
+ if(tag_token && targ && (targ == tag_owner))
+ {
+// gi.dprintf("owner died/suicided. dropping\n");
+ Tag_DropToken(targ, FindItem( "Tag Token" ));
+ tag_owner = NULL;
+ tag_count = 0;
+ }
+// else
+// gi.dprintf("unrelated slaying\n");
+}
+
+//=================
+//=================
+void Tag_KillItBonus (edict_t *self)
+{
+ edict_t *armor;
+
+ // if the player is hurt, boost them up to max.
+ if(self->health < self->max_health)
+ {
+ self->health += 200;
+ if(self->health > self->max_health)
+ self->health = self->max_health;
+ }
+
+ // give the player a body armor
+ armor = G_Spawn();
+ armor->spawnflags |= DROPPED_ITEM;
+ armor->item = FindItem("Body Armor");
+ Touch_Item(armor, self, NULL, NULL);
+ if(armor->inuse)
+ G_FreeEdict(armor);
+}
+
+//=================
+//=================
+void Tag_PlayerDisconnect (edict_t *self)
+{
+ if(tag_token && self && (self == tag_owner))
+ {
+// gi.dprintf("owner died/suicided. dropping\n");
+ Tag_DropToken(self, FindItem( "Tag Token" ));
+ tag_owner = NULL;
+ tag_count = 0;
+ }
+}
+
+//=================
+//=================
+void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange)
+{
+ gitem_t *quad;
+ int mod;
+
+ mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
+
+// gi.dprintf("%s killed %s\n", attacker->classname, victim->classname);
+// gi.dprintf("%x killed %x\n", attacker, victim);
+ if(tag_token && tag_owner)
+ {
+ // owner killed somone else
+ if((scoreChange > 0) && tag_owner == attacker)
+ {
+ scoreChange = 3;
+ tag_count++;
+// gi.dprintf("tag total: %d\n", tag_count);
+ if(tag_count == 5)
+ {
+// gi.dprintf("going to quad\n");
+ quad = FindItem ("Quad Damage");
+ attacker->client->pers.inventory[ITEM_INDEX(quad)]++;
+ quad->use (attacker, quad);
+ tag_count = 0;
+ }
+ }
+ // owner got killed. 5 points and switch owners
+ else if(tag_owner == victim && tag_owner != attacker)
+ {
+// gi.dprintf("owner killed by another player.\n");
+ scoreChange = 5;
+ if ((mod == MOD_HUNTER_SPHERE) || (mod == MOD_DOPPLE_EXPLODE) ||
+ (mod == MOD_DOPPLE_VENGEANCE) || (mod == MOD_DOPPLE_HUNTER) ||
+ (attacker->health <= 0))
+ {
+ Tag_DropToken(tag_owner, FindItem( "Tag Token" ));
+ tag_owner = NULL;
+ tag_count = 0;
+ }
+ else
+ {
+ Tag_KillItBonus(attacker);
+ tag_owner = attacker;
+ tag_count = 0;
+ }
+ }
+// else
+// gi.dprintf("unaffected slaying\n");
+ }
+// else
+// gi.dprintf("no tag token?\n");
+
+ attacker->client->resp.score += scoreChange;
+}
+
+//=================
+//=================
+qboolean Tag_PickupToken (edict_t *ent, edict_t *other)
+{
+ if(gamerules && (gamerules->value != 2))
+ {
+ return false;
+ }
+
+// gi.dprintf("tag token picked up by %x\n", other);
+ // sanity checking is good.
+ if(tag_token != ent)
+ tag_token = ent;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ tag_owner = other;
+ tag_count = 0;
+
+ Tag_KillItBonus (other);
+
+ return true;
+}
+
+//=================
+//=================
+void Tag_Respawn (edict_t *ent)
+{
+ edict_t *spot;
+
+ spot = SelectFarthestDeathmatchSpawnPoint();
+ if(spot == NULL)
+ {
+// gi.dprintf("No open spawn point, waiting...\n");
+ ent->nextthink = level.time + 1;
+ return;
+ }
+
+// gi.dprintf("Relocating\n");
+
+ VectorCopy(spot->s.origin, ent->s.origin);
+ gi.linkentity(ent);
+}
+
+//=================
+//=================
+void Tag_MakeTouchable (edict_t *ent)
+{
+ ent->touch = Touch_Item;
+
+ tag_token->think = Tag_Respawn;
+
+ // check here to see if it's in lava or slime. if so, do a respawn sooner
+ if(gi.pointcontents(ent->s.origin) & (CONTENTS_LAVA|CONTENTS_SLIME))
+ {
+// gi.dprintf("spawned in slime or lava. quick relocate\n");
+ tag_token->nextthink = level.time + 3;
+ }
+ else
+ {
+// gi.dprintf("spawned in the clear. regular relocate\n");
+ tag_token->nextthink = level.time + 30;
+ }
+}
+
+//=================
+//=================
+void Tag_DropToken (edict_t *ent, gitem_t *item)
+{
+ trace_t trace;
+ vec3_t forward, right;
+ vec3_t offset;
+
+// if(ent->client)
+// gi.dprintf("%s dropped the tag token\n", ent->client->pers.netname);
+// else
+// gi.dprintf("non-client dropped the tag token (%s)\n", ent->classname);
+
+ // reset the score count for next player
+ tag_count = 0;
+ tag_owner = NULL;
+
+ tag_token = G_Spawn();
+
+ tag_token->classname = item->classname;
+ tag_token->item = item;
+ tag_token->spawnflags = DROPPED_ITEM;
+ tag_token->s.effects = EF_ROTATE | EF_TAGTRAIL;
+ tag_token->s.renderfx = RF_GLOW;
+ VectorSet (tag_token->mins, -15, -15, -15);
+ VectorSet (tag_token->maxs, 15, 15, 15);
+ gi.setmodel (tag_token, tag_token->item->world_model);
+ tag_token->solid = SOLID_TRIGGER;
+ tag_token->movetype = MOVETYPE_TOSS;
+ tag_token->touch = NULL;
+ tag_token->owner = ent;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 0, -16);
+ G_ProjectSource (ent->s.origin, offset, forward, right, tag_token->s.origin);
+ trace = gi.trace (ent->s.origin, tag_token->mins, tag_token->maxs,
+ tag_token->s.origin, ent, CONTENTS_SOLID);
+ VectorCopy (trace.endpos, tag_token->s.origin);
+
+ VectorScale (forward, 100, tag_token->velocity);
+ tag_token->velocity[2] = 300;
+
+ tag_token->think = Tag_MakeTouchable;
+ tag_token->nextthink = level.time + 1;
+
+ gi.linkentity (tag_token);
+
+// tag_token = Drop_Item (ent, item);
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+}
+
+//=================
+//=================
+void Tag_PlayerEffects (edict_t *ent)
+{
+ if(ent == tag_owner)
+ ent->s.effects |= EF_TAGTRAIL;
+}
+
+//=================
+//=================
+void Tag_DogTag (edict_t *ent, edict_t *, char **pic)
+{
+ if(ent == tag_owner)
+ (*pic)="tag3";
+}
+
+//=================
+// Tag_ChangeDamage - damage done that does not involve the tag owner
+// is at 75% original to encourage folks to go after the tag owner.
+//=================
+int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int)
+{
+ if((targ != tag_owner) && (attacker != tag_owner))
+ return (damage * 3 / 4);
+
+ return damage;
+}
+
+//=================
+//=================
+void Tag_GameInit (void)
+{
+ tag_token = NULL;
+ tag_owner = NULL;
+ tag_count = 0;
+}
+
+//=================
+//=================
+void Tag_PostInitSetup (void)
+{
+ edict_t *e;
+ vec3_t origin, angles;
+
+ // automatic spawning of tag token if one is not present on map.
+ e = G_Find (NULL, FOFS(classname), "dm_tag_token");
+ if(e == NULL)
+ {
+ e = G_Spawn();
+ e->classname = "dm_tag_token";
+
+ SelectSpawnPoint (e, origin, angles);
+ VectorCopy(origin, e->s.origin);
+ VectorCopy(origin, e->s.old_origin);
+ VectorCopy(angles, e->s.angles);
+ SP_dm_tag_token (e);
+ }
+}
+
+/*QUAKED dm_tag_token (.3 .3 1) (-16 -16 -16) (16 16 16)
+The tag token for deathmatch tag games.
+*/
+void SP_dm_tag_token (edict_t *self)
+{
+ if(!(deathmatch->value))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(gamerules && (gamerules->value != 2))
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ // store the tag token edict pointer for later use.
+ tag_token = self;
+ tag_count = 0;
+
+ self->classname = "dm_tag_token";
+ self->model = "models/items/tagtoken/tris.md2";
+ self->count = 1;
+ SpawnItem (self, FindItem ("Tag Token"));
+}
+
--- /dev/null
+++ b/rogue/g_ai.c
@@ -1,0 +1,1598 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+qboolean FindTarget (edict_t *self);
+extern cvar_t *maxclients;
+
+qboolean ai_checkattack (edict_t *self, float dist);
+
+qboolean enemy_vis;
+qboolean enemy_infront;
+int enemy_range;
+float enemy_yaw;
+
+// ROGUE STUFF
+#define SLIDING_TROOPS 1
+#define MAX_SIDESTEP 8.0
+//
+
+//============================================================================
+
+
+/*
+=================
+AI_SetSightClient
+
+Called once each frame to set level.sight_client to the
+player to be checked for in findtarget.
+
+If all clients are either dead or in notarget, sight_client
+will be null.
+
+In coop games, sight_client will cycle between the clients.
+=================
+*/
+void AI_SetSightClient (void)
+{
+ edict_t *ent;
+ int start, check;
+
+ if (level.sight_client == NULL)
+ start = 1;
+ else
+ start = level.sight_client - g_edicts;
+
+ check = start;
+ while (1)
+ {
+ check++;
+ if (check > game.maxclients)
+ check = 1;
+ ent = &g_edicts[check];
+ if (ent->inuse
+ && ent->health > 0
+ && !(ent->flags & (FL_NOTARGET|FL_DISGUISED)) )
+ {
+ level.sight_client = ent;
+ return; // got one
+ }
+ if (check == start)
+ {
+ level.sight_client = NULL;
+ return; // nobody to see
+ }
+ }
+}
+
+//============================================================================
+
+/*
+=============
+ai_move
+
+Move the specified distance at current facing.
+This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
+==============
+*/
+void ai_move (edict_t *self, float dist)
+{
+ M_walkmove (self, self->s.angles[YAW], dist);
+}
+
+
+/*
+=============
+ai_stand
+
+Used for standing around and looking for players
+Distance is for slight position adjustments needed by the animations
+==============
+*/
+void ai_stand (edict_t *self, float dist)
+{
+ vec3_t v;
+ // PMM
+ qboolean retval;
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ if (self->enemy)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ {
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.run (self);
+ }
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+ // PMM
+ // find out if we're going to be shooting
+ retval = ai_checkattack (self, 0);
+ // record sightings of player
+ if ((self->enemy) && (self->enemy->inuse) && (visible(self, self->enemy)))
+ {
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.blind_fire_delay = 0;
+ }
+ // check retval to make sure we're not blindfiring
+ else if (!retval)
+ {
+ FindTarget (self);
+ return;
+ }
+// ai_checkattack (self, 0);
+ // pmm
+ }
+ else
+ FindTarget (self);
+ return;
+ }
+
+ if (FindTarget (self))
+ return;
+
+ if (level.time > self->monsterinfo.pausetime)
+ {
+ self->monsterinfo.walk (self);
+ return;
+ }
+
+ if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.idle (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_walk
+
+The monster is walking it's beat
+=============
+*/
+void ai_walk (edict_t *self, float dist)
+{
+ M_MoveToGoal (self, dist);
+
+ // check for noticing a player
+ if (FindTarget (self))
+ return;
+
+ if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.search (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_charge
+
+Turns towards target and advances
+Use this call with a distance of 0 to replace ai_face
+==============
+*/
+void ai_charge (edict_t *self, float dist)
+{
+ vec3_t v;
+ // PMM
+ float ofs;
+ // PMM
+
+ // PMM - made AI_MANUAL_STEERING affect things differently here .. they turn, but
+ // don't set the ideal_yaw
+
+ // This is put in there so monsters won't move towards the origin after killing
+ // a tesla. This could be problematic, so keep an eye on it.
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ // PMM - save blindfire target
+ if (visible(self, self->enemy))
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ // pmm
+
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+// gi.dprintf ("enemy = %s\n", vtos (self->enemy->s.origin));
+// gi.dprintf ("enemy: ideal yaw is %f\n", self->ideal_yaw);
+ }
+// if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+// PMM
+// if (dist)
+// M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (dist)
+ {
+ if (self->monsterinfo.aiflags & AI_CHARGING)
+ {
+ M_MoveToGoal (self, dist);
+ return;
+ }
+ // circle strafe support
+ if (self->monsterinfo.attack_state == AS_SLIDING)
+ {
+ // if we're fighting a tesla, NEVER circle strafe
+ if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
+ ofs = 0;
+ else if (self->monsterinfo.lefty)
+ ofs = 90;
+ else
+ ofs = -90;
+
+ if (M_walkmove (self, self->ideal_yaw + ofs, dist))
+ return;
+
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ M_walkmove (self, self->ideal_yaw - ofs, dist);
+ }
+ else
+ M_walkmove (self, self->s.angles[YAW], dist);
+ }
+// PMM
+}
+
+
+/*
+=============
+ai_turn
+
+don't move, but turn towards ideal_yaw
+Distance is for slight position adjustments needed by the animations
+=============
+*/
+void ai_turn (edict_t *self, float dist)
+{
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (FindTarget (self))
+ return;
+
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+}
+
+
+/*
+
+.enemy
+Will be world if not currently angry at anyone.
+
+.movetarget
+The next path spot to walk toward. If .enemy, ignore .movetarget.
+When an enemy is killed, the monster will try to return to it's path.
+
+.hunt_time
+Set to time + something when the player is in sight, but movement straight for
+him is blocked. This causes the monster to use wall following code for
+movement direction instead of sighting on the player.
+
+.ideal_yaw
+A yaw angle of the intended direction, which will be turned towards at up
+to 45 deg / state. If the enemy is in view and hunt_time is not active,
+this will be the exact line towards the enemy.
+
+.pausetime
+A monster will leave it's stand state and head towards it's .movetarget when
+time > .pausetime.
+
+walkmove(angle, speed) primitive is all or nothing
+*/
+
+/*
+=============
+range
+
+returns the range catagorization of an entity reletive to self
+0 melee range, will become hostile even if back is turned
+1 visibility and infront, or visibility and show hostile
+2 infront and show hostile
+3 only triggered by damage
+=============
+*/
+int range (edict_t *self, edict_t *other)
+{
+ vec3_t v;
+ float len;
+
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ len = VectorLength (v);
+ if (len < MELEE_DISTANCE)
+ return RANGE_MELEE;
+ if (len < 500)
+ return RANGE_NEAR;
+ if (len < 1000)
+ return RANGE_MID;
+ return RANGE_FAR;
+}
+
+/*
+=============
+visible
+
+returns 1 if the entity is visible to self, even if not infront ()
+=============
+*/
+qboolean visible (edict_t *self, edict_t *other)
+{
+ vec3_t spot1;
+ vec3_t spot2;
+ trace_t trace;
+
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (other->s.origin, spot2);
+ spot2[2] += other->viewheight;
+ trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
+
+ if (trace.fraction == 1.0 || trace.ent == other) // PGM
+ return true;
+ return false;
+}
+
+
+/*
+=============
+infront
+
+returns 1 if the entity is in front (in sight) of self
+=============
+*/
+qboolean infront (edict_t *self, edict_t *other)
+{
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ if (dot > 0.3)
+ return true;
+ return false;
+}
+
+
+//============================================================================
+
+void HuntTarget (edict_t *self)
+{
+ vec3_t vec;
+
+ self->goalentity = self->enemy;
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.stand (self);
+ else
+ self->monsterinfo.run (self);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ self->ideal_yaw = vectoyaw(vec);
+ // wait a while before first attack
+ if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
+ AttackFinished (self, 1);
+}
+
+void FoundTarget (edict_t *self)
+{
+ // let other monsters see this monster for a while
+ if (self->enemy->client)
+ {
+ if(self->enemy->flags & FL_DISGUISED)
+ {
+// level.disguise_violator = self->enemy;
+// level.disguise_violation_framenum = level.framenum + 5;
+ self->enemy->flags &= ~FL_DISGUISED;
+ }
+
+ level.sight_entity = self;
+ level.sight_entity_framenum = level.framenum;
+ level.sight_entity->light_level = 128;
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+ VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+ // PMM
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ self->monsterinfo.blind_fire_delay = 0;
+ // PMM
+
+ if (!self->combattarget)
+ {
+ HuntTarget (self);
+ return;
+ }
+
+ self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
+ if (!self->movetarget)
+ {
+ self->goalentity = self->movetarget = self->enemy;
+ HuntTarget (self);
+ gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
+ return;
+ }
+
+ // clear out our combattarget, these are a one shot deal
+ self->combattarget = NULL;
+ self->monsterinfo.aiflags |= AI_COMBAT_POINT;
+
+ // clear the targetname, that point is ours!
+ self->movetarget->targetname = NULL;
+ self->monsterinfo.pausetime = 0;
+
+ // run for it
+ self->monsterinfo.run (self);
+}
+
+
+/*
+===========
+FindTarget
+
+Self is currently not attacking anything, so try to find a target
+
+Returns TRUE if an enemy was sighted
+
+When a player fires a missile, the point of impact becomes a fakeplayer so
+that monsters that see the impact will respond as if they had seen the
+player.
+
+To avoid spending too much time, only a single client (or fakeclient) is
+checked each frame. This means multi player games will have slightly
+slower noticing monsters.
+============
+*/
+qboolean FindTarget (edict_t *self)
+{
+ edict_t *client;
+ qboolean heardit;
+ int r;
+
+ if (self->monsterinfo.aiflags & AI_GOOD_GUY)
+ {
+ if (self->goalentity && self->goalentity->inuse && self->goalentity->classname)
+ {
+ if (strcmp(self->goalentity->classname, "target_actor") == 0)
+ return false;
+ }
+
+ //FIXME look for monsters?
+ return false;
+ }
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+// if the first spawnflag bit is set, the monster will only wake up on
+// really seeing the player, not another monster getting angry or hearing
+// something
+
+// revised behavior so they will wake up if they "see" a player make a noise
+// but not weapon impact/explosion noises
+
+ heardit = false;
+ if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sight_entity;
+ if (client->enemy == self->enemy)
+ {
+ return false;
+ }
+ }
+ else if (level.disguise_violation_framenum > level.framenum)
+ {
+ client = level.disguise_violator;
+ }
+ else if (level.sound_entity_framenum >= (level.framenum - 1))
+ {
+ client = level.sound_entity;
+ heardit = true;
+ }
+ else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sound2_entity;
+ heardit = true;
+ }
+ else
+ {
+ client = level.sight_client;
+ if (!client)
+ return false; // no clients to get mad at
+ }
+
+ // if the entity went away, forget it
+ if (!client->inuse)
+ return false;
+
+ if (client == self->enemy)
+ return true; // JDC false;
+
+ //PMM - hintpath coop fix
+ if ((self->monsterinfo.aiflags & AI_HINT_PATH) && (coop) && (coop->value))
+ {
+// if ((heardit) && (g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("ignoring coop sound target\n");
+ heardit = false;
+ }
+ // pmm
+
+ if (client->client)
+ {
+ if (client->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (client->svflags & SVF_MONSTER)
+ {
+ if (!client->enemy)
+ return false;
+ if (client->enemy->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (heardit)
+ {
+ // pgm - a little more paranoia won't hurt....
+ if ((client->owner) && (client->owner->flags & FL_NOTARGET))
+ return false;
+ }
+ else
+ return false;
+
+ if (!heardit)
+ {
+ r = range (self, client);
+
+ if (r == RANGE_FAR)
+ return false;
+
+// this is where we would check invisibility
+
+ // is client in an spot too dark to be seen?
+ if (client->light_level <= 5)
+ return false;
+
+ if (!visible (self, client))
+ {
+ return false;
+ }
+
+ if (r == RANGE_NEAR)
+ {
+ if (client->show_hostile < level.time && !infront (self, client))
+ {
+ return false;
+ }
+ }
+ else if (r == RANGE_MID)
+ {
+ if (!infront (self, client))
+ {
+ return false;
+ }
+ }
+
+ self->enemy = client;
+
+ if (strcmp(self->enemy->classname, "player_noise") != 0)
+ {
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+
+ if (!self->enemy->client)
+ {
+ self->enemy = self->enemy->enemy;
+ if (!self->enemy->client)
+ {
+ self->enemy = NULL;
+ return false;
+ }
+ }
+ }
+ }
+ else // heardit
+ {
+ vec3_t temp;
+
+ if (self->spawnflags & 1)
+ {
+ if (!visible (self, client))
+ return false;
+ }
+ else
+ {
+ if (!gi.inPHS(self->s.origin, client->s.origin))
+ return false;
+ }
+
+ VectorSubtract (client->s.origin, self->s.origin, temp);
+
+ if (VectorLength(temp) > 1000) // too far to hear
+ {
+ return false;
+ }
+
+ // check area portals - if they are different and not connected then we can't hear it
+ if (client->areanum != self->areanum)
+ if (!gi.AreasConnected(self->areanum, client->areanum))
+ return false;
+
+ self->ideal_yaw = vectoyaw(temp);
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+
+ // hunt the sound for a bit; hopefully find the real player
+ self->monsterinfo.aiflags |= AI_SOUND_TARGET;
+ self->enemy = client;
+ }
+
+//
+// got one
+//
+ // PMM - if we got an enemy, we need to bail out of hint paths, so take over here
+ if (self->monsterinfo.aiflags & AI_HINT_PATH)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("stopped following hint paths in FindTarget\n");
+
+ // this calls foundtarget for us
+ hintpath_stop (self);
+ }
+ else
+ {
+ FoundTarget (self);
+ }
+ // pmm
+ if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
+ self->monsterinfo.sight (self, self->enemy);
+
+ return true;
+}
+
+
+//=============================================================================
+
+/*
+============
+FacingIdeal
+
+============
+*/
+qboolean FacingIdeal(edict_t *self)
+{
+ float delta;
+
+ delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
+ if (delta > 45 && delta < 315)
+ return false;
+ return true;
+}
+
+
+//=============================================================================
+
+qboolean M_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ float chance;
+ trace_t tr;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ {
+ // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
+ if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
+ {
+ if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 20.0))
+ {
+ if (level.time < self->monsterinfo.attack_finished)
+ {
+ return false;
+ }
+ if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
+ {
+ // wait for our time
+ return false;
+ }
+ else
+ {
+// gi.WriteByte (svc_temp_entity);
+// gi.WriteByte (TE_DEBUGTRAIL);
+// gi.WritePosition (spot1);
+// gi.WritePosition (self->monsterinfo.blind_fire_target);
+// gi.multicast (self->s.origin, MULTICAST_ALL);
+ // make sure we're not going to shoot a monster
+ tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);
+ if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy)))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blindfire blocked\n");
+ return false;
+ }
+
+ self->monsterinfo.attack_state = AS_BLIND;
+ return true;
+ }
+ }
+ }
+ // pmm
+ return false;
+ }
+ }
+ }
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ // don't always melee in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ {
+ // PMM - fix for melee only monsters & strafing
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ return false;
+ }
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ {
+ // PMM - fix for melee only monsters & strafing
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ return false;
+ }
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.2;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.1;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.02;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (skill->value == 0)
+ chance *= 0.5;
+ else if (skill->value >= 2)
+ chance *= 2;
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ // PMM -daedalus should strafe more .. this can be done here or in a customized
+ // check_attack code for the hover.
+ if (self->flags & FL_FLY)
+ {
+ // originally, just 0.3
+ float strafe_chance;
+ if (!(strcmp(self->classname, "monster_daedalus")))
+ strafe_chance = 0.8;
+ else
+ strafe_chance = 0.6;
+
+ // if enemy is tesla, never strafe
+ if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
+ strafe_chance = 0;
+
+ if (qrandom() < strafe_chance)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+// do we want the monsters strafing?
+#ifdef SLIDING_TROOPS
+ else
+ {
+ if (qrandom() < 0.4)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+#endif
+//-PMM
+
+ return false;
+}
+
+
+/*
+=============
+ai_run_melee
+
+Turn and close until within an angle to launch a melee attack
+=============
+*/
+void ai_run_melee(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.melee (self);
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+}
+
+
+/*
+=============
+ai_run_missile
+
+Turn in place until within an angle to launch a missile attack
+=============
+*/
+void ai_run_missile(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.attack (self);
+// if (self->monsterinfo.attack_state == AS_MISSILE)
+ if ((self->monsterinfo.attack_state == AS_MISSILE) || (self->monsterinfo.attack_state == AS_BLIND))
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+// else if (self->monsterinfo.attack_state != AS_SLIDING)
+// gi.dprintf ("ai_run_missile: Unexpected attack state %d !\n", self->monsterinfo.attack_state);
+ }
+};
+
+
+/*
+=============
+ai_run_slide
+
+Strafe sideways, but stay at aproximately the same range
+=============
+*/
+void ai_run_slide(edict_t *self, float distance)
+{
+ float ofs;
+ float angle;
+
+ self->ideal_yaw = enemy_yaw;
+
+// if (self->flags & FL_FLY)
+// angle = 90;
+// else
+// angle = 45;
+
+ angle = 90;
+
+ if (self->monsterinfo.lefty)
+ ofs = angle;
+ else
+ ofs = -angle;
+//
+// if (!(self->flags & FL_FLY))
+// {
+// // non fliers should actually turn towards the direction their trying to run
+// self->ideal_yaw += ofs;
+// }
+//
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+
+ /*
+ if (!(self->flags & FL_FLY))
+ {
+ if (M_walkmove (self, self->ideal_yaw + ofs, distance))
+ return;
+ }
+ else
+ {
+ if (M_walkmove (self, self->ideal_yaw, distance))
+ return;
+ }
+ */
+ // PMM - clamp maximum sideways move for non flyers to make them look less jerky
+ if (!self->flags & FL_FLY)
+ distance = qmin(distance, MAX_SIDESTEP);
+ if (M_walkmove (self, self->ideal_yaw + ofs, distance))
+ return;
+ // PMM - if we're dodging, give up on it and go straight
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ monster_done_dodge (self);
+ // by setting as_straight, caller will know to try straight move
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ return;
+ }
+
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ if (M_walkmove (self, self->ideal_yaw - ofs, distance))
+ return;
+ // PMM - if we're dodging, give up on it and go straight
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ monster_done_dodge (self);
+
+ // PMM - the move failed, so signal the caller (ai_run) to try going straight
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ /*
+ if (!(self->flags & FL_FLY))
+ {
+ M_walkmove (self, self->ideal_yaw + ofs, distance);
+ }
+ else
+ {
+ M_walkmove (self, self->ideal_yaw, distance);
+ }*/
+}
+
+
+/*
+=============
+ai_checkattack
+
+Decides if we're going to attack or do something else
+used by ai_run and ai_stand
+=============
+*/
+qboolean ai_checkattack (edict_t *self, float)
+{
+ vec3_t temp;
+ qboolean hesDeadJim;
+ // PMM
+ qboolean retval;
+
+// this causes monsters to run blindly to the combat point w/o firing
+ if (self->goalentity)
+ {
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ if ((level.time - self->enemy->teleport_time) > 5.0)
+ {
+ if (self->goalentity == self->enemy)
+ if (self->movetarget)
+ self->goalentity = self->movetarget;
+ else
+ self->goalentity = NULL;
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+ if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ }
+ else
+ {
+ self->show_hostile = level.time + 1;
+ return false;
+ }
+ }
+ }
+
+ enemy_vis = false;
+
+// see if the enemy is dead
+ hesDeadJim = false;
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ hesDeadJim = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (!(self->enemy->inuse) || (self->enemy->health > 0))
+ {
+ hesDeadJim = true;
+// self->monsterinfo.aiflags &= ~AI_MEDIC;
+ }
+ }
+ else
+ {
+ if (self->monsterinfo.aiflags & AI_BRUTAL)
+ {
+ if (self->enemy->health <= -80)
+ hesDeadJim = true;
+ }
+ else
+ {
+ if (self->enemy->health <= 0)
+ hesDeadJim = true;
+ }
+ }
+
+ if (hesDeadJim)
+ {
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ self->enemy = NULL;
+ // FIXME: look all around for other targets
+ if (self->oldenemy && self->oldenemy->health > 0)
+ {
+ self->enemy = self->oldenemy;
+ self->oldenemy = NULL;
+ HuntTarget (self);
+ }
+//ROGUE - multiple teslas make monsters lose track of the player.
+ else if(self->monsterinfo.last_player_enemy && self->monsterinfo.last_player_enemy->health > 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("resorting to last_player_enemy...\n");
+ self->enemy = self->monsterinfo.last_player_enemy;
+ self->oldenemy = NULL;
+ self->monsterinfo.last_player_enemy = NULL;
+ HuntTarget (self);
+ }
+//ROGUE
+ else
+ {
+ if (self->movetarget)
+ {
+ self->goalentity = self->movetarget;
+ self->monsterinfo.walk (self);
+ }
+ else
+ {
+ // we need the pausetime otherwise the stand code
+ // will just revert to walking with no target and
+ // the monsters will wonder around aimlessly trying
+ // to hunt the world entity
+ self->monsterinfo.pausetime = level.time + 100000000;
+ self->monsterinfo.stand (self);
+ }
+ return true;
+ }
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+// check knowledge of enemy
+ enemy_vis = visible(self, self->enemy);
+ if (enemy_vis)
+ {
+ self->monsterinfo.search_time = level.time + 5;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ // PMM
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ self->monsterinfo.trail_time = level.time;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ self->monsterinfo.blind_fire_delay = 0;
+ // pmm
+ }
+
+// look for other coop players here
+// if (coop && self->monsterinfo.search_time < level.time)
+// {
+// if (FindTarget (self))
+// return true;
+// }
+
+ enemy_infront = infront(self, self->enemy);
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+
+ // JDC self->ideal_yaw = enemy_yaw;
+
+ // PMM -- reordered so the monster specific checkattack is called before the run_missle/melee/checkvis
+ // stuff .. this allows for, among other things, circle strafing and attacking while in ai_run
+ retval = self->monsterinfo.checkattack (self);
+ if (retval)
+ {
+ // PMM
+ if (self->monsterinfo.attack_state == AS_MISSILE)
+ {
+ ai_run_missile (self);
+ return true;
+ }
+ if (self->monsterinfo.attack_state == AS_MELEE)
+ {
+ ai_run_melee (self);
+ return true;
+ }
+ // PMM -- added so monsters can shoot blind
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ ai_run_missile (self);
+ return true;
+ }
+ // pmm
+
+ // if enemy is not currently visible, we will never attack
+ if (!enemy_vis)
+ return false;
+ // PMM
+ }
+ return retval;
+ // PMM
+// return self->monsterinfo.checkattack (self);
+}
+
+
+/*
+=============
+ai_run
+
+The monster has an enemy it is trying to kill
+=============
+*/
+void ai_run (edict_t *self, float dist)
+{
+ vec3_t v;
+ edict_t *tempgoal;
+ edict_t *save;
+ qboolean new;
+ edict_t *marker;
+ float d1, d2;
+ trace_t tr;
+ vec3_t v_forward, v_right;
+ float left, center, right;
+ vec3_t left_target, right_target;
+ //PMM
+ qboolean retval;
+ qboolean alreadyMoved = false;
+ qboolean gotcha = false;
+ edict_t *realEnemy;
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ {
+ M_MoveToGoal (self, dist);
+ return;
+ }
+
+ // PMM
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s - duck flag cleaned up!\n", self->classname);
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ }
+ if (self->maxs[2] != self->monsterinfo.base_height)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s - ducked height corrected!\n", self->classname);
+ monster_duck_up (self);
+ }
+// if ((self->monsterinfo.aiflags & AI_MANUAL_STEERING) && (strcmp(self->classname, "monster_turret")))
+// {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s - manual steering in ai_run!\n", self->classname);
+// }
+ // pmm
+
+//==========
+//PGM
+ // if we're currently looking for a hint path
+ if (self->monsterinfo.aiflags & AI_HINT_PATH)
+ {
+ // determine direction to our destination hintpath.
+ // FIXME - is this needed EVERY time? I was having trouble with them
+ // sometimes not going after it, and this fixed it.
+// VectorSubtract(self->movetarget->s.origin, self->s.origin, v);
+// vectoangles(v, v_forward);
+// self->ideal_yaw = v_forward[YAW];
+// gi.dprintf("seeking hintpath. origin: %s %0.1f\n", vtos(v), self->ideal_yaw);
+ M_MoveToGoal (self, dist);
+ if(!self->inuse)
+ return; // PGM - g_touchtrigger free problem
+// return;
+
+ // if we've already seen the player, and can't see him now, return
+// if(self->enemy && !visible(self, self->enemy))
+// return;
+
+ // if not and can't find the player, return
+// if(!FindTarget(self))
+// return;
+
+ // first off, make sure we're looking for the player, not a noise he made
+ if (self->enemy)
+ {
+ if (self->enemy->inuse)
+ {
+ if (strcmp(self->enemy->classname, "player_noise") != 0)
+ realEnemy = self->enemy;
+ else if (self->enemy->owner)
+ realEnemy = self->enemy->owner;
+ else // uh oh, can't figure out enemy, bail
+ {
+ self->enemy = NULL;
+ hintpath_stop (self);
+ return;
+ }
+ }
+ else
+ {
+ self->enemy = NULL;
+ hintpath_stop (self);
+ return;
+ }
+ }
+ else
+ {
+ hintpath_stop (self);
+ return;
+ }
+
+ if (coop && coop->value)
+ {
+ // if we're in coop, check my real enemy first .. if I SEE him, set gotcha to true
+ if (self->enemy && visible(self, realEnemy))
+ gotcha = true;
+ else // otherwise, let FindTarget bump us out of hint paths, if appropriate
+ FindTarget(self);
+ }
+ else
+ {
+ if(self->enemy && visible(self, realEnemy))
+ gotcha = true;
+ }
+
+ // if we see the player, stop following hintpaths.
+ if (gotcha)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("stopped following hint paths in ai_run\n");
+
+ // disconnect from hintpaths and start looking normally for players.
+ hintpath_stop (self);
+ // pmm - no longer needed, since hintpath_stop does it
+// HuntTarget(self);
+ }
+ return;
+ }
+//PGM
+//==========
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ // PMM - paranoia checking
+ if (self->enemy)
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+
+ if ((!self->enemy) || (VectorLength(v) < 64))
+ // pmm
+ {
+ self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ M_MoveToGoal (self, dist);
+ // PMM - prevent double moves for sound_targets
+ alreadyMoved = true;
+ // pmm
+ if(!self->inuse)
+ return; // PGM - g_touchtrigger free problem
+
+ if (!FindTarget (self))
+ return;
+ }
+
+ // PMM -- moved ai_checkattack up here so the monsters can attack while strafing or charging
+
+ // PMM -- if we're dodging, make sure to keep the attack_state AS_SLIDING
+
+ retval = ai_checkattack (self, dist);
+
+ // PMM - don't strafe if we can't see our enemy
+ if ((!enemy_vis) && (self->monsterinfo.attack_state == AS_SLIDING))
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ // unless we're dodging (dodging out of view looks smart)
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ // pmm
+
+ if (self->monsterinfo.attack_state == AS_SLIDING)
+ {
+ // PMM - protect against double moves
+ if (!alreadyMoved)
+ ai_run_slide (self, dist);
+ // PMM
+ // we're using attack_state as the return value out of ai_run_slide to indicate whether or not the
+ // move succeeded. If the move succeeded, and we're still sliding, we're done in here (since we've
+ // had our chance to shoot in ai_checkattack, and have moved).
+ // if the move failed, our state is as_straight, and it will be taken care of below
+ if ((!retval) && (self->monsterinfo.attack_state == AS_SLIDING))
+ return;
+ }
+ else if (self->monsterinfo.aiflags & AI_CHARGING)
+ {
+ self->ideal_yaw = enemy_yaw;
+ if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
+ M_ChangeYaw (self);
+ }
+ if (retval)
+ {
+ // PMM - is this useful? Monsters attacking usually call the ai_charge routine..
+ // the only monster this affects should be the soldier
+ if ((dist != 0) && (!alreadyMoved) && (self->monsterinfo.attack_state == AS_STRAIGHT) && (!(self->monsterinfo.aiflags & AI_STAND_GROUND)))
+ {
+ M_MoveToGoal (self, dist);
+ }
+ if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
+ {
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+ //PMM
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ self->monsterinfo.blind_fire_delay = 0;
+ //pmm
+ }
+ return;
+ }
+ //PMM
+// if (ai_checkattack (self, dist))
+// return;
+
+// if (self->monsterinfo.attack_state == AS_SLIDING)
+// {
+// ai_run_slide (self, dist);
+// return;
+// }
+
+ // PGM - added a little paranoia checking here... 9/22/98
+ if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
+ {
+// if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
+// gi.dprintf("regained sight\n");
+ // PMM - check for alreadyMoved
+ if (!alreadyMoved)
+ M_MoveToGoal (self, dist);
+ if(!self->inuse)
+ return; // PGM - g_touchtrigger free problem
+
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+ // PMM
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
+ self->monsterinfo.blind_fire_delay = 0;
+ // pmm
+ return;
+ }
+
+//=======
+//PGM
+ // if we've been looking (unsuccessfully) for the player for 10 seconds
+ // PMM - reduced to 5, makes them much nastier
+ if((self->monsterinfo.trail_time + 5) <= level.time)
+ {
+ // and we haven't checked for valid hint paths in the last 10 seconds
+ if((self->monsterinfo.last_hint_time + 10) <= level.time)
+ {
+ // check for hint_paths.
+ self->monsterinfo.last_hint_time = level.time;
+ if(monsterlost_checkhint(self))
+ return;
+ }
+ }
+//PGM
+//=======
+
+// PMM - moved down here to allow monsters to get on hint paths
+ // coop will change to another enemy if visible
+ if (coop->value)
+ { // FIXME: insane guys get mad with this, which causes crashes!
+ if (FindTarget (self))
+ return;
+ }
+// pmm
+
+ if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
+ {
+ // PMM - double move protection
+ if (!alreadyMoved)
+ M_MoveToGoal (self, dist);
+ self->monsterinfo.search_time = 0;
+// gi.dprintf("search timeout\n");
+ return;
+ }
+
+ save = self->goalentity;
+ tempgoal = G_Spawn();
+ self->goalentity = tempgoal;
+
+ new = false;
+
+ if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
+ {
+ // just lost sight of the player, decide where to go first
+// gi.dprintf("lost sight of player, last seen at %s\n", vtos(self->monsterinfo.last_sighting));
+ self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
+ self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
+ new = true;
+ }
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
+ {
+// vec3_t debug_vec;
+
+ self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
+// VectorSubtract(self->monsterinfo.last_sighting, self->s.origin, debug_vec);
+// gi.dprintf("reached current goal: %s %s %f", vtos(self->s.origin), vtos(self->monsterinfo.last_sighting), VectorLength(debug_vec));
+
+ // give ourself more time since we got this far
+ self->monsterinfo.search_time = level.time + 5;
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
+ {
+// gi.dprintf("was temp goal; retrying original\n");
+ self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
+ marker = NULL;
+ VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
+ new = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
+ {
+ self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
+ marker = PlayerTrail_PickFirst (self);
+ }
+ else
+ {
+ marker = PlayerTrail_PickNext (self);
+ }
+
+ if (marker)
+ {
+ VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = marker->timestamp;
+ self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
+// gi.dprintf("heading is %0.1f\n", self->ideal_yaw);
+
+// debug_drawline(self.origin, self.last_sighting, 52);
+ new = true;
+ }
+ }
+
+ VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
+ d1 = VectorLength(v);
+ if (d1 <= dist)
+ {
+ self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
+ dist = d1;
+ }
+
+ VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
+
+ if (new)
+ {
+// gi.dprintf("checking for course correction\n");
+
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
+ if (tr.fraction < 1)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ d1 = VectorLength(v);
+ center = tr.fraction;
+ d2 = d1 * ((center+1)/2);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+ AngleVectors(self->s.angles, v_forward, v_right, NULL);
+
+ VectorSet(v, d2, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
+ left = tr.fraction;
+
+ VectorSet(v, d2, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
+ right = tr.fraction;
+
+ center = (d1*center)/d2;
+ if (left >= center && left > right)
+ {
+ if (left < 1)
+ {
+ VectorSet(v, d2 * left * 0.5, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (left_target, self->goalentity->s.origin);
+ VectorCopy (left_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted left\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ else if (right >= center && right > left)
+ {
+ if (right < 1)
+ {
+ VectorSet(v, d2 * right * 0.5, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (right_target, self->goalentity->s.origin);
+ VectorCopy (right_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted right\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ }
+// else gi.dprintf("course was fine\n");
+ }
+
+ M_MoveToGoal (self, dist);
+ if(!self->inuse)
+ return; // PGM - g_touchtrigger free problem
+
+ G_FreeEdict(tempgoal);
+
+ if (self)
+ self->goalentity = save;
+}
--- /dev/null
+++ b/rogue/g_chase.c
@@ -1,0 +1,160 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void UpdateChaseCam(edict_t *ent)
+{
+ vec3_t o, ownerv, goal;
+ edict_t *targ;
+ vec3_t forward, right;
+ trace_t trace;
+ int i;
+ vec3_t oldgoal;
+ vec3_t angles;
+
+ // is our chase target gone?
+ if (!ent->client->chase_target->inuse
+ || ent->client->chase_target->client->resp.spectator) {
+ edict_t *old = ent->client->chase_target;
+ ChaseNext(ent);
+ if (ent->client->chase_target == old) {
+ ent->client->chase_target = NULL;
+ ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+ return;
+ }
+ }
+
+ targ = ent->client->chase_target;
+
+ VectorCopy(targ->s.origin, ownerv);
+ VectorCopy(ent->s.origin, oldgoal);
+
+ ownerv[2] += targ->viewheight;
+
+ VectorCopy(targ->client->v_angle, angles);
+ if (angles[PITCH] > 56)
+ angles[PITCH] = 56;
+ AngleVectors (angles, forward, right, NULL);
+ VectorNormalize(forward);
+ VectorMA(ownerv, -30, forward, o);
+
+ if (o[2] < targ->s.origin[2] + 20)
+ o[2] = targ->s.origin[2] + 20;
+
+ // jump animation lifts
+ if (!targ->groundentity)
+ o[2] += 16;
+
+ trace = gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+
+ VectorCopy(trace.endpos, goal);
+
+ VectorMA(goal, 2, forward, goal);
+
+ // pad for floors and ceilings
+ VectorCopy(goal, o);
+ o[2] += 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] -= 6;
+ }
+
+ VectorCopy(goal, o);
+ o[2] -= 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] += 6;
+ }
+
+ if (targ->deadflag)
+ ent->client->ps.pmove.pm_type = PM_DEAD;
+ else
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+
+ VectorCopy(goal, ent->s.origin);
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(targ->client->v_angle[i] - ent->client->resp.cmd_angles[i]);
+
+ if (targ->deadflag) {
+ ent->client->ps.viewangles[ROLL] = 40;
+ ent->client->ps.viewangles[PITCH] = -15;
+ ent->client->ps.viewangles[YAW] = targ->client->killer_yaw;
+ } else {
+ VectorCopy(targ->client->v_angle, ent->client->ps.viewangles);
+ VectorCopy(targ->client->v_angle, ent->client->v_angle);
+ }
+
+ ent->viewheight = 0;
+ ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
+ gi.linkentity(ent);
+}
+
+void ChaseNext(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i++;
+ if (i > maxclients->value)
+ i = 1;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (!e->client->resp.spectator)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
+
+void ChasePrev(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i--;
+ if (i < 1)
+ i = maxclients->value;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (!e->client->resp.spectator)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
+
+void GetChaseTarget(edict_t *ent)
+{
+ int i;
+ edict_t *other;
+
+ for (i = 1; i <= maxclients->value; i++) {
+ other = g_edicts + i;
+ if (other->inuse && !other->client->resp.spectator) {
+ ent->client->chase_target = other;
+ ent->client->update_chase = true;
+ UpdateChaseCam(ent);
+ return;
+ }
+ }
+ gi.centerprintf(ent, "No other players to chase.");
+}
+
--- /dev/null
+++ b/rogue/g_cmds.c
@@ -1,0 +1,1040 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+char *ClientTeam (edict_t *ent)
+{
+ char *p;
+ static char value[512];
+
+ value[0] = 0;
+
+ if (!ent->client)
+ return value;
+
+ strcpy(value, Info_ValueForKey (ent->client->pers.userinfo, "skin"));
+ p = strchr(value, '/');
+ if (!p)
+ return value;
+
+ if ((int)(dmflags->value) & DF_MODELTEAMS)
+ {
+ *p = 0;
+ return value;
+ }
+
+ // if ((int)(dmflags->value) & DF_SKINTEAMS)
+ return ++p;
+}
+
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2)
+{
+ char ent1Team [512];
+ char ent2Team [512];
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ return false;
+
+ strcpy (ent1Team, ClientTeam (ent1));
+ strcpy (ent2Team, ClientTeam (ent2));
+
+ if (strcmp(ent1Team, ent2Team) == 0)
+ return true;
+ return false;
+}
+
+
+void SelectNextItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (cl->chase_target) {
+ ChaseNext(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void SelectPrevItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (cl->chase_target) {
+ ChasePrev(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void ValidateSelectedItem (edict_t *ent)
+{
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ if (cl->pers.inventory[cl->pers.selected_item])
+ return; // valid
+
+ SelectNextItem (ent, -1);
+}
+
+
+//=================================================================================
+
+/*
+==================
+Cmd_Give_f
+
+Give items to a client
+==================
+*/
+void Cmd_Give_f (edict_t *ent)
+{
+ char *name;
+ gitem_t *it;
+ int index;
+ int i;
+ qboolean give_all;
+ edict_t *it_ent;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ name = gi.args();
+
+ if (cistrcmp(name, "all") == 0)
+ give_all = true;
+ else
+ give_all = false;
+
+ if (give_all || cistrcmp(gi.argv(1), "health") == 0)
+ {
+ if (gi.argc() == 3)
+ ent->health = atoi(gi.argv(2));
+ else
+ ent->health = ent->max_health;
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "weapons") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_WEAPON))
+ continue;
+ ent->client->pers.inventory[i] += 1;
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "ammo") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_AMMO))
+ continue;
+ Add_Ammo (ent, it, 1000);
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "armor") == 0)
+ {
+ gitem_armor_t *info;
+
+ it = FindItem("Jacket Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Combat Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Body Armor");
+ info = (gitem_armor_t *)it->info;
+ ent->client->pers.inventory[ITEM_INDEX(it)] = info->max_count;
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "Power Shield") == 0)
+ {
+ it = FindItem("Power Shield");
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (it->flags & IT_NOT_GIVEABLE) // ROGUE
+ continue; // ROGUE
+ if (it->flags & (IT_ARMOR|IT_WEAPON|IT_AMMO))
+ continue;
+ ent->client->pers.inventory[i] = 1;
+ }
+ return;
+ }
+
+ it = FindItem (name);
+ if (!it)
+ {
+ name = gi.argv(1);
+ it = FindItem (name);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item\n");
+ return;
+ }
+ }
+
+ if (!it->pickup)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "non-pickup item\n");
+ return;
+ }
+
+//ROGUE
+ if (it->flags & IT_NOT_GIVEABLE)
+ {
+ gi.dprintf ("item cannot be given\n");
+ return;
+ }
+//ROGUE
+
+ index = ITEM_INDEX(it);
+
+ if (it->flags & IT_AMMO)
+ {
+ if (gi.argc() == 3)
+ ent->client->pers.inventory[index] = atoi(gi.argv(2));
+ else
+ ent->client->pers.inventory[index] += it->quantity;
+ }
+ else
+ {
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ // PMM - since some items don't actually spawn when you say to ..
+ if (!it_ent->inuse)
+ return;
+ // pmm
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+ }
+}
+
+
+/*
+==================
+Cmd_God_f
+
+Sets client to godmode
+
+argv(0) god
+==================
+*/
+void Cmd_God_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_GODMODE;
+ if (!(ent->flags & FL_GODMODE) )
+ msg = "godmode OFF\n";
+ else
+ msg = "godmode ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Notarget_f
+
+Sets client to notarget
+
+argv(0) notarget
+==================
+*/
+void Cmd_Notarget_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_NOTARGET;
+ if (!(ent->flags & FL_NOTARGET) )
+ msg = "notarget OFF\n";
+ else
+ msg = "notarget ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Noclip_f
+
+argv(0) noclip
+==================
+*/
+void Cmd_Noclip_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ {
+ ent->movetype = MOVETYPE_WALK;
+ msg = "noclip OFF\n";
+ }
+ else
+ {
+ ent->movetype = MOVETYPE_NOCLIP;
+ msg = "noclip ON\n";
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Use_f
+
+Use an inventory item
+==================
+*/
+void Cmd_Use_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+
+ it->use (ent, it);
+}
+
+
+/*
+==================
+Cmd_Drop_f
+
+Drop an inventory item
+==================
+*/
+void Cmd_Drop_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+
+ it->drop (ent, it);
+}
+
+
+/*
+=================
+Cmd_Inven_f
+=================
+*/
+void Cmd_Inven_f (edict_t *ent)
+{
+ int i;
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ cl->showscores = false;
+ cl->showhelp = false;
+
+ if (cl->showinventory)
+ {
+ cl->showinventory = false;
+ return;
+ }
+
+ cl->showinventory = true;
+
+ gi.WriteByte (svc_inventory);
+ for (i=0 ; i<MAX_ITEMS ; i++)
+ {
+ gi.WriteShort (cl->pers.inventory[i]);
+ }
+ gi.unicast (ent, true);
+}
+
+/*
+=================
+Cmd_InvUse_f
+=================
+*/
+void Cmd_InvUse_f (edict_t *ent)
+{
+ gitem_t *it;
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to use.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+ it->use (ent, it);
+}
+
+/*
+=================
+Cmd_WeapPrev_f
+=================
+*/
+void Cmd_WeapPrev_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ // PMM - prevent scrolling through ALL weapons
+// index = (selected_weapon + i)%MAX_ITEMS;
+ index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ // PMM - prevent scrolling through ALL weapons
+// if (cl->pers.weapon == it)
+// return; // successful
+ if (cl->newweapon == it)
+ return;
+ }
+}
+
+/*
+=================
+Cmd_WeapNext_f
+=================
+*/
+void Cmd_WeapNext_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ // PMM - prevent scrolling through ALL weapons
+// index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS;
+ index = (selected_weapon + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ // PMM - prevent scrolling through ALL weapons
+// if (cl->pers.weapon == it)
+// return; // successful
+ if (cl->newweapon == it)
+ return;
+ }
+}
+
+/*
+=================
+Cmd_WeapLast_f
+=================
+*/
+void Cmd_WeapLast_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon || !cl->pers.lastweapon)
+ return;
+
+ index = ITEM_INDEX(cl->pers.lastweapon);
+ if (!cl->pers.inventory[index])
+ return;
+ it = &itemlist[index];
+ if (!it->use)
+ return;
+ if (! (it->flags & IT_WEAPON) )
+ return;
+ it->use (ent, it);
+}
+
+/*
+=================
+Cmd_InvDrop_f
+=================
+*/
+void Cmd_InvDrop_f (edict_t *ent)
+{
+ gitem_t *it;
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to drop.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+ it->drop (ent, it);
+}
+
+/*
+=================
+Cmd_Kill_f
+=================
+*/
+void Cmd_Kill_f (edict_t *ent)
+{
+ if((level.time - ent->client->respawn_time) < 5)
+ return;
+ ent->flags &= ~FL_GODMODE;
+ ent->health = 0;
+ meansOfDeath = MOD_SUICIDE;
+
+//ROGUE
+ // make sure no trackers are still hurting us.
+ if(ent->client->tracker_pain_framenum)
+ RemoveAttackingPainDaemons (ent);
+
+ if (ent->client->owned_sphere)
+ {
+ G_FreeEdict(ent->client->owned_sphere);
+ ent->client->owned_sphere = NULL;
+ }
+//ROGUE
+
+ player_die (ent, ent, ent, 100000, vec3_origin);
+}
+
+/*
+=================
+Cmd_PutAway_f
+=================
+*/
+void Cmd_PutAway_f (edict_t *ent)
+{
+ ent->client->showscores = false;
+ ent->client->showhelp = false;
+ ent->client->showinventory = false;
+}
+
+
+int PlayerSort (void const *a, void const *b)
+{
+ int anum, bnum;
+
+ anum = *(int *)a;
+ bnum = *(int *)b;
+
+ anum = game.clients[anum].ps.stats[STAT_FRAGS];
+ bnum = game.clients[bnum].ps.stats[STAT_FRAGS];
+
+ if (anum < bnum)
+ return -1;
+ if (anum > bnum)
+ return 1;
+ return 0;
+}
+
+/*
+=================
+Cmd_Players_f
+=================
+*/
+void Cmd_Players_f (edict_t *ent)
+{
+ int i;
+ int count;
+ char small[64];
+ char large[1280];
+ int index[256];
+
+ count = 0;
+ for (i = 0 ; i < maxclients->value ; i++)
+ if (game.clients[i].pers.connected)
+ {
+ index[count] = i;
+ count++;
+ }
+
+ // sort by frags
+ qsort (index, count, sizeof(index[0]), PlayerSort);
+
+ // print information
+ large[0] = 0;
+
+ for (i = 0 ; i < count ; i++)
+ {
+ Com_sprintf (small, sizeof(small), "%3i %s\n",
+ game.clients[index[i]].ps.stats[STAT_FRAGS],
+ game.clients[index[i]].pers.netname);
+ if (strlen (small) + strlen(large) > sizeof(large) - 100 )
+ { // can't print all of them in one packet
+ strcat (large, "...\n");
+ break;
+ }
+ strcat (large, small);
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, "%s\n%i players\n", large, count);
+}
+
+/*
+=================
+Cmd_Wave_f
+=================
+*/
+void Cmd_Wave_f (edict_t *ent)
+{
+ int i;
+
+ i = atoi (gi.argv(1));
+
+ // can't wave when ducked
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ return;
+
+ if (ent->client->anim_priority > ANIM_WAVE)
+ return;
+
+ ent->client->anim_priority = ANIM_WAVE;
+
+ switch (i)
+ {
+ case 0:
+ gi.cprintf (ent, PRINT_HIGH, "flipoff\n");
+ ent->s.frame = FRAME_flip01-1;
+ ent->client->anim_end = FRAME_flip12;
+ break;
+ case 1:
+ gi.cprintf (ent, PRINT_HIGH, "salute\n");
+ ent->s.frame = FRAME_salute01-1;
+ ent->client->anim_end = FRAME_salute11;
+ break;
+ case 2:
+ gi.cprintf (ent, PRINT_HIGH, "taunt\n");
+ ent->s.frame = FRAME_taunt01-1;
+ ent->client->anim_end = FRAME_taunt17;
+ break;
+ case 3:
+ gi.cprintf (ent, PRINT_HIGH, "wave\n");
+ ent->s.frame = FRAME_wave01-1;
+ ent->client->anim_end = FRAME_wave11;
+ break;
+ case 4:
+ default:
+ gi.cprintf (ent, PRINT_HIGH, "point\n");
+ ent->s.frame = FRAME_point01-1;
+ ent->client->anim_end = FRAME_point12;
+ break;
+ }
+}
+
+/*
+==================
+Cmd_Say_f
+==================
+*/
+void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0)
+{
+ int i, j;
+ edict_t *other;
+ char *p;
+ char text[2048];
+ gclient_t *cl;
+
+ if (gi.argc () < 2 && !arg0)
+ return;
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ team = false;
+
+ if (team)
+ Com_sprintf (text, sizeof(text), "(%s): ", ent->client->pers.netname);
+ else
+ Com_sprintf (text, sizeof(text), "%s: ", ent->client->pers.netname);
+
+ if (arg0)
+ {
+ strcat (text, gi.argv(0));
+ strcat (text, " ");
+ strcat (text, gi.args());
+ }
+ else
+ {
+ p = gi.args();
+
+ if (*p == '"')
+ {
+ p++;
+ p[strlen(p)-1] = 0;
+ }
+ strcat(text, p);
+ }
+
+ // don't let text be too long for malicious reasons
+ if (strlen(text) > 150)
+ text[150] = 0;
+
+ strcat(text, "\n");
+
+ if (flood_msgs->value) {
+ cl = ent->client;
+
+ if (level.time < cl->flood_locktill) {
+ gi.cprintf(ent, PRINT_HIGH, "You can't talk for %d more seconds\n",
+ (int)(cl->flood_locktill - level.time));
+ return;
+ }
+ i = cl->flood_whenhead - flood_msgs->value + 1;
+ if (i < 0)
+ i = (sizeof(cl->flood_when)/sizeof(cl->flood_when[0])) + i;
+ if (cl->flood_when[i] &&
+ level.time - cl->flood_when[i] < flood_persecond->value) {
+ cl->flood_locktill = level.time + flood_waitdelay->value;
+ gi.cprintf(ent, PRINT_CHAT, "Flood protection: You can't talk for %d seconds.\n",
+ (int)flood_waitdelay->value);
+ return;
+ }
+ cl->flood_whenhead = (cl->flood_whenhead + 1) %
+ (sizeof(cl->flood_when)/sizeof(cl->flood_when[0]));
+ cl->flood_when[cl->flood_whenhead] = level.time;
+ }
+
+ if (dedicated->value)
+ gi.cprintf(NULL, PRINT_CHAT, "%s", text);
+
+ for (j = 1; j <= game.maxclients; j++)
+ {
+ other = &g_edicts[j];
+ if (!other->inuse)
+ continue;
+ if (!other->client)
+ continue;
+ if (team)
+ {
+ if (!OnSameTeam(ent, other))
+ continue;
+ }
+ gi.cprintf(other, PRINT_CHAT, "%s", text);
+ }
+}
+
+//======
+//ROGUE
+void Cmd_Ent_Count_f (edict_t *)
+{
+ int x;
+ edict_t *e;
+
+ x=0;
+
+ for (e=g_edicts;e < &g_edicts[globals.num_edicts] ; e++)
+ {
+ if(e->inuse)
+ x++;
+ }
+
+ gi.dprintf("%d entites active\n", x);
+}
+//ROGUE
+//======
+
+void Cmd_PlayerList_f(edict_t *ent)
+{
+ int i;
+ char st[80];
+ char text[1400];
+ edict_t *e2;
+
+ // connect time, ping, score, name
+ *text = 0;
+ for (i = 0, e2 = g_edicts + 1; i < maxclients->value; i++, e2++) {
+ if (!e2->inuse)
+ continue;
+
+ Com_sprintf(st, sizeof(st), "%02d:%02d %4d %3d %s%s\n",
+ (level.framenum - e2->client->resp.enterframe) / 600,
+ ((level.framenum - e2->client->resp.enterframe) % 600)/10,
+ e2->client->ping,
+ e2->client->resp.score,
+ e2->client->pers.netname,
+ e2->client->resp.spectator ? " (spectator)" : "");
+ if (strlen(text) + strlen(st) > sizeof(text) - 50) {
+ sprintf(text+strlen(text), "And more...\n");
+ gi.cprintf(ent, PRINT_HIGH, "%s", text);
+ return;
+ }
+ strcat(text, st);
+ }
+ gi.cprintf(ent, PRINT_HIGH, "%s", text);
+}
+
+
+/*
+=================
+ClientCommand
+=================
+*/
+void ClientCommand (edict_t *ent)
+{
+ char *cmd;
+
+ if (!ent->client)
+ return; // not fully in game yet
+
+ cmd = gi.argv(0);
+
+ if (cistrcmp (cmd, "players") == 0)
+ {
+ Cmd_Players_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "say") == 0)
+ {
+ Cmd_Say_f (ent, false, false);
+ return;
+ }
+ if (cistrcmp (cmd, "say_team") == 0)
+ {
+ Cmd_Say_f (ent, true, false);
+ return;
+ }
+ if (cistrcmp (cmd, "score") == 0)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "help") == 0)
+ {
+ Cmd_Help_f (ent);
+ return;
+ }
+
+ if (level.intermissiontime)
+ return;
+
+ if (cistrcmp (cmd, "use") == 0)
+ Cmd_Use_f (ent);
+ else if (cistrcmp (cmd, "drop") == 0)
+ Cmd_Drop_f (ent);
+ else if (cistrcmp (cmd, "give") == 0)
+ Cmd_Give_f (ent);
+ else if (cistrcmp (cmd, "god") == 0)
+ Cmd_God_f (ent);
+ else if (cistrcmp (cmd, "notarget") == 0)
+ Cmd_Notarget_f (ent);
+ else if (cistrcmp (cmd, "noclip") == 0)
+ Cmd_Noclip_f (ent);
+ else if (cistrcmp (cmd, "inven") == 0)
+ Cmd_Inven_f (ent);
+ else if (cistrcmp (cmd, "invnext") == 0)
+ SelectNextItem (ent, -1);
+ else if (cistrcmp (cmd, "invprev") == 0)
+ SelectPrevItem (ent, -1);
+ else if (cistrcmp (cmd, "invnextw") == 0)
+ SelectNextItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invprevw") == 0)
+ SelectPrevItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invnextp") == 0)
+ SelectNextItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invprevp") == 0)
+ SelectPrevItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invuse") == 0)
+ Cmd_InvUse_f (ent);
+ else if (cistrcmp (cmd, "invdrop") == 0)
+ Cmd_InvDrop_f (ent);
+ else if (cistrcmp (cmd, "weapprev") == 0)
+ Cmd_WeapPrev_f (ent);
+ else if (cistrcmp (cmd, "weapnext") == 0)
+ Cmd_WeapNext_f (ent);
+ else if (cistrcmp (cmd, "weaplast") == 0)
+ Cmd_WeapLast_f (ent);
+ else if (cistrcmp (cmd, "kill") == 0)
+ Cmd_Kill_f (ent);
+ else if (cistrcmp (cmd, "putaway") == 0)
+ Cmd_PutAway_f (ent);
+ else if (cistrcmp (cmd, "wave") == 0)
+ Cmd_Wave_f (ent);
+ else if (cistrcmp(cmd, "playerlist") == 0)
+ Cmd_PlayerList_f(ent);
+ else if (cistrcmp (cmd, "entcount") == 0) // PGM
+ Cmd_Ent_Count_f (ent); // PGM
+ else if (cistrcmp (cmd, "disguise") == 0) // PGM
+ {
+ ent->flags |= FL_DISGUISED;
+ }
+ else // anything that doesn't match a command will be a chat
+ Cmd_Say_f (ent, false, true);
+}
--- /dev/null
+++ b/rogue/g_combat.c
@@ -1,0 +1,948 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void M_SetEffects (edict_t *self);
+
+/*
+ROGUE
+clean up heal targets for medic
+*/
+void cleanupHealTarget (edict_t *ent)
+{
+ ent->monsterinfo.healer = NULL;
+ ent->takedamage = DAMAGE_YES;
+ ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
+ M_SetEffects (ent);
+}
+/*
+============
+CanDamage
+
+Returns true if the inflictor can directly damage the target. Used for
+explosions and melee attacks.
+============
+*/
+qboolean CanDamage (edict_t *targ, edict_t *inflictor)
+{
+ vec3_t dest;
+ trace_t trace;
+
+// bmodels need special checking because their origin is 0,0,0
+ if (targ->movetype == MOVETYPE_PUSH)
+ {
+ VectorAdd (targ->absmin, targ->absmax, dest);
+ VectorScale (dest, 0.5, dest);
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+ if (trace.ent == targ)
+ return true;
+ return false;
+ }
+
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+
+ return false;
+}
+
+
+/*
+============
+Killed
+============
+*/
+void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+ if (targ->health < -999)
+ targ->health = -999;
+
+ if (targ->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (targ->enemy) // god, I hope so
+ {
+ cleanupHealTarget (targ->enemy);
+ }
+
+ // clean up self
+ targ->monsterinfo.aiflags &= ~AI_MEDIC;
+ targ->enemy = attacker;
+ }
+ else
+ {
+ targ->enemy = attacker;
+ }
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
+ //ROGUE - free up slot for spawned monster if it's spawned
+ if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER)
+ {
+ if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
+ !strcmp(targ->monsterinfo.commander->classname, "monster_carrier"))
+ {
+ targ->monsterinfo.commander->monsterinfo.monster_slots++;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("g_combat: freeing up carrier slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
+ }
+ }
+ if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C)
+ {
+ if (targ->monsterinfo.commander)
+ {
+ if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander"))
+ {
+ targ->monsterinfo.commander->monsterinfo.monster_slots++;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("g_combat: freeing up medic slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
+ }
+// else
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("my commander is dead! he's a %s\n", targ->monsterinfo.commander->classname);
+ }
+// else if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("My commander is GONE\n");
+
+ }
+ if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
+ {
+ // need to check this because we can have variable numbers of coop players
+ if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
+ !strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13))
+ {
+ if (targ->monsterinfo.commander->monsterinfo.monster_used > 0)
+ targ->monsterinfo.commander->monsterinfo.monster_used--;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("g_combat: freeing up black widow slot - %d used\n", targ->monsterinfo.commander->monsterinfo.monster_used);
+ }
+ }
+ //rogue
+ if ((!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
+ {
+ level.killed_monsters++;
+ if (coop->value && attacker->client)
+ attacker->client->resp.score++;
+ // medics won't heal monsters that they kill themselves
+ // PMM - now they will
+// if (strcmp(attacker->classname, "monster_medic") == 0)
+// targ->owner = attacker;
+ }
+ }
+
+ if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
+ { // doors, triggers, etc
+ targ->die (targ, inflictor, attacker, damage, point);
+ return;
+ }
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+ targ->touch = NULL;
+ monster_death_use (targ);
+ }
+
+ targ->die (targ, inflictor, attacker, damage, point);
+}
+
+
+/*
+================
+SpawnDamage
+================
+*/
+void SpawnDamage (int type, vec3_t origin, vec3_t normal, int /*damage*/)
+{
+ //if (damage > 255)
+ // damage = 255;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (type);
+// gi.WriteByte (damage);
+ gi.WritePosition (origin);
+ gi.WriteDir (normal);
+ gi.multicast (origin, MULTICAST_PVS);
+}
+
+
+/*
+============
+T_Damage
+
+targ entity that is being damaged
+inflictor entity that is causing the damage
+attacker entity that caused the inflictor to damage targ
+ example: targ=monster, inflictor=rocket, attacker=player
+
+dir direction of the attack
+point point at which the damage is being inflicted
+normal normal vector from that point
+damage amount of damage being inflicted
+knockback force to be applied against targ as a result of the damage
+
+dflags these flags are used to control how T_Damage works
+ DAMAGE_RADIUS damage was indirect (from a nearby explosion)
+ DAMAGE_NO_ARMOR armor does not protect from this damage
+ DAMAGE_ENERGY damage is from an energy based weapon
+ DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
+ DAMAGE_BULLET damage is from a bullet (used for ricochets)
+ DAMAGE_NO_PROTECTION kills godmode, armor, everything
+============
+*/
+static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int power_armor_type;
+ int index = 0;
+ int damagePerCell;
+ int pa_te_type;
+ int power = 0;
+ int power_used;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM
+ return 0;
+
+ if (client)
+ {
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type != POWER_ARMOR_NONE)
+ {
+ index = ITEM_INDEX(FindItem("Cells"));
+ power = client->pers.inventory[index];
+ }
+ }
+ else if (ent->svflags & SVF_MONSTER)
+ {
+ power_armor_type = ent->monsterinfo.power_armor_type;
+ power = ent->monsterinfo.power_armor_power;
+ }
+ else
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_NONE)
+ return 0;
+ if (!power)
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ // only works if damage point is in front
+ AngleVectors (ent->s.angles, forward, NULL, NULL);
+ VectorSubtract (point, ent->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+ if (dot <= 0.3)
+ return 0;
+
+ damagePerCell = 1;
+ pa_te_type = TE_SCREEN_SPARKS;
+ damage = damage / 3;
+ }
+ else
+ {
+ damagePerCell = 2;
+ pa_te_type = TE_SHIELD_SPARKS;
+ damage = (2 * damage) / 3;
+ }
+
+ // etf rifle
+ if (dflags & DAMAGE_NO_REG_ARMOR)
+ save = (power * damagePerCell) / 2;
+ else
+ save = power * damagePerCell;
+
+ if (!save)
+ return 0;
+ if (save > damage)
+ save = damage;
+
+ SpawnDamage (pa_te_type, point, normal, save);
+ ent->powerarmor_time = level.time + 0.2;
+
+ if (dflags & DAMAGE_NO_REG_ARMOR)
+ power_used = (save / damagePerCell) * 2;
+ else
+ power_used = save / damagePerCell;
+
+ if (client)
+ client->pers.inventory[index] -= power_used;
+ else
+ ent->monsterinfo.power_armor_power -= power_used;
+ return save;
+}
+
+static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int index;
+ gitem_t *armor;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (!client)
+ return 0;
+
+ // ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle
+ if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR))
+ return 0;
+
+ index = ArmorIndex (ent);
+ if (!index)
+ return 0;
+
+ armor = GetItemByIndex (index);
+
+ if (dflags & DAMAGE_ENERGY)
+ save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
+ else
+ save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
+ if (save >= client->pers.inventory[index])
+ save = client->pers.inventory[index];
+
+ if (!save)
+ return 0;
+
+ client->pers.inventory[index] -= save;
+ SpawnDamage (te_sparks, point, normal, save);
+
+ return save;
+}
+
+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;
+ // FIXME - just ignore teslas when you're TARGET_ANGER or MEDIC
+/* if (!(targ->enemy && (targ->monsterinfo.aiflags & (AI_TARGET_ANGER|AI_MEDIC))))
+ {
+ // FIXME - coop issues?
+ if ((!targ->enemy) || (!visible(targ, targ->enemy)))
+ {
+ gi.dprintf ("can't see player, switching to tesla\n");
+ TargetTesla (targ, inflictor);
+ return;
+ }
+ gi.dprintf ("can see player, ignoring tesla\n");
+ }
+ else if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("no enemy, or I'm doing other, more important things, than worrying about a damned tesla!\n");
+*/
+ }
+//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) &&
+ (strcmp(attacker->classname, "monster_tank") != 0) &&
+ (strcmp(attacker->classname, "monster_supertank") != 0) &&
+ (strcmp(attacker->classname, "monster_makron") != 0) &&
+ (strcmp(attacker->classname, "monster_jorg") != 0) &&
+ (strcmp(attacker->classname, "monster_carrier") != 0) &&
+ (strncmp(attacker->classname, "monster_medic", 12) != 0) ) // this should get medics & medic_commanders
+ */
+ 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);
+ }
+}
+
+qboolean CheckTeamDamage (edict_t *, edict_t *)
+{
+ //FIXME make the next line real and uncomment this block
+ // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
+ return false;
+}
+
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
+{
+ gclient_t *client;
+ int take;
+ int save;
+ int asave;
+ int psave;
+ int te_sparks;
+ int sphere_notified; // PGM
+
+ if (!targ->takedamage)
+ return;
+
+ sphere_notified = false; // PGM
+
+ // friendly fire avoidance
+ // if enabled you can't hurt teammates (but you can hurt yourself)
+ // knockback still occurs
+ if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
+ {
+ if (OnSameTeam (targ, attacker))
+ {
+ // PMM - nukes kill everyone
+ if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE))
+ damage = 0;
+ else
+ mod |= MOD_FRIENDLY_FIRE;
+ }
+ }
+ meansOfDeath = mod;
+
+//ROGUE
+ // allow the deathmatch game to change values
+ if (deathmatch->value && gamerules && gamerules->value)
+ {
+ if(DMGame.ChangeDamage)
+ damage = DMGame.ChangeDamage(targ, attacker, damage, mod);
+ if(DMGame.ChangeKnockback)
+ knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod);
+
+ if(!damage)
+ return;
+ }
+//ROGUE
+
+ // easy mode takes half damage
+ if (skill->value == 0 && deathmatch->value == 0 && targ->client)
+ {
+ damage *= 0.5;
+ if (!damage)
+ damage = 1;
+ }
+
+ client = targ->client;
+
+ // PMM - defender sphere takes half damage
+ if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1))
+ {
+ damage *= 0.5;
+ if (!damage)
+ damage = 1;
+ }
+
+ if (dflags & DAMAGE_BULLET)
+ te_sparks = TE_BULLET_SPARKS;
+ else
+ te_sparks = TE_SPARKS;
+
+ VectorNormalize(dir);
+
+// bonus damage for suprising a monster
+ if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
+ damage *= 2;
+
+ if (targ->flags & FL_NO_KNOCKBACK)
+ knockback = 0;
+
+// figure momentum add
+ if (!(dflags & DAMAGE_NO_KNOCKBACK))
+ {
+ if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
+ {
+ vec3_t kvel;
+ float mass;
+
+ if (targ->mass < 50)
+ mass = 50;
+ else
+ mass = targ->mass;
+
+ if (targ->client && attacker == targ)
+ VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
+ else
+ VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
+
+ VectorAdd (targ->velocity, kvel, targ->velocity);
+ }
+ }
+
+ take = damage;
+ save = 0;
+
+ // check for godmode
+ if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
+ {
+ take = 0;
+ save = damage;
+ SpawnDamage (te_sparks, point, normal, save);
+ }
+
+ // check for invincibility
+ if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
+ {
+ if (targ->pain_debounce_time < level.time)
+ {
+ gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
+ targ->pain_debounce_time = level.time + 2;
+ }
+ take = 0;
+ save = damage;
+ }
+ // ROGUE
+ // check for monster invincibility
+ if (((targ->svflags & SVF_MONSTER) && targ->monsterinfo.invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
+ {
+ if (targ->pain_debounce_time < level.time)
+ {
+ gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
+ targ->pain_debounce_time = level.time + 2;
+ }
+ take = 0;
+ save = damage;
+ }
+ // ROGUE
+
+ psave = CheckPowerArmor (targ, point, normal, take, dflags);
+ take -= psave;
+
+ asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
+ take -= asave;
+
+ //treat cheat/powerup savings the same as armor
+ asave += save;
+
+ // team damage avoidance
+ if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
+ return;
+
+// ROGUE - this option will do damage both to the armor and person. originally for DPU rounds
+ if (dflags & DAMAGE_DESTROY_ARMOR)
+ {
+ if(!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) &&
+ !(client && client->invincible_framenum > level.framenum))
+ {
+ take = damage;
+ }
+ }
+// ROGUE
+
+// do the damage
+ if (take)
+ {
+//PGM need more blood for chainfist.
+ if(targ->flags & FL_MECHANICAL)
+ {
+ SpawnDamage ( TE_ELECTRIC_SPARKS, point, normal, take);
+ }
+ else if ((targ->svflags & SVF_MONSTER) || (client))
+ {
+ if(mod == MOD_CHAINFIST)
+ SpawnDamage (TE_MOREBLOOD, point, normal, 255);
+ else
+ SpawnDamage (TE_BLOOD, point, normal, take);
+ }
+ else
+ SpawnDamage (te_sparks, point, normal, take);
+//PGM
+
+ targ->health = targ->health - take;
+
+//PGM - spheres need to know who to shoot at
+ if(client && client->owned_sphere)
+ {
+ sphere_notified = true;
+ if(client->owned_sphere->pain)
+ client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
+ }
+//PGM
+
+ if (targ->health <= 0)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ targ->flags |= FL_NO_KNOCKBACK;
+ Killed (targ, inflictor, attacker, take, point);
+ return;
+ }
+ }
+
+//PGM - spheres need to know who to shoot at
+ if (!sphere_notified)
+ {
+ if(client && client->owned_sphere)
+ {
+ if(client->owned_sphere->pain)
+ client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
+ }
+ }
+//PGM
+
+ if (targ->svflags & SVF_MONSTER)
+ {
+ M_ReactToDamage (targ, attacker, inflictor);
+ // PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead
+ // of in the medic's pain function
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
+ {
+ targ->pain (targ, attacker, knockback, take);
+ // nightmare mode monsters don't go into pain frames often
+ if (skill->value == 3)
+ targ->pain_debounce_time = level.time + 5;
+ }
+ }
+ else if (client)
+ {
+ if (!(targ->flags & FL_GODMODE) && (take))
+ targ->pain (targ, attacker, knockback, take);
+ }
+ else if (take)
+ {
+ if (targ->pain)
+ targ->pain (targ, attacker, knockback, take);
+ }
+
+ // add to the damage inflicted on a player this frame
+ // the total will be turned into screen blends and view angle kicks
+ // at the end of the frame
+ if (client)
+ {
+ client->damage_parmor += psave;
+ client->damage_armor += asave;
+ client->damage_blood += take;
+ client->damage_knockback += knockback;
+ VectorCopy (point, client->damage_from);
+ }
+}
+
+
+/*
+============
+T_RadiusDamage
+============
+*/
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
+{
+ float points;
+ edict_t *ent = NULL;
+ vec3_t v;
+ vec3_t dir;
+
+ while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
+ {
+ if (ent == ignore)
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ points = damage - 0.5 * VectorLength (v);
+ if (ent == attacker)
+ points = points * 0.5;
+ if (points > 0)
+ {
+ if (CanDamage (ent, inflictor))
+ {
+ VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
+ T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+ }
+}
+
+// **********************
+// ROGUE
+
+/*
+============
+T_RadiusNukeDamage
+
+Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others)
+// up to KILLZONE radius, do 10,000 points
+// after that, do damage linearly out to KILLZONE2 radius
+============
+*/
+
+void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
+{
+ float points;
+ edict_t *ent = NULL;
+ vec3_t v;
+ vec3_t dir;
+ float len;
+ float killzone, killzone2;
+ trace_t tr;
+ float dist;
+
+ killzone = radius;
+ killzone2 = radius*2.0;
+
+ while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL)
+ {
+// ignore nobody
+ if (ent == ignore)
+ continue;
+ if (!ent->takedamage)
+ continue;
+ if (!ent->inuse)
+ continue;
+ if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE)))
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ len = VectorLength(v);
+ if (len <= killzone)
+ {
+ if (ent->client)
+ ent->flags |= FL_NOGIB;
+ points = 10000;
+ }
+ else if (len <= killzone2)
+ points = (damage/killzone)*(killzone2 - len);
+ else
+ points = 0;
+// points = damage - 0.005 * len*len;
+// if (ent == attacker)
+// points = points * 0.5;
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (!(strcmp(ent->classname, "player")))
+// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, inflictor->teammaster->client->pers.netname);
+// else
+// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, ent->classname);
+// }
+ if (points > 0)
+ {
+// if (CanDamage (ent, inflictor))
+// {
+ if (ent->client)
+ ent->client->nuke_framenum = level.framenum + 20;
+ VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
+ T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+// }
+ }
+ }
+ ent = g_edicts+1; // skip the worldspawn
+ // cycle through players
+ while (ent)
+ {
+ if ((ent->client) && (ent->client->nuke_framenum != level.framenum+20) && (ent->inuse))
+ {
+ tr = gi.trace (inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Undamaged player in LOS with nuke, flashing!\n");
+ ent->client->nuke_framenum = level.framenum + 20;
+ }
+ else
+ {
+ dist = realrange (ent, inflictor);
+ if (dist < 2048)
+ ent->client->nuke_framenum = qmax(ent->client->nuke_framenum,level.framenum + 15);
+ else
+ ent->client->nuke_framenum = qmax(ent->client->nuke_framenum,level.framenum + 10);
+ }
+ ent++;
+ }
+ else
+ ent = NULL;
+ }
+}
+
+/*
+============
+T_RadiusClassDamage
+
+Like T_RadiusDamage, but ignores anything with classname=ignoreClass
+============
+*/
+void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod)
+{
+ float points;
+ edict_t *ent = NULL;
+ vec3_t v;
+ vec3_t dir;
+
+ while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
+ {
+ if (ent->classname && !strcmp(ent->classname, ignoreClass))
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ points = damage - 0.5 * VectorLength (v);
+ if (ent == attacker)
+ points = points * 0.5;
+ if (points > 0)
+ {
+ if (CanDamage (ent, inflictor))
+ {
+ VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
+ T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+ }
+}
+
+// ROGUE
+// ********************
--- /dev/null
+++ b/rogue/g_func.c
@@ -1,0 +1,2829 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+=========================================================
+
+ PLATS
+
+ movement options:
+
+ linear
+ smooth start, hard stop
+ smooth start, smooth stop
+
+ start
+ end
+ acceleration
+ speed
+ deceleration
+ begin sound
+ end sound
+ target fired when reaching end
+ wait at end
+
+ object characteristics that use move segments
+ ---------------------------------------------
+ movetype_push, or movetype_stop
+ action when touched
+ action when blocked
+ action when used
+ disabled?
+ auto trigger spawning
+
+
+=========================================================
+*/
+
+#define PLAT_LOW_TRIGGER 1
+
+//====
+//PGM
+#define PLAT2_TOGGLE 2
+#define PLAT2_TOP 4
+#define PLAT2_TRIGGER_TOP 8
+#define PLAT2_TRIGGER_BOTTOM 16
+#define PLAT2_BOX_LIFT 32
+
+void plat2_spawn_danger_area (edict_t *ent);
+void plat2_kill_danger_area (edict_t *ent);
+
+//PGM
+//====
+
+#define STATE_TOP 0
+#define STATE_BOTTOM 1
+#define STATE_UP 2
+#define STATE_DOWN 3
+
+#define DOOR_START_OPEN 1
+#define DOOR_REVERSE 2
+#define DOOR_CRUSHER 4
+#define DOOR_NOMONSTER 8
+#define DOOR_TOGGLE 32
+#define DOOR_X_AXIS 64
+#define DOOR_Y_AXIS 128
+// !easy 256
+// !med 512
+// !hard 1024
+// !dm 2048
+// !coop 4096
+#define DOOR_INACTIVE 8192
+
+//
+// Support routines for movement (changes in origin using velocity)
+//
+
+void Move_Done (edict_t *ent)
+{
+ VectorClear (ent->velocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void Move_Final (edict_t *ent)
+{
+ if (ent->moveinfo.remaining_distance == 0)
+ {
+ Move_Done (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
+
+ ent->think = Move_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void Move_Begin (edict_t *ent)
+{
+ float frames;
+
+ if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
+ {
+ Move_Final (ent);
+ return;
+ }
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
+ frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
+ ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
+ ent->nextthink = level.time + (frames * FRAMETIME);
+ ent->think = Move_Final;
+}
+
+void Think_AccelMove (edict_t *ent);
+
+void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
+{
+ VectorClear (ent->velocity);
+ VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
+ ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
+ ent->moveinfo.endfunc = func;
+
+ if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
+ {
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ Move_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Move_Begin;
+ }
+ }
+ else
+ {
+ // accelerative
+ ent->moveinfo.current_speed = 0;
+ ent->think = Think_AccelMove;
+ ent->nextthink = level.time + FRAMETIME;
+ }
+}
+
+
+//
+// Support routines for angular movement (changes in angle using avelocity)
+//
+
+void AngleMove_Done (edict_t *ent)
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void AngleMove_Final (edict_t *ent)
+{
+ vec3_t move;
+
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
+
+ if (VectorCompare (move, vec3_origin))
+ {
+ AngleMove_Done (ent);
+ return;
+ }
+
+ VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
+
+ ent->think = AngleMove_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void AngleMove_Begin (edict_t *ent)
+{
+ vec3_t destdelta;
+ float len;
+ float traveltime;
+ float frames;
+
+//PGM accelerate as needed
+ if(ent->moveinfo.speed < ent->speed)
+ {
+ ent->moveinfo.speed += ent->accel;
+ if(ent->moveinfo.speed > ent->speed)
+ ent->moveinfo.speed = ent->speed;
+ }
+//PGM
+
+ // set destdelta to the vector needed to move
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
+
+ // calculate length of vector
+ len = VectorLength (destdelta);
+
+ // divide by speed to get time to reach dest
+ traveltime = len / ent->moveinfo.speed;
+
+ if (traveltime < FRAMETIME)
+ {
+ AngleMove_Final (ent);
+ return;
+ }
+
+ frames = floor(traveltime / FRAMETIME);
+
+ // scale the destdelta vector by the time spent traveling to get velocity
+ VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
+
+//PGM
+ // if we're done accelerating, act as a normal rotation
+ if(ent->moveinfo.speed >= ent->speed)
+ {
+ // set nextthink to trigger a think when dest is reached
+ ent->nextthink = level.time + frames * FRAMETIME;
+ ent->think = AngleMove_Final;
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = AngleMove_Begin;
+ }
+//PGM
+}
+
+void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc = func;
+
+//PGM
+ // if we're supposed to accelerate, this will tell anglemove_begin to do so
+ if(ent->accel != ent->speed)
+ ent->moveinfo.speed = 0;
+//PGM
+
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ AngleMove_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = AngleMove_Begin;
+ }
+}
+
+
+/*
+==============
+Think_AccelMove
+
+The team has completed a frame of movement, so
+change the speed for the next frame
+==============
+*/
+#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
+
+void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
+{
+ float accel_dist;
+ float decel_dist;
+
+ moveinfo->move_speed = moveinfo->speed;
+
+ if (moveinfo->remaining_distance < moveinfo->accel)
+ {
+ moveinfo->current_speed = moveinfo->remaining_distance;
+ return;
+ }
+
+ accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
+ decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
+
+ if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
+ {
+ float f;
+
+ f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
+ moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
+ decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
+ }
+
+ moveinfo->decel_distance = decel_dist;
+};
+
+void plat_Accelerate (moveinfo_t *moveinfo)
+{
+ // are we decelerating?
+ if (moveinfo->remaining_distance <= moveinfo->decel_distance)
+ {
+ if (moveinfo->remaining_distance < moveinfo->decel_distance)
+ {
+ if (moveinfo->next_speed)
+ {
+ moveinfo->current_speed = moveinfo->next_speed;
+ moveinfo->next_speed = 0;
+ return;
+ }
+ if (moveinfo->current_speed > moveinfo->decel)
+ moveinfo->current_speed -= moveinfo->decel;
+ }
+ return;
+ }
+
+ // are we at full speed and need to start decelerating during this move?
+ if (moveinfo->current_speed == moveinfo->move_speed)
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
+ {
+ float p1_distance;
+ float p2_distance;
+ float distance;
+
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = moveinfo->move_speed;
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // are we accelerating?
+ if (moveinfo->current_speed < moveinfo->speed)
+ {
+ float old_speed;
+ float p1_distance;
+ float p1_speed;
+ float p2_distance;
+ float distance;
+
+ old_speed = moveinfo->current_speed;
+
+ // figure simple acceleration up to move_speed
+ moveinfo->current_speed += moveinfo->accel;
+ if (moveinfo->current_speed > moveinfo->speed)
+ moveinfo->current_speed = moveinfo->speed;
+
+ // are we accelerating throughout this entire move?
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
+ return;
+
+ // during this move we will accelrate from current_speed to move_speed
+ // and cross over the decel_distance; figure the average speed for the
+ // entire move
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // we are at constant velocity (move_speed)
+ return;
+};
+
+void Think_AccelMove (edict_t *ent)
+{
+ ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
+
+ // PGM 04/21/98 - this should fix sthoms' sinking drop pod. Hopefully it wont break stuff.
+// if (ent->moveinfo.current_speed == 0) // starting or blocked
+ plat_CalcAcceleratedMove(&ent->moveinfo);
+
+ plat_Accelerate (&ent->moveinfo);
+
+ // will the entire move complete on next frame?
+ if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
+ {
+ Move_Final (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Think_AccelMove;
+}
+
+
+void plat_go_down (edict_t *ent);
+
+void plat_hit_top (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_TOP;
+
+ ent->think = plat_go_down;
+ ent->nextthink = level.time + 3;
+}
+
+void plat_hit_bottom (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ plat2_kill_danger_area (ent); // PGM
+}
+
+void plat_go_down (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_DOWN;
+ Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
+}
+
+void plat_go_up (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_UP;
+ Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
+
+ plat2_spawn_danger_area(ent); // PGM
+}
+
+void plat_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other && other->inuse) // PGM
+ BecomeExplosion1 (other);
+ return;
+ }
+
+//PGM
+ // gib dead things
+ if(other->health < 1)
+ {
+ T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
+ }
+//PGM
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->moveinfo.state == STATE_UP)
+ plat_go_down (self);
+ else if (self->moveinfo.state == STATE_DOWN)
+ plat_go_up (self);
+}
+
+
+void Use_Plat (edict_t *ent, edict_t *other, edict_t *)
+{
+//======
+//ROGUE
+ // if a monster is using us, then allow the activity when stopped.
+ if (other->svflags & SVF_MONSTER)
+ {
+ if (ent->moveinfo.state == STATE_TOP)
+ plat_go_down (ent);
+ else if (ent->moveinfo.state == STATE_BOTTOM)
+ plat_go_up (ent);
+
+ return;
+ }
+//ROGUE
+//======
+
+ if (ent->think)
+ return; // already down
+ plat_go_down (ent);
+}
+
+
+void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ ent = ent->enemy; // now point at the plat, not the trigger
+ if (ent->moveinfo.state == STATE_BOTTOM)
+ plat_go_up (ent);
+ else if (ent->moveinfo.state == STATE_TOP)
+ ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
+}
+
+// PGM - plat2's change the trigger field
+//void plat_spawn_inside_trigger (edict_t *ent)
+edict_t *plat_spawn_inside_trigger (edict_t *ent)
+{
+ edict_t *trigger;
+ vec3_t tmin, tmax;
+
+//
+// middle trigger
+//
+ trigger = G_Spawn();
+ trigger->touch = Touch_Plat_Center;
+ trigger->movetype = MOVETYPE_NONE;
+ trigger->solid = SOLID_TRIGGER;
+ trigger->enemy = ent;
+
+ tmin[0] = ent->mins[0] + 25;
+ tmin[1] = ent->mins[1] + 25;
+ tmin[2] = ent->mins[2];
+
+ tmax[0] = ent->maxs[0] - 25;
+ tmax[1] = ent->maxs[1] - 25;
+ tmax[2] = ent->maxs[2] + 8;
+
+ tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
+
+ if (ent->spawnflags & PLAT_LOW_TRIGGER)
+ tmax[2] = tmin[2] + 8;
+
+ if (tmax[0] - tmin[0] <= 0)
+ {
+ tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
+ tmax[0] = tmin[0] + 1;
+ }
+ if (tmax[1] - tmin[1] <= 0)
+ {
+ tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
+ tmax[1] = tmin[1] + 1;
+ }
+
+ VectorCopy (tmin, trigger->mins);
+ VectorCopy (tmax, trigger->maxs);
+
+ gi.linkentity (trigger);
+
+ return trigger; // PGM 11/17/97
+}
+
+
+/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
+speed default 150
+
+Plats are always drawn in the extended position, so they will light correctly.
+
+If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
+
+"speed" overrides default 200.
+"accel" overrides default 500
+"lip" overrides default 8 pixel lip
+
+If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
+
+Set "sounds" to one of the following:
+1) base fast
+2) chain slow
+*/
+void SP_func_plat (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+ ent->solid = SOLID_BSP;
+ ent->movetype = MOVETYPE_PUSH;
+
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = plat_blocked;
+
+ if (!ent->speed)
+ ent->speed = 20;
+ else
+ ent->speed *= 0.1;
+
+ if (!ent->accel)
+ ent->accel = 5;
+ else
+ ent->accel *= 0.1;
+
+ if (!ent->decel)
+ ent->decel = 5;
+ else
+ ent->decel *= 0.1;
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!st.lip)
+ st.lip = 8;
+
+ // pos1 is the top position, pos2 is the bottom
+ VectorCopy (ent->s.origin, ent->pos1);
+ VectorCopy (ent->s.origin, ent->pos2);
+ if (st.height)
+ ent->pos2[2] -= st.height;
+ else
+ ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
+
+ ent->use = Use_Plat;
+
+ plat_spawn_inside_trigger (ent); // the "start moving" trigger
+
+ if (ent->targetname)
+ {
+ ent->moveinfo.state = STATE_UP;
+ }
+ else
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ gi.linkentity (ent);
+ ent->moveinfo.state = STATE_BOTTOM;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
+}
+
+// ==========================================
+// PLAT 2
+// ==========================================
+#define PLAT2_CALLED 1
+#define PLAT2_MOVING 2
+#define PLAT2_WAITING 4
+
+void plat2_go_down (edict_t *ent);
+void plat2_go_up (edict_t *ent);
+
+void plat2_spawn_danger_area (edict_t *ent)
+{
+ vec3_t mins, maxs;
+
+ VectorCopy(ent->mins, mins);
+ VectorCopy(ent->maxs, maxs);
+ maxs[2] = ent->mins[2] + 64;
+
+ SpawnBadArea(mins, maxs, 0, ent);
+}
+
+void plat2_kill_danger_area (edict_t *ent)
+{
+ edict_t *t;
+
+ t = NULL;
+ while ((t = G_Find (t, FOFS(classname), "bad_area")))
+ {
+ if(t->owner == ent)
+ G_FreeEdict(t);
+ }
+}
+
+void plat2_hit_top (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_TOP;
+
+ if(ent->plat2flags & PLAT2_CALLED)
+ {
+ ent->plat2flags = PLAT2_WAITING;
+ if(!(ent->spawnflags & PLAT2_TOGGLE))
+ {
+ ent->think = plat2_go_down;
+ ent->nextthink = level.time + 5.0;
+ }
+ if(deathmatch->value)
+ ent->last_move_time = level.time - 1.0;
+ else
+ ent->last_move_time = level.time - 2.0;
+ }
+ else if(!(ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
+ {
+ ent->plat2flags = 0;
+ ent->think = plat2_go_down;
+ ent->nextthink = level.time + 2.0;
+ ent->last_move_time = level.time;
+ }
+ else
+ {
+ ent->plat2flags = 0;
+ ent->last_move_time = level.time;
+ }
+
+ G_UseTargets (ent, ent);
+}
+
+void plat2_hit_bottom (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ if(ent->plat2flags & PLAT2_CALLED)
+ {
+ ent->plat2flags = PLAT2_WAITING;
+ if(!(ent->spawnflags & PLAT2_TOGGLE))
+ {
+ ent->think = plat2_go_up;
+ ent->nextthink = level.time + 5.0;
+ }
+ if(deathmatch->value)
+ ent->last_move_time = level.time - 1.0;
+ else
+ ent->last_move_time = level.time - 2.0;
+ }
+ else if ((ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
+ {
+ ent->plat2flags = 0;
+ ent->think = plat2_go_up;
+ ent->nextthink = level.time + 2.0;
+ ent->last_move_time = level.time;
+ }
+ else
+ {
+ ent->plat2flags = 0;
+ ent->last_move_time = level.time;
+ }
+
+ plat2_kill_danger_area (ent);
+ G_UseTargets (ent, ent);
+}
+
+void plat2_go_down (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_DOWN;
+ ent->plat2flags |= PLAT2_MOVING;
+
+ Move_Calc (ent, ent->moveinfo.end_origin, plat2_hit_bottom);
+}
+
+void plat2_go_up (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_UP;
+ ent->plat2flags |= PLAT2_MOVING;
+
+ plat2_spawn_danger_area(ent);
+
+ Move_Calc (ent, ent->moveinfo.start_origin, plat2_hit_top);
+}
+
+void plat2_operate (edict_t *ent, edict_t *other)
+{
+ int otherState;
+ float pauseTime;
+ float platCenter;
+ edict_t *trigger;
+
+ trigger = ent;
+ ent = ent->enemy; // now point at the plat, not the trigger
+
+ if (ent->plat2flags & PLAT2_MOVING)
+ return;
+
+ if ((ent->last_move_time + 2) > level.time)
+ return;
+
+ platCenter = (trigger->absmin[2] + trigger->absmax[2]) / 2;
+
+ if(ent->moveinfo.state == STATE_TOP)
+ {
+ otherState = STATE_TOP;
+ if(ent->spawnflags & PLAT2_BOX_LIFT)
+ {
+ if(platCenter > other->s.origin[2])
+ otherState = STATE_BOTTOM;
+ }
+ else
+ {
+ if(trigger->absmax[2] > other->s.origin[2])
+ otherState = STATE_BOTTOM;
+ }
+ }
+ else
+ {
+ otherState = STATE_BOTTOM;
+ if(other->s.origin[2] > platCenter)
+ otherState = STATE_TOP;
+ }
+
+ ent->plat2flags = PLAT2_MOVING;
+
+ if(deathmatch->value)
+ pauseTime = 0.3;
+ else
+ pauseTime = 0.5;
+
+ if(ent->moveinfo.state != otherState)
+ {
+ ent->plat2flags |= PLAT2_CALLED;
+ pauseTime = 0.1;
+ }
+
+ ent->last_move_time = level.time;
+
+ if(ent->moveinfo.state == STATE_BOTTOM)
+ {
+ ent->think = plat2_go_up;
+ ent->nextthink = level.time + pauseTime;
+ }
+ else
+ {
+ ent->think = plat2_go_down;
+ ent->nextthink = level.time + pauseTime;
+ }
+}
+
+void Touch_Plat_Center2 (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ // this requires monsters to actively trigger plats, not just step on them.
+
+ //FIXME - commented out for E3
+ //if (!other->client)
+ // return;
+
+ if (other->health <= 0)
+ return;
+
+ // PMM - don't let non-monsters activate plat2s
+ if ((!(other->svflags & SVF_MONSTER)) && (!other->client))
+ return;
+
+ plat2_operate(ent, other);
+}
+
+void plat2_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client))
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if(other && other->inuse)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ // gib dead things
+ if(other->health < 1)
+ {
+ T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->moveinfo.state == STATE_UP)
+ plat2_go_down (self);
+ else if (self->moveinfo.state == STATE_DOWN)
+ plat2_go_up (self);
+}
+
+void Use_Plat2 (edict_t *ent, edict_t *, edict_t *activator)
+{
+ edict_t *trigger;
+ int i;
+
+ if(ent->moveinfo.state > STATE_BOTTOM)
+ return;
+ if((ent->last_move_time + 2) > level.time)
+ return;
+
+ for (i = 1, trigger = g_edicts + 1; i < globals.num_edicts; i++, trigger++)
+ {
+ if (!trigger->inuse)
+ continue;
+ if (trigger->touch == Touch_Plat_Center2)
+ {
+ if (trigger->enemy == ent)
+ {
+// Touch_Plat_Center2 (trigger, activator, NULL, NULL);
+ plat2_operate (trigger, activator);
+ return;
+ }
+ }
+ }
+}
+
+void plat2_activate (edict_t *ent, edict_t *, edict_t *)
+{
+ edict_t *trigger;
+
+// if(ent->targetname)
+// ent->targetname[0] = 0;
+
+ ent->use = Use_Plat2;
+
+ trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
+
+ trigger->maxs[0]+=10;
+ trigger->maxs[1]+=10;
+ trigger->mins[0]-=10;
+ trigger->mins[1]-=10;
+
+ gi.linkentity (trigger);
+
+ trigger->touch = Touch_Plat_Center2; // Override trigger touch function
+
+ plat2_go_down(ent);
+}
+
+/*QUAKED func_plat2 (0 .5 .8) ? PLAT_LOW_TRIGGER PLAT2_TOGGLE PLAT2_TOP PLAT2_TRIGGER_TOP PLAT2_TRIGGER_BOTTOM BOX_LIFT
+speed default 150
+
+PLAT_LOW_TRIGGER - creates a short trigger field at the bottom
+PLAT2_TOGGLE - plat will not return to default position.
+PLAT2_TOP - plat's default position will the the top.
+PLAT2_TRIGGER_TOP - plat will trigger it's targets each time it hits top
+PLAT2_TRIGGER_BOTTOM - plat will trigger it's targets each time it hits bottom
+BOX_LIFT - this indicates that the lift is a box, rather than just a platform
+
+Plats are always drawn in the extended position, so they will light correctly.
+
+If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
+
+"speed" overrides default 200.
+"accel" overrides default 500
+"lip" no default
+
+If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
+
+*/
+void SP_func_plat2 (edict_t *ent)
+{
+ edict_t *trigger;
+
+ VectorClear (ent->s.angles);
+ ent->solid = SOLID_BSP;
+ ent->movetype = MOVETYPE_PUSH;
+
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = plat2_blocked;
+
+ if (!ent->speed)
+ ent->speed = 20;
+ else
+ ent->speed *= 0.1;
+
+ if (!ent->accel)
+ ent->accel = 5;
+ else
+ ent->accel *= 0.1;
+
+ if (!ent->decel)
+ ent->decel = 5;
+ else
+ ent->decel *= 0.1;
+
+ if (deathmatch->value)
+ {
+ ent->speed *= 2;
+ ent->accel *= 2;
+ ent->decel *= 2;
+ }
+
+
+ //PMM Added to kill things it's being blocked by
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+// if (!st.lip)
+// st.lip = 8;
+
+ // pos1 is the top position, pos2 is the bottom
+ VectorCopy (ent->s.origin, ent->pos1);
+ VectorCopy (ent->s.origin, ent->pos2);
+
+ if (st.height)
+ ent->pos2[2] -= (st.height - st.lip);
+ else
+ ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
+
+ ent->moveinfo.state = STATE_TOP;
+
+ if(ent->targetname)
+ {
+ ent->use = plat2_activate;
+ }
+ else
+ {
+ ent->use = Use_Plat2;
+
+ trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
+
+ // PGM - debugging??
+ trigger->maxs[0]+=10;
+ trigger->maxs[1]+=10;
+ trigger->mins[0]-=10;
+ trigger->mins[1]-=10;
+
+ gi.linkentity (trigger);
+
+ trigger->touch = Touch_Plat_Center2; // Override trigger touch function
+
+ if(!(ent->spawnflags & PLAT2_TOP))
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ ent->moveinfo.state = STATE_BOTTOM;
+ }
+ }
+
+ gi.linkentity (ent);
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
+}
+
+
+//====================================================================
+
+/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST EAST MED HARD DM COOP ACCEL
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+func_rotating will use it's targets when it stops and starts.
+
+"speed" determines how fast it moves; default value is 100.
+"dmg" damage to inflict when blocked (2 default)
+"accel" if specified, is how much the rotation speed will increase per .1sec.
+
+REVERSE will cause the it to rotate in the opposite direction.
+STOP mean it will stop moving instead of pushing entities
+ACCEL means it will accelerate to it's final speed and decelerate when shutting down.
+*/
+
+//============
+//PGM
+void rotating_accel (edict_t *self)
+{
+ float current_speed;
+
+ current_speed = VectorLength (self->avelocity);
+ if(current_speed >= (self->speed - self->accel)) // done
+ {
+ VectorScale (self->movedir, self->speed, self->avelocity);
+ G_UseTargets (self, self);
+ }
+ else
+ {
+ current_speed += self->accel;
+ VectorScale (self->movedir, current_speed, self->avelocity);
+ self->think = rotating_accel;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void rotating_decel (edict_t *self)
+{
+ float current_speed;
+
+ current_speed = VectorLength (self->avelocity);
+ if(current_speed <= self->decel) // done
+ {
+ VectorClear (self->avelocity);
+ G_UseTargets (self, self);
+ self->touch = NULL;
+ }
+ else
+ {
+ current_speed -= self->decel;
+ VectorScale (self->movedir, current_speed, self->avelocity);
+ self->think = rotating_decel;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+//PGM
+//============
+
+
+void rotating_blocked (edict_t *self, edict_t *other)
+{
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!VectorCompare (self->avelocity, vec3_origin))
+ {
+ self->s.sound = 0;
+//PGM
+ if(self->spawnflags & 8192) // Decelerate
+ rotating_decel (self);
+ else
+ {
+ VectorClear (self->avelocity);
+ G_UseTargets (self, self);
+ self->touch = NULL;
+ }
+//PGM
+ }
+ else
+ {
+ self->s.sound = self->moveinfo.sound_middle;
+//PGM
+ if(self->spawnflags & 8192) // accelerate
+ rotating_accel (self);
+ else
+ {
+ VectorScale (self->movedir, self->speed, self->avelocity);
+ G_UseTargets (self, self);
+ }
+ if (self->spawnflags & 16)
+ self->touch = rotating_touch;
+//PGM
+ }
+}
+
+void SP_func_rotating (edict_t *ent)
+{
+ ent->solid = SOLID_BSP;
+ if (ent->spawnflags & 32)
+ ent->movetype = MOVETYPE_STOP;
+ else
+ ent->movetype = MOVETYPE_PUSH;
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & 4)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & 8)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & 2)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+// ent->moveinfo.sound_middle = "doors/hydro1.wav";
+
+ ent->use = rotating_use;
+ if (ent->dmg)
+ ent->blocked = rotating_blocked;
+
+ if (ent->spawnflags & 1)
+ ent->use (ent, NULL, NULL);
+
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 128)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+//PGM
+ if(ent->spawnflags & 8192) // Accelerate / Decelerate
+ {
+ if(!ent->accel)
+ ent->accel = 1;
+ else if (ent->accel > ent->speed)
+ ent->accel = ent->speed;
+
+ if(!ent->decel)
+ ent->decel = 1;
+ else if (ent->decel > ent->speed)
+ ent->decel = ent->speed;
+ }
+//PGM
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+BUTTONS
+
+======================================================================
+*/
+
+/*QUAKED func_button (0 .5 .8) ?
+When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
+
+"angle" determines the opening direction
+"target" all entities with a matching targetname will be used
+"speed" override the default 40 speed
+"wait" override the default 1 second wait (-1 = never return)
+"lip" override the default 4 pixel lip remaining at end of move
+"health" if set, the button must be killed instead of touched
+"sounds"
+1) silent
+2) steam metal
+3) wooden clunk
+4) metallic click
+5) in-out
+*/
+
+void button_done (edict_t *self)
+{
+ self->moveinfo.state = STATE_BOTTOM;
+ self->s.effects &= ~EF_ANIM23;
+ self->s.effects |= EF_ANIM01;
+}
+
+void button_return (edict_t *self)
+{
+ self->moveinfo.state = STATE_DOWN;
+
+ Move_Calc (self, self->moveinfo.start_origin, button_done);
+
+ self->s.frame = 0;
+
+ if (self->health)
+ self->takedamage = DAMAGE_YES;
+}
+
+void button_wait (edict_t *self)
+{
+ self->moveinfo.state = STATE_TOP;
+ self->s.effects &= ~EF_ANIM01;
+ self->s.effects |= EF_ANIM23;
+
+ G_UseTargets (self, self->activator);
+ self->s.frame = 1;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = button_return;
+ }
+}
+
+void button_fire (edict_t *self)
+{
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ return;
+
+ self->moveinfo.state = STATE_UP;
+ if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ Move_Calc (self, self->moveinfo.end_origin, button_wait);
+}
+
+void button_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ button_fire (self);
+}
+
+void button_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ self->activator = other;
+ button_fire (self);
+}
+
+void button_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->activator = attacker;
+ self->health = self->max_health;
+ self->takedamage = DAMAGE_NO;
+ button_fire (self);
+}
+
+void SP_func_button (edict_t *ent)
+{
+ vec3_t abs_movedir;
+ float dist;
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_STOP;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ if (ent->sounds != 1)
+ ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
+
+ if (!ent->speed)
+ ent->speed = 40;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 4;
+
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
+
+ ent->use = button_use;
+ ent->s.effects |= EF_ANIM01;
+
+ if (ent->health)
+ {
+ ent->max_health = ent->health;
+ ent->die = button_killed;
+ ent->takedamage = DAMAGE_YES;
+ }
+ else if (! ent->targetname)
+ ent->touch = button_touch;
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+DOORS
+
+ spawn a trigger surrounding the entire team unless it is
+ already targeted by another
+
+======================================================================
+*/
+
+/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
+TOGGLE wait in both the start and end states for a trigger event.
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"lip" lip remaining at end of move (8 default)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void door_use_areaportals (edict_t *self, qboolean open)
+{
+ edict_t *t = NULL;
+
+ if (!self->target)
+ return;
+
+ while ((t = G_Find (t, FOFS(targetname), self->target)))
+ {
+ if (cistrcmp(t->classname, "func_areaportal") == 0)
+ {
+ gi.SetAreaPortalState (t->style, open);
+ }
+ }
+}
+
+void door_go_down (edict_t *self);
+
+void door_hit_top (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_TOP;
+ if (self->spawnflags & DOOR_TOGGLE)
+ return;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->think = door_go_down;
+ self->nextthink = level.time + self->moveinfo.wait;
+ }
+}
+
+void door_hit_bottom (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_BOTTOM;
+ door_use_areaportals (self, false);
+}
+
+void door_go_down (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ if (self->max_health)
+ {
+ self->takedamage = DAMAGE_YES;
+ self->health = self->max_health;
+ }
+
+ self->moveinfo.state = STATE_DOWN;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_bottom);
+}
+
+void door_go_up (edict_t *self, edict_t *activator)
+{
+ if (self->moveinfo.state == STATE_UP)
+ return; // already going up
+
+ if (self->moveinfo.state == STATE_TOP)
+ { // reset top wait time
+ if (self->moveinfo.wait >= 0)
+ self->nextthink = level.time + self->moveinfo.wait;
+ return;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ self->moveinfo.state = STATE_UP;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_top);
+
+ G_UseTargets (self, activator);
+ door_use_areaportals (self, true);
+}
+
+//======
+//PGM
+void smart_water_go_up (edict_t *self)
+{
+ float distance;
+ edict_t *lowestPlayer;
+ edict_t *ent;
+ float lowestPlayerPt;
+ int i;
+
+ if (self->moveinfo.state == STATE_TOP)
+ { // reset top wait time
+ if (self->moveinfo.wait >= 0)
+ self->nextthink = level.time + self->moveinfo.wait;
+ return;
+ }
+
+ if (self->health)
+ {
+ if(self->absmax[2] >= self->health)
+ {
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ self->moveinfo.state = STATE_TOP;
+ return;
+ }
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+
+ // find the lowest player point.
+ lowestPlayerPt = 999999;
+ lowestPlayer = NULL;
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ ent = &g_edicts[1+i];
+
+ // don't count dead or unused player slots
+ if((ent->inuse) && (ent->health > 0))
+ {
+ if (ent->absmin[2] < lowestPlayerPt)
+ {
+ lowestPlayerPt = ent->absmin[2];
+ lowestPlayer = ent;
+ }
+ }
+ }
+
+ if(!lowestPlayer)
+ {
+ return;
+ }
+
+ distance = lowestPlayerPt - self->absmax[2];
+
+ // for the calculations, make sure we intend to go up at least a little.
+ if(distance < self->accel)
+ {
+ distance = 100;
+ self->moveinfo.speed = 5;
+ }
+ else
+ self->moveinfo.speed = distance / self->accel;
+
+ if(self->moveinfo.speed < 5)
+ self->moveinfo.speed = 5;
+ else if(self->moveinfo.speed > self->speed)
+ self->moveinfo.speed = self->speed;
+
+ // FIXME - should this allow any movement other than straight up?
+ VectorSet(self->moveinfo.dir, 0, 0, 1);
+ VectorScale (self->moveinfo.dir, self->moveinfo.speed, self->velocity);
+ self->moveinfo.remaining_distance = distance;
+
+ if(self->moveinfo.state != STATE_UP)
+ {
+ G_UseTargets (self, lowestPlayer);
+ door_use_areaportals (self, true);
+ self->moveinfo.state = STATE_UP;
+ }
+
+ self->think = smart_water_go_up;
+ self->nextthink = level.time + FRAMETIME;
+}
+//PGM
+//======
+
+void door_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *ent;
+ vec3_t center; //PGM
+
+ if (self->flags & FL_TEAMSLAVE)
+ return;
+
+ if (self->spawnflags & DOOR_TOGGLE)
+ {
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ {
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_down (ent);
+ }
+ return;
+ }
+ }
+
+//PGM
+ // smart water is different
+ VectorAdd(self->mins, self->maxs, center);
+ VectorScale(center, 0.5, center);
+ if ((gi.pointcontents (center) & MASK_WATER) && self->spawnflags & 2)
+ {
+ self->message = NULL;
+ self->touch = NULL;
+ self->enemy = activator;
+ smart_water_go_up (self);
+ return;
+ }
+//PGM
+
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_up (ent, activator);
+ }
+};
+
+void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->health <= 0)
+ return;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client))
+ return;
+
+ if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 1.0;
+
+ door_use (self->owner, other, other);
+}
+
+void Think_CalcMoveSpeed (edict_t *self)
+{
+ edict_t *ent;
+ float min;
+ float time;
+ float newspeed;
+ float ratio;
+ float dist;
+
+ if (self->flags & FL_TEAMSLAVE)
+ return; // only the team master does this
+
+ // find the smallest distance any member of the team will be moving
+ min = fabs(self->moveinfo.distance);
+ for (ent = self->teamchain; ent; ent = ent->teamchain)
+ {
+ dist = fabs(ent->moveinfo.distance);
+ if (dist < min)
+ min = dist;
+ }
+
+ time = min / self->moveinfo.speed;
+
+ // adjust speeds so they will all complete at the same time
+ for (ent = self; ent; ent = ent->teamchain)
+ {
+ newspeed = fabs(ent->moveinfo.distance) / time;
+ ratio = newspeed / ent->moveinfo.speed;
+ if (ent->moveinfo.accel == ent->moveinfo.speed)
+ ent->moveinfo.accel = newspeed;
+ else
+ ent->moveinfo.accel *= ratio;
+ if (ent->moveinfo.decel == ent->moveinfo.speed)
+ ent->moveinfo.decel = newspeed;
+ else
+ ent->moveinfo.decel *= ratio;
+ ent->moveinfo.speed = newspeed;
+ }
+}
+
+void Think_SpawnDoorTrigger (edict_t *ent)
+{
+ edict_t *other;
+ vec3_t mins, maxs;
+
+ if (ent->flags & FL_TEAMSLAVE)
+ return; // only the team leader spawns a trigger
+
+ VectorCopy (ent->absmin, mins);
+ VectorCopy (ent->absmax, maxs);
+
+ for (other = ent->teamchain ; other ; other=other->teamchain)
+ {
+ AddPointToBounds (other->absmin, mins, maxs);
+ AddPointToBounds (other->absmax, mins, maxs);
+ }
+
+ // expand
+ mins[0] -= 60;
+ mins[1] -= 60;
+ maxs[0] += 60;
+ maxs[1] += 60;
+
+ other = G_Spawn ();
+ VectorCopy (mins, other->mins);
+ VectorCopy (maxs, other->maxs);
+ other->owner = ent;
+ other->solid = SOLID_TRIGGER;
+ other->movetype = MOVETYPE_NONE;
+ other->touch = Touch_DoorTrigger;
+ gi.linkentity (other);
+
+ if (ent->spawnflags & DOOR_START_OPEN)
+ door_use_areaportals (ent, true);
+
+ Think_CalcMoveSpeed (ent);
+}
+
+void door_blocked (edict_t *self, edict_t *other)
+{
+ edict_t *ent;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other && other->inuse)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->spawnflags & DOOR_CRUSHER)
+ return;
+
+
+// if a door has a negative wait, it would never come back if blocked,
+// so let it just squash the object to death real fast
+ if (self->moveinfo.wait >= 0)
+ {
+ if (self->moveinfo.state == STATE_DOWN)
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_up (ent, ent->activator);
+ }
+ else
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_down (ent);
+ }
+ }
+}
+
+void door_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ edict_t *ent;
+
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ {
+ ent->health = ent->max_health;
+ ent->takedamage = DAMAGE_NO;
+ }
+ door_use (self->teammaster, attacker, attacker);
+}
+
+void door_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+
+ gi.centerprintf (other, "%s", self->message);
+ gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+}
+
+void SP_func_door (edict_t *ent)
+{
+ vec3_t abs_movedir;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (deathmatch->value)
+ ent->speed *= 2;
+
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 8;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ // calculate second position
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.origin, ent->pos1);
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+}
+
+//PGM
+void Door_Activate (edict_t *self, edict_t *, edict_t *)
+{
+ self->use = NULL;
+
+ if (self->health)
+ {
+ self->takedamage = DAMAGE_YES;
+ self->die = door_killed;
+ self->max_health = self->health;
+ }
+
+ if (self->health)
+ self->think = Think_CalcMoveSpeed;
+ else
+ self->think = Think_SpawnDoorTrigger;
+ self->nextthink = level.time + FRAMETIME;
+
+}
+//PGM
+
+/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS EASY MED HARD DM COOP INACTIVE
+TOGGLE causes the door to wait in both the start and end states for a trigger event.
+
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"distance" is how many degrees the door will be rotated.
+"speed" determines how fast the door moves; default value is 100.
+"accel" if specified,is how much the rotation speed will increase each .1 sec. (default: no accel)
+
+REVERSE will cause the door to rotate in the opposite direction.
+INACTIVE will cause the door to be inactive until triggered.
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void SP_func_door_rotating (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & DOOR_X_AXIS)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & DOOR_Y_AXIS)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & DOOR_REVERSE)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!st.distance)
+ {
+ gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
+ st.distance = 90;
+ }
+
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
+ ent->moveinfo.distance = st.distance;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.angles);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorNegate (ent->movedir, ent->movedir);
+ }
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+
+ if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
+ VectorCopy (ent->pos1, ent->moveinfo.start_angles);
+ VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
+ VectorCopy (ent->pos2, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+
+//PGM
+ if (ent->spawnflags & DOOR_INACTIVE)
+ {
+ ent->takedamage = DAMAGE_NO;
+ ent->die = NULL;
+ ent->think = NULL;
+ ent->nextthink = 0;
+ ent->use = Door_Activate;
+ }
+//PGM
+}
+
+void smart_water_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_LAVA);
+ // if it's still there, nuke it
+ if (other && other->inuse) // PGM
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_LAVA);
+}
+
+/*QUAKED func_water (0 .5 .8) ? START_OPEN SMART
+func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
+
+START_OPEN causes the water to move to its destination when spawned and operate in reverse.
+
+SMART causes the water to adjust its speed depending on distance to player.
+(speed = distance/accel, min 5, max self->speed)
+"accel" for smart water, the divisor to determine water speed. default 20 (smaller = faster)
+
+"health" maximum height of this water brush
+"angle" determines the opening direction (up or down only)
+"speed" movement speed (25 default)
+"wait" wait before returning (-1 default, -1 = TOGGLE)
+"lip" lip remaining at end of move (0 default)
+"sounds" (yes, these need to be changed)
+0) no sound
+1) water
+2) lava
+*/
+
+void SP_func_water (edict_t *self)
+{
+ vec3_t abs_movedir;
+
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movetype = MOVETYPE_PUSH;
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ switch (self->sounds)
+ {
+ default:
+ break;
+
+ case 1: // water
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+
+ case 2: // lava
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+ }
+
+ // calculate second position
+ VectorCopy (self->s.origin, self->pos1);
+ abs_movedir[0] = fabs(self->movedir[0]);
+ abs_movedir[1] = fabs(self->movedir[1]);
+ abs_movedir[2] = fabs(self->movedir[2]);
+ self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
+ VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
+
+ // if it starts open, switch the positions
+ if (self->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (self->pos2, self->s.origin);
+ VectorCopy (self->pos1, self->pos2);
+ VectorCopy (self->s.origin, self->pos1);
+ }
+
+ VectorCopy (self->pos1, self->moveinfo.start_origin);
+ VectorCopy (self->s.angles, self->moveinfo.start_angles);
+ VectorCopy (self->pos2, self->moveinfo.end_origin);
+ VectorCopy (self->s.angles, self->moveinfo.end_angles);
+
+ self->moveinfo.state = STATE_BOTTOM;
+
+ if (!self->speed)
+ self->speed = 25;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
+
+ if ( self->spawnflags & 2) // smart water
+ {
+ // this is actually the divisor of the lowest player's distance to determine speed.
+ // self->speed then becomes the cap of the speed.
+ if(!self->accel)
+ self->accel = 20;
+ self->blocked = smart_water_blocked;
+ }
+
+ if (!self->wait)
+ self->wait = -1;
+ self->moveinfo.wait = self->wait;
+
+ self->use = door_use;
+
+ if (self->wait == -1)
+ self->spawnflags |= DOOR_TOGGLE;
+
+ self->classname = "func_door";
+
+ gi.linkentity (self);
+}
+
+
+#define TRAIN_START_ON 1
+#define TRAIN_TOGGLE 2
+#define TRAIN_BLOCK_STOPS 4
+
+/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
+Trains are moving platforms that players can ride.
+The targets origin specifies the min point of the train at each corner.
+The train spawns at the first target it is pointing at.
+If the train is the target of a button or trigger, it will not begin moving until activated.
+speed default 100
+dmg default 2
+noise looping sound to play when the train is in motion
+
+To have other entities move with the train, set all the piece's team value to the same thing. They will move in unison.
+*/
+void train_next (edict_t *self);
+
+void train_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other && other->inuse)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+
+ if (!self->dmg)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void train_wait (edict_t *self)
+{
+ if (self->target_ent->pathtarget)
+ {
+ char *savetarget;
+ edict_t *ent;
+
+ ent = self->target_ent;
+ savetarget = ent->target;
+ ent->target = ent->pathtarget;
+ G_UseTargets (ent, self->activator);
+ ent->target = savetarget;
+
+ // make sure we didn't get killed by a killtarget
+ if (!self->inuse)
+ return;
+ }
+
+ if (self->moveinfo.wait)
+ {
+ if (self->moveinfo.wait > 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = train_next;
+ }
+ else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
+ {
+ // PMM - clear target_ent, let train_next get called when we get used
+// train_next (self);
+ self->target_ent = NULL;
+ // pmm
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ }
+ else
+ {
+ train_next (self);
+ }
+
+}
+
+//PGM
+void train_piece_wait (edict_t *)
+{
+}
+//PGM
+
+void train_next (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+ qboolean first;
+
+ first = true;
+again:
+ if (!self->target)
+ {
+// gi.dprintf ("train_next: no next target\n");
+ return;
+ }
+
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_next: bad target %s\n", self->target);
+ return;
+ }
+
+ self->target = ent->target;
+
+ // check for a teleport path_corner
+ if (ent->spawnflags & 1)
+ {
+ if (!first)
+ {
+ gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
+ return;
+ }
+ first = false;
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ VectorCopy (self->s.origin, self->s.old_origin);
+ self->s.event = EV_OTHER_TELEPORT;
+ gi.linkentity (self);
+ goto again;
+ }
+
+//PGM
+ if (ent->speed)
+ {
+ self->speed = ent->speed;
+ self->moveinfo.speed = ent->speed;
+ if(ent->accel)
+ self->moveinfo.accel = ent->accel;
+ else
+ self->moveinfo.accel = ent->speed;
+ if(ent->decel)
+ self->moveinfo.decel = ent->decel;
+ else
+ self->moveinfo.decel = ent->speed;
+ self->moveinfo.current_speed = 0;
+ }
+//PGM
+
+ self->moveinfo.wait = ent->wait;
+ self->target_ent = ent;
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+
+//PGM
+ if(self->team)
+ {
+ edict_t *e;
+ vec3_t dir, dst;
+
+ VectorSubtract (dest, self->s.origin, dir);
+ for (e=self->teamchain; e ; e = e->teamchain)
+ {
+ VectorAdd(dir, e->s.origin, dst);
+ VectorCopy(e->s.origin, e->moveinfo.start_origin);
+ VectorCopy(dst, e->moveinfo.end_origin);
+
+ e->moveinfo.state = STATE_TOP;
+ e->speed = self->speed;
+ e->moveinfo.speed = self->moveinfo.speed;
+ e->moveinfo.accel = self->moveinfo.accel;
+ e->moveinfo.decel = self->moveinfo.decel;
+ e->movetype = MOVETYPE_PUSH;
+ Move_Calc (e, dst, train_piece_wait);
+ }
+
+ }
+//PGM
+}
+
+void train_resume (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+
+ ent = self->target_ent;
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+}
+
+void func_train_find (edict_t *self)
+{
+ edict_t *ent;
+
+ if (!self->target)
+ {
+ gi.dprintf ("train_find: no target\n");
+ return;
+ }
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_find: target %s not found\n", self->target);
+ return;
+ }
+ self->target = ent->target;
+
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ gi.linkentity (self);
+
+ // if not triggered, start immediately
+ if (!self->targetname)
+ self->spawnflags |= TRAIN_START_ON;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ self->think = train_next;
+ self->activator = self;
+ }
+}
+
+void train_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ if (!(self->spawnflags & TRAIN_TOGGLE))
+ return;
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+ else
+ {
+ if (self->target_ent)
+ train_resume(self);
+ else
+ train_next(self);
+ }
+}
+
+void SP_func_train (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+
+ VectorClear (self->s.angles);
+ self->blocked = train_blocked;
+ if (self->spawnflags & TRAIN_BLOCK_STOPS)
+ self->dmg = 0;
+ else
+ {
+ if (!self->dmg)
+ self->dmg = 100;
+ }
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ if (st.noise)
+ self->moveinfo.sound_middle = gi.soundindex (st.noise);
+
+ if (!self->speed)
+ self->speed = 100;
+
+ self->moveinfo.speed = self->speed;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
+
+ self->use = train_use;
+
+ gi.linkentity (self);
+
+ if (self->target)
+ {
+ // start trains on the second frame, to make sure their targets have had
+ // a chance to spawn
+ self->nextthink = level.time + FRAMETIME;
+ self->think = func_train_find;
+ }
+ else
+ {
+ gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
+ }
+}
+
+
+/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
+*/
+void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *)
+{
+ edict_t *target;
+
+ if (self->movetarget->nextthink)
+ {
+// gi.dprintf("elevator busy\n");
+ return;
+ }
+
+ if (!other->pathtarget)
+ {
+ gi.dprintf("elevator used with no pathtarget\n");
+ return;
+ }
+
+ target = G_PickTarget (other->pathtarget);
+ if (!target)
+ {
+ gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
+ return;
+ }
+
+ self->movetarget->target_ent = target;
+ train_resume (self->movetarget);
+}
+
+void trigger_elevator_init (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("trigger_elevator has no target\n");
+ return;
+ }
+ self->movetarget = G_PickTarget (self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
+ return;
+ }
+ if (strcmp(self->movetarget->classname, "func_train") != 0)
+ {
+ gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
+ return;
+ }
+
+ self->use = trigger_elevator_use;
+ self->svflags = SVF_NOCLIENT;
+
+}
+
+void SP_trigger_elevator (edict_t *self)
+{
+ self->think = trigger_elevator_init;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
+"wait" base time between triggering all targets, default is 1
+"random" wait variance, default is 0
+
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+
+"delay" delay before first firing when turned on, default is 0
+
+"pausetime" additional delay used only the very first time
+ and only if spawned with START_ON
+
+These can used but not touched.
+*/
+void func_timer_think (edict_t *self)
+{
+ G_UseTargets (self, self->activator);
+ self->nextthink = level.time + self->wait + crandom() * self->random;
+}
+
+void func_timer_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ // if on, turn it off
+ if (self->nextthink)
+ {
+ self->nextthink = 0;
+ return;
+ }
+
+ // turn it on
+ if (self->delay)
+ self->nextthink = level.time + self->delay;
+ else
+ func_timer_think (self);
+}
+
+void SP_func_timer (edict_t *self)
+{
+ if (!self->wait)
+ self->wait = 1.0;
+
+ self->use = func_timer_use;
+ self->think = func_timer_think;
+
+ if (self->random >= self->wait)
+ {
+ self->random = self->wait - FRAMETIME;
+ gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
+ }
+
+ if (self->spawnflags & 1)
+ {
+ self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
+ self->activator = self;
+ }
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
+Conveyors are stationary brushes that move what's on them.
+The brush should be have a surface with at least one current content enabled.
+speed default 100
+*/
+
+void func_conveyor_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & 1)
+ {
+ self->speed = 0;
+ self->spawnflags &= ~1;
+ }
+ else
+ {
+ self->speed = self->count;
+ self->spawnflags |= 1;
+ }
+
+ if (!(self->spawnflags & 2))
+ self->count = 0;
+}
+
+void SP_func_conveyor (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 100;
+
+ if (!(self->spawnflags & 1))
+ {
+ self->count = self->speed;
+ self->speed = 0;
+ }
+
+ self->use = func_conveyor_use;
+
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
+A secret door. Slide back and then to the side.
+
+open_once doors never closes
+1st_left 1st move is left of arrow
+1st_down 1st move is down from arrow
+always_shoot door is shootebale even if targeted
+
+"angle" determines the direction
+"dmg" damage to inflic when blocked (default 2)
+"wait" how long to hold in the open position (default 5, -1 means hold)
+*/
+
+#define SECRET_ALWAYS_SHOOT 1
+#define SECRET_1ST_LEFT 2
+#define SECRET_1ST_DOWN 4
+
+void door_secret_move1 (edict_t *self);
+void door_secret_move2 (edict_t *self);
+void door_secret_move3 (edict_t *self);
+void door_secret_move4 (edict_t *self);
+void door_secret_move5 (edict_t *self);
+void door_secret_move6 (edict_t *self);
+void door_secret_done (edict_t *self);
+
+void door_secret_use (edict_t *self, edict_t *, edict_t *)
+{
+ // make sure we're not already moving
+ if (!VectorCompare(self->s.origin, vec3_origin))
+ return;
+
+ Move_Calc (self, self->pos1, door_secret_move1);
+ door_use_areaportals (self, true);
+}
+
+void door_secret_move1 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move2;
+}
+
+void door_secret_move2 (edict_t *self)
+{
+ Move_Calc (self, self->pos2, door_secret_move3);
+}
+
+void door_secret_move3 (edict_t *self)
+{
+ if (self->wait == -1)
+ return;
+ self->nextthink = level.time + self->wait;
+ self->think = door_secret_move4;
+}
+
+void door_secret_move4 (edict_t *self)
+{
+ Move_Calc (self, self->pos1, door_secret_move5);
+}
+
+void door_secret_move5 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move6;
+}
+
+void door_secret_move6 (edict_t *self)
+{
+ Move_Calc (self, vec3_origin, door_secret_done);
+}
+
+void door_secret_done (edict_t *self)
+{
+ if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ self->health = 0;
+ self->takedamage = DAMAGE_YES;
+ }
+ door_use_areaportals (self, false);
+}
+
+void door_secret_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other && other->inuse)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void door_secret_die (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ door_secret_use (self, attacker, attacker);
+}
+
+void SP_func_door_secret (edict_t *ent)
+{
+ vec3_t forward, right, up;
+ float side;
+ float width;
+ float length;
+
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_secret_blocked;
+ ent->use = door_secret_use;
+
+ if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ ent->health = 0;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_secret_die;
+ }
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!ent->wait)
+ ent->wait = 5;
+
+ ent->moveinfo.accel =
+ ent->moveinfo.decel =
+ ent->moveinfo.speed = 50;
+
+ // calculate positions
+ AngleVectors (ent->s.angles, forward, right, up);
+ VectorClear (ent->s.angles);
+ side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ width = fabs(DotProduct(up, ent->size));
+ else
+ width = fabs(DotProduct(right, ent->size));
+ length = fabs(DotProduct(forward, ent->size));
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
+ else
+ VectorMA (ent->s.origin, side * width, right, ent->pos1);
+ VectorMA (ent->pos1, length, forward, ent->pos2);
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->classname = "func_door";
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED func_killbox (1 0 0) ?
+Kills everything inside when fired, irrespective of protection.
+*/
+void use_killbox (edict_t *self, edict_t *, edict_t *)
+{
+ KillBox (self);
+}
+
+void SP_func_killbox (edict_t *ent)
+{
+ gi.setmodel (ent, ent->model);
+ ent->use = use_killbox;
+ ent->svflags = SVF_NOCLIENT;
+}
+
--- /dev/null
+++ b/rogue/g_items.c
@@ -1,0 +1,3213 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other);
+void Use_Weapon (edict_t *ent, gitem_t *inv);
+void Drop_Weapon (edict_t *ent, gitem_t *inv);
+
+void Weapon_Blaster (edict_t *ent);
+void Weapon_Shotgun (edict_t *ent);
+void Weapon_SuperShotgun (edict_t *ent);
+void Weapon_Machinegun (edict_t *ent);
+void Weapon_Chaingun (edict_t *ent);
+void Weapon_HyperBlaster (edict_t *ent);
+void Weapon_RocketLauncher (edict_t *ent);
+void Weapon_Grenade (edict_t *ent);
+void Weapon_GrenadeLauncher (edict_t *ent);
+void Weapon_Railgun (edict_t *ent);
+void Weapon_BFG (edict_t *ent);
+
+//=========
+//Rogue Weapons
+void Weapon_ChainFist (edict_t *ent);
+void Weapon_Disintegrator (edict_t *ent);
+void Weapon_ETF_Rifle (edict_t *ent);
+void Weapon_Heatbeam (edict_t *ent);
+void Weapon_Prox (edict_t *ent);
+void Weapon_Tesla (edict_t *ent);
+void Weapon_ProxLauncher (edict_t *ent);
+//void Weapon_Nuke (edict_t *ent);
+//Rogue Weapons
+//=========
+
+gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET};
+gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT};
+gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY};
+
+static int jacket_armor_index;
+static int combat_armor_index;
+static int body_armor_index;
+static int power_screen_index;
+static int power_shield_index;
+
+#define HEALTH_IGNORE_MAX 1
+#define HEALTH_TIMED 2
+
+void Use_Quad (edict_t *ent, gitem_t *item);
+static int quad_drop_timeout_hack;
+
+//======================================================================
+
+/*
+===============
+GetItemByIndex
+===============
+*/
+gitem_t *GetItemByIndex (int index)
+{
+ if (index == 0 || index >= game.num_items)
+ return NULL;
+
+ return &itemlist[index];
+}
+
+
+/*
+===============
+FindItemByClassname
+
+===============
+*/
+gitem_t *FindItemByClassname (char *classname)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->classname)
+ continue;
+ if (!cistrcmp(it->classname, classname))
+ return it;
+ }
+
+ return NULL;
+}
+
+/*
+===============
+FindItem
+
+===============
+*/
+gitem_t *FindItem (char *pickup_name)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->pickup_name)
+ continue;
+ if (!cistrcmp(it->pickup_name, pickup_name))
+ return it;
+ }
+
+ return NULL;
+}
+
+//======================================================================
+
+void DoRespawn (edict_t *ent)
+{
+ if (ent->team)
+ {
+ edict_t *master;
+ int count;
+ int choice;
+
+ master = ent->teammaster;
+
+ for (count = 0, ent = master; ent; ent = ent->chain, count++)
+ ;
+
+ choice = rand() % count;
+
+ for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
+ ;
+ }
+
+//=====
+//ROGUE
+ if(randomrespawn && randomrespawn->value)
+ {
+ edict_t *newEnt;
+
+ newEnt = DoRandomRespawn (ent);
+
+ // if we've changed entities, then do some sleight of hand.
+ // otherwise, the old entity will respawn
+ if(newEnt)
+ {
+ G_FreeEdict (ent);
+ ent = newEnt;
+ }
+ }
+//ROGUE
+//=====
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->solid = SOLID_TRIGGER;
+ gi.linkentity (ent);
+
+ // send an effect
+ ent->s.event = EV_ITEM_RESPAWN;
+}
+
+void SetRespawn (edict_t *ent, float delay)
+{
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->nextthink = level.time + delay;
+ ent->think = DoRespawn;
+ gi.linkentity (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Powerup (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+ if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
+ return false;
+
+ if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
+ {
+ if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
+ quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
+//PGM
+ if(ent->item->use)
+ ent->item->use (other, ent->item);
+ else
+ gi.dprintf("Powerup has no use function!\n");
+//PGM
+ }
+ }
+
+ return true;
+}
+
+void Drop_General (edict_t *ent, gitem_t *item)
+{
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other)
+{
+ if (!deathmatch->value)
+ other->max_health += 1;
+
+ if (other->health < other->max_health)
+ other->health = other->max_health;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_AncientHead (edict_t *ent, edict_t *other)
+{
+ other->max_health += 2;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Bandolier (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 250)
+ other->client->pers.max_bullets = 250;
+ if (other->client->pers.max_shells < 150)
+ other->client->pers.max_shells = 150;
+ if (other->client->pers.max_cells < 250)
+ other->client->pers.max_cells = 250;
+ if (other->client->pers.max_slugs < 75)
+ other->client->pers.max_slugs = 75;
+ //PMM
+ if (other->client->pers.max_flechettes < 250)
+ other->client->pers.max_flechettes = 250;
+#ifndef KILL_DISRUPTOR
+ if (other->client->pers.max_rounds < 150)
+ other->client->pers.max_rounds = 150;
+#endif
+ //pmm
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Pack (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 300)
+ other->client->pers.max_bullets = 300;
+ if (other->client->pers.max_shells < 200)
+ other->client->pers.max_shells = 200;
+ if (other->client->pers.max_rockets < 100)
+ other->client->pers.max_rockets = 100;
+ if (other->client->pers.max_grenades < 100)
+ other->client->pers.max_grenades = 100;
+ if (other->client->pers.max_cells < 300)
+ other->client->pers.max_cells = 300;
+ if (other->client->pers.max_slugs < 100)
+ other->client->pers.max_slugs = 100;
+ //PMM
+ if (other->client->pers.max_flechettes < 200)
+ other->client->pers.max_flechettes = 200;
+#ifndef KILL_DISRUPTOR
+ if (other->client->pers.max_rounds < 200)
+ other->client->pers.max_rounds = 200;
+#endif
+ //pmm
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ item = FindItem("Cells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_cells)
+ other->client->pers.inventory[index] = other->client->pers.max_cells;
+ }
+
+ item = FindItem("Grenades");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
+ other->client->pers.inventory[index] = other->client->pers.max_grenades;
+ }
+
+ item = FindItem("Rockets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
+ other->client->pers.inventory[index] = other->client->pers.max_rockets;
+ }
+
+ item = FindItem("Slugs");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
+ other->client->pers.inventory[index] = other->client->pers.max_slugs;
+ }
+//PMM
+ item = FindItem("Flechettes");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_flechettes)
+ other->client->pers.inventory[index] = other->client->pers.max_flechettes;
+ }
+#ifndef KILL_DISRUPTOR
+ item = FindItem("Rounds");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_rounds)
+ other->client->pers.inventory[index] = other->client->pers.max_rounds;
+ }
+#endif
+//pmm
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+// ================
+// PMM
+qboolean Pickup_Nuke (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+// if (!deathmatch->value)
+// return;
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+// if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
+// return false;
+
+ if (quantity >= 1)
+ return false;
+
+ if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ }
+
+ return true;
+}
+
+// ================
+// PGM
+void Use_IR (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->ir_framenum > level.framenum)
+ ent->client->ir_framenum += 600;
+ else
+ ent->client->ir_framenum = level.framenum + 600;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ir_start.wav"), 1, ATTN_NORM, 0);
+}
+
+void Use_Double (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->double_framenum > level.framenum)
+ ent->client->double_framenum += 300;
+ else
+ ent->client->double_framenum = level.framenum + 300;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage1.wav"), 1, ATTN_NORM, 0);
+}
+
+/*
+void Use_Torch (edict_t *ent, gitem_t *item)
+{
+ ent->client->torch_framenum = level.framenum + 600;
+}
+*/
+
+void Use_Compass (edict_t *ent, gitem_t *)
+{
+ int ang;
+
+ ang = (int)(ent->client->v_angle[1]);
+ if(ang<0)
+ ang += 360;
+
+ gi.cprintf(ent, PRINT_HIGH, "Origin: %0.0f,%0.0f,%0.0f Dir: %d\n", ent->s.origin[0], ent->s.origin[1],
+ ent->s.origin[2], ang);
+}
+
+void Use_Nuke (edict_t *ent, gitem_t *item)
+{
+ vec3_t forward, right, start;
+ float speed;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorCopy (ent->s.origin, start);
+ speed = 100;
+ fire_nuke (ent, start, forward, speed);
+}
+
+void Use_Doppleganger (edict_t *ent, gitem_t *item)
+{
+ vec3_t forward, right;
+ vec3_t createPt, spawnPt;
+ vec3_t ang;
+
+ VectorClear(ang);
+ ang[YAW] = ent->client->v_angle[YAW];
+ AngleVectors (ang, forward, right, NULL);
+
+ VectorMA(ent->s.origin, 48, forward, createPt);
+
+ if(!FindSpawnPoint(createPt, ent->mins, ent->maxs, spawnPt, 32))
+ return;
+
+ if(!CheckGroundSpawnPoint(spawnPt, ent->mins, ent->maxs, 64, -1))
+ return;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ SpawnGrow_Spawn (spawnPt, 0);
+ fire_doppleganger (ent, spawnPt, forward);
+}
+
+qboolean Pickup_Doppleganger (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ if(!(deathmatch->value)) // item is DM only
+ return false;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+ if (quantity >= 1) // FIXME - apply max to dopplegangers
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+
+qboolean Pickup_Sphere (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ if(other->client && other->client->owned_sphere)
+ {
+// gi.cprintf(other, PRINT_HIGH, "Only one sphere to a customer!\n");
+ return false;
+ }
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+ if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
+ return false;
+
+ if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ if (((int)dmflags->value & DF_INSTANT_ITEMS))
+ {
+//PGM
+ if(ent->item->use)
+ ent->item->use (other, ent->item);
+ else
+ gi.dprintf("Powerup has no use function!\n");
+//PGM
+ }
+ }
+
+ return true;
+}
+
+void Use_Defender (edict_t *ent, gitem_t *item)
+{
+ if(ent->client && ent->client->owned_sphere)
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
+ return;
+ }
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ Defender_Launch (ent);
+}
+
+void Use_Hunter (edict_t *ent, gitem_t *item)
+{
+ if(ent->client && ent->client->owned_sphere)
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
+ return;
+ }
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ Hunter_Launch (ent);
+}
+
+void Use_Vengeance (edict_t *ent, gitem_t *item)
+{
+ if(ent->client && ent->client->owned_sphere)
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Only one sphere at a time!\n");
+ return;
+ }
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ Vengeance_Launch (ent);
+}
+
+// PGM
+// ================
+
+
+//======================================================================
+
+void Use_Quad (edict_t *ent, gitem_t *item)
+{
+ int timeout;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (quad_drop_timeout_hack)
+ {
+ timeout = quad_drop_timeout_hack;
+ quad_drop_timeout_hack = 0;
+ }
+ else
+ {
+ timeout = 300;
+ }
+
+ if (ent->client->quad_framenum > level.framenum)
+ ent->client->quad_framenum += timeout;
+ else
+ ent->client->quad_framenum = level.framenum + timeout;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Breather (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->breather_framenum > level.framenum)
+ ent->client->breather_framenum += 300;
+ else
+ ent->client->breather_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Envirosuit (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->enviro_framenum > level.framenum)
+ ent->client->enviro_framenum += 300;
+ else
+ ent->client->enviro_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Invulnerability (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->invincible_framenum > level.framenum)
+ ent->client->invincible_framenum += 300;
+ else
+ ent->client->invincible_framenum = level.framenum + 300;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Silencer (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+ ent->client->silencer_shots += 30;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+qboolean Pickup_Key (edict_t *ent, edict_t *other)
+{
+ if (coop->value)
+ {
+ if (strcmp(ent->classname, "key_power_cube") == 0)
+ {
+ if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8))
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8);
+ }
+ else
+ {
+ if (other->client->pers.inventory[ITEM_INDEX(ent->item)])
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1;
+ }
+ return true;
+ }
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ return true;
+}
+
+//======================================================================
+
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count)
+{
+ int index;
+ int max;
+
+ if (!ent->client)
+ return false;
+
+ if (item->tag == AMMO_BULLETS)
+ max = ent->client->pers.max_bullets;
+ else if (item->tag == AMMO_SHELLS)
+ max = ent->client->pers.max_shells;
+ else if (item->tag == AMMO_ROCKETS)
+ max = ent->client->pers.max_rockets;
+ else if (item->tag == AMMO_GRENADES)
+ max = ent->client->pers.max_grenades;
+ else if (item->tag == AMMO_CELLS)
+ max = ent->client->pers.max_cells;
+ else if (item->tag == AMMO_SLUGS)
+ max = ent->client->pers.max_slugs;
+// ROGUE
+// else if (item->tag == AMMO_MINES)
+// max = ent->client->pers.max_mines;
+ else if (item->tag == AMMO_FLECHETTES)
+ max = ent->client->pers.max_flechettes;
+ else if (item->tag == AMMO_PROX)
+ max = ent->client->pers.max_prox;
+ else if (item->tag == AMMO_TESLA)
+ max = ent->client->pers.max_tesla;
+#ifndef KILL_DISRUPTOR
+ else if (item->tag == AMMO_DISRUPTOR)
+ max = ent->client->pers.max_rounds;
+#endif
+// ROGUE
+ else
+ {
+ gi.dprintf("undefined ammo type\n");
+ return false;
+ }
+
+ index = ITEM_INDEX(item);
+
+ if (ent->client->pers.inventory[index] == max)
+ return false;
+
+ ent->client->pers.inventory[index] += count;
+
+ if (ent->client->pers.inventory[index] > max)
+ ent->client->pers.inventory[index] = max;
+
+ return true;
+}
+
+qboolean Pickup_Ammo (edict_t *ent, edict_t *other)
+{
+ int oldcount;
+ int count;
+ qboolean weapon;
+
+ weapon = (ent->item->flags & IT_WEAPON);
+ if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ count = 1000;
+ else if (ent->count)
+ count = ent->count;
+ else
+ count = ent->item->quantity;
+
+ oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ if (!Add_Ammo (other, ent->item, count))
+ return false;
+
+ if (weapon && !oldcount)
+ {
+ // don't switch to tesla
+ if (other->client->pers.weapon != ent->item
+ && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster"))
+ && (strcmp(ent->classname, "ammo_tesla")) )
+
+ other->client->newweapon = ent->item;
+ }
+
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ return true;
+}
+
+void Drop_Ammo (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ int index;
+
+ index = ITEM_INDEX(item);
+ dropped = Drop_Item (ent, item);
+ if (ent->client->pers.inventory[index] >= item->quantity)
+ dropped->count = item->quantity;
+ else
+ dropped->count = ent->client->pers.inventory[index];
+
+ if (ent->client->pers.weapon &&
+ ent->client->pers.weapon->tag == AMMO_GRENADES &&
+ item->tag == AMMO_GRENADES &&
+ ent->client->pers.inventory[index] - dropped->count <= 0) {
+ gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ G_FreeEdict(dropped);
+ return;
+ }
+
+ ent->client->pers.inventory[index] -= dropped->count;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+void MegaHealth_think (edict_t *self)
+{
+ if (self->owner->health > self->owner->max_health)
+ {
+ self->nextthink = level.time + 1;
+ self->owner->health -= 1;
+ return;
+ }
+
+ if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (self, 20);
+ else
+ G_FreeEdict (self);
+}
+
+qboolean Pickup_Health (edict_t *ent, edict_t *other)
+{
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ if (other->health >= other->max_health)
+ return false;
+
+ other->health += ent->count;
+
+ // PMM - health sound fix
+ /*
+ if (ent->count == 2)
+ ent->item->pickup_sound = "items/s_health.wav";
+ else if (ent->count == 10)
+ ent->item->pickup_sound = "items/n_health.wav";
+ else if (ent->count == 25)
+ ent->item->pickup_sound = "items/l_health.wav";
+ else // (ent->count == 100)
+ ent->item->pickup_sound = "items/m_health.wav";
+ */
+
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ {
+ if (other->health > other->max_health)
+ other->health = other->max_health;
+ }
+
+ if (ent->style & HEALTH_TIMED)
+ {
+ ent->think = MegaHealth_think;
+ ent->nextthink = level.time + 5;
+ ent->owner = other;
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ }
+ else
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ }
+
+ return true;
+}
+
+//======================================================================
+
+int ArmorIndex (edict_t *ent)
+{
+ if (!ent->client)
+ return 0;
+
+ if (ent->client->pers.inventory[jacket_armor_index] > 0)
+ return jacket_armor_index;
+
+ if (ent->client->pers.inventory[combat_armor_index] > 0)
+ return combat_armor_index;
+
+ if (ent->client->pers.inventory[body_armor_index] > 0)
+ return body_armor_index;
+
+ return 0;
+}
+
+qboolean Pickup_Armor (edict_t *ent, edict_t *other)
+{
+ int old_armor_index;
+ gitem_armor_t *oldinfo;
+ gitem_armor_t *newinfo;
+ int newcount;
+ float salvage;
+ int salvagecount;
+
+ // get info on new armor
+ newinfo = (gitem_armor_t *)ent->item->info;
+
+ old_armor_index = ArmorIndex (other);
+
+ // handle armor shards specially
+ if (ent->item->tag == ARMOR_SHARD)
+ {
+ if (!old_armor_index)
+ other->client->pers.inventory[jacket_armor_index] = 2;
+ else
+ other->client->pers.inventory[old_armor_index] += 2;
+ }
+
+ // if player has no armor, just use it
+ else if (!old_armor_index)
+ {
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
+ }
+
+ // use the better armor
+ else
+ {
+ // get info on old armor
+ if (old_armor_index == jacket_armor_index)
+ oldinfo = &jacketarmor_info;
+ else if (old_armor_index == combat_armor_index)
+ oldinfo = &combatarmor_info;
+ else // (old_armor_index == body_armor_index)
+ oldinfo = &bodyarmor_info;
+
+ if (newinfo->normal_protection > oldinfo->normal_protection)
+ {
+ // calc new armor values
+ salvage = oldinfo->normal_protection / newinfo->normal_protection;
+ salvagecount = salvage * other->client->pers.inventory[old_armor_index];
+ newcount = newinfo->base_count + salvagecount;
+ if (newcount > newinfo->max_count)
+ newcount = newinfo->max_count;
+
+ // zero count of old armor so it goes away
+ other->client->pers.inventory[old_armor_index] = 0;
+
+ // change armor to new item with computed value
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
+ }
+ else
+ {
+ // calc new armor values
+ salvage = newinfo->normal_protection / oldinfo->normal_protection;
+ salvagecount = salvage * newinfo->base_count;
+ newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
+ if (newcount > oldinfo->max_count)
+ newcount = oldinfo->max_count;
+
+ // if we're already maxed out then we don't need the new armor
+ if (other->client->pers.inventory[old_armor_index] >= newcount)
+ return false;
+
+ // update current armor value
+ other->client->pers.inventory[old_armor_index] = newcount;
+ }
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 20);
+
+ return true;
+}
+
+//======================================================================
+
+int PowerArmorType (edict_t *ent)
+{
+ if (!ent->client)
+ return POWER_ARMOR_NONE;
+
+ if (!(ent->flags & FL_POWER_ARMOR))
+ return POWER_ARMOR_NONE;
+
+ if (ent->client->pers.inventory[power_shield_index] > 0)
+ return POWER_ARMOR_SHIELD;
+
+ if (ent->client->pers.inventory[power_screen_index] > 0)
+ return POWER_ARMOR_SCREEN;
+
+ return POWER_ARMOR_NONE;
+}
+
+void Use_PowerArmor (edict_t *ent, gitem_t *)
+{
+ int index;
+
+ if (ent->flags & FL_POWER_ARMOR)
+ {
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ index = ITEM_INDEX(FindItem("cells"));
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n");
+ return;
+ }
+ ent->flags |= FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
+ }
+}
+
+qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ // auto-use for DM only if we didn't already have one
+ if (!quantity)
+ ent->item->use (other, ent->item);
+ }
+
+ return true;
+}
+
+void Drop_PowerArmor (edict_t *ent, gitem_t *item)
+{
+ if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
+ Use_PowerArmor (ent, item);
+ Drop_General (ent, item);
+}
+
+//======================================================================
+
+/*
+===============
+Touch_Item
+===============
+*/
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ qboolean taken;
+
+ if (!other->client)
+ return;
+ if (other->health < 1)
+ return; // dead people can't pickup
+ if (!ent->item->pickup)
+ return; // not a grabbable item?
+
+ taken = ent->item->pickup(ent, other);
+
+ if (taken)
+ {
+ // flash the screen
+ other->client->bonus_alpha = 0.25;
+
+ // show icon and name on status bar
+ other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
+ other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
+ other->client->pickup_msg_time = level.time + 3.0;
+
+ // change selected item
+ if (ent->item->use)
+ other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);
+
+ // PMM - health sound fix
+ if (ent->item->pickup == Pickup_Health)
+ {
+ if (ent->count == 2)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0);
+ else if (ent->count == 10)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0);
+ else if (ent->count == 25)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0);
+ else // (ent->count == 100)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
+ }
+ else if (ent->item->pickup_sound) // PGM - paranoia
+ {
+ //
+ gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
+ }
+ }
+
+ if (!(ent->spawnflags & ITEM_TARGETS_USED))
+ {
+ G_UseTargets (ent, other);
+ ent->spawnflags |= ITEM_TARGETS_USED;
+ }
+
+ if (!taken)
+ return;
+
+ if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
+ {
+ if (ent->flags & FL_RESPAWN)
+ ent->flags &= ~FL_RESPAWN;
+ else
+ G_FreeEdict (ent);
+ }
+}
+
+//======================================================================
+
+static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ Touch_Item (ent, other, plane, surf);
+}
+
+static void drop_make_touchable (edict_t *ent)
+{
+ ent->touch = Touch_Item;
+ if (deathmatch->value)
+ {
+ ent->nextthink = level.time + 29;
+ ent->think = G_FreeEdict;
+ }
+}
+
+edict_t *Drop_Item (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ vec3_t forward, right;
+ vec3_t offset;
+
+ dropped = G_Spawn();
+
+ dropped->classname = item->classname;
+ dropped->item = item;
+ dropped->spawnflags = DROPPED_ITEM;
+ dropped->s.effects = item->world_model_flags;
+ dropped->s.renderfx = RF_GLOW | RF_IR_VISIBLE; // PGM
+ VectorSet (dropped->mins, -15, -15, -15);
+ VectorSet (dropped->maxs, 15, 15, 15);
+ gi.setmodel (dropped, dropped->item->world_model);
+ dropped->solid = SOLID_TRIGGER;
+ dropped->movetype = MOVETYPE_TOSS;
+ dropped->touch = drop_temp_touch;
+ dropped->owner = ent;
+
+ if (ent->client)
+ {
+ trace_t trace;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 0, -16);
+ G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
+ trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs,
+ dropped->s.origin, ent, CONTENTS_SOLID);
+ VectorCopy (trace.endpos, dropped->s.origin);
+ }
+ else
+ {
+ AngleVectors (ent->s.angles, forward, right, NULL);
+ VectorCopy (ent->s.origin, dropped->s.origin);
+ }
+
+ VectorScale (forward, 100, dropped->velocity);
+ dropped->velocity[2] = 300;
+
+ dropped->think = drop_make_touchable;
+ dropped->nextthink = level.time + 1;
+
+ gi.linkentity (dropped);
+
+ return dropped;
+}
+
+void Use_Item (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->use = NULL;
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->touch = Touch_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+//======================================================================
+
+/*
+================
+droptofloor
+================
+*/
+void droptofloor (edict_t *ent)
+{
+ trace_t tr;
+ vec3_t dest;
+ float *v;
+
+ v = tv(-15,-15,-15);
+ VectorCopy (v, ent->mins);
+ v = tv(15,15,15);
+ VectorCopy (v, ent->maxs);
+
+ if (ent->model)
+ gi.setmodel (ent, ent->model);
+ else if (ent->item->world_model) // PGM we shouldn't need this check, but paranoia...
+ gi.setmodel (ent, ent->item->world_model);
+ ent->solid = SOLID_TRIGGER;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->touch = Touch_Item;
+
+ v = tv(0,0,-128);
+ VectorAdd (ent->s.origin, v, dest);
+
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
+ if (tr.startsolid)
+ {
+ gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ if (ent->team)
+ {
+ ent->flags &= ~FL_TEAMSLAVE;
+ ent->chain = ent->teamchain;
+ ent->teamchain = NULL;
+
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ if (ent == ent->teammaster)
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = DoRespawn;
+ }
+ }
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ ent->s.effects &= ~EF_ROTATE;
+ ent->s.renderfx &= ~RF_GLOW;
+ }
+
+ if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
+ {
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->use = Use_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+
+/*
+===============
+PrecacheItem
+
+Precaches all data needed for a given item.
+This will be called for each item spawned in a level,
+and for each item in each client's inventory.
+===============
+*/
+void PrecacheItem (gitem_t *it)
+{
+ char *s, *start;
+ char data[MAX_QPATH];
+ int len;
+ gitem_t *ammo;
+
+ if (!it)
+ return;
+
+ if (it->pickup_sound)
+ gi.soundindex (it->pickup_sound);
+ if (it->world_model)
+ gi.modelindex (it->world_model);
+ if (it->view_model)
+ gi.modelindex (it->view_model);
+ if (it->icon)
+ gi.imageindex (it->icon);
+
+ // parse everything for its ammo
+ if (it->ammo && it->ammo[0])
+ {
+ ammo = FindItem (it->ammo);
+ if (ammo != it)
+ PrecacheItem (ammo);
+ }
+
+ // parse the space seperated precache string for other items
+ s = it->precaches;
+ if (!s || !s[0])
+ return;
+
+ while (*s)
+ {
+ start = s;
+ while (*s && *s != ' ')
+ s++;
+
+ len = s-start;
+ if (len >= MAX_QPATH || len < 5)
+ gi.error ("PrecacheItem: %s has bad precache string", it->classname);
+ memcpy (data, start, len);
+ data[len] = 0;
+ if (*s)
+ s++;
+
+ // determine type based on extension
+ if (!strcmp(data+len-3, "md2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "sp2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "wav"))
+ gi.soundindex (data);
+ if (!strcmp(data+len-3, "pcx"))
+ gi.imageindex (data);
+ }
+}
+
+
+//=================
+// Item_TriggeredSpawn - create the item marked for spawn creation
+//=================
+void Item_TriggeredSpawn (edict_t *self, edict_t *, edict_t *)
+{
+// self->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
+// self->think = droptofloor;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ if(strcmp(self->classname, "key_power_cube")) // leave them be on key_power_cube..
+ self->spawnflags = 0;
+ droptofloor (self);
+}
+
+//=================
+// SetTriggeredSpawn - set up an item to spawn in later.
+//=================
+void SetTriggeredSpawn (edict_t *ent)
+{
+ // don't do anything on key_power_cubes.
+ if(!strcmp(ent->classname, "key_power_cube"))
+ return;
+
+ ent->think = NULL;
+ ent->nextthink = 0;
+ ent->use = Item_TriggeredSpawn;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+}
+
+/*
+============
+SpawnItem
+
+Sets the clipping size and plants the object on the floor.
+
+Items can't be immediately dropped to floor, because they might
+be on an entity that hasn't spawned yet.
+============
+*/
+void SpawnItem (edict_t *ent, gitem_t *item)
+{
+#ifdef KILL_DISRUPTOR
+ if ((!strcmp(ent->classname, "ammo_disruptor")) || (!strcmp(ent->classname, "weapon_disintegrator")))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+#endif
+
+// PGM - since the item may be freed by the following rules, go ahead
+// and move the precache until AFTER the following rules have been checked.
+// keep an eye on this.
+// PrecacheItem (item);
+
+ if (ent->spawnflags > 1) // PGM
+ {
+ if (strcmp(ent->classname, "key_power_cube") != 0)
+ {
+ ent->spawnflags = 0;
+ gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
+ }
+ }
+
+ // some items will be prevented in deathmatch
+ if (deathmatch->value)
+ {
+ if ( (int)dmflags->value & DF_NO_ARMOR )
+ {
+ if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_ITEMS )
+ {
+ if (item->pickup == Pickup_Powerup)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ //=====
+ //ROGUE
+ if (item->pickup == Pickup_Sphere)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ if (item->pickup == Pickup_Doppleganger)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ //ROGUE
+ //=====
+ }
+ if ( (int)dmflags->value & DF_NO_HEALTH )
+ {
+ if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_INFINITE_AMMO )
+ {
+ if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) )
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+
+//==========
+//ROGUE
+ if ( (int)dmflags->value & DF_NO_MINES )
+ {
+ if ( !strcmp(ent->classname, "ammo_prox") ||
+ !strcmp(ent->classname, "ammo_tesla") )
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_NUKES )
+ {
+ if ( !strcmp(ent->classname, "ammo_nuke") )
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_SPHERES )
+ {
+ if (item->pickup == Pickup_Sphere)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+//ROGUE
+//==========
+
+ }
+//==========
+//ROGUE
+// DM only items
+ if (!deathmatch->value)
+ {
+ if (item->pickup == Pickup_Doppleganger || item->pickup == Pickup_Nuke)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ if ((item->use == Use_Vengeance) || (item->use == Use_Hunter))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+//ROGUE
+//==========
+
+//PGM
+ PrecacheItem (item);
+//PGM
+
+ if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0))
+ {
+ ent->spawnflags |= (1 << (8 + level.power_cubes));
+ level.power_cubes++;
+ }
+
+ // don't let them drop items that stay in a coop game
+ if ((coop->value) && (item->flags & IT_STAY_COOP))
+ {
+ item->drop = NULL;
+ }
+
+ ent->item = item;
+ ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
+ ent->think = droptofloor;
+ ent->s.effects = item->world_model_flags;
+ ent->s.renderfx = RF_GLOW;
+ if (ent->model)
+ gi.modelindex (ent->model);
+
+ if (ent->spawnflags & 1)
+ SetTriggeredSpawn (ent);
+}
+
+//======================================================================
+
+gitem_t itemlist[] =
+{
+ {
+ NULL
+ }, // leave index 0 alone
+
+ //
+ // ARMOR
+ //
+
+/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_armor_body",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/body/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_bodyarmor",
+/* pickup */ "Body Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &bodyarmor_info,
+ ARMOR_BODY,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_armor_combat",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/combat/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_combatarmor",
+/* pickup */ "Combat Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &combatarmor_info,
+ ARMOR_COMBAT,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_armor_jacket",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/jacket/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Jacket Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &jacketarmor_info,
+ ARMOR_JACKET,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_armor_shard",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar2_pkup.wav",
+ "models/items/armor/shard/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Armor Shard",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ ARMOR_SHARD,
+/* precache */ ""
+ },
+
+
+/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_power_screen",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/screen/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powerscreen",
+/* pickup */ "Power Screen",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_power_shield",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/shield/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powershield",
+/* pickup */ "Power Shield",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ "misc/power2.wav misc/power1.wav"
+ },
+
+
+ //
+ // WEAPONS
+ //
+
+/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
+always owned, never in the world
+*/
+ {
+ "weapon_blaster",
+ NULL,
+ Use_Weapon,
+ NULL,
+ Weapon_Blaster,
+ "misc/w_pkup.wav",
+ NULL, 0,
+ "models/weapons/v_blast/tris.md2",
+/* icon */ "w_blaster",
+/* pickup */ "Blaster",
+ 0,
+ 0,
+ NULL,
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
+ },
+
+/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_shotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Shotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg/tris.md2",
+/* icon */ "w_shotgun",
+/* pickup */ "Shotgun",
+ 0,
+ 1,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
+ },
+
+/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_supershotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_SuperShotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg2/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg2/tris.md2",
+/* icon */ "w_sshotgun",
+/* pickup */ "Super Shotgun",
+ 0,
+ 2,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SUPERSHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/sshotf1b.wav"
+ },
+
+/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_machinegun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Machinegun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_machn/tris.md2", EF_ROTATE,
+ "models/weapons/v_machn/tris.md2",
+/* icon */ "w_machinegun",
+/* pickup */ "Machinegun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_MACHINEGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
+ },
+
+/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_chaingun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Chaingun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_chain/tris.md2", EF_ROTATE,
+ "models/weapons/v_chain/tris.md2",
+/* icon */ "w_chaingun",
+/* pickup */ "Chaingun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_CHAINGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"
+ },
+
+ // ROGUE
+/*QUAKED weapon_etf_rifle (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_etf_rifle", // classname
+ Pickup_Weapon, // pickup function
+ Use_Weapon, // use function
+ Drop_Weapon, // drop function
+ Weapon_ETF_Rifle, // weapon think function
+ "misc/w_pkup.wav", // pick up sound
+ "models/weapons/g_etf_rifle/tris.md2", EF_ROTATE, // world model, world model flags
+ "models/weapons/v_etf_rifle/tris.md2", // view model
+ "w_etf_rifle", // icon
+ "ETF Rifle", // name printed when picked up
+ 0, // number of digits for statusbar
+ 1, // amount used / contained
+ "Flechettes", // ammo type used
+ IT_WEAPON, // inventory flags
+ WEAP_ETFRIFLE, // visible weapon
+ NULL, // info (void *)
+ 0, // tag
+ "weapons/nail1.wav models/proj/flechette/tris.md2", // precaches
+ },
+
+ // rogue
+/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_grenades",
+ Pickup_Ammo,
+ Use_Weapon,
+ Drop_Ammo,
+ Weapon_Grenade,
+ "misc/am_pkup.wav",
+ "models/items/ammo/grenades/medium/tris.md2", 0,
+ "models/weapons/v_handgr/tris.md2",
+/* icon */ "a_grenades",
+/* pickup */ "Grenades",
+/* width */ 3,
+ 5,
+ "grenades",
+ IT_AMMO|IT_WEAPON,
+ WEAP_GRENADES,
+ NULL,
+ AMMO_GRENADES,
+/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
+ },
+
+/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_grenadelauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_GrenadeLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_launch/tris.md2", EF_ROTATE,
+ "models/weapons/v_launch/tris.md2",
+/* icon */ "w_glauncher",
+/* pickup */ "Grenade Launcher",
+ 0,
+ 1,
+ "Grenades",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_GRENADELAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
+ },
+
+ // ROGUE
+/*QUAKED weapon_proxlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_proxlauncher", // classname
+ Pickup_Weapon, // pickup
+ Use_Weapon, // use
+ Drop_Weapon, // drop
+ Weapon_ProxLauncher, // weapon think
+ "misc/w_pkup.wav", // pick up sound
+ "models/weapons/g_plaunch/tris.md2", EF_ROTATE, // world model, world model flags
+ "models/weapons/v_plaunch/tris.md2", // view model
+ "w_proxlaunch", // icon
+ "Prox Launcher", // name printed when picked up
+ 0, // number of digits for statusbar
+ 1, // amount used
+ "Prox", // ammo type used
+ IT_WEAPON, // inventory flags
+ WEAP_PROXLAUNCH, // visible weapon
+ NULL, // info (void *)
+ AMMO_PROX, // tag
+ "weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav weapons/proxwarn.wav weapons/proxopen.wav",
+ },
+ // rogue
+
+/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_rocketlauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_RocketLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rocket/tris.md2", EF_ROTATE,
+ "models/weapons/v_rocket/tris.md2",
+/* icon */ "w_rlauncher",
+/* pickup */ "Rocket Launcher",
+ 0,
+ 1,
+ "Rockets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_ROCKETLAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
+ },
+
+/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_hyperblaster",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_HyperBlaster,
+ "misc/w_pkup.wav",
+ "models/weapons/g_hyperb/tris.md2", EF_ROTATE,
+ "models/weapons/v_hyperb/tris.md2",
+/* icon */ "w_hyperblaster",
+/* pickup */ "HyperBlaster",
+ 0,
+ 1,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_HYPERBLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
+ },
+
+ // ROGUE
+/*QUAKED weapon_plasmabeam (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_plasmabeam", // classname
+ Pickup_Weapon, // pickup function
+ Use_Weapon, // use function
+ Drop_Weapon, // drop function
+ Weapon_Heatbeam, // weapon think function
+ "misc/w_pkup.wav", // pick up sound
+ "models/weapons/g_beamer/tris.md2", EF_ROTATE, // world model, world model flags
+ "models/weapons/v_beamer/tris.md2", // view model
+ "w_heatbeam", // icon
+ "Plasma Beam", // name printed when picked up
+ 0, // number of digits for statusbar
+ // FIXME - if this changes, change it in NoAmmoWeaponChange as well
+ 2, // amount used / contained
+ "Cells", // ammo type used
+ IT_WEAPON, // inventory flags
+ WEAP_PLASMA, // visible weapon
+ NULL, // info (void *)
+ 0, // tag
+ "models/weapons/v_beamer2/tris.md2 weapons/bfg__l1a.wav", // precaches
+ },
+ //rogue
+/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_railgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Railgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rail/tris.md2", EF_ROTATE,
+ "models/weapons/v_rail/tris.md2",
+/* icon */ "w_railgun",
+/* pickup */ "Railgun",
+ 0,
+ 1,
+ "Slugs",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_RAILGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/rg_hum.wav"
+ },
+
+/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_bfg",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_BFG,
+ "misc/w_pkup.wav",
+ "models/weapons/g_bfg/tris.md2", EF_ROTATE,
+ "models/weapons/v_bfg/tris.md2",
+/* icon */ "w_bfg",
+/* pickup */ "BFG10K",
+ 0,
+ 50,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BFG,
+ NULL,
+ 0,
+/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"
+ },
+
+// =========================
+// ROGUE WEAPONS
+/*QUAKED weapon_chainfist (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_chainfist", // classname
+ Pickup_Weapon, // pickup function
+ Use_Weapon, // use function
+ Drop_Weapon, // drop function
+ Weapon_ChainFist, // weapon think function
+ "misc/w_pkup.wav", // pick up sound
+ "models/weapons/g_chainf/tris.md2", EF_ROTATE, // world model, world model flags
+ "models/weapons/v_chainf/tris.md2", // view model
+ "w_chainfist", // icon
+ "Chainfist", // name printed when picked up
+ 0, // number of digits for statusbar
+ 0, // amount used / contained
+ NULL, // ammo type used
+ IT_WEAPON | IT_MELEE, // inventory flags
+ WEAP_CHAINFIST, // visible weapon
+ NULL, // info (void *)
+ 1, // tag
+ "weapons/sawidle.wav weapons/sawhit.wav", // precaches
+ },
+
+/*QUAKED weapon_disintegrator (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "weapon_disintegrator", // classname
+ Pickup_Weapon, // pickup function
+ Use_Weapon, // use function
+ Drop_Weapon, // drop function
+ Weapon_Disintegrator, // weapon think function
+ "misc/w_pkup.wav", // pick up sound
+ "models/weapons/g_dist/tris.md2", EF_ROTATE, // world model, world model flags
+ "models/weapons/v_dist/tris.md2", // view model
+ "w_disintegrator", // icon
+ "Disruptor", // name printed when picked up
+ 0, // number of digits for statusbar
+ 1, // amount used / contained
+ "Rounds", // ammo type used
+#ifdef KILL_DISRUPTOR
+ IT_NOT_GIVEABLE,
+#else
+ IT_WEAPON, // inventory flags
+#endif
+ WEAP_DISRUPTOR, // visible weapon
+ NULL, // info (void *)
+ 1, // tag
+ "models/items/spawngro/tris.md2 models/proj/disintegrator/tris.md2 weapons/disrupt.wav weapons/disint2.wav weapons/disrupthit.wav", // precaches
+ },
+
+// ROGUE WEAPONS
+// =========================
+
+
+ //
+ // AMMO ITEMS
+ //
+
+/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_shells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/shells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_shells",
+/* pickup */ "Shells",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SHELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_bullets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/bullets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_bullets",
+/* pickup */ "Bullets",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_BULLETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_cells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/cells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_cells",
+/* pickup */ "Cells",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_CELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_rockets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/rockets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_rockets",
+/* pickup */ "Rockets",
+/* width */ 3,
+ 5,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_ROCKETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_slugs",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/slugs/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_slugs",
+/* pickup */ "Slugs",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SLUGS,
+/* precache */ ""
+ },
+
+// =======================================
+// ROGUE AMMO
+
+/*QUAKED ammo_flechettes (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_flechettes",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/ammo/am_flechette/tris.md2", 0,
+ NULL,
+ "a_flechettes",
+ "Flechettes",
+ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_FLECHETTES
+ },
+/*QUAKED ammo_prox (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_prox", // Classname
+ Pickup_Ammo, // pickup function
+ NULL, // use function
+ Drop_Ammo, // drop function
+ NULL, // weapon think function
+ "misc/am_pkup.wav", // pickup sound
+ "models/ammo/am_prox/tris.md2", 0, // world model, world model flags
+ NULL, // view model
+ "a_prox", // icon
+ "Prox", // Name printed when picked up
+ 3, // number of digits for status bar
+ 5, // amount contained
+ NULL, // ammo type used
+ IT_AMMO, // inventory flags
+ 0, // vwep index
+ NULL, // info (void *)
+ AMMO_PROX, // tag
+ "models/weapons/g_prox/tris.md2 weapons/proxwarn.wav" // precaches
+ },
+
+/*QUAKED ammo_tesla (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_tesla",
+ Pickup_Ammo,
+ Use_Weapon, // PGM
+ Drop_Ammo,
+ Weapon_Tesla, // PGM
+ "misc/am_pkup.wav",
+// "models/weapons/g_tesla/tris.md2", 0,
+ "models/ammo/am_tesl/tris.md2", 0,
+ "models/weapons/v_tesla/tris.md2",
+ "a_tesla",
+ "Tesla",
+ 3,
+ 5,
+ "Tesla", // PGM
+ IT_AMMO | IT_WEAPON, // inventory flags
+ 0,
+ NULL, // info (void *)
+ AMMO_TESLA, // tag
+ "models/weapons/v_tesla2/tris.md2 weapons/teslaopen.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav models/weapons/g_tesla/tris.md2" // precache
+ },
+
+/*QUAKED ammo_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_nuke",
+ Pickup_Nuke,
+ Use_Nuke, // PMM
+ Drop_Ammo,
+ NULL, // PMM
+ "misc/am_pkup.wav",
+ "models/weapons/g_nuke/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_nuke",
+/* pickup */ "A-M Bomb",
+/* width */ 3,
+ 300, /* quantity (used for respawn time) */
+ "A-M Bomb",
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+ "weapons/nukewarn2.wav world/rumble.wav"
+ },
+
+/*QUAKED ammo_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "ammo_disruptor",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/ammo/am_disr/tris.md2", 0,
+ NULL,
+ "a_disruptor",
+ "Rounds", // FIXME
+ 3,
+ 15,
+ NULL,
+#ifdef KILL_DISRUPTOR
+ IT_NOT_GIVEABLE,
+#else
+ IT_AMMO, // inventory flags
+#endif
+ 0,
+ NULL,
+#ifdef KILL_DISRUPTOR
+ 0,
+#else
+ AMMO_DISRUPTOR,
+#endif
+ },
+// ROGUE AMMO
+// =======================================
+
+ //
+ // POWERUP ITEMS
+ //
+/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_quad",
+ Pickup_Powerup,
+ Use_Quad,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/quaddama/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_quad",
+/* pickup */ "Quad Damage",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"
+ },
+
+/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_invulnerability",
+ Pickup_Powerup,
+ Use_Invulnerability,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/invulner/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_invulnerability",
+/* pickup */ "Invulnerability",
+/* width */ 2,
+ 300,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"
+ },
+
+/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_silencer",
+ Pickup_Powerup,
+ Use_Silencer,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/silencer/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_silencer",
+/* pickup */ "Silencer",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_breather",
+ Pickup_Powerup,
+ Use_Breather,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/breather/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_rebreather",
+/* pickup */ "Rebreather",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_enviro",
+ Pickup_Powerup,
+ Use_Envirosuit,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/enviro/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_envirosuit",
+/* pickup */ "Environment Suit",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+Special item that gives +2 to maximum health
+*/
+ {
+ "item_ancient_head",
+ Pickup_AncientHead,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/c_head/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_fixme",
+/* pickup */ "Ancient Head",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+gives +1 to maximum health
+*/
+ {
+ "item_adrenaline",
+ Pickup_Adrenaline,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/adrenal/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_adrenaline",
+/* pickup */ "Adrenaline",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_bandolier",
+ Pickup_Bandolier,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/band/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_bandolier",
+/* pickup */ "Bandolier",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_pack",
+ Pickup_Pack,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/pack/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_pack",
+/* pickup */ "Ammo Pack",
+/* width */ 2,
+ 180,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+// ======================================
+// PGM
+
+/*QUAKED item_ir_goggles (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+gives +1 to maximum health
+*/
+ {
+ "item_ir_goggles",
+ Pickup_Powerup,
+ Use_IR,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/goggles/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_ir",
+/* pickup */ "IR Goggles",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "misc/ir_start.wav"
+ },
+
+/*QUAKED item_double (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_double",
+ Pickup_Powerup,
+ Use_Double,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/ddamage/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_double",
+/* pickup */ "Double Damage",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "misc/ddamage1.wav misc/ddamage2.wav misc/ddamage3.wav"
+ },
+
+/*Q U A K E D item_torch (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+/*
+ {
+ "item_torch",
+ Pickup_Powerup,
+ Use_Torch,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/objects/fire/tris.md2", EF_ROTATE,
+ NULL,
+ "p_torch",
+ "torch",
+ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+ },
+*/
+
+/*QUAKED item_compass (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_compass",
+ Pickup_Powerup,
+ Use_Compass,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/objects/fire/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_compass",
+/* pickup */ "compass",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+ },
+
+/*QUAKED item_sphere_vengeance (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_sphere_vengeance",
+ Pickup_Sphere,
+ Use_Vengeance,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/vengnce/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_vengeance",
+/* pickup */ "vengeance sphere",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+ "spheres/v_idle.wav" //precache
+ },
+
+/*QUAKED item_sphere_hunter (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_sphere_hunter",
+ Pickup_Sphere,
+ Use_Hunter,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/hunter/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_hunter",
+/* pickup */ "hunter sphere",
+/* width */ 2,
+ 120,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+ "spheres/h_idle.wav spheres/h_active.wav spheres/h_lurk.wav" //precache
+ },
+
+/*QUAKED item_sphere_defender (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_sphere_defender",
+ Pickup_Sphere,
+ Use_Defender,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/defender/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_defender",
+/* pickup */ "defender sphere",
+/* width */ 2,
+ 60, // respawn time
+ NULL, // ammo type used
+ IT_POWERUP, // inventory flags
+ 0,
+ NULL, // info (void *)
+ 0, // tag
+ "models/proj/laser2/tris.md2 models/items/shell/tris.md2 spheres/d_idle.wav" // precache
+ },
+
+/*QUAKED item_doppleganger (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "item_doppleganger", // classname
+ Pickup_Doppleganger, // pickup function
+ Use_Doppleganger, // use function
+ Drop_General, // drop function
+ NULL, // weapon think function
+ "items/pkup.wav", // pick up sound
+ "models/items/dopple/tris.md2", // world model
+ EF_ROTATE, // world model flags
+ NULL, // view model
+ "p_doppleganger", // icon
+ "Doppleganger", // name printed when picked up
+ 0, // number of digits for statusbar
+ 90, // respawn time
+ NULL, // ammo type used
+ IT_POWERUP, // inventory flags
+ 0,
+ NULL, // info (void *)
+ 0, // tag
+ "models/objects/dopplebase/tris.md2 models/items/spawngro2/tris.md2 models/items/hunter/tris.md2 models/items/vengnce/tris.md2", // precaches
+ },
+
+ {
+// "dm_tag_token", // classname
+ NULL, // classname
+ Tag_PickupToken, // pickup function
+ NULL, // use function
+ NULL, // drop function
+ NULL, // weapon think function
+ "items/pkup.wav", // pick up sound
+ "models/items/tagtoken/tris.md2", // world model
+ EF_ROTATE | EF_TAGTRAIL, // world model flags
+ NULL, // view model
+ "i_tagtoken", // icon
+ "Tag Token", // name printed when picked up
+ 0, // number of digits for statusbar
+ 0, // amount used / contained
+ NULL, // ammo type used
+ IT_POWERUP | IT_NOT_GIVEABLE, // inventory flags
+ 0,
+ NULL, // info (void *)
+ 1, // tag
+ NULL, // precaches
+ },
+
+// PGM
+// ======================================
+
+
+ //
+ // KEYS
+ //
+/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+key for computer centers
+*/
+ {
+ "key_data_cd",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/data_cd/tris.md2", EF_ROTATE,
+ NULL,
+ "k_datacd",
+ "Data CD",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
+warehouse circuits
+*/
+ {
+ "key_power_cube",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/power/tris.md2", EF_ROTATE,
+ NULL,
+ "k_powercube",
+ "Power Cube",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+key for the entrance of jail3
+*/
+ {
+ "key_pyramid",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pyramid/tris.md2", EF_ROTATE,
+ NULL,
+ "k_pyramid",
+ "Pyramid Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+key for the city computer
+*/
+ {
+ "key_data_spinner",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/spinner/tris.md2", EF_ROTATE,
+ NULL,
+ "k_dataspin",
+ "Data Spinner",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+security pass for the security level
+*/
+ {
+ "key_pass",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pass/tris.md2", EF_ROTATE,
+ NULL,
+ "k_security",
+ "Security Pass",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+normal door key - blue
+*/
+ {
+ "key_blue_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_bluekey",
+ "Blue Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+normal door key - red
+*/
+ {
+ "key_red_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/red_key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_redkey",
+ "Red Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+tank commander's head
+*/
+ {
+ "key_commander_head",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/monsters/commandr/head/tris.md2", EF_GIB,
+ NULL,
+/* icon */ "k_comhead",
+/* pickup */ "Commander's Head",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+tank commander's head
+*/
+ {
+ "key_airstrike_target",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/target/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_airstrike",
+/* pickup */ "Airstrike Marker",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+// ======================================
+// PGM
+
+/*QUAKED key_nuke_container (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "key_nuke_container", // classname
+ Pickup_Key, // pickup function
+ NULL, // use function
+ Drop_General, // drop function
+ NULL, // weapon think function
+ "items/pkup.wav", // pick up sound
+ "models/weapons/g_nuke/tris.md2", // world model
+ EF_ROTATE, // world model flags
+ NULL, // view model
+ "i_contain", // icon
+ "Antimatter Pod", // name printed when picked up
+ 2, // number of digits for statusbar
+ 0, // respawn time
+ NULL, // ammo type used
+ IT_STAY_COOP|IT_KEY, // inventory flags
+ 0,
+ NULL, // info (void *)
+ 0, // tag
+ NULL, // precaches
+ },
+
+/*QUAKED key_nuke (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+ {
+ "key_nuke", // classname
+ Pickup_Key, // pickup function
+ NULL, // use function
+ Drop_General, // drop function
+ NULL, // weapon think function
+ "items/pkup.wav", // pick up sound
+ "models/weapons/g_nuke/tris.md2", // world model
+ EF_ROTATE, // world model flags
+ NULL, // view model
+ "i_nuke", // icon
+ "Antimatter Bomb", // name printed when picked up
+ 2, // number of digits for statusbar
+ 0, // respawn time
+ NULL, // ammo type used
+ IT_STAY_COOP|IT_KEY, // inventory flags
+ 0,
+ NULL, // info (void *)
+ 0, // tag
+ NULL, // precaches
+ },
+
+// PGM
+// ======================================
+
+ {
+ NULL,
+ Pickup_Health,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ NULL, 0,
+ NULL,
+/* icon */ "i_health",
+/* pickup */ "Health",
+/* width */ 3,
+ 0,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav" // PMM - health sound fix
+ },
+
+ // end of list marker
+ {NULL}
+};
+
+
+/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+void SP_item_health (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/medium/tris.md2";
+ self->count = 10;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/n_health.wav");
+}
+
+/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+void SP_item_health_small (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/stimpack/tris.md2";
+ self->count = 2;
+ SpawnItem (self, FindItem ("Health"));
+ self->style = HEALTH_IGNORE_MAX;
+ gi.soundindex ("items/s_health.wav");
+}
+
+/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+void SP_item_health_large (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/large/tris.md2";
+ self->count = 25;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/l_health.wav");
+}
+
+/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN
+*/
+void SP_item_health_mega (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/mega_h/tris.md2";
+ self->count = 100;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/m_health.wav");
+ self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
+}
+
+
+void InitItems (void)
+{
+ game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1;
+}
+
+
+
+/*
+===============
+SetItemNames
+
+Called by worldspawn
+===============
+*/
+void SetItemNames (void)
+{
+ int i;
+ gitem_t *it;
+
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = &itemlist[i];
+ gi.configstring (CS_ITEMS+i, it->pickup_name);
+ }
+
+ jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
+ combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
+ body_armor_index = ITEM_INDEX(FindItem("Body Armor"));
+ power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
+ power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
+}
+
+
+//===============
+//ROGUE
+void SP_xatrix_item (edict_t *self)
+{
+ gitem_t *item;
+ int i;
+ char *spawnClass = nil;
+
+ if(!self->classname)
+ return;
+
+ if(!strcmp(self->classname, "ammo_magslug"))
+ spawnClass = "ammo_flechettes";
+ else if(!strcmp(self->classname, "ammo_trap"))
+ spawnClass = "weapon_proxlauncher";
+ else if(!strcmp(self->classname, "item_quadfire"))
+ {
+ float chance;
+
+ chance = qrandom();
+ if(chance < 0.2)
+ spawnClass = "item_sphere_hunter";
+ else if (chance < 0.6)
+ spawnClass = "item_sphere_vengeance";
+ else
+ spawnClass = "item_sphere_defender";
+ }
+ else if(!strcmp(self->classname, "weapon_boomer"))
+ spawnClass = "weapon_etf_rifle";
+ else if(!strcmp(self->classname, "weapon_phalanx"))
+ spawnClass = "weapon_plasmabeam";
+
+
+ // check item spawn functions
+ for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
+ {
+ if (!item->classname)
+ continue;
+ if (!strcmp(item->classname, spawnClass))
+ { // found it
+ SpawnItem (self, item);
+ return;
+ }
+ }
+}
+//ROGUE
+//===============
--- /dev/null
+++ b/rogue/g_main.c
@@ -1,0 +1,384 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+game_locals_t game;
+level_locals_t level;
+game_import_t gi;
+game_export_t globals;
+spawn_temp_t st;
+
+int sm_meat_index;
+int snd_fry;
+int meansOfDeath;
+
+edict_t *g_edicts;
+
+cvar_t *deathmatch;
+cvar_t *coop;
+cvar_t *dmflags;
+cvar_t *skill;
+cvar_t *fraglimit;
+cvar_t *timelimit;
+cvar_t *password;
+cvar_t *spectator_password;
+cvar_t *maxclients;
+cvar_t *maxspectators;
+cvar_t *maxentities;
+cvar_t *g_select_empty;
+cvar_t *dedicated;
+
+cvar_t *filterban;
+
+cvar_t *sv_maxvelocity;
+cvar_t *sv_gravity;
+
+cvar_t *sv_rollspeed;
+cvar_t *sv_rollangle;
+cvar_t *gun_x;
+cvar_t *gun_y;
+cvar_t *gun_z;
+
+cvar_t *run_pitch;
+cvar_t *run_roll;
+cvar_t *bob_up;
+cvar_t *bob_pitch;
+cvar_t *bob_roll;
+
+cvar_t *sv_cheats;
+
+cvar_t *flood_msgs;
+cvar_t *flood_persecond;
+cvar_t *flood_waitdelay;
+
+cvar_t *sv_maplist;
+
+cvar_t *sv_stopspeed; //PGM (this was a define in g_phys.c)
+
+//ROGUE cvars
+cvar_t *g_showlogic;
+cvar_t *gamerules;
+cvar_t *huntercam;
+cvar_t *strong_mines;
+cvar_t *randomrespawn;
+//ROGUE
+
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
+void ClientThink (edict_t *ent, usercmd_t *cmd);
+qboolean ClientConnect (edict_t *ent, char *userinfo);
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+void ClientDisconnect (edict_t *ent);
+void ClientBegin (edict_t *ent);
+void ClientCommand (edict_t *ent);
+void RunEntity (edict_t *ent);
+void WriteGame (char *filename, qboolean autosave);
+void ReadGame (char *filename);
+void WriteLevel (char *filename);
+void ReadLevel (char *filename);
+void InitGame (void);
+void G_RunFrame (void);
+
+
+//===================================================================
+
+
+void ShutdownGame (void)
+{
+ gi.dprintf ("==== ShutdownGame ====\n");
+
+ gi.FreeTags (TAG_LEVEL);
+ gi.FreeTags (TAG_GAME);
+}
+
+
+/*
+=================
+GetGameAPI
+
+Returns a pointer to the structure with all entry points
+and global variables
+=================
+*/
+game_export_t *GetGameAPI (game_import_t *import)
+{
+ gi = *import;
+
+ globals.apiversion = GAME_API_VERSION;
+ globals.Init = InitGame;
+ globals.Shutdown = ShutdownGame;
+ globals.SpawnEntities = SpawnEntities;
+
+ globals.WriteGame = WriteGame;
+ globals.ReadGame = ReadGame;
+ globals.WriteLevel = WriteLevel;
+ globals.ReadLevel = ReadLevel;
+
+ globals.ClientThink = ClientThink;
+ globals.ClientConnect = ClientConnect;
+ globals.ClientUserinfoChanged = ClientUserinfoChanged;
+ globals.ClientDisconnect = ClientDisconnect;
+ globals.ClientBegin = ClientBegin;
+ globals.ClientCommand = ClientCommand;
+
+ globals.RunFrame = G_RunFrame;
+
+ globals.ServerCommand = ServerCommand;
+
+ globals.edict_size = sizeof(edict_t);
+
+ return &globals;
+}
+
+/*
+=================
+ClientEndServerFrames
+=================
+*/
+void ClientEndServerFrames (void)
+{
+ int i;
+ edict_t *ent;
+
+ // calc the player views now that all pushing
+ // and damage has been added
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse || !ent->client)
+ continue;
+ ClientEndServerFrame (ent);
+ }
+
+}
+
+/*
+=================
+CreateTargetChangeLevel
+
+Returns the created target changelevel
+=================
+*/
+edict_t *CreateTargetChangeLevel(char *map)
+{
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
+ ent->map = level.nextmap;
+ return ent;
+}
+
+/*
+=================
+EndDMLevel
+
+The timelimit or fraglimit has been exceeded
+=================
+*/
+void EndDMLevel (void)
+{
+ edict_t *ent;
+ char *s, *t, *f;
+ static const char *seps = " ,\n\r";
+
+ // stay on same level flag
+ if ((int)dmflags->value & DF_SAME_LEVEL)
+ {
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ return;
+ }
+
+ // see if it's in the map list
+ if (*sv_maplist->string) {
+ s = strdup(sv_maplist->string);
+ f = NULL;
+ t = strtok(s, seps);
+ while (t != NULL) {
+ if (cistrcmp(t, level.mapname) == 0) {
+ // it's in the list, go to the next one
+ t = strtok(NULL, seps);
+ if (t == NULL) { // end of list, go to first one
+ if (f == NULL) // there isn't a first one, same level
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ else
+ BeginIntermission (CreateTargetChangeLevel (f) );
+ } else
+ BeginIntermission (CreateTargetChangeLevel (t) );
+ free(s);
+ return;
+ }
+ if (!f)
+ f = t;
+ t = strtok(NULL, seps);
+ }
+ free(s);
+ }
+
+ if (level.nextmap[0]) // go to a specific map
+ BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
+ else { // search for a changelevel
+ ent = G_Find (NULL, FOFS(classname), "target_changelevel");
+ if (!ent)
+ { // the map designer didn't include a changelevel,
+ // so create a fake ent that goes back to the same level
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ return;
+ }
+ BeginIntermission (ent);
+ }
+}
+
+/*
+=================
+CheckDMRules
+=================
+*/
+void CheckDMRules (void)
+{
+ int i;
+ gclient_t *cl;
+
+ if (level.intermissiontime)
+ return;
+
+ if (!deathmatch->value)
+ return;
+
+//=======
+//ROGUE
+ if (gamerules && gamerules->value && DMGame.CheckDMRules)
+ {
+ if(DMGame.CheckDMRules())
+ return;
+ }
+//ROGUE
+//=======
+
+ if (timelimit->value)
+ {
+ if (level.time >= timelimit->value*60)
+ {
+ gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+
+ if (fraglimit->value)
+ {
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ cl = game.clients + i;
+ if (!g_edicts[i+1].inuse)
+ continue;
+
+ if (cl->resp.score >= fraglimit->value)
+ {
+ gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+ExitLevel
+=============
+*/
+void ExitLevel (void)
+{
+ int i;
+ edict_t *ent;
+ char command [256];
+
+ Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
+ gi.AddCommandString (command);
+ level.changemap = NULL;
+ level.exitintermission = 0;
+ level.intermissiontime = 0;
+ ClientEndServerFrames ();
+
+ // clear some things before going to next level
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse)
+ continue;
+ if (ent->health > ent->client->pers.max_health)
+ ent->health = ent->client->pers.max_health;
+ }
+
+}
+
+/*
+================
+G_RunFrame
+
+Advances the world by 0.1 seconds
+================
+*/
+void G_RunFrame (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.framenum++;
+ level.time = level.framenum*FRAMETIME;
+
+ // choose a client for monsters to target this frame
+ AI_SetSightClient ();
+
+ // exit intermissions
+
+ if (level.exitintermission)
+ {
+ ExitLevel ();
+ return;
+ }
+
+ //
+ // treat each object in turn
+ // even the world gets a chance to think
+ //
+ ent = &g_edicts[0];
+ for (i=0 ; i<globals.num_edicts ; i++, ent++)
+ {
+ if (!ent->inuse)
+ continue;
+
+ level.current_entity = ent;
+
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // if the ground entity moved, make sure we are still on it
+ if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
+ {
+ ent->groundentity = NULL;
+ if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
+ {
+ M_CheckGround (ent);
+ }
+ }
+
+ if (i > 0 && i <= maxclients->value)
+ {
+ ClientBeginServerFrame (ent);
+ continue;
+ }
+
+ G_RunEntity (ent);
+ }
+
+ // see if it is time to end a deathmatch
+ CheckDMRules ();
+
+ // build the playerstate_t structures for all players
+ ClientEndServerFrames ();
+}
+
--- /dev/null
+++ b/rogue/g_misc.c
@@ -1,0 +1,1998 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+extern void M_WorldEffects (edict_t *ent);
+
+/*QUAKED func_group (0 0 0) ?
+Used to group brushes together just for editor convenience.
+*/
+
+//=====================================================
+
+void Use_Areaportal (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->count ^= 1; // toggle state
+// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count);
+ gi.SetAreaPortalState (ent->style, ent->count);
+}
+
+/*QUAKED func_areaportal (0 0 0) ?
+
+This is a non-visible object that divides the world into
+areas that are seperated when this portal is not activated.
+Usually enclosed in the middle of a door.
+*/
+void SP_func_areaportal (edict_t *ent)
+{
+ ent->use = Use_Areaportal;
+ ent->count = 0; // always start closed;
+}
+
+//=====================================================
+
+
+/*
+=================
+Misc functions
+=================
+*/
+void VelocityForDamage (int damage, vec3_t v)
+{
+ v[0] = 100.0 * crandom();
+ v[1] = 100.0 * crandom();
+ v[2] = 200.0 + 100.0 * qrandom();
+
+ if (damage < 50)
+ VectorScale (v, 0.7, v);
+ else
+ VectorScale (v, 1.2, v);
+}
+
+void ClipGibVelocity (edict_t *ent)
+{
+ if (ent->velocity[0] < -300)
+ ent->velocity[0] = -300;
+ else if (ent->velocity[0] > 300)
+ ent->velocity[0] = 300;
+ if (ent->velocity[1] < -300)
+ ent->velocity[1] = -300;
+ else if (ent->velocity[1] > 300)
+ ent->velocity[1] = 300;
+ if (ent->velocity[2] < 200)
+ ent->velocity[2] = 200; // always some upwards
+ else if (ent->velocity[2] > 500)
+ ent->velocity[2] = 500;
+}
+
+
+/*
+=================
+gibs
+=================
+*/
+void gib_think (edict_t *self)
+{
+ self->s.frame++;
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->s.frame == 10)
+ {
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 8 + qrandom()*10;
+ }
+}
+
+void gib_touch (edict_t *self, edict_t *, cplane_t *plane, csurface_t *)
+{
+ vec3_t normal_angles, right;
+
+ if (!self->groundentity)
+ return;
+
+ self->touch = NULL;
+
+ if (plane)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
+
+ vectoangles (plane->normal, normal_angles);
+ AngleVectors (normal_angles, NULL, right, NULL);
+ vectoangles (right, self->s.angles);
+
+ if (self->s.modelindex == sm_meat_index)
+ {
+ self->s.frame++;
+ self->think = gib_think;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ }
+}
+
+void gib_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowGib (edict_t *self, char *gibname, int damage, int type)
+{
+ edict_t *gib;
+ vec3_t vd;
+ vec3_t origin;
+ vec3_t size;
+ float vscale;
+
+ gib = G_Spawn();
+
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ gib->s.origin[0] = origin[0] + crandom() * size[0];
+ gib->s.origin[1] = origin[1] + crandom() * size[1];
+ gib->s.origin[2] = origin[2] + crandom() * size[2];
+
+ gi.setmodel (gib, gibname);
+ gib->solid = SOLID_NOT;
+ gib->s.effects |= EF_GIB;
+ gib->flags |= FL_NO_KNOCKBACK;
+ gib->takedamage = DAMAGE_YES;
+ gib->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ gib->movetype = MOVETYPE_TOSS;
+ gib->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ gib->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, gib->velocity);
+ ClipGibVelocity (gib);
+ gib->avelocity[0] = qrandom()*600;
+ gib->avelocity[1] = qrandom()*600;
+ gib->avelocity[2] = qrandom()*600;
+
+ gib->think = G_FreeEdict;
+ gib->nextthink = level.time + 10 + qrandom()*10;
+
+//PGM
+ gib->s.renderfx |= RF_IR_VISIBLE;
+//PGM
+
+ gi.linkentity (gib);
+}
+
+void ThrowHead (edict_t *self, char *gibname, int damage, int type)
+{
+ vec3_t vd;
+ float vscale;
+
+ self->s.skinnum = 0;
+ self->s.frame = 0;
+ VectorClear (self->mins);
+ VectorClear (self->maxs);
+
+ self->s.modelindex2 = 0;
+ gi.setmodel (self, gibname);
+ self->solid = SOLID_NOT;
+ self->s.effects |= EF_GIB;
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+ self->svflags &= ~SVF_MONSTER;
+ self->takedamage = DAMAGE_YES;
+ self->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ self->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, self->velocity);
+ ClipGibVelocity (self);
+
+ self->avelocity[YAW] = crandom()*600;
+
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (self);
+}
+
+
+void ThrowClientHead (edict_t *self, int damage)
+{
+ vec3_t vd;
+ char *gibname;
+
+ if (rand()&1)
+ {
+ gibname = "models/objects/gibs/head2/tris.md2";
+ self->s.skinnum = 1; // second skin is player
+ }
+ else
+ {
+ gibname = "models/objects/gibs/skull/tris.md2";
+ self->s.skinnum = 0;
+ }
+
+ self->s.origin[2] += 32;
+ self->s.frame = 0;
+ gi.setmodel (self, gibname);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 16);
+
+ self->takedamage = DAMAGE_NO;
+ self->solid = SOLID_NOT;
+ self->s.effects = EF_GIB;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+
+ self->movetype = MOVETYPE_BOUNCE;
+ VelocityForDamage (damage, vd);
+ VectorAdd (self->velocity, vd, self->velocity);
+
+ if (self->client) // bodies in the queue don't have a client anymore
+ {
+ self->client->anim_priority = ANIM_DEATH;
+ self->client->anim_end = self->s.frame;
+ }
+ else
+ {
+ self->think = NULL;
+ self->nextthink = 0;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*
+=================
+debris
+=================
+*/
+void debris_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin)
+{
+ edict_t *chunk;
+ vec3_t v;
+
+ chunk = G_Spawn();
+ VectorCopy (origin, chunk->s.origin);
+ gi.setmodel (chunk, modelname);
+ v[0] = 100 * crandom();
+ v[1] = 100 * crandom();
+ v[2] = 100 + 100 * crandom();
+ VectorMA (self->velocity, speed, v, chunk->velocity);
+ chunk->movetype = MOVETYPE_BOUNCE;
+ chunk->solid = SOLID_NOT;
+ chunk->avelocity[0] = qrandom()*600;
+ chunk->avelocity[1] = qrandom()*600;
+ chunk->avelocity[2] = qrandom()*600;
+ chunk->think = G_FreeEdict;
+ chunk->nextthink = level.time + 5 + qrandom()*5;
+ chunk->s.frame = 0;
+ chunk->flags = 0;
+ chunk->classname = "debris";
+ chunk->takedamage = DAMAGE_YES;
+ chunk->die = debris_die;
+ gi.linkentity (chunk);
+}
+
+
+void BecomeExplosion1 (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+void BecomeExplosion2 (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION2);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
+Target: next path corner
+Pathtarget: gets used when an entity that has
+ this path_corner targeted touches it
+*/
+
+void path_corner_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t v;
+ edict_t *next;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ if (self->target)
+ next = G_PickTarget(self->target);
+ else
+ next = NULL;
+
+ if ((next) && (next->spawnflags & 1))
+ {
+ VectorCopy (next->s.origin, v);
+ v[2] += next->mins[2];
+ v[2] -= other->mins[2];
+ VectorCopy (v, other->s.origin);
+ next = G_PickTarget(next->target);
+ other->s.event = EV_OTHER_TELEPORT;
+ }
+
+ other->goalentity = other->movetarget = next;
+
+ if (self->wait)
+ {
+ other->monsterinfo.pausetime = level.time + self->wait;
+ other->monsterinfo.stand (other);
+ return;
+ }
+
+ if (!other->movetarget)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else
+ {
+ VectorSubtract (other->goalentity->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_path_corner (edict_t *self)
+{
+ if (!self->targetname)
+ {
+ gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = path_corner_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags |= SVF_NOCLIENT;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
+Makes this the target of a monster and it will head here
+when first activated before going after the activator. If
+hold is selected, it will stay here.
+*/
+void point_combat_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *activator;
+
+ if (other->movetarget != self)
+ return;
+
+ if (self->target)
+ {
+ other->target = self->target;
+ other->goalentity = other->movetarget = G_PickTarget(other->target);
+ if (!other->goalentity)
+ {
+ gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target);
+ other->movetarget = self;
+ }
+ self->target = NULL;
+ }
+ else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY)))
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ other->monsterinfo.stand (other);
+ }
+
+ if (other->movetarget == self)
+ {
+ other->target = NULL;
+ other->movetarget = NULL;
+ other->goalentity = other->enemy;
+ other->monsterinfo.aiflags &= ~AI_COMBAT_POINT;
+ }
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ if (other->enemy && other->enemy->client)
+ activator = other->enemy;
+ else if (other->oldenemy && other->oldenemy->client)
+ activator = other->oldenemy;
+ else if (other->activator && other->activator->client)
+ activator = other->activator;
+ else
+ activator = other;
+ G_UseTargets (self, activator);
+ self->target = savetarget;
+ }
+}
+
+void SP_point_combat (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ self->solid = SOLID_TRIGGER;
+ self->touch = point_combat_touch;
+ VectorSet (self->mins, -8, -8, -16);
+ VectorSet (self->maxs, 8, 8, 16);
+ self->svflags = SVF_NOCLIENT;
+ gi.linkentity (self);
+};
+
+
+/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
+Just for the debugging level. Don't use
+*/
+void TH_viewthing(edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 7;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_viewthing(edict_t *ent)
+{
+ gi.dprintf ("viewthing spawned\n");
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.renderfx = RF_FRAMELERP;
+ VectorSet (ent->mins, -16, -16, -24);
+ VectorSet (ent->maxs, 16, 16, 32);
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ gi.linkentity (ent);
+ ent->nextthink = level.time + 0.5;
+ ent->think = TH_viewthing;
+ return;
+}
+
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for spotlights, etc.
+*/
+void SP_info_null (edict_t *self)
+{
+ G_FreeEdict (self);
+};
+
+
+/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for lightning.
+*/
+void SP_info_notnull (edict_t *self)
+{
+ VectorCopy (self->s.origin, self->absmin);
+ VectorCopy (self->s.origin, self->absmax);
+};
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
+Non-displayed light.
+Default light value is 300.
+Default style is 0.
+If targeted, will toggle between on and off.
+Default _cone value is 10 (used to set size of light for spotlights)
+*/
+
+#define START_OFF 1
+
+static void light_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & START_OFF)
+ {
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ self->spawnflags &= ~START_OFF;
+ }
+ else
+ {
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ self->spawnflags |= START_OFF;
+ }
+}
+
+void SP_light (edict_t *self)
+{
+ // no targeted lights in deathmatch, because they cause global messages
+ if (!self->targetname || deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->style >= 32)
+ {
+ self->use = light_use;
+ if (self->spawnflags & START_OFF)
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ else
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ }
+}
+
+
+/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
+This is just a solid wall if not inhibited
+
+TRIGGER_SPAWN the wall will not be present until triggered
+ it will then blink in to existance; it will
+ kill anything that was in it's way
+
+TOGGLE only valid for TRIGGER_SPAWN walls
+ this allows the wall to be turned on and off
+
+START_ON only valid for TRIGGER_SPAWN walls
+ the wall will initially be present
+*/
+
+void func_wall_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ {
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ KillBox (self);
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+void SP_func_wall (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 8)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 16)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ // just a wall
+ if ((self->spawnflags & 7) == 0)
+ {
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+ return;
+ }
+
+ // it must be TRIGGER_SPAWN
+ if (!(self->spawnflags & 1))
+ {
+// gi.dprintf("func_wall missing TRIGGER_SPAWN\n");
+ self->spawnflags |= 1;
+ }
+
+ // yell if the spawnflags are odd
+ if (self->spawnflags & 4)
+ {
+ if (!(self->spawnflags & 2))
+ {
+ gi.dprintf("func_wall START_ON without TOGGLE\n");
+ self->spawnflags |= 2;
+ }
+ }
+
+ self->use = func_wall_use;
+ if (self->spawnflags & 4)
+ {
+ self->solid = SOLID_BSP;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
+This is solid bmodel that will fall if it's support it removed.
+*/
+
+void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *)
+{
+ // only squash thing we fall on top of
+ if (!plane)
+ return;
+ if (plane->normal[2] < 1.0)
+ return;
+ if (other->takedamage == DAMAGE_NO)
+ return;
+ T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void func_object_release (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = func_object_touch;
+}
+
+void func_object_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ func_object_release (self);
+}
+
+void SP_func_object (edict_t *self)
+{
+ gi.setmodel (self, self->model);
+
+ self->mins[0] += 1;
+ self->mins[1] += 1;
+ self->mins[2] += 1;
+ self->maxs[0] -= 1;
+ self->maxs[1] -= 1;
+ self->maxs[2] -= 1;
+
+ if (!self->dmg)
+ self->dmg = 100;
+
+ if (self->spawnflags == 0)
+ {
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ self->think = func_object_release;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_PUSH;
+ self->use = func_object_use;
+ self->svflags |= SVF_NOCLIENT;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ self->clipmask = MASK_MONSTERSOLID;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST INACTIVE
+Any brush that you want to explode or break apart. If you want an
+ex0plosion, set dmg and it will do a radius explosion of that amount
+at the center of the bursh.
+
+If targeted it will not be shootable.
+
+INACTIVE - specifies that the entity is not explodable until triggered. If you use this you must
+target the entity you want to trigger it. This is the only entity approved to activate it.
+
+health defaults to 100.
+
+mass defaults to 75. This determines how much debris is emitted when
+it explodes. You get one large chunk per 100 of mass (up to 8) and
+one small chunk per 25 of mass (up to 16). So 800 gives the most.
+*/
+void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int, vec3_t)
+{
+ vec3_t origin;
+ vec3_t chunkorigin;
+ vec3_t size;
+ int count;
+ int mass;
+ edict_t *master;
+ qboolean done = false;
+
+ // bmodel origins are (0 0 0), we need to adjust that here
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ VectorCopy (origin, self->s.origin);
+
+ self->takedamage = DAMAGE_NO;
+
+ if (self->dmg)
+ T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
+ VectorNormalize (self->velocity);
+ VectorScale (self->velocity, 150, self->velocity);
+
+ // start chunks towards the center
+ VectorScale (size, 0.5, size);
+
+ mass = self->mass;
+ if (!mass)
+ mass = 75;
+
+ // big chunks
+ if (mass >= 100)
+ {
+ count = mass / 100;
+ if (count > 8)
+ count = 8;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin);
+ }
+ }
+
+ // small chunks
+ count = mass / 25;
+ if (count > 16)
+ count = 16;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin);
+ }
+
+ // PMM - if we're part of a train, clean ourselves out of it
+ if (self->flags & FL_TEAMSLAVE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Removing func_explosive from train!\n");
+
+ if (self->teammaster)
+ {
+ master = self->teammaster;
+ if(master && master->inuse) // because mappers (other than jim (usually)) are stupid....
+ {
+ while (!done)
+ {
+ if (master->teamchain == self)
+ {
+ master->teamchain = self->teamchain;
+ done = true;
+ }
+ master = master->teamchain;
+ if (!master)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n");
+ }
+ }
+ }
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("No master to free myself from, ignoring!\n");
+ }
+ }
+
+ G_UseTargets (self, attacker);
+
+ if (self->dmg)
+ BecomeExplosion1 (self);
+ else
+ G_FreeEdict (self);
+}
+
+void func_explosive_use(edict_t *self, edict_t *other, edict_t *)
+{
+ func_explosive_explode (self, self, other, self->health, vec3_origin);
+}
+
+//PGM
+void func_explosive_activate(edict_t *self, edict_t *other, edict_t *activator)
+{
+ int approved;
+
+ approved = 0;
+ // PMM - looked like target and targetname were flipped here
+ if (other != NULL && other->target)
+ {
+ if(!strcmp(other->target, self->targetname))
+ approved = 1;
+ }
+ if (!approved && activator!=NULL && activator->target)
+ {
+ if(!strcmp(activator->target, self->targetname))
+ approved = 1;
+ }
+
+ if (!approved)
+ {
+// gi.dprintf("func_explosive_activate: incorrect activator\n");
+ return;
+ }
+
+ // PMM - according to mappers, they don't need separate cases for blowupable and triggerable
+// if (self->target)
+// {
+ self->use = func_explosive_use;
+// }
+// else
+// {
+ if (!self->health)
+ self->health = 100;
+ self->die = func_explosive_explode;
+ self->takedamage = DAMAGE_YES;
+// }
+}
+//PGM
+
+void func_explosive_spawn (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ gi.linkentity (self);
+}
+
+void SP_func_explosive (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 1)
+ {
+ self->svflags |= SVF_NOCLIENT;
+ self->solid = SOLID_NOT;
+ self->use = func_explosive_spawn;
+ }
+//PGM
+ else if(self->spawnflags & 8)
+ {
+ self->solid = SOLID_BSP;
+ if(self->targetname)
+ self->use = func_explosive_activate;
+ }
+//PGM
+ else
+ {
+ self->solid = SOLID_BSP;
+ if (self->targetname)
+ self->use = func_explosive_use;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+//PGM
+ if ((self->use != func_explosive_use) && (self->use != func_explosive_activate))
+//PGM
+ {
+ if (!self->health)
+ self->health = 100;
+ self->die = func_explosive_explode;
+ self->takedamage = DAMAGE_YES;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
+Large exploding box. You can override its mass (100),
+health (80), and dmg (150).
+*/
+
+void barrel_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ float ratio;
+ vec3_t v;
+
+ if ((!other->groundentity) || (other->groundentity == self))
+ return;
+
+ ratio = (float)other->mass / (float)self->mass;
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME);
+}
+
+void barrel_explode (edict_t *self)
+{
+ vec3_t org;
+ float spd;
+ vec3_t save;
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL);
+
+ VectorCopy (self->s.origin, save);
+ VectorMA (self->absmin, 0.5, self->size, self->s.origin);
+
+ // a few big chunks
+ spd = 1.5 * (float)self->dmg / 200.0;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+
+ // bottom corners
+ spd = 1.75 * (float)self->dmg / 200.0;
+ VectorCopy (self->absmin, org);
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+
+ // a bunch of little chunks
+ spd = 2 * self->dmg / 200;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+
+ VectorCopy (save, self->s.origin);
+ if (self->groundentity)
+ BecomeExplosion2 (self);
+ else
+ BecomeExplosion1 (self);
+}
+
+void barrel_delay (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ self->think = barrel_explode;
+ self->activator = attacker;
+}
+
+//=========
+//PGM - change so barrels will think and hence, blow up
+void barrel_think (edict_t *self)
+{
+ // the think needs to be first since later stuff may override.
+ self->think = barrel_think;
+ self->nextthink = level.time + FRAMETIME;
+
+ M_CatagorizePosition (self);
+ self->flags |= FL_IMMUNE_SLIME;
+ self->air_finished = level.time + 100;
+ M_WorldEffects (self);
+}
+
+void barrel_start (edict_t *self)
+{
+ M_droptofloor(self);
+ self->think = barrel_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+//PGM
+//=========
+
+void SP_misc_explobox (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+ gi.modelindex ("models/objects/debris3/tris.md2");
+
+ self->solid = SOLID_BBOX;
+ self->movetype = MOVETYPE_STEP;
+
+ self->model = "models/objects/barrels/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 40);
+
+ if (!self->mass)
+ self->mass = 400;
+ if (!self->health)
+ self->health = 10;
+ if (!self->dmg)
+ self->dmg = 150;
+
+ self->die = barrel_delay;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.aiflags = AI_NOSTEP;
+
+ self->touch = barrel_touch;
+
+//PGM - change so barrels will think and hence, blow up
+ self->think = barrel_start;
+ self->nextthink = level.time + 2 * FRAMETIME;
+//PGM
+
+ gi.linkentity (self);
+}
+
+
+//
+// miscellaneous specialty items
+//
+
+/*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
+*/
+
+void misc_blackhole_use (edict_t *ent, edict_t *, edict_t *)
+{
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ */
+ G_FreeEdict (ent);
+}
+
+void misc_blackhole_think (edict_t *self)
+{
+ if (++self->s.frame < 19)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 0;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_blackhole (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 8);
+ ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2");
+ ent->s.renderfx = RF_TRANSLUCENT;
+ ent->use = misc_blackhole_use;
+ ent->think = misc_blackhole_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
+*/
+
+void misc_eastertank_think (edict_t *self)
+{
+ if (++self->s.frame < 293)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 254;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_eastertank (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, -16);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
+ ent->s.frame = 254;
+ ent->think = misc_eastertank_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick_think (edict_t *self)
+{
+ if (++self->s.frame < 247)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 208;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 208;
+ ent->think = misc_easterchick_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick2_think (edict_t *self)
+{
+ if (++self->s.frame < 287)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 248;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 248;
+ ent->think = misc_easterchick2_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
+Not really a monster, this is the Tank Commander's decapitated body.
+There should be a item_commander_head that has this as it's target.
+*/
+
+void commander_body_think (edict_t *self)
+{
+ if (++self->s.frame < 24)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ self->nextthink = 0;
+
+ if (self->s.frame == 22)
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->think = commander_body_think;
+ self->nextthink = level.time + FRAMETIME;
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_drop (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->s.origin[2] += 2;
+}
+
+void SP_monster_commander_body (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_BBOX;
+ self->model = "models/monsters/commandr/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -32, -32, 0);
+ VectorSet (self->maxs, 32, 32, 48);
+ self->use = commander_body_use;
+ self->takedamage = DAMAGE_YES;
+ self->flags = FL_GODMODE;
+ self->s.renderfx |= RF_FRAMELERP;
+ gi.linkentity (self);
+
+ gi.soundindex ("tank/thud.wav");
+ gi.soundindex ("tank/pain.wav");
+
+ self->think = commander_body_drop;
+ self->nextthink = level.time + 5 * FRAMETIME;
+}
+
+
+/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
+The origin is the bottom of the banner.
+The banner is 128 tall.
+*/
+void misc_banner_think (edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 16;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_banner (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ ent->s.frame = rand() % 16;
+ gi.linkentity (ent);
+
+ ent->think = misc_banner_think;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
+This is the dead player model. Comes in 6 exciting different poses!
+*/
+void misc_deadsoldier_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// if (self->health > -80)
+ if (self->health > -30)
+ return;
+
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+}
+
+void SP_misc_deadsoldier (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex=gi.modelindex ("models/deadbods/dude/tris.md2");
+
+ // Defaults to frame 0
+ if (ent->spawnflags & 2)
+ ent->s.frame = 1;
+ else if (ent->spawnflags & 4)
+ ent->s.frame = 2;
+ else if (ent->spawnflags & 8)
+ ent->s.frame = 3;
+ else if (ent->spawnflags & 16)
+ ent->s.frame = 4;
+ else if (ent->spawnflags & 32)
+ ent->s.frame = 5;
+ else
+ ent->s.frame = 0;
+
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 16);
+ ent->deadflag = DEAD_DEAD;
+ ent->takedamage = DAMAGE_YES;
+ ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER;
+ ent->die = misc_deadsoldier_die;
+ ent->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
+This is the Viper for the flyby bombing.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast the Viper should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_viper (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_viper_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
+This is a large stationary viper as seen in Paul's intro
+*/
+void SP_misc_bigviper (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -176, -120, -24);
+ VectorSet (ent->maxs, 176, 120, 72);
+ ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
+"dmg" how much boom should the bomb make?
+*/
+void misc_viper_bomb_touch (edict_t *self, edict_t *, cplane_t *, csurface_t *)
+{
+ G_UseTargets (self, self->activator);
+
+ self->s.origin[2] = self->absmin[2] + 1;
+ T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB);
+ BecomeExplosion2 (self);
+}
+
+void misc_viper_bomb_prethink (edict_t *self)
+{
+ vec3_t v;
+ float diff;
+
+ self->groundentity = NULL;
+
+ diff = self->timestamp - level.time;
+ if (diff < -1.0)
+ diff = -1.0;
+
+ VectorScale (self->moveinfo.dir, 1.0 + diff, v);
+ v[2] = diff;
+
+ diff = self->s.angles[2];
+ vectoangles (v, self->s.angles);
+ self->s.angles[2] = diff + 10;
+}
+
+void misc_viper_bomb_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *viper;
+
+ self->solid = SOLID_BBOX;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->s.effects |= EF_ROCKET;
+ self->use = NULL;
+ self->movetype = MOVETYPE_TOSS;
+ self->prethink = misc_viper_bomb_prethink;
+ self->touch = misc_viper_bomb_touch;
+ self->activator = activator;
+
+ viper = G_Find (NULL, FOFS(classname), "misc_viper");
+ VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
+
+ self->timestamp = level.time;
+ VectorCopy (viper->moveinfo.dir, self->moveinfo.dir);
+}
+
+void SP_misc_viper_bomb (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+
+ self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
+
+ if (!self->dmg)
+ self->dmg = 1000;
+
+ self->use = misc_viper_bomb_use;
+ self->svflags |= SVF_NOCLIENT;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
+This is a Storgg ship for the flybys.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast it should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_strogg_ship (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_strogg_ship_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
+*/
+void misc_satellite_dish_think (edict_t *self)
+{
+ self->s.frame++;
+ if (self->s.frame < 38)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void misc_satellite_dish_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->s.frame = 0;
+ self->think = misc_satellite_dish_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_satellite_dish (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 128);
+ ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2");
+ ent->use = misc_satellite_dish_use;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine1 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_arm (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/arm/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_leg (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/leg/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_head (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/head/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+//=====================================================
+
+/*QUAKED target_character (0 0 1) ?
+used with target_string (must be on same "team")
+"count" is position in the string (starts at 1)
+*/
+
+void SP_target_character (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ self->s.frame = 12;
+ gi.linkentity (self);
+ return;
+}
+
+
+/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
+*/
+
+void target_string_use (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *e;
+ int n, l;
+ char c;
+
+ l = strlen(self->message);
+ for (e = self->teammaster; e; e = e->teamchain)
+ {
+ if (!e->count)
+ continue;
+ n = e->count - 1;
+ if (n > l)
+ {
+ e->s.frame = 12;
+ continue;
+ }
+
+ c = self->message[n];
+ if (c >= '0' && c <= '9')
+ e->s.frame = c - '0';
+ else if (c == '-')
+ e->s.frame = 10;
+ else if (c == ':')
+ e->s.frame = 11;
+ else
+ e->s.frame = 12;
+ }
+}
+
+void SP_target_string (edict_t *self)
+{
+ if (!self->message)
+ self->message = "";
+ self->use = target_string_use;
+}
+
+
+/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
+target a target_string with this
+
+The default is to be a time of day clock
+
+TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
+If START_OFF, this entity must be used before it starts
+
+"style" 0 "xx"
+ 1 "xx:xx"
+ 2 "xx:xx:xx"
+*/
+
+#define CLOCK_MESSAGE_SIZE 16
+
+// don't let field width of any clock messages change, or it
+// could cause an overwrite after a game load
+
+static void func_clock_reset (edict_t *self)
+{
+ self->activator = NULL;
+ if (self->spawnflags & 1)
+ {
+ self->health = 0;
+ self->wait = self->count;
+ }
+ else if (self->spawnflags & 2)
+ {
+ self->health = self->count;
+ self->wait = 0;
+ }
+}
+
+static void func_clock_format_countdown (edict_t *self)
+{
+ if (self->style == 0)
+ {
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health);
+ return;
+ }
+
+ if (self->style == 1)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ return;
+ }
+
+ if (self->style == 2)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ return;
+ }
+}
+
+void func_clock_think (edict_t *self)
+{
+ Tm *t;
+
+ if (!self->enemy)
+ {
+ self->enemy = G_Find (NULL, FOFS(targetname), self->target);
+ if (!self->enemy)
+ return;
+ }
+
+ if (self->spawnflags & 1)
+ {
+ func_clock_format_countdown (self);
+ self->health++;
+ }
+ else if (self->spawnflags & 2)
+ {
+ func_clock_format_countdown (self);
+ self->health--;
+ }
+ else
+ {
+ t = localtime(time(nil));
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2d:%2d:%2d", t->hour, t->min, t->sec);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ }
+
+ self->enemy->message = self->message;
+ self->enemy->use (self->enemy, self, self);
+
+ if (((self->spawnflags & 1) && (self->health > self->wait)) ||
+ ((self->spawnflags & 2) && (self->health < self->wait)))
+ {
+ if (self->pathtarget)
+ {
+ char *savetarget;
+ char *savemessage;
+
+ savetarget = self->target;
+ savemessage = self->message;
+ self->target = self->pathtarget;
+ self->message = NULL;
+ G_UseTargets (self, self->activator);
+ self->target = savetarget;
+ self->message = savemessage;
+ }
+
+ if (!(self->spawnflags & 8))
+ return;
+
+ func_clock_reset (self);
+
+ if (self->spawnflags & 4)
+ return;
+ }
+
+ self->nextthink = level.time + 1;
+}
+
+void func_clock_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ if (!(self->spawnflags & 8))
+ self->use = NULL;
+ if (self->activator)
+ return;
+ self->activator = activator;
+ self->think (self);
+}
+
+void SP_func_clock (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 2) && (!self->count))
+ {
+ gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 1) && (!self->count))
+ self->count = 60*60;;
+
+ func_clock_reset (self);
+
+ self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
+
+ self->think = func_clock_think;
+
+ if (self->spawnflags & 4)
+ self->use = func_clock_use;
+ else
+ self->nextthink = level.time + 1;
+}
+
+//=================================================================================
+
+void teleporter_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *dest;
+ int i;
+
+ if (!other->client)
+ return;
+ dest = G_Find (NULL, FOFS(targetname), self->target);
+ if (!dest)
+ {
+ gi.dprintf ("Couldn't find destination\n");
+ return;
+ }
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ gi.unlinkentity (other);
+
+ VectorCopy (dest->s.origin, other->s.origin);
+ VectorCopy (dest->s.origin, other->s.old_origin);
+ other->s.origin[2] += 10;
+
+ // clear the velocity and hold them in place briefly
+ VectorClear (other->velocity);
+ other->client->ps.pmove.pm_time = 160>>3; // hold time
+ other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+ self->owner->s.event = EV_PLAYER_TELEPORT;
+ other->s.event = EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i=0 ; i<3 ; i++)
+ other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
+
+ VectorClear (other->s.angles);
+ VectorClear (other->client->ps.viewangles);
+ VectorClear (other->client->v_angle);
+
+ // kill anything at the destination
+ KillBox (other);
+
+ gi.linkentity (other);
+}
+
+/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
+Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
+*/
+void SP_misc_teleporter (edict_t *ent)
+{
+ edict_t *trig;
+
+ if (!ent->target)
+ {
+ gi.dprintf ("teleporter without a target.\n");
+ G_FreeEdict (ent);
+ return;
+ }
+
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 1;
+ ent->s.effects = EF_TELEPORTER;
+ ent->s.sound = gi.soundindex ("world/amb10.wav");
+ ent->solid = SOLID_BBOX;
+
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+
+ trig = G_Spawn ();
+ trig->touch = teleporter_touch;
+ trig->solid = SOLID_TRIGGER;
+ trig->target = ent->target;
+ trig->owner = ent;
+ VectorCopy (ent->s.origin, trig->s.origin);
+ VectorSet (trig->mins, -8, -8, 8);
+ VectorSet (trig->maxs, 8, 8, 24);
+ gi.linkentity (trig);
+
+}
+
+/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
+Point teleporters at these.
+*/
+void SP_misc_teleporter_dest (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 0;
+ ent->solid = SOLID_BBOX;
+// ent->s.effects |= EF_FLIES;
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+}
+
+//======================
+//ROGUE
+void misc_nuke_core_use (edict_t *self, edict_t *, edict_t *)
+{
+ if(self->svflags & SVF_NOCLIENT)
+ self->svflags &= ~SVF_NOCLIENT;
+ else
+ self->svflags |= SVF_NOCLIENT;
+}
+
+/*QUAKED misc_nuke_core (1 0 0) (-16 -16 -16) (16 16 16)
+toggles visible/not visible. starts visible.
+*/
+void SP_misc_nuke_core (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/core/tris.md2");
+ gi.linkentity (ent);
+
+ ent->use = misc_nuke_core_use;
+}
+//ROGUE
+//======================
+
--- /dev/null
+++ b/rogue/g_monster.c
@@ -1,0 +1,983 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+//
+// monster weapons
+//
+
+//FIXME mosnters should call these with a totally accurate direction
+// and we can mess it up based on skill. Spread should be for normal
+// and we can tighten or loosen based on skill. We could muck with
+// the damages too, but I'm not sure that's such a good idea.
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
+{
+ fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
+{
+ fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
+{
+ fire_blaster (self, start, dir, damage, speed, effect, false);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+//ROGUE
+void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
+{
+ fire_blaster2 (self, start, dir, damage, speed, effect, false);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+// FIXME -- add muzzle flash
+void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype)
+{
+ fire_tracker (self, start, dir, damage, speed, enemy);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype)
+{
+ fire_heat (self, start, dir, offset, damage, kick, true);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+//ROGUE
+
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
+{
+ fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
+{
+ fire_rocket (self, start, dir, damage, speed, damage+20, damage);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
+{
+ // PMM
+ if (!(gi.pointcontents (start) & MASK_SOLID))
+ fire_rail (self, start, aimdir, damage, kick);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int, float damage_radius, int flashtype)
+{
+ fire_bfg (self, start, aimdir, damage, speed, damage_radius);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+
+
+//
+// Monster utility functions
+//
+
+void M_FliesOff (edict_t *self)
+{
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+}
+
+void M_FliesOn (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+ self->s.effects |= EF_FLIES;
+ self->s.sound = gi.soundindex ("infantry/inflies1.wav");
+ self->think = M_FliesOff;
+ self->nextthink = level.time + 60;
+}
+
+void M_FlyCheck (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+
+ if (qrandom() > 0.5)
+ return;
+
+ self->think = M_FliesOn;
+ self->nextthink = level.time + 5 + 10 * qrandom();
+}
+
+void AttackFinished (edict_t *self, float time)
+{
+ self->monsterinfo.attack_finished = level.time + time;
+}
+
+
+void M_CheckGround (edict_t *ent)
+{
+ vec3_t point;
+ trace_t trace;
+
+ if (ent->flags & (FL_SWIM|FL_FLY))
+ return;
+
+#ifdef ROGUE_GRAVITY
+ if ((ent->velocity[2] * ent->gravityVector[2]) < -100) // PGM
+#else
+ if (ent->velocity[2] > 100)
+#endif
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+
+// if the hull point one-quarter unit down is solid the entity is on ground
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+#ifdef ROGUE_GRAVITY
+ point[2] = ent->s.origin[2] + (0.25 * ent->gravityVector[2]); //PGM
+#else
+ point[2] = ent->s.origin[2] - 0.25;
+#endif
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
+
+ // check steepness
+#ifdef ROGUE_GRAVITY
+//PGM
+ if ( ent->gravityVector[2] < 0) // normal gravity
+ {
+ if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+ }
+ else // inverted gravity
+ {
+ if ( trace.plane.normal[2] > -0.7 && !trace.startsolid)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+ }
+//PGM
+#else
+ if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+#endif
+
+// ent->groundentity = trace.ent;
+// ent->groundentity_linkcount = trace.ent->linkcount;
+// if (!trace.startsolid && !trace.allsolid)
+// VectorCopy (trace.endpos, ent->s.origin);
+ if (!trace.startsolid && !trace.allsolid)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ ent->velocity[2] = 0;
+ }
+}
+
+
+void M_CatagorizePosition (edict_t *ent)
+{
+ vec3_t point;
+ int cont;
+
+//
+// get waterlevel
+//
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+ point[2] = ent->s.origin[2] + ent->mins[2] + 1;
+ cont = gi.pointcontents (point);
+
+ if (!(cont & MASK_WATER))
+ {
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ return;
+ }
+
+ ent->watertype = cont;
+ ent->waterlevel = 1;
+ point[2] += 26;
+ cont = gi.pointcontents (point);
+ if (!(cont & MASK_WATER))
+ return;
+
+ ent->waterlevel = 2;
+ point[2] += 22;
+ cont = gi.pointcontents (point);
+ if (cont & MASK_WATER)
+ ent->waterlevel = 3;
+}
+
+
+void M_WorldEffects (edict_t *ent)
+{
+ int dmg;
+
+ if (ent->health > 0)
+ {
+ if (!(ent->flags & FL_SWIM))
+ {
+ if (ent->waterlevel < 3)
+ {
+ ent->air_finished = level.time + 12;
+ }
+ else if (ent->air_finished < level.time)
+ { // drown!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ else
+ {
+ if (ent->waterlevel > 0)
+ {
+ ent->air_finished = level.time + 9;
+ }
+ else if (ent->air_finished < level.time)
+ { // suffocate!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ }
+
+ if (ent->waterlevel == 0)
+ {
+ if (ent->flags & FL_INWATER)
+ {
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ ent->flags &= ~FL_INWATER;
+ }
+ return;
+ }
+
+ if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 0.2;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
+ }
+ }
+ if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 1;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+
+ if ( !(ent->flags & FL_INWATER) )
+ {
+ if (!(ent->svflags & SVF_DEADMONSTER))
+ {
+ if (ent->watertype & CONTENTS_LAVA)
+ if (qrandom() <= 0.5)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_SLIME)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_WATER)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ }
+
+ ent->flags |= FL_INWATER;
+ ent->damage_debounce_time = 0;
+ }
+}
+
+
+void M_droptofloor (edict_t *ent)
+{
+ vec3_t end;
+ trace_t trace;
+
+#ifdef ROGUE_GRAVITY
+//PGM
+ if(ent->gravityVector[2] < 0)
+ {
+ ent->s.origin[2] += 1;
+ VectorCopy (ent->s.origin, end);
+ end[2] -= 256;
+ }
+ else
+ {
+ ent->s.origin[2] -= 1;
+ VectorCopy (ent->s.origin, end);
+ end[2] += 256;
+ }
+//PGM
+#else
+ ent->s.origin[2] += 1;
+ VectorCopy (ent->s.origin, end);
+ end[2] -= 256;
+#endif
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1 || trace.allsolid)
+ return;
+
+ VectorCopy (trace.endpos, ent->s.origin);
+
+ gi.linkentity (ent);
+ M_CheckGround (ent);
+ M_CatagorizePosition (ent);
+}
+
+
+void M_SetEffects (edict_t *ent)
+{
+ int remaining;
+
+ ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN|EF_DOUBLE|EF_QUAD|EF_PENT);
+ ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE|RF_SHELL_DOUBLE);
+
+ if (ent->monsterinfo.aiflags & AI_RESURRECTING)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_RED;
+ }
+
+ if (ent->health <= 0)
+ return;
+
+ if (ent->powerarmor_time > level.time)
+ {
+ if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+ // PMM - new monster powerups
+ if (ent->monsterinfo.quad_framenum > level.framenum)
+ {
+ remaining = ent->monsterinfo.quad_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_QUAD;
+ }
+ else
+ ent->s.effects &= ~EF_QUAD;
+
+ if (ent->monsterinfo.double_framenum > level.framenum)
+ {
+ remaining = ent->monsterinfo.double_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_DOUBLE;
+ }
+ else
+ ent->s.effects &= ~EF_DOUBLE;
+
+ if (ent->monsterinfo.invincible_framenum > level.framenum)
+ {
+ remaining = ent->monsterinfo.invincible_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_PENT;
+ }
+ else
+ ent->s.effects &= ~EF_PENT;
+
+ // PMM
+ // PMM - testing
+// ent->s.effects |= EF_COLOR_SHELL;
+// ent->s.renderfx |= RF_SHELL_HALF_DAM;
+/*
+ if (fmod (level.time, 4.0) > 2.0)
+ {
+ gi.dprintf ("invulnerable ");
+ ent->s.renderfx |= RF_SHELL_RED;
+ }
+ else
+ ent->s.renderfx &= ~RF_SHELL_RED;
+
+ if (fmod (level.time, 8.0) > 4.0)
+ {
+ gi.dprintf ("shield ");
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ else
+ ent->s.renderfx &= ~RF_SHELL_GREEN;
+
+ if (fmod (level.time, 16.0) > 8.0)
+ {
+ gi.dprintf ("quad ");
+ ent->s.renderfx |= RF_SHELL_BLUE;\
+ }
+ else
+ ent->s.renderfx &= ~RF_SHELL_BLUE;
+
+ if (fmod (level.time, 32.0) > 16.0)
+ {
+ gi.dprintf ("double ");
+ ent->s.renderfx |= RF_SHELL_DOUBLE;
+ }
+ else
+ ent->s.renderfx &= ~RF_SHELL_DOUBLE;
+
+ if (fmod (level.time, 64.0) > 32.0)
+ {
+ gi.dprintf ("half ");
+ ent->s.renderfx |= RF_SHELL_HALF_DAM;
+ }
+ else
+ ent->s.renderfx &= ~RF_SHELL_HALF_DAM;
+
+ gi.dprintf ("\n");
+*/
+}
+
+
+void M_MoveFrame (edict_t *self)
+{
+ mmove_t *move;
+ int index;
+
+ move = self->monsterinfo.currentmove;
+ self->nextthink = level.time + FRAMETIME;
+
+ if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
+ {
+ self->s.frame = self->monsterinfo.nextframe;
+ self->monsterinfo.nextframe = 0;
+ }
+ else
+ {
+ if (self->s.frame == move->lastframe)
+ {
+ if (move->endfunc)
+ {
+ move->endfunc (self);
+
+ // regrab move, endfunc is very likely to change it
+ move = self->monsterinfo.currentmove;
+
+ // check for death
+ if (self->svflags & SVF_DEADMONSTER)
+ return;
+ }
+ }
+
+ if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
+ {
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ self->s.frame = move->firstframe;
+ }
+ else
+ {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ {
+ self->s.frame++;
+ if (self->s.frame > move->lastframe)
+ self->s.frame = move->firstframe;
+ }
+ }
+ }
+
+ index = self->s.frame - move->firstframe;
+
+ if (move->frame[index].aifunc)
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
+ else
+ move->frame[index].aifunc (self, 0);
+
+ if (move->frame[index].thinkfunc)
+ move->frame[index].thinkfunc (self);
+}
+
+
+void monster_think (edict_t *self)
+{
+ M_MoveFrame (self);
+ if (self->linkcount != self->monsterinfo.linkcount)
+ {
+ self->monsterinfo.linkcount = self->linkcount;
+ M_CheckGround (self);
+ }
+ M_CatagorizePosition (self);
+ M_WorldEffects (self);
+ M_SetEffects (self);
+}
+
+
+/*
+================
+monster_use
+
+Using a monster makes it angry at the current activator
+================
+*/
+void monster_use (edict_t *self, edict_t *, 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) // PGM
+ return; // PGM
+
+// delay reaction so if the monster is teleported, its sound is still heard
+ self->enemy = activator;
+ FoundTarget (self);
+}
+
+
+void monster_start_go (edict_t *self);
+
+
+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 & 1) && !(self->enemy->flags & FL_NOTARGET))
+ {
+ if(!(self->enemy->flags & FL_DISGUISED)) // PGM
+ FoundTarget (self);
+ else // PMM - just in case, make sure to clear the enemy so FindTarget doesn't get confused
+ self->enemy = NULL;
+ }
+ else
+ {
+ self->enemy = NULL;
+ }
+}
+
+void monster_triggered_spawn_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ // we have a one frame delay here so we don't telefrag the guy who activated us
+ self->think = monster_triggered_spawn;
+ self->nextthink = level.time + FRAMETIME;
+ if (activator->client)
+ self->enemy = activator;
+ self->use = monster_use;
+}
+
+void monster_triggered_start (edict_t *self)
+{
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+ self->use = monster_triggered_spawn_use;
+}
+
+
+/*
+================
+monster_death_use
+
+When a monster dies, it fires all of its targets with the current
+enemy as activator.
+================
+*/
+void monster_death_use (edict_t *self)
+{
+ self->flags &= ~(FL_FLY|FL_SWIM);
+ self->monsterinfo.aiflags &= AI_GOOD_GUY;
+
+ if (self->item)
+ {
+ Drop_Item (self, self->item);
+ self->item = NULL;
+ }
+
+ if (self->deathtarget)
+ self->target = self->deathtarget;
+
+ if (!self->target)
+ return;
+
+ G_UseTargets (self, self->enemy);
+}
+
+
+//============================================================================
+
+qboolean monster_start (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return false;
+ }
+
+ if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ self->spawnflags &= ~4;
+ self->spawnflags |= 1;
+// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if ((!(self->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
+ level.total_monsters++;
+
+ self->nextthink = level.time + FRAMETIME;
+ self->svflags |= SVF_MONSTER;
+ self->s.renderfx |= RF_FRAMELERP;
+ self->takedamage = DAMAGE_AIM;
+ self->air_finished = level.time + 12;
+ self->use = monster_use;
+ self->max_health = self->health;
+ self->clipmask = MASK_MONSTERSOLID;
+
+ self->s.skinnum = 0;
+ self->deadflag = DEAD_NO;
+ self->svflags &= ~SVF_DEADMONSTER;
+
+ if (!self->monsterinfo.checkattack)
+ self->monsterinfo.checkattack = M_CheckAttack;
+ VectorCopy (self->s.origin, self->s.old_origin);
+
+ if (st.item)
+ {
+ self->item = FindItemByClassname (st.item);
+ if (!self->item)
+ gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
+ }
+
+ // randomize what frame they start on
+ if (self->monsterinfo.currentmove)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+
+ // PMM - get this so I don't have to do it in all of the monsters
+ self->monsterinfo.base_height = self->maxs[2];
+
+ // PMM - clear these
+ self->monsterinfo.quad_framenum = 0;
+ self->monsterinfo.double_framenum = 0;
+ self->monsterinfo.invincible_framenum = 0;
+
+ return true;
+}
+
+void monster_start_go (edict_t *self)
+{
+ vec3_t v;
+
+ if (self->health <= 0)
+ return;
+
+ // check for target to combat_point and change to combattarget
+ if (self->target)
+ {
+ qboolean notcombat;
+ qboolean fixup;
+ edict_t *target;
+
+ target = NULL;
+ notcombat = false;
+ fixup = false;
+ while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") == 0)
+ {
+ self->combattarget = self->target;
+ fixup = true;
+ }
+ else
+ {
+ notcombat = true;
+ }
+ }
+ if (notcombat && self->combattarget)
+ gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
+ if (fixup)
+ self->target = NULL;
+ }
+
+ // validate combattarget
+ if (self->combattarget)
+ {
+ edict_t *target;
+
+ target = NULL;
+ while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") != 0)
+ {
+ gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
+ self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
+ self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
+ (int)target->s.origin[2]);
+ }
+ }
+ }
+
+ if (self->target)
+ {
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ else if (strcmp (self->movetarget->classname, "path_corner") == 0)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+ }
+ else
+ {
+ self->goalentity = self->movetarget = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ }
+ else
+ {
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+
+ self->think = monster_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void walkmonster_start_go (edict_t *self)
+{
+ if (!(self->spawnflags & 2) && level.time < 1)
+ {
+ M_droptofloor (self);
+
+ if (self->groundentity)
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 20;
+ // PMM - stalkers are too short for this
+ if (!(strcmp(self->classname, "monster_stalker")))
+ self->viewheight = 15;
+ else
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void walkmonster_start (edict_t *self)
+{
+ self->think = walkmonster_start_go;
+ monster_start (self);
+}
+
+
+void flymonster_start_go (edict_t *self)
+{
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+
+void flymonster_start (edict_t *self)
+{
+ self->flags |= FL_FLY;
+ self->think = flymonster_start_go;
+ monster_start (self);
+}
+
+
+void swimmonster_start_go (edict_t *self)
+{
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 10;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void swimmonster_start (edict_t *self)
+{
+ self->flags |= FL_SWIM;
+ self->think = swimmonster_start_go;
+ monster_start (self);
+}
+
+//ROGUE
+
+void stationarymonster_start_go (edict_t *self);
+
+void stationarymonster_triggered_spawn (edict_t *self)
+{
+ KillBox (self);
+
+ self->solid = SOLID_BBOX;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->air_finished = level.time + 12;
+ gi.linkentity (self);
+
+ // FIXME - why doesn't this happen with real monsters?
+ self->spawnflags &= ~2;
+
+ stationarymonster_start_go (self);
+
+ if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
+ {
+ if(!(self->enemy->flags & FL_DISGUISED)) // PGM
+ FoundTarget (self);
+ else // PMM - just in case, make sure to clear the enemy so FindTarget doesn't get confused
+ self->enemy = NULL;
+ }
+ else
+ {
+ self->enemy = NULL;
+ }
+}
+
+void stationarymonster_triggered_spawn_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ // we have a one frame delay here so we don't telefrag the guy who activated us
+ self->think = stationarymonster_triggered_spawn;
+ self->nextthink = level.time + FRAMETIME;
+ if (activator->client)
+ self->enemy = activator;
+ self->use = monster_use;
+}
+
+void stationarymonster_triggered_start (edict_t *self)
+{
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+ self->use = stationarymonster_triggered_spawn_use;
+}
+
+void stationarymonster_start_go (edict_t *self)
+{
+// PGM - only turrets use this, so remove the error message. They're supposed to be in solid.
+
+// if (!M_walkmove (self, 0, 0))
+// gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 20;
+// self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ stationarymonster_triggered_start (self);
+}
+
+void stationarymonster_start (edict_t *self)
+{
+ self->think = stationarymonster_start_go;
+ monster_start (self);
+}
+
+void monster_done_dodge (edict_t *self)
+{
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s done dodging\n", self->classname);
+ self->monsterinfo.aiflags &= ~AI_DODGING;
+}
+//ROGUE
--- /dev/null
+++ b/rogue/g_newai.c
@@ -1,0 +1,1980 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+//===============================
+// BLOCKED Logic
+//===============================
+
+/*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (pt1);
+ gi.WritePosition (pt2);
+ gi.multicast (pt1, MULTICAST_PVS);
+
+ self->nextthink = level.time + 10;
+*/
+
+// plat states, copied from g_func.c
+
+#define STATE_TOP 0
+#define STATE_BOTTOM 1
+#define STATE_UP 2
+#define STATE_DOWN 3
+
+qboolean face_wall (edict_t *self);
+void HuntTarget (edict_t *self);
+
+// PMM
+qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end);
+
+
+// blocked_checkshot
+// shotchance: 0-1, chance they'll take the shot if it's clear.
+qboolean blocked_checkshot (edict_t *self, float shotChance)
+{
+ qboolean playerVisible;
+
+ if(!self->enemy)
+ return false;
+
+ // blocked checkshot is only against players. this will
+ // filter out player sounds and other shit they should
+ // not be firing at.
+ if(!(self->enemy->client))
+ return false;
+
+ if (qrandom() < shotChance)
+ return false;
+
+ // PMM - special handling for the parasite
+ if (!strcmp(self->classname, "monster_parasite"))
+ {
+ vec3_t f, r, offset, start, end;
+ trace_t tr;
+ AngleVectors (self->s.angles, f, r, NULL);
+ VectorSet (offset, 24, 0, 6);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!parasite_drain_attack_ok(start, end))
+ return false;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ {
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+
+ if(self->monsterinfo.attack)
+ self->monsterinfo.attack(self);
+
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ return true;
+ }
+ }
+
+ playerVisible = visible (self, self->enemy);
+ // always shoot at teslas
+ if(playerVisible)
+ {
+ if (!strcmp(self->enemy->classname, "tesla"))
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("blocked: taking a shot\n");
+
+ // turn on AI_BLOCKED to let the monster know the attack is being called
+ // by the blocked functions...
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+
+ if(self->monsterinfo.attack)
+ self->monsterinfo.attack(self);
+
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// blocked_checkplat
+// dist: how far they are trying to walk.
+qboolean blocked_checkplat (edict_t *self, float dist)
+{
+ int playerPosition;
+ trace_t trace;
+ vec3_t pt1, pt2;
+ vec3_t forward;
+ edict_t *plat;
+
+ if(!self->enemy)
+ return false;
+
+ // check player's relative altitude
+ if(self->enemy->absmin[2] >= self->absmax[2])
+ playerPosition = 1;
+ else if(self->enemy->absmax[2] <= self->absmin[2])
+ playerPosition = -1;
+ else
+ playerPosition = 0;
+
+ // if we're close to the same position, don't bother trying plats.
+ if(playerPosition == 0)
+ return false;
+
+ plat = NULL;
+
+ // see if we're already standing on a plat.
+ if(self->groundentity && self->groundentity != WORLD)
+ {
+ if(!strncmp(self->groundentity->classname, "func_plat", 8))
+ plat = self->groundentity;
+ }
+
+ // if we're not, check to see if we'll step onto one with this move
+ if(!plat)
+ {
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorMA(self->s.origin, dist, forward, pt1);
+ VectorCopy (pt1, pt2);
+ pt2[2] -= 384;
+
+ trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID);
+ if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
+ {
+ if(!strncmp(trace.ent->classname, "func_plat", 8))
+ {
+ plat = trace.ent;
+ }
+ }
+ }
+
+ // if we've found a plat, trigger it.
+ if(plat && plat->use)
+ {
+ if (playerPosition == 1)
+ {
+ if((self->groundentity == plat && plat->moveinfo.state == STATE_BOTTOM) ||
+ (self->groundentity != plat && plat->moveinfo.state == STATE_TOP))
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("player above, and plat will raise. using!\n");
+ plat->use (plat, self, self);
+ return true;
+ }
+ }
+ else if(playerPosition == -1)
+ {
+ if((self->groundentity == plat && plat->moveinfo.state == STATE_TOP) ||
+ (self->groundentity != plat && plat->moveinfo.state == STATE_BOTTOM))
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("player below, and plat will lower. using!\n");
+ plat->use (plat, self, self);
+ return true;
+ }
+ }
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("hit a plat, not using. ppos: %d plat: %d\n", playerPosition, plat->moveinfo.state);
+ }
+
+ return false;
+}
+
+// blocked_checkjump
+// dist: how far they are trying to walk.
+// maxDown/maxUp: how far they'll ok a jump for. set to 0 to disable that direction.
+qboolean blocked_checkjump (edict_t *self, float, float maxDown, float maxUp)
+{
+ int playerPosition;
+ trace_t trace;
+ vec3_t pt1, pt2;
+ vec3_t forward, up;
+
+ if(!self->enemy)
+ return false;
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+
+ if(self->enemy->absmin[2] > (self->absmin[2] + 16))
+ playerPosition = 1;
+ else if(self->enemy->absmin[2] < (self->absmin[2] - 16))
+ playerPosition = -1;
+ else
+ playerPosition = 0;
+
+ if(playerPosition == -1 && maxDown)
+ {
+ // check to make sure we can even get to the spot we're going to "fall" from
+ VectorMA(self->s.origin, 48, forward, pt1);
+ trace = gi.trace(self->s.origin, self->mins, self->maxs, pt1, self, MASK_MONSTERSOLID);
+ if(trace.fraction < 1)
+ {
+// gi.dprintf("can't get thar from hear...\n");
+ return false;
+ }
+
+ VectorCopy (pt1, pt2);
+ pt2[2] = self->mins[2] - maxDown - 1;
+
+ trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
+ if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
+ {
+ if((self->absmin[2] - trace.endpos[2]) >= 24 && trace.contents & MASK_SOLID)
+ {
+ if( (self->enemy->absmin[2] - trace.endpos[2]) > 32)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("That'll take me too far down...%0.1f\n", (self->enemy->absmin[2] - trace.endpos[2]));
+ return false;
+ }
+
+ if(trace.plane.normal[2] < 0.9)
+ {
+// gi.dprintf("Floor angle too much! %s\n", vtos(trace.plane.normal));
+ return false;
+ }
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Geronimo! %0.1f\n", (self->absmin[2] - trace.endpos[2]));
+ return true;
+ }
+// else if(g_showlogic && g_showlogic->value)
+// {
+// if(!(trace.contents & MASK_SOLID))
+// gi.dprintf("Ooooh... Bad stuff down there...\n");
+// else
+// gi.dprintf("Too far to fall\n");
+// }
+ }
+// else if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Ooooh... Too far to fall...\n");
+ }
+ else if(playerPosition == 1 && maxUp)
+ {
+ VectorMA(self->s.origin, 48, forward, pt1);
+ VectorCopy(pt1, pt2);
+ pt1[2] = self->absmax[2] + maxUp;
+
+ trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
+ if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
+ {
+ if((trace.endpos[2] - self->absmin[2]) <= maxUp && trace.contents & MASK_SOLID)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Jumping Up! %0.1f\n", (trace.endpos[2] - self->absmin[2]));
+
+ face_wall(self);
+ return true;
+ }
+// else if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Too high to jump %0.1f\n", (trace.endpos[2] - self->absmin[2]));
+ }
+// else if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Not something I could jump onto\n");
+ }
+// else if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Player at similar level. No need to jump up?\n");
+
+ return false;
+}
+
+// checks to see if another coop player is nearby, and will switch.
+qboolean blocked_checknewenemy (edict_t *)
+{
+/*
+ int player;
+ edict_t *ent;
+
+ if (!(coop->value))
+ return false;
+
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent == self->enemy)
+ continue;
+
+ if (visible (self, ent))
+ {
+ if (g_showlogic && g_showlogic->value)
+ gi.dprintf ("B_CNE: %s acquired new enemy %s\n", self->classname, ent->client->pers.netname);
+
+ self->enemy = ent;
+ FoundTarget (self);
+ return true;
+ }
+ }
+
+ return false;
+*/
+ return false;
+}
+
+// *************************
+// HINT PATHS
+// *************************
+
+#define HINT_ENDPOINT 0x0001
+#define MAX_HINT_CHAINS 100
+
+int hint_paths_present;
+edict_t *hint_path_start[MAX_HINT_CHAINS];
+int num_hint_paths;
+
+//
+// AI code
+//
+
+// =============
+// hintpath_findstart - given any hintpath node, finds the start node
+// =============
+edict_t *hintpath_findstart(edict_t *ent)
+{
+ edict_t *e;
+ edict_t *last = WORLD;
+ int field;
+
+ if(ent->target) // starting point
+ {
+ field = FOFS(targetname);
+ e = G_Find(NULL, field, ent->target);
+ while(e)
+ {
+ last = e;
+ if(!e->target)
+ break;
+ e = G_Find(NULL, field, e->target);
+ }
+ }
+ else // end point
+ {
+ field = FOFS(target);
+ e = G_Find(NULL, field, ent->targetname);
+ while(e)
+ {
+ last = e;
+ if(!e->targetname)
+ break;
+ e = G_Find(NULL, field, e->targetname);
+ }
+ }
+
+ if(!(last->spawnflags & HINT_ENDPOINT))
+ {
+// gi.dprintf ("end of chain is not HINT_ENDPOINT\n");
+ return nil;
+ }
+
+ if(last == WORLD)
+ last = nil;
+ return last;
+}
+
+// =============
+// hintpath_other_end - given one endpoint of a hintpath, returns the other end.
+// =============
+edict_t *hintpath_other_end(edict_t *ent)
+{
+ edict_t *e;
+ edict_t *last = WORLD;
+ int field;
+
+ if(ent->target) // starting point
+ {
+ field = FOFS(targetname);
+ e = G_Find(NULL, field, ent->target);
+ while(e)
+ {
+ last = e;
+ if(!e->target)
+ break;
+ e = G_Find(NULL, field, e->target);
+ }
+ }
+ else // end point
+ {
+ field = FOFS(target);
+ e = G_Find(NULL, field, ent->targetname);
+ while(e)
+ {
+ last = e;
+ if(!e->targetname)
+ break;
+ e = G_Find(NULL, field, e->targetname);
+ }
+ }
+
+ if(!(last->spawnflags & HINT_ENDPOINT))
+ {
+// gi.dprintf ("end of chain is not HINT_ENDPOINT\n");
+ return nil;
+ }
+
+ if(last == WORLD)
+ last = nil;
+ return last;
+}
+
+// =============
+// hintpath_go - starts a monster (self) moving towards the hintpath (point)
+// disables all contrary AI flags.
+// =============
+void hintpath_go (edict_t *self, edict_t *point)
+{
+ vec3_t dir;
+ vec3_t angles;
+
+ VectorSubtract(point->s.origin, self->s.origin, dir);
+ vectoangles2(dir, angles);
+
+ self->ideal_yaw = angles[YAW];
+ self->goalentity = self->movetarget = point;
+ self->monsterinfo.pausetime = 0;
+ self->monsterinfo.aiflags |= AI_HINT_PATH;
+ self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
+ // run for it
+ self->monsterinfo.search_time = level.time;
+ self->monsterinfo.run (self);
+}
+
+// =============
+// hintpath_stop - bails a monster out of following hint paths
+// =============
+void hintpath_stop (edict_t *self)
+{
+ self->goalentity = NULL;
+ self->movetarget = NULL;
+// self->monsterinfo.last_hint = NULL;
+ self->monsterinfo.last_hint_time = level.time;
+ self->monsterinfo.goal_hint = NULL;
+ self->monsterinfo.aiflags &= ~AI_HINT_PATH;
+ if (has_valid_enemy(self))
+ {
+ // if we can see our target, go nuts
+ if (visible(self, self->enemy))
+ {
+ FoundTarget (self);
+ return;
+ }
+ // otherwise, keep chasing
+ HuntTarget (self);
+ return;
+ }
+ // if our enemy is no longer valid, forget about our enemy and go into stand
+ self->enemy = NULL;
+ // we need the pausetime otherwise the stand code
+ // will just revert to walking with no target and
+ // the monsters will wonder around aimlessly trying
+ // to hunt the world entity
+ self->monsterinfo.pausetime = level.time + 100000000;
+ self->monsterinfo.stand (self);
+}
+
+// =============
+// monsterlost_checkhint - the monster (self) will check around for valid hintpaths.
+// a valid hintpath is one where the two endpoints can see both the monster
+// and the monster's enemy. if only one person is visible from the endpoints,
+// it will not go for it.
+// =============
+qboolean monsterlost_checkhint2 (edict_t *self);
+
+qboolean monsterlost_checkhint (edict_t *self)
+{
+ edict_t *e, *monster_pathchain, *target_pathchain, *checkpoint = nil;
+ edict_t *closest;
+ float closest_range = 1000000;
+ edict_t *start, *destination;
+ int count1=0, count2=0, count4=0, count5=0;
+ float r;
+ int i;
+ qboolean hint_path_represented[MAX_HINT_CHAINS];
+
+ // if there are no hint paths on this map, exit immediately.
+ if(!hint_paths_present)
+ return false;
+
+ if(!self->enemy)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return false;
+
+ if (!strcmp(self->classname, "monster_turret"))
+ return false;
+
+ monster_pathchain = NULL;
+
+ // find all the hint_paths.
+ // FIXME - can we not do this every time?
+ for (i=0; i < num_hint_paths; i++)
+ {
+ e = hint_path_start[i];
+ while(e)
+ {
+ count1++;
+ if (e->monster_hint_chain)
+ {
+// gi.dprintf ("uh, oh, I didn't clean up after myself\n");
+ e->monster_hint_chain = NULL;
+ }
+ if (monster_pathchain)
+ {
+ checkpoint->monster_hint_chain = e;
+ checkpoint = e;
+ }
+ else
+ {
+ monster_pathchain = e;
+ checkpoint = e;
+ }
+ e = e->hint_chain;
+ }
+ }
+
+ // filter them by distance and visibility to the monster
+ e = monster_pathchain;
+ checkpoint = NULL;
+ while (e)
+ {
+ r = realrange (self, e);
+
+// if (r > 512)
+// count3++;
+
+ if (r > 512)
+ {
+ count2++;
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("MONSTER (%s) DISTANCE: ", self->classname);
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ if (checkpoint)
+ {
+ checkpoint->monster_hint_chain = e->monster_hint_chain;
+ e->monster_hint_chain = NULL;
+ e = checkpoint->monster_hint_chain;
+ continue;
+ }
+ else
+ {
+ // use checkpoint as temp pointer
+ checkpoint = e;
+ e = e->monster_hint_chain;
+ checkpoint->monster_hint_chain = NULL;
+ // and clear it again
+ checkpoint = NULL;
+ // since we have yet to find a valid one (or else checkpoint would be set) move the
+ // start of monster_pathchain
+ monster_pathchain = e;
+ continue;
+ }
+ }
+ if (!visible(self, e))
+ {
+ count4++;
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("MONSTER (%s) VISIBILITY: ", self->classname);
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ if (checkpoint)
+ {
+ checkpoint->monster_hint_chain = e->monster_hint_chain;
+ e->monster_hint_chain = NULL;
+ e = checkpoint->monster_hint_chain;
+ continue;
+ }
+ else
+ {
+ // use checkpoint as temp pointer
+ checkpoint = e;
+ e = e->monster_hint_chain;
+ checkpoint->monster_hint_chain = NULL;
+ // and clear it again
+ checkpoint = NULL;
+ // since we have yet to find a valid one (or else checkpoint would be set) move the
+ // start of monster_pathchain
+ monster_pathchain = e;
+ continue;
+ }
+ }
+ // if it passes all the tests, it's a keeper
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("MONSTER (%s) ACCEPT: ", self->classname);
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ count5++;
+ checkpoint = e;
+ e = e->monster_hint_chain;
+ }
+
+ // at this point, we have a list of all of the eligible hint nodes for the monster
+ // we now take them, figure out what hint chains they're on, and traverse down those chains,
+ // seeing whether any can see the player
+ //
+ // first, we figure out which hint chains we have represented in monster_pathchain
+ if (count5 == 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("No eligible hint paths found.\n");
+ return false;
+ }
+
+ for (i=0; i < num_hint_paths; i++)
+ {
+ hint_path_represented[i] = false;
+ }
+ e = monster_pathchain;
+ while (e)
+ {
+ if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
+ {
+// if (g_showlogic && g_showlogic->value)
+// gi.dprintf ("bad hint_chain_id! %d\n", e->hint_chain_id);
+ return false;
+ }
+ hint_path_represented[e->hint_chain_id] = true;
+ e = e->monster_hint_chain;
+ }
+
+ count2 = 0;
+ count4 = 0;
+ count5 = 0;
+
+ // now, build the target_pathchain which contains all of the hint_path nodes we need to check for
+ // validity (within range, visibility)
+ target_pathchain = NULL;
+ checkpoint = NULL;
+ for (i=0; i < num_hint_paths; i++)
+ {
+ // if this hint chain is represented in the monster_hint_chain, add all of it's nodes to the target_pathchain
+ // for validity checking
+ if (hint_path_represented[i])
+ {
+ e = hint_path_start[i];
+ while (e)
+ {
+ if (target_pathchain)
+ {
+ checkpoint->target_hint_chain = e;
+ checkpoint = e;
+ }
+ else
+ {
+ target_pathchain = e;
+ checkpoint = e;
+ }
+ e = e->hint_chain;
+ }
+ }
+ }
+
+ // target_pathchain is a list of all of the hint_path nodes we need to check for validity relative to the target
+ e = target_pathchain;
+ checkpoint = NULL;
+ while (e)
+ {
+ r = realrange (self->enemy, e);
+
+// if (r > 512)
+// count3++;
+
+ if (r > 512)
+ {
+ count2++;
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("TARGET RANGE: ");
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ if (checkpoint)
+ {
+ checkpoint->target_hint_chain = e->target_hint_chain;
+ e->target_hint_chain = NULL;
+ e = checkpoint->target_hint_chain;
+ continue;
+ }
+ else
+ {
+ // use checkpoint as temp pointer
+ checkpoint = e;
+ e = e->target_hint_chain;
+ checkpoint->target_hint_chain = NULL;
+ // and clear it again
+ checkpoint = NULL;
+ target_pathchain = e;
+ continue;
+ }
+ }
+ if (!visible(self->enemy, e))
+ {
+ count4++;
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("TARGET VISIBILITY: ");
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ if (checkpoint)
+ {
+ checkpoint->target_hint_chain = e->target_hint_chain;
+ e->target_hint_chain = NULL;
+ e = checkpoint->target_hint_chain;
+ continue;
+ }
+ else
+ {
+ // use checkpoint as temp pointer
+ checkpoint = e;
+ e = e->target_hint_chain;
+ checkpoint->target_hint_chain = NULL;
+ // and clear it again
+ checkpoint = NULL;
+ target_pathchain = e;
+ continue;
+ }
+ }
+ // if it passes all the tests, it's a keeper
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("TARGET ACCEPT: ");
+// if (e->targetname)
+// gi.dprintf ("targetname %s\n", e->targetname);
+// else
+// gi.dprintf ("start -> %s\n", e->target);
+// }
+ count5++;
+ checkpoint = e;
+ e = e->target_hint_chain;
+ }
+
+ // at this point we should have:
+ // monster_pathchain - a list of "monster valid" hint_path nodes linked together by monster_hint_chain
+ // target_pathcain - a list of "target valid" hint_path nodes linked together by target_hint_chain. these
+ // are filtered such that only nodes which are on the same chain as "monster valid" nodes
+ //
+ // Now, we figure out which "monster valid" node we want to use
+ //
+ // To do this, we first off make sure we have some target nodes. If we don't, there are no valid hint_path nodes
+ // for us to take
+ //
+ // If we have some, we filter all of our "monster valid" nodes by which ones have "target valid" nodes on them
+ //
+ // Once this filter is finished, we select the closest "monster valid" node, and go to it.
+
+ if (count5 == 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("No valid target nodes found\n");
+ return false;
+ }
+
+ // reuse the hint_chain_represented array, this time to see which chains are represented by the target
+ for (i=0; i < num_hint_paths; i++)
+ {
+ hint_path_represented[i] = false;
+ }
+
+ e = target_pathchain;
+ while (e)
+ {
+ if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
+ {
+// gi.dprintf ("bad hint_chain_id! %d\n", e->hint_chain_id);
+ return false;
+ }
+ hint_path_represented[e->hint_chain_id] = true;
+ e = e->target_hint_chain;
+ }
+
+ // traverse the monster_pathchain - if the hint_node isn't represented in the "target valid" chain list,
+ // remove it
+ // if it is on the list, check it for range from the monster. If the range is the closest, keep it
+ //
+ closest = NULL;
+ e = monster_pathchain;
+ while (e)
+ {
+ if (!(hint_path_represented[e->hint_chain_id]))
+ {
+ checkpoint = e->monster_hint_chain;
+ e->monster_hint_chain = NULL;
+ e = checkpoint;
+ continue;
+ }
+ r = realrange(self, e);
+ if (r < closest_range)
+ closest = e;
+ e = e->monster_hint_chain;
+ }
+
+ if (!closest)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Failed to find closest node for monster. Shouldn't happen.\n");
+ return false;
+ }
+
+ start = closest;
+ // now we know which one is the closest to the monster .. this is the one the monster will go to
+ // we need to finally determine what the DESTINATION node is for the monster .. walk down the hint_chain,
+ // and find the closest one to the player
+
+ closest = NULL;
+ closest_range = 10000000;
+ e = target_pathchain;
+ while (e)
+ {
+ if (start->hint_chain_id == e->hint_chain_id)
+ {
+ r = realrange(self, e);
+ if (r < closest_range)
+ closest = e;
+ }
+ e = e->target_hint_chain;
+ }
+
+ if (!closest)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Failed to find closest node for target. Shouldn't happen.\n");
+ return false;
+ }
+
+ destination = closest;
+
+ self->monsterinfo.goal_hint = destination;
+// self->monsterinfo.last_hint = NULL;
+ hintpath_go(self, start);
+
+// if(g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf ("found path. proceed to ");
+// if (start->targetname)
+// gi.dprintf ("%s to get to ", start->targetname);
+// else
+// gi.dprintf ("start (->%s) to get to ", start->target);
+// if (destination->targetname)
+// gi.dprintf ("%s.", destination->targetname);
+// else
+// gi.dprintf ("start (->%s)", destination->target);
+// }
+// gi.dprintf("found path. proceed to %s to get to %s\n", vtos(start->s.origin), vtos(destination->s.origin));
+
+ return true;
+}
+/*
+qboolean monsterlost_checkhint2 (edict_t *self)
+{
+ edict_t *e, *e2, *goPoint;
+ int field;
+ int playerVisible, selfVisible;
+
+ // if there are no hint paths on this map, exit immediately.
+ if(!hint_paths_present)
+ return false;
+
+ if(!self->enemy)
+ return false;
+
+ goPoint = NULL;
+ field = FOFS(classname);
+
+ // check all the hint_paths.
+ e = G_Find(NULL, field, "hint_path");
+ while(e)
+ {
+ // if it's an endpoint, check for "validity"
+ if(e->spawnflags & HINT_ENDPOINT)
+ {
+ // check visibility from this spot
+ selfVisible = visible(e, self);
+ playerVisible = visible(e, self->enemy);
+// gi.dprintf("checking endpoint at %s %d %d\n", vtos(e->s.origin),selfVisible,playerVisible);
+
+ // at least one of us is visible from this endpoint.
+ // now check the other one if needed.
+ if(selfVisible || playerVisible)
+ {
+ // if endpoint 1 saw me, set my destination to it.
+ if(selfVisible)
+ goPoint = e;
+
+ // if both aren't visible, try the other endpoint
+ if(!selfVisible || !playerVisible)
+ {
+ e2 = hintpath_other_end(e);
+ if(!e2) // could not connect to the other endpoint
+ {
+ gi.dprintf("Unlinked hint paths!\n");
+ return false;
+ }
+
+ // if endpoint 1 saw the enemy, see if endpoint 2 sees me
+ if(!selfVisible)
+ selfVisible = visible(e2, self);
+ // if endpoint 1 saw me, see if endpoint 2 sees the enemy
+ else if(!playerVisible)
+ playerVisible = visible(e2, self->enemy);
+
+ // if endpoint 2 saw me, set my destination to it.
+ if(!goPoint && selfVisible)
+ goPoint = e2;
+
+// gi.dprintf("checking other endpoint at %s %d %d\n", vtos(e2->s.origin),selfVisible,playerVisible);
+ }
+
+ // if both are visible from at least one endpoint,
+ // go for it.
+ if(selfVisible && playerVisible)
+ {
+ // set me to go to goPoint
+ if(g_showlogic && g_showlogic->value)
+ gi.dprintf("found path. proceed to %s\n", vtos(goPoint->s.origin));
+
+ // since this is a new hint path trip, set last_hint to NULL
+ self->monsterinfo.last_hint = NULL;
+ hintpath_go(self, goPoint);
+ return true;
+ }
+ }
+ }
+ e = G_Find(e, field, "hint_path");
+ }
+
+ // if we got here, we didn't find a valid path
+ if(g_showlogic && g_showlogic->value)
+ gi.dprintf("blocked_checkhint: found no paths\n");
+ return false;
+}
+*/
+//
+// Path code
+//
+
+// =============
+// hint_path_touch - someone's touched the hint_path
+// =============
+void hint_path_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *e, *goal, *next = nil;
+// int chain; // direction - (-1) = upstream, (1) = downstream, (0) = done
+ qboolean goalFound = false;
+
+ // make sure we're the target of it's obsession
+ if(other->movetarget == self)
+ {
+ goal = other->monsterinfo.goal_hint;
+
+ // if the monster is where he wants to be
+ if (goal == self)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("Got to goal, detatching\n");
+ hintpath_stop (other);
+ return;
+ }
+ else
+ {
+ // if we aren't, figure out which way we want to go
+ e = hint_path_start[self->hint_chain_id];
+ while (e)
+ {
+ // if we get up to ourselves on the hint chain, we're going down it
+ if (e == self)
+ {
+ next = e->hint_chain;
+ break;
+ }
+ if (e == goal)
+ goalFound = true;
+ // if we get to where the next link on the chain is this hint_path and have found the goal on the way
+ // we're going upstream, so remember who the previous link is
+ if ((e->hint_chain == self) && goalFound)
+ {
+ next = e;
+ break;
+ }
+ e = e->hint_chain;
+ }
+ }
+
+ // if we couldn't find it, have the monster go back to normal hunting.
+ if(!next)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("couldn't figure out next node, dropping hint path\n");
+ hintpath_stop(other);
+ return;
+ }
+
+ // set the last_hint entry to this hint_path, and
+ // send him on his way
+// other->monsterinfo.last_hint = self;
+// if(g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf("moving to next point, ");
+// if (next->targetname)
+// gi.dprintf ("targetname %s\n", next->targetname);
+// else
+// gi.dprintf ("start -> %s\n", next->target);
+// }
+ hintpath_go(other, next);
+
+ // have the monster freeze if the hint path we just touched has a wait time
+ // on it, for example, when riding a plat.
+ if(self->wait)
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("monster waiting %0.1f\n", self->wait);
+ other->nextthink = level.time + self->wait;
+ }
+ }
+}
+/*
+void hint_path_touch2 (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ edict_t *next, *last;
+ int chain;
+
+ // make sure we're the target of it's obsession
+ if(other->movetarget == self)
+ {
+ chain = 0; // direction the monster is going in the chain
+ next = NULL; // next hint_path
+
+// gi.dprintf("hint_path %s\n", vtos(self->s.origin));
+ // is this the first hintpath targeted? if so, we can do this easily.
+ if(other->monsterinfo.last_hint == NULL)
+ {
+ if(self->target) // forward chaining
+ chain = 1;
+ else // backward chaining
+ chain = -1;
+ }
+ else
+ {
+ // shortcut to last_hint
+ last = other->monsterinfo.last_hint;
+
+ // make sure it's valid...
+ if ( (last < g_edicts) || (last >= &g_edicts[globals.num_edicts]))
+ {
+ if(g_showlogic && g_showlogic->value)
+ {
+ gi.dprintf("bogus last_hint encountered.\n");
+ gi.dprintf("detaching from hint path %d\n", chain);
+ }
+ hintpath_stop (other);
+ return;
+ }
+
+ // if we're an endpoint, then the monster is done moving.
+ if(self->spawnflags & HINT_ENDPOINT)
+ {
+ chain = 0;
+ }
+ // if last hint's target is our targetname, it's forward chaining.
+ else if(last->target && self->targetname && !strcmp(last->target, self->targetname))
+ {
+ chain = 1;
+ }
+ // if last hint's targetname is our target, it's backward chaining.
+ // FIXME - last->targetname was 1, not NULL ???? was a screwed up hintpath
+ else if(self->target && last->targetname && !strcmp(last->targetname, self->target))
+ {
+ chain = -1;
+ }
+ else // if it gets here, i'm not sure how
+ {
+ gi.dprintf("hit an uncovered possibility in hint_path_touch\n");
+ chain = 0;
+ }
+ }
+
+ // find the "next" hint_path
+ if(chain == 1 && self->target) // forward chaining
+ next = G_Find(NULL, FOFS(targetname), self->target);
+ else if(chain == -1 && self->targetname) // backward chaining
+ next = G_Find(NULL, FOFS(target), self->targetname);
+
+ // if we couldn't find it, have the monster go back to normal hunting.
+ if(!next)
+ {
+ if(g_showlogic && g_showlogic->value)
+ gi.dprintf("detaching from hint path %d\n", chain);
+ hintpath_stop(other);
+ return;
+ }
+
+ // set the last_hint entry to this hint_path, and
+ // send him on his way
+ other->monsterinfo.last_hint = self;
+ if(g_showlogic && g_showlogic->value)
+ gi.dprintf("moving to next point, %s\n", vtos(next->s.origin));
+ hintpath_go(other, next);
+
+ // have the monster freeze if the hint path we just touched has a wait time
+ // on it, for example, when riding a plat.
+ if(self->wait)
+ {
+ if(g_showlogic && g_showlogic->value)
+ gi.dprintf("monster waiting %0.1f\n", self->wait);
+ other->nextthink = level.time + self->wait;
+ }
+ }
+}
+*/
+
+/*QUAKED hint_path (.5 .3 0) (-8 -8 -8) (8 8 8) END
+Target: next hint path
+
+END - set this flag on the endpoints of each hintpath.
+
+"wait" - set this if you want the monster to freeze when they touch this hintpath
+*/
+void SP_hint_path (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ if (!self->targetname && !self->target)
+ {
+ gi.dprintf ("unlinked hint_path at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = hint_path_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags |= SVF_NOCLIENT;
+ gi.linkentity (self);
+}
+
+//int hint_paths_present;
+//edict_t *hint_path_start[100];
+//int num_hint_paths;
+
+// ============
+// InitHintPaths - Called by InitGame (g_save) to enable quick exits if valid
+// ============
+void InitHintPaths (void)
+{
+ edict_t *e, *current;
+ int field, i, count2;
+
+ hint_paths_present = 0;
+
+ // check all the hint_paths.
+ field = FOFS(classname);
+ e = G_Find(NULL, field, "hint_path");
+ if(e)
+ {
+// gi.dprintf("hint paths present on map\n");
+ hint_paths_present = 1;
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("hint paths not present on map\n");
+ return;
+ }
+
+ memset (hint_path_start, 0, MAX_HINT_CHAINS*sizeof (edict_t *));
+ num_hint_paths = 0;
+ while(e)
+ {
+ if(e->spawnflags & HINT_ENDPOINT)
+ {
+ if (e->target) // start point
+ {
+ if (e->targetname) // this is a bad end, ignore it
+ {
+ gi.dprintf ("Hint path at %s marked as endpoint with both target (%s) and targetname (%s)\n",
+ vtos (e->s.origin), e->target, e->targetname);
+ }
+ else
+ {
+ if (num_hint_paths >= MAX_HINT_CHAINS)
+ {
+// gi.dprintf ("Only %d hint chains allowed. Connect some together!\n", MAX_HINT_CHAINS);
+ break;
+ }
+ hint_path_start[num_hint_paths++] = e;
+ }
+ }
+ }
+ e = G_Find(e, field, "hint_path");
+ }
+
+ field = FOFS(targetname);
+ for (i=0; i< num_hint_paths; i++)
+ {
+ count2 = 1;
+ current = hint_path_start[i];
+ current->hint_chain_id = i;
+// gi.dprintf ("start ");
+ e = G_Find(NULL, field, current->target);
+ if (G_Find(e, field, current->target))
+ {
+ gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n",
+ vtos (current->s.origin), num_hint_paths, current->target);
+ hint_path_start[i]->hint_chain = NULL;
+ continue;
+ }
+ while (e)
+ {
+ if (e->hint_chain)
+ {
+ gi.dprintf ("\nCircular hint path at %s detected for chain %d, targetname %s\n",
+ vtos (e->s.origin), num_hint_paths, e->targetname);
+ hint_path_start[i]->hint_chain = NULL;
+ break;
+ }
+ count2++;
+ current->hint_chain = e;
+ current = e;
+ current->hint_chain_id = i;
+// gi.dprintf ("-> %s ", current->targetname);
+ if (!current->target)
+ break;
+ e = G_Find(NULL, field, current->target);
+ if (G_Find(e, field, current->target))
+ {
+ gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n",
+ vtos (current->s.origin), num_hint_paths, current->target);
+ hint_path_start[i]->hint_chain = NULL;
+ break;
+ }
+ }
+// if ((g_showlogic) && (g_showlogic->value))
+// if (count2)
+// {
+// goodcount++;
+// gi.dprintf ("\nhint_path #%d, %d elements\n\n", i, count2);
+// }
+// else
+// gi.dprintf ("\nhint_path #%d invalid\n\n", i);
+ }
+// if (errors)
+// gi.error ("hint_path processing failed, fix errors\n");
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("hint_path processing done, %d hint paths linked\n", num_hint_paths);
+}
+
+// *****************************
+// MISCELLANEOUS STUFF
+// *****************************
+
+// PMM - inback
+// use to see if opponent is behind you (not to side)
+// if it looks a lot like infront, well, there's a reason
+
+qboolean inback (edict_t *self, edict_t *other)
+{
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ if (dot < -0.3)
+ return true;
+ return false;
+}
+
+float realrange (edict_t *self, edict_t *other)
+{
+ vec3_t dir;
+
+ VectorSubtract (self->s.origin, other->s.origin, dir);
+
+ return VectorLength(dir);
+}
+
+qboolean face_wall (edict_t *self)
+{
+ vec3_t pt;
+ vec3_t forward;
+ vec3_t ang;
+ trace_t tr;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorMA(self->s.origin, 64, forward, pt);
+ tr = gi.trace(self->s.origin, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
+ if(tr.fraction < 1 && !tr.allsolid && !tr.startsolid)
+ {
+ vectoangles2(tr.plane.normal, ang);
+ self->ideal_yaw = ang[YAW] + 180;
+ if(self->ideal_yaw > 360)
+ self->ideal_yaw -= 360;
+
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("facing wall, dir %0.1f/%0.1f\n", ang[YAW], self->ideal_yaw);
+ M_ChangeYaw(self);
+ return true;
+ }
+
+ return false;
+}
+
+//
+// Monster "Bad" Areas
+//
+
+void badarea_touch (edict_t */*ent*/, edict_t *, cplane_t *, csurface_t *)
+{
+// drawbbox(ent);
+}
+
+edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner)
+{
+ edict_t *badarea;
+ vec3_t origin;
+
+ VectorAdd(mins, maxs, origin);
+ VectorScale(origin, 0.5, origin);
+
+ VectorSubtract(maxs, origin, maxs);
+ VectorSubtract(mins, origin, mins);
+
+ badarea = G_Spawn();
+ VectorCopy(origin, badarea->s.origin);
+ VectorCopy(maxs, badarea->maxs);
+ VectorCopy(mins, badarea->mins);
+ badarea->touch = badarea_touch;
+ badarea->movetype = MOVETYPE_NONE;
+ badarea->solid = SOLID_TRIGGER;
+ badarea->classname = "bad_area";
+ gi.linkentity (badarea);
+
+// gi.dprintf("(%s)-(%s)\n", vtos(badarea->absmin), vtos(badarea->absmax));
+
+ if(lifespan)
+ {
+ badarea->think = G_FreeEdict;
+ badarea->nextthink = level.time + lifespan;
+ }
+ if(owner)
+ {
+ badarea->owner = owner;
+ }
+
+// drawbbox(badarea);
+ return badarea;
+}
+
+// CheckForBadArea
+// This is a customized version of G_TouchTriggers that will check
+// for bad area triggers and return them if they're touched.
+edict_t *CheckForBadArea(edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+ vec3_t mins, maxs;
+
+ VectorAdd(ent->s.origin, ent->mins, mins);
+ VectorAdd(ent->s.origin, ent->maxs, maxs);
+
+ num = gi.BoxEdicts (mins, maxs, touch, MAX_EDICTS, AREA_TRIGGERS);
+
+// drawbbox(ent);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (hit->touch == badarea_touch)
+ {
+ return hit;
+ }
+ }
+
+ return NULL;
+}
+
+#define TESLA_DAMAGE_RADIUS 128
+
+qboolean MarkTeslaArea(edict_t *self, edict_t *tesla)
+{
+ vec3_t mins, maxs;
+ edict_t *e;
+ edict_t *tail;
+ edict_t *area;
+
+ if(!tesla || !self)
+ return false;
+
+ // make sure this tesla doesn't have a bad area around it already...
+ e = tesla->teamchain;
+ tail = tesla;
+ while (e)
+ {
+ tail = tail->teamchain;
+ if(!strcmp(e->classname, "bad_area"))
+ {
+// gi.dprintf("tesla already has a bad area marked\n");
+ return false;
+ }
+ e = e->teamchain;
+ }
+
+ // see if we can grab the trigger directly
+ if(tesla->teamchain && tesla->teamchain->inuse)
+ {
+ edict_t *trigger;
+
+ trigger = tesla->teamchain;
+
+// VectorAdd (trigger->s.origin, trigger->mins, mins);
+// VectorAdd (trigger->s.origin, trigger->maxs, maxs);
+ VectorCopy(trigger->absmin, mins);
+ VectorCopy(trigger->absmax, maxs);
+
+ if(tesla->air_finished)
+ area = SpawnBadArea (mins, maxs, tesla->air_finished, tesla);
+ else
+ area = SpawnBadArea (mins, maxs, tesla->nextthink, tesla);
+ }
+ // otherwise we just guess at how long it'll last.
+ else
+ {
+
+ VectorSet (mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, tesla->mins[2]);
+ VectorSet (maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS);
+
+ area = SpawnBadArea(mins, maxs, 30, tesla);
+ }
+
+ // if we spawned a bad area, then link it to the tesla
+ if(area)
+ {
+// gi.dprintf("bad area marker spawned and linked to tesla\n");
+ tail->teamchain = area;
+ }
+ return true;
+}
+
+// predictive calculator
+// target is who you want to shoot
+// start is where the shot comes from
+// bolt_speed is how fast the shot is
+// eye_height is a boolean to say whether or not to adjust to targets eye_height
+// offset is how much time to miss by
+// aimdir is the resulting aim direction (pass in NULL if you don't want it)
+// aimpoint is the resulting aimpoint (pass in NULL if don't want it)
+void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint)
+{
+ vec3_t dir, vec;
+ float dist, time;
+
+ if (!target || !target->inuse)
+ {
+ VectorCopy (vec3_origin, aimdir);
+ return;
+ }
+
+ VectorSubtract(target->s.origin, start, dir);
+ if (eye_height)
+ dir[2] += target->viewheight;
+ dist = VectorLength(dir);
+ time = dist / bolt_speed;
+
+
+ VectorMA(target->s.origin, time - offset, target->velocity, vec);
+
+ if (eye_height)
+ vec[2] += target->viewheight;
+
+ if (aimdir)
+ {
+ VectorSubtract (vec, start, aimdir);
+ VectorNormalize (aimdir);
+ }
+
+ if (aimpoint)
+ {
+ VectorCopy (vec, aimpoint);
+ }
+}
+
+
+qboolean below (edict_t *self, edict_t *other)
+{
+ vec3_t vec;
+ float dot;
+ vec3_t down;
+
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ VectorSet (down, 0, 0, -1);
+ dot = DotProduct (vec, down);
+
+ if (dot > 0.95) // 18 degree arc below
+ return true;
+ return false;
+}
+
+void drawbbox (edict_t *self)
+{
+ int lines[4][3] = {
+ {1, 2, 4},
+ {1, 2, 7},
+ {1, 4, 5},
+ {2, 4, 7}
+ };
+
+ int starts[4] = {0, 3, 5, 6};
+
+ vec3_t pt[8];
+ int i, j, k;
+ vec3_t coords[2];
+ vec3_t newbox;
+ vec3_t f,r,u, dir;
+
+ VectorCopy (self->absmin, coords[0]);
+ VectorCopy (self->absmax, coords[1]);
+
+ for (i=0; i<=1; i++)
+ {
+ for (j=0; j<=1; j++)
+ {
+ for (k=0; k<=1; k++)
+ {
+ pt[4*i+2*j+k][0] = coords[i][0];
+ pt[4*i+2*j+k][1] = coords[j][1];
+ pt[4*i+2*j+k][2] = coords[k][2];
+ }
+ }
+ }
+
+ for (i=0; i<= 3; i++)
+ {
+ for (j=0; j<= 2; j++)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (pt[starts[i]]);
+ gi.WritePosition (pt[lines[i][j]]);
+ gi.multicast (pt[starts[i]], MULTICAST_ALL);
+ }
+ }
+
+ vectoangles2 (self->s.angles, dir);
+ AngleVectors (dir, f, r, u);
+
+ VectorMA (self->s.origin, 50, f, newbox);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (newbox);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ VectorClear (newbox);
+
+ VectorMA (self->s.origin, 50, r, newbox);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (newbox);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ VectorClear (newbox);
+
+ VectorMA (self->s.origin, 50, u, newbox);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (newbox);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ VectorClear (newbox);
+}
+
+//
+// New dodge code
+//
+void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+ float r = qrandom();
+ float height;
+ qboolean ducker = false, dodger = false;
+
+ // this needs to be here since this can be called after the monster has "died"
+ if (self->health < 1)
+ return;
+
+ if ((self->monsterinfo.duck) && (self->monsterinfo.unduck))
+ ducker = true;
+ if ((self->monsterinfo.sidestep) && !(self->monsterinfo.aiflags & AI_STAND_GROUND))
+ dodger = true;
+
+ if ((!ducker) && (!dodger))
+ return;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (self->monsterinfo.aiflags & AI_DODGING)
+// gi.dprintf ("dodging - ");
+// if (self->monsterinfo.aiflags & AI_DUCKED)
+// gi.dprintf ("ducked - ");
+// }
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("timeout\n");
+ return;
+ }
+
+ // skill level determination..
+ if (r > (0.25*((skill->value)+1)))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("skillout\n");
+ return;
+ }
+
+ // stop charging, since we're going to dodge (somehow) instead
+// soldier_stop_charge (self);
+
+ if (ducker)
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+
+ // FIXME, make smarter
+ // if we only duck, and ducking won't help or we're already ducking, do nothing
+ //
+ // need to add monsterinfo.abort_duck() and monsterinfo.next_duck_time
+
+ if ((!dodger) && ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED)))
+ return;
+ }
+ else
+ height = self->absmax[2];
+
+ if (dodger)
+ {
+ // if we're already dodging, just finish the sequence, i.e. don't do anything else
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("already dodging\n");
+ return;
+ }
+
+ // if we're ducking already, or the shot is at our knees
+ if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))
+ {
+ vec3_t right, diff;
+
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 0;
+// gi.dprintf ("left\n");
+ } else {
+ self->monsterinfo.lefty = 1;
+// gi.dprintf ("right\n");
+ }
+
+ // if we are currently ducked, unduck
+
+ if ((ducker) && (self->monsterinfo.aiflags & AI_DUCKED))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("unducking - ");
+ self->monsterinfo.unduck(self);
+ }
+
+ self->monsterinfo.aiflags |= AI_DODGING;
+ self->monsterinfo.attack_state = AS_SLIDING;
+
+ // call the monster specific code here
+ self->monsterinfo.sidestep (self);
+ return;
+ }
+ }
+
+ if (ducker)
+ {
+ if (self->monsterinfo.next_duck_time > level.time)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("ducked too often, not ducking\n");
+ return;
+ }
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("ducking!\n");
+
+ monster_done_dodge (self);
+ // set this prematurely; it doesn't hurt, and prevents extra iterations
+ self->monsterinfo.aiflags |= AI_DUCKED;
+
+ self->monsterinfo.duck (self, eta);
+ }
+}
+
+void monster_duck_down (edict_t *self)
+{
+// if (self->monsterinfo.aiflags & AI_DUCKED)
+// return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("duck down!\n");
+// self->maxs[2] -= 32;
+ self->maxs[2] = self->monsterinfo.base_height - 32;
+ self->takedamage = DAMAGE_YES;
+ if (self->monsterinfo.duck_wait_time < level.time)
+ self->monsterinfo.duck_wait_time = level.time + 1;
+ gi.linkentity (self);
+}
+
+void monster_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.duck_wait_time)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void monster_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+// self->maxs[2] += 32;
+ self->maxs[2] = self->monsterinfo.base_height;
+ self->takedamage = DAMAGE_AIM;
+ self->monsterinfo.next_duck_time = level.time + DUCK_INTERVAL;
+ gi.linkentity (self);
+}
+
+//=========================
+//=========================
+qboolean has_valid_enemy (edict_t *self)
+{
+ if (!self->enemy)
+ return false;
+
+ if (!self->enemy->inuse)
+ return false;
+
+ if (self->enemy->health < 1)
+ return false;
+
+ return true;
+}
+
+void TargetTesla (edict_t *self, edict_t *tesla)
+{
+ if ((!self) || (!tesla))
+ return;
+
+ // PMM - medic bails on healing things
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (self->enemy)
+ cleanupHealTarget(self->enemy);
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ }
+
+ // store the player enemy in case we lose track of him.
+ if(self->enemy && self->enemy->client)
+ self->monsterinfo.last_player_enemy = self->enemy;
+
+ if(self->enemy != tesla)
+ {
+ self->oldenemy = self->enemy;
+ self->enemy = tesla;
+ if(self->monsterinfo.attack)
+ {
+ if (self->health <= 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("bad tesla attack avoided!\n");
+ return;
+ }
+ self->monsterinfo.attack(self);
+ }
+ else
+ {
+ FoundTarget(self);
+ }
+ }
+}
+
+// this returns a randomly selected coop player who is visible to self
+// returns NULL if bad
+
+edict_t * PickCoopTarget (edict_t *self)
+{
+ // no more than 4 players in coop, so..
+ edict_t *targets[4];
+ int num_targets = 0, targetID;
+ edict_t *ent;
+ int player;
+
+ // if we're not in coop, this is a noop
+ if (!coop || !coop->value)
+ return NULL;
+
+ memset (targets, 0, 4*sizeof(edict_t *));
+
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (visible(self, ent))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s: found coop player %s - ", self->classname, ent->client->pers.netname);
+ targets[num_targets++] = ent;
+ }
+ }
+
+/*
+ ent = g_edicts+1; // skip the worldspawn
+ // cycle through players
+ while (ent)
+ {
+ if ((ent->client) && (ent->inuse))
+ {
+ if (visible(self, ent))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("%s: found coop player %s - ", self->classname, ent->client->pers.netname);
+ targets[num_targets++] = ent;
+ }
+ ent++;
+ }
+ else
+ ent = NULL;
+ }
+*/
+
+ if (!num_targets)
+ return NULL;
+
+ // get a number from 0 to (num_targets-1)
+ targetID = (qrandom() * (float)num_targets);
+
+ // just in case we got a 1.0 from random
+ if (targetID == num_targets)
+ targetID--;
+
+// if (g_showlogic && g_showlogic->value)
+// gi.dprintf ("using player %s\n", targets[targetID]->client->pers.netname);
+ return targets[targetID];
+}
+
+// only meant to be used in coop
+int CountPlayers (void)
+{
+ edict_t *ent;
+ int count = 0;
+ int player;
+
+ // if we're not in coop, this is a noop
+ if (!coop || !coop->value)
+ return 1;
+
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ count++;
+ }
+/*
+ ent = g_edicts+1; // skip the worldspawn
+ while (ent)
+ {
+ if ((ent->client) && (ent->inuse))
+ {
+ ent++;
+ count++;
+ }
+ else
+ ent = NULL;
+ }
+*/
+ return count;
+}
+
+//*******************
+// JUMPING AIDS
+//*******************
+
+void monster_jump_start (edict_t *self)
+{
+ self->timestamp = level.time;
+}
+
+qboolean monster_jump_finished (edict_t *self)
+{
+ if ((level.time - self->timestamp) > 3)
+ {
+// if (g_showlogic && g_showlogic->value)
+// {
+// gi.dprintf("%s jump timed out!\n", self->classname);
+// }
+ return true;
+ }
+ return false;
+}
+
--- /dev/null
+++ b/rogue/g_newdm.c
@@ -1,0 +1,384 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+dm_game_rt DMGame;
+
+// ****************************
+// General DM Stuff
+// ****************************
+
+void InitGameRules(void)
+{
+ int gameNum;
+
+ // clear out the game rule structure before we start
+ memset(&DMGame, 0, sizeof(dm_game_rt));
+
+ if(gamerules && gamerules->value)
+ {
+ gameNum = gamerules->value;
+ switch(gameNum)
+ {
+ case RDM_TAG:
+ DMGame.GameInit = Tag_GameInit;
+ DMGame.PostInitSetup = Tag_PostInitSetup;
+ DMGame.PlayerDeath = Tag_PlayerDeath;
+ DMGame.Score = Tag_Score;
+ DMGame.PlayerEffects = Tag_PlayerEffects;
+ DMGame.DogTag = Tag_DogTag;
+ DMGame.PlayerDisconnect = Tag_PlayerDisconnect;
+ DMGame.ChangeDamage = Tag_ChangeDamage;
+ break;
+/*
+ case RDM_DEATHBALL:
+ DMGame.GameInit = DBall_GameInit;
+ DMGame.ChangeKnockback = DBall_ChangeKnockback;
+ DMGame.ChangeDamage = DBall_ChangeDamage;
+ DMGame.ClientBegin = DBall_ClientBegin;
+ DMGame.SelectSpawnPoint = DBall_SelectSpawnPoint;
+ DMGame.PostInitSetup = DBall_PostInitSetup;
+ DMGame.CheckDMRules = DBall_CheckDMRules;
+ break;
+*/
+ // reset gamerules if it's not a valid number
+ default:
+ gamerules->value = 0;
+ break;
+ }
+ }
+
+ // if we're set up to play, initialize the game as needed.
+ if(DMGame.GameInit)
+ DMGame.GameInit();
+}
+
+//=================
+//=================
+#define IT_TYPE_MASK (IT_WEAPON|IT_AMMO|IT_POWERUP|IT_ARMOR|IT_KEY)
+
+extern void ED_CallSpawn (edict_t *ent);
+extern qboolean Pickup_Health (edict_t *ent, edict_t *other);
+extern qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other);
+extern qboolean Pickup_Armor (edict_t *ent, edict_t *other);
+extern qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other);
+
+char *FindSubstituteItem (edict_t *ent)
+{
+ int i;
+ int itflags, myflags;
+ float rnd;
+ int count;
+ int pick;
+ gitem_t *it;
+
+ // there are only two classes of power armor, and we don't want
+ // to give out power screens. therefore, power shields should
+ // remain power shields. (powerscreens shouldn't be there at all...)
+ if (ent->item->pickup == Pickup_PowerArmor)
+ return NULL;
+
+ // health is special case
+ if ((ent->item->pickup == Pickup_Health) || (ent->item->pickup == Pickup_Adrenaline))
+ {
+ // health pellets stay health pellets
+ if(!strcmp(ent->classname, "item_health_small"))
+ return NULL;
+
+ rnd = qrandom();
+ if(rnd < 0.6)
+ return "item_health";
+ else if(rnd < 0.9)
+ return "item_health_large";
+ else if(rnd < 0.99)
+ return "item_adrenaline";
+ else
+ return "item_health_mega";
+ }
+ // armor is also special case
+ else if(ent->item->pickup == Pickup_Armor)
+ {
+ // armor shards stay armor shards
+ if (ent->item->tag == ARMOR_SHARD)
+ return NULL;
+
+ rnd = qrandom();
+ if(rnd < 0.6)
+ return "item_armor_jacket";
+ else if(rnd < 0.9)
+ return "item_armor_combat";
+ else
+ return "item_armor_body";
+ }
+
+
+ // we want to stay within the item class
+ myflags = ent->item->flags & IT_TYPE_MASK;
+ if ((myflags & IT_AMMO) && (myflags & IT_WEAPON))
+ myflags = IT_AMMO;
+
+ count = 0;
+
+ // first pass, count the matching items
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ itflags = it->flags;
+
+ if (!itflags || (itflags & IT_NOT_GIVEABLE))
+ continue;
+
+ // prox,grenades,etc should count as ammo.
+ if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
+ itflags = IT_AMMO;
+
+ // don't respawn spheres if they're dmflag disabled.
+ if ( (int)dmflags->value & DF_NO_SPHERES )
+ {
+ if (!strcmp (ent->classname, "item_sphere_vengeance") ||
+ !strcmp (ent->classname, "item_sphere_hunter") ||
+ !strcmp (ent->classname, "item_spehre_defender"))
+ {
+ continue;
+ }
+ }
+
+ if ( ((int)dmflags->value & DF_NO_NUKES) && !strcmp(ent->classname, "ammo_nuke") )
+ continue;
+
+ if ( ((int)dmflags->value & DF_NO_MINES) &&
+ (!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
+ continue;
+
+ if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
+ count++;
+ }
+
+ if(!count)
+ return NULL;
+
+ pick = ceil(qrandom() * count);
+ count = 0;
+
+ // second pass, pick one.
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ itflags = it->flags;
+
+ if (!itflags || (itflags & IT_NOT_GIVEABLE))
+ continue;
+
+ // prox,grenades,etc should count as ammo.
+ if ((itflags & IT_AMMO) && (itflags & IT_WEAPON))
+ itflags = IT_AMMO;
+
+ if ( ((int)dmflags->value & DF_NO_NUKES) && !strcmp(ent->classname, "ammo_nuke") )
+ continue;
+
+ if ( ((int)dmflags->value & DF_NO_MINES) &&
+ (!strcmp(ent->classname, "ammo_prox") || !strcmp(ent->classname, "ammo_tesla")))
+ continue;
+
+ if ((itflags & IT_TYPE_MASK) == (myflags & IT_TYPE_MASK))
+ {
+ count++;
+ if(pick == count)
+ return it->classname;
+ }
+ }
+
+ return NULL;
+}
+
+//=================
+//=================
+edict_t *DoRandomRespawn (edict_t *ent)
+{
+ edict_t *newEnt;
+ char *classname;
+
+ classname = FindSubstituteItem (ent);
+ if (classname == NULL)
+ return NULL;
+
+ gi.unlinkentity (ent);
+
+ newEnt = G_Spawn();
+ newEnt->classname = classname;
+ VectorCopy (ent->s.origin, newEnt->s.origin);
+ VectorCopy (ent->s.old_origin, newEnt->s.old_origin);
+ VectorCopy (ent->mins, newEnt->mins);
+ VectorCopy (ent->maxs, newEnt->maxs);
+
+ VectorSet (newEnt->gravityVector, 0, 0, -1);
+
+ ED_CallSpawn (newEnt);
+
+ newEnt->s.renderfx |= RF_IR_VISIBLE;
+
+ return newEnt;
+}
+
+//=================
+//=================
+void PrecacheForRandomRespawn (void)
+{
+ gitem_t *it;
+ int i;
+ int itflags;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ itflags = it->flags;
+
+ if (!itflags || (itflags & IT_NOT_GIVEABLE))
+ continue;
+
+ PrecacheItem(it);
+ }
+}
+
+// ***************************
+// DOPPLEGANGER
+// ***************************
+
+extern edict_t *Sphere_Spawn (edict_t *owner, int spawnflags);
+
+void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);
+void doppleganger_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+void doppleganger_die (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ edict_t *sphere;
+ float dist;
+ vec3_t dir;
+
+ if((self->enemy) && (self->enemy != self->teammaster))
+ {
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
+ dist = VectorLength(dir);
+
+ if(dist > 768)
+ {
+ sphere = Sphere_Spawn (self, SPHERE_HUNTER | SPHERE_DOPPLEGANGER);
+ sphere->pain(sphere, attacker, 0, 0);
+ }
+ else //if(dist > 256)
+ {
+ sphere = Sphere_Spawn (self, SPHERE_VENGEANCE | SPHERE_DOPPLEGANGER);
+ sphere->pain(sphere, attacker, 0, 0);
+ }
+// else
+// {
+// T_RadiusClassDamage (self, self->teammaster, 175, "doppleganger", 384, MOD_DOPPLE_EXPLODE);
+// }
+ }
+
+ if(self->teamchain)
+ BecomeExplosion1(self->teamchain);
+ BecomeExplosion1(self);
+}
+
+void doppleganger_pain (edict_t *self, edict_t *other, float, int)
+{
+ self->enemy = other;
+}
+
+void doppleganger_timeout (edict_t *self)
+{
+// T_RadiusClassDamage (self, self->teammaster, 140, "doppleganger", 256, MOD_DOPPLE_EXPLODE);
+
+ if(self->teamchain)
+ BecomeExplosion1(self->teamchain);
+ BecomeExplosion1(self);
+}
+
+void body_think (edict_t *self)
+{
+ float r;
+
+ if(abs(self->ideal_yaw - anglemod(self->s.angles[YAW])) < 2)
+ {
+ if(self->timestamp < level.time)
+ {
+ r = qrandom();
+ if(r < 0.10)
+ {
+ self->ideal_yaw = qrandom() * 350.0;
+ self->timestamp = level.time + 1;
+ }
+ }
+ }
+ else
+ M_ChangeYaw(self);
+
+ self->s.frame ++;
+ if (self->s.frame > FRAME_stand40)
+ self->s.frame = FRAME_stand01;
+
+ self->nextthink = level.time + 0.1;
+}
+
+void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir)
+{
+ edict_t *base;
+ edict_t *body;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ int number;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ base = G_Spawn();
+ VectorCopy (start, base->s.origin);
+ VectorCopy (dir, base->s.angles);
+ VectorClear (base->velocity);
+ VectorClear (base->avelocity);
+ base->movetype = MOVETYPE_TOSS;
+ base->solid = SOLID_BBOX;
+ base->s.renderfx |= RF_IR_VISIBLE;
+ base->s.angles[PITCH]=0;
+ VectorSet (base->mins, -16, -16, -24);
+ VectorSet (base->maxs, 16, 16, 32);
+// base->s.modelindex = gi.modelindex ("models/objects/dopplebase/tris.md2");
+ base->s.modelindex = 0;
+ base->teammaster = ent;
+ base->svflags |= SVF_DAMAGEABLE;
+ base->takedamage = DAMAGE_AIM;
+ base->health = 30;
+ base->pain = doppleganger_pain;
+ base->die = doppleganger_die;
+
+ // FIXME - remove with style
+ base->nextthink = level.time + 30;
+ base->think = doppleganger_timeout;
+
+ base->classname = "doppleganger";
+
+ gi.linkentity (base);
+
+ body = G_Spawn();
+ number = body->s.number;
+ body->s = ent->s;
+ body->s.sound = 0;
+ body->s.event = 0;
+// body->s.modelindex2 = 0; // no attached items (CTF flag, etc)
+ body->s.number = number;
+ body->yaw_speed = 30;
+ body->ideal_yaw = 0;
+ VectorCopy (start, body->s.origin);
+ body->s.origin[2] += 8;
+ body->think = body_think;
+ body->nextthink = level.time + FRAMETIME;
+ gi.linkentity (body);
+
+ base->teamchain = body;
+ body->teammaster = base;
+}
+
--- /dev/null
+++ b/rogue/g_newfnc.c
@@ -1,0 +1,351 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+//void plat_CalcMove (edict_t *ent, vec3_t dest, void(*func)(edict_t*));
+void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*));
+
+void fd_secret_move1(edict_t *self);
+void fd_secret_move2(edict_t *self);
+void fd_secret_move3(edict_t *self);
+void fd_secret_move4(edict_t *self);
+void fd_secret_move5(edict_t *self);
+void fd_secret_move6(edict_t *self);
+void fd_secret_done(edict_t *self);
+
+/*
+=============================================================================
+
+SECRET DOORS
+
+=============================================================================
+*/
+
+#define SEC_OPEN_ONCE 1 // stays open
+#define SEC_1ST_LEFT 2 // 1st move is left of arrow
+#define SEC_1ST_DOWN 4 // 1st move is down from arrow
+#define SEC_NO_SHOOT 8 // only opened by trigger
+#define SEC_YES_SHOOT 16 // shootable even if targeted
+#define SEC_MOVE_RIGHT 32
+#define SEC_MOVE_FORWARD 64
+
+void fd_secret_use (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *ent;
+
+// gi.dprintf("fd_secret_use\n");
+ if (self->flags & FL_TEAMSLAVE)
+ return;
+
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ Move_Calc(ent, ent->moveinfo.start_origin, fd_secret_move1);
+
+}
+
+void fd_secret_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+// gi.dprintf("fd_secret_killed\n");
+ self->health = self->max_health;
+ self->takedamage = DAMAGE_NO;
+
+ if (self->flags & FL_TEAMSLAVE && self->teammaster && self->teammaster->takedamage != DAMAGE_NO)
+ fd_secret_killed (self->teammaster, inflictor, attacker, damage, point);
+ else
+ fd_secret_use (self, inflictor, attacker);
+}
+
+// Wait after first movement...
+void fd_secret_move1(edict_t *self)
+{
+// gi.dprintf("fd_secret_move1\n");
+ self->nextthink = level.time + 1.0;
+ self->think = fd_secret_move2;
+}
+
+// Start moving sideways w/sound...
+void fd_secret_move2(edict_t *self)
+{
+// gi.dprintf("fd_secret_move2\n");
+ Move_Calc(self, self->moveinfo.end_origin, fd_secret_move3);
+}
+
+// Wait here until time to go back...
+void fd_secret_move3(edict_t *self)
+{
+// gi.dprintf("fd_secret_move3\n");
+ if (!(self->spawnflags & SEC_OPEN_ONCE))
+ {
+ self->nextthink = level.time + self->wait;
+ self->think = fd_secret_move4;
+ }
+}
+
+// Move backward...
+void fd_secret_move4(edict_t *self)
+{
+// gi.dprintf("fd_secret_move4\n");
+ Move_Calc(self, self->moveinfo.start_origin, fd_secret_move5);
+}
+
+// Wait 1 second...
+void fd_secret_move5(edict_t *self)
+{
+// gi.dprintf("fd_secret_move5\n");
+ self->nextthink = level.time + 1.0;
+ self->think = fd_secret_move6;
+}
+
+void fd_secret_move6(edict_t *self)
+{
+// gi.dprintf("fd_secret_move6\n");
+ Move_Calc(self, self->move_origin, fd_secret_done);
+}
+
+void fd_secret_done(edict_t *self)
+{
+// gi.dprintf("fd_secret_done\n");
+ if (!self->targetname || self->spawnflags & SEC_YES_SHOOT)
+ {
+ self->health = 1;
+ self->takedamage = DAMAGE_YES;
+ self->die = fd_secret_killed;
+ }
+}
+
+void secret_blocked(edict_t *self, edict_t *other)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 0, 0, MOD_CRUSH);
+
+// if (time < self->attack_finished)
+// return;
+// self->attack_finished = time + 0.5;
+// T_Damage (other, self, self, self->dmg);
+}
+
+/*
+================
+secret_touch
+
+Prints messages
+================
+*/
+void secret_touch(edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->health <= 0)
+ return;
+
+ if (!(other->client))
+ return;
+
+ if (self->monsterinfo.attack_finished > level.time)
+ return;
+
+ self->monsterinfo.attack_finished = level.time + 2;
+
+ if (self->message)
+ {
+ gi.centerprintf (other, self->message);
+// fixme - put this sound back??
+// gi.sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
+ }
+}
+
+
+/*QUAKED func_door_secret2 (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot slide_right slide_forward
+Basic secret door. Slides back, then to the left. Angle determines direction.
+
+FLAGS:
+open_once = not implemented yet
+1st_left = 1st move is left/right of arrow
+1st_down = 1st move is forwards/backwards
+no_shoot = not implemented yet
+always_shoot = even if targeted, keep shootable
+reverse_left = the sideways move will be to right of arrow
+reverse_back = the to/fro move will be forward
+
+VALUES:
+wait = # of seconds before coming back (5 default)
+dmg = damage to inflict when blocked (2 default)
+
+*/
+
+void SP_func_door_secret2 (edict_t *ent)
+{
+ vec3_t forward,right,up;
+ float lrSize = 0.0, fbSize = 0.0;
+
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ AngleVectors(ent->s.angles, forward, right, up);
+ VectorCopy(ent->s.origin, ent->move_origin);
+ VectorCopy(ent->s.angles, ent->move_angles);
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ if(ent->move_angles[1] == 0 || ent->move_angles[1] == 180)
+ {
+ lrSize = ent->size[1];
+ fbSize = ent->size[0];
+ }
+ else if(ent->move_angles[1] == 90 || ent->move_angles[1] == 270)
+ {
+ lrSize = ent->size[0];
+ fbSize = ent->size[1];
+ }
+ else
+ {
+ gi.dprintf("Secret door not at 0,90,180,270!\n");
+ }
+
+ if(ent->spawnflags & SEC_MOVE_FORWARD)
+ VectorScale(forward, fbSize, forward);
+ else
+ {
+ VectorScale(forward, fbSize * -1 , forward);
+ }
+
+ if(ent->spawnflags & SEC_MOVE_RIGHT)
+ VectorScale(right, lrSize, right);
+ else
+ {
+ VectorScale(right, lrSize * -1, right);
+ }
+
+ if(ent->spawnflags & SEC_1ST_DOWN)
+ {
+ VectorAdd(ent->s.origin, forward, ent->moveinfo.start_origin);
+ VectorAdd(ent->moveinfo.start_origin, right, ent->moveinfo.end_origin);
+ }
+ else
+ {
+ VectorAdd(ent->s.origin, right, ent->moveinfo.start_origin);
+ VectorAdd(ent->moveinfo.start_origin, forward, ent->moveinfo.end_origin);
+ }
+
+ ent->touch = secret_touch;
+ ent->blocked = secret_blocked;
+ ent->use = fd_secret_use;
+ ent->moveinfo.speed = 50;
+ ent->moveinfo.accel = 50;
+ ent->moveinfo.decel = 50;
+
+ if (!ent->targetname || ent->spawnflags & SEC_YES_SHOOT)
+ {
+ ent->health = 1;
+ ent->max_health = ent->health;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = fd_secret_killed;
+ }
+ if (!ent->wait)
+ ent->wait = 5; // 5 seconds before closing
+
+ gi.linkentity(ent);
+}
+
+// ==================================================
+
+#define FWALL_START_ON 1
+
+void force_wall_think(edict_t *self)
+{
+ if(!self->wait)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_FORCEWALL);
+ gi.WritePosition (self->pos1);
+ gi.WritePosition (self->pos2);
+ gi.WriteByte (self->style);
+ gi.multicast (self->offset, MULTICAST_PVS);
+ }
+
+ self->think = force_wall_think;
+ self->nextthink = level.time + 0.1;
+}
+
+void force_wall_use (edict_t *self, edict_t *, edict_t *)
+{
+ if(!self->wait)
+ {
+ self->wait = 1;
+ self->think = NULL;
+ self->nextthink = 0;
+ self->solid = SOLID_NOT;
+ gi.linkentity( self );
+ }
+ else
+ {
+ self->wait = 0;
+ self->think = force_wall_think;
+ self->nextthink = level.time + 0.1;
+ self->solid = SOLID_BSP;
+ KillBox(self); // Is this appropriate?
+ gi.linkentity (self);
+ }
+}
+
+/*QUAKED func_force_wall (1 0 1) ? start_on
+A vertical particle force wall. Turns on and solid when triggered.
+If someone is in the force wall when it turns on, they're telefragged.
+
+start_on - forcewall begins activated. triggering will turn it off.
+style - color of particles to use.
+ 208: green, 240: red, 241: blue, 224: orange
+*/
+void SP_func_force_wall(edict_t *ent)
+{
+ gi.setmodel (ent, ent->model);
+
+ ent->offset[0] = (ent->absmax[0] + ent->absmin[0]) / 2;
+ ent->offset[1] = (ent->absmax[1] + ent->absmin[1]) / 2;
+ ent->offset[2] = (ent->absmax[2] + ent->absmin[2]) / 2;
+
+ ent->pos1[2] = ent->absmax[2];
+ ent->pos2[2] = ent->absmax[2];
+ if(ent->size[0] > ent->size[1])
+ {
+ ent->pos1[0] = ent->absmin[0];
+ ent->pos2[0] = ent->absmax[0];
+ ent->pos1[1] = ent->offset[1];
+ ent->pos2[1] = ent->offset[1];
+ }
+ else
+ {
+ ent->pos1[0] = ent->offset[0];
+ ent->pos2[0] = ent->offset[0];
+ ent->pos1[1] = ent->absmin[1];
+ ent->pos2[1] = ent->absmax[1];
+ }
+
+ if(!ent->style)
+ ent->style = 208;
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->wait = 1;
+
+ if(ent->spawnflags & FWALL_START_ON)
+ {
+ ent->solid = SOLID_BSP;
+ ent->think = force_wall_think;
+ ent->nextthink = level.time + 0.1;
+ }
+ else
+ ent->solid = SOLID_NOT;
+
+ ent->use = force_wall_use;
+
+ ent->svflags = SVF_NOCLIENT;
+
+ gi.linkentity(ent);
+}
--- /dev/null
+++ b/rogue/g_newtarg.c
@@ -1,0 +1,356 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+//==========================================================
+
+/*QUAKED target_steam (1 0 0) (-8 -8 -8) (8 8 8)
+Creates a steam effect (particles w/ velocity in a line).
+
+ speed = velocity of particles (default 50)
+ count = number of particles (default 32)
+ sounds = color of particles (default 8 for steam)
+ the color range is from this color to this color + 6
+ wait = seconds to run before stopping (overrides default
+ value derived from func_timer)
+
+ best way to use this is to tie it to a func_timer that "pokes"
+ it every second (or however long you set the wait time, above)
+
+ note that the width of the base is proportional to the speed
+ good colors to use:
+ 6-9 - varying whites (darker to brighter)
+ 224 - sparks
+ 176 - blue water
+ 80 - brown water
+ 208 - slime
+ 232 - blood
+*/
+
+void use_target_steam (edict_t *self, edict_t *other, edict_t *)
+{
+ // FIXME - this needs to be a global
+ static int nextid;
+ vec3_t point;
+
+ if (nextid > 20000)
+ nextid = nextid %20000;
+
+ nextid++;
+
+ // automagically set wait from func_timer unless they set it already, or
+ // default to 1000 if not called by a func_timer (eek!)
+ if (!self->wait)
+ if (other)
+ self->wait = other->wait * 1000;
+ else
+ self->wait = 1000;
+
+ if (self->enemy)
+ {
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ }
+
+ VectorMA (self->s.origin, self->plat2flags*0.5, self->movedir, point);
+ if (self->wait > 100)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_STEAM);
+ gi.WriteShort (nextid);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds&0xff);
+ gi.WriteShort ( (short int)(self->plat2flags) );
+ gi.WriteLong ( (int)(self->wait) );
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_STEAM);
+ gi.WriteShort ((short int)-1);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds&0xff);
+ gi.WriteShort ( (short int)(self->plat2flags) );
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+}
+
+void target_steam_start (edict_t *self)
+{
+ edict_t *ent;
+
+ self->use = use_target_steam;
+
+ if (self->target)
+ {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent)
+ gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ self->enemy = ent;
+ }
+ else
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+
+ if (!self->count)
+ self->count = 32;
+ if (!self->plat2flags)
+ self->plat2flags = 75;
+ if (!self->sounds)
+ self->sounds = 8;
+ if (self->wait)
+ self->wait *= 1000; // we want it in milliseconds, not seconds
+
+ // paranoia is good
+ self->sounds &= 0xff;
+ self->count &= 0xff;
+
+ self->svflags = SVF_NOCLIENT;
+
+ gi.linkentity (self);
+}
+
+void SP_target_steam (edict_t *self)
+{
+ self->plat2flags = self->speed;
+
+ if (self->target)
+ {
+ self->think = target_steam_start;
+ self->nextthink = level.time + 1;
+ }
+ else
+ target_steam_start (self);
+}
+
+
+//==========================================================
+// target_anger
+//==========================================================
+
+void target_anger_use (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *target;
+ edict_t *t;
+
+ t = NULL;
+ target = G_Find (t, FOFS(targetname), self->killtarget);
+
+ if (target && self->target)
+ {
+ // Make whatever a "good guy" so the monster will try to kill it!
+ target->monsterinfo.aiflags |= AI_GOOD_GUY;
+ target->svflags |= SVF_MONSTER;
+ target->health = 300;
+
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), self->target)))
+ {
+ if (t == self)
+ {
+ gi.dprintf ("WARNING: entity used itself.\n");
+ }
+ else
+ {
+ if (t->use)
+ {
+ if (t->health < 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("target_anger with dead monster!\n");
+ return;
+ }
+ t->enemy = target;
+ t->monsterinfo.aiflags |= AI_TARGET_ANGER;
+ FoundTarget (t);
+ }
+ }
+ if (!self->inuse)
+ {
+ gi.dprintf("entity was removed while using targets\n");
+ return;
+ }
+ }
+ }
+
+}
+
+/*QUAKED target_anger (1 0 0) (-8 -8 -8) (8 8 8)
+This trigger will cause an entity to be angry at another entity when a player touches it. Target the
+entity you want to anger, and killtarget the entity you want it to be angry at.
+
+target - entity to piss off
+killtarget - entity to be pissed off at
+*/
+void SP_target_anger (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("target_anger without target!\n");
+ G_FreeEdict (self);
+ return;
+ }
+ if (!self->killtarget)
+ {
+ gi.dprintf("target_anger without killtarget!\n");
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->use = target_anger_use;
+ self->svflags = SVF_NOCLIENT;
+}
+
+// ================
+// target_spawn
+// ================
+/*
+extern edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
+
+void target_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ edict_t *newEnt;
+
+ newEnt = CreateMonster (self->s.origin, self->s.angles, "monster_infantry");
+ if(newEnt)
+ newEnt->enemy = other;
+}
+*/
+
+/*Q U AKED target_spawn (1 0 0) (-32 -32 -24) (32 32 72)
+*/
+/*
+void SP_target_spawn (edict_t *self)
+{
+ self->use = target_spawn_use;
+ self->svflags = SVF_NOCLIENT;
+}
+*/
+
+// ***********************************
+// target_killplayers
+// ***********************************
+
+void target_killplayers_use (edict_t *self, edict_t *, edict_t *)
+{
+ int i;
+ edict_t *ent, *player;
+
+ // kill the players
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ player = &g_edicts[1+i];
+ if (!player->inuse)
+ continue;
+
+ // nail it
+ T_Damage (player, self, self, vec3_origin, self->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+ }
+
+ // kill any visible monsters
+ for (ent = g_edicts; ent < &g_edicts[globals.num_edicts] ; ent++)
+ {
+ if (!ent->inuse)
+ continue;
+ if (ent->health < 1)
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ for(i=0;i<game.maxclients ; i++)
+ {
+ player = &g_edicts[1+i];
+ if(!player->inuse)
+ continue;
+
+ if(visible(player, ent))
+ {
+ T_Damage (ent, self, self, vec3_origin, ent->s.origin, vec3_origin,
+ ent->health, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+ break;
+ }
+ }
+ }
+
+}
+
+/*QUAKED target_killplayers (1 0 0) (-8 -8 -8) (8 8 8)
+When triggered, this will kill all the players on the map.
+*/
+void SP_target_killplayers (edict_t *self)
+{
+ self->use = target_killplayers_use;
+ self->svflags = SVF_NOCLIENT;
+}
+
+/*QUAKED target_blacklight (1 0 1) (-16 -16 -24) (16 16 24)
+Pulsing black light with sphere in the center
+*/
+void blacklight_think (edict_t *self)
+{
+ self->s.angles[0] = rand()%360;
+ self->s.angles[1] = rand()%360;
+ self->s.angles[2] = rand()%360;
+ self->nextthink = level.time + 0.1;
+}
+
+void SP_target_blacklight(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ VectorClear (ent->mins);
+ VectorClear (ent->maxs);
+
+ ent->s.effects |= (EF_TRACKERTRAIL|EF_TRACKER);
+ ent->think = blacklight_think;
+ ent->s.modelindex = gi.modelindex ("models/items/spawngro2/tris.md2");
+ ent->s.frame = 1;
+ ent->nextthink = level.time + 0.1;
+ gi.linkentity (ent);
+}
+
+/*QUAKED target_orb (1 0 1) (-16 -16 -24) (16 16 24)
+Translucent pulsing orb with speckles
+*/
+void orb_think (edict_t *self)
+{
+ self->s.angles[0] = rand()%360;
+ self->s.angles[1] = rand()%360;
+ self->s.angles[2] = rand()%360;
+// self->s.effects |= (EF_TRACKERTRAIL|EF_DOUBLE);
+ self->nextthink = level.time + 0.1;
+}
+
+void SP_target_orb(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ VectorClear (ent->mins);
+ VectorClear (ent->maxs);
+
+// ent->s.effects |= EF_TRACKERTRAIL;
+ ent->think = orb_think;
+ ent->nextthink = level.time + 0.1;
+ ent->s.modelindex = gi.modelindex ("models/items/spawngro2/tris.md2");
+ ent->s.frame = 2;
+ ent->s.effects |= EF_SPHERETRANS;
+ gi.linkentity (ent);
+}
+
--- /dev/null
+++ b/rogue/g_newtrig.c
@@ -1,0 +1,176 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define TELEPORT_PLAYER_ONLY 1
+#define TELEPORT_SILENT 2
+#define TELEPORT_CTF_ONLY 4
+#define TELEPORT_START_ON 8
+
+extern void TeleportEffect (vec3_t origin);
+
+/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -24) (16 16 32)
+Destination marker for a teleporter.
+*/
+void SP_info_teleport_destination (edict_t *)
+{
+}
+
+/*QUAKED trigger_teleport (.5 .5 .5) ? player_only silent ctf_only start_on
+Any object touching this will be transported to the corresponding
+info_teleport_destination entity. You must set the "target" field,
+and create an object with a "targetname" field that matches.
+
+If the trigger_teleport has a targetname, it will only teleport
+entities when it has been fired.
+
+player_only: only players are teleported
+silent: <not used right now>
+ctf_only: <not used right now>
+start_on: when trigger has targetname, start active, deactivate when used.
+*/
+void trigger_teleport_touch(edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *dest;
+ int i;
+
+ if(/*(self->spawnflags & TELEPORT_PLAYER_ONLY) &&*/ !(other->client))
+ return;
+
+ if(self->delay)
+ return;
+
+ dest = G_Find (NULL, FOFS(targetname), self->target);
+ if(!dest)
+ {
+ gi.dprintf("Teleport Destination not found!\n");
+ return;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_TELEPORT_EFFECT);
+ gi.WritePosition (other->s.origin);
+ gi.multicast (other->s.origin, MULTICAST_PVS);
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ gi.unlinkentity (other);
+
+ VectorCopy (dest->s.origin, other->s.origin);
+ VectorCopy (dest->s.origin, other->s.old_origin);
+ other->s.origin[2] += 10;
+
+ // clear the velocity and hold them in place briefly
+ VectorClear (other->velocity);
+ if(other->client)
+ {
+ other->client->ps.pmove.pm_time = 160>>3; // hold time
+ other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+// self->s.event = EV_PLAYER_TELEPORT;
+ other->s.event = EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i=0 ; i<3 ; i++)
+ other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
+
+ VectorClear (other->client->ps.viewangles);
+ VectorClear (other->client->v_angle);
+ }
+
+
+ VectorClear (other->s.angles);
+
+ // kill anything at the destination
+ KillBox (other);
+
+ gi.linkentity (other);
+}
+
+void trigger_teleport_use (edict_t *self, edict_t *, edict_t *)
+{
+ if(self->delay)
+ self->delay = 0;
+ else
+ self->delay = 1;
+}
+
+void SP_trigger_teleport(edict_t *self)
+{
+ if (!self->wait)
+ self->wait = 0.2;
+
+ self->delay = 0;
+
+ if (self->targetname)
+ {
+ self->use = trigger_teleport_use;
+ if(!(self->spawnflags & TELEPORT_START_ON))
+ self->delay = 1;
+ }
+
+ self->touch = trigger_teleport_touch;
+
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+// self->flags |= FL_NOCLIENT;
+
+ if (!VectorCompare(self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ gi.setmodel (self, self->model);
+ gi.linkentity (self);
+}
+
+// ***************************
+// TRIGGER_DISGUISE
+// ***************************
+
+/*QUAKED trigger_disguise (.5 .5 .5) ? TOGGLE START_ON REMOVE
+Anything passing through this trigger when it is active will
+be marked as disguised.
+
+TOGGLE - field is turned off and on when used.
+START_ON - field is active when spawned.
+REMOVE - field removes the disguise
+*/
+
+void trigger_disguise_touch(edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->client)
+ {
+ if(self->spawnflags & 4)
+ other->flags &= ~FL_DISGUISED;
+ else
+ other->flags |= FL_DISGUISED;
+ }
+}
+
+void trigger_disguise_use (edict_t *self, edict_t *, edict_t *)
+{
+ if(self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+
+ gi.linkentity(self);
+}
+
+void SP_trigger_disguise (edict_t *self)
+{
+ if(self->spawnflags & 2)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+
+ self->touch = trigger_disguise_touch;
+ self->use = trigger_disguise_use;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags = SVF_NOCLIENT;
+
+ gi.setmodel (self, self->model);
+ gi.linkentity(self);
+
+}
--- /dev/null
+++ b/rogue/g_newweap.c
@@ -1,0 +1,2284 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define INCLUDE_ETF_RIFLE 1
+#define INCLUDE_PROX 1
+//#define INCLUDE_FLAMETHROWER 1
+//#define INCLUDE_INCENDIARY 1
+#define INCLUDE_NUKE 1
+#define INCLUDE_MELEE 1
+#define INCLUDE_TESLA 1
+#define INCLUDE_BEAMS 1
+
+extern void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed);
+extern void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+extern void droptofloor (edict_t *ent);
+extern void Grenade_Explode (edict_t *ent);
+
+extern void drawbbox (edict_t *ent);
+
+#ifdef INCLUDE_ETF_RIFLE
+/*
+========================
+fire_flechette
+========================
+*/
+void flechette_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t dir;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+//gi.dprintf("t_damage %s\n", other->classname);
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
+ self->dmg, self->dmg_radius, DAMAGE_NO_REG_ARMOR, MOD_ETF_RIFLE);
+ }
+ else
+ {
+ if(!plane)
+ VectorClear (dir);
+ else
+ VectorScale (plane->normal, 256, dir);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_FLECHETTE);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (dir);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+// T_RadiusDamage(self, self->owner, 24, self, 48, MOD_ETF_RIFLE);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick)
+{
+ edict_t *flechette;
+
+ VectorNormalize (dir);
+
+ flechette = G_Spawn();
+ VectorCopy (start, flechette->s.origin);
+ VectorCopy (start, flechette->s.old_origin);
+ vectoangles2 (dir, flechette->s.angles);
+
+ VectorScale (dir, speed, flechette->velocity);
+ flechette->movetype = MOVETYPE_FLYMISSILE;
+ flechette->clipmask = MASK_SHOT;
+ flechette->solid = SOLID_BBOX;
+ flechette->s.renderfx = RF_FULLBRIGHT;
+ VectorClear (flechette->mins);
+ VectorClear (flechette->maxs);
+
+ flechette->s.modelindex = gi.modelindex ("models/proj/flechette/tris.md2");
+
+// flechette->s.sound = gi.soundindex (""); // FIXME - correct sound!
+ flechette->owner = self;
+ flechette->touch = flechette_touch;
+ flechette->nextthink = level.time + 8000/speed;
+ flechette->think = G_FreeEdict;
+ flechette->dmg = damage;
+ flechette->dmg_radius = kick;
+
+ gi.linkentity (flechette);
+
+ if (self->client)
+ check_dodge (self, flechette->s.origin, dir, speed);
+}
+#endif
+
+// **************************
+// PROX
+// **************************
+
+#ifdef INCLUDE_PROX
+#define PROX_TIME_TO_LIVE 45 // 45, 30, 15, 10
+#define PROX_TIME_DELAY 0.5
+#define PROX_BOUND_SIZE 96
+#define PROX_DAMAGE_RADIUS 192
+#define PROX_HEALTH 20
+#define PROX_DAMAGE 90
+
+//===============
+//===============
+void Prox_Explode (edict_t *ent)
+{
+ vec3_t origin;
+ edict_t *owner;
+
+// free the trigger field
+
+ //PMM - changed teammaster to "mover" .. owner of the field is the prox
+ if(ent->teamchain && ent->teamchain->owner == ent)
+ G_FreeEdict(ent->teamchain);
+
+ owner = ent;
+ if(ent->teammaster)
+ {
+ owner = ent->teammaster;
+ PlayerNoise(owner, ent->s.origin, PNOISE_IMPACT);
+ }
+
+ // play quad sound if appopriate
+ if (ent->dmg > PROX_DAMAGE)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+
+ ent->takedamage = DAMAGE_NO;
+ T_RadiusDamage(ent, owner, ent->dmg, ent, PROX_DAMAGE_RADIUS, MOD_PROX);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (ent);
+}
+
+//===============
+//===============
+void prox_die(edict_t *self, edict_t *inflictor, edict_t *, int, vec3_t)
+{
+// gi.dprintf("prox_die\n");
+ // if set off by another prox, delay a little (chained explosions)
+ if (strcmp(inflictor->classname, "prox"))
+ {
+ self->takedamage = DAMAGE_NO;
+ Prox_Explode(self);
+ }
+ else
+ {
+ self->takedamage = DAMAGE_NO;
+ self->think = Prox_Explode;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+//===============
+//===============
+void Prox_Field_Touch (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *prox;
+
+ if (!(other->svflags & SVF_MONSTER) && !other->client)
+ return;
+
+ // trigger the prox mine if it's still there, and still mine.
+ prox = ent->owner;
+
+ if (other == prox) // don't set self off
+ return;
+
+ if (prox->think == Prox_Explode) // we're set to blow!
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%f - prox already gone off!\n", level.time);
+ return;
+ }
+
+ if(prox->teamchain == ent)
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
+ prox->think = Prox_Explode;
+ prox->nextthink = level.time + PROX_TIME_DELAY;
+ return;
+ }
+
+ ent->solid = SOLID_NOT;
+ G_FreeEdict(ent);
+}
+
+//===============
+//===============
+void prox_seek (edict_t *ent)
+{
+ if(level.time > ent->wait)
+ {
+ Prox_Explode(ent);
+ }
+ else
+ {
+ ent->s.frame++;
+ if(ent->s.frame > 13)
+ ent->s.frame = 9;
+ ent->think = prox_seek;
+ ent->nextthink = level.time + 0.1;
+ }
+}
+
+//===============
+//===============
+void prox_open (edict_t *ent)
+{
+ edict_t *search;
+
+ search = NULL;
+// gi.dprintf("prox_open %d\n", ent->s.frame);
+// gi.dprintf("%f\n", ent->velocity[2]);
+ if(ent->s.frame == 9) // end of opening animation
+ {
+ // set the owner to NULL so the owner can shoot it, etc. needs to be done here so the owner
+ // doesn't get stuck on it while it's opening if fired at point blank wall
+ ent->s.sound = 0;
+ ent->owner = NULL;
+ if(ent->teamchain)
+ ent->teamchain->touch = Prox_Field_Touch;
+ while ((search = findradius(search, ent->s.origin, PROX_DAMAGE_RADIUS+10)) != NULL)
+ {
+ if (!search->classname) // tag token and other weird shit
+ continue;
+
+// if (!search->takedamage)
+// continue;
+ // if it's a monster or player with health > 0
+ // or it's a player start point
+ // and we can see it
+ // blow up
+ if (
+ (
+ (((search->svflags & SVF_MONSTER) || (search->client)) && (search->health > 0)) ||
+ (
+ (deathmatch->value) &&
+ (
+ (!strcmp(search->classname, "info_player_deathmatch")) ||
+ (!strcmp(search->classname, "info_player_start")) ||
+ (!strcmp(search->classname, "info_player_coop")) ||
+ (!strcmp(search->classname, "misc_teleporter_dest"))
+ )
+ )
+ )
+ && (visible (search, ent))
+ )
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxwarn.wav"), 1, ATTN_NORM, 0);
+ Prox_Explode (ent);
+ return;
+ }
+ }
+
+ if (strong_mines && (strong_mines->value))
+ ent->wait = level.time + PROX_TIME_TO_LIVE;
+ else
+ {
+ switch (ent->dmg/PROX_DAMAGE)
+ {
+ case 1:
+ ent->wait = level.time + PROX_TIME_TO_LIVE;
+ break;
+ case 2:
+ ent->wait = level.time + 30;
+ break;
+ case 4:
+ ent->wait = level.time + 15;
+ break;
+ case 8:
+ ent->wait = level.time + 10;
+ break;
+ default:
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("prox with unknown multiplier %d!\n", ent->dmg/PROX_DAMAGE);
+ ent->wait = level.time + PROX_TIME_TO_LIVE;
+ break;
+ }
+ }
+
+// ent->wait = level.time + PROX_TIME_TO_LIVE;
+ ent->think = prox_seek;
+ ent->nextthink = level.time + 0.2;
+ }
+ else
+ {
+ if (ent->s.frame == 0)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/proxopen.wav"), 1, ATTN_NORM, 0);
+ //ent->s.sound = gi.soundindex ("weapons/proxopen.wav");
+ ent->s.frame++;
+ ent->think = prox_open;
+ ent->nextthink = level.time + 0.05;
+ }
+}
+
+//===============
+//===============
+void prox_land (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ edict_t *field;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ int stick_ok;
+ int movetype = MOVETYPE_NONE;
+ vec3_t land_point;
+
+ // must turn off owner so owner can shoot it and set it off
+ // moved to prox_open so owner can get away from it if fired at pointblank range into
+ // wall
+// ent->owner = NULL;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("land - %2.2f %2.2f %2.2f\n", ent->velocity[0], ent->velocity[1], ent->velocity[2]);
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict(ent);
+ return;
+ }
+
+ if (plane->normal)
+ {
+ VectorMA (ent->s.origin, -10.0, plane->normal, land_point);
+ if (gi.pointcontents (land_point) & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ Prox_Explode (ent);
+ return;
+ }
+ }
+
+ if ((other->svflags & SVF_MONSTER) || other->client || (other->svflags & SVF_DAMAGEABLE))
+ {
+ if(other != ent->teammaster)
+ Prox_Explode(ent);
+
+ return;
+ }
+
+#define STOP_EPSILON 0.1
+
+ else if (other != WORLD)
+ {
+ //Here we need to check to see if we can stop on this entity.
+ //Note that plane can be NULL
+
+ //PMM - code stolen from g_phys (ClipVelocity)
+ vec3_t out;
+ float backoff, change;
+ int i;
+
+ if (!plane->normal) // this happens if you hit a point object, maybe other cases
+ {
+ // Since we can't tell what's going to happen, just blow up
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("bad normal for surface, exploding!\n");
+
+ Prox_Explode(ent);
+ return;
+ }
+
+ if ((other->movetype == MOVETYPE_PUSH) && (plane->normal[2] > 0.7))
+ stick_ok = 1;
+ else
+ stick_ok = 0;
+
+ backoff = DotProduct (ent->velocity, plane->normal) * 1.5;
+ for (i=0 ; i<3 ; i++)
+ {
+ change = plane->normal[i]*backoff;
+ out[i] = ent->velocity[i] - change;
+ if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
+ out[i] = 0;
+ }
+
+ if (out[2] > 60)
+ return;
+
+ //movetype = MOVETYPE_BOUNCE;
+
+ // if we're here, we're going to stop on an entity
+ if (stick_ok)
+ { // it's a happy entity
+ VectorCopy (vec3_origin, ent->velocity);
+ VectorCopy (vec3_origin, ent->avelocity);
+ }
+ else // no-stick. teflon time
+ {
+ if (plane->normal[2] > 0.7)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("stuck on entity, blowing up!\n");
+
+ Prox_Explode(ent);
+ return;
+ }
+ return;
+ }
+ }
+ else if (other->s.modelindex != 1)
+ return;
+
+ vectoangles2 (plane->normal, dir);
+ AngleVectors (dir, forward, right, up);
+
+ if (gi.pointcontents (ent->s.origin) & (CONTENTS_LAVA|CONTENTS_SLIME))
+ {
+ Prox_Explode (ent);
+ return;
+ }
+
+ field = G_Spawn();
+
+ VectorCopy (ent->s.origin, field->s.origin);
+ VectorClear(field->velocity);
+ VectorClear(field->avelocity);
+ VectorSet(field->mins, -PROX_BOUND_SIZE, -PROX_BOUND_SIZE, -PROX_BOUND_SIZE);
+ VectorSet(field->maxs, PROX_BOUND_SIZE, PROX_BOUND_SIZE, PROX_BOUND_SIZE);
+ field->movetype = MOVETYPE_NONE;
+ field->solid = SOLID_TRIGGER;
+ field->owner = ent;
+ field->classname = "prox_field";
+ field->teammaster = ent;
+ gi.linkentity (field);
+
+ VectorClear(ent->velocity);
+ VectorClear(ent->avelocity);
+ // rotate to vertical
+ dir[PITCH] = dir[PITCH] + 90;
+ VectorCopy (dir, ent->s.angles);
+ ent->takedamage = DAMAGE_AIM;
+ ent->movetype = movetype; // either bounce or none, depending on whether we stuck to something
+ ent->die = prox_die;
+ ent->teamchain = field;
+ ent->health = PROX_HEALTH;
+ ent->nextthink = level.time + 0.05;
+ ent->think = prox_open;
+ ent->touch = NULL;
+ ent->solid = SOLID_BBOX;
+ // record who we're attached to
+// ent->teammaster = other;
+
+ gi.linkentity(ent);
+}
+
+//===============
+//===============
+void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage_multiplier, int speed)
+{
+ edict_t *prox;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("start %s aim %s speed %d\n", vtos(start), vtos(aimdir), speed);
+ prox = G_Spawn();
+ VectorCopy (start, prox->s.origin);
+ VectorScale (aimdir, speed, prox->velocity);
+ VectorMA (prox->velocity, 200 + crandom() * 10.0, up, prox->velocity);
+ VectorMA (prox->velocity, crandom() * 10.0, right, prox->velocity);
+ VectorCopy (dir, prox->s.angles);
+ prox->s.angles[PITCH]-=90;
+ prox->movetype = MOVETYPE_BOUNCE;
+ prox->solid = SOLID_BBOX;
+ prox->s.effects |= EF_GRENADE;
+ prox->clipmask = MASK_SHOT|CONTENTS_LAVA|CONTENTS_SLIME;
+ prox->s.renderfx |= RF_IR_VISIBLE;
+ //FIXME - this needs to be bigger. Has other effects, though. Maybe have to change origin to compensate
+ // so it sinks in correctly. Also in lavacheck, might have to up the distance
+ VectorSet (prox->mins, -6, -6, -6);
+ VectorSet (prox->maxs, 6, 6, 6);
+ prox->s.modelindex = gi.modelindex ("models/weapons/g_prox/tris.md2");
+ prox->owner = self;
+ prox->teammaster = self;
+ prox->touch = prox_land;
+// prox->nextthink = level.time + PROX_TIME_TO_LIVE;
+ prox->think = Prox_Explode;
+ prox->dmg = PROX_DAMAGE*damage_multiplier;
+ prox->classname = "prox";
+ prox->svflags |= SVF_DAMAGEABLE;
+ prox->flags |= FL_MECHANICAL;
+
+ switch (damage_multiplier)
+ {
+ case 1:
+ prox->nextthink = level.time + PROX_TIME_TO_LIVE;
+ break;
+ case 2:
+ prox->nextthink = level.time + 30;
+ break;
+ case 4:
+ prox->nextthink = level.time + 15;
+ break;
+ case 8:
+ prox->nextthink = level.time + 10;
+ break;
+ default:
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("prox with unknown multiplier %d!\n", damage_multiplier);
+ prox->nextthink = level.time + PROX_TIME_TO_LIVE;
+ break;
+ }
+
+ gi.linkentity (prox);
+}
+#endif
+
+// *************************
+// FLAMETHROWER
+// *************************
+
+#ifdef INCLUDE_FLAMETHROWER
+#define FLAMETHROWER_RADIUS 8
+
+void fire_remove (edict_t *ent)
+{
+ if(ent == ent->owner->teamchain)
+ ent->owner->teamchain = NULL;
+
+ G_FreeEdict(ent);
+}
+
+void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed)
+{
+ edict_t *flame;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ flame = G_Spawn();
+
+ // the origin is the first control point, put it speed forward.
+ VectorMA(start, speed, forward, flame->s.origin);
+
+ // record that velocity
+ VectorScale (aimdir, speed, flame->velocity);
+
+ VectorCopy (dir, flame->s.angles);
+ flame->movetype = MOVETYPE_NONE;
+ flame->solid = SOLID_NOT;
+
+ VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS);
+ VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS);
+
+ flame->s.sound = gi.soundindex ("weapons/flame.wav");
+ flame->owner = self;
+ flame->dmg = damage;
+ flame->classname = "flame";
+
+ // clear control points and velocities
+ VectorCopy (flame->s.origin, flame->flameinfo.pos1);
+ VectorCopy (flame->velocity, flame->flameinfo.vel1);
+ VectorCopy (flame->s.origin, flame->flameinfo.pos2);
+ VectorCopy (flame->velocity, flame->flameinfo.vel2);
+ VectorCopy (flame->s.origin, flame->flameinfo.pos3);
+ VectorCopy (flame->velocity, flame->flameinfo.vel3);
+ VectorCopy (flame->s.origin, flame->flameinfo.pos4);
+
+ // hook flame stream to owner
+ self->teamchain = flame;
+
+ gi.linkentity (flame);
+}
+
+// fixme - change to use start location, not entity origin
+void fire_maintain (edict_t *ent, edict_t *flame, vec3_t start, vec3_t aimdir, int damage, int speed)
+{
+ trace_t tr;
+
+ // move the control points out the appropriate direction and velocity
+ VectorAdd(flame->flameinfo.pos3, flame->flameinfo.vel3, flame->flameinfo.pos4);
+ VectorAdd(flame->flameinfo.pos2, flame->flameinfo.vel2, flame->flameinfo.pos3);
+ VectorAdd(flame->flameinfo.pos1, flame->flameinfo.vel1, flame->flameinfo.pos2);
+ VectorAdd(flame->s.origin, flame->velocity, flame->flameinfo.pos1);
+
+ // move the velocities for the control points
+ VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3);
+ VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2);
+ VectorCopy(flame->velocity, flame->flameinfo.vel1);
+
+ // set velocity and location for new control point 0.
+ VectorMA(start, speed, aimdir, flame->s.origin);
+ VectorScale(aimdir, speed, flame->velocity);
+
+ //
+ // does it hit a wall? if so, when?
+ //
+
+ // player fire point to flame origin.
+ tr = gi.trace(start, flame->mins, flame->maxs,
+ flame->s.origin, flame, MASK_SHOT);
+ if(tr.fraction == 1.0)
+ {
+ // origin to point 1
+ tr = gi.trace(flame->s.origin, flame->mins, flame->maxs,
+ flame->flameinfo.pos1, flame, MASK_SHOT);
+ if(tr.fraction == 1.0)
+ {
+ // point 1 to point 2
+ tr = gi.trace(flame->flameinfo.pos1, flame->mins, flame->maxs,
+ flame->flameinfo.pos2, flame, MASK_SHOT);
+ if(tr.fraction == 1.0)
+ {
+ // point 2 to point 3
+ tr = gi.trace(flame->flameinfo.pos2, flame->mins, flame->maxs,
+ flame->flameinfo.pos3, flame, MASK_SHOT);
+ if(tr.fraction == 1.0)
+ {
+ // point 3 to point 4, point 3 valid
+ tr = gi.trace(flame->flameinfo.pos3, flame->mins, flame->maxs,
+ flame->flameinfo.pos4, flame, MASK_SHOT);
+ if(tr.fraction < 1.0) // point 4 blocked
+ {
+ VectorCopy(tr.endpos, flame->flameinfo.pos4);
+ }
+ }
+ else // point 3 blocked, point 2 valid
+ {
+ VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos4);
+ }
+ }
+ else // point 2 blocked, point 1 valid
+ {
+ VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2);
+ VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos2);
+ VectorCopy(tr.endpos, flame->flameinfo.pos3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos4);
+ }
+ }
+ else // point 1 blocked, origin valid
+ {
+ VectorCopy(flame->velocity, flame->flameinfo.vel1);
+ VectorCopy(flame->velocity, flame->flameinfo.vel2);
+ VectorCopy(flame->velocity, flame->flameinfo.vel3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos1);
+ VectorCopy(tr.endpos, flame->flameinfo.pos2);
+ VectorCopy(tr.endpos, flame->flameinfo.pos3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos4);
+ }
+ }
+ else // origin blocked!
+ {
+// gi.dprintf("point 2 blocked\n");
+ VectorCopy(flame->velocity, flame->flameinfo.vel1);
+ VectorCopy(flame->velocity, flame->flameinfo.vel2);
+ VectorCopy(flame->velocity, flame->flameinfo.vel3);
+ VectorCopy(tr.endpos, flame->s.origin);
+ VectorCopy(tr.endpos, flame->flameinfo.pos1);
+ VectorCopy(tr.endpos, flame->flameinfo.pos2);
+ VectorCopy(tr.endpos, flame->flameinfo.pos3);
+ VectorCopy(tr.endpos, flame->flameinfo.pos4);
+ }
+
+ if(tr.fraction < 1.0 && tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, flame, ent, flame->velocity, tr.endpos, tr.plane.normal,
+ damage, 0, DAMAGE_NO_KNOCKBACK | DAMAGE_ENERGY | DAMAGE_FIRE);
+ }
+
+ gi.linkentity(flame);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_FLAME);
+ gi.WriteShort(ent - g_edicts);
+ gi.WriteShort(6);
+ gi.WritePosition (start);
+ gi.WritePosition (flame->s.origin);
+ gi.WritePosition (flame->flameinfo.pos1);
+ gi.WritePosition (flame->flameinfo.pos2);
+ gi.WritePosition (flame->flameinfo.pos3);
+ gi.WritePosition (flame->flameinfo.pos4);
+ gi.multicast (flame->s.origin, MULTICAST_PVS);
+}
+
+/*QUAKED trap_flameshooter (1 0 0) (-8 -8 -8) (8 8 8)
+*/
+#define FLAMESHOOTER_VELOCITY 50
+#define FLAMESHOOTER_DAMAGE 20
+#define FLAMESHOOTER_BURST_VELOCITY 300
+#define FLAMESHOOTER_BURST_DAMAGE 30
+
+//#define FLAMESHOOTER_PUFF 1
+#define FLAMESHOOTER_STREAM 1
+
+void flameshooter_think (edict_t *self)
+{
+ vec3_t forward, right, up;
+ edict_t *flame;
+
+ if(self->delay)
+ {
+ if(self->teamchain)
+ fire_remove (self->teamchain);
+ return;
+ }
+
+ self->s.angles[1] += self->speed;
+ if(self->s.angles[1] > 135 || self->s.angles[1] < 45)
+ self->speed = -self->speed;
+
+ AngleVectors (self->s.angles, forward, right, up);
+
+#ifdef FLAMESHOOTER_STREAM
+ flame = self->teamchain;
+ if(!self->teamchain)
+ fire_flame (self, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY);
+ else
+ fire_maintain (self, flame, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY);
+
+ self->think = flameshooter_think;
+ self->nextthink = level.time + 0.05;
+#else
+ fire_burst (self, self->s.origin, forward, FLAMESHOOTER_BURST_DAMAGE, FLAMESHOOTER_BURST_VELOCITY);
+
+ self->think = flameshooter_think;
+ self->nextthink = level.time + 0.1;
+#endif
+}
+
+void flameshooter_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if(self->delay)
+ {
+ self->delay = 0;
+ self->think = flameshooter_think;
+ self->nextthink = level.time + 0.1;
+ }
+ else
+ self->delay = 1;
+}
+
+void SP_trap_flameshooter(edict_t *self)
+{
+ vec3_t tempAngles;
+
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_NONE;
+
+ self->delay = 0;
+
+ self->use = flameshooter_use;
+ if(self->delay == 0)
+ {
+ self->think = flameshooter_think;
+ self->nextthink = level.time + 0.1;
+ }
+
+// self->flags |= FL_NOCLIENT;
+
+ self->speed = 10;
+
+// self->speed = 0; // FIXME this stops the spraying
+
+ VectorCopy(self->s.angles, tempAngles);
+
+ if (!VectorCompare(self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ VectorCopy(tempAngles, self->s.angles);
+
+// gi.setmodel (self, self->model);
+ gi.linkentity (self);
+}
+
+// *************************
+// fire_burst
+// *************************
+
+#define FLAME_BURST_MAX_SIZE 64
+#define FLAME_BURST_FRAMES 20
+#define FLAME_BURST_MIDPOINT 10
+
+void fire_burst_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int powerunits;
+ int damage, radius;
+ vec3_t origin;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+// gi.dprintf("Hit sky. Removed\n");
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if(other == ent->owner || ent == other)
+ return;
+
+ // don't let flame puffs blow each other up
+ if(other->classname && !strcmp(other->classname, ent->classname))
+ return;
+
+ if(ent->waterlevel)
+ {
+// gi.dprintf("Hit water. Removed\n");
+ G_FreeEdict(ent);
+ }
+
+ if(!(other->svflags & SVF_MONSTER) && !other->client)
+ {
+ powerunits = FLAME_BURST_FRAMES - ent->s.frame;
+ damage = powerunits * 6;
+ radius = powerunits * 4;
+
+// T_RadiusDamage (inflictor, attacker, damage, ignore, radius)
+ T_RadiusDamage(ent, ent->owner, damage, ent, radius, DAMAGE_FIRE);
+
+// gi.dprintf("Hit world: %d pts, %d rad\n", damage, radius);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PLAIN_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (ent);
+ }
+}
+
+void fire_burst_think (edict_t *self)
+{
+ int current_radius;
+
+ if(self->waterlevel)
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ self->s.frame++;
+ if(self->s.frame >= FLAME_BURST_FRAMES)
+ {
+ G_FreeEdict(self);
+ return;
+ }
+
+ else if(self->s.frame < FLAME_BURST_MIDPOINT)
+ {
+ current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * self->s.frame;
+ }
+ else
+ {
+ current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * (FLAME_BURST_FRAMES - self->s.frame);
+ }
+
+ if(self->s.frame == 3)
+ self->s.skinnum = 1;
+ else if (self->s.frame == 7)
+ self->s.skinnum = 2;
+ else if (self->s.frame == 10)
+ self->s.skinnum = 3;
+ else if (self->s.frame == 13)
+ self->s.skinnum = 4;
+ else if (self->s.frame == 16)
+ self->s.skinnum = 5;
+ else if (self->s.frame == 19)
+ self->s.skinnum = 6;
+
+ if(current_radius < 8)
+ current_radius = 8;
+ else if(current_radius > FLAME_BURST_MAX_SIZE)
+ current_radius = FLAME_BURST_MAX_SIZE;
+
+ T_RadiusDamage(self, self->owner, self->dmg, self, current_radius, DAMAGE_FIRE);
+
+ self->think = fire_burst_think;
+ self->nextthink = level.time + 0.1;
+}
+
+void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed)
+{
+ edict_t *flame;
+ vec3_t dir;
+ vec3_t baseVel;
+ vec3_t forward, right, up;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ flame = G_Spawn();
+ VectorCopy(start, flame->s.origin);
+// VectorScale (aimdir, speed, flame->velocity);
+
+ // scale down so only 30% of player's velocity is taken into account.
+ VectorScale (self->velocity, 0.3, baseVel);
+ VectorMA(baseVel, speed, aimdir, flame->velocity);
+
+ VectorCopy (dir, flame->s.angles);
+ flame->movetype = MOVETYPE_FLY;
+ flame->solid = SOLID_TRIGGER;
+
+ VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS);
+ VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS);
+
+ flame->s.sound = gi.soundindex ("weapons/flame.wav");
+ flame->s.modelindex = gi.modelindex ("models/projectiles/puff/tris.md2");
+ flame->owner = self;
+ flame->touch = fire_burst_touch;
+ flame->think = fire_burst_think;
+ flame->nextthink = level.time + 0.1;
+ flame->dmg = damage;
+ flame->classname = "flameburst";
+ flame->s.effects = EF_FIRE_PUFF;
+
+ gi.linkentity (flame);
+}
+#endif
+
+// *************************
+// INCENDIARY GRENADES
+// *************************
+
+#ifdef INCLUDE_INCENDIARY
+void FireThink (edict_t *ent)
+{
+ if(level.time > ent->wait)
+ G_FreeEdict(ent);
+ else
+ {
+ ent->s.frame++;
+ if(ent->s.frame>10)
+ ent->s.frame = 0;
+ ent->nextthink = level.time + 0.05;
+ ent->think = FireThink;
+ }
+}
+
+#define FIRE_HEIGHT 64
+#define FIRE_RADIUS 64
+#define FIRE_DAMAGE 3
+#define FIRE_DURATION 15
+
+edict_t *StartFire(edict_t *fireOwner, vec3_t fireOrigin, float fireDuration, float fireDamage)
+{
+ edict_t *fire;
+
+ fire = G_Spawn();
+ VectorCopy (fireOrigin, fire->s.origin);
+ fire->movetype = MOVETYPE_TOSS;
+ fire->solid = SOLID_TRIGGER;
+ VectorSet(fire->mins, -FIRE_RADIUS, -FIRE_RADIUS, 0);
+ VectorSet(fire->maxs, FIRE_RADIUS, FIRE_RADIUS, FIRE_HEIGHT);
+
+ fire->s.sound = gi.soundindex ("weapons/incend.wav");
+ fire->s.modelindex = gi.modelindex ("models/objects/fire/tris.md2");
+
+ fire->owner = fireOwner;
+ fire->touch = hurt_touch;
+ fire->nextthink = level.time + 0.05;
+ fire->wait = level.time + fireDuration;
+ fire->think = FireThink;
+// fire->nextthink = level.time + fireDuration;
+// fire->think = G_FreeEdict;
+ fire->dmg = fireDamage;
+ fire->classname = "incendiary_fire";
+
+ gi.linkentity (fire);
+
+// gi.sound (fire, CHAN_VOICE, gi.soundindex ("weapons/incend.wav"), 1, ATTN_NORM, 0);
+ return fire;
+}
+
+static void Incendiary_Explode (edict_t *ent)
+{
+ vec3_t origin;
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ //FIXME: if we are onground then raise our Z just a bit since we are a point?
+ T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, DAMAGE_FIRE);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ StartFire(ent->owner, ent->s.origin, FIRE_DURATION, FIRE_DAMAGE);
+
+ G_FreeEdict (ent);
+
+}
+
+static void Incendiary_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!(other->svflags & SVF_MONSTER) && !(ent->client))
+// if (!other->takedamage)
+ {
+ if (ent->spawnflags & 1)
+ {
+ if (random() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if (random() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb2b.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ Incendiary_Explode (ent);
+}
+
+void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+// if (self->client)
+// grenade->s.effects &= ~EF_TELEPORT;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/projectiles/incend/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Incendiary_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Incendiary_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "incendiary_grenade";
+
+ gi.linkentity (grenade);
+}
+#endif
+
+// *************************
+// MELEE WEAPONS
+// *************************
+
+#ifdef INCLUDE_MELEE
+void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod)
+{
+ vec3_t forward, right, up;
+ vec3_t v;
+ vec3_t point;
+ trace_t tr;
+
+ vectoangles2 (aim, v);
+ AngleVectors (v, forward, right, up);
+ VectorNormalize (forward);
+ VectorMA( start, reach, forward, point);
+
+ //see if the hit connects
+ tr = gi.trace(start, NULL, NULL, point, self, MASK_SHOT);
+ if(tr.fraction == 1.0)
+ {
+ if(!quiet)
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/swish.wav"), 1, ATTN_NORM, 0);
+ //FIXME some sound here?
+ return;
+ }
+
+ if(tr.ent->takedamage == DAMAGE_YES || tr.ent->takedamage == DAMAGE_AIM)
+ {
+ // pull the player forward if you do damage
+ VectorMA(self->velocity, 75, forward, self->velocity);
+ VectorMA(self->velocity, 75, up, self->velocity);
+
+ // do the damage
+ // FIXME - make the damage appear at right spot and direction
+ if(mod == MOD_CHAINFIST)
+ T_Damage (tr.ent, self, self, vec3_origin, tr.ent->s.origin, vec3_origin, damage, kick/2,
+ DAMAGE_DESTROY_ARMOR | DAMAGE_NO_KNOCKBACK, mod);
+ else
+ T_Damage (tr.ent, self, self, vec3_origin, tr.ent->s.origin, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, mod);
+
+ if(!quiet)
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/meatht.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if(!quiet)
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/tink1.wav"), 1, ATTN_NORM, 0);
+
+ VectorScale (tr.plane.normal, 256, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_GUNSHOT);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (point);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+}
+#endif
+
+// *************************
+// NUKE
+// *************************
+
+#ifdef INCLUDE_NUKE
+#define NUKE_DELAY 4
+#define NUKE_TIME_TO_LIVE 6
+//#define NUKE_TIME_TO_LIVE 40
+#define NUKE_RADIUS 512
+#define NUKE_DAMAGE 400
+#define NUKE_QUAKE_TIME 3
+#define NUKE_QUAKE_STRENGTH 100
+
+void Nuke_Quake (edict_t *self)
+{
+ int i;
+ edict_t *e;
+
+ if (self->last_move_time < level.time)
+ {
+ gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 0.75, ATTN_NONE, 0);
+ self->last_move_time = level.time + 0.5;
+ }
+
+ for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->client)
+ continue;
+ if (!e->groundentity)
+ continue;
+
+ e->groundentity = NULL;
+ e->velocity[0] += crandom()* 150;
+ e->velocity[1] += crandom()* 150;
+ e->velocity[2] = self->speed * (100.0 / e->mass);
+ }
+
+ if (level.time < self->timestamp)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ G_FreeEdict (self);
+}
+
+
+static void Nuke_Explode (edict_t *ent)
+{
+// vec3_t origin;
+
+// nuke_framenum = level.framenum + 20;
+
+ if (ent->teammaster->client)
+ PlayerNoise(ent->teammaster, ent->s.origin, PNOISE_IMPACT);
+
+ T_RadiusNukeDamage(ent, ent->teammaster, ent->dmg, ent, ent->dmg_radius, MOD_NUKE);
+
+// VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ if (ent->dmg > NUKE_DAMAGE)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/grenlx1a.wav"), 1, ATTN_NONE, 0);
+/*
+ gi.WriteByte (svc_temp_entity);
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+*/
+
+ // BecomeExplosion1(ent);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1_BIG);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_NUKEBLAST);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_ALL);
+
+ // become a quake
+ ent->svflags |= SVF_NOCLIENT;
+ ent->noise_index = gi.soundindex ("world/rumble.wav");
+ ent->think = Nuke_Quake;
+ ent->speed = NUKE_QUAKE_STRENGTH;
+ ent->timestamp = level.time + NUKE_QUAKE_TIME;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->last_move_time = 0;
+}
+
+void nuke_die(edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ if ((attacker) && !(strcmp(attacker->classname, "nuke")))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("nuke nuked by a nuke, not nuking\n");
+ G_FreeEdict (self);
+ return;
+ }
+ Nuke_Explode(self);
+}
+
+void Nuke_Think(edict_t *ent)
+{
+ float attenuation, default_atten = 1.8;
+ int damage_multiplier, muzzleflash;
+
+// gi.dprintf ("player range: %2.2f damage radius: %2.2f\n", realrange (ent, ent->teammaster), ent->dmg_radius*2);
+
+ damage_multiplier = ent->dmg/NUKE_DAMAGE;
+ switch (damage_multiplier)
+ {
+ case 1:
+ attenuation = default_atten/1.4;
+ muzzleflash = MZ_NUKE1;
+ break;
+ case 2:
+ attenuation = default_atten/2.0;
+ muzzleflash = MZ_NUKE2;
+ break;
+ case 4:
+ attenuation = default_atten/3.0;
+ muzzleflash = MZ_NUKE4;
+ break;
+ case 8:
+ attenuation = default_atten/5.0;
+ muzzleflash = MZ_NUKE8;
+ break;
+ default:
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("default attenuation used for nuke!\n");
+ attenuation = default_atten;
+ muzzleflash = MZ_NUKE1;
+ break;
+ }
+
+ if(ent->wait < level.time)
+ Nuke_Explode(ent);
+ else if (level.time >= (ent->wait - NUKE_TIME_TO_LIVE))
+ {
+ ent->s.frame++;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("nuke frame %d\n", ent->s.frame);
+ if(ent->s.frame > 11)
+ ent->s.frame = 6;
+
+ if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ Nuke_Explode (ent);
+ return;
+ }
+
+ ent->think = Nuke_Think;
+ ent->nextthink = level.time + 0.1;
+ ent->health = 1;
+ ent->owner = NULL;
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (muzzleflash);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ if (ent->timestamp <= level.time)
+ {
+/* gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn.wav"), 1, ATTN_NORM, 0);
+ ent->timestamp += 10.0;
+ }
+*/
+
+ if ((ent->wait - level.time) <= (NUKE_TIME_TO_LIVE/2.0))
+ {
+// ent->s.sound = gi.soundindex ("weapons/nukewarn.wav");
+// gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
+// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
+// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
+ ent->timestamp = level.time + 0.3;
+ }
+ else
+ {
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
+// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
+ ent->timestamp = level.time + 0.5;
+// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
+ }
+ }
+ }
+ else
+ {
+ if (ent->timestamp <= level.time)
+ {
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0);
+// gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0);
+// gi.dprintf ("time %2.2f\n", ent->wait-level.time);
+ ent->timestamp = level.time + 1.0;
+ }
+ ent->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void nuke_bounce (edict_t *ent, edict_t *, cplane_t *, csurface_t *)
+{
+ if (qrandom() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+}
+
+
+extern byte P_DamageModifier(edict_t *ent);
+
+void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed)
+{
+ edict_t *nuke;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ int damage_modifier;
+
+ damage_modifier = (int) P_DamageModifier (self);
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ nuke = G_Spawn();
+ VectorCopy (start, nuke->s.origin);
+ VectorScale (aimdir, speed, nuke->velocity);
+
+ VectorMA (nuke->velocity, 200 + crandom() * 10.0, up, nuke->velocity);
+ VectorMA (nuke->velocity, crandom() * 10.0, right, nuke->velocity);
+ VectorClear (nuke->avelocity);
+ VectorClear (nuke->s.angles);
+ nuke->movetype = MOVETYPE_BOUNCE;
+ nuke->clipmask = MASK_SHOT;
+ nuke->solid = SOLID_BBOX;
+ nuke->s.effects |= EF_GRENADE;
+ nuke->s.renderfx |= RF_IR_VISIBLE;
+ VectorSet (nuke->mins, -8, -8, 0);
+ VectorSet (nuke->maxs, 8, 8, 16);
+ nuke->s.modelindex = gi.modelindex ("models/weapons/g_nuke/tris.md2");
+ nuke->owner = self;
+ nuke->teammaster = self;
+ nuke->nextthink = level.time + FRAMETIME;
+ nuke->wait = level.time + NUKE_DELAY + NUKE_TIME_TO_LIVE;
+ nuke->think = Nuke_Think;
+ nuke->touch = nuke_bounce;
+
+ nuke->health = 10000;
+ nuke->takedamage = DAMAGE_YES;
+ nuke->svflags |= SVF_DAMAGEABLE;
+ nuke->dmg = NUKE_DAMAGE * damage_modifier;
+ if (damage_modifier == 1)
+ nuke->dmg_radius = NUKE_RADIUS;
+ else
+ nuke->dmg_radius = NUKE_RADIUS + NUKE_RADIUS*(0.25*(float)damage_modifier);
+ // this yields 1.0, 1.5, 2.0, 3.0 times radius
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("nuke modifier = %d, damage = %d, radius = %f\n", damage_modifier, nuke->dmg, nuke->dmg_radius);
+
+ nuke->classname = "nuke";
+ nuke->die = nuke_die;
+
+ gi.linkentity (nuke);
+}
+#endif
+
+// *************************
+// TESLA
+// *************************
+
+#ifdef INCLUDE_TESLA
+#define TESLA_TIME_TO_LIVE 30
+#define TESLA_DAMAGE_RADIUS 128
+#define TESLA_DAMAGE 3 // 3
+#define TESLA_KNOCKBACK 8
+
+#define TESLA_ACTIVATE_TIME 3
+
+#define TESLA_EXPLOSION_DAMAGE_MULT 50 // this is the amount the damage is multiplied by for underwater explosions
+#define TESLA_EXPLOSION_RADIUS 200
+
+void tesla_remove (edict_t *self)
+{
+ edict_t *cur, *next;
+
+ self->takedamage = DAMAGE_NO;
+ if(self->teamchain)
+ {
+ cur = self->teamchain;
+ while(cur)
+ {
+ next = cur->teamchain;
+ G_FreeEdict ( cur );
+ cur = next;
+ }
+ }
+ else if (self->air_finished)
+ gi.dprintf ("tesla without a field!\n");
+
+ self->owner = self->teammaster; // Going away, set the owner correctly.
+ // PGM - grenade explode does damage to self->enemy
+ self->enemy = NULL;
+
+ // play quad sound if quadded and an underwater explosion
+ if ((self->dmg_radius) && (self->dmg > (TESLA_DAMAGE*TESLA_EXPLOSION_DAMAGE_MULT)))
+ gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+
+ Grenade_Explode(self);
+}
+
+void tesla_die(edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+// gi.dprintf("tesla killed\n");
+ tesla_remove(self);
+}
+
+void tesla_blow (edict_t *self)
+{
+// T_RadiusDamage(self, self->owner, TESLA_EXPLOSION_DAMAGE, NULL, TESLA_EXPLOSION_RADIUS, MOD_TESLA);
+ self->dmg = self->dmg * TESLA_EXPLOSION_DAMAGE_MULT;
+ self->dmg_radius = TESLA_EXPLOSION_RADIUS;
+ tesla_remove(self);
+}
+
+
+void tesla_zap (edict_t *, edict_t *, cplane_t *, csurface_t *)
+{
+}
+
+void tesla_think_active (edict_t *self)
+{
+ int i,num;
+ edict_t *touch[MAX_EDICTS], *hit;
+ vec3_t dir, start;
+ trace_t tr;
+
+ if(level.time > self->air_finished)
+ {
+ tesla_remove(self);
+ return;
+ }
+
+ VectorCopy(self->s.origin, start);
+ start[2] += 16;
+
+ num = gi.BoxEdicts(self->teamchain->absmin, self->teamchain->absmax, touch, MAX_EDICTS, AREA_SOLID);
+ for(i=0;i<num;i++)
+ {
+ // if the tesla died while zapping things, stop zapping.
+ if(!(self->inuse))
+ break;
+
+ hit=touch[i];
+ if(!hit->inuse)
+ continue;
+ if(hit == self)
+ continue;
+ if(hit->health < 1)
+ continue;
+ // don't hit clients in single-player or coop
+ if(hit->client)
+ if (coop->value || !deathmatch->value)
+ continue;
+ if(!(hit->svflags & (SVF_MONSTER | SVF_DAMAGEABLE)) && !hit->client)
+ continue;
+
+ tr = gi.trace(start, vec3_origin, vec3_origin, hit->s.origin, self, MASK_SHOT);
+ if(tr.fraction==1 || tr.ent==hit)// || tr.ent->client || (tr.ent->svflags & (SVF_MONSTER | SVF_DAMAGEABLE)))
+ {
+ VectorSubtract(hit->s.origin, start, dir);
+
+ // PMM - play quad sound if it's above the "normal" damage
+ if (self->dmg > TESLA_DAMAGE)
+ gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+
+ // PGM - don't do knockback to walking monsters
+ if((hit->svflags & SVF_MONSTER) && !(hit->flags & (FL_FLY|FL_SWIM)))
+ T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
+ self->dmg, 0, 0, MOD_TESLA);
+ else
+ T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal,
+ self->dmg, TESLA_KNOCKBACK, 0, MOD_TESLA);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LIGHTNING);
+ gi.WriteShort (hit - g_edicts); // destination entity
+ gi.WriteShort (self - g_edicts); // source entity
+ gi.WritePosition (tr.endpos);
+ gi.WritePosition (start);
+ gi.multicast (start, MULTICAST_PVS);
+ }
+ }
+
+ if(self->inuse)
+ {
+ self->think = tesla_think_active;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void tesla_activate (edict_t *self)
+{
+ edict_t *trigger;
+ edict_t *search;
+
+ if (gi.pointcontents (self->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WATER))
+ {
+ tesla_blow (self);
+ return;
+ }
+
+ // only check for spawn points in deathmatch
+ if (deathmatch->value)
+ {
+ search = NULL;
+ while ((search = findradius(search, self->s.origin, 1.5*TESLA_DAMAGE_RADIUS)) != NULL)
+ {
+ //if (!search->takedamage)
+ // continue;
+ // if it's a monster or player with health > 0
+ // or it's a deathmatch start point
+ // and we can see it
+ // blow up
+ if(search->classname)
+ {
+ if ( ( (!strcmp(search->classname, "info_player_deathmatch"))
+ || (!strcmp(search->classname, "info_player_start"))
+ || (!strcmp(search->classname, "info_player_coop"))
+ || (!strcmp(search->classname, "misc_teleporter_dest"))
+ )
+ && (visible (search, self))
+ )
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Tesla to close to %s, removing!\n", search->classname);
+ tesla_remove (self);
+ return;
+ }
+ }
+ }
+ }
+
+ trigger = G_Spawn();
+// if (trigger->nextthink)
+// {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("tesla_activate: fixing nextthink\n");
+// trigger->nextthink = 0;
+// }
+ VectorCopy (self->s.origin, trigger->s.origin);
+ VectorSet (trigger->mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, self->mins[2]);
+ VectorSet (trigger->maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS);
+ trigger->movetype = MOVETYPE_NONE;
+ trigger->solid = SOLID_TRIGGER;
+ trigger->owner = self;
+ trigger->touch = tesla_zap;
+ trigger->classname = "tesla trigger";
+ // doesn't need to be marked as a teamslave since the move code for bounce looks for teamchains
+ gi.linkentity (trigger);
+
+ VectorClear (self->s.angles);
+ // clear the owner if in deathmatch
+ if (deathmatch->value)
+ self->owner = NULL;
+ self->teamchain = trigger;
+ self->think = tesla_think_active;
+ self->nextthink = level.time + FRAMETIME;
+ self->air_finished = level.time + TESLA_TIME_TO_LIVE;
+}
+
+void tesla_think (edict_t *ent)
+{
+ if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ tesla_remove (ent);
+ return;
+ }
+ VectorClear (ent->s.angles);
+
+ if(!(ent->s.frame))
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/teslaopen.wav"), 1, ATTN_NORM, 0);
+
+ ent->s.frame++;
+ if(ent->s.frame > 14)
+ {
+ ent->s.frame = 14;
+ ent->think = tesla_activate;
+ ent->nextthink = level.time + 0.1;
+ }
+ else
+ {
+ if(ent->s.frame > 9)
+ {
+ if(ent->s.frame == 10)
+ {
+ if (ent->owner && ent->owner->client)
+ {
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_WEAPON); // PGM
+ }
+ ent->s.skinnum = 1;
+ }
+ else if(ent->s.frame == 12)
+ ent->s.skinnum = 2;
+ else if(ent->s.frame == 14)
+ ent->s.skinnum = 3;
+ }
+ ent->think = tesla_think;
+ ent->nextthink = level.time + 0.1;
+ }
+}
+
+void tesla_lava (edict_t *ent, edict_t *, cplane_t *plane, csurface_t *)
+{
+ vec3_t land_point;
+
+ if (plane->normal)
+ {
+ VectorMA (ent->s.origin, -20.0, plane->normal, land_point);
+ if (gi.pointcontents (land_point) & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ tesla_blow (ent);
+ return;
+ }
+ }
+ if (qrandom() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+}
+
+void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage_multiplier, int speed)
+{
+ edict_t *tesla;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ tesla = G_Spawn();
+ VectorCopy (start, tesla->s.origin);
+ VectorScale (aimdir, speed, tesla->velocity);
+ VectorMA (tesla->velocity, 200 + crandom() * 10.0, up, tesla->velocity);
+ VectorMA (tesla->velocity, crandom() * 10.0, right, tesla->velocity);
+// VectorCopy (dir, tesla->s.angles);
+ VectorClear (tesla->s.angles);
+ tesla->movetype = MOVETYPE_BOUNCE;
+ tesla->solid = SOLID_BBOX;
+ tesla->s.effects |= EF_GRENADE;
+ tesla->s.renderfx |= RF_IR_VISIBLE;
+// VectorClear (tesla->mins);
+// VectorClear (tesla->maxs);
+ VectorSet (tesla->mins, -12, -12, 0);
+ VectorSet (tesla->maxs, 12, 12, 20);
+ tesla->s.modelindex = gi.modelindex ("models/weapons/g_tesla/tris.md2");
+
+ tesla->owner = self; // PGM - we don't want it owned by self YET.
+ tesla->teammaster = self;
+
+ tesla->wait = level.time + TESLA_TIME_TO_LIVE;
+ tesla->think = tesla_think;
+ tesla->nextthink = level.time + TESLA_ACTIVATE_TIME;
+
+ // blow up on contact with lava & slime code
+ tesla->touch = tesla_lava;
+
+ if(deathmatch->value)
+ // PMM - lowered from 50 - 7/29/1998
+ tesla->health = 20;
+ else
+ tesla->health = 30; // FIXME - change depending on skill?
+
+ tesla->takedamage = DAMAGE_YES;
+ tesla->die = tesla_die;
+ tesla->dmg = TESLA_DAMAGE*damage_multiplier;
+// tesla->dmg = 0;
+ tesla->classname = "tesla";
+ tesla->svflags |= SVF_DAMAGEABLE;
+ tesla->clipmask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
+ tesla->flags |= FL_MECHANICAL;
+
+ gi.linkentity (tesla);
+}
+#endif
+
+// *************************
+// HEATBEAM
+// *************************
+
+#ifdef INCLUDE_BEAMS
+static void fire_beams (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t, int damage, int kick, int te_beam, int, int mod)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ vec3_t water_start, endpoint;
+ qboolean water = false, underwater = false;
+ int content_mask = MASK_SHOT | MASK_WATER;
+ vec3_t beam_endpt;
+
+// tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+// if (!(tr.fraction < 1.0))
+// {
+ vectoangles2 (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ VectorMA (start, 8192, forward, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+// gi.dprintf ("Heat beam under water\n");
+ underwater = true;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ water = true;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_HEATBEAM_SPARKS);
+// gi.WriteByte (50);
+ gi.WritePosition (water_start);
+ gi.WriteDir (tr.plane.normal);
+// gi.WriteByte (8);
+// gi.WriteShort (60);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ VectorCopy (tr.endpos, endpoint);
+// }
+
+ // halve the damage if target underwater
+ if (water)
+ {
+ damage = damage /2;
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_ENERGY, mod);
+ }
+ else
+ {
+ if ((!water) && (strncmp (tr.surface->name, "sky", 3)))
+ {
+ // This is the truncated steam entry - uses 1+1+2 extra bytes of data
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_HEATBEAM_STEAM);
+// gi.WriteByte (20);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+// gi.WriteByte (0xe0);
+// gi.WriteShort (60);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if ((water) || (underwater))
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL2);
+// gi.WriteByte (8);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+
+ if ((!underwater) && (!water))
+ {
+ VectorCopy (tr.endpos, beam_endpt);
+ }
+ else
+ {
+ VectorCopy (endpoint, beam_endpt);
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_beam);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (start);
+ gi.WritePosition (beam_endpt);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+}
+
+
+/*
+=================
+fire_heat
+
+Fires a single heat beam. Zap.
+=================
+*/
+void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster)
+{
+ if (monster)
+ fire_beams (self, start, aimdir, offset, damage, kick, TE_MONSTER_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
+ else
+ fire_beams (self, start, aimdir, offset, damage, kick, TE_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM);
+}
+
+#endif
+
+
+// *************************
+// BLASTER 2
+// *************************
+
+/*
+=================
+fire_blaster2
+
+Fires a single green blaster bolt. Used by monsters, generally.
+=================
+*/
+void blaster2_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int mod;
+ int damagestat;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner && self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ // the only time players will be firing blaster2 bolts will be from the
+ // defender sphere.
+ if(self->owner->client)
+ mod = MOD_DEFENDER_SPHERE;
+ else
+ mod = MOD_BLASTER2;
+
+ if (self->owner)
+ {
+ damagestat = self->owner->takedamage;
+ self->owner->takedamage = DAMAGE_NO;
+ if (self->dmg >= 5)
+ T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0);
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ self->owner->takedamage = damagestat;
+ }
+ else
+ {
+ if (self->dmg >= 5)
+ T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0);
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ }
+ }
+ else
+ {
+ //PMM - yeowch this will get expensive
+ if (self->dmg >= 5)
+ T_RadiusDamage(self, self->owner, self->dmg*3, self->owner, self->dmg_radius, 0);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BLASTER2);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles2 (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+
+ if (effect)
+ bolt->s.effects |= EF_TRACKER;
+ bolt->dmg_radius = 128;
+ bolt->s.modelindex = gi.modelindex ("models/proj/laser2/tris.md2");
+ bolt->touch = blaster2_touch;
+
+ bolt->owner = self;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
+
+// *************************
+// tracker
+// *************************
+
+/*
+void tracker_boom_think (edict_t *self)
+{
+ self->s.frame--;
+ if(self->s.frame < 0)
+ G_FreeEdict(self);
+ else
+ self->nextthink = level.time + 0.1;
+}
+
+void tracker_boom_spawn (vec3_t origin)
+{
+ edict_t *boom;
+
+ boom = G_Spawn();
+ VectorCopy (origin, boom->s.origin);
+ boom->s.modelindex = gi.modelindex ("models/items/spawngro/tris.md2");
+ boom->s.skinnum = 1;
+ boom->s.frame = 2;
+ boom->classname = "tracker boom";
+ gi.linkentity (boom);
+
+ boom->think = tracker_boom_think;
+ boom->nextthink = level.time + 0.1;
+ //PMM
+// boom->s.renderfx |= RF_TRANSLUCENT;
+ boom->s.effects |= EF_SPHERETRANS;
+ //pmm
+}
+*/
+
+#define TRACKER_DAMAGE_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY | DAMAGE_NO_KNOCKBACK)
+#define TRACKER_IMPACT_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY)
+
+#define TRACKER_DAMAGE_TIME 0.5 // seconds
+
+void tracker_pain_daemon_think (edict_t *self)
+{
+ static vec3_t pain_normal = { 0, 0, 1 };
+ int hurt;
+
+ if(!self->inuse)
+ return;
+
+ if((level.time - self->timestamp) > TRACKER_DAMAGE_TIME)
+ {
+ if(!self->enemy->client)
+ self->enemy->s.effects &= ~EF_TRACKERTRAIL;
+ G_FreeEdict (self);
+ }
+ else
+ {
+ if(self->enemy->health > 0)
+ {
+// gi.dprintf("ouch %x\n", self);
+ T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin, pain_normal,
+ self->dmg, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
+
+ // if we kill the player, we'll be removed.
+ if(self->inuse)
+ {
+ // if we killed a monster, gib them.
+ if (self->enemy->health < 1)
+ {
+ if(self->enemy->gib_health)
+ hurt = - self->enemy->gib_health;
+ else
+ hurt = 500;
+
+// gi.dprintf("non-player killed. ensuring gib! %d\n", hurt);
+ T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin,
+ pain_normal, hurt, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER);
+ }
+
+ if(self->enemy->client)
+ self->enemy->client->tracker_pain_framenum = level.framenum + 1;
+ else
+ self->enemy->s.effects |= EF_TRACKERTRAIL;
+
+ self->nextthink = level.time + FRAMETIME;
+ }
+ }
+ else
+ {
+ if(!self->enemy->client)
+ self->enemy->s.effects &= ~EF_TRACKERTRAIL;
+ G_FreeEdict (self);
+ }
+ }
+}
+
+void tracker_pain_daemon_spawn (edict_t *owner, edict_t *enemy, int damage)
+{
+ edict_t *daemon;
+
+ if(enemy == NULL)
+ return;
+
+ daemon = G_Spawn();
+ daemon->classname = "pain daemon";
+ daemon->think = tracker_pain_daemon_think;
+ daemon->nextthink = level.time + FRAMETIME;
+ daemon->timestamp = level.time;
+ daemon->owner = owner;
+ daemon->enemy = enemy;
+ daemon->dmg = damage;
+}
+
+void tracker_explode (edict_t *self, cplane_t *plane)
+{
+ vec3_t dir;
+
+ if(!plane)
+ VectorClear (dir);
+ else
+ VectorScale (plane->normal, 256, dir);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_TRACKER_EXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+// gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/disrupthit.wav"), 1, ATTN_NORM, 0);
+// tracker_boom_spawn(self->s.origin);
+
+ G_FreeEdict (self);
+}
+
+void tracker_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ float damagetime;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ if((other->svflags & SVF_MONSTER) || other->client)
+ {
+ if(other->health > 0) // knockback only for living creatures
+ {
+ // PMM - kickback was times 4 .. reduced to 3
+ // now this does no damage, just knockback
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
+ /* self->dmg */ 0, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
+
+ if (!(other->flags & (FL_FLY|FL_SWIM)))
+ other->velocity[2] += 140;
+
+ damagetime = ((float)self->dmg)*FRAMETIME;
+ damagetime = damagetime / TRACKER_DAMAGE_TIME;
+// gi.dprintf ("damage is %f\n", damagetime);
+
+ tracker_pain_daemon_spawn (self->owner, other, (int)damagetime);
+ }
+ else // lots of damage (almost autogib) for dead bodies
+ {
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
+ self->dmg*4, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
+ }
+ }
+ else // full damage in one shot for inanimate objects
+ {
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
+ self->dmg, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER);
+ }
+ }
+
+ tracker_explode (self, plane);
+ return;
+}
+
+void tracker_fly (edict_t *self)
+{
+ vec3_t dest;
+ vec3_t dir;
+ vec3_t center;
+
+ if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->health < 1))
+ {
+ tracker_explode (self, NULL);
+ return;
+ }
+/*
+ VectorCopy (self->enemy->s.origin, dest);
+ if(self->enemy->client)
+ dest[2] += self->enemy->viewheight;
+*/
+ // PMM - try to hunt for center of enemy, if possible and not client
+ if(self->enemy->client)
+ {
+ VectorCopy (self->enemy->s.origin, dest);
+ dest[2] += self->enemy->viewheight;
+ }
+ // paranoia
+ else if (VectorCompare(self->enemy->absmin, vec3_origin) || VectorCompare(self->enemy->absmax, vec3_origin))
+ {
+ VectorCopy (self->enemy->s.origin, dest);
+ }
+ else
+ {
+ VectorMA (vec3_origin, 0.5, self->enemy->absmin, center);
+ VectorMA (center, 0.5, self->enemy->absmax, center);
+ VectorCopy (center, dest);
+ }
+
+ VectorSubtract (dest, self->s.origin, dir);
+ VectorNormalize (dir);
+ vectoangles2 (dir, self->s.angles);
+ VectorScale (dir, self->speed, self->velocity);
+ VectorCopy(dest, self->monsterinfo.saved_goal);
+
+ self->nextthink = level.time + 0.1;
+}
+
+void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles2 (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->speed = speed;
+ bolt->s.effects = EF_TRACKER;
+ bolt->s.sound = gi.soundindex ("weapons/disrupt.wav");
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+
+ bolt->s.modelindex = gi.modelindex ("models/proj/disintegrator/tris.md2");
+ bolt->touch = tracker_touch;
+ bolt->enemy = enemy;
+ bolt->owner = self;
+ bolt->dmg = damage;
+ bolt->classname = "tracker";
+ gi.linkentity (bolt);
+
+ if(enemy)
+ {
+ bolt->nextthink = level.time + 0.1;
+ bolt->think = tracker_fly;
+ }
+ else
+ {
+ bolt->nextthink = level.time + 10;
+ bolt->think = G_FreeEdict;
+ }
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
--- /dev/null
+++ b/rogue/g_phys.c
@@ -1,0 +1,1118 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+
+
+pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
+
+onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
+
+doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
+bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
+corpses are SOLID_NOT and MOVETYPE_TOSS
+crates are SOLID_BBOX and MOVETYPE_TOSS
+walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
+flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
+
+solid_edge items only clip against bsp models.
+
+*/
+
+void SV_Physics_NewToss (edict_t *ent); // PGM
+
+
+/*
+============
+SV_TestEntityPosition
+
+============
+*/
+edict_t *SV_TestEntityPosition (edict_t *ent)
+{
+ trace_t trace;
+ int mask;
+
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
+
+ if (trace.startsolid)
+ return g_edicts;
+
+ return NULL;
+}
+
+
+/*
+================
+SV_CheckVelocity
+================
+*/
+void SV_CheckVelocity (edict_t *ent)
+{
+ int i;
+
+//
+// bound velocity
+//
+ for (i=0 ; i<3 ; i++)
+ {
+ if (ent->velocity[i] > sv_maxvelocity->value)
+ ent->velocity[i] = sv_maxvelocity->value;
+ else if (ent->velocity[i] < -sv_maxvelocity->value)
+ ent->velocity[i] = -sv_maxvelocity->value;
+ }
+}
+
+/*
+=============
+SV_RunThink
+
+Runs thinking code for this frame if necessary
+=============
+*/
+qboolean SV_RunThink (edict_t *ent)
+{
+ float thinktime;
+
+ thinktime = ent->nextthink;
+ if (thinktime <= 0)
+ return true;
+ if (thinktime > level.time+0.001)
+ return true;
+
+ ent->nextthink = 0;
+ if (!ent->think)
+ gi.error ("NULL ent->think");
+ ent->think (ent);
+
+ return false;
+}
+
+/*
+==================
+SV_Impact
+
+Two entities have touched, so run their touch functions
+==================
+*/
+void SV_Impact (edict_t *e1, trace_t *trace)
+{
+ edict_t *e2;
+// cplane_t backplane;
+
+ e2 = trace->ent;
+
+ if (e1->touch && e1->solid != SOLID_NOT)
+ e1->touch (e1, e2, &trace->plane, trace->surface);
+
+ if (e2->touch && e2->solid != SOLID_NOT)
+ e2->touch (e2, e1, NULL, NULL);
+}
+
+
+/*
+==================
+ClipVelocity
+
+Slide off of the impacting object
+returns the blocked flags (1 = floor, 2 = step / wall)
+==================
+*/
+#define STOP_EPSILON 0.1
+
+int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+{
+ float backoff;
+ float change;
+ int i, blocked;
+
+ blocked = 0;
+ if (normal[2] > 0)
+ blocked |= 1; // floor
+ if (!normal[2])
+ blocked |= 2; // step
+
+ backoff = DotProduct (in, normal) * overbounce;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ change = normal[i]*backoff;
+ out[i] = in[i] - change;
+ if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
+ out[i] = 0;
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_FlyMove
+
+The basic solid body movement clip that slides along multiple planes
+Returns the clipflags if the velocity was modified (hit something solid)
+1 = floor
+2 = wall / step
+4 = dead stop
+============
+*/
+#define MAX_CLIP_PLANES 5
+int SV_FlyMove (edict_t *ent, float time, int mask)
+{
+ edict_t *hit;
+ int bumpcount, numbumps;
+ vec3_t dir;
+ float d;
+ int numplanes;
+ vec3_t planes[MAX_CLIP_PLANES];
+ vec3_t primal_velocity, original_velocity, new_velocity;
+ int i, j;
+ trace_t trace;
+ vec3_t end;
+ float time_left;
+ int blocked;
+
+ numbumps = 4;
+
+ blocked = 0;
+ VectorCopy (ent->velocity, original_velocity);
+ VectorCopy (ent->velocity, primal_velocity);
+ numplanes = 0;
+
+ time_left = time;
+
+ ent->groundentity = NULL;
+ for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ {
+ for (i=0 ; i<3 ; i++)
+ end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
+
+ if (trace.allsolid)
+ { // entity is trapped in another solid
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ if (trace.fraction > 0)
+ { // actually covered some distance
+ VectorCopy (trace.endpos, ent->s.origin);
+ VectorCopy (ent->velocity, original_velocity);
+ numplanes = 0;
+ }
+
+ if (trace.fraction == 1)
+ break; // moved the entire distance
+
+ hit = trace.ent;
+
+ if (trace.plane.normal[2] > 0.7)
+ {
+ blocked |= 1; // floor
+ if ( hit->solid == SOLID_BSP)
+ {
+ ent->groundentity = hit;
+ ent->groundentity_linkcount = hit->linkcount;
+ }
+ }
+ if (!trace.plane.normal[2])
+ {
+ blocked |= 2; // step
+ }
+
+//
+// run the impact function
+//
+ SV_Impact (ent, &trace);
+ if (!ent->inuse)
+ break; // removed by the impact function
+
+
+ time_left -= time_left * trace.fraction;
+
+ // cliped to another plane
+ if (numplanes >= MAX_CLIP_PLANES)
+ { // this shouldn't really happen
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ VectorCopy (trace.plane.normal, planes[numplanes]);
+ numplanes++;
+
+//
+// modify original_velocity so it parallels all of the clip planes
+//
+ for (i=0 ; i<numplanes ; i++)
+ {
+ ClipVelocity (original_velocity, planes[i], new_velocity, 1);
+
+ for (j=0 ; j<numplanes ; j++)
+ if ((j != i) && !VectorCompare (planes[i], planes[j]))
+ {
+ if (DotProduct (new_velocity, planes[j]) < 0)
+ break; // not ok
+ }
+ if (j == numplanes)
+ break;
+ }
+
+ if (i != numplanes)
+ { // go along this plane
+ VectorCopy (new_velocity, ent->velocity);
+ }
+ else
+ { // go along the crease
+ if (numplanes != 2)
+ {
+// gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
+ VectorCopy (vec3_origin, ent->velocity);
+ return 7;
+ }
+ CrossProduct (planes[0], planes[1], dir);
+ d = DotProduct (dir, ent->velocity);
+ VectorScale (dir, d, ent->velocity);
+ }
+
+//
+// if original velocity is against the original velocity, stop dead
+// to avoid tiny occilations in sloping corners
+//
+ if (DotProduct (ent->velocity, primal_velocity) <= 0)
+ {
+ VectorCopy (vec3_origin, ent->velocity);
+ return blocked;
+ }
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_AddGravity
+
+============
+*/
+void SV_AddGravity (edict_t *ent)
+{
+#ifdef ROGUE_GRAVITY
+ if(ent->gravityVector[2] > 0)
+ {
+ VectorMA(ent->velocity,
+ ent->gravity * sv_gravity->value * FRAMETIME,
+ ent->gravityVector,
+ ent->velocity);
+ }
+ else
+ ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
+#else
+ ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
+#endif
+}
+
+/*
+===============================================================================
+
+PUSHMOVE
+
+===============================================================================
+*/
+
+/*
+============
+SV_PushEntity
+
+Does not change the entities velocity at all
+============
+*/
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
+{
+ trace_t trace;
+ vec3_t start;
+ vec3_t end;
+ int mask;
+
+ VectorCopy (ent->s.origin, start);
+ VectorAdd (start, push, end);
+
+retry:
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+
+ trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
+
+ VectorCopy (trace.endpos, ent->s.origin);
+ gi.linkentity (ent);
+
+ if (trace.fraction != 1.0)
+ {
+ SV_Impact (ent, &trace);
+
+ // if the pushed entity went away and the pusher is still there
+ if (!trace.ent->inuse && ent->inuse)
+ {
+ // move the pusher back and try again
+ VectorCopy (start, ent->s.origin);
+ gi.linkentity (ent);
+ goto retry;
+ }
+ }
+
+// ================
+// PGM
+ // FIXME - is this needed?
+ ent->gravity = 1.0;
+// PGM
+// ================
+
+ if (ent->inuse)
+ G_TouchTriggers (ent);
+
+ return trace;
+}
+
+
+typedef struct
+{
+ edict_t *ent;
+ vec3_t origin;
+ vec3_t angles;
+ float deltayaw;
+} pushed_t;
+pushed_t pushed[MAX_EDICTS], *pushed_p;
+
+edict_t *obstacle;
+
+/*
+============
+SV_Push
+
+Objects need to be moved back on a failed push,
+otherwise riders would continue to slide.
+============
+*/
+qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
+{
+ int i, e;
+ edict_t *check, *block;
+ vec3_t mins, maxs;
+ pushed_t *p;
+ vec3_t org, org2, move2, forward, right, up;
+
+ // clamp the move to 1/8 units, so the position will
+ // be accurate for client side prediction
+ for (i=0 ; i<3 ; i++)
+ {
+ float temp;
+ temp = move[i]*8.0;
+ if (temp > 0.0)
+ temp += 0.5;
+ else
+ temp -= 0.5;
+ move[i] = 0.125 * (int)temp;
+ }
+
+ // find the bounding box
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = pusher->absmin[i] + move[i];
+ maxs[i] = pusher->absmax[i] + move[i];
+ }
+
+// we need this for pushing things later
+ VectorSubtract (vec3_origin, amove, org);
+ AngleVectors (org, forward, right, up);
+
+// save the pusher's original position
+ pushed_p->ent = pusher;
+ VectorCopy (pusher->s.origin, pushed_p->origin);
+ VectorCopy (pusher->s.angles, pushed_p->angles);
+ if (pusher->client)
+ pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
+ pushed_p++;
+
+// move the pusher to it's final position
+ VectorAdd (pusher->s.origin, move, pusher->s.origin);
+ VectorAdd (pusher->s.angles, amove, pusher->s.angles);
+ gi.linkentity (pusher);
+
+// see if any solid entities are inside the final position
+ check = g_edicts+1;
+ for (e = 1; e < globals.num_edicts; e++, check++)
+ {
+ if (!check->inuse)
+ continue;
+ if (check->movetype == MOVETYPE_PUSH
+ || check->movetype == MOVETYPE_STOP
+ || check->movetype == MOVETYPE_NONE
+ || check->movetype == MOVETYPE_NOCLIP)
+ continue;
+
+ if (!check->area.prev)
+ continue; // not linked in anywhere
+
+ // if the entity is standing on the pusher, it will definitely be moved
+ if (check->groundentity != pusher)
+ {
+ // see if the ent needs to be tested
+ if ( check->absmin[0] >= maxs[0]
+ || check->absmin[1] >= maxs[1]
+ || check->absmin[2] >= maxs[2]
+ || check->absmax[0] <= mins[0]
+ || check->absmax[1] <= mins[1]
+ || check->absmax[2] <= mins[2] )
+ continue;
+
+ // see if the ent's bbox is inside the pusher's final position
+ if (!SV_TestEntityPosition (check))
+ continue;
+ }
+
+ if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
+ {
+ // move this entity
+ pushed_p->ent = check;
+ VectorCopy (check->s.origin, pushed_p->origin);
+ VectorCopy (check->s.angles, pushed_p->angles);
+ pushed_p++;
+
+ // try moving the contacted entity
+ VectorAdd (check->s.origin, move, check->s.origin);
+ if (check->client)
+ { // FIXME: doesn't rotate monsters?
+ check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
+ }
+
+ // figure movement due to the pusher's amove
+ VectorSubtract (check->s.origin, pusher->s.origin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = -DotProduct (org, right);
+ org2[2] = DotProduct (org, up);
+ VectorSubtract (org2, org, move2);
+ VectorAdd (check->s.origin, move2, check->s.origin);
+
+ // may have pushed them off an edge
+ if (check->groundentity != pusher)
+ check->groundentity = NULL;
+
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ { // pushed ok
+ gi.linkentity (check);
+ // impact?
+ continue;
+ }
+
+ // if it is ok to leave in the old position, do it
+ // this is only relevent for riding entities, not pushed
+ // FIXME: this doesn't acount for rotation
+ VectorSubtract (check->s.origin, move, check->s.origin);
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ {
+ pushed_p--;
+ continue;
+ }
+ }
+
+ // save off the obstacle so we can call the block function
+ obstacle = check;
+
+ // move back any entities we already moved
+ // go backwards, so if the same entity was pushed
+ // twice, it goes back to the original position
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ {
+ VectorCopy (p->origin, p->ent->s.origin);
+ VectorCopy (p->angles, p->ent->s.angles);
+ if (p->ent->client)
+ {
+ p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
+ }
+ gi.linkentity (p->ent);
+ }
+ return false;
+ }
+
+//FIXME: is there a better way to handle this?
+ // see if anything we moved has touched a trigger
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ G_TouchTriggers (p->ent);
+
+ return true;
+}
+
+/*
+================
+SV_Physics_Pusher
+
+Bmodel objects don't interact with each other, but
+push all box objects
+================
+*/
+void SV_Physics_Pusher (edict_t *ent)
+{
+ vec3_t move, amove;
+ edict_t *part, *mv;
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ // make sure all team slaves can move before commiting
+ // any moves or calling any think functions
+ // if the move is blocked, all moved objects will be backed out
+//retry:
+ pushed_p = pushed;
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
+ part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
+ )
+ { // object is moving
+ VectorScale (part->velocity, FRAMETIME, move);
+ VectorScale (part->avelocity, FRAMETIME, amove);
+
+ if (!SV_Push (part, move, amove))
+ break; // move was blocked
+ }
+ }
+ if (pushed_p > &pushed[MAX_EDICTS])
+ gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
+
+ if (part)
+ {
+ // the move failed, bump all nextthink times and back out moves
+ for (mv = ent ; mv ; mv=mv->teamchain)
+ {
+ if (mv->nextthink > 0)
+ mv->nextthink += FRAMETIME;
+ }
+
+ // if the pusher has a "blocked" function, call it
+ // otherwise, just stay in place until the obstacle is gone
+ if (part->blocked)
+ part->blocked (part, obstacle);
+/*
+ // if the pushed entity went away and the pusher is still there
+ if (!obstacle->inuse && part->inuse)
+ goto retry;
+*/
+ }
+ else
+ {
+ // the move succeeded, so call all think functions
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ // prevent entities that are on trains that have gone away from thinking!
+ if (part->inuse)
+ SV_RunThink (part);
+ }
+ }
+}
+
+//==================================================================
+
+/*
+=============
+SV_Physics_None
+
+Non moving objects can only think
+=============
+*/
+void SV_Physics_None (edict_t *ent)
+{
+// regular thinking
+ SV_RunThink (ent);
+}
+
+/*
+=============
+SV_Physics_Noclip
+
+A moving object that doesn't obey physics
+=============
+*/
+void SV_Physics_Noclip (edict_t *ent)
+{
+// regular thinking
+ if (!SV_RunThink (ent))
+ return;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
+
+ gi.linkentity (ent);
+}
+
+/*
+==============================================================================
+
+TOSS / BOUNCE
+
+==============================================================================
+*/
+
+/*
+=============
+SV_Physics_Toss
+
+Toss, bounce, and fly movement. When onground, do nothing.
+=============
+*/
+void SV_Physics_Toss (edict_t *ent)
+{
+ trace_t trace;
+ vec3_t move;
+ float backoff;
+ edict_t *slave;
+ qboolean wasinwater;
+ qboolean isinwater;
+ vec3_t old_origin;
+
+// regular thinking
+ SV_RunThink (ent);
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ if (ent->velocity[2] > 0)
+ ent->groundentity = NULL;
+
+// check for the groundentity going away
+ if (ent->groundentity)
+ if (!ent->groundentity->inuse)
+ ent->groundentity = NULL;
+
+// if onground, return without moving
+ if ( ent->groundentity && ent->gravity > 0.0) // PGM - gravity hack
+ return;
+
+ VectorCopy (ent->s.origin, old_origin);
+
+ SV_CheckVelocity (ent);
+
+// add gravity
+ if (ent->movetype != MOVETYPE_FLY
+ && ent->movetype != MOVETYPE_FLYMISSILE)
+ SV_AddGravity (ent);
+
+// move angles
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+
+// move origin
+ VectorScale (ent->velocity, FRAMETIME, move);
+ trace = SV_PushEntity (ent, move);
+ if (!ent->inuse)
+ return;
+
+ if (trace.fraction < 1)
+ {
+ if (ent->movetype == MOVETYPE_BOUNCE)
+ backoff = 1.5;
+ else
+ backoff = 1;
+
+ ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
+
+ // stop if on ground
+ if (trace.plane.normal[2] > 0.7)
+ {
+ if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
+ {
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ VectorCopy (vec3_origin, ent->velocity);
+ VectorCopy (vec3_origin, ent->avelocity);
+ }
+ }
+
+// if (ent->touch)
+// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
+ }
+
+// check for water transition
+ wasinwater = (ent->watertype & MASK_WATER);
+ ent->watertype = gi.pointcontents (ent->s.origin);
+ isinwater = ent->watertype & MASK_WATER;
+
+ if (isinwater)
+ ent->waterlevel = 1;
+ else
+ ent->waterlevel = 0;
+
+ if (!wasinwater && isinwater)
+ gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+ else if (wasinwater && !isinwater)
+ gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+
+// move teamslaves
+ for (slave = ent->teamchain; slave; slave = slave->teamchain)
+ {
+ VectorCopy (ent->s.origin, slave->s.origin);
+ gi.linkentity (slave);
+ }
+}
+
+/*
+===============================================================================
+
+STEPPING MOVEMENT
+
+===============================================================================
+*/
+
+/*
+=============
+SV_Physics_Step
+
+Monsters freefall when they don't have a ground entity, otherwise
+all movement is done with discrete steps.
+
+This is also used for objects that have become still on the ground, but
+will fall if the floor is pulled out from under them.
+FIXME: is this true?
+=============
+*/
+
+//FIXME: hacked in for E3 demo
+//#define sv_stopspeed 100
+#define sv_friction 6
+#define sv_waterfriction 1
+
+void SV_AddRotationalFriction (edict_t *ent)
+{
+ int n;
+ float adjustment;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ adjustment = FRAMETIME * sv_stopspeed->value * sv_friction; //PGM now a cvar
+ for (n = 0; n < 3; n++)
+ {
+ if (ent->avelocity[n] > 0)
+ {
+ ent->avelocity[n] -= adjustment;
+ if (ent->avelocity[n] < 0)
+ ent->avelocity[n] = 0;
+ }
+ else
+ {
+ ent->avelocity[n] += adjustment;
+ if (ent->avelocity[n] > 0)
+ ent->avelocity[n] = 0;
+ }
+ }
+}
+
+void SV_Physics_Step (edict_t *ent)
+{
+ qboolean wasonground;
+ qboolean hitsound = false;
+ float *vel;
+ float speed, newspeed, control;
+ float friction;
+ edict_t *groundentity;
+ int mask;
+
+ // airborn monsters should always check for ground
+ if (!ent->groundentity)
+ M_CheckGround (ent);
+
+ groundentity = ent->groundentity;
+
+ SV_CheckVelocity (ent);
+
+ if (groundentity)
+ wasonground = true;
+ else
+ wasonground = false;
+
+ if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
+ SV_AddRotationalFriction (ent);
+
+ // add gravity except:
+ // flying monsters
+ // swimming monsters who are in the water
+ if (! wasonground)
+ if (!(ent->flags & FL_FLY))
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
+ {
+ if (ent->velocity[2] < sv_gravity->value*-0.1)
+ hitsound = true;
+ if (ent->waterlevel == 0)
+ SV_AddGravity (ent);
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
+ friction = sv_friction/3;
+ newspeed = speed - (FRAMETIME * control * friction);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
+ newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
+ {
+ // apply friction
+ // let dead monsters who aren't completely onground slide
+ if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
+ if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
+ {
+ vel = ent->velocity;
+ speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+ if (speed)
+ {
+ friction = sv_friction;
+
+ control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
+ newspeed = speed - FRAMETIME*control*friction;
+
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+
+ vel[0] *= newspeed;
+ vel[1] *= newspeed;
+ }
+ }
+
+ if (ent->svflags & SVF_MONSTER)
+ mask = MASK_MONSTERSOLID;
+ else
+ mask = MASK_SOLID;
+ SV_FlyMove (ent, FRAMETIME, mask);
+
+ gi.linkentity (ent);
+
+// ========
+// PGM - reset this every time they move.
+// G_touchtriggers will set it back if appropriate
+ ent->gravity = 1.0;
+// ========
+
+ G_TouchTriggers (ent);
+ if (!ent->inuse)
+ return;
+
+ if (ent->groundentity)
+ if (!wasonground)
+ if (hitsound)
+ gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
+ }
+
+ if(!ent->inuse) // PGM g_touchtrigger free problem
+ return;
+
+// regular thinking
+ SV_RunThink (ent);
+}
+
+//============================================================================
+/*
+================
+G_RunEntity
+
+================
+*/
+void G_RunEntity (edict_t *ent)
+{
+//PGM
+ trace_t trace;
+ vec3_t previous_origin;
+
+ if(ent->movetype == MOVETYPE_STEP)
+ VectorCopy(ent->s.origin, previous_origin);
+//PGM
+
+ if (ent->prethink)
+ ent->prethink (ent);
+
+ switch ( (int)ent->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_STOP:
+ SV_Physics_Pusher (ent);
+ break;
+ case MOVETYPE_NONE:
+ SV_Physics_None (ent);
+ break;
+ case MOVETYPE_NOCLIP:
+ SV_Physics_Noclip (ent);
+ break;
+ case MOVETYPE_STEP:
+ SV_Physics_Step (ent);
+ break;
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_FLY:
+ case MOVETYPE_FLYMISSILE:
+ SV_Physics_Toss (ent);
+ break;
+ case MOVETYPE_NEWTOSS:
+ SV_Physics_NewToss (ent);
+ break;
+ default:
+ gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
+ }
+
+//PGM
+ if(ent->movetype == MOVETYPE_STEP)
+ {
+ // if we moved, check and fix origin if needed
+ if (!VectorCompare(ent->s.origin, previous_origin))
+ {
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, previous_origin, ent, MASK_MONSTERSOLID);
+ if(trace.allsolid || trace.startsolid)
+ VectorCopy (previous_origin, ent->s.origin);
+ }
+ }
+//PGM
+}
+
+//============
+//ROGUE
+/*
+=============
+SV_Physics_NewToss
+
+Toss, bounce, and fly movement. When on ground and no velocity, do nothing. With velocity,
+slide.
+=============
+*/
+void SV_Physics_NewToss (edict_t *ent)
+{
+ trace_t trace;
+ vec3_t move;
+// float backoff;
+ edict_t *slave;
+ qboolean wasinwater;
+ qboolean isinwater;
+ float speed, newspeed;
+ vec3_t old_origin;
+// float firstmove;
+// int mask;
+
+ // regular thinking
+ SV_RunThink (ent);
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ //wasinwater = ent->waterlevel;
+
+ // find out what we're sitting on.
+ VectorCopy (ent->s.origin, move);
+ move[2] -= 0.25;
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, move, ent, ent->clipmask);
+ if(ent->groundentity && ent->groundentity->inuse)
+ ent->groundentity = trace.ent;
+ else
+ ent->groundentity = NULL;
+
+ // if we're sitting on something flat and have no velocity of our own, return.
+ if (ent->groundentity && (trace.plane.normal[2] == 1.0) &&
+ !ent->velocity[0] && !ent->velocity[1] && !ent->velocity[2])
+ {
+ return;
+ }
+
+ // store the old origin
+ VectorCopy (ent->s.origin, old_origin);
+
+ SV_CheckVelocity (ent);
+
+ // add gravity
+ SV_AddGravity (ent);
+
+ if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
+ SV_AddRotationalFriction (ent);
+
+ // add friction
+ speed = VectorLength(ent->velocity);
+ if(ent->waterlevel) // friction for water movement
+ {
+ newspeed = speed - (sv_waterfriction * 6 * ent->waterlevel);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ VectorScale (ent->velocity, newspeed, ent->velocity);
+ }
+ else if (!ent->groundentity) // friction for air movement
+ {
+ newspeed = speed - ((sv_friction));
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ VectorScale (ent->velocity, newspeed, ent->velocity);
+ }
+ else // use ground friction
+ {
+ newspeed = speed - (sv_friction * 6);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ VectorScale (ent->velocity, newspeed, ent->velocity);
+ }
+
+ SV_FlyMove (ent, FRAMETIME, ent->clipmask);
+ gi.linkentity (ent);
+
+ G_TouchTriggers (ent);
+
+// check for water transition
+ wasinwater = (ent->watertype & MASK_WATER);
+ ent->watertype = gi.pointcontents (ent->s.origin);
+ isinwater = ent->watertype & MASK_WATER;
+
+ if (isinwater)
+ ent->waterlevel = 1;
+ else
+ ent->waterlevel = 0;
+
+ if (!wasinwater && isinwater)
+ gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+ else if (wasinwater && !isinwater)
+ gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+
+// move teamslaves
+ for (slave = ent->teamchain; slave; slave = slave->teamchain)
+ {
+ VectorCopy (ent->s.origin, slave->s.origin);
+ gi.linkentity (slave);
+ }
+}
+
+//ROGUE
+//============
--- /dev/null
+++ b/rogue/g_save.c
@@ -1,0 +1,801 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define Function(f) {#f, f}
+
+mmove_t mmove_reloc;
+
+field_t fields[] = {
+ {"classname", FOFS(classname), F_LSTRING},
+ {"model", FOFS(model), F_LSTRING},
+ {"spawnflags", FOFS(spawnflags), F_INT},
+ {"speed", FOFS(speed), F_FLOAT},
+ {"accel", FOFS(accel), F_FLOAT},
+ {"decel", FOFS(decel), F_FLOAT},
+ {"target", FOFS(target), F_LSTRING},
+ {"targetname", FOFS(targetname), F_LSTRING},
+ {"pathtarget", FOFS(pathtarget), F_LSTRING},
+ {"deathtarget", FOFS(deathtarget), F_LSTRING},
+ {"killtarget", FOFS(killtarget), F_LSTRING},
+ {"combattarget", FOFS(combattarget), F_LSTRING},
+ {"message", FOFS(message), F_LSTRING},
+ {"team", FOFS(team), F_LSTRING},
+ {"wait", FOFS(wait), F_FLOAT},
+ {"delay", FOFS(delay), F_FLOAT},
+ {"random", FOFS(random), F_FLOAT},
+ {"move_origin", FOFS(move_origin), F_VECTOR},
+ {"move_angles", FOFS(move_angles), F_VECTOR},
+ {"style", FOFS(style), F_INT},
+ {"count", FOFS(count), F_INT},
+ {"health", FOFS(health), F_INT},
+ {"sounds", FOFS(sounds), F_INT},
+ {"light", 0, F_IGNORE},
+ {"dmg", FOFS(dmg), F_INT},
+ {"mass", FOFS(mass), F_INT},
+ {"volume", FOFS(volume), F_FLOAT},
+ {"attenuation", FOFS(attenuation), F_FLOAT},
+ {"map", FOFS(map), F_LSTRING},
+ {"origin", FOFS(s.origin), F_VECTOR},
+ {"angles", FOFS(s.angles), F_VECTOR},
+ {"angle", FOFS(s.angles), F_ANGLEHACK},
+
+ {"goalentity", FOFS(goalentity), F_EDICT, FFL_NOSPAWN},
+ {"movetarget", FOFS(movetarget), F_EDICT, FFL_NOSPAWN},
+ {"enemy", FOFS(enemy), F_EDICT, FFL_NOSPAWN},
+ {"oldenemy", FOFS(oldenemy), F_EDICT, FFL_NOSPAWN},
+ {"activator", FOFS(activator), F_EDICT, FFL_NOSPAWN},
+ {"groundentity", FOFS(groundentity), F_EDICT, FFL_NOSPAWN},
+ {"teamchain", FOFS(teamchain), F_EDICT, FFL_NOSPAWN},
+ {"teammaster", FOFS(teammaster), F_EDICT, FFL_NOSPAWN},
+ {"owner", FOFS(owner), F_EDICT, FFL_NOSPAWN},
+ {"mynoise", FOFS(mynoise), F_EDICT, FFL_NOSPAWN},
+ {"mynoise2", FOFS(mynoise2), F_EDICT, FFL_NOSPAWN},
+ {"target_ent", FOFS(target_ent), F_EDICT, FFL_NOSPAWN},
+ {"chain", FOFS(chain), F_EDICT, FFL_NOSPAWN},
+
+ {"prethink", FOFS(prethink), F_FUNCTION, FFL_NOSPAWN},
+ {"think", FOFS(think), F_FUNCTION, FFL_NOSPAWN},
+ {"blocked", FOFS(blocked), F_FUNCTION, FFL_NOSPAWN},
+ {"touch", FOFS(touch), F_FUNCTION, FFL_NOSPAWN},
+ {"use", FOFS(use), F_FUNCTION, FFL_NOSPAWN},
+ {"pain", FOFS(pain), F_FUNCTION, FFL_NOSPAWN},
+ {"die", FOFS(die), F_FUNCTION, FFL_NOSPAWN},
+
+ {"stand", FOFS(monsterinfo.stand), F_FUNCTION, FFL_NOSPAWN},
+ {"idle", FOFS(monsterinfo.idle), F_FUNCTION, FFL_NOSPAWN},
+ {"search", FOFS(monsterinfo.search), F_FUNCTION, FFL_NOSPAWN},
+ {"walk", FOFS(monsterinfo.walk), F_FUNCTION, FFL_NOSPAWN},
+ {"run", FOFS(monsterinfo.run), F_FUNCTION, FFL_NOSPAWN},
+ {"dodge", FOFS(monsterinfo.dodge), F_FUNCTION, FFL_NOSPAWN},
+ {"attack", FOFS(monsterinfo.attack), F_FUNCTION, FFL_NOSPAWN},
+ {"melee", FOFS(monsterinfo.melee), F_FUNCTION, FFL_NOSPAWN},
+ {"sight", FOFS(monsterinfo.sight), F_FUNCTION, FFL_NOSPAWN},
+ {"checkattack", FOFS(monsterinfo.checkattack), F_FUNCTION, FFL_NOSPAWN},
+ {"currentmove", FOFS(monsterinfo.currentmove), F_MMOVE, FFL_NOSPAWN},
+
+ {"endfunc", FOFS(moveinfo.endfunc), F_FUNCTION, FFL_NOSPAWN},
+
+ // temp spawn vars -- only valid when the spawn function is called
+ {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP},
+ {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP},
+ {"height", STOFS(height), F_INT, FFL_SPAWNTEMP},
+ {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP},
+ {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP},
+ {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
+
+//need for item field in edict struct, FFL_SPAWNTEMP item will be skipped on saves
+ {"item", FOFS(item), F_ITEM},
+
+ {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP},
+ {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP},
+ {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP},
+ {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP},
+ {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP},
+
+ // ROGUE
+ {"bad_area", FOFS(bad_area), F_EDICT},
+ // while the hint_path stuff could be reassembled on the fly, no reason to be different
+ {"hint_chain", FOFS(hint_chain), F_EDICT},
+ {"monster_hint_chain", FOFS(monster_hint_chain), F_EDICT},
+ {"target_hint_chain", FOFS(target_hint_chain), F_EDICT},
+ //
+ {"goal_hint", FOFS(monsterinfo.goal_hint), F_EDICT},
+ {"badMedic1", FOFS(monsterinfo.badMedic1), F_EDICT},
+ {"badMedic2", FOFS(monsterinfo.badMedic2), F_EDICT},
+ {"last_player_enemy", FOFS(monsterinfo.last_player_enemy), F_EDICT},
+ {"commander", FOFS(monsterinfo.commander), F_EDICT},
+ {"blocked", FOFS(monsterinfo.blocked), F_MMOVE, FFL_NOSPAWN},
+ {"duck", FOFS(monsterinfo.duck), F_MMOVE, FFL_NOSPAWN},
+ {"unduck", FOFS(monsterinfo.unduck), F_MMOVE, FFL_NOSPAWN},
+ {"sidestep", FOFS(monsterinfo.sidestep), F_MMOVE, FFL_NOSPAWN},
+ // ROGUE
+
+ {0, 0, 0, 0}
+
+};
+
+field_t levelfields[] =
+{
+ {"changemap", LLOFS(changemap), F_LSTRING},
+
+ {"sight_client", LLOFS(sight_client), F_EDICT},
+ {"sight_entity", LLOFS(sight_entity), F_EDICT},
+ {"sound_entity", LLOFS(sound_entity), F_EDICT},
+ {"sound2_entity", LLOFS(sound2_entity), F_EDICT},
+
+ // ROGUE
+ {"disguise_violator", LLOFS(disguise_violator), F_EDICT},
+ // ROGUE
+
+ {NULL, 0, F_INT}
+};
+
+field_t clientfields[] =
+{
+ {"pers.weapon", CLOFS(pers.weapon), F_ITEM},
+ {"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM},
+ {"newweapon", CLOFS(newweapon), F_ITEM},
+ // ROGUE
+ {"owned_sphere", CLOFS(owned_sphere), F_EDICT},
+ // ROGUE
+
+ {NULL, 0, F_INT}
+};
+
+/*
+============
+InitGame
+
+This will be called when the dll is first loaded, which
+only happens when a new game is started or a save game
+is loaded.
+============
+*/
+void InitGame (void)
+{
+ gi.dprintf ("==== InitGame ====\n");
+
+ gun_x = gi.cvar ("gun_x", "0", 0);
+ gun_y = gi.cvar ("gun_y", "0", 0);
+ gun_z = gi.cvar ("gun_z", "0", 0);
+
+ //FIXME: sv_ prefix is wrong for these
+ sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0);
+ sv_rollangle = gi.cvar ("sv_rollangle", "2", 0);
+ sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0);
+ sv_gravity = gi.cvar ("sv_gravity", "800", 0);
+
+ sv_stopspeed = gi.cvar ("sv_stopspeed", "100", 0); // PGM - was #define in g_phys.c
+
+//ROGUE
+ g_showlogic = gi.cvar ("g_showlogic", "0", 0);
+ huntercam = gi.cvar ("huntercam", "1", CVAR_SERVERINFO|CVAR_LATCH);
+ strong_mines = gi.cvar ("strong_mines", "0", 0);
+ randomrespawn = gi.cvar ("randomrespawn", "0", 0);
+//ROGUE
+
+ // noset vars
+ dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET);
+
+ // latched vars
+ sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH);
+ gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH);
+ gi.cvar ("gamedate", "Aug 31 1998" , CVAR_SERVERINFO | CVAR_LATCH);
+
+ maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
+ maxspectators = gi.cvar ("maxspectators", "4", CVAR_SERVERINFO);
+ deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH);
+ coop = gi.cvar ("coop", "0", CVAR_LATCH);
+ skill = gi.cvar ("skill", "1", CVAR_LATCH);
+ maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
+ gamerules = gi.cvar ("gamerules", "0", CVAR_LATCH); //PGM
+
+ // change anytime vars
+ dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
+ fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
+ timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
+ password = gi.cvar ("password", "", CVAR_USERINFO);
+ spectator_password = gi.cvar ("spectator_password", "", CVAR_USERINFO);
+ filterban = gi.cvar ("filterban", "1", 0);
+
+ g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE);
+
+ run_pitch = gi.cvar ("run_pitch", "0.002", 0);
+ run_roll = gi.cvar ("run_roll", "0.005", 0);
+ bob_up = gi.cvar ("bob_up", "0.005", 0);
+ bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
+ bob_roll = gi.cvar ("bob_roll", "0.002", 0);
+
+ // flood control
+ flood_msgs = gi.cvar ("flood_msgs", "4", 0);
+ flood_persecond = gi.cvar ("flood_persecond", "4", 0);
+ flood_waitdelay = gi.cvar ("flood_waitdelay", "10", 0);
+
+ // dm map list
+ sv_maplist = gi.cvar ("sv_maplist", "", 0);
+
+ // items
+ InitItems ();
+
+ Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), "");
+
+ Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), "");
+
+ // initialize all entities for this game
+ game.maxentities = maxentities->value;
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+ globals.max_edicts = game.maxentities;
+
+ // initialize all clients for this game
+ game.maxclients = maxclients->value;
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ globals.num_edicts = game.maxclients+1;
+
+//======
+//ROGUE
+ if(gamerules)
+ {
+ InitGameRules(); // if there are game rules to set up, do so now.
+ }
+//ROGUE
+//======
+}
+
+//=========================================================
+
+void WriteField1 (FILE *, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ case F_GSTRING:
+ if ( *(char **)p )
+ len = strlen(*(char **)p) + 1;
+ else
+ len = 0;
+ *(int *)p = len;
+ break;
+ case F_EDICT:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(edict_t **)p - g_edicts;
+ *(int *)p = index;
+ break;
+ case F_CLIENT:
+ if ( *(gclient_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gclient_t **)p - game.clients;
+ *(int *)p = index;
+ break;
+ case F_ITEM:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gitem_t **)p - itemlist;
+ *(int *)p = index;
+ break;
+
+ //relative to code segment
+ case F_FUNCTION:
+ if (*(byte **)p == NULL)
+ index = 0;
+ else
+ index = *(byte **)p - ((byte *)InitGame);
+ *(int *)p = index;
+ break;
+
+ //relative to data segment
+ case F_MMOVE:
+ if (*(byte **)p == NULL)
+ index = 0;
+ else
+ index = *(byte **)p - (byte *)&mmove_reloc;
+ *(int *)p = index;
+ break;
+
+ default:
+ gi.error ("WriteEdict: unknown field type");
+ }
+}
+
+
+void WriteField2 (FILE *f, field_t *field, byte *base)
+{
+ int len;
+ void *p;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_LSTRING:
+ if ( *(char **)p )
+ {
+ len = strlen(*(char **)p) + 1;
+ fwrite (*(char **)p, len, 1, f);
+ }
+ break;
+ }
+}
+
+void ReadField (FILE *f, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ len = *(int *)p;
+ if (!len)
+ *(char **)p = NULL;
+ else
+ {
+ *(char **)p = gi.TagMalloc (len, TAG_LEVEL);
+ fread (*(char **)p, len, 1, f);
+ }
+ break;
+ case F_EDICT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(edict_t **)p = NULL;
+ else
+ *(edict_t **)p = &g_edicts[index];
+ break;
+ case F_CLIENT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gclient_t **)p = NULL;
+ else
+ *(gclient_t **)p = &game.clients[index];
+ break;
+ case F_ITEM:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gitem_t **)p = NULL;
+ else
+ *(gitem_t **)p = &itemlist[index];
+ break;
+
+ //relative to code segment
+ case F_FUNCTION:
+ index = *(int *)p;
+ if ( index == 0 )
+ *(byte **)p = NULL;
+ else
+ *(byte **)p = ((byte *)InitGame) + index;
+ break;
+
+ //relative to data segment
+ case F_MMOVE:
+ index = *(int *)p;
+ if (index == 0)
+ *(byte **)p = NULL;
+ else
+ *(byte **)p = (byte *)&mmove_reloc + index;
+ break;
+
+ default:
+ gi.error ("ReadEdict: unknown field type");
+ }
+}
+
+//=========================================================
+
+/*
+==============
+WriteClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+ gclient_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *client;
+
+ // change the pointers to lengths or indexes
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)client);
+ }
+}
+
+/*
+==============
+ReadClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+
+ fread (client, sizeof(*client), 1, f);
+
+ for (field=clientfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)client);
+ }
+}
+
+/*
+============
+WriteGame
+
+This will be called whenever the game goes to a new level,
+and when the user explicitly saves the game.
+
+Game information include cross level data, like multi level
+triggers, help computer info, and all client states.
+
+A single player death will automatically restore from the
+last save position.
+============
+*/
+void WriteGame (char *filename, qboolean autosave)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ if (!autosave)
+ SaveClientData ();
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ memset (str, 0, sizeof(str));
+ strcpy (str, "Aug 31 1998");
+ fwrite (str, sizeof(str), 1, f);
+
+ game.autosaved = autosave;
+ fwrite (&game, sizeof(game), 1, f);
+ game.autosaved = false;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ WriteClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+void ReadGame (char *filename)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ gi.FreeTags (TAG_GAME);
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ fread (str, sizeof(str), 1, f);
+ if (strcmp (str, "Aug 31 1998"))
+ {
+ fclose (f);
+ gi.error ("Savegame from an older version.\n");
+ }
+
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+
+ fread (&game, sizeof(game), 1, f);
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ for (i=0 ; i<game.maxclients ; i++)
+ ReadClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+//==========================================================
+
+
+/*
+==============
+WriteEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+ edict_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *ent;
+
+ // change the pointers to lengths or indexes
+ for (field=fields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=fields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)ent);
+ }
+
+}
+
+/*
+==============
+WriteLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteLevelLocals (FILE *f)
+{
+ field_t *field;
+ level_locals_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = level;
+
+ // change the pointers to lengths or indexes
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)&level);
+ }
+}
+
+
+/*
+==============
+ReadEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+
+ fread (ent, sizeof(*ent), 1, f);
+
+ for (field=fields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)ent);
+ }
+}
+
+/*
+==============
+ReadLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadLevelLocals (FILE *f)
+{
+ field_t *field;
+
+ fread (&level, sizeof(level), 1, f);
+
+ for (field=levelfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)&level);
+ }
+}
+
+/*
+=================
+WriteLevel
+
+=================
+*/
+void WriteLevel (char *filename)
+{
+ int i;
+ edict_t *ent;
+ FILE *f;
+ void *base;
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // write out edict size for checking
+ i = sizeof(edict_t);
+ fwrite (&i, sizeof(i), 1, f);
+
+ // write out a function pointer for checking
+ base = (void *)InitGame;
+ fwrite (&base, sizeof(base), 1, f);
+
+ // write out level_locals_t
+ WriteLevelLocals (f);
+
+ // write out all the entities
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+ if (!ent->inuse)
+ continue;
+ fwrite (&i, sizeof(i), 1, f);
+ WriteEdict (f, ent);
+ }
+ i = -1;
+ fwrite (&i, sizeof(i), 1, f);
+
+ fclose (f);
+}
+
+
+/*
+=================
+ReadLevel
+
+SpawnEntities will already have been called on the
+level the same way it was when the level was saved.
+
+That is necessary to get the baselines
+set up identically.
+
+The server will have cleared all of the world links before
+calling ReadLevel.
+
+No clients are connected yet.
+=================
+*/
+void ReadLevel (char *filename)
+{
+ int entnum;
+ FILE *f;
+ int i;
+ void *base;
+ edict_t *ent;
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // free any dynamic memory allocated by loading the level
+ // base state
+ gi.FreeTags (TAG_LEVEL);
+
+ // wipe all the entities
+ memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0]));
+ globals.num_edicts = maxclients->value+1;
+
+ // check edict size
+ fread (&i, sizeof(i), 1, f);
+ if (i != sizeof(edict_t))
+ {
+ fclose (f);
+ gi.error ("ReadLevel: mismatched edict size");
+ }
+
+ // check function pointer base address
+ fread (&base, sizeof(base), 1, f);
+#ifdef _WIN32
+ if (base != (void *)InitGame)
+ {
+ fclose (f);
+ gi.error ("ReadLevel: function pointers have moved");
+ }
+#else
+ gi.dprintf("Function offsets %d\n", ((byte *)base) - ((byte *)InitGame));
+#endif
+
+ // load the level locals
+ ReadLevelLocals (f);
+
+ // load all the entities
+ while (1)
+ {
+ if (fread (&entnum, sizeof(entnum), 1, f) != 1)
+ {
+ fclose (f);
+ gi.error ("ReadLevel: failed to read entnum");
+ }
+ if (entnum == -1)
+ break;
+ if (entnum >= globals.num_edicts)
+ globals.num_edicts = entnum+1;
+
+ ent = &g_edicts[entnum];
+ ReadEdict (f, ent);
+
+ // let the server rebuild world links for this ent
+ memset (&ent->area, 0, sizeof(ent->area));
+ gi.linkentity (ent);
+ }
+
+ fclose (f);
+
+ // PMM - rebuild the hint path chains
+// InitHintPaths();
+ // pmm
+
+ // mark all clients as unconnected
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = &g_edicts[i+1];
+ ent->client = game.clients + i;
+ ent->client->pers.connected = false;
+ }
+
+ // do any load time things at this point
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+
+ if (!ent->inuse)
+ continue;
+
+ // fire any cross-level triggers
+ if (ent->classname)
+ if (strcmp(ent->classname, "target_crosslevel_target") == 0)
+ ent->nextthink = level.time + ent->delay;
+ }
+}
--- /dev/null
+++ b/rogue/g_spawn.c
@@ -1,0 +1,1771 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+typedef struct
+{
+ char *name;
+ void (*spawn)(edict_t *ent);
+} spawn_t;
+
+
+void SP_item_health (edict_t *self);
+void SP_item_health_small (edict_t *self);
+void SP_item_health_large (edict_t *self);
+void SP_item_health_mega (edict_t *self);
+
+void SP_info_player_start (edict_t *ent);
+void SP_info_player_deathmatch (edict_t *ent);
+void SP_info_player_coop (edict_t *ent);
+void SP_info_player_intermission (edict_t *ent);
+
+void SP_func_plat (edict_t *ent);
+void SP_func_rotating (edict_t *ent);
+void SP_func_button (edict_t *ent);
+void SP_func_door (edict_t *ent);
+void SP_func_door_secret (edict_t *ent);
+void SP_func_door_rotating (edict_t *ent);
+void SP_func_water (edict_t *ent);
+void SP_func_train (edict_t *ent);
+void SP_func_conveyor (edict_t *self);
+void SP_func_wall (edict_t *self);
+void SP_func_object (edict_t *self);
+void SP_func_explosive (edict_t *self);
+void SP_func_timer (edict_t *self);
+void SP_func_areaportal (edict_t *ent);
+void SP_func_clock (edict_t *ent);
+void SP_func_killbox (edict_t *ent);
+
+void SP_trigger_always (edict_t *ent);
+void SP_trigger_once (edict_t *ent);
+void SP_trigger_multiple (edict_t *ent);
+void SP_trigger_relay (edict_t *ent);
+void SP_trigger_push (edict_t *ent);
+void SP_trigger_hurt (edict_t *ent);
+void SP_trigger_key (edict_t *ent);
+void SP_trigger_counter (edict_t *ent);
+void SP_trigger_elevator (edict_t *ent);
+void SP_trigger_gravity (edict_t *ent);
+void SP_trigger_monsterjump (edict_t *ent);
+
+void SP_target_temp_entity (edict_t *ent);
+void SP_target_speaker (edict_t *ent);
+void SP_target_explosion (edict_t *ent);
+void SP_target_changelevel (edict_t *ent);
+void SP_target_secret (edict_t *ent);
+void SP_target_goal (edict_t *ent);
+void SP_target_splash (edict_t *ent);
+void SP_target_spawner (edict_t *ent);
+void SP_target_blaster (edict_t *ent);
+void SP_target_crosslevel_trigger (edict_t *ent);
+void SP_target_crosslevel_target (edict_t *ent);
+void SP_target_laser (edict_t *self);
+void SP_target_help (edict_t *ent);
+void SP_target_actor (edict_t *ent);
+void SP_target_lightramp (edict_t *self);
+void SP_target_earthquake (edict_t *ent);
+void SP_target_character (edict_t *ent);
+void SP_target_string (edict_t *ent);
+
+void SP_worldspawn (edict_t *ent);
+void SP_viewthing (edict_t *ent);
+
+void SP_light (edict_t *self);
+void SP_light_mine1 (edict_t *ent);
+void SP_light_mine2 (edict_t *ent);
+void SP_info_null (edict_t *self);
+void SP_info_notnull (edict_t *self);
+void SP_path_corner (edict_t *self);
+void SP_point_combat (edict_t *self);
+
+void SP_misc_explobox (edict_t *self);
+void SP_misc_banner (edict_t *self);
+void SP_misc_satellite_dish (edict_t *self);
+void SP_misc_actor (edict_t *self);
+void SP_misc_gib_arm (edict_t *self);
+void SP_misc_gib_leg (edict_t *self);
+void SP_misc_gib_head (edict_t *self);
+void SP_misc_insane (edict_t *self);
+void SP_misc_deadsoldier (edict_t *self);
+void SP_misc_viper (edict_t *self);
+void SP_misc_viper_bomb (edict_t *self);
+void SP_misc_bigviper (edict_t *self);
+void SP_misc_strogg_ship (edict_t *self);
+void SP_misc_teleporter (edict_t *self);
+void SP_misc_teleporter_dest (edict_t *self);
+void SP_misc_blackhole (edict_t *self);
+void SP_misc_eastertank (edict_t *self);
+void SP_misc_easterchick (edict_t *self);
+void SP_misc_easterchick2 (edict_t *self);
+
+void SP_monster_berserk (edict_t *self);
+void SP_monster_gladiator (edict_t *self);
+void SP_monster_gunner (edict_t *self);
+void SP_monster_infantry (edict_t *self);
+void SP_monster_soldier_light (edict_t *self);
+void SP_monster_soldier (edict_t *self);
+void SP_monster_soldier_ss (edict_t *self);
+void SP_monster_tank (edict_t *self);
+void SP_monster_medic (edict_t *self);
+void SP_monster_flipper (edict_t *self);
+void SP_monster_chick (edict_t *self);
+void SP_monster_parasite (edict_t *self);
+void SP_monster_flyer (edict_t *self);
+void SP_monster_brain (edict_t *self);
+void SP_monster_floater (edict_t *self);
+void SP_monster_hover (edict_t *self);
+void SP_monster_mutant (edict_t *self);
+void SP_monster_supertank (edict_t *self);
+void SP_monster_boss2 (edict_t *self);
+void SP_monster_jorg (edict_t *self);
+void SP_monster_boss3_stand (edict_t *self);
+
+void SP_monster_commander_body (edict_t *self);
+
+void SP_turret_breach (edict_t *self);
+void SP_turret_base (edict_t *self);
+void SP_turret_driver (edict_t *self);
+
+//===========
+//ROGUE
+void SP_func_plat2 (edict_t *ent);
+void SP_func_door_secret2(edict_t *ent);
+void SP_func_force_wall(edict_t *ent);
+void SP_info_player_coop_lava (edict_t *self);
+void SP_info_teleport_destination (edict_t *self);
+void SP_trigger_teleport (edict_t *self);
+void SP_trigger_disguise (edict_t *self);
+void SP_monster_stalker (edict_t *self);
+void SP_monster_turret (edict_t *self);
+void SP_target_steam (edict_t *self);
+void SP_target_anger (edict_t *self);
+void SP_target_killplayers (edict_t *self);
+// PMM - still experimental!
+void SP_target_blacklight (edict_t *self);
+void SP_target_orb (edict_t *self);
+// pmm
+//void SP_target_spawn (edict_t *self);
+void SP_hint_path (edict_t *self);
+void SP_monster_carrier (edict_t *self);
+void SP_monster_widow (edict_t *self);
+void SP_monster_widow2 (edict_t *self);
+void SP_dm_tag_token (edict_t *self);
+void SP_dm_dball_goal (edict_t *self);
+void SP_dm_dball_ball (edict_t *self);
+void SP_dm_dball_team1_start (edict_t *self);
+void SP_dm_dball_team2_start (edict_t *self);
+void SP_dm_dball_ball_start (edict_t *self);
+void SP_dm_dball_speed_change (edict_t *self);
+void SP_monster_kamikaze (edict_t *self);
+//void SP_monster_chick2 (edict_t *self);
+void SP_turret_invisible_brain (edict_t *self);
+void SP_xatrix_item (edict_t *self);
+void SP_misc_nuke_core (edict_t *self);
+//ROGUE
+//===========
+
+spawn_t spawns[] = {
+ {"item_health", SP_item_health},
+ {"item_health_small", SP_item_health_small},
+ {"item_health_large", SP_item_health_large},
+ {"item_health_mega", SP_item_health_mega},
+
+ {"info_player_start", SP_info_player_start},
+ {"info_player_deathmatch", SP_info_player_deathmatch},
+ {"info_player_coop", SP_info_player_coop},
+ {"info_player_intermission", SP_info_player_intermission},
+
+ {"func_plat", SP_func_plat},
+ {"func_button", SP_func_button},
+ {"func_door", SP_func_door},
+ {"func_door_secret", SP_func_door_secret},
+ {"func_door_rotating", SP_func_door_rotating},
+ {"func_rotating", SP_func_rotating},
+ {"func_train", SP_func_train},
+ {"func_water", SP_func_water},
+ {"func_conveyor", SP_func_conveyor},
+ {"func_areaportal", SP_func_areaportal},
+ {"func_clock", SP_func_clock},
+ {"func_wall", SP_func_wall},
+ {"func_object", SP_func_object},
+ {"func_timer", SP_func_timer},
+ {"func_explosive", SP_func_explosive},
+ {"func_killbox", SP_func_killbox},
+
+ {"trigger_always", SP_trigger_always},
+ {"trigger_once", SP_trigger_once},
+ {"trigger_multiple", SP_trigger_multiple},
+ {"trigger_relay", SP_trigger_relay},
+ {"trigger_push", SP_trigger_push},
+ {"trigger_hurt", SP_trigger_hurt},
+ {"trigger_key", SP_trigger_key},
+ {"trigger_counter", SP_trigger_counter},
+ {"trigger_elevator", SP_trigger_elevator},
+ {"trigger_gravity", SP_trigger_gravity},
+ {"trigger_monsterjump", SP_trigger_monsterjump},
+
+ {"target_temp_entity", SP_target_temp_entity},
+ {"target_speaker", SP_target_speaker},
+ {"target_explosion", SP_target_explosion},
+ {"target_changelevel", SP_target_changelevel},
+ {"target_secret", SP_target_secret},
+ {"target_goal", SP_target_goal},
+ {"target_splash", SP_target_splash},
+ {"target_spawner", SP_target_spawner},
+ {"target_blaster", SP_target_blaster},
+ {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
+ {"target_crosslevel_target", SP_target_crosslevel_target},
+ {"target_laser", SP_target_laser},
+ {"target_help", SP_target_help},
+ {"target_actor", SP_target_actor},
+ {"target_lightramp", SP_target_lightramp},
+ {"target_earthquake", SP_target_earthquake},
+ {"target_character", SP_target_character},
+ {"target_string", SP_target_string},
+
+ {"worldspawn", SP_worldspawn},
+ {"viewthing", SP_viewthing},
+
+ {"light", SP_light},
+ {"light_mine1", SP_light_mine1},
+ {"light_mine2", SP_light_mine2},
+ {"info_null", SP_info_null},
+ {"func_group", SP_info_null},
+ {"info_notnull", SP_info_notnull},
+ {"path_corner", SP_path_corner},
+ {"point_combat", SP_point_combat},
+
+ {"misc_explobox", SP_misc_explobox},
+ {"misc_banner", SP_misc_banner},
+ {"misc_satellite_dish", SP_misc_satellite_dish},
+ {"misc_actor", SP_misc_actor},
+ {"misc_gib_arm", SP_misc_gib_arm},
+ {"misc_gib_leg", SP_misc_gib_leg},
+ {"misc_gib_head", SP_misc_gib_head},
+ {"misc_insane", SP_misc_insane},
+ {"misc_deadsoldier", SP_misc_deadsoldier},
+ {"misc_viper", SP_misc_viper},
+ {"misc_viper_bomb", SP_misc_viper_bomb},
+ {"misc_bigviper", SP_misc_bigviper},
+ {"misc_strogg_ship", SP_misc_strogg_ship},
+ {"misc_teleporter", SP_misc_teleporter},
+ {"misc_teleporter_dest", SP_misc_teleporter_dest},
+ {"misc_blackhole", SP_misc_blackhole},
+ {"misc_eastertank", SP_misc_eastertank},
+ {"misc_easterchick", SP_misc_easterchick},
+ {"misc_easterchick2", SP_misc_easterchick2},
+
+ {"monster_berserk", SP_monster_berserk},
+ {"monster_gladiator", SP_monster_gladiator},
+ {"monster_gunner", SP_monster_gunner},
+ {"monster_infantry", SP_monster_infantry},
+ {"monster_soldier_light", SP_monster_soldier_light},
+ {"monster_soldier", SP_monster_soldier},
+ {"monster_soldier_ss", SP_monster_soldier_ss},
+ {"monster_tank", SP_monster_tank},
+ {"monster_tank_commander", SP_monster_tank},
+ {"monster_medic", SP_monster_medic},
+ {"monster_flipper", SP_monster_flipper},
+ {"monster_chick", SP_monster_chick},
+ {"monster_parasite", SP_monster_parasite},
+ {"monster_flyer", SP_monster_flyer},
+ {"monster_brain", SP_monster_brain},
+ {"monster_floater", SP_monster_floater},
+ {"monster_hover", SP_monster_hover},
+ {"monster_mutant", SP_monster_mutant},
+ {"monster_supertank", SP_monster_supertank},
+ {"monster_boss2", SP_monster_boss2},
+ {"monster_boss3_stand", SP_monster_boss3_stand},
+ {"monster_jorg", SP_monster_jorg},
+
+ {"monster_commander_body", SP_monster_commander_body},
+
+ {"turret_breach", SP_turret_breach},
+ {"turret_base", SP_turret_base},
+ {"turret_driver", SP_turret_driver},
+
+//==============
+//ROGUE
+ {"func_plat2", SP_func_plat2},
+ {"func_door_secret2", SP_func_door_secret2},
+ {"func_force_wall", SP_func_force_wall},
+ {"trigger_teleport", SP_trigger_teleport},
+ {"trigger_disguise", SP_trigger_disguise},
+ {"info_teleport_destination", SP_info_teleport_destination},
+ {"info_player_coop_lava", SP_info_player_coop_lava},
+ {"monster_stalker", SP_monster_stalker},
+ {"monster_turret", SP_monster_turret},
+ {"target_steam", SP_target_steam},
+ {"target_anger", SP_target_anger},
+// {"target_spawn", SP_target_spawn},
+ {"target_killplayers", SP_target_killplayers},
+ // PMM - experiment
+ {"target_blacklight", SP_target_blacklight},
+ {"target_orb", SP_target_orb},
+ // pmm
+ {"monster_daedalus", SP_monster_hover},
+ {"hint_path", SP_hint_path},
+ {"monster_carrier", SP_monster_carrier},
+ {"monster_widow", SP_monster_widow},
+ {"monster_widow2", SP_monster_widow2},
+ {"monster_medic_commander", SP_monster_medic},
+ {"dm_tag_token", SP_dm_tag_token},
+ {"dm_dball_goal", SP_dm_dball_goal},
+ {"dm_dball_ball", SP_dm_dball_ball},
+ {"dm_dball_team1_start", SP_dm_dball_team1_start},
+ {"dm_dball_team2_start", SP_dm_dball_team2_start},
+ {"dm_dball_ball_start", SP_dm_dball_ball_start},
+ {"dm_dball_speed_change", SP_dm_dball_speed_change},
+ {"monster_kamikaze", SP_monster_kamikaze},
+// {"monster_chick2", SP_monster_chick2},
+ {"turret_invisible_brain", SP_turret_invisible_brain},
+ {"misc_nuke_core", SP_misc_nuke_core},
+
+ {"ammo_magslug", SP_xatrix_item},
+ {"ammo_trap", SP_xatrix_item},
+ {"item_quadfire", SP_xatrix_item},
+ {"weapon_boomer", SP_xatrix_item},
+ {"weapon_phalanx", SP_xatrix_item},
+//ROGUE
+//==============
+
+ {NULL, NULL}
+};
+
+/*
+===============
+ED_CallSpawn
+
+Finds the spawn function for the entity and calls it
+===============
+*/
+void ED_CallSpawn (edict_t *ent)
+{
+ spawn_t *s;
+ gitem_t *item;
+ int i;
+
+ if (!ent->classname)
+ {
+ gi.dprintf ("ED_CallSpawn: NULL classname\n");
+ return;
+ }
+
+//PGM - do this before calling the spawn function so it can be overridden.
+#ifdef ROGUE_GRAVITY
+ ent->gravityVector[0] = 0.0;
+ ent->gravityVector[1] = 0.0;
+ ent->gravityVector[2] = -1.0;
+#endif
+//PGM
+
+ // FIXME - PMM classnames hack
+ if (!strcmp(ent->classname, "weapon_nailgun"))
+ ent->classname = (FindItem("ETF Rifle"))->classname;
+ if (!strcmp(ent->classname, "ammo_nails"))
+ ent->classname = (FindItem("Flechettes"))->classname;
+ if (!strcmp(ent->classname, "weapon_heatbeam"))
+ ent->classname = (FindItem("Plasma Beam"))->classname;
+ // pmm
+
+ // check item spawn functions
+ for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
+ {
+ if (!item->classname)
+ continue;
+ if (!strcmp(item->classname, ent->classname))
+ { // found it
+ SpawnItem (ent, item);
+ return;
+ }
+ }
+
+ // check normal spawn functions
+ for (s=spawns ; s->name ; s++)
+ {
+ if (!strcmp(s->name, ent->classname))
+ { // found it
+ s->spawn (ent);
+ return;
+ }
+ }
+ gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
+}
+
+/*
+=============
+ED_NewString
+=============
+*/
+char *ED_NewString (char *string)
+{
+ char *newb, *new_p;
+ int i,l;
+
+ l = strlen(string) + 1;
+
+ newb = gi.TagMalloc (l, TAG_LEVEL);
+
+ new_p = newb;
+
+ for (i=0 ; i< l ; i++)
+ {
+ if (string[i] == '\\' && i < l-1)
+ {
+ i++;
+ if (string[i] == 'n')
+ *new_p++ = '\n';
+ else
+ *new_p++ = '\\';
+ }
+ else
+ *new_p++ = string[i];
+ }
+
+ return newb;
+}
+
+
+
+
+/*
+===============
+ED_ParseField
+
+Takes a key/value pair and sets the binary values
+in an edict
+===============
+*/
+void ED_ParseField (char *key, char *value, edict_t *ent)
+{
+ field_t *f;
+ byte *b;
+ float v;
+ vec3_t vec;
+
+ for (f=fields ; f->name ; f++)
+ {
+ if (!(f->flags & FFL_NOSPAWN) && !cistrcmp(f->name, key))
+ { // found it
+ if (f->flags & FFL_SPAWNTEMP)
+ b = (byte *)&st;
+ else
+ b = (byte *)ent;
+
+ switch (f->type)
+ {
+ case F_LSTRING:
+ *(char **)(b+f->ofs) = ED_NewString (value);
+ break;
+ case F_VECTOR:
+ sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
+ ((float *)(b+f->ofs))[0] = vec[0];
+ ((float *)(b+f->ofs))[1] = vec[1];
+ ((float *)(b+f->ofs))[2] = vec[2];
+ break;
+ case F_INT:
+ *(int *)(b+f->ofs) = atoi(value);
+ break;
+ case F_FLOAT:
+ *(float *)(b+f->ofs) = atof(value);
+ break;
+ case F_ANGLEHACK:
+ v = atof(value);
+ ((float *)(b+f->ofs))[0] = 0;
+ ((float *)(b+f->ofs))[1] = v;
+ ((float *)(b+f->ofs))[2] = 0;
+ break;
+ case F_IGNORE:
+ break;
+ }
+ return;
+ }
+ }
+ gi.dprintf ("%s is not a field\n", key);
+}
+
+/*
+====================
+ED_ParseEdict
+
+Parses an edict out of the given string, returning the new position
+ed should be a properly initialized empty edict.
+====================
+*/
+char *ED_ParseEdict (char *data, edict_t *ent)
+{
+ qboolean init;
+ char keyname[256];
+ char *com_token;
+
+ init = false;
+ memset (&st, 0, sizeof(st));
+
+// go through all the dictionary pairs
+ while (1)
+ {
+ // parse key
+ com_token = COM_Parse (&data);
+ if (com_token[0] == '}')
+ break;
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ strncpy (keyname, com_token, sizeof(keyname)-1);
+
+ // parse value
+ com_token = COM_Parse (&data);
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ if (com_token[0] == '}')
+ gi.error ("ED_ParseEntity: closing brace without data");
+
+ init = true;
+
+ // keynames with a leading underscore are used for utility comments,
+ // and are immediately discarded by quake
+ if (keyname[0] == '_')
+ continue;
+
+ ED_ParseField (keyname, com_token, ent);
+ }
+
+ if (!init)
+ memset (ent, 0, sizeof(*ent));
+
+ return data;
+}
+
+
+/*
+================
+G_FindTeams
+
+Chain together all entities with a matching team field.
+
+All but the first will have the FL_TEAMSLAVE flag set.
+All but the last will have the teamchain field set to the next one
+================
+*/
+void G_FixTeams (void)
+{
+ edict_t *e, *e2, *chain;
+ int i, j;
+ int c, c2;
+
+ c = 0;
+ c2 = 0;
+ for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->team)
+ continue;
+ if (!strcmp(e->classname, "func_train"))
+ {
+ if(e->flags & FL_TEAMSLAVE)
+ {
+ chain = e;
+ e->teammaster = e;
+ e->teamchain = NULL;
+ e->flags &= ~FL_TEAMSLAVE;
+ c++;
+ c2++;
+ for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
+ {
+ if (e2 == e)
+ continue;
+ if (!e2->inuse)
+ continue;
+ if (!e2->team)
+ continue;
+ if (!strcmp(e->team, e2->team))
+ {
+ c2++;
+ chain->teamchain = e2;
+ e2->teammaster = e;
+ e2->teamchain = NULL;
+ chain = e2;
+ e2->flags |= FL_TEAMSLAVE;
+ e2->movetype = MOVETYPE_PUSH;
+ e2->speed = e->speed;
+ }
+ }
+ }
+ }
+ }
+ gi.dprintf ("%i teams repaired\n", c);
+}
+
+void G_FindTeams (void)
+{
+ edict_t *e, *e2, *chain;
+ int i, j;
+ int c, c2;
+
+ c = 0;
+ c2 = 0;
+ for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->team)
+ continue;
+ if (e->flags & FL_TEAMSLAVE)
+ continue;
+ chain = e;
+ e->teammaster = e;
+ c++;
+ c2++;
+ for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
+ {
+ if (!e2->inuse)
+ continue;
+ if (!e2->team)
+ continue;
+ if (e2->flags & FL_TEAMSLAVE)
+ continue;
+ if (!strcmp(e->team, e2->team))
+ {
+ c2++;
+ chain->teamchain = e2;
+ e2->teammaster = e;
+ chain = e2;
+ e2->flags |= FL_TEAMSLAVE;
+ }
+ }
+ }
+
+ G_FixTeams();
+
+ gi.dprintf ("%i teams with %i entities\n", c, c2);
+}
+
+/*
+==============
+SpawnEntities
+
+Creates a server's entity / program execution context by
+parsing textual entity definitions out of an ent file.
+==============
+*/
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
+{
+ edict_t *ent;
+ int inhibit;
+ char *com_token;
+ int i;
+ float skill_level;
+
+ skill_level = floor (skill->value);
+ if (skill_level < 0)
+ skill_level = 0;
+ if (skill_level > 3)
+ skill_level = 3;
+ if (skill->value != skill_level)
+ gi.cvar_forceset("skill", va("%f", skill_level));
+
+ SaveClientData ();
+
+ gi.FreeTags (TAG_LEVEL);
+
+ memset (&level, 0, sizeof(level));
+ memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
+
+ strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
+ strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
+
+ // set client fields on player ents
+ for (i=0 ; i<game.maxclients ; i++)
+ g_edicts[i+1].client = game.clients + i;
+
+ ent = NULL;
+ inhibit = 0;
+
+// parse ents
+ while (1)
+ {
+ // parse the opening brace
+ com_token = COM_Parse (&entities);
+ if (!entities)
+ break;
+ if (com_token[0] != '{')
+ gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
+
+ if (!ent)
+ ent = g_edicts;
+ else
+ ent = G_Spawn ();
+ entities = ED_ParseEdict (entities, ent);
+
+ // yet another map hack
+ if (!cistrcmp(level.mapname, "command") && !cistrcmp(ent->classname, "trigger_once") && !cistrcmp(ent->model, "*27"))
+ ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
+
+ // ROGUE
+ //ahh, the joys of map hacks ..
+ if (!cistrcmp(level.mapname, "rhangar2") && !cistrcmp(ent->classname, "func_door_rotating") && ent->targetname && !cistrcmp(ent->targetname, "t265"))
+ ent->spawnflags &= ~SPAWNFLAG_NOT_COOP;
+ if (!cistrcmp(level.mapname, "rhangar2") && !cistrcmp(ent->classname, "trigger_always") && ent->target && !cistrcmp(ent->target, "t265"))
+ ent->spawnflags |= SPAWNFLAG_NOT_COOP;
+ if (!cistrcmp(level.mapname, "rhangar2") && !cistrcmp(ent->classname, "func_wall") && !cistrcmp(ent->model, "*15"))
+ ent->spawnflags |= SPAWNFLAG_NOT_COOP;
+ // rogue
+
+ // remove things (except the world) from different skill levels or deathmatch
+ if (ent != g_edicts)
+ {
+ if (deathmatch->value)
+ {
+ if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+ else if(coop->value)
+ {
+ if (ent->spawnflags & SPAWNFLAG_NOT_COOP)
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+
+ // stuff marked !easy & !med & !hard are coop only, all levels
+ if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) &&
+ (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) &&
+ (ent->spawnflags & SPAWNFLAG_NOT_HARD)) )
+ {
+ if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
+ ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
+ (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
+ )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+ }
+ else
+ {
+ if ( /*((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
+ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
+ ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
+ (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
+ )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+
+ ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
+ }
+
+//PGM - do this before calling the spawn function so it can be overridden.
+#ifdef ROGUE_GRAVITY
+ ent->gravityVector[0] = 0.0;
+ ent->gravityVector[1] = 0.0;
+ ent->gravityVector[2] = -1.0;
+#endif
+//PGM
+ ED_CallSpawn (ent);
+
+ ent->s.renderfx |= RF_IR_VISIBLE; //PGM
+ }
+
+ gi.dprintf ("%i entities inhibited\n", inhibit);
+
+#ifdef DEBUG
+ i = 1;
+ ent = EDICT_NUM(i);
+ while (i < globals.num_edicts) {
+ if (ent->inuse != 0 || ent->inuse != 1)
+ Com_DPrintf("Invalid entity %d\n", i);
+ i++, ent++;
+ }
+#endif
+
+ G_FindTeams ();
+
+ PlayerTrail_Init ();
+
+//ROGUE
+ if(deathmatch->value)
+ {
+ if(randomrespawn && randomrespawn->value)
+ PrecacheForRandomRespawn();
+ }
+ else
+ {
+ InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts
+ }
+//ROGUE
+
+// ROGUE -- allow dm games to do init stuff right before game starts.
+ if(deathmatch->value && gamerules && gamerules->value)
+ {
+ if(DMGame.PostInitSetup)
+ DMGame.PostInitSetup ();
+ }
+// ROGUE
+}
+
+
+//===================================================================
+
+/*
+ // cursor positioning
+ xl <value>
+ xr <value>
+ yb <value>
+ yt <value>
+ xv <value>
+ yv <value>
+
+ // drawing
+ statpic <name>
+ pic <stat>
+ num <fieldwidth> <stat>
+ string <stat>
+
+ // control
+ if <stat>
+ ifeq <stat> <value>
+ ifbit <stat> <value>
+ endif
+*/
+
+char *single_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 262 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+;
+
+char *dm_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 246 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+
+// frags
+"xr -50 "
+"yt 2 "
+"num 3 14 "
+
+// spectator
+"if 17 "
+ "xv 0 "
+ "yb -58 "
+ "string2 \"SPECTATOR MODE\" "
+"endif "
+
+// chase camera
+"if 16 "
+ "xv 0 "
+ "yb -68 "
+ "string \"Chasing\" "
+ "xv 64 "
+ "stat_string 16 "
+"endif "
+;
+
+
+/*QUAKED worldspawn (0 0 0) ?
+
+Only used for the world.
+"sky" environment map name
+"skyaxis" vector axis for rotating sky
+"skyrotate" speed of rotation in degrees/second
+"sounds" music cd track number
+"gravity" 800 is default gravity
+"message" text to print at user logon
+*/
+void SP_worldspawn (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ ent->inuse = true; // since the world doesn't use G_Spawn()
+ ent->s.modelindex = 1; // world model is always index 1
+
+ //---------------
+
+ // reserve some spots for dead player bodies for coop / deathmatch
+ InitBodyQue ();
+
+ // set configstrings for items
+ SetItemNames ();
+
+ if (st.nextmap)
+ strcpy (level.nextmap, st.nextmap);
+
+ // make some data visible to the server
+
+ if (ent->message && ent->message[0])
+ {
+ gi.configstring (CS_NAME, ent->message);
+ strncpy (level.level_name, ent->message, sizeof(level.level_name));
+ }
+ else
+ strncpy (level.level_name, level.mapname, sizeof(level.level_name));
+
+ if (st.sky && st.sky[0])
+ gi.configstring (CS_SKY, st.sky);
+ else
+ gi.configstring (CS_SKY, "unit1_");
+
+ gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
+
+ gi.configstring (CS_SKYAXIS, va("%f %f %f",
+ st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
+
+ gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
+
+ gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
+
+ // status bar program
+ if (deathmatch->value)
+ gi.configstring (CS_STATUSBAR, dm_statusbar);
+ else
+ gi.configstring (CS_STATUSBAR, single_statusbar);
+
+ //---------------
+
+
+ // help icon for statusbar
+ gi.imageindex ("i_help");
+ level.pic_health = gi.imageindex ("i_health");
+ gi.imageindex ("help");
+ gi.imageindex ("field_3");
+
+ if (!st.gravity)
+ gi.cvar_set("sv_gravity", "800");
+ else
+ gi.cvar_set("sv_gravity", st.gravity);
+
+ snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
+
+ PrecacheItem (FindItem ("Blaster"));
+
+ gi.soundindex ("player/lava1.wav");
+ gi.soundindex ("player/lava2.wav");
+
+ gi.soundindex ("misc/pc_up.wav");
+ gi.soundindex ("misc/talk1.wav");
+
+ gi.soundindex ("misc/udeath.wav");
+
+ // gibs
+ gi.soundindex ("items/respawn1.wav");
+
+ // sexed sounds
+ gi.soundindex ("*death1.wav");
+ gi.soundindex ("*death2.wav");
+ gi.soundindex ("*death3.wav");
+ gi.soundindex ("*death4.wav");
+ gi.soundindex ("*fall1.wav");
+ gi.soundindex ("*fall2.wav");
+ gi.soundindex ("*gurp1.wav"); // drowning damage
+ gi.soundindex ("*gurp2.wav");
+ gi.soundindex ("*jump1.wav"); // player jump
+ gi.soundindex ("*pain25_1.wav");
+ gi.soundindex ("*pain25_2.wav");
+ gi.soundindex ("*pain50_1.wav");
+ gi.soundindex ("*pain50_2.wav");
+ gi.soundindex ("*pain75_1.wav");
+ gi.soundindex ("*pain75_2.wav");
+ gi.soundindex ("*pain100_1.wav");
+ gi.soundindex ("*pain100_2.wav");
+
+ // sexed models
+ // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
+ // you can add more, max 19 (pete change)
+ // these models are only loaded in coop or deathmatch. not singleplayer.
+ if (coop->value || deathmatch->value)
+ {
+ gi.modelindex ("#w_blaster.md2");
+ gi.modelindex ("#w_shotgun.md2");
+ gi.modelindex ("#w_sshotgun.md2");
+ gi.modelindex ("#w_machinegun.md2");
+ gi.modelindex ("#w_chaingun.md2");
+ gi.modelindex ("#a_grenades.md2");
+ gi.modelindex ("#w_glauncher.md2");
+ gi.modelindex ("#w_rlauncher.md2");
+ gi.modelindex ("#w_hyperblaster.md2");
+ gi.modelindex ("#w_railgun.md2");
+ gi.modelindex ("#w_bfg.md2");
+
+ gi.modelindex ("#w_disrupt.md2"); // PGM
+ gi.modelindex ("#w_etfrifle.md2"); // PGM
+ gi.modelindex ("#w_plasma.md2"); // PGM
+ gi.modelindex ("#w_plauncher.md2"); // PGM
+ gi.modelindex ("#w_chainfist.md2"); // PGM
+ }
+
+ //-------------------
+
+ gi.soundindex ("player/gasp1.wav"); // gasping for air
+ gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
+
+ gi.soundindex ("player/watr_in.wav"); // feet hitting water
+ gi.soundindex ("player/watr_out.wav"); // feet leaving water
+
+ gi.soundindex ("player/watr_un.wav"); // head going underwater
+
+ gi.soundindex ("player/u_breath1.wav");
+ gi.soundindex ("player/u_breath2.wav");
+
+ gi.soundindex ("items/pkup.wav"); // bonus item pickup
+ gi.soundindex ("world/land.wav"); // landing thud
+ gi.soundindex ("misc/h2ohit1.wav"); // landing splash
+
+ gi.soundindex ("items/damage.wav");
+ // ROGUE - double damage
+ gi.soundindex ("misc/ddamage1.wav");
+ // rogue
+ gi.soundindex ("items/protect.wav");
+ gi.soundindex ("items/protect4.wav");
+ gi.soundindex ("weapons/noammo.wav");
+
+ gi.soundindex ("infantry/inflies1.wav");
+
+ sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
+ gi.modelindex ("models/objects/gibs/arm/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone2/tris.md2");
+ gi.modelindex ("models/objects/gibs/chest/tris.md2");
+ gi.modelindex ("models/objects/gibs/skull/tris.md2");
+ gi.modelindex ("models/objects/gibs/head2/tris.md2");
+
+//
+// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
+//
+
+ // 0 normal
+ gi.configstring(CS_LIGHTS+0, "m");
+
+ // 1 FLICKER (first variety)
+ gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
+
+ // 2 SLOW STRONG PULSE
+ gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
+
+ // 3 CANDLE (first variety)
+ gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
+
+ // 4 FAST STROBE
+ gi.configstring(CS_LIGHTS+4, "mamamamamama");
+
+ // 5 GENTLE PULSE 1
+ gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
+
+ // 6 FLICKER (second variety)
+ gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
+
+ // 7 CANDLE (second variety)
+ gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
+
+ // 8 CANDLE (third variety)
+ gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
+
+ // 9 SLOW STROBE (fourth variety)
+ gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
+
+ // 10 FLUORESCENT FLICKER
+ gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
+
+ // 11 SLOW PULSE NOT FADE TO BLACK
+ gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
+
+ // styles 32-62 are assigned by the light program for switchable lights
+
+ // 63 testing
+ gi.configstring(CS_LIGHTS+63, "a");
+}
+
+//
+//ROGUE
+//
+
+//
+// Monster spawning code
+//
+// Used by the carrier, the medic_commander, and the black widow
+//
+// The sequence to create a flying monster is:
+//
+// FindSpawnPoint - tries to find suitable spot to spawn the monster in
+// CreateFlyMonster - this verifies the point as good and creates the monster
+
+// To create a ground walking monster:
+//
+// FindSpawnPoint - same thing
+// CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
+//
+
+// FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
+
+//
+// CreateMonster
+//
+edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
+{
+ edict_t *newEnt;
+
+ newEnt = G_Spawn();
+
+ VectorCopy(origin, newEnt->s.origin);
+ VectorCopy(angles, newEnt->s.angles);
+ newEnt->classname = ED_NewString (classname);
+ newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
+
+ VectorSet(newEnt->gravityVector, 0, 0, -1);
+ ED_CallSpawn(newEnt);
+ newEnt->s.renderfx |= RF_IR_VISIBLE;
+
+ return newEnt;
+}
+
+edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
+{
+ if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
+ {
+ DetermineBBox (classname, mins, maxs);
+ }
+
+ if (!CheckSpawnPoint(origin, mins, maxs))
+ return NULL;
+
+ return (CreateMonster (origin, angles, classname));
+}
+
+// This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
+// are bad things down there or not
+//
+// this is from m_move.c
+#define STEPSIZE 18
+
+edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
+{
+// trace_t tr;
+ edict_t *newEnt;
+// vec3_t start, stop;
+// int failure = 0;
+// vec3_t mins, maxs;
+// int x, y;
+// float mid, bottom;
+ vec3_t mins, maxs;
+
+ // if they don't provide us a bounding box, figure it out
+ if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
+ {
+ DetermineBBox (classname, mins, maxs);
+ }
+ else
+ {
+ VectorCopy (entMins, mins);
+ VectorCopy (entMaxs, maxs);
+ }
+
+ // check the ground to make sure it's there, it's relatively flat, and it's not toxic
+ if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
+ return NULL;
+
+ newEnt = CreateMonster (origin, angles, classname);
+ if (!newEnt)
+ return NULL;
+
+ return newEnt;
+}
+
+
+// FindSpawnPoint
+// PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
+// if the startpoint is bad, try above the startpoint for a bit
+
+qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
+{
+ trace_t tr;
+ vec3_t top;
+
+ tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
+ if((tr.startsolid || tr.allsolid) || (tr.ent != WORLD))
+ {
+// if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
+// (tr.ent->svflags & SVF_DAMAGEABLE) )
+// {
+// T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
+// pain_normal, hurt, 0, 0, MOD_UNKNOWN);
+
+ VectorCopy (startpoint, top);
+ top[2] += maxMoveUp;
+/*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (top);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_ALL);
+*/
+ tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
+ if (tr.startsolid || tr.allsolid)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// if (tr.ent)
+// gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
+// else
+// gi.dprintf("FindSpawnPoint: failed to find a point\n");
+
+ return false;
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
+ VectorCopy (tr.endpos, spawnpoint);
+ return true;
+ }
+ }
+ else
+ {
+ VectorCopy (startpoint, spawnpoint);
+ return true;
+ }
+}
+
+// FIXME - all of this needs to be tweaked to handle the new gravity rules
+// if we ever want to spawn stuff on the roof
+
+//
+// CheckSpawnPoint
+//
+// PMM - checks volume to make sure we can spawn a monster there (is it solid?)
+//
+// This is all fliers should need
+
+qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
+{
+ trace_t tr;
+
+ if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
+ {
+ return false;
+ }
+
+ tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
+ if(tr.startsolid || tr.allsolid)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("createmonster in wall. removing\n");
+ return false;
+ }
+ if (tr.ent != WORLD)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
+ return false;
+ }
+ return true;
+}
+
+//
+// CheckGroundSpawnPoint
+//
+// PMM - used for walking monsters
+// checks:
+// 1) is there a ground within the specified height of the origin?
+// 2) is the ground non-water?
+// 3) is the ground flat enough to walk on?
+//
+
+qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
+{
+ trace_t tr;
+ vec3_t start, stop;
+ vec3_t mins, maxs;
+ int x, y;
+ float mid, bottom;
+
+ if (!CheckSpawnPoint (origin, entMins, entMaxs))
+ return false;
+
+ // FIXME - this is too conservative about angled surfaces
+
+ VectorCopy (origin, stop);
+ // FIXME - gravity vector
+ stop[2] = origin[2] + entMins[2] - height;
+
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (origin);
+ gi.WritePosition (stop);
+ gi.multicast (start, MULTICAST_ALL);
+ */
+
+ tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
+ // it's not going to be all solid or start solid, since that's checked above
+
+ if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
+ {
+ // we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped
+ //
+ // algorithm straight out of m_move.c:M_CheckBottom()
+ //
+
+ // first, do the midpoint trace
+
+ VectorAdd (tr.endpos, entMins, mins);
+ VectorAdd (tr.endpos, entMaxs, maxs);
+
+
+ // first, do the easy flat check
+ //
+#ifdef ROGUE_GRAVITY
+ // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ if(gravity > 0)
+ start[2] = maxs[2] + 1;
+ else
+ start[2] = mins[2] - 1;
+#else
+ start[2] = mins[2] - 1;
+#endif
+ for (x=0 ; x<=1 ; x++)
+ {
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+ }
+
+ // if it passed all four above checks, we're done
+ return true;
+
+realcheck:
+
+ // check it for real
+
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ start[2] = mins[2];
+
+ tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
+
+ if (tr.fraction == 1.0)
+ return false;
+
+#ifdef ROGUE_GRAVITY
+ if(gravity < 0)
+ {
+ start[2] = mins[2];
+ stop[2] = start[2] - STEPSIZE - STEPSIZE;
+ mid = bottom = tr.endpos[2] + entMins[2];
+ }
+ else
+ {
+ start[2] = maxs[2];
+ stop[2] = start[2] + STEPSIZE + STEPSIZE;
+ mid = bottom = tr.endpos[2] - entMaxs[2];
+ }
+#else
+ stop[2] = start[2] - 2*STEPSIZE;
+ mid = bottom = tr.endpos[2] + entMins[2];
+#endif
+
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (stop);
+ gi.multicast (start, MULTICAST_ALL);
+ */
+ tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
+
+//PGM
+#ifdef ROGUE_GRAVITY
+// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ if(gravity > 0)
+ {
+ if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
+ bottom = tr.endpos[2];
+ if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("spawn - rejecting due to uneven ground\n");
+ return false;
+ }
+ }
+ else
+ {
+ if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
+ bottom = tr.endpos[2];
+ if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("spawn - rejecting due to uneven ground\n");
+ return false;
+ }
+ }
+#else
+ if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
+ bottom = tr.endpos[2];
+ if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
+ {
+ return false;
+ }
+#endif
+ }
+
+ return true; // we can land on it, it's ok
+ }
+
+ // otherwise, it's either water (bad) or not there (too far)
+ // if we're here, it's bad below
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (tr.fraction < 1)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("groundmonster would fall into water/slime/lava\n");
+// else
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("groundmonster would fall too far\n");
+// }
+
+ return false;
+}
+
+void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
+{
+ // FIXME - cache this stuff
+ edict_t *newEnt;
+
+ newEnt = G_Spawn();
+
+ VectorCopy(vec3_origin, newEnt->s.origin);
+ VectorCopy(vec3_origin, newEnt->s.angles);
+ newEnt->classname = ED_NewString (classname);
+ newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
+
+ ED_CallSpawn(newEnt);
+
+ VectorCopy (newEnt->mins, mins);
+ VectorCopy (newEnt->maxs, maxs);
+
+ G_FreeEdict (newEnt);
+}
+
+// ****************************
+// SPAWNGROW stuff
+// ****************************
+
+#define SPAWNGROW_LIFESPAN 0.3
+
+void spawngrow_think (edict_t *self)
+{
+ int i;
+
+ for (i=0; i<2; i++)
+ {
+ self->s.angles[0] = rand()%360;
+ self->s.angles[1] = rand()%360;
+ self->s.angles[2] = rand()%360;
+ }
+ if ((level.time < self->wait) && (self->s.frame < 2))
+ self->s.frame++;
+ if (level.time >= self->wait)
+ {
+ if (self->s.effects & EF_SPHERETRANS)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ else if (self->s.frame > 0)
+ self->s.frame--;
+ else
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ }
+ self->nextthink += FRAMETIME;
+}
+
+void SpawnGrow_Spawn (vec3_t startpos, int size)
+{
+ edict_t *ent;
+ int i;
+ float lifespan;
+
+ ent = G_Spawn();
+ VectorCopy(startpos, ent->s.origin);
+ for (i=0; i<2; i++)
+ {
+ ent->s.angles[0] = rand()%360;
+ ent->s.angles[1] = rand()%360;
+ ent->s.angles[2] = rand()%360;
+ }
+ ent->solid = SOLID_NOT;
+// ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
+ ent->s.renderfx = RF_IR_VISIBLE;
+ ent->movetype = MOVETYPE_NONE;
+ ent->classname = "spawngro";
+
+ if (size <= 1)
+ {
+ lifespan = SPAWNGROW_LIFESPAN;
+ ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
+ }
+ else if (size == 2)
+ {
+ ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
+ lifespan = 2;
+ }
+ else
+ {
+ ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
+ lifespan = SPAWNGROW_LIFESPAN;
+ }
+
+ ent->think = spawngrow_think;
+
+ ent->wait = level.time + lifespan;
+ ent->nextthink = level.time + FRAMETIME;
+ if (size != 2)
+ ent->s.effects |= EF_SPHERETRANS;
+ gi.linkentity (ent);
+}
+
+
+// ****************************
+// WidowLeg stuff
+// ****************************
+
+#define MAX_LEGSFRAME 23
+#define LEG_WAIT_TIME 1
+
+void ThrowMoreStuff (edict_t *self, vec3_t point);
+void ThrowSmallStuff (edict_t *self, vec3_t point);
+void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
+void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
+
+void widowlegs_think (edict_t *self)
+{
+ vec3_t offset;
+ vec3_t point;
+ vec3_t f,r,u;
+
+ if (self->s.frame == 17)
+ {
+ VectorSet (offset, 11.77, -7.24, 23.31);
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (point);
+ gi.multicast (point, MULTICAST_ALL);
+ ThrowSmallStuff (self, point);
+ }
+
+ if (self->s.frame < MAX_LEGSFRAME)
+ {
+ self->s.frame++;
+ self->nextthink = level.time + FRAMETIME;
+ return;
+ }
+ else if (self->wait == 0)
+ {
+ self->wait = level.time + LEG_WAIT_TIME;
+ }
+ if (level.time > self->wait)
+ {
+ AngleVectors (self->s.angles, f, r, u);
+
+ VectorSet (offset, -65.6, -8.44, 28.59);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (point);
+ gi.multicast (point, MULTICAST_ALL);
+ ThrowSmallStuff (self, point);
+
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(qrandom()*20.0), GIB_METALLIC, point, 0, true);
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(qrandom()*20.0), GIB_METALLIC, point, 0, true);
+
+ VectorSet (offset, -1.04, -51.18, 7.04);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (point);
+ gi.multicast (point, MULTICAST_ALL);
+ ThrowSmallStuff (self, point);
+
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(qrandom()*20.0), GIB_METALLIC, point, 0, true);
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(qrandom()*20.0), GIB_METALLIC, point, 0, true);
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(qrandom()*20.0), GIB_METALLIC, point, 0, true);
+
+ G_FreeEdict (self);
+ return;
+ }
+ if ((level.time > (self->wait - 0.5)) && (self->count == 0))
+ {
+ self->count = 1;
+ AngleVectors (self->s.angles, f, r, u);
+
+ VectorSet (offset, 31, -88.7, 10.96);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (point);
+ gi.multicast (point, MULTICAST_ALL);
+// ThrowSmallStuff (self, point);
+
+ VectorSet (offset, -12.67, -4.39, 15.68);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (point);
+ gi.multicast (point, MULTICAST_ALL);
+// ThrowSmallStuff (self, point);
+
+ self->nextthink = level.time + FRAMETIME;
+ return;
+ }
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
+{
+ edict_t *ent;
+
+ ent = G_Spawn();
+ VectorCopy(startpos, ent->s.origin);
+ VectorCopy(angles, ent->s.angles);
+ ent->solid = SOLID_NOT;
+ ent->s.renderfx = RF_IR_VISIBLE;
+ ent->movetype = MOVETYPE_NONE;
+ ent->classname = "widowlegs";
+
+ ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
+ ent->think = widowlegs_think;
+
+ ent->nextthink = level.time + FRAMETIME;
+ gi.linkentity (ent);
+}
--- /dev/null
+++ b/rogue/g_sphere.c
@@ -1,0 +1,787 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+// defender - actively finds and shoots at enemies
+// hunter - waits until < 25% health and vore ball tracks person who hurt you
+// vengeance - kills person who killed you.
+
+#define DEFENDER_LIFESPAN 30
+#define HUNTER_LIFESPAN 30
+#define VENGEANCE_LIFESPAN 30
+#define MINIMUM_FLY_TIME 15
+//#define MINIMUM_FLY_TIME 30
+
+// FIXME - do we need to be calling ED_NewString at all?
+extern char *ED_NewString (char *string);
+void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker);
+
+
+void defender_think (edict_t *self);
+void hunter_think (edict_t *self);
+void vengeance_think (edict_t *self);
+void vengeance_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+void hunter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+// *************************
+// General Sphere Code
+// *************************
+
+// =================
+// =================
+void sphere_think_explode (edict_t *self)
+{
+ if(self->owner && self->owner->client && !(self->spawnflags & SPHERE_DOPPLEGANGER))
+ {
+ self->owner->client->owned_sphere = NULL;
+ }
+ BecomeExplosion1 (self);
+}
+
+// =================
+// sphere_explode
+// =================
+void sphere_explode (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+// if(self->owner && self->owner->client)
+// gi.cprintf(self->owner, PRINT_HIGH, "Sphere timed out\n");
+// gi.dprintf("player died, blowing up\n");
+ sphere_think_explode (self);
+}
+
+// =================
+// sphere_if_idle_die - if the sphere is not currently attacking, blow up.
+// =================
+void sphere_if_idle_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ if(!self->enemy)
+ {
+// gi.dprintf("player died, blowing up\n");
+ sphere_think_explode(self);
+ }
+}
+
+// *************************
+// Sphere Movement
+// *************************
+
+// =================
+// =================
+void sphere_fly (edict_t *self)
+{
+ vec3_t dest;
+ vec3_t dir;
+
+ if(level.time >= self->wait)
+ {
+// gi.dprintf("fly: timed out\n");
+ sphere_think_explode(self);
+ return;
+ }
+
+ VectorCopy (self->owner->s.origin, dest);
+ dest[2] = self->owner->absmax[2] + 4;
+
+ if(level.time == (float)(int)level.time)
+ {
+ if(!visible(self, self->owner))
+ {
+ VectorCopy(dest, self->s.origin);
+ gi.linkentity(self);
+ return;
+ }
+ }
+
+ VectorSubtract (dest, self->s.origin, dir);
+ VectorScale (dir, 5, self->velocity);
+}
+
+// =================
+// =================
+void sphere_chase (edict_t *self, int stupidChase)
+{
+ vec3_t dest;
+ vec3_t dir;
+ float dist;
+
+ if(level.time >= self->wait || (self->enemy && self->enemy->health < 1))
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+ VectorCopy (self->enemy->s.origin, dest);
+ if(self->enemy->client)
+ dest[2] += self->enemy->viewheight;
+
+ if(visible(self, self->enemy) || stupidChase)
+ {
+ // if moving, hunter sphere uses active sound
+ if(!stupidChase)
+ self->s.sound = gi.soundindex ("spheres/h_active.wav");
+
+ VectorSubtract (dest, self->s.origin, dir);
+ VectorNormalize (dir);
+ vectoangles2(dir, self->s.angles);
+ VectorScale (dir, 500, self->velocity);
+ VectorCopy(dest, self->monsterinfo.saved_goal);
+ }
+ else if (VectorCompare (self->monsterinfo.saved_goal, vec3_origin))
+ {
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
+ vectoangles2(dir, self->s.angles);
+
+ // if lurking, hunter sphere uses lurking sound
+ self->s.sound = gi.soundindex ("spheres/h_lurk.wav");
+ VectorClear (self->velocity);
+ }
+ else
+ {
+ VectorSubtract(self->monsterinfo.saved_goal, self->s.origin, dir);
+ dist = VectorNormalize(dir);
+
+ if(dist > 1)
+ {
+ vectoangles2(dir, self->s.angles);
+
+ if(dist > 500)
+ VectorScale(dir, 500, self->velocity);
+ else if (dist < 20)
+ VectorScale(dir, (dist / FRAMETIME), self->velocity);
+ else
+ VectorScale(dir, dist, self->velocity);
+
+ // if moving, hunter sphere uses active sound
+ if(!stupidChase)
+ self->s.sound = gi.soundindex ("spheres/h_active.wav");
+ }
+ else
+ {
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
+ vectoangles2(dir, self->s.angles);
+
+ // if not moving, hunter sphere uses lurk sound
+ if(!stupidChase)
+ self->s.sound = gi.soundindex ("spheres/h_lurk.wav");
+
+ VectorClear(self->velocity);
+ }
+ }
+}
+
+// *************************
+// Attack related stuff
+// *************************
+
+// =================
+// =================
+void sphere_fire (edict_t *self, edict_t *enemy)
+{
+ vec3_t dest;
+ vec3_t dir;
+
+ if(level.time >= self->wait || !enemy)
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+ VectorCopy (enemy->s.origin, dest);
+ self->s.effects |= EF_ROCKET;
+
+ VectorSubtract (dest, self->s.origin, dir);
+ VectorNormalize (dir);
+ vectoangles2 ( dir, self->s.angles );
+ VectorScale (dir, 1000, self->velocity);
+
+ self->touch = vengeance_touch;
+ self->think = sphere_think_explode;
+ self->nextthink = self->wait;
+}
+
+// =================
+// =================
+void sphere_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf, int mod)
+{
+ if(self->spawnflags & SPHERE_DOPPLEGANGER)
+ {
+ if (other == self->teammaster)
+ return;
+
+ self->takedamage = DAMAGE_NO;
+ self->owner = self->teammaster;
+ self->teammaster = NULL;
+ }
+ else
+ {
+ if (other == self->owner)
+ return;
+ // PMM - don't blow up on bodies
+ if (!strcmp(other->classname, "bodyque"))
+ return;
+ }
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (other->takedamage)
+ {
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
+ 10000, 1, DAMAGE_DESTROY_ARMOR, mod);
+ }
+ else
+ {
+ T_RadiusDamage (self, self->owner, 512, self->owner, 256, mod);
+ }
+
+ sphere_think_explode (self);
+}
+
+// =================
+// =================
+void vengeance_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if(self->spawnflags & SPHERE_DOPPLEGANGER)
+ sphere_touch (self, other, plane, surf, MOD_DOPPLE_VENGEANCE);
+ else
+ sphere_touch (self, other, plane, surf, MOD_VENGEANCE_SPHERE);
+}
+
+// =================
+// =================
+void hunter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ edict_t *owner;
+
+ // don't blow up if you hit the world.... sheesh.
+ if(other==WORLD)
+ return;
+
+ if(self->owner)
+ {
+ // if owner is flying with us, make sure they stop too.
+ owner=self->owner;
+ if(owner->flags & FL_SAM_RAIMI)
+ {
+ VectorClear(owner->velocity);
+ owner->movetype = MOVETYPE_NONE;
+ gi.linkentity(owner);
+ }
+ }
+
+ if(self->spawnflags & SPHERE_DOPPLEGANGER)
+ sphere_touch (self, other, plane, surf, MOD_DOPPLE_HUNTER);
+ else
+ sphere_touch (self, other, plane, surf, MOD_HUNTER_SPHERE);
+}
+
+// =================
+// =================
+void defender_shoot (edict_t *self, edict_t *enemy)
+{
+ vec3_t dir;
+ vec3_t start;
+
+ if(!(enemy->inuse) || enemy->health <= 0)
+ return;
+
+ if(enemy == self->owner)
+ return;
+
+ VectorSubtract (enemy->s.origin, self->s.origin, dir);
+ VectorNormalize (dir);
+
+ if(self->monsterinfo.attack_finished > level.time)
+ return;
+
+ if(!visible(self, self->enemy))
+ return;
+
+ VectorCopy(self->s.origin, start);
+ start[2] += 2;
+ fire_blaster2 (self->owner, start, dir, 10, 1000, EF_BLASTER, 0);
+
+ self->monsterinfo.attack_finished = level.time + 0.4;
+}
+
+// *************************
+// Activation Related Stuff
+// *************************
+
+// =================
+// =================
+void body_gib (edict_t *self)
+{
+ int n;
+
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 50, GIB_ORGANIC);
+ ThrowGib (self, "models/objects/gibs/skull/tris.md2", 50, GIB_ORGANIC);
+}
+
+// =================
+// =================
+void hunter_pain (edict_t *self, edict_t *other, float, int)
+{
+ edict_t *owner;
+ float dist;
+ vec3_t dir;
+
+ if(self->enemy)
+ return;
+
+ owner = self->owner;
+
+ if(!(self->spawnflags & SPHERE_DOPPLEGANGER))
+ {
+ if(owner && (owner->health > 0))
+ return;
+
+ //PMM
+ if(other == owner)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("hunter: won't get mad at my owner!\n");
+ return;
+ }
+ //pmm
+ }
+ else
+ {
+ // if fired by a doppleganger, set it to 10 second timeout
+ self->wait = level.time + MINIMUM_FLY_TIME;
+ }
+
+ if((self->wait - level.time) < MINIMUM_FLY_TIME)
+ self->wait = level.time + MINIMUM_FLY_TIME;
+ self->s.effects |= EF_BLASTER | EF_TRACKER;
+ self->touch = hunter_touch;
+ self->enemy = other;
+
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("hunter_pain: mad at %s\n", other->classname);
+
+ // if we're not owned by a player, no sam raimi
+ // if we're spawned by a doppleganger, no sam raimi
+ if((self->spawnflags & SPHERE_DOPPLEGANGER) || !(owner && owner->client))
+ return;
+
+ // sam raimi cam is disabled if FORCE_RESPAWN is set.
+ // sam raimi cam is also disabled if huntercam->value is 0.
+ if(!((int)dmflags->value & DF_FORCE_RESPAWN) && (huntercam && (huntercam->value)))
+ {
+ VectorSubtract(other->s.origin, self->s.origin, dir);
+ dist=VectorLength(dir);
+
+ if(owner && (dist >= 192))
+ {
+ // detach owner from body and send him flying
+ owner->movetype = MOVETYPE_FLYMISSILE;
+
+ // gib like we just died, even though we didn't, really.
+ body_gib(owner);
+
+ // move the sphere to the owner's current viewpoint.
+ // we know it's a valid spot (or will be momentarily)
+ VectorCopy(owner->s.origin, self->s.origin);
+ self->s.origin[2] += owner->viewheight;
+
+ // move the player's origin to the sphere's new origin
+ VectorCopy(self->s.origin, owner->s.origin);
+ VectorCopy(self->s.angles, owner->s.angles);
+ VectorCopy(self->s.angles, owner->client->v_angle);
+ VectorClear(owner->mins);
+ VectorClear(owner->maxs);
+ VectorSet(owner->mins, -5, -5, -5);
+ VectorSet(owner->maxs, 5, 5, 5);
+ owner->client->ps.fov = 140;
+ owner->s.modelindex = 0;
+ owner->s.modelindex2 = 0;
+ owner->viewheight = 8;
+ owner->solid = SOLID_NOT;
+ owner->flags |= FL_SAM_RAIMI;
+ gi.linkentity(owner);
+
+ // PMM - set bounding box so we don't clip out of world
+// VectorSet(self->mins, -5, -5, -5);
+// VectorSet(self->maxs, 5, 5, 5);
+ self->solid = SOLID_BBOX;
+ gi.linkentity (self);
+ }
+// else
+// gi.dprintf("too close for sam raimi cam\n");
+ }
+}
+
+// =================
+// =================
+void defender_pain (edict_t *self, edict_t *other, float, int)
+{
+ //PMM
+ if(other == self->owner)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("defender: won't get mad at my owner!\n");
+ return;
+ }
+ //pmm
+ self->enemy = other;
+}
+
+// =================
+// =================
+void vengeance_pain (edict_t *self, edict_t *other, float, int)
+{
+ if(self->enemy)
+ return;
+
+ if(!(self->spawnflags & SPHERE_DOPPLEGANGER))
+ {
+ if(self->owner->health >= 25)
+ return;
+
+ //PMM
+ if(other == self->owner)
+ {
+ // if ((g_showlogic) && (g_showlogic->value))
+ // gi.dprintf ("vengeance: won't get mad at my owner!\n");
+ return;
+ }
+ //pmm
+ }
+ else
+ {
+ self->wait = level.time + MINIMUM_FLY_TIME;
+ }
+
+ if((self->wait - level.time) < MINIMUM_FLY_TIME)
+ self->wait = level.time + MINIMUM_FLY_TIME;
+ self->s.effects |= EF_ROCKET;
+ self->touch = vengeance_touch;
+ self->enemy = other;
+}
+
+// *************************
+// Think Functions
+// *************************
+
+// ===================
+// ===================
+void defender_think (edict_t *self)
+{
+ if(!self->owner)
+ {
+// gi.dprintf("think: no owner\n");
+ G_FreeEdict(self);
+ return;
+ }
+
+ // if we've exited the level, just remove ourselves.
+ if (level.intermissiontime)
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+ if(self->owner->health <=0)
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+// if(level.time - self->timestamp > 1)
+// {
+// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/dsphere.wav"), 0.6, ATTN_NORM, 0);
+// self->timestamp = level.time;
+// }
+
+ self->s.frame++;
+ if(self->s.frame>19)
+ self->s.frame = 0;
+
+ if(self->enemy)
+ {
+ if(self->enemy->health > 0)
+ {
+// gi.dprintf( "shooting at %s\n", self->enemy->classname);
+ defender_shoot (self, self->enemy);
+ }
+ else
+ self->enemy = NULL;
+ }
+// else
+// {
+// self->ideal_yaw+=3;
+// M_ChangeYaw (self);
+// }
+
+ sphere_fly (self);
+
+ if(self->inuse)
+ self->nextthink = level.time + 0.1;
+}
+
+// =================
+// =================
+void hunter_think (edict_t *self)
+{
+ edict_t *owner;
+ vec3_t dir, ang;
+
+ // if we've exited the level, just remove ourselves.
+ if (level.intermissiontime)
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+ owner = self->owner;
+ if(!owner && !(self->spawnflags & SPHERE_DOPPLEGANGER))
+ {
+// gi.dprintf("think: no owner\n");
+ G_FreeEdict(self);
+ return;
+ }
+
+ if(owner)
+ self->ideal_yaw = owner->s.angles[YAW];
+ else if(self->enemy) // fired by doppleganger
+ {
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
+ vectoangles2(dir, ang);
+ self->ideal_yaw = ang[YAW];
+ }
+
+ M_ChangeYaw(self);
+
+// if(level.time - self->timestamp > 1)
+// {
+// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/hsphere.wav"), 0.5, ATTN_NORM, 0);
+// self->timestamp = level.time;
+// }
+
+ if(self->enemy)
+ {
+ sphere_chase (self, 0);
+
+ // deal with sam raimi cam
+ if(owner && (owner->flags & FL_SAM_RAIMI))
+ {
+ if(self->inuse)
+ {
+ owner->movetype = MOVETYPE_FLYMISSILE;
+// VectorCopy(self->s.angles, owner->s.angles);
+// VectorCopy(self->s.angles, owner->client->v_angle);
+ LookAtKiller (owner, self, self->enemy);
+// owner->viewheight = 22;
+
+// owner->client->v_angle[YAW]+=5;
+ // owner is flying with us, move him too
+ owner->movetype = MOVETYPE_FLYMISSILE;
+ owner->viewheight = self->s.origin[2] - owner->s.origin[2];
+// VectorCopy(self->s.angles, owner->s.angles);
+// VectorCopy(self->s.angles, owner->client->v_angle);
+ VectorCopy(self->s.origin, owner->s.origin);
+ VectorCopy(self->velocity, owner->velocity);
+ VectorClear(owner->mins);
+ VectorClear(owner->maxs);
+ gi.linkentity(owner);
+ }
+ else // sphere timed out
+ {
+ VectorClear(owner->velocity);
+ owner->movetype = MOVETYPE_NONE;
+ gi.linkentity(owner);
+ }
+ }
+ }
+ else
+ {
+// self->ideal_yaw+=3;
+// M_ChangeYaw (self);
+ sphere_fly (self);
+ }
+
+ if(self->inuse)
+ self->nextthink = level.time + 0.1;
+}
+
+// =================
+// =================
+void vengeance_think (edict_t *self)
+{
+ // if we've exited the level, just remove ourselves.
+ if (level.intermissiontime)
+ {
+ sphere_think_explode(self);
+ return;
+ }
+
+ if(!(self->owner) && !(self->spawnflags & SPHERE_DOPPLEGANGER))
+ {
+// gi.dprintf("think: no owner\n");
+ G_FreeEdict(self);
+ return;
+ }
+
+// if(level.time - self->timestamp > 1)
+// {
+// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/vsphere.wav"), 0.5, ATTN_NORM, 0);
+// self->timestamp = level.time;
+// }
+
+ if(self->enemy)
+ {
+// sphere_fire (self, self->owner->enemy);
+ sphere_chase (self, 1);
+ }
+ else
+ sphere_fly (self);
+
+ if(self->inuse)
+ self->nextthink = level.time + 0.1;
+}
+
+// *************************
+// Spawning / Creation
+// *************************
+
+// monsterinfo_t
+// =================
+// =================
+edict_t *Sphere_Spawn (edict_t *owner, int spawnflags)
+{
+ edict_t *sphere;
+
+ sphere = G_Spawn();
+ VectorCopy(owner->s.origin, sphere->s.origin);
+ sphere->s.origin[2] = owner->absmax[2];
+ sphere->s.angles[YAW] = owner->s.angles[YAW];
+ sphere->solid = SOLID_BBOX;
+ sphere->clipmask = MASK_SHOT;
+ sphere->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
+ sphere->movetype = MOVETYPE_FLYMISSILE;
+
+ if(spawnflags & SPHERE_DOPPLEGANGER)
+ sphere->teammaster = owner->teammaster;
+ else
+ sphere->owner = owner;
+
+ sphere->classname = "sphere";
+ sphere->yaw_speed = 40;
+ sphere->monsterinfo.attack_finished = 0;
+ sphere->spawnflags = spawnflags; // need this for the HUD to recognize sphere
+ //PMM
+ sphere->takedamage = DAMAGE_NO;
+
+ switch(spawnflags & SPHERE_TYPE)
+ {
+ case SPHERE_DEFENDER:
+ sphere->s.modelindex = gi.modelindex("models/items/defender/tris.md2");
+ // PMM - this doesn't work, causes problems with other stuff
+// sphere->s.modelindex2 = gi.modelindex("models/items/shell/tris.md2") | 0x80;
+ sphere->s.modelindex2 = gi.modelindex("models/items/shell/tris.md2");
+ sphere->s.sound = gi.soundindex ("spheres/d_idle.wav");
+ sphere->pain = defender_pain;
+ sphere->wait = level.time + DEFENDER_LIFESPAN;
+ sphere->die = sphere_explode;
+ sphere->think = defender_think;
+ break;
+ case SPHERE_HUNTER:
+ sphere->s.modelindex = gi.modelindex("models/items/hunter/tris.md2");
+ sphere->s.sound = gi.soundindex ("spheres/h_idle.wav");
+ sphere->wait = level.time + HUNTER_LIFESPAN;
+ sphere->pain = hunter_pain;
+ sphere->die = sphere_if_idle_die;
+ sphere->think = hunter_think;
+ break;
+ case SPHERE_VENGEANCE:
+ sphere->s.modelindex = gi.modelindex("models/items/vengnce/tris.md2");
+ sphere->s.sound = gi.soundindex ("spheres/v_idle.wav");
+ sphere->wait = level.time + VENGEANCE_LIFESPAN;
+ sphere->pain = vengeance_pain;
+ sphere->die = sphere_if_idle_die;
+ sphere->think = vengeance_think;
+ VectorSet (sphere->avelocity, 30, 30, 0);
+ break;
+ default:
+ gi.dprintf("Tried to create an invalid sphere\n");
+ G_FreeEdict(sphere);
+ return NULL;
+ }
+
+ sphere->nextthink = level.time + 0.1;
+
+ gi.linkentity (sphere);
+
+ return sphere;
+}
+
+// =================
+// Own_Sphere - attach the sphere to the client so we can
+// directly access it later
+// =================
+void Own_Sphere (edict_t *self, edict_t *sphere)
+{
+ if(!sphere)
+ return;
+
+ // ownership only for players
+ if(self->client)
+ {
+ // if they don't have one
+ if(!(self->client->owned_sphere))
+ {
+ self->client->owned_sphere = sphere;
+ }
+ // they already have one, take care of the old one
+ else
+ {
+ if(self->client->owned_sphere->inuse)
+ {
+ G_FreeEdict(self->client->owned_sphere);
+ self->client->owned_sphere = sphere;
+ }
+ else
+ {
+ self->client->owned_sphere = sphere;
+ }
+ }
+ }
+}
+
+// =================
+// =================
+void Defender_Launch (edict_t *self)
+{
+ edict_t *sphere;
+
+ sphere = Sphere_Spawn (self, SPHERE_DEFENDER);
+ Own_Sphere (self, sphere);
+}
+
+// =================
+// =================
+void Hunter_Launch (edict_t *self)
+{
+ edict_t *sphere;
+
+ sphere = Sphere_Spawn (self, SPHERE_HUNTER);
+ Own_Sphere (self, sphere);
+}
+
+// =================
+// =================
+void Vengeance_Launch (edict_t *self)
+{
+ edict_t *sphere;
+
+ sphere = Sphere_Spawn (self, SPHERE_VENGEANCE);
+ Own_Sphere (self, sphere);
+}
--- /dev/null
+++ b/rogue/g_svcmds.c
@@ -1,0 +1,284 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void Svcmd_Test_f (void)
+{
+ gi.cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n");
+}
+
+/*
+==============================================================================
+
+PACKET FILTERING
+
+
+You can add or remove addresses from the filter list with:
+
+addip <ip>
+removeip <ip>
+
+The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40".
+
+Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host.
+
+listip
+Prints the current list of filters.
+
+writeip
+Dumps "addip <ip>" commands to listip.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion.
+
+filterban <0 or 1>
+
+If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting.
+
+If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network.
+
+
+==============================================================================
+*/
+
+typedef struct
+{
+ unsigned mask;
+ unsigned compare;
+} ipfilter_t;
+
+#define MAX_IPFILTERS 1024
+
+ipfilter_t ipfilters[MAX_IPFILTERS];
+int numipfilters;
+
+/*
+=================
+StringToFilter
+=================
+*/
+static qboolean StringToFilter (char *s, ipfilter_t *f)
+{
+ char num[128];
+ int i, j;
+ byte b[4];
+ byte m[4];
+
+ for (i=0 ; i<4 ; i++)
+ {
+ b[i] = 0;
+ m[i] = 0;
+ }
+
+ for (i=0 ; i<4 ; i++)
+ {
+ if (*s < '0' || *s > '9')
+ {
+ gi.cprintf(NULL, PRINT_HIGH, "Bad filter address: %s\n", s);
+ return false;
+ }
+
+ j = 0;
+ while (*s >= '0' && *s <= '9')
+ {
+ num[j++] = *s++;
+ }
+ num[j] = 0;
+ b[i] = atoi(num);
+ if (b[i] != 0)
+ m[i] = 255;
+
+ if (!*s)
+ break;
+ s++;
+ }
+
+ f->mask = *(unsigned *)m;
+ f->compare = *(unsigned *)b;
+
+ return true;
+}
+
+/*
+=================
+SV_FilterPacket
+=================
+*/
+qboolean SV_FilterPacket (char *from)
+{
+ int i;
+ unsigned in;
+ byte m[4];
+ char *p;
+
+ i = 0;
+ p = from;
+ while (*p && i < 4) {
+ m[i] = 0;
+ while (*p >= '0' && *p <= '9') {
+ m[i] = m[i]*10 + (*p - '0');
+ p++;
+ }
+ if (!*p || *p == ':')
+ break;
+ i++, p++;
+ }
+
+ in = *(unsigned *)m;
+
+ for (i=0 ; i<numipfilters ; i++)
+ if ( (in & ipfilters[i].mask) == ipfilters[i].compare)
+ return (int)filterban->value;
+
+ return (int)!filterban->value;
+}
+
+
+/*
+=================
+SV_AddIP_f
+=================
+*/
+void SVCmd_AddIP_f (void)
+{
+ int i;
+
+ if (gi.argc() < 3) {
+ gi.cprintf(NULL, PRINT_HIGH, "Usage: addip <ip-mask>\n");
+ return;
+ }
+
+ for (i=0 ; i<numipfilters ; i++)
+ if (ipfilters[i].compare == 0xffffffff)
+ break; // free spot
+ if (i == numipfilters)
+ {
+ if (numipfilters == MAX_IPFILTERS)
+ {
+ gi.cprintf (NULL, PRINT_HIGH, "IP filter list is full\n");
+ return;
+ }
+ numipfilters++;
+ }
+
+ if (!StringToFilter (gi.argv(2), &ipfilters[i]))
+ ipfilters[i].compare = 0xffffffff;
+}
+
+/*
+=================
+SV_RemoveIP_f
+=================
+*/
+void SVCmd_RemoveIP_f (void)
+{
+ ipfilter_t f;
+ int i, j;
+
+ if (gi.argc() < 3) {
+ gi.cprintf(NULL, PRINT_HIGH, "Usage: sv removeip <ip-mask>\n");
+ return;
+ }
+
+ if (!StringToFilter (gi.argv(2), &f))
+ return;
+
+ for (i=0 ; i<numipfilters ; i++)
+ if (ipfilters[i].mask == f.mask
+ && ipfilters[i].compare == f.compare)
+ {
+ for (j=i+1 ; j<numipfilters ; j++)
+ ipfilters[j-1] = ipfilters[j];
+ numipfilters--;
+ gi.cprintf (NULL, PRINT_HIGH, "Removed.\n");
+ return;
+ }
+ gi.cprintf (NULL, PRINT_HIGH, "Didn't find %s.\n", gi.argv(2));
+}
+
+/*
+=================
+SV_ListIP_f
+=================
+*/
+void SVCmd_ListIP_f (void)
+{
+ int i;
+ byte b[4];
+
+ gi.cprintf (NULL, PRINT_HIGH, "Filter list:\n");
+ for (i=0 ; i<numipfilters ; i++)
+ {
+ *(unsigned *)b = ipfilters[i].compare;
+ gi.cprintf (NULL, PRINT_HIGH, "%3i.%3i.%3i.%3i\n", b[0], b[1], b[2], b[3]);
+ }
+}
+
+/*
+=================
+SV_WriteIP_f
+=================
+*/
+void SVCmd_WriteIP_f (void)
+{
+ FILE *f;
+ char name[MAX_OSPATH];
+ byte b[4];
+ int i;
+ cvar_t *game;
+
+ game = gi.cvar("game", "", 0);
+
+ if (!*game->string)
+ sprintf (name, "%s/listip.cfg", GAMEVERSION);
+ else
+ sprintf (name, "%s/listip.cfg", game->string);
+
+ gi.cprintf (NULL, PRINT_HIGH, "Writing %s.\n", name);
+
+ f = fopen (name, "wb");
+ if (!f)
+ {
+ gi.cprintf (NULL, PRINT_HIGH, "Couldn't open %s\n", name);
+ return;
+ }
+
+ fprintf(f, "set filterban %d\n", (int)filterban->value);
+
+ for (i=0 ; i<numipfilters ; i++)
+ {
+ *(unsigned *)b = ipfilters[i].compare;
+ fprintf (f, "sv addip %i.%i.%i.%i\n", b[0], b[1], b[2], b[3]);
+ }
+
+ fclose (f);
+}
+
+/*
+=================
+ServerCommand
+
+ServerCommand will be called when an "sv" command is issued.
+The game can issue gi.argc() / gi.argv() commands to get the rest
+of the parameters
+=================
+*/
+void ServerCommand (void)
+{
+ char *cmd;
+
+ cmd = gi.argv(1);
+ if (cistrcmp (cmd, "test") == 0)
+ Svcmd_Test_f ();
+ else if (cistrcmp (cmd, "addip") == 0)
+ SVCmd_AddIP_f ();
+ else if (cistrcmp (cmd, "removeip") == 0)
+ SVCmd_RemoveIP_f ();
+ else if (cistrcmp (cmd, "listip") == 0)
+ SVCmd_ListIP_f ();
+ else if (cistrcmp (cmd, "writeip") == 0)
+ SVCmd_WriteIP_f ();
+ else
+ gi.cprintf (NULL, PRINT_HIGH, "Unknown server command \"%s\"\n", cmd);
+}
+
--- /dev/null
+++ b/rogue/g_target.c
@@ -1,0 +1,831 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
+Fire an origin based temp entity event to the clients.
+"style" type byte
+*/
+void Use_Target_Tent (edict_t *ent, edict_t *, edict_t *)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (ent->style);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+}
+
+void SP_target_temp_entity (edict_t *ent)
+{
+ ent->use = Use_Target_Tent;
+}
+
+
+//==========================================================
+
+//==========================================================
+
+/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
+"noise" wav file to play
+"attenuation"
+-1 = none, send to whole level
+1 = normal fighting sounds
+2 = idle sound level
+3 = ambient sound level
+"volume" 0.0 to 1.0
+
+Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
+
+Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
+Multiple identical looping sounds will just increase volume without any speed cost.
+*/
+void Use_Target_Speaker (edict_t *ent, edict_t *, edict_t *)
+{
+ int chan;
+
+ if (ent->spawnflags & 3)
+ { // looping sound toggles
+ if (ent->s.sound)
+ ent->s.sound = 0; // turn it off
+ else
+ ent->s.sound = ent->noise_index; // start it
+ }
+ else
+ { // normal sound
+ if (ent->spawnflags & 4)
+ chan = CHAN_VOICE|CHAN_RELIABLE;
+ else
+ chan = CHAN_VOICE;
+ // use a positioned_sound, because this entity won't normally be
+ // sent to any clients because it is invisible
+ gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
+ }
+}
+
+void SP_target_speaker (edict_t *ent)
+{
+ char buffer[MAX_QPATH];
+
+ if(!st.noise)
+ {
+ gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
+ return;
+ }
+ if (!strstr (st.noise, ".wav"))
+ Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
+ else
+ strncpy (buffer, st.noise, sizeof(buffer));
+ ent->noise_index = gi.soundindex (buffer);
+
+ if (!ent->volume)
+ ent->volume = 1.0;
+
+ if (!ent->attenuation)
+ ent->attenuation = 1.0;
+ else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
+ ent->attenuation = 0;
+
+ // check for prestarted looping sound
+ if (ent->spawnflags & 1)
+ ent->s.sound = ent->noise_index;
+
+ ent->use = Use_Target_Speaker;
+
+ // must link the entity so we get areas and clusters so
+ // the server can determine who to send updates to
+ gi.linkentity (ent);
+}
+
+
+//==========================================================
+
+void Use_Target_Help (edict_t *ent, edict_t *, edict_t *)
+{
+ if (ent->spawnflags & 1)
+ strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
+ else
+ strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
+
+ game.helpchanged++;
+}
+
+/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
+When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
+*/
+void SP_target_help(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->message)
+ {
+ gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+ ent->use = Use_Target_Help;
+}
+
+//==========================================================
+
+/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a secret found.
+These are single use targets.
+*/
+void use_target_secret (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_secrets++;
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_secret (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_secret;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_secrets++;
+ // map bug hack
+ if (!cistrcmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
+ ent->message = "You have found a secret area.";
+}
+
+//==========================================================
+
+/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a goal completed.
+These are single use targets.
+*/
+void use_target_goal (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_goals++;
+
+ if (level.found_goals == level.total_goals)
+ gi.configstring (CS_CDTRACK, "0");
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_goal (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_goal;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_goals++;
+}
+
+//==========================================================
+
+
+/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
+Spawns an explosion temporary entity when used.
+
+"delay" wait this long before going off
+"dmg" how much radius damage should be done, defaults to 0
+*/
+void target_explosion_explode (edict_t *self)
+{
+ float save;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ save = self->delay;
+ self->delay = 0;
+ G_UseTargets (self, self->activator);
+ self->delay = save;
+}
+
+void use_target_explosion (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (!self->delay)
+ {
+ target_explosion_explode (self);
+ return;
+ }
+
+ self->think = target_explosion_explode;
+ self->nextthink = level.time + self->delay;
+}
+
+void SP_target_explosion (edict_t *ent)
+{
+ ent->use = use_target_explosion;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
+Changes level to "map" when fired
+*/
+void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if (level.intermissiontime)
+ return; // already activated
+
+ if (!deathmatch->value && !coop->value)
+ {
+ if (g_edicts[1].health <= 0)
+ return;
+ }
+
+ // if noexit, do a ton of damage to other
+ if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != WORLD)
+ {
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
+ return;
+ }
+
+ // if multiplayer, let everyone know who hit the exit
+ if (deathmatch->value)
+ {
+ if (activator && activator->client)
+ gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
+ }
+
+ // if going to a new unit, clear cross triggers
+ if (strstr(self->map, "*"))
+ game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
+
+ BeginIntermission (self);
+}
+
+void SP_target_changelevel (edict_t *ent)
+{
+ if (!ent->map)
+ {
+ gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ // ugly hack because *SOMEBODY* screwed up their map
+ if((cistrcmp(level.mapname, "fact1") == 0) && (cistrcmp(ent->map, "fact3") == 0))
+ ent->map = "fact3$secret1";
+
+ ent->use = use_target_changelevel;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
+Creates a particle splash effect when used.
+
+Set "sounds" to one of the following:
+ 1) sparks
+ 2) blue water
+ 3) brown water
+ 4) slime
+ 5) lava
+ 6) blood
+
+"count" how many pixels in the splash
+"dmg" if set, does a radius damage at this location when it splashes
+ useful for lava/sparks
+*/
+
+void use_target_splash (edict_t *self, edict_t *, edict_t *activator)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ if (self->dmg)
+ T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
+}
+
+void SP_target_splash (edict_t *self)
+{
+ self->use = use_target_splash;
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ if (!self->count)
+ self->count = 32;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
+Set target to the type of entity you want spawned.
+Useful for spawning monsters and gibs in the factory levels.
+
+For monsters:
+ Set direction to the facing you want it to have.
+
+For gibs:
+ Set direction if you want it moving and
+ speed how fast it should be moving otherwise it
+ will just be dropped
+*/
+void ED_CallSpawn (edict_t *ent);
+
+void use_target_spawner (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *ent;
+
+ ent = G_Spawn();
+ ent->classname = self->target;
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (self->s.angles, ent->s.angles);
+ ED_CallSpawn (ent);
+ gi.unlinkentity (ent);
+ KillBox (ent);
+ gi.linkentity (ent);
+ if (self->speed)
+ VectorCopy (self->movedir, ent->velocity);
+
+ ent->s.renderfx |= RF_IR_VISIBLE; //PGM
+}
+
+void SP_target_spawner (edict_t *self)
+{
+ self->use = use_target_spawner;
+ self->svflags = SVF_NOCLIENT;
+ if (self->speed)
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ VectorScale (self->movedir, self->speed, self->movedir);
+ }
+}
+
+//==========================================================
+
+/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
+Fires a blaster bolt in the set direction when triggered.
+
+dmg default is 15
+speed default is 1000
+*/
+
+void use_target_blaster (edict_t *self, edict_t *, edict_t *)
+{
+ /*
+ int effect;
+
+ if (self->spawnflags & 2)
+ effect = 0;
+ else if (self->spawnflags & 1)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = EF_BLASTER;
+ */
+
+ fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
+ gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
+}
+
+void SP_target_blaster (edict_t *self)
+{
+ self->use = use_target_blaster;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->noise_index = gi.soundindex ("weapons/laser2.wav");
+
+ if (!self->dmg)
+ self->dmg = 15;
+ if (!self->speed)
+ self->speed = 1000;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
+*/
+void trigger_crosslevel_trigger_use (edict_t *self, edict_t *, edict_t *)
+{
+ game.serverflags |= self->spawnflags;
+ G_FreeEdict (self);
+}
+
+void SP_target_crosslevel_trigger (edict_t *self)
+{
+ self->svflags = SVF_NOCLIENT;
+ self->use = trigger_crosslevel_trigger_use;
+}
+
+/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
+killtarget also work.
+
+"delay" delay before using targets if the trigger has been activated (default 1)
+*/
+void target_crosslevel_target_think (edict_t *self)
+{
+ if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
+ {
+ G_UseTargets (self, self);
+ G_FreeEdict (self);
+ }
+}
+
+void SP_target_crosslevel_target (edict_t *self)
+{
+ if (! self->delay)
+ self->delay = 1;
+ self->svflags = SVF_NOCLIENT;
+
+ self->think = target_crosslevel_target_think;
+ self->nextthink = level.time + self->delay;
+}
+
+//==========================================================
+
+/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT WINDOWSTOP
+When triggered, fires a laser. You can either set a target
+or a direction.
+
+WINDOWSTOP - stops at CONTENTS_WINDOW
+*/
+
+//======
+// PGM
+#define LASER_ON 0x0001
+#define LASER_RED 0x0002
+#define LASER_GREEN 0x0004
+#define LASER_BLUE 0x0008
+#define LASER_YELLOW 0x0010
+#define LASER_ORANGE 0x0020
+#define LASER_FAT 0x0040
+#define LASER_STOPWINDOW 0x0080
+// PGM
+//======
+
+void target_laser_think (edict_t *self)
+{
+ edict_t *ignore;
+ vec3_t start;
+ vec3_t end;
+ trace_t tr;
+ vec3_t point;
+ vec3_t last_movedir;
+ int count;
+
+ if (self->spawnflags & 0x80000000)
+ count = 8;
+ else
+ count = 4;
+
+ if (self->enemy)
+ {
+ VectorCopy (self->movedir, last_movedir);
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ if (!VectorCompare(self->movedir, last_movedir))
+ self->spawnflags |= 0x80000000;
+ }
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, self->movedir, end);
+ while(1)
+ {
+//======
+// PGM
+ if(self->spawnflags & LASER_STOPWINDOW)
+ tr = gi.trace (start, NULL, NULL, end, ignore, MASK_SHOT);
+ else
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+// PGM
+//======
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
+ T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+// if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ //PMM added SVF_DAMAGEABLE
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client) && !(tr.ent->svflags & SVF_DAMAGEABLE))
+ {
+ if (self->spawnflags & 0x80000000)
+ {
+ self->spawnflags &= ~0x80000000;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (count);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ VectorCopy (tr.endpos, self->s.old_origin);
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_laser_on (edict_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+ target_laser_think (self);
+}
+
+void target_laser_off (edict_t *self)
+{
+ self->spawnflags &= ~1;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+}
+
+void target_laser_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ if (self->spawnflags & 1)
+ target_laser_off (self);
+ else
+ target_laser_on (self);
+}
+
+void target_laser_start (edict_t *self)
+{
+ edict_t *ent;
+
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if (self->spawnflags & 64)
+ self->s.frame = 16;
+ else
+ self->s.frame = 4;
+
+ // set the color
+ if (self->spawnflags & 2)
+ self->s.skinnum = 0xf2f2f0f0;
+ else if (self->spawnflags & 4)
+ self->s.skinnum = 0xd0d1d2d3;
+ else if (self->spawnflags & 8)
+ self->s.skinnum = 0xf3f3f1f1;
+ else if (self->spawnflags & 16)
+ self->s.skinnum = 0xdcdddedf;
+ else if (self->spawnflags & 32)
+ self->s.skinnum = 0xe0e1e2e3;
+
+ if (!self->enemy)
+ {
+ if (self->target)
+ {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent)
+ gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ self->enemy = ent;
+ }
+ else
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+ }
+ self->use = target_laser_use;
+ self->think = target_laser_think;
+
+ if (!self->dmg)
+ self->dmg = 1;
+
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ gi.linkentity (self);
+
+ if (self->spawnflags & 1)
+ target_laser_on (self);
+ else
+ target_laser_off (self);
+}
+
+void SP_target_laser (edict_t *self)
+{
+ // let everything else get spawned before we start firing
+ self->think = target_laser_start;
+ self->nextthink = level.time + 1;
+}
+
+//==========================================================
+
+/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
+speed How many seconds the ramping will take
+message two letters; starting lightlevel and ending lightlevel
+*/
+
+void target_lightramp_think (edict_t *self)
+{
+ char style[2];
+
+ style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
+ style[1] = 0;
+ gi.configstring (CS_LIGHTS+self->enemy->style, style);
+
+ if ((level.time - self->timestamp) < self->speed)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else if (self->spawnflags & 1)
+ {
+ char temp;
+
+ temp = self->movedir[0];
+ self->movedir[0] = self->movedir[1];
+ self->movedir[1] = temp;
+ self->movedir[2] *= -1;
+ }
+}
+
+void target_lightramp_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!self->enemy)
+ {
+ edict_t *e;
+
+ // check all the targets
+ e = NULL;
+ while (1)
+ {
+ e = G_Find (e, FOFS(targetname), self->target);
+ if (!e)
+ break;
+ if (strcmp(e->classname, "light") != 0)
+ {
+ gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
+ gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
+ }
+ else
+ {
+ self->enemy = e;
+ }
+ }
+
+ if (!self->enemy)
+ {
+ gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+ }
+
+ self->timestamp = level.time;
+ target_lightramp_think (self);
+}
+
+void SP_target_lightramp (edict_t *self)
+{
+ if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
+ {
+ gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->svflags |= SVF_NOCLIENT;
+ self->use = target_lightramp_use;
+ self->think = target_lightramp_think;
+
+ self->movedir[0] = self->message[0] - 'a';
+ self->movedir[1] = self->message[1] - 'a';
+ self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
+}
+
+//==========================================================
+
+/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) SILENT
+When triggered, this initiates a level-wide earthquake.
+All players and monsters are affected.
+"speed" severity of the quake (default:200)
+"count" duration of the quake (default:5)
+*/
+
+void target_earthquake_think (edict_t *self)
+{
+ int i;
+ edict_t *e;
+
+ if(!(self->spawnflags & 1)) // PGM
+ { // PGM
+ if (self->last_move_time < level.time)
+ {
+ gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
+ self->last_move_time = level.time + 0.5;
+ }
+ } // PGM
+
+ for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->client)
+ continue;
+ if (!e->groundentity)
+ continue;
+
+ e->groundentity = NULL;
+ e->velocity[0] += crandom()* 150;
+ e->velocity[1] += crandom()* 150;
+ e->velocity[2] = self->speed * (100.0 / e->mass);
+ }
+
+ if (level.time < self->timestamp)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_earthquake_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ // PGM
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("earthquake: %0.1f\n", self->speed);
+ // PGM
+
+ self->timestamp = level.time + self->count;
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = activator;
+ self->last_move_time = 0;
+}
+
+void SP_target_earthquake (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->count)
+ self->count = 5;
+
+ if (!self->speed)
+ self->speed = 200;
+
+ self->svflags |= SVF_NOCLIENT;
+ self->think = target_earthquake_think;
+ self->use = target_earthquake_use;
+
+ if(!(self->spawnflags & 1)) // PGM
+ self->noise_index = gi.soundindex ("world/quake.wav");
+}
--- /dev/null
+++ b/rogue/g_trigger.c
@@ -1,0 +1,674 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+//PGM - some of these are mine, some id's. I added the define's.
+#define TRIGGER_MONSTER 0x01
+#define TRIGGER_NOT_PLAYER 0x02
+#define TRIGGER_TRIGGERED 0x04
+#define TRIGGER_TOGGLE 0x08
+//PGM
+
+void InitTrigger (edict_t *self)
+{
+ if (!VectorCompare (self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+ gi.setmodel (self, self->model);
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+// the wait time has passed, so set back up for another activation
+void multi_wait (edict_t *ent)
+{
+ ent->nextthink = 0;
+}
+
+
+// the trigger was just activated
+// ent->activator should be set to the activator so it can be held through a delay
+// so wait for the delay time before firing
+void multi_trigger (edict_t *ent)
+{
+ if (ent->nextthink)
+ return; // already been triggered
+
+ G_UseTargets (ent, ent->activator);
+
+ if (ent->wait > 0)
+ {
+ ent->think = multi_wait;
+ ent->nextthink = level.time + ent->wait;
+ }
+ else
+ { // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent->touch = NULL;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = G_FreeEdict;
+ }
+}
+
+void Use_Multi (edict_t *ent, edict_t *, edict_t *activator)
+{
+//PGM
+ if(ent->spawnflags & TRIGGER_TOGGLE)
+ {
+ if(ent->solid == SOLID_TRIGGER)
+ ent->solid = SOLID_NOT;
+ else
+ ent->solid = SOLID_TRIGGER;
+ gi.linkentity (ent);
+ }
+ else
+ {
+ ent->activator = activator;
+ multi_trigger (ent);
+ }
+//PGM
+}
+
+void Touch_Multi (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if(other->client)
+ {
+ if (self->spawnflags & 2)
+ return;
+ }
+ else if (other->svflags & SVF_MONSTER)
+ {
+ if (!(self->spawnflags & 1))
+ return;
+ }
+ else
+ return;
+
+ if (!VectorCompare(self->movedir, vec3_origin))
+ {
+ vec3_t forward;
+
+ AngleVectors(other->s.angles, forward, NULL, NULL);
+ if (_DotProduct(forward, self->movedir) < 0)
+ return;
+ }
+
+ self->activator = other;
+ multi_trigger (self);
+}
+
+/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED TOGGLE
+Variable sized repeatable trigger. Must be targeted at one or more entities.
+If "delay" is set, the trigger waits some time after activating before firing.
+"wait" : Seconds between triggerings. (.2 default)
+
+TOGGLE - using this trigger will activate/deactivate it. trigger will begin inactive.
+
+sounds
+1) secret
+2) beep beep
+3) large switch
+4)
+set "message" to text string
+*/
+void trigger_enable (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_TRIGGER;
+ self->use = Use_Multi;
+ gi.linkentity (self);
+}
+
+void SP_trigger_multiple (edict_t *ent)
+{
+ if (ent->sounds == 1)
+ ent->noise_index = gi.soundindex ("misc/secret.wav");
+ else if (ent->sounds == 2)
+ ent->noise_index = gi.soundindex ("misc/talk.wav");
+ else if (ent->sounds == 3)
+ ent->noise_index = gi.soundindex ("misc/trigger1.wav");
+
+ if (!ent->wait)
+ ent->wait = 0.2;
+ ent->touch = Touch_Multi;
+ ent->movetype = MOVETYPE_NONE;
+ ent->svflags |= SVF_NOCLIENT;
+
+//PGM
+ if (ent->spawnflags & (TRIGGER_TRIGGERED | TRIGGER_TOGGLE))
+ {
+ ent->solid = SOLID_NOT;
+ ent->use = trigger_enable;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->use = Use_Multi;
+ }
+//PGM
+
+ if (!VectorCompare(ent->s.angles, vec3_origin))
+ G_SetMovedir (ent->s.angles, ent->movedir);
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
+Triggers once, then removes itself.
+You must set the key "target" to the name of another object in the level that has a matching "targetname".
+
+If TRIGGERED, this trigger must be triggered before it is live.
+
+sounds
+ 1) secret
+ 2) beep beep
+ 3) large switch
+ 4)
+
+"message" string to be displayed when triggered
+*/
+
+void SP_trigger_once(edict_t *ent)
+{
+ // make old maps work because I messed up on flag assignments here
+ // triggered was on bit 1 when it should have been on bit 4
+ if (ent->spawnflags & 1)
+ {
+ vec3_t v;
+
+ VectorMA (ent->mins, 0.5, ent->size, v);
+ ent->spawnflags &= ~1;
+ ent->spawnflags |= 4;
+ gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
+ }
+
+ ent->wait = -1;
+ SP_trigger_multiple (ent);
+}
+
+/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This fixed size trigger cannot be touched, it can only be fired by other events.
+*/
+void trigger_relay_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ G_UseTargets (self, activator);
+}
+
+void SP_trigger_relay (edict_t *self)
+{
+ self->use = trigger_relay_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_key
+
+==============================================================================
+*/
+
+/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
+A relay trigger that only fires it's targets if player has the proper key.
+Use "item" to specify the required key, for example "key_data_cd"
+*/
+void trigger_key_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ int index;
+
+ if (!self->item)
+ return;
+ if (!activator->client)
+ return;
+
+ index = ITEM_INDEX(self->item);
+ if (!activator->client->pers.inventory[index])
+ {
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+ gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
+ return;
+ }
+
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
+ if (coop->value)
+ {
+ int player;
+ edict_t *ent;
+
+ if (strcmp(self->item->classname, "key_power_cube") == 0)
+ {
+ int cube;
+
+ for (cube = 0; cube < 8; cube++)
+ if (activator->client->pers.power_cubes & (1 << cube))
+ break;
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->client->pers.power_cubes & (1 << cube))
+ {
+ ent->client->pers.inventory[index]--;
+ ent->client->pers.power_cubes &= ~(1 << cube);
+ }
+ }
+ }
+ else
+ {
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ ent->client->pers.inventory[index] = 0;
+ }
+ }
+ }
+ else
+ {
+ activator->client->pers.inventory[index]--;
+ }
+
+ G_UseTargets (self, activator);
+
+ self->use = NULL;
+}
+
+void SP_trigger_key (edict_t *self)
+{
+ if (!st.item)
+ {
+ gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
+ return;
+ }
+ self->item = FindItemByClassname (st.item);
+
+ if (!self->item)
+ {
+ gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
+ return;
+ }
+
+ gi.soundindex ("misc/keytry.wav");
+ gi.soundindex ("misc/keyuse.wav");
+
+ self->use = trigger_key_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_counter
+
+==============================================================================
+*/
+
+/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
+Acts as an intermediary for an action that takes multiple inputs.
+
+If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
+
+After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
+*/
+
+void trigger_counter_use(edict_t *self, edict_t *, edict_t *activator)
+{
+ if (self->count == 0)
+ return;
+
+ self->count--;
+
+ if (self->count)
+ {
+ if (! (self->spawnflags & 1))
+ {
+ gi.centerprintf(activator, "%i more to go...", self->count);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ if (! (self->spawnflags & 1))
+ {
+ gi.centerprintf(activator, "Sequence completed!");
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ self->activator = activator;
+ multi_trigger (self);
+}
+
+void SP_trigger_counter (edict_t *self)
+{
+ self->wait = -1;
+ if (!self->count)
+ self->count = 2;
+
+ self->use = trigger_counter_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_always
+
+==============================================================================
+*/
+
+/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This trigger will always fire. It is activated by the world.
+*/
+void SP_trigger_always (edict_t *ent)
+{
+ // we must have some delay to make sure our use targets are present
+ if (ent->delay < 0.2)
+ ent->delay = 0.2;
+ G_UseTargets(ent, ent);
+}
+
+
+/*
+==============================================================================
+
+trigger_push
+
+==============================================================================
+*/
+
+// PGM
+#define PUSH_ONCE 0x01
+#define PUSH_START_OFF 0x02
+#define PUSH_SILENT 0x04
+// PGM
+
+static int windsound;
+
+void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (strcmp(other->classname, "grenade") == 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+ }
+ else if (other->health > 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+
+ if (other->client)
+ {
+ // don't take falling damage immediately from this
+ VectorCopy (other->velocity, other->client->oldvelocity);
+ if (!(self->spawnflags & PUSH_SILENT) && (other->fly_sound_debounce_time < level.time))
+ {
+ other->fly_sound_debounce_time = level.time + 1.5;
+ gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
+ }
+ }
+ }
+ if (self->spawnflags & PUSH_ONCE)
+ G_FreeEdict (self);
+}
+
+//======
+//PGM
+void trigger_push_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+ gi.linkentity (self);
+}
+//PGM
+//======
+
+/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF SILENT
+Pushes the player
+"speed" defaults to 1000
+
+If targeted, it will toggle on and off when used.
+
+START_OFF - toggled trigger_push begins in off setting
+SILENT - doesn't make wind noise
+*/
+void SP_trigger_push (edict_t *self)
+{
+ InitTrigger (self);
+ windsound = gi.soundindex ("misc/windfly.wav");
+ self->touch = trigger_push_touch;
+ if (!self->speed)
+ self->speed = 1000;
+
+//PGM
+ if(self->targetname) // toggleable
+ {
+ self->use = trigger_push_use;
+ if(self->spawnflags & PUSH_START_OFF)
+ self->solid = SOLID_NOT;
+ }
+ else if(self->spawnflags & PUSH_START_OFF)
+ {
+ gi.dprintf ("trigger_push is START_OFF but not targeted.\n");
+ self->svflags = 0;
+ self->touch = NULL;
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ }
+//PGM
+
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_hurt
+
+==============================================================================
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
+Any entity that touches this will be hurt.
+
+It does dmg points of damage each server frame
+
+SILENT supresses playing the sound
+SLOW changes the damage rate to once per second
+NO_PROTECTION *nothing* stops the damage
+
+"dmg" default 5 (whole numbers only)
+
+*/
+void hurt_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+
+void hurt_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ int dflags;
+
+ if (!other->takedamage)
+ return;
+
+ if (self->timestamp > level.time)
+ return;
+
+ if (self->spawnflags & 16)
+ self->timestamp = level.time + 1;
+ else
+ self->timestamp = level.time + FRAMETIME;
+
+ if (!(self->spawnflags & 4))
+ {
+ if ((level.framenum % 10) == 0)
+ gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
+ }
+
+ if (self->spawnflags & 8)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
+}
+
+void SP_trigger_hurt (edict_t *self)
+{
+ InitTrigger (self);
+
+ self->noise_index = gi.soundindex ("world/electro.wav");
+ self->touch = hurt_touch;
+
+ if (!self->dmg)
+ self->dmg = 5;
+
+ if (self->spawnflags & 1)
+ self->solid = SOLID_NOT;
+ else
+ self->solid = SOLID_TRIGGER;
+
+ if (self->spawnflags & 2)
+ self->use = hurt_use;
+
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_gravity
+
+==============================================================================
+*/
+
+//PGM
+void trigger_gravity_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+ gi.linkentity (self);
+}
+//PGM
+
+void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ other->gravity = self->gravity;
+}
+
+/*QUAKED trigger_gravity (.5 .5 .5) ? TOGGLE START_OFF
+Changes the touching entites gravity to
+the value of "gravity". 1.0 is standard
+gravity for the level.
+
+TOGGLE - trigger_gravity can be turned on and off
+START_OFF - trigger_gravity starts turned off (implies TOGGLE)
+*/
+void SP_trigger_gravity (edict_t *self)
+{
+ if (st.gravity == 0)
+ {
+ gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ InitTrigger (self);
+
+//PGM
+// self->gravity = atoi(st.gravity);
+ self->gravity = atof(st.gravity);
+
+ if(self->spawnflags & 1) // TOGGLE
+ self->use = trigger_gravity_use;
+
+ if(self->spawnflags & 2) // START_OFF
+ {
+ self->use = trigger_gravity_use;
+ self->solid = SOLID_NOT;
+ }
+
+ self->touch = trigger_gravity_touch;
+//PGM
+
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_monsterjump
+
+==============================================================================
+*/
+
+/*QUAKED trigger_monsterjump (.5 .5 .5) ?
+Walking monsters that touch this will jump in the direction of the trigger's angle
+"speed" default to 200, the speed thrown forward
+"height" default to 200, the speed thrown upwards
+*/
+
+void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->flags & (FL_FLY | FL_SWIM) )
+ return;
+ if (other->svflags & SVF_DEADMONSTER)
+ return;
+ if ( !(other->svflags & SVF_MONSTER))
+ return;
+
+// set XY even if not on ground, so the jump will clear lips
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (!other->groundentity)
+ return;
+
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+}
+
+void SP_trigger_monsterjump (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ InitTrigger (self);
+ self->touch = trigger_monsterjump_touch;
+ self->movedir[2] = st.height;
+}
+
--- /dev/null
+++ b/rogue/g_turret.c
@@ -1,0 +1,605 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void SpawnTargetingSystem (edict_t *turret); // PGM
+
+void AnglesNormalize(vec3_t vec)
+{
+ while(vec[0] > 360)
+ vec[0] -= 360;
+ while(vec[0] < 0)
+ vec[0] += 360;
+ while(vec[1] > 360)
+ vec[1] -= 360;
+ while(vec[1] < 0)
+ vec[1] += 360;
+}
+
+float SnapToEights(float x)
+{
+ x *= 8.0;
+ if (x > 0.0)
+ x += 0.5;
+ else
+ x -= 0.5;
+ return 0.125 * (int)x;
+}
+
+
+void turret_blocked(edict_t *self, edict_t *other)
+{
+ edict_t *attacker;
+
+ if (other->takedamage)
+ {
+ if (self->teammaster->owner)
+ attacker = self->teammaster->owner;
+ else
+ attacker = self->teammaster;
+ T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
+ }
+}
+
+/*QUAKED turret_breach (0 0 0) ?
+This portion of the turret can change both pitch and yaw.
+The model should be made with a flat pitch.
+It (and the associated base) need to be oriented towards 0.
+Use "angle" to set the starting angle.
+
+"speed" default 50
+"dmg" default 10
+"angle" point this forward
+"target" point this at an info_notnull at the muzzle tip
+"minpitch" min acceptable pitch angle : default -30
+"maxpitch" max acceptable pitch angle : default 30
+"minyaw" min acceptable yaw angle : default 0
+"maxyaw" max acceptable yaw angle : default 360
+*/
+
+void turret_breach_fire (edict_t *self)
+{
+ vec3_t f, r, u;
+ vec3_t start;
+ int damage;
+ int speed;
+
+ AngleVectors (self->s.angles, f, r, u);
+ VectorMA (self->s.origin, self->move_origin[0], f, start);
+ VectorMA (start, self->move_origin[1], r, start);
+ VectorMA (start, self->move_origin[2], u, start);
+
+ damage = 100 + qrandom() * 50;
+ speed = 550 + 50 * skill->value;
+ fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
+ gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
+}
+
+void turret_breach_think (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t current_angles;
+ vec3_t delta;
+
+ VectorCopy (self->s.angles, current_angles);
+ AnglesNormalize(current_angles);
+
+ AnglesNormalize(self->move_angles);
+ if (self->move_angles[PITCH] > 180)
+ self->move_angles[PITCH] -= 360;
+
+ // clamp angles to mins & maxs
+ if (self->move_angles[PITCH] > self->pos1[PITCH])
+ self->move_angles[PITCH] = self->pos1[PITCH];
+ else if (self->move_angles[PITCH] < self->pos2[PITCH])
+ self->move_angles[PITCH] = self->pos2[PITCH];
+
+ if ((self->move_angles[YAW] < self->pos1[YAW]) || (self->move_angles[YAW] > self->pos2[YAW]))
+ {
+ float dmin, dmax;
+
+ dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
+ if (dmin < -180)
+ dmin += 360;
+ else if (dmin > 180)
+ dmin -= 360;
+ dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
+ if (dmax < -180)
+ dmax += 360;
+ else if (dmax > 180)
+ dmax -= 360;
+ if (fabs(dmin) < fabs(dmax))
+ self->move_angles[YAW] = self->pos1[YAW];
+ else
+ self->move_angles[YAW] = self->pos2[YAW];
+ }
+
+ VectorSubtract (self->move_angles, current_angles, delta);
+ if (delta[0] < -180)
+ delta[0] += 360;
+ else if (delta[0] > 180)
+ delta[0] -= 360;
+ if (delta[1] < -180)
+ delta[1] += 360;
+ else if (delta[1] > 180)
+ delta[1] -= 360;
+ delta[2] = 0;
+
+ if (delta[0] > self->speed * FRAMETIME)
+ delta[0] = self->speed * FRAMETIME;
+ if (delta[0] < -1 * self->speed * FRAMETIME)
+ delta[0] = -1 * self->speed * FRAMETIME;
+ if (delta[1] > self->speed * FRAMETIME)
+ delta[1] = self->speed * FRAMETIME;
+ if (delta[1] < -1 * self->speed * FRAMETIME)
+ delta[1] = -1 * self->speed * FRAMETIME;
+
+ VectorScale (delta, 1.0/FRAMETIME, self->avelocity);
+
+ self->nextthink = level.time + FRAMETIME;
+
+ for (ent = self->teammaster; ent; ent = ent->teamchain)
+ ent->avelocity[1] = self->avelocity[1];
+
+ // if we have adriver, adjust his velocities
+ if (self->owner)
+ {
+ float angle;
+ float target_z;
+ float diff;
+ vec3_t target;
+ vec3_t dir;
+
+ // angular is easy, just copy ours
+ self->owner->avelocity[0] = self->avelocity[0];
+ self->owner->avelocity[1] = self->avelocity[1];
+
+ // x & y
+ angle = self->s.angles[1] + self->owner->move_origin[1];
+ angle *= (M_PI*2 / 360);
+ target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
+ target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
+ target[2] = self->owner->s.origin[2];
+
+ VectorSubtract (target, self->owner->s.origin, dir);
+ self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
+ self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
+
+ // z
+ angle = self->s.angles[PITCH] * (M_PI*2 / 360);
+ target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
+
+ diff = target_z - self->owner->s.origin[2];
+ self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
+
+ if (self->spawnflags & 65536)
+ {
+ turret_breach_fire (self);
+ self->spawnflags &= ~65536;
+ }
+ }
+}
+
+void turret_breach_finish_init (edict_t *self)
+{
+ // get and save info for muzzle location
+ if (!self->target)
+ {
+ gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
+ }
+ else
+ {
+ self->target_ent = G_PickTarget (self->target);
+ if(self->target_ent)
+ {
+ VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
+ G_FreeEdict(self->target_ent);
+ }
+ else
+ gi.dprintf("could not find target entity for %s at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ self->teammaster->dmg = self->dmg;
+ self->think = turret_breach_think;
+ self->think (self);
+}
+
+void SP_turret_breach (edict_t *self)
+{
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+
+ if (!self->speed)
+ self->speed = 50;
+ if (!self->dmg)
+ self->dmg = 10;
+
+ if (!st.minpitch)
+ st.minpitch = -30;
+ if (!st.maxpitch)
+ st.maxpitch = 30;
+ if (!st.maxyaw)
+ st.maxyaw = 360;
+
+ self->pos1[PITCH] = -1 * st.minpitch;
+ self->pos1[YAW] = st.minyaw;
+ self->pos2[PITCH] = -1 * st.maxpitch;
+ self->pos2[YAW] = st.maxyaw;
+
+ self->ideal_yaw = self->s.angles[YAW];
+ self->move_angles[YAW] = self->ideal_yaw;
+
+ self->blocked = turret_blocked;
+
+ self->think = turret_breach_finish_init;
+ self->nextthink = level.time + FRAMETIME;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED turret_base (0 0 0) ?
+This portion of the turret changes yaw only.
+MUST be teamed with a turret_breach.
+*/
+
+void SP_turret_base (edict_t *self)
+{
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+ self->blocked = turret_blocked;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
+Must NOT be on the team with the rest of the turret parts.
+Instead it must target the turret_breach.
+*/
+
+void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t);
+void infantry_stand (edict_t *self);
+void monster_use (edict_t *self, edict_t *other, edict_t *activator);
+
+void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ edict_t *ent;
+
+ // level the gun
+ self->target_ent->move_angles[0] = 0;
+
+ // remove the driver from the end of them team chain
+ for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
+ ;
+ ent->teamchain = NULL;
+ self->teammaster = NULL;
+ self->flags &= ~FL_TEAMSLAVE;
+
+ self->target_ent->owner = NULL;
+ self->target_ent->teammaster->owner = NULL;
+
+ infantry_die (self, inflictor, attacker, damage, 0.0);
+}
+
+qboolean FindTarget (edict_t *self);
+
+void turret_driver_think (edict_t *self)
+{
+ vec3_t target;
+ vec3_t dir;
+ float reaction_time;
+
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
+ self->enemy = NULL;
+
+ if (!self->enemy)
+ {
+ if (!FindTarget (self))
+ return;
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ else
+ {
+ if (visible (self, self->enemy))
+ {
+ if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
+ {
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ }
+ else
+ {
+ self->monsterinfo.aiflags |= AI_LOST_SIGHT;
+ return;
+ }
+ }
+
+ // let the turret know where we want it to aim
+ VectorCopy (self->enemy->s.origin, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, self->target_ent->s.origin, dir);
+ vectoangles (dir, self->target_ent->move_angles);
+
+ // decide if we should shoot
+ if (level.time < self->monsterinfo.attack_finished)
+ return;
+
+ reaction_time = (3 - skill->value) * 1.0;
+ if ((level.time - self->monsterinfo.trail_time) < reaction_time)
+ return;
+
+ self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
+ //FIXME how do we really want to pass this along?
+ self->target_ent->spawnflags |= 65536;
+}
+
+void turret_driver_link (edict_t *self)
+{
+ vec3_t vec;
+ edict_t *ent;
+
+ self->think = turret_driver_think;
+ self->nextthink = level.time + FRAMETIME;
+
+ self->target_ent = G_PickTarget (self->target);
+ self->target_ent->owner = self;
+ self->target_ent->teammaster->owner = self;
+ VectorCopy (self->target_ent->s.angles, self->s.angles);
+
+ vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
+ vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
+ vec[2] = 0;
+ self->move_origin[0] = VectorLength(vec);
+
+ VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
+ vectoangles (vec, vec);
+ AnglesNormalize(vec);
+ self->move_origin[1] = vec[1];
+
+ self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
+
+ // add the driver to the end of them team chain
+ for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
+ ;
+ ent->teamchain = self;
+ self->teammaster = self->target_ent->teammaster;
+ self->flags |= FL_TEAMSLAVE;
+}
+
+void SP_turret_driver (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = 0;
+ self->mass = 200;
+ self->viewheight = 24;
+
+ self->die = turret_driver_die;
+ self->monsterinfo.stand = infantry_stand;
+
+ self->flags |= FL_NO_KNOCKBACK;
+
+ level.total_monsters++;
+
+ self->svflags |= SVF_MONSTER;
+ self->s.renderfx |= RF_FRAMELERP;
+ self->takedamage = DAMAGE_AIM;
+ self->use = monster_use;
+ self->clipmask = MASK_MONSTERSOLID;
+ VectorCopy (self->s.origin, self->s.old_origin);
+ self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
+
+ if (st.item)
+ {
+ self->item = FindItemByClassname (st.item);
+ if (!self->item)
+ gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
+ }
+
+ self->think = turret_driver_link;
+ self->nextthink = level.time + FRAMETIME;
+
+ gi.linkentity (self);
+}
+
+//============
+// ROGUE
+
+// invisible turret drivers so we can have unmanned turrets.
+// originally designed to shoot at func_trains and such, so they
+// fire at the center of the bounding box, rather than the entity's
+// origin.
+
+void turret_brain_think (edict_t *self)
+{
+ vec3_t target;
+ vec3_t dir;
+ vec3_t endpos;
+ float reaction_time;
+ trace_t trace;
+
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->enemy)
+ {
+ if(!self->enemy->inuse)
+ self->enemy = NULL;
+ else if(self->enemy->takedamage && self->enemy->health <= 0)
+ self->enemy = NULL;
+ }
+
+ if (!self->enemy)
+ {
+ if (!FindTarget (self))
+ return;
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ else
+ {
+ VectorAdd (self->enemy->absmax, self->enemy->absmin, endpos);
+ VectorScale (endpos, 0.5, endpos);
+
+ trace = gi.trace (self->target_ent->s.origin, vec3_origin, vec3_origin, endpos, self->target_ent, MASK_SHOT);
+ if(trace.fraction == 1 || trace.ent == self->enemy)
+ {
+ if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
+ {
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ }
+ else
+ {
+ self->monsterinfo.aiflags |= AI_LOST_SIGHT;
+ return;
+ }
+ }
+
+ // let the turret know where we want it to aim
+ VectorCopy (endpos, target);
+ VectorSubtract (target, self->target_ent->s.origin, dir);
+ vectoangles (dir, self->target_ent->move_angles);
+
+ // decide if we should shoot
+ if (level.time < self->monsterinfo.attack_finished)
+ return;
+
+ if(self->delay)
+ reaction_time = self->delay;
+ else
+ reaction_time = (3 - skill->value) * 1.0;
+ if ((level.time - self->monsterinfo.trail_time) < reaction_time)
+ return;
+
+ self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
+ //FIXME how do we really want to pass this along?
+ self->target_ent->spawnflags |= 65536;
+}
+
+// =================
+// =================
+void turret_brain_link (edict_t *self)
+{
+ vec3_t vec;
+ edict_t *ent;
+
+ if (self->killtarget)
+ {
+ self->enemy = G_PickTarget (self->killtarget);
+ }
+
+ self->think = turret_brain_think;
+ self->nextthink = level.time + FRAMETIME;
+
+ self->target_ent = G_PickTarget (self->target);
+ self->target_ent->owner = self;
+ self->target_ent->teammaster->owner = self;
+ VectorCopy (self->target_ent->s.angles, self->s.angles);
+
+ vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
+ vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
+ vec[2] = 0;
+ self->move_origin[0] = VectorLength(vec);
+
+ VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
+ vectoangles (vec, vec);
+ AnglesNormalize(vec);
+ self->move_origin[1] = vec[1];
+
+ self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
+
+ // add the driver to the end of them team chain
+ for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
+ ;
+ ent->teamchain = self;
+ self->teammaster = self->target_ent->teammaster;
+ self->flags |= FL_TEAMSLAVE;
+}
+
+// =================
+// =================
+void turret_brain_deactivate (edict_t *self, edict_t *, edict_t *)
+{
+ self->think = NULL;
+ self->nextthink = 0;
+}
+
+// =================
+// =================
+void turret_brain_activate (edict_t *self, edict_t *, edict_t *activator)
+{
+ if (!self->enemy)
+ {
+ self->enemy = activator;
+ }
+
+ // wait at least 3 seconds to fire.
+ self->monsterinfo.attack_finished = level.time + 3;
+ self->use = turret_brain_deactivate;
+
+ self->think = turret_brain_link;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED turret_invisible_brain (1 .5 0) (-16 -16 -16) (16 16 16)
+Invisible brain to drive the turret.
+
+Does not search for targets. If targeted, can only be turned on once
+and then off once. After that they are completely disabled.
+
+"delay" the delay between firing (default ramps for skill level)
+"Target" the turret breach
+"Killtarget" the item you want it to attack.
+Target the brain if you want it activated later, instead of immediately. It will wait 3 seconds
+before firing to acquire the target.
+*/
+void SP_turret_invisible_brain (edict_t *self)
+{
+ if (!self->killtarget)
+ {
+ gi.dprintf("turret_invisible_brain with no killtarget!\n");
+ G_FreeEdict (self);
+ return;
+ }
+ if (!self->target)
+ {
+ gi.dprintf("turret_invisible_brain with no target!\n");
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->targetname)
+ {
+ self->use = turret_brain_activate;
+ }
+ else
+ {
+ self->think = turret_brain_link;
+ self->nextthink = level.time + FRAMETIME;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+ gi.linkentity (self);
+}
+
+// ROGUE
+//============
--- /dev/null
+++ b/rogue/g_utils.c
@@ -1,0 +1,677 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
+ result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
+ result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
+}
+
+void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result)
+{
+ result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] + up[0] * distance[2];
+ result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] + up[1] * distance[2];
+ result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + up[2] * distance[2];
+}
+
+/*
+=============
+G_Find
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+edict_t *G_Find (edict_t *from, int fieldofs, char *match)
+{
+ char *s;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+
+ for ( ; from < &g_edicts[globals.num_edicts] ; from++)
+ {
+ if (!from->inuse)
+ continue;
+ s = *(char **) ((byte *)from + fieldofs);
+ if (!s)
+ continue;
+ if (!cistrcmp (s, match))
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=================
+findradius
+
+Returns entities that have origins within a spherical area
+
+findradius (origin, radius)
+=================
+*/
+edict_t *findradius (edict_t *from, vec3_t org, float rad)
+{
+ vec3_t eorg;
+ int j;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (!from->inuse)
+ continue;
+ if (from->solid == SOLID_NOT)
+ continue;
+ for (j=0 ; j<3 ; j++)
+ eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
+ if (VectorLength(eorg) > rad)
+ continue;
+ return from;
+ }
+
+ return NULL;
+}
+
+/*
+=================
+findradius2
+
+Returns entities that have origins within a spherical area
+
+ROGUE - tweaks for performance for tesla specific code
+only returns entities that can be damaged
+only returns entities that are SVF_DAMAGEABLE
+
+findradius2 (origin, radius)
+=================
+*/
+edict_t *findradius2 (edict_t *from, vec3_t org, float rad)
+{
+ // rad must be positive
+ vec3_t eorg;
+ int j;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (!from->inuse)
+ continue;
+ if (from->solid == SOLID_NOT)
+ continue;
+ if (!from->takedamage)
+ continue;
+ if (!(from->svflags & SVF_DAMAGEABLE))
+ continue;
+ for (j=0 ; j<3 ; j++)
+ eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
+ if (VectorLength(eorg) > rad)
+ continue;
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=============
+G_PickTarget
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+#define MAXCHOICES 8
+
+edict_t *G_PickTarget (char *targetname)
+{
+ edict_t *ent = NULL;
+ int num_choices = 0;
+ edict_t *choice[MAXCHOICES];
+
+ if (!targetname)
+ {
+ gi.dprintf("G_PickTarget called with NULL targetname\n");
+ return NULL;
+ }
+
+ while(1)
+ {
+ ent = G_Find (ent, FOFS(targetname), targetname);
+ if (!ent)
+ break;
+ choice[num_choices++] = ent;
+ if (num_choices == MAXCHOICES)
+ break;
+ }
+
+ if (!num_choices)
+ {
+ gi.dprintf("G_PickTarget: target %s not found\n", targetname);
+ return NULL;
+ }
+
+ return choice[rand() % num_choices];
+}
+
+
+
+void Think_Delay (edict_t *ent)
+{
+ G_UseTargets (ent, ent->activator);
+ G_FreeEdict (ent);
+}
+
+/*
+==============================
+G_UseTargets
+
+the global "activator" should be set to the entity that initiated the firing.
+
+If self.delay is set, a DelayedUse entity will be created that will actually
+do the SUB_UseTargets after that many seconds have passed.
+
+Centerprints any self.message to the activator.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void G_UseTargets (edict_t *ent, edict_t *activator)
+{
+ edict_t *t;
+ edict_t *master;
+ qboolean done = false;
+
+//
+// check for a delay
+//
+ if (ent->delay)
+ {
+ // create a temp object to fire at a later time
+ t = G_Spawn();
+ t->classname = "DelayedUse";
+ t->nextthink = level.time + ent->delay;
+ t->think = Think_Delay;
+ t->activator = activator;
+ if (!activator)
+ gi.dprintf ("Think_Delay with no activator\n");
+ t->message = ent->message;
+ t->target = ent->target;
+ t->killtarget = ent->killtarget;
+ return;
+ }
+
+
+//
+// print the message
+//
+ if ((ent->message) && !(activator->svflags & SVF_MONSTER))
+ {
+ gi.centerprintf (activator, "%s", ent->message);
+ if (ent->noise_index)
+ gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
+ else
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+
+//
+// kill killtargets
+//
+ if (ent->killtarget)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
+ {
+ // PMM - if this entity is part of a train, cleanly remove it
+ if (t->flags & FL_TEAMSLAVE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Removing %s from train!\n", t->classname);
+
+ if (t->teammaster)
+ {
+ master = t->teammaster;
+ while (!done)
+ {
+ if (master->teamchain == t)
+ {
+ master->teamchain = t->teamchain;
+ done = true;
+ }
+ master = master->teamchain;
+ if (!master)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Couldn't find myself in master's chain, ignoring!\n");
+ }
+ }
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("No master to free myself from, ignoring!\n");
+ }
+ }
+ // PMM
+ G_FreeEdict (t);
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using killtargets\n");
+ return;
+ }
+ }
+ }
+
+//
+// fire targets
+//
+ if (ent->target)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->target)))
+ {
+ // doors fire area portals in a specific way
+ if (!cistrcmp(t->classname, "func_areaportal") &&
+ (!cistrcmp(ent->classname, "func_door") || !cistrcmp(ent->classname, "func_door_rotating")))
+ continue;
+
+ if (t == ent)
+ {
+ gi.dprintf ("WARNING: Entity used itself.\n");
+ }
+ else
+ {
+ if (t->use)
+ t->use (t, ent, activator);
+ }
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using targets\n");
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+TempVector
+
+This is just a convenience function
+for making temporary vectors for function calls
+=============
+*/
+float *tv (float x, float y, float z)
+{
+ static int index;
+ static vec3_t vecs[8];
+ float *v;
+
+ // use an array so that multiple tempvectors won't collide
+ // for a while
+ v = vecs[index];
+ index = (index + 1)&7;
+
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+
+ return v;
+}
+
+
+/*
+=============
+VectorToString
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *vtos (vec3_t v)
+{
+ static int index;
+ static char str[8][32];
+ char *s;
+
+ // use an array so that multiple vtos won't collide
+ s = str[index];
+ index = (index + 1)&7;
+
+ Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
+
+ return s;
+}
+
+
+vec3_t VEC_UP = {0, -1, 0};
+vec3_t MOVEDIR_UP = {0, 0, 1};
+vec3_t VEC_DOWN = {0, -2, 0};
+vec3_t MOVEDIR_DOWN = {0, 0, -1};
+
+void G_SetMovedir (vec3_t angles, vec3_t movedir)
+{
+ if (VectorCompare (angles, VEC_UP))
+ {
+ VectorCopy (MOVEDIR_UP, movedir);
+ }
+ else if (VectorCompare (angles, VEC_DOWN))
+ {
+ VectorCopy (MOVEDIR_DOWN, movedir);
+ }
+ else
+ {
+ AngleVectors (angles, movedir, NULL, NULL);
+ }
+
+ VectorClear (angles);
+}
+
+
+float vectoyaw (vec3_t vec)
+{
+ float yaw;
+
+ // PMM - fixed to correct for pitch of 0
+ if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
+ if (vec[YAW] == 0)
+ yaw = 0;
+ else if (vec[YAW] > 0)
+ yaw = 90;
+ else
+ yaw = 270;
+ else
+ {
+ yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+ }
+
+ return yaw;
+}
+
+float vectoyaw2 (vec3_t vec)
+{
+ float yaw;
+
+ // PMM - fixed to correct for pitch of 0
+ if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
+ if (vec[YAW] == 0)
+ yaw = 0;
+ else if (vec[YAW] > 0)
+ yaw = 90;
+ else
+ yaw = 270;
+ else
+ {
+ yaw = (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+ }
+
+ return yaw;
+}
+
+
+void vectoangles (vec3_t value1, vec3_t angles)
+{
+ float forward;
+ float yaw, pitch;
+
+ if (value1[1] == 0 && value1[0] == 0)
+ {
+ yaw = 0;
+ if (value1[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ // PMM - fixed to correct for pitch of 0
+ if (value1[0])
+ yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
+ else if (value1[1] > 0)
+ yaw = 90;
+ else
+ yaw = 270;
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
+ pitch = (int) (atan2(value1[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
+ }
+
+ angles[PITCH] = -pitch;
+ angles[YAW] = yaw;
+ angles[ROLL] = 0;
+}
+
+char *G_CopyString (char *in)
+{
+ char *out;
+
+ out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
+ strcpy (out, in);
+ return out;
+}
+
+
+void G_InitEdict (edict_t *e)
+{
+ // ROGUE
+ // FIXME -
+ // this fixes a bug somewhere that is settling "nextthink" for an entity that has
+ // already been released. nextthink is being set to FRAMETIME after level.time,
+ // since freetime = nextthink - 0.1
+ if (e->nextthink)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("G_SPAWN: Fixed bad nextthink time\n");
+ e->nextthink = 0;
+ }
+ // ROGUE
+
+ e->inuse = true;
+ e->classname = "noclass";
+ e->gravity = 1.0;
+ e->s.number = e - g_edicts;
+
+//PGM - do this before calling the spawn function so it can be overridden.
+#ifdef ROGUE_GRAVITY
+ e->gravityVector[0] = 0.0;
+ e->gravityVector[1] = 0.0;
+ e->gravityVector[2] = -1.0;
+#endif
+//PGM
+}
+
+/*
+=================
+G_Spawn
+
+Either finds a free edict, or allocates a new one.
+Try to avoid reusing an entity that was recently freed, because it
+can cause the client to think the entity morphed into something else
+instead of being removed and recreated, which can cause interpolated
+angles and bad trails.
+=================
+*/
+edict_t *G_Spawn (void)
+{
+ int i;
+ edict_t *e;
+
+ e = &g_edicts[(int)maxclients->value+1];
+ for ( i=maxclients->value+1 ; i<globals.num_edicts ; i++, e++)
+ {
+ // the first couple seconds of server time can involve a lot of
+ // freeing and allocating, so relax the replacement policy
+ if (!e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
+ {
+ G_InitEdict (e);
+ return e;
+ }
+ }
+
+ if (i == game.maxentities)
+ gi.error ("ED_Alloc: no free edicts");
+
+ globals.num_edicts++;
+ G_InitEdict (e);
+ return e;
+}
+
+/*
+=================
+G_FreeEdict
+
+Marks the edict as free
+=================
+*/
+void G_FreeEdict (edict_t *ed)
+{
+ gi.unlinkentity (ed); // unlink from world
+
+ if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
+ {
+// gi.dprintf("tried to free special edict\n");
+ return;
+ }
+
+ memset (ed, 0, sizeof(*ed));
+ ed->classname = "freed";
+ ed->freetime = level.time;
+ ed->inuse = false;
+}
+
+
+/*
+============
+G_TouchTriggers
+
+============
+*/
+void G_TouchTriggers (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ // dead things don't activate triggers!
+ if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
+ return;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_TRIGGERS);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (!hit->touch)
+ continue;
+ hit->touch (hit, ent, NULL, NULL);
+ }
+}
+
+/*
+============
+G_TouchSolids
+
+Call after linking a new trigger in during gameplay
+to force all entities it covers to immediately touch it
+============
+*/
+void G_TouchSolids (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_SOLID);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (ent->touch)
+ ent->touch (hit, ent, NULL, NULL);
+ if (!ent->inuse)
+ break;
+ }
+}
+
+
+
+
+/*
+==============================================================================
+
+Kill box
+
+==============================================================================
+*/
+
+/*
+=================
+KillBox
+
+Kills all entities that would touch the proposed new positioning
+of ent. Ent should be unlinked before calling this!
+=================
+*/
+qboolean KillBox (edict_t *ent)
+{
+ trace_t tr;
+
+ while (1)
+ {
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
+ if (!tr.ent)
+ break;
+
+ // nail it
+ T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+
+ // if we didn't kill it, fail
+ if (tr.ent->solid)
+ return false;
+ }
+
+ return true; // all clear
+}
--- /dev/null
+++ b/rogue/g_weapon.c
@@ -1,0 +1,913 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+/*
+=================
+check_dodge
+
+This is a support routine used when a client is firing
+a non-instant attack weapon. It checks to see if a
+monster's dodge function should be called.
+=================
+*/
+//static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
+void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) //PGM
+{
+ vec3_t end;
+ vec3_t v;
+ trace_t tr;
+ float eta;
+
+ // easy mode only ducks one quarter the time
+ if (skill->value == 0)
+ {
+ if (qrandom() > 0.25)
+ return;
+ }
+ VectorMA (start, 8192, dir, end);
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
+ {
+ VectorSubtract (tr.endpos, start, v);
+ eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
+// tr.ent->monsterinfo.dodge (tr.ent, self, eta);
+ tr.ent->monsterinfo.dodge (tr.ent, self, eta, &tr);
+ }
+}
+
+
+/*
+=================
+fire_hit
+
+Used for all impact (hit/punch/slash) attacks
+=================
+*/
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t v;
+ vec3_t point;
+ float range;
+ vec3_t dir;
+
+ //see if enemy is in range
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ range = VectorLength(dir);
+ if (range > aim[0])
+ return false;
+
+ if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
+ {
+ // the hit is straight on so back the range up to the edge of their bbox
+ range -= self->enemy->maxs[0];
+ }
+ else
+ {
+ // this is a side hit so adjust the "right" value out to the edge of their bbox
+ if (aim[1] < 0)
+ aim[1] = self->enemy->mins[0];
+ else
+ aim[1] = self->enemy->maxs[0];
+ }
+
+ VectorMA (self->s.origin, range, dir, point);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
+ if (tr.fraction < 1)
+ {
+ if (!tr.ent->takedamage)
+ return false;
+ // if it will hit any client/monster then hit the one we wanted to hit
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
+ tr.ent = self->enemy;
+ }
+
+ AngleVectors(self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, range, forward, point);
+ VectorMA (point, aim[1], right, point);
+ VectorMA (point, aim[2], up, point);
+ VectorSubtract (point, self->enemy->s.origin, dir);
+
+ // do the damage
+ T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
+
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ return false;
+
+ // do our special form of knockback here
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
+ VectorSubtract (v, point, v);
+ VectorNormalize (v);
+ VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
+ if (self->enemy->velocity[2] > 0)
+ self->enemy->groundentity = NULL;
+ return true;
+}
+
+
+/*
+=================
+fire_lead
+
+This is an internal support routine used for bullet/pellet based weapons.
+=================
+*/
+static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ float r;
+ float u;
+ vec3_t water_start;
+ qboolean water = false;
+ int content_mask = MASK_SHOT | MASK_WATER;
+
+ tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*hspread;
+ u = crandom()*vspread;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+ water = true;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ int color;
+
+ water = true;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ if (tr.contents & CONTENTS_WATER)
+ {
+ if (strcmp(tr.surface->name, "*brwater") == 0)
+ color = SPLASH_BROWN_WATER;
+ else
+ color = SPLASH_BLUE_WATER;
+ }
+ else if (tr.contents & CONTENTS_SLIME)
+ color = SPLASH_SLIME;
+ else if (tr.contents & CONTENTS_LAVA)
+ color = SPLASH_LAVA;
+ else
+ color = SPLASH_UNKNOWN;
+
+ if (color != SPLASH_UNKNOWN)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (8);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (color);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+
+ // change bullet's course when it enters water
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, dir);
+ AngleVectors (dir, forward, right, up);
+ r = crandom()*hspread*2;
+ u = crandom()*vspread*2;
+ VectorMA (water_start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ }
+
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
+ }
+ else
+ {
+ if (strncmp (tr.surface->name, "sky", 3) != 0)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_impact);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if (water)
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+}
+
+
+/*
+=================
+fire_bullet
+
+Fires a single round. Used for machinegun and chaingun. Would be fine for
+pistols, rifles, etc....
+=================
+*/
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
+{
+ fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_shotgun
+
+Shoots shotgun pellets. Used by shotgun and super shotgun.
+=================
+*/
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
+{
+ int i;
+
+ for (i = 0; i < count; i++)
+ fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_blaster
+
+Fires a single blaster bolt. Used by the blaster and hyper blaster.
+=================
+*/
+void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int mod;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // PMM - crash prevention
+ if (self->owner && self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ if (self->spawnflags & 1)
+ mod = MOD_HYPERBLASTER;
+ else
+ mod = MOD_BLASTER;
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ }
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BLASTER);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->svflags = SVF_DEADMONSTER;
+ // yes, I know it looks weird that projectiles are deadmonsters
+ // what this means is that when prediction is used against the object
+ // (blaster/hyperblaster shots), the player won't be solid clipped against
+ // the object. Right now trying to run into a firing hyperblaster
+ // is very jerky since you are predicted 'against' the shots.
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+ bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
+ bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
+ bolt->owner = self;
+ bolt->touch = blaster_touch;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ if (hyper)
+ bolt->spawnflags = 1;
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
+
+
+/*
+=================
+fire_grenade
+=================
+*/
+//static void Grenade_Explode (edict_t *ent)
+void Grenade_Explode (edict_t *ent)
+{
+ vec3_t origin;
+ int mod;
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ //FIXME: if we are onground then raise our Z just a bit since we are a point?
+ if (ent->enemy)
+ {
+ float points;
+ vec3_t v;
+ vec3_t dir;
+
+ VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
+ VectorMA (ent->enemy->s.origin, 0.5, v, v);
+ VectorSubtract (ent->s.origin, v, v);
+ points = ent->dmg - 0.5 * VectorLength (v);
+ VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
+ if (ent->spawnflags & 1)
+ mod = MOD_HANDGRENADE;
+ else
+ mod = MOD_GRENADE;
+ T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+
+ if (ent->spawnflags & 2)
+ mod = MOD_HELD_GRENADE;
+ else if (ent->spawnflags & 1)
+ mod = MOD_HG_SPLASH;
+ else
+ mod = MOD_G_SPLASH;
+ T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ }
+ else
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ }
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!other->takedamage)
+ {
+ if (ent->spawnflags & 1)
+ {
+ if (qrandom() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ ent->enemy = other;
+ Grenade_Explode (ent);
+}
+
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "grenade";
+
+ gi.linkentity (grenade);
+}
+
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "hgrenade";
+ if (held)
+ grenade->spawnflags = 3;
+ else
+ grenade->spawnflags = 1;
+ grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
+
+ if (timer <= 0.0)
+ Grenade_Explode (grenade);
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
+ gi.linkentity (grenade);
+ }
+}
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t origin;
+ int n;
+
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
+ }
+ else
+ {
+ // don't throw any debris in net games
+ if (!deathmatch->value && !coop->value)
+ {
+ if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
+ {
+ n = rand() % 5;
+ while(n--)
+ ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
+ }
+ }
+ }
+
+ T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
+
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *rocket;
+
+ rocket = G_Spawn();
+ VectorCopy (start, rocket->s.origin);
+ VectorCopy (dir, rocket->movedir);
+ vectoangles (dir, rocket->s.angles);
+ VectorScale (dir, speed, rocket->velocity);
+ rocket->movetype = MOVETYPE_FLYMISSILE;
+ rocket->clipmask = MASK_SHOT;
+ rocket->solid = SOLID_BBOX;
+ rocket->s.effects |= EF_ROCKET;
+ VectorClear (rocket->mins);
+ VectorClear (rocket->maxs);
+ rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
+ rocket->owner = self;
+ rocket->touch = rocket_touch;
+ rocket->nextthink = level.time + 8000/speed;
+ rocket->think = G_FreeEdict;
+ rocket->dmg = damage;
+ rocket->radius_dmg = radius_damage;
+ rocket->dmg_radius = damage_radius;
+ rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
+ rocket->classname = "rocket";
+
+ if (self->client)
+ check_dodge (self, rocket->s.origin, dir, speed);
+
+ gi.linkentity (rocket);
+}
+
+
+/*
+=================
+fire_rail
+=================
+*/
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
+{
+ vec3_t from;
+ vec3_t end;
+ trace_t tr;
+ edict_t *ignore;
+ int mask;
+ qboolean water;
+
+ VectorMA (start, 8192, aimdir, end);
+ VectorCopy (start, from);
+ ignore = self;
+ water = false;
+ mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
+ while (ignore)
+ {
+ tr = gi.trace (from, NULL, NULL, end, ignore, mask);
+
+ if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
+ water = true;
+ }
+ else
+ {
+ //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
+ (tr.ent->svflags & SVF_DAMAGEABLE) ||
+ (tr.ent->solid == SOLID_BBOX))
+ ignore = tr.ent;
+ else
+ ignore = NULL;
+
+ if ((tr.ent != self) && (tr.ent->takedamage))
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
+ }
+
+ VectorCopy (tr.endpos, from);
+ }
+
+ // send gun puff / flash
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+// gi.multicast (start, MULTICAST_PHS);
+ if (water)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (tr.endpos, MULTICAST_PHS);
+ }
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+}
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+void bfg_explode (edict_t *self)
+{
+ edict_t *ent;
+ float points;
+ vec3_t v;
+ float dist;
+
+ if (self->s.frame == 0)
+ {
+ // the BFG effect
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
+ {
+ if (!ent->takedamage)
+ continue;
+ if (ent == self->owner)
+ continue;
+ if (!CanDamage (ent, self))
+ continue;
+ if (!CanDamage (ent, self->owner))
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (self->s.origin, v, v);
+ dist = VectorLength(v);
+ points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
+// PMM - happened to notice this copy/paste bug
+// if (ent == self->owner)
+// points = points * 0.5;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_EXPLOSION);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+ T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
+ }
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+ self->s.frame++;
+ if (self->s.frame == 5)
+ self->think = G_FreeEdict;
+}
+
+void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ // core explosion - prevents firing it into the wall/floor
+ if (other->takedamage)
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
+ T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
+ self->solid = SOLID_NOT;
+ self->touch = NULL;
+ VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
+ VectorClear (self->velocity);
+ self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
+ self->s.frame = 0;
+ self->s.sound = 0;
+ self->s.effects &= ~EF_ANIM_ALLFAST;
+ self->think = bfg_explode;
+ self->nextthink = level.time + FRAMETIME;
+ self->enemy = other;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_BIGEXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+
+void bfg_think (edict_t *self)
+{
+ edict_t *ent;
+ edict_t *ignore;
+ vec3_t point;
+ vec3_t dir;
+ vec3_t start;
+ vec3_t end;
+ int dmg;
+ trace_t tr;
+
+ if (deathmatch->value)
+ dmg = 5;
+ else
+ dmg = 10;
+
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
+ {
+ if (ent == self)
+ continue;
+
+ if (ent == self->owner)
+ continue;
+
+ if (!ent->takedamage)
+ continue;
+
+ //ROGUE - make tesla hurt by bfg
+ if (!(ent->svflags & SVF_MONSTER) && !(ent->svflags & SVF_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
+// if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)
+// && (strcmp(ent->classname, "tesla") != 0))
+ continue;
+
+ VectorMA (ent->absmin, 0.5, ent->size, point);
+
+ VectorSubtract (point, self->s.origin, dir);
+ VectorNormalize (dir);
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, dir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
+ T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
+
+ // if we hit something that's not a monster or player we're done
+// if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DAMAGEABLE) && (!tr.ent->client))
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (4);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_LASER);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
+{
+ edict_t *bfg;
+
+ bfg = G_Spawn();
+ VectorCopy (start, bfg->s.origin);
+ VectorCopy (dir, bfg->movedir);
+ vectoangles (dir, bfg->s.angles);
+ VectorScale (dir, speed, bfg->velocity);
+ bfg->movetype = MOVETYPE_FLYMISSILE;
+ bfg->clipmask = MASK_SHOT;
+ bfg->solid = SOLID_BBOX;
+ bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
+ VectorClear (bfg->mins);
+ VectorClear (bfg->maxs);
+ bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
+ bfg->owner = self;
+ bfg->touch = bfg_touch;
+ bfg->nextthink = level.time + 8000/speed;
+ bfg->think = G_FreeEdict;
+ bfg->radius_dmg = damage;
+ bfg->dmg_radius = damage_radius;
+ bfg->classname = "bfg blast";
+ bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
+
+ bfg->think = bfg_think;
+ bfg->nextthink = level.time + FRAMETIME;
+ bfg->teammaster = bfg;
+ bfg->teamchain = NULL;
+
+ if (self->client)
+ check_dodge (self, bfg->s.origin, dir, speed);
+
+ gi.linkentity (bfg);
+}
--- /dev/null
+++ b/rogue/game.h
@@ -1,0 +1,1598 @@
+
+// game.h -- game dll information visible to server
+
+#define GAME_API_VERSION 3
+
+// edict->svflags
+
+#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
+#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
+#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
+//ROGUE -- added for things that are damageable, but not monsters
+// right now, only the tesla has this
+#define SVF_DAMAGEABLE 0x00000008
+//ROGUE end
+
+// edict->solid values
+
+typedef enum
+{
+SOLID_NOT, // no interaction with other objects
+SOLID_TRIGGER, // only touch when inside, after moving
+SOLID_BBOX, // touch on edge
+SOLID_BSP // bsp clip, touch on edge
+} solid_t;
+
+//===============================================================
+
+// link_t is only used for entity area links now
+typedef struct link_s
+{
+ struct link_s *prev, *next;
+} link_t;
+
+#define MAX_ENT_CLUSTERS 16
+
+
+typedef struct edict_t edict_t;
+typedef struct gclient_t gclient_t;
+
+
+//
+// functions provided by the main engine
+//
+typedef struct
+{
+ // special messages
+ void (*bprintf) (int printlevel, char *fmt, ...);
+ void (*dprintf) (char *fmt, ...);
+ void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
+ void (*centerprintf) (edict_t *ent, char *fmt, ...);
+ void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
+ void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
+
+ // config strings hold all the index strings, the lightstyles,
+ // and misc data like the sky definition and cdtrack.
+ // All of the current configstrings are sent to clients when
+ // they connect, and changes are sent to all connected clients.
+ void (*configstring) (int num, char *string);
+
+ void (*error) (char *fmt, ...);
+
+ // the *index functions create configstrings and some internal server state
+ int (*modelindex) (char *name);
+ int (*soundindex) (char *name);
+ int (*imageindex) (char *name);
+
+ void (*setmodel) (edict_t *ent, char *name);
+
+ // collision detection
+ trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
+ int (*pointcontents) (vec3_t point);
+ qboolean (*inPVS) (vec3_t p1, vec3_t p2);
+ qboolean (*inPHS) (vec3_t p1, vec3_t p2);
+ void (*SetAreaPortalState) (int portalnum, qboolean open);
+ qboolean (*AreasConnected) (int area1, int area2);
+
+ // an entity will never be sent to a client or used for collision
+ // if it is not passed to linkentity. If the size, position, or
+ // solidity changes, it must be relinked.
+ void (*linkentity) (edict_t *ent);
+ void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
+ int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
+ void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
+
+ // network messaging
+ void (*multicast) (vec3_t origin, multicast_t to);
+ void (*unicast) (edict_t *ent, qboolean reliable);
+ void (*WriteChar) (int c);
+ void (*WriteByte) (int c);
+ void (*WriteShort) (int c);
+ void (*WriteLong) (int c);
+ void (*WriteFloat) (float f);
+ void (*WriteString) (char *s);
+ void (*WritePosition) (vec3_t pos); // some fractional bits
+ void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
+ void (*WriteAngle) (float f);
+
+ // managed memory allocation
+ void *(*TagMalloc) (int size, int tag);
+ void (*TagFree) (void *block);
+ void (*FreeTags) (int tag);
+
+ // console variable interaction
+ cvar_t *(*cvar) (char *var_name, char *value, int flags);
+ cvar_t *(*cvar_set) (char *var_name, char *value);
+ cvar_t *(*cvar_forceset) (char *var_name, char *value);
+
+ // ClientCommand and ServerCommand parameter access
+ int (*argc) (void);
+ char *(*argv) (int n);
+ char *(*args) (void); // concatenation of all argv >= 1
+
+ // add commands to the server console as if they were typed in
+ // for map changing, etc
+ void (*AddCommandString) (char *text);
+
+ void (*DebugGraph) (float value, int color);
+} game_import_t;
+
+//
+// functions exported by the game subsystem
+//
+typedef struct
+{
+ int apiversion;
+
+ // the init function will only be called when a game starts,
+ // not each time a level is loaded. Persistant data for clients
+ // and the server can be allocated in init
+ void (*Init) (void);
+ void (*Shutdown) (void);
+
+ // each new level entered will cause a call to SpawnEntities
+ void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
+
+ // Read/Write Game is for storing persistant cross level information
+ // about the world state and the clients.
+ // WriteGame is called every time a level is exited.
+ // ReadGame is called on a loadgame.
+ void (*WriteGame) (char *filename, qboolean autosave);
+ void (*ReadGame) (char *filename);
+
+ // ReadLevel is called after the default map information has been
+ // loaded with SpawnEntities
+ void (*WriteLevel) (char *filename);
+ void (*ReadLevel) (char *filename);
+
+ qboolean (*ClientConnect) (edict_t *ent, char *userinfo);
+ void (*ClientBegin) (edict_t *ent);
+ void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
+ void (*ClientDisconnect) (edict_t *ent);
+ void (*ClientCommand) (edict_t *ent);
+ void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
+
+ void (*RunFrame) (void);
+
+ // ServerCommand will be called when an "sv <command>" command is issued on the
+ // server console.
+ // The game can issue gi.argc() / gi.argv() commands to get the rest
+ // of the parameters
+ void (*ServerCommand) (void);
+
+ //
+ // global variables shared between game and server
+ //
+
+ // The edict array is allocated in the game dll so it
+ // can vary in size from one game to another.
+ //
+ // The size will be fixed when ge->Init() is called
+ edict_t *edicts;
+ int edict_size;
+ int num_edicts; // current number, <= max_edicts
+ int max_edicts;
+} game_export_t;
+
+game_export_t* GetGameAPI(game_import_t *);
+
+
+// the "gameversion" client command will print this plus compile date
+#define GAMEVERSION "baseq2"
+
+#define qmin(a,b) ((a) < (b) ? (a) : (b))
+#define qmax(a,b) ((a) > (b) ? (a) : (b))
+
+// view pitching times
+#define DAMAGE_TIME 0.5
+#define FALL_TIME 0.3
+
+// ROGUE- id killed this weapon
+#define KILL_DISRUPTOR 1
+// rogue
+
+// edict->spawnflags
+// these are set with checkboxes on each entity in the map editor
+#define SPAWNFLAG_NOT_EASY 0x00000100
+#define SPAWNFLAG_NOT_MEDIUM 0x00000200
+#define SPAWNFLAG_NOT_HARD 0x00000400
+#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
+#define SPAWNFLAG_NOT_COOP 0x00001000
+
+// edict->flags
+#define FL_FLY 0x00000001
+#define FL_SWIM 0x00000002 // implied immunity to drowining
+#define FL_IMMUNE_LASER 0x00000004
+#define FL_INWATER 0x00000008
+#define FL_GODMODE 0x00000010
+#define FL_NOTARGET 0x00000020
+#define FL_IMMUNE_SLIME 0x00000040
+#define FL_IMMUNE_LAVA 0x00000080
+#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
+#define FL_WATERJUMP 0x00000200 // player jumping out of water
+#define FL_TEAMSLAVE 0x00000400 // not the first on the team
+#define FL_NO_KNOCKBACK 0x00000800
+#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
+#define FL_RESPAWN 0x80000000 // used for item respawning
+
+//ROGUE
+#define FL_MECHANICAL 0x00002000 // entity is mechanical, use sparks not blood
+#define FL_SAM_RAIMI 0x00004000 // entity is in sam raimi cam mode
+#define FL_DISGUISED 0x00008000 // entity is in disguise, monsters will not recognize.
+#define FL_NOGIB 0x00010000 // player has been vaporized by a nuke, drop no gibs
+//ROGUE
+
+#define FRAMETIME 0.1
+
+// memory tags to allow dynamic memory to be cleaned up
+#define TAG_GAME 765 // clear when unloading the dll
+#define TAG_LEVEL 766 // clear when loading a new level
+
+
+#define MELEE_DISTANCE 80
+
+#define BODY_QUEUE_SIZE 8
+
+typedef enum
+{
+ DAMAGE_NO,
+ DAMAGE_YES, // will take damage if hit
+ DAMAGE_AIM // auto targeting recognizes this
+} damage_t;
+
+typedef enum
+{
+ WEAPON_READY,
+ WEAPON_ACTIVATING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING
+} weaponstate_t;
+
+typedef enum
+{
+ AMMO_BULLETS,
+ AMMO_SHELLS,
+ AMMO_ROCKETS,
+ AMMO_GRENADES,
+ AMMO_CELLS,
+ AMMO_SLUGS,
+
+ //ROGUE
+ AMMO_FLECHETTES,
+ AMMO_TESLA,
+#ifdef KILL_DISRUPTOR
+ AMMO_PROX
+#else
+ AMMO_PROX,
+ AMMO_DISRUPTOR
+#endif
+} ammo_t;
+
+
+//deadflag
+#define DEAD_NO 0
+#define DEAD_DYING 1
+#define DEAD_DEAD 2
+#define DEAD_RESPAWNABLE 3
+
+//range
+#define RANGE_MELEE 0
+#define RANGE_NEAR 1
+#define RANGE_MID 2
+#define RANGE_FAR 3
+
+//gib types
+#define GIB_ORGANIC 0
+#define GIB_METALLIC 1
+
+//monster ai flags
+#define AI_STAND_GROUND 0x00000001
+#define AI_TEMP_STAND_GROUND 0x00000002
+#define AI_SOUND_TARGET 0x00000004
+#define AI_LOST_SIGHT 0x00000008
+#define AI_PURSUIT_LAST_SEEN 0x00000010
+#define AI_PURSUE_NEXT 0x00000020
+#define AI_PURSUE_TEMP 0x00000040
+#define AI_HOLD_FRAME 0x00000080
+#define AI_GOOD_GUY 0x00000100
+#define AI_BRUTAL 0x00000200
+#define AI_NOSTEP 0x00000400
+#define AI_DUCKED 0x00000800
+#define AI_COMBAT_POINT 0x00001000
+#define AI_MEDIC 0x00002000
+#define AI_RESURRECTING 0x00004000
+
+//ROGUE
+#define AI_WALK_WALLS 0x00008000
+#define AI_MANUAL_STEERING 0x00010000
+#define AI_TARGET_ANGER 0x00020000
+#define AI_DODGING 0x00040000
+#define AI_CHARGING 0x00080000
+#define AI_HINT_PATH 0x00100000
+#define AI_IGNORE_SHOTS 0x00200000
+// PMM - FIXME - last second added for E3 .. there's probably a better way to do this, but
+// this works
+#define AI_DO_NOT_COUNT 0x00400000 // set for healed monsters
+#define AI_SPAWNED_CARRIER 0x00800000 // both do_not_count and spawned are set for spawned monsters
+#define AI_SPAWNED_MEDIC_C 0x01000000 // both do_not_count and spawned are set for spawned monsters
+#define AI_SPAWNED_WIDOW 0x02000000 // both do_not_count and spawned are set for spawned monsters
+#define AI_SPAWNED_MASK 0x03800000 // mask to catch all three flavors of spawned
+#define AI_BLOCKED 0x04000000 // used by blocked_checkattack: set to say I'm attacking while blocked
+ // (prevents run-attacks)
+//ROGUE
+
+//monster attack state
+#define AS_STRAIGHT 1
+#define AS_SLIDING 2
+#define AS_MELEE 3
+#define AS_MISSILE 4
+#define AS_BLIND 5 // PMM - used by boss code to do nasty things even if it can't see you
+
+// armor types
+#define ARMOR_NONE 0
+#define ARMOR_JACKET 1
+#define ARMOR_COMBAT 2
+#define ARMOR_BODY 3
+#define ARMOR_SHARD 4
+
+// power armor types
+#define POWER_ARMOR_NONE 0
+#define POWER_ARMOR_SCREEN 1
+#define POWER_ARMOR_SHIELD 2
+
+// handedness values
+#define RIGHT_HANDED 0
+#define LEFT_HANDED 1
+#define CENTER_HANDED 2
+
+
+// game.serverflags values
+#define SFL_CROSS_TRIGGER_1 0x00000001
+#define SFL_CROSS_TRIGGER_2 0x00000002
+#define SFL_CROSS_TRIGGER_3 0x00000004
+#define SFL_CROSS_TRIGGER_4 0x00000008
+#define SFL_CROSS_TRIGGER_5 0x00000010
+#define SFL_CROSS_TRIGGER_6 0x00000020
+#define SFL_CROSS_TRIGGER_7 0x00000040
+#define SFL_CROSS_TRIGGER_8 0x00000080
+#define SFL_CROSS_TRIGGER_MASK 0x000000ff
+
+
+// noise types for PlayerNoise
+#define PNOISE_SELF 0
+#define PNOISE_WEAPON 1
+#define PNOISE_IMPACT 2
+
+
+// edict->movetype values
+typedef enum
+{
+MOVETYPE_NONE, // never moves
+MOVETYPE_NOCLIP, // origin and angles change with no interaction
+MOVETYPE_PUSH, // no clip to world, push on box contact
+MOVETYPE_STOP, // no clip to world, stops on box contact
+
+MOVETYPE_WALK, // gravity
+MOVETYPE_STEP, // gravity, special edge handling
+MOVETYPE_FLY,
+MOVETYPE_TOSS, // gravity
+MOVETYPE_FLYMISSILE, // extra size to monsters
+MOVETYPE_BOUNCE,
+MOVETYPE_NEWTOSS // PGM - for deathball
+} movetype_t;
+
+
+
+typedef struct
+{
+ int base_count;
+ int max_count;
+ float normal_protection;
+ float energy_protection;
+ int armor;
+} gitem_armor_t;
+
+
+// gitem_t->flags
+#define IT_WEAPON 0x00000001 // use makes active weapon
+#define IT_AMMO 0x00000002
+#define IT_ARMOR 0x00000004
+#define IT_STAY_COOP 0x00000008
+#define IT_KEY 0x00000010
+#define IT_POWERUP 0x00000020
+
+// ROGUE
+#define IT_MELEE 0x00000040
+#define IT_NOT_GIVEABLE 0x00000080 // item can not be given
+// ROGUE
+
+// gitem_t->weapmodel for weapons indicates model index
+#define WEAP_BLASTER 1
+#define WEAP_SHOTGUN 2
+#define WEAP_SUPERSHOTGUN 3
+#define WEAP_MACHINEGUN 4
+#define WEAP_CHAINGUN 5
+#define WEAP_GRENADES 6
+#define WEAP_GRENADELAUNCHER 7
+#define WEAP_ROCKETLAUNCHER 8
+#define WEAP_HYPERBLASTER 9
+#define WEAP_RAILGUN 10
+#define WEAP_BFG 11
+
+#define WEAP_DISRUPTOR 12 // PGM
+#define WEAP_ETFRIFLE 13 // PGM
+#define WEAP_PLASMA 14 // PGM
+#define WEAP_PROXLAUNCH 15 // PGM
+#define WEAP_CHAINFIST 16 // PGM
+
+typedef struct gitem_s
+{
+ char *classname; // spawning name
+ qboolean (*pickup)(edict_t *ent, edict_t *other);
+ void (*use)(edict_t *ent, struct gitem_s *item);
+ void (*drop)(edict_t *ent, struct gitem_s *item);
+ void (*weaponthink)(edict_t *ent);
+ char *pickup_sound;
+ char *world_model;
+ int world_model_flags;
+ char *view_model;
+
+ // client side info
+ char *icon;
+ char *pickup_name; // for printing on pickup
+ int count_width; // number of digits to display by icon
+
+ int quantity; // for ammo how much, for weapons how much is used per shot
+ char *ammo; // for weapons
+ int flags; // IT_* flags
+
+ int weapmodel; // weapon model index (for weapons)
+
+ void *info;
+ int tag;
+
+ char *precaches; // string of all models, sounds, and images this item will use
+} gitem_t;
+
+
+
+//
+// this structure is left intact through an entire game
+// it should be initialized at dll load time, and read/written to
+// the server.ssv file for savegames
+//
+typedef struct
+{
+ char helpmessage1[512];
+ char helpmessage2[512];
+ int helpchanged; // flash F1 icon if non 0, play sound
+ // and increment only if 1, 2, or 3
+
+ gclient_t *clients; // [maxclients]
+
+ // can't store spawnpoint in level, because
+ // it would get overwritten by the savegame restore
+ char spawnpoint[512]; // needed for coop respawns
+
+ // store latched cvars here that we want to get at often
+ int maxclients;
+ int maxentities;
+
+ // cross level triggers
+ int serverflags;
+
+ // items
+ int num_items;
+
+ qboolean autosaved;
+} game_locals_t;
+
+
+//
+// this structure is cleared as each map is entered
+// it is read/written to the level.sav file for savegames
+//
+typedef struct
+{
+ int framenum;
+ float time;
+
+ char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
+ char mapname[MAX_QPATH]; // the server name (base1, etc)
+ char nextmap[MAX_QPATH]; // go here when fraglimit is hit
+
+ // intermission state
+ float intermissiontime; // time the intermission was started
+ char *changemap;
+ int exitintermission;
+ vec3_t intermission_origin;
+ vec3_t intermission_angle;
+
+ edict_t *sight_client; // changed once each frame for coop games
+
+ edict_t *sight_entity;
+ int sight_entity_framenum;
+ edict_t *sound_entity;
+ int sound_entity_framenum;
+ edict_t *sound2_entity;
+ int sound2_entity_framenum;
+
+ int pic_health;
+
+ int total_secrets;
+ int found_secrets;
+
+ int total_goals;
+ int found_goals;
+
+ int total_monsters;
+ int killed_monsters;
+
+ edict_t *current_entity; // entity running from G_RunFrame
+ int body_que; // dead bodies
+
+ int power_cubes; // ugly necessity for coop
+
+ // ROGUE
+ edict_t *disguise_violator;
+ int disguise_violation_framenum;
+ // ROGUE
+} level_locals_t;
+
+
+// spawn_temp_t is only used to hold entity field values that
+// can be set from the editor, but aren't actualy present
+// in edict_t during gameplay
+typedef struct
+{
+ // world vars
+ char *sky;
+ float skyrotate;
+ vec3_t skyaxis;
+ char *nextmap;
+
+ int lip;
+ int distance;
+ int height;
+ char *noise;
+ float pausetime;
+ char *item;
+ char *gravity;
+
+ float minyaw;
+ float maxyaw;
+ float minpitch;
+ float maxpitch;
+} spawn_temp_t;
+
+
+typedef struct
+{
+ // fixed data
+ vec3_t start_origin;
+ vec3_t start_angles;
+ vec3_t end_origin;
+ vec3_t end_angles;
+
+ int sound_start;
+ int sound_middle;
+ int sound_end;
+
+ float accel;
+ float speed;
+ float decel;
+ float distance;
+
+ float wait;
+
+ // state data
+ int state;
+ vec3_t dir;
+ float current_speed;
+ float move_speed;
+ float next_speed;
+ float remaining_distance;
+ float decel_distance;
+ void (*endfunc)(edict_t *);
+} moveinfo_t;
+
+
+typedef struct
+{
+ void (*aifunc)(edict_t *self, float dist);
+ float dist;
+ void (*thinkfunc)(edict_t *self);
+} mframe_t;
+
+typedef struct
+{
+ int firstframe;
+ int lastframe;
+ mframe_t *frame;
+ void (*endfunc)(edict_t *self);
+} mmove_t;
+
+typedef struct
+{
+ mmove_t *currentmove;
+ unsigned int aiflags; // PGM - unsigned, since we're close to the max
+ int nextframe;
+ float scale;
+
+ void (*stand)(edict_t *self);
+ void (*idle)(edict_t *self);
+ void (*search)(edict_t *self);
+ void (*walk)(edict_t *self);
+ void (*run)(edict_t *self);
+ void (*dodge)(edict_t *self, edict_t *other, float eta, trace_t *tr);
+ void (*attack)(edict_t *self);
+ void (*melee)(edict_t *self);
+ void (*sight)(edict_t *self, edict_t *other);
+ qboolean (*checkattack)(edict_t *self);
+
+ float pausetime;
+ float attack_finished;
+
+ vec3_t saved_goal;
+ float search_time;
+ float trail_time;
+ vec3_t last_sighting;
+ int attack_state;
+ int lefty;
+ float idle_time;
+ int linkcount;
+
+ int power_armor_type;
+ int power_armor_power;
+
+//ROGUE
+ qboolean (*blocked)(edict_t *self, float dist);
+// edict_t *last_hint; // last hint_path the monster touched
+ float last_hint_time; // last time the monster checked for hintpaths.
+ edict_t *goal_hint; // which hint_path we're trying to get to
+ int medicTries;
+ edict_t *badMedic1, *badMedic2; // these medics have declared this monster "unhealable"
+ edict_t *healer; // this is who is healing this monster
+ void (*duck)(edict_t *self, float eta);
+ void (*unduck)(edict_t *self);
+ void (*sidestep)(edict_t *self);
+ // while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain
+ // not really worth it. sidestep is an implied abort_duck
+// void (*abort_duck)(edict_t *self);
+ float base_height;
+ float next_duck_time;
+ float duck_wait_time;
+ edict_t *last_player_enemy;
+ // blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing
+ // (set in the monster) of the next shot
+ qboolean blindfire; // will the monster blindfire?
+ float blind_fire_delay;
+ vec3_t blind_fire_target;
+ // used by the spawners to not spawn too much and keep track of #s of monsters spawned
+ int monster_slots;
+ int monster_used;
+ edict_t *commander;
+ // powerup timers, used by widow, our friend
+ float quad_framenum;
+ float invincible_framenum;
+ float double_framenum;
+//ROGUE
+} monsterinfo_t;
+
+// ROGUE
+// this determines how long to wait after a duck to duck again. this needs to be longer than
+// the time after the monster_duck_up in all of the animation sequences
+#define DUCK_INTERVAL 0.5
+// ROGUE
+
+extern game_locals_t game;
+extern level_locals_t level;
+extern game_import_t gi;
+extern game_export_t globals;
+extern spawn_temp_t st;
+
+extern int sm_meat_index;
+extern int snd_fry;
+
+
+// means of death
+#define MOD_UNKNOWN 0
+#define MOD_BLASTER 1
+#define MOD_SHOTGUN 2
+#define MOD_SSHOTGUN 3
+#define MOD_MACHINEGUN 4
+#define MOD_CHAINGUN 5
+#define MOD_GRENADE 6
+#define MOD_G_SPLASH 7
+#define MOD_ROCKET 8
+#define MOD_R_SPLASH 9
+#define MOD_HYPERBLASTER 10
+#define MOD_RAILGUN 11
+#define MOD_BFG_LASER 12
+#define MOD_BFG_BLAST 13
+#define MOD_BFG_EFFECT 14
+#define MOD_HANDGRENADE 15
+#define MOD_HG_SPLASH 16
+#define MOD_WATER 17
+#define MOD_SLIME 18
+#define MOD_LAVA 19
+#define MOD_CRUSH 20
+#define MOD_TELEFRAG 21
+#define MOD_FALLING 22
+#define MOD_SUICIDE 23
+#define MOD_HELD_GRENADE 24
+#define MOD_EXPLOSIVE 25
+#define MOD_BARREL 26
+#define MOD_BOMB 27
+#define MOD_EXIT 28
+#define MOD_SPLASH 29
+#define MOD_TARGET_LASER 30
+#define MOD_TRIGGER_HURT 31
+#define MOD_HIT 32
+#define MOD_TARGET_BLASTER 33
+#define MOD_FRIENDLY_FIRE 0x8000000
+
+//========
+//ROGUE
+#define MOD_CHAINFIST 40
+#define MOD_DISINTEGRATOR 41
+#define MOD_ETF_RIFLE 42
+#define MOD_BLASTER2 43
+#define MOD_HEATBEAM 44
+#define MOD_TESLA 45
+#define MOD_PROX 46
+#define MOD_NUKE 47
+#define MOD_VENGEANCE_SPHERE 48
+#define MOD_HUNTER_SPHERE 49
+#define MOD_DEFENDER_SPHERE 50
+#define MOD_TRACKER 51
+#define MOD_DBALL_CRUSH 52
+#define MOD_DOPPLE_EXPLODE 53
+#define MOD_DOPPLE_VENGEANCE 54
+#define MOD_DOPPLE_HUNTER 55
+//ROGUE
+//========
+
+extern int meansOfDeath;
+
+
+extern edict_t *g_edicts;
+
+#define FOFS(x) (int)&(((edict_t *)0)->x)
+#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
+#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
+#define CLOFS(x) (int)&(((gclient_t *)0)->x)
+
+#define qrandom() ((rand () & 0x7fff) / ((float)0x7fff))
+#define crandom() (2.0 * (qrandom() - 0.5))
+
+extern cvar_t *maxentities;
+extern cvar_t *deathmatch;
+extern cvar_t *coop;
+extern cvar_t *dmflags;
+extern cvar_t *skill;
+extern cvar_t *fraglimit;
+extern cvar_t *timelimit;
+extern cvar_t *password;
+extern cvar_t *spectator_password;
+extern cvar_t *g_select_empty;
+extern cvar_t *dedicated;
+
+extern cvar_t *filterban;
+
+extern cvar_t *sv_gravity;
+extern cvar_t *sv_maxvelocity;
+
+extern cvar_t *gun_x, *gun_y, *gun_z;
+extern cvar_t *sv_rollspeed;
+extern cvar_t *sv_rollangle;
+
+extern cvar_t *run_pitch;
+extern cvar_t *run_roll;
+extern cvar_t *bob_up;
+extern cvar_t *bob_pitch;
+extern cvar_t *bob_roll;
+
+extern cvar_t *sv_cheats;
+extern cvar_t *maxclients;
+extern cvar_t *maxspectators;
+
+extern cvar_t *flood_msgs;
+extern cvar_t *flood_persecond;
+extern cvar_t *flood_waitdelay;
+
+extern cvar_t *sv_maplist;
+
+extern cvar_t *sv_stopspeed; // PGM - this was a define in g_phys.c
+
+//ROGUE
+extern cvar_t *g_showlogic;
+extern cvar_t *gamerules;
+extern cvar_t *huntercam;
+extern cvar_t *strong_mines;
+extern cvar_t *randomrespawn;
+
+// this is for the count of monsters
+#define ENT_SLOTS_LEFT (ent->monsterinfo.monster_slots - ent->monsterinfo.monster_used)
+#define SELF_SLOTS_LEFT (self->monsterinfo.monster_slots - self->monsterinfo.monster_used)
+//ROGUE
+
+#define WORLD (&g_edicts[0])
+
+// item spawnflags
+#define ITEM_TRIGGER_SPAWN 0x00000001
+#define ITEM_NO_TOUCH 0x00000002
+// 6 bits reserved for editor flags
+// 8 bits used as power cube id bits for coop games
+#define DROPPED_ITEM 0x00010000
+#define DROPPED_PLAYER_ITEM 0x00020000
+#define ITEM_TARGETS_USED 0x00040000
+
+//
+// fields are needed for spawning from the entity string
+// and saving / loading games
+//
+#define FFL_SPAWNTEMP 1
+#define FFL_NOSPAWN 2
+
+typedef enum {
+ F_INT,
+ F_FLOAT,
+ F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
+ F_GSTRING, // string on disk, pointer in memory, TAG_GAME
+ F_VECTOR,
+ F_ANGLEHACK,
+ F_EDICT, // index on disk, pointer in memory
+ F_ITEM, // index on disk, pointer in memory
+ F_CLIENT, // index on disk, pointer in memory
+ F_FUNCTION,
+ F_MMOVE,
+ F_IGNORE
+} fieldtype_t;
+
+typedef struct
+{
+ char *name;
+ int ofs;
+ fieldtype_t type;
+ int flags;
+} field_t;
+
+
+extern field_t fields[];
+extern gitem_t itemlist[];
+
+
+//
+// g_cmds.c
+//
+void Cmd_Help_f (edict_t *ent);
+void Cmd_Score_f (edict_t *ent);
+
+//
+// g_items.c
+//
+void PrecacheItem (gitem_t *it);
+void InitItems (void);
+void SetItemNames (void);
+gitem_t *FindItem (char *pickup_name);
+gitem_t *FindItemByClassname (char *classname);
+#define ITEM_INDEX(x) ((x)-itemlist)
+edict_t *Drop_Item (edict_t *ent, gitem_t *item);
+void SetRespawn (edict_t *ent, float delay);
+void ChangeWeapon (edict_t *ent);
+void SpawnItem (edict_t *ent, gitem_t *item);
+void Think_Weapon (edict_t *ent);
+int ArmorIndex (edict_t *ent);
+int PowerArmorType (edict_t *ent);
+gitem_t *GetItemByIndex (int index);
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+//
+// g_utils.c
+//
+qboolean KillBox (edict_t *ent);
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
+edict_t *G_Find (edict_t *from, int fieldofs, char *match);
+edict_t *findradius (edict_t *from, vec3_t org, float rad);
+edict_t *G_PickTarget (char *targetname);
+void G_UseTargets (edict_t *ent, edict_t *activator);
+void G_SetMovedir (vec3_t angles, vec3_t movedir);
+
+void G_InitEdict (edict_t *e);
+edict_t *G_Spawn (void);
+void G_FreeEdict (edict_t *e);
+
+void G_TouchTriggers (edict_t *ent);
+void G_TouchSolids (edict_t *ent);
+
+char *G_CopyString (char *in);
+
+float *tv (float x, float y, float z);
+char *vtos (vec3_t v);
+
+float vectoyaw (vec3_t vec);
+void vectoangles (vec3_t vec, vec3_t angles);
+
+//ROGUE
+void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result);
+float vectoyaw2 (vec3_t vec);
+void vectoangles2 (vec3_t vec, vec3_t angles);
+edict_t *findradius2 (edict_t *from, vec3_t org, float rad);
+//ROGUE
+
+//
+// g_combat.c
+//
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
+qboolean CanDamage (edict_t *targ, edict_t *inflictor);
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
+
+//ROGUE
+void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
+void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod);
+void cleanupHealTarget (edict_t *ent);
+//ROGUE
+
+// damage flags
+#define DAMAGE_RADIUS 0x00000001 // damage was indirect
+#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
+#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
+#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
+#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
+#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
+//ROGUE
+#define DAMAGE_DESTROY_ARMOR 0x00000040 // damage is done to armor and health.
+#define DAMAGE_NO_REG_ARMOR 0x00000080 // damage skips regular armor
+#define DAMAGE_NO_POWER_ARMOR 0x00000100 // damage skips power armor
+//ROGUE
+
+
+#define DEFAULT_BULLET_HSPREAD 300
+#define DEFAULT_BULLET_VSPREAD 500
+#define DEFAULT_SHOTGUN_HSPREAD 1000
+#define DEFAULT_SHOTGUN_VSPREAD 500
+#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
+#define DEFAULT_SHOTGUN_COUNT 12
+#define DEFAULT_SSHOTGUN_COUNT 20
+
+//
+// g_monster.c
+//
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
+void M_droptofloor (edict_t *ent);
+void monster_think (edict_t *self);
+void walkmonster_start (edict_t *self);
+void swimmonster_start (edict_t *self);
+void flymonster_start (edict_t *self);
+void AttackFinished (edict_t *self, float time);
+void monster_death_use (edict_t *self);
+void M_CatagorizePosition (edict_t *ent);
+qboolean M_CheckAttack (edict_t *self);
+void M_FlyCheck (edict_t *self);
+void M_CheckGround (edict_t *ent);
+//ROGUE
+void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype);
+void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype);
+void stationarymonster_start (edict_t *self);
+void monster_done_dodge (edict_t *self);
+//ROGUE
+
+
+//
+// g_misc.c
+//
+void ThrowHead (edict_t *self, char *gibname, int damage, int type);
+void ThrowClientHead (edict_t *self, int damage);
+void ThrowGib (edict_t *self, char *gibname, int damage, int type);
+void BecomeExplosion1(edict_t *self);
+
+//
+// g_ai.c
+//
+void AI_SetSightClient (void);
+
+void ai_stand (edict_t *self, float dist);
+void ai_move (edict_t *self, float dist);
+void ai_walk (edict_t *self, float dist);
+void ai_turn (edict_t *self, float dist);
+void ai_run (edict_t *self, float dist);
+void ai_charge (edict_t *self, float dist);
+int range (edict_t *self, edict_t *other);
+
+void FoundTarget (edict_t *self);
+qboolean infront (edict_t *self, edict_t *other);
+qboolean visible (edict_t *self, edict_t *other);
+qboolean FacingIdeal(edict_t *self);
+
+//
+// g_weapon.c
+//
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
+void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
+
+//
+// g_ptrail.c
+//
+void PlayerTrail_Init (void);
+void PlayerTrail_Add (vec3_t spot);
+void PlayerTrail_New (vec3_t spot);
+edict_t *PlayerTrail_PickFirst (edict_t *self);
+edict_t *PlayerTrail_PickNext (edict_t *self);
+edict_t *PlayerTrail_LastSpot (void);
+
+//
+// g_client.c
+//
+void respawn (edict_t *ent);
+void BeginIntermission (edict_t *targ);
+void PutClientInServer (edict_t *ent);
+void InitClientPersistant (gclient_t *client);
+void InitClientResp (gclient_t *client);
+void InitBodyQue (void);
+void ClientBeginServerFrame (edict_t *ent);
+
+//
+// g_player.c
+//
+void player_pain (edict_t *self, edict_t *other, float kick, int damage);
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+//
+// g_svcmds.c
+//
+void ServerCommand (void);
+qboolean SV_FilterPacket (char *from);
+
+//
+// p_view.c
+//
+void ClientEndServerFrame (edict_t *ent);
+
+//
+// p_hud.c
+//
+void MoveClientToIntermission (edict_t *client);
+void G_SetStats (edict_t *ent);
+void G_SetSpectatorStats (edict_t *ent);
+void G_CheckChaseStats (edict_t *ent);
+void ValidateSelectedItem (edict_t *ent);
+void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
+
+//
+// g_pweapon.c
+//
+void PlayerNoise(edict_t *who, vec3_t where, int type);
+
+//
+// m_move.c
+//
+qboolean M_CheckBottom (edict_t *ent);
+qboolean M_walkmove (edict_t *ent, float yaw, float dist);
+void M_MoveToGoal (edict_t *ent, float dist);
+void M_ChangeYaw (edict_t *ent);
+
+//
+// g_phys.c
+//
+void G_RunEntity (edict_t *ent);
+
+//
+// g_main.c
+//
+void SaveClientData (void);
+void FetchClientEntData (edict_t *ent);
+
+//
+// g_chase.c
+//
+void UpdateChaseCam(edict_t *ent);
+void ChaseNext(edict_t *ent);
+void ChasePrev(edict_t *ent);
+void GetChaseTarget(edict_t *ent);
+
+
+//====================
+// ROGUE PROTOTYPES
+//
+// g_newweap.c
+//
+//extern float nuke_framenum;
+
+void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick);
+void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
+void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed);
+void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
+void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
+void fire_maintain (edict_t *, edict_t *, vec3_t start, vec3_t aimdir, int damage, int speed);
+void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
+void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod);
+void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
+void fire_blaster2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
+void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster);
+void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy);
+
+//
+// g_newai.c
+//
+qboolean blocked_checkshot (edict_t *self, float shotChance);
+qboolean blocked_checkplat (edict_t *self, float dist);
+qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp);
+qboolean blocked_checknewenemy (edict_t *self);
+qboolean monsterlost_checkhint (edict_t *self);
+qboolean inback (edict_t *self, edict_t *other);
+float realrange (edict_t *self, edict_t *other);
+edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner);
+edict_t *CheckForBadArea(edict_t *ent);
+qboolean MarkTeslaArea(edict_t *self, edict_t *tesla);
+void InitHintPaths (void);
+void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint);
+qboolean below (edict_t *self, edict_t *other);
+void drawbbox (edict_t *self);
+void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr);
+void monster_duck_down (edict_t *self);
+void monster_duck_hold (edict_t *self);
+void monster_duck_up (edict_t *self);
+qboolean has_valid_enemy (edict_t *self);
+void TargetTesla (edict_t *self, edict_t *tesla);
+void hintpath_stop (edict_t *self);
+edict_t * PickCoopTarget (edict_t *self);
+int CountPlayers (void);
+void monster_jump_start (edict_t *self);
+qboolean monster_jump_finished (edict_t *self);
+
+
+//
+// g_sphere.c
+//
+void Defender_Launch (edict_t *self);
+void Vengeance_Launch (edict_t *self);
+void Hunter_Launch (edict_t *self);
+
+//
+// g_newdm.c
+//
+void InitGameRules(void);
+edict_t *DoRandomRespawn (edict_t *ent);
+void PrecacheForRandomRespawn (void);
+qboolean Tag_PickupToken (edict_t *ent, edict_t *other);
+void Tag_DropToken (edict_t *ent, gitem_t *item);
+void Tag_PlayerDeath(edict_t *targ, edict_t *inflictor, edict_t *attacker);
+void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);
+
+//
+// g_spawn.c
+//
+edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
+edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname);
+edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname, int height);
+qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp);
+qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs);
+qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity);
+void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs);
+void SpawnGrow_Spawn (vec3_t startpos, int size);
+void Widowlegs_Spawn (vec3_t startpos, vec3_t angles);
+
+//
+// p_client.c
+//
+void RemoveAttackingPainDaemons (edict_t *self);
+
+
+// ROGUE PROTOTYPES
+//====================
+
+//============================================================================
+
+// client_t->anim_priority
+#define ANIM_BASIC 0 // stand / run
+#define ANIM_WAVE 1
+#define ANIM_JUMP 2
+#define ANIM_PAIN 3
+#define ANIM_ATTACK 4
+#define ANIM_DEATH 5
+#define ANIM_REVERSE 6
+
+
+// client data that stays across multiple level loads
+typedef struct
+{
+ char userinfo[MAX_INFO_STRING];
+ char netname[16];
+ int hand;
+
+ qboolean connected; // a loadgame will leave valid entities that
+ // just don't have a connection yet
+
+ // values saved and restored from edicts when changing levels
+ int health;
+ int max_health;
+ int savedFlags;
+
+ int selected_item;
+ int inventory[MAX_ITEMS];
+
+ // ammo capacities
+ int max_bullets;
+ int max_shells;
+ int max_rockets;
+ int max_grenades;
+ int max_cells;
+ int max_slugs;
+
+ gitem_t *weapon;
+ gitem_t *lastweapon;
+
+ int power_cubes; // used for tracking the cubes in coop games
+ int score; // for calculating total unit score in coop games
+
+ int game_helpchanged;
+ int helpchanged;
+
+ qboolean spectator; // client is a spectator
+
+//=========
+//ROGUE
+ int max_tesla;
+ int max_prox;
+ int max_mines;
+ int max_flechettes;
+#ifndef KILL_DISRUPTOR
+ int max_rounds;
+#endif
+//ROGUE
+//=========
+} client_persistant_t;
+
+// client data that stays across deathmatch respawns
+typedef struct
+{
+ client_persistant_t coop_respawn; // what to set client->pers to on a respawn
+ int enterframe; // level.framenum the client entered the game
+ int score; // frags, etc
+ vec3_t cmd_angles; // angles sent over in the last command
+
+ qboolean spectator; // client is a spectator
+} client_respawn_t;
+
+// this structure is cleared on each PutClientInServer(),
+// except for 'client->pers'
+struct gclient_t
+{
+ // known to server
+ player_state_t ps; // communicated by server to clients
+ int ping;
+
+ // private to game
+ client_persistant_t pers;
+ client_respawn_t resp;
+ pmove_state_t old_pmove; // for detecting out-of-pmove changes
+
+ qboolean showscores; // set layout stat
+ qboolean showinventory; // set layout stat
+ qboolean showhelp;
+ qboolean showhelpicon;
+
+ int ammo_index;
+
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
+
+ qboolean weapon_thunk;
+
+ gitem_t *newweapon;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ int damage_armor; // damage absorbed by armor
+ int damage_parmor; // damage absorbed by power armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
+ vec3_t damage_from; // origin for vector calculation
+
+ float killer_yaw; // when dead, look at killer
+
+ weaponstate_t weaponstate;
+ vec3_t kick_angles; // weapon kicks
+ vec3_t kick_origin;
+ float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
+ float fall_time, fall_value; // for view drop on fall
+ float damage_alpha;
+ float bonus_alpha;
+ vec3_t damage_blend;
+ vec3_t v_angle; // aiming direction
+ float bobtime; // so off-ground doesn't change it
+ vec3_t oldviewangles;
+ vec3_t oldvelocity;
+
+ float next_drown_time;
+ int old_waterlevel;
+ int breather_sound;
+
+ int machinegun_shots; // for weapon raising
+
+ // animation vars
+ int anim_end;
+ int anim_priority;
+ qboolean anim_duck;
+ qboolean anim_run;
+
+ // powerup timers
+ float quad_framenum;
+ float invincible_framenum;
+ float breather_framenum;
+ float enviro_framenum;
+
+ qboolean grenade_blew_up;
+ float grenade_time;
+ int silencer_shots;
+ int weapon_sound;
+
+ float pickup_msg_time;
+
+ float flood_locktill; // locked from talking
+ float flood_when[10]; // when messages were said
+ int flood_whenhead; // head pointer for when said
+
+ float respawn_time; // can respawn when time > this
+
+ edict_t *chase_target; // player we are chasing
+ qboolean update_chase; // need to update chase info?
+
+//=======
+//ROGUE
+ float double_framenum;
+ float ir_framenum;
+// float torch_framenum;
+ float nuke_framenum;
+ float tracker_pain_framenum;
+
+ edict_t *owned_sphere; // this points to the player's sphere
+//ROGUE
+//=======
+};
+
+
+struct edict_t
+{
+ entity_state_t s;
+ gclient_t *client; // NULL if not a player
+ // the server expects the first part
+ // of gclient_s to be a player_state_t
+ // but the rest of it is opaque
+
+ qboolean inuse;
+ int linkcount;
+
+ // FIXME: move these fields to a server private sv_entity_t
+ link_t area; // linked to a division node or leaf
+
+ int num_clusters; // if -1, use headnode instead
+ int clusternums[MAX_ENT_CLUSTERS];
+ int headnode; // unused if num_clusters != -1
+ int areanum, areanum2;
+
+ //================================
+
+ int svflags;
+ vec3_t mins, maxs;
+ vec3_t absmin, absmax, size;
+ solid_t solid;
+ int clipmask;
+ edict_t *owner;
+
+
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+
+ //================================
+ int movetype;
+ int flags;
+
+ char *model;
+ float freetime; // sv.time when the object was freed
+
+ //
+ // only used locally in game, not by server
+ //
+ char *message;
+ char *classname;
+ int spawnflags;
+
+ float timestamp;
+
+ float angle; // set in qe3, -1 = up, -2 = down
+ char *target;
+ char *targetname;
+ char *killtarget;
+ char *team;
+ char *pathtarget;
+ char *deathtarget;
+ char *combattarget;
+ edict_t *target_ent;
+
+ float speed, accel, decel;
+ vec3_t movedir;
+ vec3_t pos1, pos2;
+
+ vec3_t velocity;
+ vec3_t avelocity;
+ int mass;
+ float air_finished;
+ float gravity; // per entity gravity multiplier (1.0 is normal)
+ // use for lowgrav artifact, flares
+
+ edict_t *goalentity;
+ edict_t *movetarget;
+ float yaw_speed;
+ float ideal_yaw;
+
+ float nextthink;
+ void (*prethink) (edict_t *ent);
+ void (*think)(edict_t *self);
+ void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
+ void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+ void (*use)(edict_t *self, edict_t *other, edict_t *activator);
+ void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
+ void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+ float touch_debounce_time; // are all these legit? do we need more/less of them?
+ float pain_debounce_time;
+ float damage_debounce_time;
+ float fly_sound_debounce_time; //move to clientinfo
+ float last_move_time;
+
+ int health;
+ int max_health;
+ int gib_health;
+ int deadflag;
+ qboolean show_hostile;
+
+ float powerarmor_time;
+
+ char *map; // target_changelevel
+
+ int viewheight; // height above origin where eyesight is determined
+ int takedamage;
+ int dmg;
+ int radius_dmg;
+ float dmg_radius;
+ int sounds; //make this a spawntemp var?
+ int count;
+
+ edict_t *chain;
+ edict_t *enemy;
+ edict_t *oldenemy;
+ edict_t *activator;
+ edict_t *groundentity;
+ int groundentity_linkcount;
+ edict_t *teamchain;
+ edict_t *teammaster;
+
+ edict_t *mynoise; // can go in client only
+ edict_t *mynoise2;
+
+ int noise_index;
+ int noise_index2;
+ float volume;
+ float attenuation;
+
+ // timing variables
+ float wait;
+ float delay; // before firing targets
+ float random;
+
+ float teleport_time;
+
+ int watertype;
+ int waterlevel;
+
+ vec3_t move_origin;
+ vec3_t move_angles;
+
+ // move this to clientinfo?
+ int light_level;
+
+ int style; // also used as areaportal number
+
+ gitem_t *item; // for bonus items
+
+ // common data blocks
+ moveinfo_t moveinfo;
+ monsterinfo_t monsterinfo;
+
+//=========
+//ROGUE
+ int plat2flags;
+ vec3_t offset;
+ vec3_t gravityVector;
+ edict_t *bad_area;
+ edict_t *hint_chain;
+ edict_t *monster_hint_chain;
+ edict_t *target_hint_chain;
+ int hint_chain_id;
+ // FIXME - debug help!
+ float lastMoveTime;
+//ROGUE
+//=========
+};
+
+//=============
+//ROGUE
+#define ROGUE_GRAVITY 1
+
+#define SPHERE_DEFENDER 0x0001
+#define SPHERE_HUNTER 0x0002
+#define SPHERE_VENGEANCE 0x0004
+#define SPHERE_DOPPLEGANGER 0x0100
+
+#define SPHERE_TYPE 0x00FF
+#define SPHERE_FLAGS 0xFF00
+
+//
+// deathmatch games
+//
+#define RDM_TAG 2
+#define RDM_DEATHBALL 3
+
+typedef struct dm_game_rs
+{
+ void (*GameInit)(void);
+ void (*PostInitSetup)(void);
+ void (*ClientBegin) (edict_t *ent);
+ void (*SelectSpawnPoint) (edict_t *ent, vec3_t origin, vec3_t angles);
+ void (*PlayerDeath)(edict_t *targ, edict_t *inflictor, edict_t *attacker);
+ void (*Score)(edict_t *attacker, edict_t *victim, int scoreChange);
+ void (*PlayerEffects)(edict_t *ent);
+ void (*DogTag)(edict_t *ent, edict_t *killer, char **pic);
+ void (*PlayerDisconnect)(edict_t *ent);
+ int (*ChangeDamage)(edict_t *targ, edict_t *attacker, int damage, int mod);
+ int (*ChangeKnockback)(edict_t *targ, edict_t *attacker, int knockback, int mod);
+ int (*CheckDMRules)(void);
+} dm_game_rt;
+
+extern dm_game_rt DMGame;
+
+void Tag_GameInit (void);
+void Tag_PostInitSetup (void);
+void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
+void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
+void Tag_PlayerEffects (edict_t *ent);
+void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
+void Tag_PlayerDisconnect (edict_t *ent);
+int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
+
+void DBall_GameInit (void);
+void DBall_ClientBegin (edict_t *ent);
+void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
+int DBall_ChangeKnockback (edict_t *targ, edict_t *attacker, int knockback, int mod);
+int DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
+void DBall_PostInitSetup (void);
+int DBall_CheckDMRules (void);
+//void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
+//void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
+//void Tag_PlayerEffects (edict_t *ent);
+//void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
+//void Tag_PlayerDisconnect (edict_t *ent);
+//int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage);
+
+//ROGUE
+//============
--- /dev/null
+++ b/rogue/m_actor.c
@@ -1,0 +1,592 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_actor.h"
+
+#define MAX_ACTOR_NAMES 8
+char *actor_names[MAX_ACTOR_NAMES] =
+{
+ "Hellrot",
+ "Tokay",
+ "Killme",
+ "Disruptor",
+ "Adrianator",
+ "Rambear",
+ "Titus",
+ "Bitterman"
+};
+
+
+mframe_t actor_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
+
+void actor_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_stand;
+
+ // randomize on startup
+ if (level.time < 1.0)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+}
+
+
+mframe_t actor_frames_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
+
+void actor_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_walk;
+}
+
+
+mframe_t actor_frames_run [] =
+{
+ ai_run, 4, NULL,
+ ai_run, 15, NULL,
+ ai_run, 15, NULL,
+ ai_run, 8, NULL,
+ ai_run, 20, NULL,
+ ai_run, 15, NULL,
+ ai_run, 8, NULL,
+ ai_run, 17, NULL,
+ ai_run, 12, NULL,
+ ai_run, -2, NULL,
+ ai_run, -2, NULL,
+ ai_run, -1, NULL
+};
+mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
+
+void actor_run (edict_t *self)
+{
+ if ((level.time < self->pain_debounce_time) && (!self->enemy))
+ {
+ if (self->movetarget)
+ actor_walk(self);
+ else
+ actor_stand(self);
+ return;
+ }
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ actor_stand(self);
+ return;
+ }
+
+ self->monsterinfo.currentmove = &actor_move_run;
+}
+
+
+mframe_t actor_frames_pain1 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL
+};
+mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
+
+mframe_t actor_frames_pain2 [] =
+{
+ ai_move, -4, NULL,
+ ai_move, 4, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
+
+mframe_t actor_frames_pain3 [] =
+{
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
+
+mframe_t actor_frames_flipoff [] =
+{
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL
+};
+mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
+
+mframe_t actor_frames_taunt [] =
+{
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL
+};
+mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
+
+char *messages[] =
+{
+ "Watch it",
+ "#$@*&",
+ "Idiot",
+ "Check your targets"
+};
+
+void actor_pain (edict_t *self, edict_t *other, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+// gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
+
+ if ((other->client) && (qrandom() < 0.4))
+ {
+ vec3_t v;
+ char *name;
+
+ VectorSubtract (other->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw (v);
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &actor_move_flipoff;
+ else
+ self->monsterinfo.currentmove = &actor_move_taunt;
+ name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
+ gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
+ return;
+ }
+
+ n = rand() % 3;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_pain1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &actor_move_pain2;
+ else
+ self->monsterinfo.currentmove = &actor_move_pain3;
+}
+
+
+void actorMachineGun (edict_t *self)
+{
+ vec3_t start, target;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
+ if (self->enemy)
+ {
+ if (self->enemy->health > 0)
+ {
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ }
+ else
+ {
+ VectorCopy (self->enemy->absmin, target);
+ target[2] += (self->enemy->size[2] / 2);
+ }
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ }
+ else
+ {
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ }
+ monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
+}
+
+
+void actor_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t actor_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -13, NULL,
+ ai_move, 14, NULL,
+ ai_move, 3, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL
+};
+mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
+
+mframe_t actor_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 7, NULL,
+ ai_move, -6, NULL,
+ ai_move, -5, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -9, NULL,
+ ai_move, -13, NULL,
+ ai_move, -13, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
+
+void actor_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= -80)
+ {
+// gi.sound (self, CHAN_VOICE, actor.sound_gib, 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+// gi.sound (self, CHAN_VOICE, actor.sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 2;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_death1;
+ else
+ self->monsterinfo.currentmove = &actor_move_death2;
+}
+
+
+void actor_fire (edict_t *self)
+{
+ actorMachineGun (self);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t actor_frames_attack [] =
+{
+ ai_charge, -2, actor_fire,
+ ai_charge, -2, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL
+};
+mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
+
+void actor_attack(edict_t *self)
+{
+ int n;
+
+ self->monsterinfo.currentmove = &actor_move_attack;
+ n = (rand() & 15) + 3 + 7;
+ self->monsterinfo.pausetime = level.time + n * FRAMETIME;
+}
+
+
+void actor_use (edict_t *self, edict_t *, edict_t *)
+{
+ vec3_t v;
+
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
+ {
+ gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+}
+
+
+/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
+*/
+
+void SP_misc_actor (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->targetname)
+ {
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("players/male/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ if (!self->health)
+ self->health = 100;
+ self->mass = 200;
+
+ self->pain = actor_pain;
+ self->die = actor_die;
+
+ self->monsterinfo.stand = actor_stand;
+ self->monsterinfo.walk = actor_walk;
+ self->monsterinfo.run = actor_run;
+ self->monsterinfo.attack = actor_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+
+ self->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &actor_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+
+ // actors always start in a dormant state, they *must* be used to get going
+ self->use = actor_use;
+}
+
+
+/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
+JUMP jump in set direction upon reaching this target
+SHOOT take a single shot at the pathtarget
+ATTACK attack pathtarget until it or actor is dead
+
+"target" next target_actor
+"pathtarget" target of any action to be taken at this point
+"wait" amount of time actor should pause at this point
+"message" actor will "say" this to the player
+
+for JUMP only:
+"speed" speed thrown forward (default 200)
+"height" speed thrown upwards (default 200)
+*/
+
+void target_actor_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t v;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ other->goalentity = other->movetarget = NULL;
+
+ if (self->message)
+ {
+ int n;
+ edict_t *ent;
+
+ for (n = 1; n <= game.maxclients; n++)
+ {
+ ent = &g_edicts[n];
+ if (!ent->inuse)
+ continue;
+ gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message);
+ }
+ }
+
+ if (self->spawnflags & 1) //jump
+ {
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (other->groundentity)
+ {
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+ gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ if (self->spawnflags & 2) //shoot
+ {
+ }
+ else if (self->spawnflags & 4) //attack
+ {
+ other->enemy = G_PickTarget(self->pathtarget);
+ if (other->enemy)
+ {
+ other->goalentity = other->enemy;
+ if (self->spawnflags & 32)
+ other->monsterinfo.aiflags |= AI_BRUTAL;
+ if (self->spawnflags & 16)
+ {
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ actor_stand (other);
+ }
+ else
+ {
+ actor_run (other);
+ }
+ }
+ }
+
+ if (!(self->spawnflags & 6) && (self->pathtarget))
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ other->movetarget = G_PickTarget(self->target);
+
+ if (!other->goalentity)
+ other->goalentity = other->movetarget;
+
+ if (!other->movetarget && !other->enemy)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else if (other->movetarget == other->goalentity)
+ {
+ VectorSubtract (other->movetarget->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_target_actor (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin));
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = target_actor_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags = SVF_NOCLIENT;
+
+ if (self->spawnflags & 1)
+ {
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movedir[2] = st.height;
+ }
+
+ gi.linkentity (self);
+}
--- /dev/null
+++ b/rogue/m_actor.h
@@ -1,0 +1,487 @@
+// G:\quake2\baseq2\models/player_y
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak01 0
+#define FRAME_attak02 1
+#define FRAME_attak03 2
+#define FRAME_attak04 3
+#define FRAME_death101 4
+#define FRAME_death102 5
+#define FRAME_death103 6
+#define FRAME_death104 7
+#define FRAME_death105 8
+#define FRAME_death106 9
+#define FRAME_death107 10
+#define FRAME_death201 11
+#define FRAME_death202 12
+#define FRAME_death203 13
+#define FRAME_death204 14
+#define FRAME_death205 15
+#define FRAME_death206 16
+#define FRAME_death207 17
+#define FRAME_death208 18
+#define FRAME_death209 19
+#define FRAME_death210 20
+#define FRAME_death211 21
+#define FRAME_death212 22
+#define FRAME_death213 23
+#define FRAME_death301 24
+#define FRAME_death302 25
+#define FRAME_death303 26
+#define FRAME_death304 27
+#define FRAME_death305 28
+#define FRAME_death306 29
+#define FRAME_death307 30
+#define FRAME_death308 31
+#define FRAME_death309 32
+#define FRAME_death310 33
+#define FRAME_death311 34
+#define FRAME_death312 35
+#define FRAME_death313 36
+#define FRAME_death314 37
+#define FRAME_death315 38
+#define FRAME_flip01 39
+#define FRAME_flip02 40
+#define FRAME_flip03 41
+#define FRAME_flip04 42
+#define FRAME_flip05 43
+#define FRAME_flip06 44
+#define FRAME_flip07 45
+#define FRAME_flip08 46
+#define FRAME_flip09 47
+#define FRAME_flip10 48
+#define FRAME_flip11 49
+#define FRAME_flip12 50
+#define FRAME_flip13 51
+#define FRAME_flip14 52
+#define FRAME_grenad01 53
+#define FRAME_grenad02 54
+#define FRAME_grenad03 55
+#define FRAME_grenad04 56
+#define FRAME_grenad05 57
+#define FRAME_grenad06 58
+#define FRAME_grenad07 59
+#define FRAME_grenad08 60
+#define FRAME_grenad09 61
+#define FRAME_grenad10 62
+#define FRAME_grenad11 63
+#define FRAME_grenad12 64
+#define FRAME_grenad13 65
+#define FRAME_grenad14 66
+#define FRAME_grenad15 67
+#define FRAME_jump01 68
+#define FRAME_jump02 69
+#define FRAME_jump03 70
+#define FRAME_jump04 71
+#define FRAME_jump05 72
+#define FRAME_jump06 73
+#define FRAME_pain101 74
+#define FRAME_pain102 75
+#define FRAME_pain103 76
+#define FRAME_pain201 77
+#define FRAME_pain202 78
+#define FRAME_pain203 79
+#define FRAME_pain301 80
+#define FRAME_pain302 81
+#define FRAME_pain303 82
+#define FRAME_push01 83
+#define FRAME_push02 84
+#define FRAME_push03 85
+#define FRAME_push04 86
+#define FRAME_push05 87
+#define FRAME_push06 88
+#define FRAME_push07 89
+#define FRAME_push08 90
+#define FRAME_push09 91
+#define FRAME_run01 92
+#define FRAME_run02 93
+#define FRAME_run03 94
+#define FRAME_run04 95
+#define FRAME_run05 96
+#define FRAME_run06 97
+#define FRAME_run07 98
+#define FRAME_run08 99
+#define FRAME_run09 100
+#define FRAME_run10 101
+#define FRAME_run11 102
+#define FRAME_run12 103
+#define FRAME_runs01 104
+#define FRAME_runs02 105
+#define FRAME_runs03 106
+#define FRAME_runs04 107
+#define FRAME_runs05 108
+#define FRAME_runs06 109
+#define FRAME_runs07 110
+#define FRAME_runs08 111
+#define FRAME_runs09 112
+#define FRAME_runs10 113
+#define FRAME_runs11 114
+#define FRAME_runs12 115
+#define FRAME_salute01 116
+#define FRAME_salute02 117
+#define FRAME_salute03 118
+#define FRAME_salute04 119
+#define FRAME_salute05 120
+#define FRAME_salute06 121
+#define FRAME_salute07 122
+#define FRAME_salute08 123
+#define FRAME_salute09 124
+#define FRAME_salute10 125
+#define FRAME_salute11 126
+#define FRAME_salute12 127
+#define FRAME_stand101 128
+#define FRAME_stand102 129
+#define FRAME_stand103 130
+#define FRAME_stand104 131
+#define FRAME_stand105 132
+#define FRAME_stand106 133
+#define FRAME_stand107 134
+#define FRAME_stand108 135
+#define FRAME_stand109 136
+#define FRAME_stand110 137
+#define FRAME_stand111 138
+#define FRAME_stand112 139
+#define FRAME_stand113 140
+#define FRAME_stand114 141
+#define FRAME_stand115 142
+#define FRAME_stand116 143
+#define FRAME_stand117 144
+#define FRAME_stand118 145
+#define FRAME_stand119 146
+#define FRAME_stand120 147
+#define FRAME_stand121 148
+#define FRAME_stand122 149
+#define FRAME_stand123 150
+#define FRAME_stand124 151
+#define FRAME_stand125 152
+#define FRAME_stand126 153
+#define FRAME_stand127 154
+#define FRAME_stand128 155
+#define FRAME_stand129 156
+#define FRAME_stand130 157
+#define FRAME_stand131 158
+#define FRAME_stand132 159
+#define FRAME_stand133 160
+#define FRAME_stand134 161
+#define FRAME_stand135 162
+#define FRAME_stand136 163
+#define FRAME_stand137 164
+#define FRAME_stand138 165
+#define FRAME_stand139 166
+#define FRAME_stand140 167
+#define FRAME_stand201 168
+#define FRAME_stand202 169
+#define FRAME_stand203 170
+#define FRAME_stand204 171
+#define FRAME_stand205 172
+#define FRAME_stand206 173
+#define FRAME_stand207 174
+#define FRAME_stand208 175
+#define FRAME_stand209 176
+#define FRAME_stand210 177
+#define FRAME_stand211 178
+#define FRAME_stand212 179
+#define FRAME_stand213 180
+#define FRAME_stand214 181
+#define FRAME_stand215 182
+#define FRAME_stand216 183
+#define FRAME_stand217 184
+#define FRAME_stand218 185
+#define FRAME_stand219 186
+#define FRAME_stand220 187
+#define FRAME_stand221 188
+#define FRAME_stand222 189
+#define FRAME_stand223 190
+#define FRAME_swim01 191
+#define FRAME_swim02 192
+#define FRAME_swim03 193
+#define FRAME_swim04 194
+#define FRAME_swim05 195
+#define FRAME_swim06 196
+#define FRAME_swim07 197
+#define FRAME_swim08 198
+#define FRAME_swim09 199
+#define FRAME_swim10 200
+#define FRAME_swim11 201
+#define FRAME_swim12 202
+#define FRAME_sw_atk01 203
+#define FRAME_sw_atk02 204
+#define FRAME_sw_atk03 205
+#define FRAME_sw_atk04 206
+#define FRAME_sw_atk05 207
+#define FRAME_sw_atk06 208
+#define FRAME_sw_pan01 209
+#define FRAME_sw_pan02 210
+#define FRAME_sw_pan03 211
+#define FRAME_sw_pan04 212
+#define FRAME_sw_pan05 213
+#define FRAME_sw_std01 214
+#define FRAME_sw_std02 215
+#define FRAME_sw_std03 216
+#define FRAME_sw_std04 217
+#define FRAME_sw_std05 218
+#define FRAME_sw_std06 219
+#define FRAME_sw_std07 220
+#define FRAME_sw_std08 221
+#define FRAME_sw_std09 222
+#define FRAME_sw_std10 223
+#define FRAME_sw_std11 224
+#define FRAME_sw_std12 225
+#define FRAME_sw_std13 226
+#define FRAME_sw_std14 227
+#define FRAME_sw_std15 228
+#define FRAME_sw_std16 229
+#define FRAME_sw_std17 230
+#define FRAME_sw_std18 231
+#define FRAME_sw_std19 232
+#define FRAME_sw_std20 233
+#define FRAME_taunt01 234
+#define FRAME_taunt02 235
+#define FRAME_taunt03 236
+#define FRAME_taunt04 237
+#define FRAME_taunt05 238
+#define FRAME_taunt06 239
+#define FRAME_taunt07 240
+#define FRAME_taunt08 241
+#define FRAME_taunt09 242
+#define FRAME_taunt10 243
+#define FRAME_taunt11 244
+#define FRAME_taunt12 245
+#define FRAME_taunt13 246
+#define FRAME_taunt14 247
+#define FRAME_taunt15 248
+#define FRAME_taunt16 249
+#define FRAME_taunt17 250
+#define FRAME_walk01 251
+#define FRAME_walk02 252
+#define FRAME_walk03 253
+#define FRAME_walk04 254
+#define FRAME_walk05 255
+#define FRAME_walk06 256
+#define FRAME_walk07 257
+#define FRAME_walk08 258
+#define FRAME_walk09 259
+#define FRAME_walk10 260
+#define FRAME_walk11 261
+#define FRAME_wave01 262
+#define FRAME_wave02 263
+#define FRAME_wave03 264
+#define FRAME_wave04 265
+#define FRAME_wave05 266
+#define FRAME_wave06 267
+#define FRAME_wave07 268
+#define FRAME_wave08 269
+#define FRAME_wave09 270
+#define FRAME_wave10 271
+#define FRAME_wave11 272
+#define FRAME_wave12 273
+#define FRAME_wave13 274
+#define FRAME_wave14 275
+#define FRAME_wave15 276
+#define FRAME_wave16 277
+#define FRAME_wave17 278
+#define FRAME_wave18 279
+#define FRAME_wave19 280
+#define FRAME_wave20 281
+#define FRAME_wave21 282
+#define FRAME_bl_atk01 283
+#define FRAME_bl_atk02 284
+#define FRAME_bl_atk03 285
+#define FRAME_bl_atk04 286
+#define FRAME_bl_atk05 287
+#define FRAME_bl_atk06 288
+#define FRAME_bl_flp01 289
+#define FRAME_bl_flp02 290
+#define FRAME_bl_flp13 291
+#define FRAME_bl_flp14 292
+#define FRAME_bl_flp15 293
+#define FRAME_bl_jmp01 294
+#define FRAME_bl_jmp02 295
+#define FRAME_bl_jmp03 296
+#define FRAME_bl_jmp04 297
+#define FRAME_bl_jmp05 298
+#define FRAME_bl_jmp06 299
+#define FRAME_bl_pn101 300
+#define FRAME_bl_pn102 301
+#define FRAME_bl_pn103 302
+#define FRAME_bl_pn201 303
+#define FRAME_bl_pn202 304
+#define FRAME_bl_pn203 305
+#define FRAME_bl_pn301 306
+#define FRAME_bl_pn302 307
+#define FRAME_bl_pn303 308
+#define FRAME_bl_psh08 309
+#define FRAME_bl_psh09 310
+#define FRAME_bl_run01 311
+#define FRAME_bl_run02 312
+#define FRAME_bl_run03 313
+#define FRAME_bl_run04 314
+#define FRAME_bl_run05 315
+#define FRAME_bl_run06 316
+#define FRAME_bl_run07 317
+#define FRAME_bl_run08 318
+#define FRAME_bl_run09 319
+#define FRAME_bl_run10 320
+#define FRAME_bl_run11 321
+#define FRAME_bl_run12 322
+#define FRAME_bl_rns03 323
+#define FRAME_bl_rns04 324
+#define FRAME_bl_rns05 325
+#define FRAME_bl_rns06 326
+#define FRAME_bl_rns07 327
+#define FRAME_bl_rns08 328
+#define FRAME_bl_rns09 329
+#define FRAME_bl_sal10 330
+#define FRAME_bl_sal11 331
+#define FRAME_bl_sal12 332
+#define FRAME_bl_std01 333
+#define FRAME_bl_std02 334
+#define FRAME_bl_std03 335
+#define FRAME_bl_std04 336
+#define FRAME_bl_std05 337
+#define FRAME_bl_std06 338
+#define FRAME_bl_std07 339
+#define FRAME_bl_std08 340
+#define FRAME_bl_std09 341
+#define FRAME_bl_std10 342
+#define FRAME_bl_std11 343
+#define FRAME_bl_std12 344
+#define FRAME_bl_std13 345
+#define FRAME_bl_std14 346
+#define FRAME_bl_std15 347
+#define FRAME_bl_std16 348
+#define FRAME_bl_std17 349
+#define FRAME_bl_std18 350
+#define FRAME_bl_std19 351
+#define FRAME_bl_std20 352
+#define FRAME_bl_std21 353
+#define FRAME_bl_std22 354
+#define FRAME_bl_std23 355
+#define FRAME_bl_std24 356
+#define FRAME_bl_std25 357
+#define FRAME_bl_std26 358
+#define FRAME_bl_std27 359
+#define FRAME_bl_std28 360
+#define FRAME_bl_std29 361
+#define FRAME_bl_std30 362
+#define FRAME_bl_std31 363
+#define FRAME_bl_std32 364
+#define FRAME_bl_std33 365
+#define FRAME_bl_std34 366
+#define FRAME_bl_std35 367
+#define FRAME_bl_std36 368
+#define FRAME_bl_std37 369
+#define FRAME_bl_std38 370
+#define FRAME_bl_std39 371
+#define FRAME_bl_std40 372
+#define FRAME_bl_swm01 373
+#define FRAME_bl_swm02 374
+#define FRAME_bl_swm03 375
+#define FRAME_bl_swm04 376
+#define FRAME_bl_swm05 377
+#define FRAME_bl_swm06 378
+#define FRAME_bl_swm07 379
+#define FRAME_bl_swm08 380
+#define FRAME_bl_swm09 381
+#define FRAME_bl_swm10 382
+#define FRAME_bl_swm11 383
+#define FRAME_bl_swm12 384
+#define FRAME_bl_swk01 385
+#define FRAME_bl_swk02 386
+#define FRAME_bl_swk03 387
+#define FRAME_bl_swk04 388
+#define FRAME_bl_swk05 389
+#define FRAME_bl_swk06 390
+#define FRAME_bl_swp01 391
+#define FRAME_bl_swp02 392
+#define FRAME_bl_swp03 393
+#define FRAME_bl_swp04 394
+#define FRAME_bl_swp05 395
+#define FRAME_bl_sws01 396
+#define FRAME_bl_sws02 397
+#define FRAME_bl_sws03 398
+#define FRAME_bl_sws04 399
+#define FRAME_bl_sws05 400
+#define FRAME_bl_sws06 401
+#define FRAME_bl_sws07 402
+#define FRAME_bl_sws08 403
+#define FRAME_bl_sws09 404
+#define FRAME_bl_sws10 405
+#define FRAME_bl_sws11 406
+#define FRAME_bl_sws12 407
+#define FRAME_bl_sws13 408
+#define FRAME_bl_sws14 409
+#define FRAME_bl_tau14 410
+#define FRAME_bl_tau15 411
+#define FRAME_bl_tau16 412
+#define FRAME_bl_tau17 413
+#define FRAME_bl_wlk01 414
+#define FRAME_bl_wlk02 415
+#define FRAME_bl_wlk03 416
+#define FRAME_bl_wlk04 417
+#define FRAME_bl_wlk05 418
+#define FRAME_bl_wlk06 419
+#define FRAME_bl_wlk07 420
+#define FRAME_bl_wlk08 421
+#define FRAME_bl_wlk09 422
+#define FRAME_bl_wlk10 423
+#define FRAME_bl_wlk11 424
+#define FRAME_bl_wav19 425
+#define FRAME_bl_wav20 426
+#define FRAME_bl_wav21 427
+#define FRAME_cr_atk01 428
+#define FRAME_cr_atk02 429
+#define FRAME_cr_atk03 430
+#define FRAME_cr_atk04 431
+#define FRAME_cr_atk05 432
+#define FRAME_cr_atk06 433
+#define FRAME_cr_atk07 434
+#define FRAME_cr_atk08 435
+#define FRAME_cr_pan01 436
+#define FRAME_cr_pan02 437
+#define FRAME_cr_pan03 438
+#define FRAME_cr_pan04 439
+#define FRAME_cr_std01 440
+#define FRAME_cr_std02 441
+#define FRAME_cr_std03 442
+#define FRAME_cr_std04 443
+#define FRAME_cr_std05 444
+#define FRAME_cr_std06 445
+#define FRAME_cr_std07 446
+#define FRAME_cr_std08 447
+#define FRAME_cr_wlk01 448
+#define FRAME_cr_wlk02 449
+#define FRAME_cr_wlk03 450
+#define FRAME_cr_wlk04 451
+#define FRAME_cr_wlk05 452
+#define FRAME_cr_wlk06 453
+#define FRAME_cr_wlk07 454
+#define FRAME_crbl_a01 455
+#define FRAME_crbl_a02 456
+#define FRAME_crbl_a03 457
+#define FRAME_crbl_a04 458
+#define FRAME_crbl_a05 459
+#define FRAME_crbl_a06 460
+#define FRAME_crbl_a07 461
+#define FRAME_crbl_p01 462
+#define FRAME_crbl_p02 463
+#define FRAME_crbl_p03 464
+#define FRAME_crbl_p04 465
+#define FRAME_crbl_s01 466
+#define FRAME_crbl_s02 467
+#define FRAME_crbl_s03 468
+#define FRAME_crbl_s04 469
+#define FRAME_crbl_s05 470
+#define FRAME_crbl_s06 471
+#define FRAME_crbl_s07 472
+#define FRAME_crbl_s08 473
+#define FRAME_crbl_w01 474
+#define FRAME_crbl_w02 475
+#define FRAME_crbl_w03 476
+#define FRAME_crbl_w04 477
+#define FRAME_crbl_w05 478
+#define FRAME_crbl_w06 479
+#define FRAME_crbl_w07 480
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_berserk.c
@@ -1,0 +1,554 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_berserk.h"
+
+
+static int sound_pain;
+static int sound_die;
+static int sound_idle;
+static int sound_punch;
+static int sound_sight;
+static int sound_search;
+
+void berserk_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void berserk_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+void berserk_fidget (edict_t *self);
+mframe_t berserk_frames_stand [] =
+{
+ ai_stand, 0, berserk_fidget,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
+
+void berserk_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_stand;
+}
+
+mframe_t berserk_frames_stand_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
+
+void berserk_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() > 0.15)
+ return;
+
+ self->monsterinfo.currentmove = &berserk_move_stand_fidget;
+ gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+mframe_t berserk_frames_walk [] =
+{
+ ai_walk, 9.1, NULL,
+ ai_walk, 6.3, NULL,
+ ai_walk, 4.9, NULL,
+ ai_walk, 6.7, NULL,
+ ai_walk, 6.0, NULL,
+ ai_walk, 8.2, NULL,
+ ai_walk, 7.2, NULL,
+ ai_walk, 6.1, NULL,
+ ai_walk, 4.9, NULL,
+ ai_walk, 4.7, NULL,
+ ai_walk, 4.7, NULL,
+ ai_walk, 4.8, NULL
+};
+mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
+
+void berserk_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_walk;
+}
+
+/*
+
+ *****************************
+ SKIPPED THIS FOR NOW!
+ *****************************
+
+ Running -> Arm raised in air
+
+void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
+void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
+void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
+void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
+void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
+void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
+// running with arm in air : start loop
+void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
+void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
+void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
+void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
+void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
+void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
+// running with arm in air : end loop
+*/
+
+
+mframe_t berserk_frames_run1 [] =
+{
+ ai_run, 21, NULL,
+ ai_run, 11, NULL,
+ ai_run, 21, NULL,
+ // PMM .. from NULL
+ ai_run, 25, monster_done_dodge,
+ ai_run, 18, NULL,
+ ai_run, 19, NULL
+};
+mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
+
+void berserk_run (edict_t *self)
+{
+ monster_done_dodge (self);
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ else
+ self->monsterinfo.currentmove = &berserk_move_run1;
+}
+
+
+void berserk_attack_spike (edict_t *self)
+{
+ static vec3_t aim = {MELEE_DISTANCE, 0, -24};
+ fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
+}
+
+
+void berserk_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
+}
+
+mframe_t berserk_frames_attack_spike [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_swing,
+ ai_charge, 0, berserk_attack_spike,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
+
+
+void berserk_attack_club (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
+}
+
+mframe_t berserk_frames_attack_club [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_attack_club,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
+
+
+void berserk_strike (edict_t *)
+{
+ //FIXME play impact sound
+}
+
+
+mframe_t berserk_frames_attack_strike [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_swing,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_strike,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 9.7, NULL,
+ ai_move, 13.6, NULL
+};
+
+mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
+
+
+void berserk_melee (edict_t *self)
+{
+ monster_done_dodge (self);
+
+ if ((rand() % 2) == 0)
+ self->monsterinfo.currentmove = &berserk_move_attack_spike;
+ else
+ self->monsterinfo.currentmove = &berserk_move_attack_club;
+}
+
+
+/*
+void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
+void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
+void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
+void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
+void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
+void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
+void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
+void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
+void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
+void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
+void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
+void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
+void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
+void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
+void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
+void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
+void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
+void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
+*/
+
+
+mframe_t berserk_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
+
+
+mframe_t berserk_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
+
+void berserk_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ monster_done_dodge (self);
+
+ if ((damage < 20) || (qrandom() < 0.5))
+ self->monsterinfo.currentmove = &berserk_move_pain1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_pain2;
+}
+
+
+void berserk_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+mframe_t berserk_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+
+};
+mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
+
+
+mframe_t berserk_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
+
+
+void berserk_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ if (damage >= 50)
+ self->monsterinfo.currentmove = &berserk_move_death1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_death2;
+}
+
+//===========
+//PGM
+void berserk_jump_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+void berserk_jump2_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 150, forward, self->velocity);
+ VectorMA(self->velocity, 400, up, self->velocity);
+}
+
+void berserk_jump_wait_land (edict_t *self)
+{
+ if(self->groundentity == NULL)
+ {
+ self->monsterinfo.nextframe = self->s.frame;
+
+ if(monster_jump_finished (self))
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+ else
+ self->monsterinfo.nextframe = self->s.frame + 1;
+}
+
+mframe_t berserk_frames_jump [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_jump = { FRAME_jump1, FRAME_jump9, berserk_frames_jump, berserk_run };
+
+mframe_t berserk_frames_jump2 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -4, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, berserk_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_jump2 = { FRAME_jump1, FRAME_jump9, berserk_frames_jump2, berserk_run };
+
+void berserk_jump (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ monster_done_dodge (self);
+
+ if(self->enemy->s.origin[2] > self->s.origin[2])
+ self->monsterinfo.currentmove = &berserk_move_jump2;
+ else
+ self->monsterinfo.currentmove = &berserk_move_jump;
+}
+
+qboolean berserk_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkjump (self, dist, 256, 40))
+ {
+ berserk_jump(self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+void berserk_sidestep (edict_t *self)
+{
+ // if we're jumping, don't dodge
+ if ((self->monsterinfo.currentmove == &berserk_move_jump) ||
+ (self->monsterinfo.currentmove == &berserk_move_jump2))
+ {
+ return;
+ }
+
+ // don't check for attack; the eta should suffice for melee monsters
+
+ if (self->monsterinfo.currentmove != &berserk_move_run1)
+ self->monsterinfo.currentmove = &berserk_move_run1;
+}
+
+
+/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_berserk (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // pre-caches
+ sound_pain = gi.soundindex ("berserk/berpain2.wav");
+ sound_die = gi.soundindex ("berserk/berdeth2.wav");
+ sound_idle = gi.soundindex ("berserk/beridle1.wav");
+ sound_punch = gi.soundindex ("berserk/attack.wav");
+ sound_search = gi.soundindex ("berserk/bersrch1.wav");
+ sound_sight = gi.soundindex ("berserk/sight.wav");
+
+ self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 240;
+ self->gib_health = -60;
+ self->mass = 250;
+
+ self->pain = berserk_pain;
+ self->die = berserk_die;
+
+ self->monsterinfo.stand = berserk_stand;
+ self->monsterinfo.walk = berserk_walk;
+ self->monsterinfo.run = berserk_run;
+ // pmm
+// self->monsterinfo.dodge = NULL;
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.sidestep = berserk_sidestep;
+ // pmm
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = berserk_melee;
+ self->monsterinfo.sight = berserk_sight;
+ self->monsterinfo.search = berserk_search;
+ self->monsterinfo.blocked = berserk_blocked; //PGM
+
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ gi.linkentity (self);
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_berserk.h
@@ -1,0 +1,262 @@
+// G:\quake2\baseq2\models/monsters/berserk
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_standb1 5
+#define FRAME_standb2 6
+#define FRAME_standb3 7
+#define FRAME_standb4 8
+#define FRAME_standb5 9
+#define FRAME_standb6 10
+#define FRAME_standb7 11
+#define FRAME_standb8 12
+#define FRAME_standb9 13
+#define FRAME_standb10 14
+#define FRAME_standb11 15
+#define FRAME_standb12 16
+#define FRAME_standb13 17
+#define FRAME_standb14 18
+#define FRAME_standb15 19
+#define FRAME_standb16 20
+#define FRAME_standb17 21
+#define FRAME_standb18 22
+#define FRAME_standb19 23
+#define FRAME_standb20 24
+#define FRAME_walkc1 25
+#define FRAME_walkc2 26
+#define FRAME_walkc3 27
+#define FRAME_walkc4 28
+#define FRAME_walkc5 29
+#define FRAME_walkc6 30
+#define FRAME_walkc7 31
+#define FRAME_walkc8 32
+#define FRAME_walkc9 33
+#define FRAME_walkc10 34
+#define FRAME_walkc11 35
+#define FRAME_run1 36
+#define FRAME_run2 37
+#define FRAME_run3 38
+#define FRAME_run4 39
+#define FRAME_run5 40
+#define FRAME_run6 41
+#define FRAME_att_a1 42
+#define FRAME_att_a2 43
+#define FRAME_att_a3 44
+#define FRAME_att_a4 45
+#define FRAME_att_a5 46
+#define FRAME_att_a6 47
+#define FRAME_att_a7 48
+#define FRAME_att_a8 49
+#define FRAME_att_a9 50
+#define FRAME_att_a10 51
+#define FRAME_att_a11 52
+#define FRAME_att_a12 53
+#define FRAME_att_a13 54
+#define FRAME_att_b1 55
+#define FRAME_att_b2 56
+#define FRAME_att_b3 57
+#define FRAME_att_b4 58
+#define FRAME_att_b5 59
+#define FRAME_att_b6 60
+#define FRAME_att_b7 61
+#define FRAME_att_b8 62
+#define FRAME_att_b9 63
+#define FRAME_att_b10 64
+#define FRAME_att_b11 65
+#define FRAME_att_b12 66
+#define FRAME_att_b13 67
+#define FRAME_att_b14 68
+#define FRAME_att_b15 69
+#define FRAME_att_b16 70
+#define FRAME_att_b17 71
+#define FRAME_att_b18 72
+#define FRAME_att_b19 73
+#define FRAME_att_b20 74
+#define FRAME_att_b21 75
+#define FRAME_att_c1 76
+#define FRAME_att_c2 77
+#define FRAME_att_c3 78
+#define FRAME_att_c4 79
+#define FRAME_att_c5 80
+#define FRAME_att_c6 81
+#define FRAME_att_c7 82
+#define FRAME_att_c8 83
+#define FRAME_att_c9 84
+#define FRAME_att_c10 85
+#define FRAME_att_c11 86
+#define FRAME_att_c12 87
+#define FRAME_att_c13 88
+#define FRAME_att_c14 89
+#define FRAME_att_c15 90
+#define FRAME_att_c16 91
+#define FRAME_att_c17 92
+#define FRAME_att_c18 93
+#define FRAME_att_c19 94
+#define FRAME_att_c20 95
+#define FRAME_att_c21 96
+#define FRAME_att_c22 97
+#define FRAME_att_c23 98
+#define FRAME_att_c24 99
+#define FRAME_att_c25 100
+#define FRAME_att_c26 101
+#define FRAME_att_c27 102
+#define FRAME_att_c28 103
+#define FRAME_att_c29 104
+#define FRAME_att_c30 105
+#define FRAME_att_c31 106
+#define FRAME_att_c32 107
+#define FRAME_att_c33 108
+#define FRAME_att_c34 109
+#define FRAME_r_att1 110
+#define FRAME_r_att2 111
+#define FRAME_r_att3 112
+#define FRAME_r_att4 113
+#define FRAME_r_att5 114
+#define FRAME_r_att6 115
+#define FRAME_r_att7 116
+#define FRAME_r_att8 117
+#define FRAME_r_att9 118
+#define FRAME_r_att10 119
+#define FRAME_r_att11 120
+#define FRAME_r_att12 121
+#define FRAME_r_att13 122
+#define FRAME_r_att14 123
+#define FRAME_r_att15 124
+#define FRAME_r_att16 125
+#define FRAME_r_att17 126
+#define FRAME_r_att18 127
+#define FRAME_r_attb1 128
+#define FRAME_r_attb2 129
+#define FRAME_r_attb3 130
+#define FRAME_r_attb4 131
+#define FRAME_r_attb5 132
+#define FRAME_r_attb6 133
+#define FRAME_r_attb7 134
+#define FRAME_r_attb8 135
+#define FRAME_r_attb9 136
+#define FRAME_r_attb10 137
+#define FRAME_r_attb11 138
+#define FRAME_r_attb12 139
+#define FRAME_r_attb13 140
+#define FRAME_r_attb14 141
+#define FRAME_r_attb15 142
+#define FRAME_r_attb16 143
+#define FRAME_r_attb17 144
+#define FRAME_r_attb18 145
+#define FRAME_slam1 146
+#define FRAME_slam2 147
+#define FRAME_slam3 148
+#define FRAME_slam4 149
+#define FRAME_slam5 150
+#define FRAME_slam6 151
+#define FRAME_slam7 152
+#define FRAME_slam8 153
+#define FRAME_slam9 154
+#define FRAME_slam10 155
+#define FRAME_slam11 156
+#define FRAME_slam12 157
+#define FRAME_slam13 158
+#define FRAME_slam14 159
+#define FRAME_slam15 160
+#define FRAME_slam16 161
+#define FRAME_slam17 162
+#define FRAME_slam18 163
+#define FRAME_slam19 164
+#define FRAME_slam20 165
+#define FRAME_slam21 166
+#define FRAME_slam22 167
+#define FRAME_slam23 168
+#define FRAME_duck1 169
+#define FRAME_duck2 170
+#define FRAME_duck3 171
+#define FRAME_duck4 172
+#define FRAME_duck5 173
+#define FRAME_duck6 174
+#define FRAME_duck7 175
+#define FRAME_duck8 176
+#define FRAME_duck9 177
+#define FRAME_duck10 178
+#define FRAME_fall1 179
+#define FRAME_fall2 180
+#define FRAME_fall3 181
+#define FRAME_fall4 182
+#define FRAME_fall5 183
+#define FRAME_fall6 184
+#define FRAME_fall7 185
+#define FRAME_fall8 186
+#define FRAME_fall9 187
+#define FRAME_fall10 188
+#define FRAME_fall11 189
+#define FRAME_fall12 190
+#define FRAME_fall13 191
+#define FRAME_fall14 192
+#define FRAME_fall15 193
+#define FRAME_fall16 194
+#define FRAME_fall17 195
+#define FRAME_fall18 196
+#define FRAME_fall19 197
+#define FRAME_fall20 198
+#define FRAME_painc1 199
+#define FRAME_painc2 200
+#define FRAME_painc3 201
+#define FRAME_painc4 202
+#define FRAME_painb1 203
+#define FRAME_painb2 204
+#define FRAME_painb3 205
+#define FRAME_painb4 206
+#define FRAME_painb5 207
+#define FRAME_painb6 208
+#define FRAME_painb7 209
+#define FRAME_painb8 210
+#define FRAME_painb9 211
+#define FRAME_painb10 212
+#define FRAME_painb11 213
+#define FRAME_painb12 214
+#define FRAME_painb13 215
+#define FRAME_painb14 216
+#define FRAME_painb15 217
+#define FRAME_painb16 218
+#define FRAME_painb17 219
+#define FRAME_painb18 220
+#define FRAME_painb19 221
+#define FRAME_painb20 222
+#define FRAME_death1 223
+#define FRAME_death2 224
+#define FRAME_death3 225
+#define FRAME_death4 226
+#define FRAME_death5 227
+#define FRAME_death6 228
+#define FRAME_death7 229
+#define FRAME_death8 230
+#define FRAME_death9 231
+#define FRAME_death10 232
+#define FRAME_death11 233
+#define FRAME_death12 234
+#define FRAME_death13 235
+#define FRAME_deathc1 236
+#define FRAME_deathc2 237
+#define FRAME_deathc3 238
+#define FRAME_deathc4 239
+#define FRAME_deathc5 240
+#define FRAME_deathc6 241
+#define FRAME_deathc7 242
+#define FRAME_deathc8 243
+
+//PGM
+#define FRAME_jump1 244
+#define FRAME_jump2 245
+#define FRAME_jump3 246
+#define FRAME_jump4 247
+#define FRAME_jump5 248
+#define FRAME_jump6 249
+#define FRAME_jump7 250
+#define FRAME_jump8 251
+#define FRAME_jump9 252
+//PGM
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_boss2.c
@@ -1,0 +1,769 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss2.h"
+
+void BossExplode (edict_t *self);
+
+qboolean infront (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+
+void boss2_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+}
+
+void boss2_run (edict_t *self);
+void boss2_stand (edict_t *self);
+void boss2_dead (edict_t *self);
+void boss2_attack (edict_t *self);
+void boss2_attack_mg (edict_t *self);
+void boss2_reattack_mg (edict_t *self);
+void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+#define BOSS2_ROCKET_SPEED 750
+
+void Boss2PredictiveRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ float time, dist;
+
+gi.dprintf("predictive fire\n");
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+//1
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
+ VectorSubtract(self->enemy->s.origin, start, dir);
+// dir[2] += self->enemy->viewheight;
+ dist = VectorLength(dir);
+ time = dist / BOSS2_ROCKET_SPEED;
+ VectorMA(self->enemy->s.origin, time-0.3, self->enemy->velocity, vec);
+
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
+
+//2
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
+ VectorSubtract(self->enemy->s.origin, start, dir);
+// dir[2] += self->enemy->viewheight;
+ dist = VectorLength(dir);
+ time = dist / BOSS2_ROCKET_SPEED;
+ VectorMA(self->enemy->s.origin, time-0.15, self->enemy->velocity, vec);
+
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);
+
+//3
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
+ VectorSubtract(self->enemy->s.origin, start, dir);
+// dir[2] += self->enemy->viewheight;
+ dist = VectorLength(dir);
+ time = dist / BOSS2_ROCKET_SPEED;
+ VectorMA(self->enemy->s.origin, time, self->enemy->velocity, vec);
+
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);
+
+//4
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+ VectorSubtract(self->enemy->s.origin, start, dir);
+// dir[2] += self->enemy->viewheight;
+ dist = VectorLength(dir);
+ time = dist / BOSS2_ROCKET_SPEED;
+ VectorMA(self->enemy->s.origin, time+0.15, self->enemy->velocity, vec);
+
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
+}
+
+void Boss2Rocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ if(self->enemy)
+ {
+ if(self->enemy->client && qrandom() < 0.9)
+ {
+ Boss2PredictiveRocket(self);
+ return;
+ }
+ }
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+//1
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ vec[2] -= 15;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, 0.4, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
+
+//2
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, 0.025, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
+
+//3
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, -0.025, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
+
+//4
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ vec[2] -= 15;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, -0.4, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
+
+//5
+// G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+// VectorSubtract (vec, start, dir);
+// VectorNormalize (dir);
+// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
+}
+
+void boss2_firebullet_right (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
+
+// VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
+// monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
+}
+
+void boss2_firebullet_left (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
+
+// VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
+// monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
+}
+
+void Boss2MachineGun (edict_t *self)
+{
+/* vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+ flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+*/
+ boss2_firebullet_left(self);
+ boss2_firebullet_right(self);
+}
+
+
+mframe_t boss2_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
+
+mframe_t boss2_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
+
+mframe_t boss2_frames_walk [] =
+{
+ /* PMM - normally, this is all 8's .. I upped it */
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 10, NULL
+};
+mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
+
+
+mframe_t boss2_frames_run [] =
+{
+ /* PMM - normally, this is all 8's .. I upped it */
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL
+};
+mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
+
+mframe_t boss2_frames_attack_pre_mg [] =
+{
+ /* used to be all 1's .. what a slow guy */
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, boss2_attack_mg
+};
+mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
+
+
+// Loop this
+mframe_t boss2_frames_attack_mg [] =
+{
+ /* used to be all 1's .. what a slow guy */
+ ai_charge, 2, Boss2MachineGun,
+ ai_charge, 2, Boss2MachineGun,
+ ai_charge, 2, Boss2MachineGun,
+ ai_charge, 2, Boss2MachineGun,
+ ai_charge, 2, Boss2MachineGun,
+ ai_charge, 2, boss2_reattack_mg
+};
+mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
+
+mframe_t boss2_frames_attack_post_mg [] =
+{
+ /* used to be all 1's .. what a slow guy */
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL
+};
+mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
+
+mframe_t boss2_frames_attack_rocket [] =
+{
+ /* used to be all 1's .. except the Boss2Rocket frame, which was -20(!) */
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_move, -5, Boss2Rocket,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL
+};
+mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
+
+mframe_t boss2_frames_pain_heavy [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
+
+mframe_t boss2_frames_pain_light [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
+
+mframe_t boss2_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode
+};
+mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
+
+void boss2_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_stand;
+}
+
+void boss2_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &boss2_move_stand;
+ else
+ self->monsterinfo.currentmove = &boss2_move_run;
+}
+
+void boss2_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_walk;
+}
+
+void boss2_attack (edict_t *self)
+{
+ vec3_t vec;
+ float range;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ if (range <= 125)
+ {
+ self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
+ }
+ else
+ {
+ if (qrandom() <= 0.6)
+ self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_rocket;
+ }
+}
+
+void boss2_attack_mg (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_attack_mg;
+}
+
+void boss2_reattack_mg (edict_t *self)
+{
+ if ( infront(self, self->enemy) )
+ if (qrandom() <= 0.7)
+ self->monsterinfo.currentmove = &boss2_move_attack_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
+}
+
+
+void boss2_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+// American wanted these at no attenuation
+ if (damage < 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_light;
+ }
+ else if (damage < 30)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_light;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_heavy;
+ }
+}
+
+void boss2_dead (edict_t *self)
+{
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void boss2_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &boss2_move_death;
+/*
+ int n;
+
+ self->s.sound = 0;
+ // check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &boss2_move_death;
+*/
+}
+
+qboolean Boss2_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ return false;
+ }
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.8;
+ }
+ else
+ {
+ return false;
+ }
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+
+/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_boss2 (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
+ sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
+ sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
+ sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
+ sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+
+ self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+
+ self->health = 2000;
+ self->gib_health = -200;
+ self->mass = 1000;
+
+ self->yaw_speed = 50;
+
+ self->flags |= FL_IMMUNE_LASER;
+
+ self->pain = boss2_pain;
+ self->die = boss2_die;
+
+ self->monsterinfo.stand = boss2_stand;
+ self->monsterinfo.walk = boss2_walk;
+ self->monsterinfo.run = boss2_run;
+ self->monsterinfo.attack = boss2_attack;
+ self->monsterinfo.search = boss2_search;
+ self->monsterinfo.checkattack = Boss2_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &boss2_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_boss2.h
@@ -1,0 +1,187 @@
+// G:\quake2\baseq2\models/monsters/boss2
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand30 0
+#define FRAME_stand31 1
+#define FRAME_stand32 2
+#define FRAME_stand33 3
+#define FRAME_stand34 4
+#define FRAME_stand35 5
+#define FRAME_stand36 6
+#define FRAME_stand37 7
+#define FRAME_stand38 8
+#define FRAME_stand39 9
+#define FRAME_stand40 10
+#define FRAME_stand41 11
+#define FRAME_stand42 12
+#define FRAME_stand43 13
+#define FRAME_stand44 14
+#define FRAME_stand45 15
+#define FRAME_stand46 16
+#define FRAME_stand47 17
+#define FRAME_stand48 18
+#define FRAME_stand49 19
+#define FRAME_stand50 20
+#define FRAME_stand1 21
+#define FRAME_stand2 22
+#define FRAME_stand3 23
+#define FRAME_stand4 24
+#define FRAME_stand5 25
+#define FRAME_stand6 26
+#define FRAME_stand7 27
+#define FRAME_stand8 28
+#define FRAME_stand9 29
+#define FRAME_stand10 30
+#define FRAME_stand11 31
+#define FRAME_stand12 32
+#define FRAME_stand13 33
+#define FRAME_stand14 34
+#define FRAME_stand15 35
+#define FRAME_stand16 36
+#define FRAME_stand17 37
+#define FRAME_stand18 38
+#define FRAME_stand19 39
+#define FRAME_stand20 40
+#define FRAME_stand21 41
+#define FRAME_stand22 42
+#define FRAME_stand23 43
+#define FRAME_stand24 44
+#define FRAME_stand25 45
+#define FRAME_stand26 46
+#define FRAME_stand27 47
+#define FRAME_stand28 48
+#define FRAME_stand29 49
+#define FRAME_walk1 50
+#define FRAME_walk2 51
+#define FRAME_walk3 52
+#define FRAME_walk4 53
+#define FRAME_walk5 54
+#define FRAME_walk6 55
+#define FRAME_walk7 56
+#define FRAME_walk8 57
+#define FRAME_walk9 58
+#define FRAME_walk10 59
+#define FRAME_walk11 60
+#define FRAME_walk12 61
+#define FRAME_walk13 62
+#define FRAME_walk14 63
+#define FRAME_walk15 64
+#define FRAME_walk16 65
+#define FRAME_walk17 66
+#define FRAME_walk18 67
+#define FRAME_walk19 68
+#define FRAME_walk20 69
+#define FRAME_attack1 70
+#define FRAME_attack2 71
+#define FRAME_attack3 72
+#define FRAME_attack4 73
+#define FRAME_attack5 74
+#define FRAME_attack6 75
+#define FRAME_attack7 76
+#define FRAME_attack8 77
+#define FRAME_attack9 78
+#define FRAME_attack10 79
+#define FRAME_attack11 80
+#define FRAME_attack12 81
+#define FRAME_attack13 82
+#define FRAME_attack14 83
+#define FRAME_attack15 84
+#define FRAME_attack16 85
+#define FRAME_attack17 86
+#define FRAME_attack18 87
+#define FRAME_attack19 88
+#define FRAME_attack20 89
+#define FRAME_attack21 90
+#define FRAME_attack22 91
+#define FRAME_attack23 92
+#define FRAME_attack24 93
+#define FRAME_attack25 94
+#define FRAME_attack26 95
+#define FRAME_attack27 96
+#define FRAME_attack28 97
+#define FRAME_attack29 98
+#define FRAME_attack30 99
+#define FRAME_attack31 100
+#define FRAME_attack32 101
+#define FRAME_attack33 102
+#define FRAME_attack34 103
+#define FRAME_attack35 104
+#define FRAME_attack36 105
+#define FRAME_attack37 106
+#define FRAME_attack38 107
+#define FRAME_attack39 108
+#define FRAME_attack40 109
+#define FRAME_pain2 110
+#define FRAME_pain3 111
+#define FRAME_pain4 112
+#define FRAME_pain5 113
+#define FRAME_pain6 114
+#define FRAME_pain7 115
+#define FRAME_pain8 116
+#define FRAME_pain9 117
+#define FRAME_pain10 118
+#define FRAME_pain11 119
+#define FRAME_pain12 120
+#define FRAME_pain13 121
+#define FRAME_pain14 122
+#define FRAME_pain15 123
+#define FRAME_pain16 124
+#define FRAME_pain17 125
+#define FRAME_pain18 126
+#define FRAME_pain19 127
+#define FRAME_pain20 128
+#define FRAME_pain21 129
+#define FRAME_pain22 130
+#define FRAME_pain23 131
+#define FRAME_death2 132
+#define FRAME_death3 133
+#define FRAME_death4 134
+#define FRAME_death5 135
+#define FRAME_death6 136
+#define FRAME_death7 137
+#define FRAME_death8 138
+#define FRAME_death9 139
+#define FRAME_death10 140
+#define FRAME_death11 141
+#define FRAME_death12 142
+#define FRAME_death13 143
+#define FRAME_death14 144
+#define FRAME_death15 145
+#define FRAME_death16 146
+#define FRAME_death17 147
+#define FRAME_death18 148
+#define FRAME_death19 149
+#define FRAME_death20 150
+#define FRAME_death21 151
+#define FRAME_death22 152
+#define FRAME_death23 153
+#define FRAME_death24 154
+#define FRAME_death25 155
+#define FRAME_death26 156
+#define FRAME_death27 157
+#define FRAME_death28 158
+#define FRAME_death29 159
+#define FRAME_death30 160
+#define FRAME_death31 161
+#define FRAME_death32 162
+#define FRAME_death33 163
+#define FRAME_death34 164
+#define FRAME_death35 165
+#define FRAME_death36 166
+#define FRAME_death37 167
+#define FRAME_death38 168
+#define FRAME_death39 169
+#define FRAME_death40 170
+#define FRAME_death41 171
+#define FRAME_death42 172
+#define FRAME_death43 173
+#define FRAME_death44 174
+#define FRAME_death45 175
+#define FRAME_death46 176
+#define FRAME_death47 177
+#define FRAME_death48 178
+#define FRAME_death49 179
+#define FRAME_death50 180
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_boss3.c
@@ -1,0 +1,53 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss32.h"
+
+void Use_Boss3 (edict_t *ent, edict_t *, edict_t *)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ G_FreeEdict (ent);
+}
+
+void Think_Boss3Stand (edict_t *ent)
+{
+ if (ent->s.frame == FRAME_stand260)
+ ent->s.frame = FRAME_stand201;
+ else
+ ent->s.frame++;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
+
+Just stands and cycles in one place until targeted, then teleports away.
+*/
+void SP_monster_boss3_stand (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->model = "models/monsters/boss3/rider/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ self->s.frame = FRAME_stand201;
+
+ gi.soundindex ("misc/bigtele.wav");
+
+ VectorSet (self->mins, -32, -32, 0);
+ VectorSet (self->maxs, 32, 32, 90);
+
+ self->use = Use_Boss3;
+ self->think = Think_Boss3Stand;
+ self->nextthink = level.time + FRAMETIME;
+ gi.linkentity (self);
+}
--- /dev/null
+++ b/rogue/m_boss31.c
@@ -1,0 +1,724 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss31.h"
+
+extern SP_monster_makron (edict_t *self);
+qboolean visible (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_idle;
+static int sound_death;
+static int sound_search1;
+static int sound_search2;
+static int sound_search3;
+static int sound_attack1;
+static int sound_attack2;
+static int sound_firegun;
+static int sound_step_left;
+static int sound_step_right;
+static int sound_death_hit;
+
+void BossExplode (edict_t *self);
+void MakronToss (edict_t *self);
+
+
+void jorg_search (edict_t *self)
+{
+ float r;
+
+ r = qrandom();
+
+ if (r <= 0.3)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else if (r <= 0.6)
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
+}
+
+
+void jorg_dead (edict_t *self);
+void jorgBFG (edict_t *self);
+void jorgMachineGun (edict_t *self);
+void jorg_firebullet (edict_t *self);
+void jorg_reattack1(edict_t *self);
+void jorg_attack1(edict_t *self);
+void jorg_idle(edict_t *self);
+void jorg_step_left(edict_t *self);
+void jorg_step_right(edict_t *self);
+void jorg_death_hit(edict_t *self);
+
+//
+// stand
+//
+
+mframe_t jorg_frames_stand []=
+{
+ ai_stand, 0, jorg_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 19, NULL,
+ ai_stand, 11, jorg_step_left,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 6, NULL,
+ ai_stand, 9, jorg_step_right,
+ ai_stand, 0, NULL, // 40
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, -17, jorg_step_left,
+ ai_stand, 0, NULL,
+ ai_stand, -12, NULL, // 50
+ ai_stand, -14, jorg_step_right // 51
+};
+mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};
+
+void jorg_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
+}
+
+void jorg_death_hit (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
+}
+
+
+void jorg_step_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
+}
+
+void jorg_step_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
+}
+
+
+void jorg_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_stand;
+}
+
+mframe_t jorg_frames_run [] =
+{
+ ai_run, 17, jorg_step_left,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 12, NULL,
+ ai_run, 8, NULL,
+ ai_run, 10, NULL,
+ ai_run, 33, jorg_step_right,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL
+};
+mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};
+
+//
+// walk
+//
+
+mframe_t jorg_frames_start_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 15, NULL
+};
+mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};
+
+mframe_t jorg_frames_walk [] =
+{
+ ai_walk, 17, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 33, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 9, NULL
+};
+mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};
+
+mframe_t jorg_frames_end_walk [] =
+{
+ ai_walk, 11, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, -8, NULL
+};
+mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};
+
+void jorg_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_walk;
+}
+
+void jorg_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &jorg_move_stand;
+ else
+ self->monsterinfo.currentmove = &jorg_move_run;
+}
+
+mframe_t jorg_frames_pain3 [] =
+{
+ ai_move, -28, NULL,
+ ai_move, -6, NULL,
+ ai_move, -3, jorg_step_left,
+ ai_move, -9, NULL,
+ ai_move, 0, jorg_step_right,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, 1, NULL,
+ ai_move, -11, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 10, NULL,
+ ai_move, 11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 10, NULL,
+ ai_move, 3, NULL,
+ ai_move, 10, NULL,
+ ai_move, 7, jorg_step_left,
+ ai_move, 17, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, jorg_step_right
+};
+mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};
+
+mframe_t jorg_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};
+
+mframe_t jorg_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};
+
+mframe_t jorg_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 30
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 40
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, MakronToss,
+ ai_move, 0, BossExplode // 50
+};
+mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};
+
+mframe_t jorg_frames_attack2 []=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, jorgBFG,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};
+
+mframe_t jorg_frames_start_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};
+
+mframe_t jorg_frames_attack1[]=
+{
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet
+};
+mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};
+
+mframe_t jorg_frames_end_attack1[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};
+
+void jorg_reattack1(edict_t *self)
+{
+ if (visible(self, self->enemy))
+ if (qrandom() < 0.9)
+ self->monsterinfo.currentmove = &jorg_move_attack1;
+ else
+ {
+ self->s.sound = 0;
+ self->monsterinfo.currentmove = &jorg_move_end_attack1;
+ }
+ else
+ {
+ self->s.sound = 0;
+ self->monsterinfo.currentmove = &jorg_move_end_attack1;
+ }
+}
+
+void jorg_attack1(edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_attack1;
+}
+
+void jorg_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ self->s.sound = 0;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames if he takes little damage
+ if (damage <= 40)
+ if (qrandom()<=0.6)
+ return;
+
+ /*
+ If he's entering his attack1 or using attack1, lessen the chance of him
+ going into pain
+ */
+
+ if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
+ if (qrandom() <= 0.005)
+ return;
+
+ if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
+ if (qrandom() <= 0.00005)
+ return;
+
+
+ if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
+ if (qrandom() <= 0.005)
+ return;
+
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 50)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain1;
+ }
+ else if (damage <= 100)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain2;
+ }
+ else
+ {
+ if (qrandom() <= 0.3)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain3;
+ }
+ }
+};
+
+void jorgBFG (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
+ /*void monster_fire_bfg (edict_t *self,
+ vec3_t start,
+ vec3_t aimdir,
+ int damage,
+ int speed,
+ int kick,
+ float damage_radius,
+ int flashtype)*/
+ monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
+}
+
+void jorg_firebullet_right (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
+}
+
+void jorg_firebullet_left (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
+}
+
+void jorg_firebullet (edict_t *self)
+{
+ jorg_firebullet_left(self);
+ jorg_firebullet_right(self);
+};
+
+void jorg_attack(edict_t *self)
+{
+ vec3_t vec;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+
+ if (qrandom() <= 0.75)
+ {
+ gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
+ self->s.sound = gi.soundindex ("boss3/w_loop.wav");
+ self->monsterinfo.currentmove = &jorg_move_start_attack1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_attack2;
+ }
+}
+
+void jorg_dead (edict_t *)
+{
+/*
+ edict_t *tempent;
+ //VectorSet (self->mins, -16, -16, -24);
+ //VectorSet (self->maxs, 16, 16, -8);
+
+ // Jorg is on modelindex2. Do not clear him.
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->nextthink = 0;
+ gi.linkentity (self);
+
+ tempent = G_Spawn();
+ VectorCopy (self->s.origin, tempent->s.origin);
+ VectorCopy (self->s.angles, tempent->s.angles);
+ tempent->killtarget = self->killtarget;
+ tempent->target = self->target;
+ tempent->activator = self->enemy;
+ self->killtarget = 0;
+ self->target = 0;
+ SP_monster_makron (tempent);
+*/
+}
+
+
+void jorg_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->s.sound = 0;
+ self->count = 0;
+ self->monsterinfo.currentmove = &jorg_move_death;
+}
+
+qboolean Jorg_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.2;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+void MakronPrecache (void);
+
+/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_jorg (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
+ sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
+ sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
+ sound_death = gi.soundindex ("boss3/bs3deth1.wav");
+ sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
+ sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
+ sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
+ sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
+ sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
+ sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
+ sound_step_left = gi.soundindex ("boss3/step1.wav");
+ sound_step_right = gi.soundindex ("boss3/step2.wav");
+ sound_firegun = gi.soundindex ("boss3/xfire.wav");
+ sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
+
+ MakronPrecache ();
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
+ VectorSet (self->mins, -80, -80, 0);
+ VectorSet (self->maxs, 80, 80, 140);
+
+ self->health = 3000;
+ self->gib_health = -2000;
+ self->mass = 1000;
+
+ self->pain = jorg_pain;
+ self->die = jorg_die;
+ self->monsterinfo.stand = jorg_stand;
+ self->monsterinfo.walk = jorg_walk;
+ self->monsterinfo.run = jorg_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = jorg_attack;
+ self->monsterinfo.search = jorg_search;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+ self->monsterinfo.checkattack = Jorg_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &jorg_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+ //PMM
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+ //pmm
+
+}
--- /dev/null
+++ b/rogue/m_boss31.h
@@ -1,0 +1,194 @@
+// G:\quake2\baseq2\models/monsters/boss3/jorg
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak201 18
+#define FRAME_attak202 19
+#define FRAME_attak203 20
+#define FRAME_attak204 21
+#define FRAME_attak205 22
+#define FRAME_attak206 23
+#define FRAME_attak207 24
+#define FRAME_attak208 25
+#define FRAME_attak209 26
+#define FRAME_attak210 27
+#define FRAME_attak211 28
+#define FRAME_attak212 29
+#define FRAME_attak213 30
+#define FRAME_death01 31
+#define FRAME_death02 32
+#define FRAME_death03 33
+#define FRAME_death04 34
+#define FRAME_death05 35
+#define FRAME_death06 36
+#define FRAME_death07 37
+#define FRAME_death08 38
+#define FRAME_death09 39
+#define FRAME_death10 40
+#define FRAME_death11 41
+#define FRAME_death12 42
+#define FRAME_death13 43
+#define FRAME_death14 44
+#define FRAME_death15 45
+#define FRAME_death16 46
+#define FRAME_death17 47
+#define FRAME_death18 48
+#define FRAME_death19 49
+#define FRAME_death20 50
+#define FRAME_death21 51
+#define FRAME_death22 52
+#define FRAME_death23 53
+#define FRAME_death24 54
+#define FRAME_death25 55
+#define FRAME_death26 56
+#define FRAME_death27 57
+#define FRAME_death28 58
+#define FRAME_death29 59
+#define FRAME_death30 60
+#define FRAME_death31 61
+#define FRAME_death32 62
+#define FRAME_death33 63
+#define FRAME_death34 64
+#define FRAME_death35 65
+#define FRAME_death36 66
+#define FRAME_death37 67
+#define FRAME_death38 68
+#define FRAME_death39 69
+#define FRAME_death40 70
+#define FRAME_death41 71
+#define FRAME_death42 72
+#define FRAME_death43 73
+#define FRAME_death44 74
+#define FRAME_death45 75
+#define FRAME_death46 76
+#define FRAME_death47 77
+#define FRAME_death48 78
+#define FRAME_death49 79
+#define FRAME_death50 80
+#define FRAME_pain101 81
+#define FRAME_pain102 82
+#define FRAME_pain103 83
+#define FRAME_pain201 84
+#define FRAME_pain202 85
+#define FRAME_pain203 86
+#define FRAME_pain301 87
+#define FRAME_pain302 88
+#define FRAME_pain303 89
+#define FRAME_pain304 90
+#define FRAME_pain305 91
+#define FRAME_pain306 92
+#define FRAME_pain307 93
+#define FRAME_pain308 94
+#define FRAME_pain309 95
+#define FRAME_pain310 96
+#define FRAME_pain311 97
+#define FRAME_pain312 98
+#define FRAME_pain313 99
+#define FRAME_pain314 100
+#define FRAME_pain315 101
+#define FRAME_pain316 102
+#define FRAME_pain317 103
+#define FRAME_pain318 104
+#define FRAME_pain319 105
+#define FRAME_pain320 106
+#define FRAME_pain321 107
+#define FRAME_pain322 108
+#define FRAME_pain323 109
+#define FRAME_pain324 110
+#define FRAME_pain325 111
+#define FRAME_stand01 112
+#define FRAME_stand02 113
+#define FRAME_stand03 114
+#define FRAME_stand04 115
+#define FRAME_stand05 116
+#define FRAME_stand06 117
+#define FRAME_stand07 118
+#define FRAME_stand08 119
+#define FRAME_stand09 120
+#define FRAME_stand10 121
+#define FRAME_stand11 122
+#define FRAME_stand12 123
+#define FRAME_stand13 124
+#define FRAME_stand14 125
+#define FRAME_stand15 126
+#define FRAME_stand16 127
+#define FRAME_stand17 128
+#define FRAME_stand18 129
+#define FRAME_stand19 130
+#define FRAME_stand20 131
+#define FRAME_stand21 132
+#define FRAME_stand22 133
+#define FRAME_stand23 134
+#define FRAME_stand24 135
+#define FRAME_stand25 136
+#define FRAME_stand26 137
+#define FRAME_stand27 138
+#define FRAME_stand28 139
+#define FRAME_stand29 140
+#define FRAME_stand30 141
+#define FRAME_stand31 142
+#define FRAME_stand32 143
+#define FRAME_stand33 144
+#define FRAME_stand34 145
+#define FRAME_stand35 146
+#define FRAME_stand36 147
+#define FRAME_stand37 148
+#define FRAME_stand38 149
+#define FRAME_stand39 150
+#define FRAME_stand40 151
+#define FRAME_stand41 152
+#define FRAME_stand42 153
+#define FRAME_stand43 154
+#define FRAME_stand44 155
+#define FRAME_stand45 156
+#define FRAME_stand46 157
+#define FRAME_stand47 158
+#define FRAME_stand48 159
+#define FRAME_stand49 160
+#define FRAME_stand50 161
+#define FRAME_stand51 162
+#define FRAME_walk01 163
+#define FRAME_walk02 164
+#define FRAME_walk03 165
+#define FRAME_walk04 166
+#define FRAME_walk05 167
+#define FRAME_walk06 168
+#define FRAME_walk07 169
+#define FRAME_walk08 170
+#define FRAME_walk09 171
+#define FRAME_walk10 172
+#define FRAME_walk11 173
+#define FRAME_walk12 174
+#define FRAME_walk13 175
+#define FRAME_walk14 176
+#define FRAME_walk15 177
+#define FRAME_walk16 178
+#define FRAME_walk17 179
+#define FRAME_walk18 180
+#define FRAME_walk19 181
+#define FRAME_walk20 182
+#define FRAME_walk21 183
+#define FRAME_walk22 184
+#define FRAME_walk23 185
+#define FRAME_walk24 186
+#define FRAME_walk25 187
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_boss32.c
@@ -1,0 +1,890 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss32.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+void MakronRailgun (edict_t *self);
+void MakronSaveloc (edict_t *self);
+void MakronHyperblaster (edict_t *self);
+void makron_step_left (edict_t *self);
+void makron_step_right (edict_t *self);
+void makronBFG (edict_t *self);
+void makron_dead (edict_t *self);
+
+static int sound_pain4;
+static int sound_pain5;
+static int sound_pain6;
+static int sound_death;
+static int sound_step_left;
+static int sound_step_right;
+static int sound_attack_bfg;
+static int sound_brainsplorch;
+static int sound_prerailgun;
+static int sound_popup;
+static int sound_taunt1;
+static int sound_taunt2;
+static int sound_taunt3;
+static int sound_hit;
+
+void makron_taunt (edict_t *self)
+{
+ float r;
+
+ r = qrandom();
+ if (r <= 0.3)
+ gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
+ else if (r <= 0.6)
+ gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
+ else
+ gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
+}
+
+//
+// stand
+//
+
+mframe_t makron_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 40
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 50
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL // 60
+};
+mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};
+
+void makron_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &makron_move_stand;
+}
+
+mframe_t makron_frames_run [] =
+{
+ ai_run, 3, makron_step_left,
+ ai_run, 12, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, makron_step_right,
+ ai_run, 6, NULL,
+ ai_run, 12, NULL,
+ ai_run, 9, NULL,
+ ai_run, 6, NULL,
+ ai_run, 12, NULL
+};
+mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
+
+void makron_hit (edict_t *self)
+{
+ gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0);
+}
+
+void makron_popup (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0);
+}
+
+void makron_step_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
+}
+
+void makron_step_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
+}
+
+void makron_brainsplorch (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0);
+}
+
+void makron_prerailgun (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0);
+}
+
+
+mframe_t makron_frames_walk [] =
+{
+ ai_walk, 3, makron_step_left,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, makron_step_right,
+ ai_walk, 6, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 12, NULL
+};
+mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
+
+void makron_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &makron_move_walk;
+}
+
+void makron_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &makron_move_stand;
+ else
+ self->monsterinfo.currentmove = &makron_move_run;
+}
+
+mframe_t makron_frames_pain6 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, makron_popup,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, makron_taunt,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};
+
+mframe_t makron_frames_pain5 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};
+
+mframe_t makron_frames_pain4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};
+
+mframe_t makron_frames_death2 [] =
+{
+ ai_move, -15, NULL,
+ ai_move, 3, NULL,
+ ai_move, -12, NULL,
+ ai_move, 0, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 11, NULL,
+ ai_move, 12, NULL,
+ ai_move, 11, makron_step_right,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 30
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 5, NULL,
+ ai_move, 7, NULL,
+ ai_move, 6, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, 2, NULL, // 40
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 50
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, makron_step_right,
+ ai_move, -4, NULL,
+ ai_move, -4, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 60
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -5, NULL,
+ ai_move, -3, makron_step_right,
+ ai_move, -8, NULL,
+ ai_move, -3, makron_step_left,
+ ai_move, -7, NULL,
+ ai_move, -4, NULL,
+ ai_move, -4, makron_step_right, // 70
+ ai_move, -6, NULL,
+ ai_move, -7, NULL,
+ ai_move, 0, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 80
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL, // 90
+ ai_move, 27, makron_hit,
+ ai_move, 26, NULL,
+ ai_move, 0, makron_brainsplorch,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL // 95
+};
+mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};
+
+mframe_t makron_frames_death3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};
+
+mframe_t makron_frames_sight [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};
+
+void makronBFG (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
+ monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
+}
+
+
+mframe_t makron_frames_attack3 []=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, makronBFG, // FIXME: BFG Attack here
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};
+
+mframe_t makron_frames_attack4[]=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};
+
+mframe_t makron_frames_attack5[]=
+{
+ ai_charge, 0, makron_prerailgun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, MakronSaveloc,
+ ai_move, 0, MakronRailgun, // Fire railgun
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};
+
+void MakronSaveloc (edict_t *self)
+{
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+};
+
+// FIXME: He's not firing from the proper Z
+void MakronRailgun (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start);
+
+ // calc direction to where we targted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
+}
+
+// FIXME: This is all wrong. He's not firing at the proper angles.
+void MakronHyperblaster (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, vec);
+ vectoangles (vec, vec);
+ dir[0] = vec[0];
+ }
+ else
+ {
+ dir[0] = 0;
+ }
+ if (self->s.frame <= FRAME_attak413)
+ dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
+ else
+ dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, NULL, NULL);
+
+ monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
+}
+
+
+void makron_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames
+ if (damage <=25)
+ if (qrandom()<0.2)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+
+ if (damage <= 40)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain4;
+ }
+ else if (damage <= 110)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain5;
+ }
+ else
+ {
+ if (damage <= 150)
+ if (qrandom() <= 0.45)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain6;
+ }
+ else
+ if (qrandom() <= 0.35)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain6;
+ }
+ }
+};
+
+void makron_sight(edict_t *self, edict_t *)
+{
+ self->monsterinfo.currentmove = &makron_move_sight;
+};
+
+void makron_attack(edict_t *self)
+{
+ vec3_t vec;
+ float r;
+
+ r = qrandom();
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+
+
+ if (r <= 0.3)
+ self->monsterinfo.currentmove = &makron_move_attack3;
+ else if (r <= 0.6)
+ self->monsterinfo.currentmove = &makron_move_attack4;
+ else
+ self->monsterinfo.currentmove = &makron_move_attack5;
+}
+
+/*
+---
+Makron Torso. This needs to be spawned in
+---
+*/
+
+void makron_torso_think (edict_t *self)
+{
+ if (++self->s.frame < 365)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 346;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void makron_torso (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ VectorSet (ent->mins, -8, -8, 0);
+ VectorSet (ent->maxs, 8, 8, 8);
+ ent->s.frame = 346;
+ ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ ent->think = makron_torso_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ ent->s.sound = gi.soundindex ("makron/spine.wav");
+ gi.linkentity (ent);
+}
+
+
+//
+// death
+//
+
+void makron_dead (edict_t *self)
+{
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void makron_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ edict_t *tempent;
+
+ int n;
+
+ self->s.sound = 0;
+ // check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 1 /*4*/; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ tempent = G_Spawn();
+ VectorCopy (self->s.origin, tempent->s.origin);
+ VectorCopy (self->s.angles, tempent->s.angles);
+ tempent->s.origin[1] -= 84;
+ makron_torso (tempent);
+
+ self->monsterinfo.currentmove = &makron_move_death2;
+
+}
+
+qboolean Makron_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.2;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+//
+// monster_makron
+//
+
+void MakronPrecache (void)
+{
+ sound_pain4 = gi.soundindex ("makron/pain3.wav");
+ sound_pain5 = gi.soundindex ("makron/pain2.wav");
+ sound_pain6 = gi.soundindex ("makron/pain1.wav");
+ sound_death = gi.soundindex ("makron/death.wav");
+ sound_step_left = gi.soundindex ("makron/step1.wav");
+ sound_step_right = gi.soundindex ("makron/step2.wav");
+ sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav");
+ sound_brainsplorch = gi.soundindex ("makron/brain1.wav");
+ sound_prerailgun = gi.soundindex ("makron/rail_up.wav");
+ sound_popup = gi.soundindex ("makron/popup.wav");
+ sound_taunt1 = gi.soundindex ("makron/voice4.wav");
+ sound_taunt2 = gi.soundindex ("makron/voice3.wav");
+ sound_taunt3 = gi.soundindex ("makron/voice.wav");
+ sound_hit = gi.soundindex ("makron/bhit.wav");
+
+ gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+}
+
+/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_makron (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ MakronPrecache ();
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ VectorSet (self->mins, -30, -30, 0);
+ VectorSet (self->maxs, 30, 30, 90);
+
+ self->health = 3000;
+ self->gib_health = -2000;
+ self->mass = 500;
+
+ self->pain = makron_pain;
+ self->die = makron_die;
+ self->monsterinfo.stand = makron_stand;
+ self->monsterinfo.walk = makron_walk;
+ self->monsterinfo.run = makron_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = makron_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = makron_sight;
+ self->monsterinfo.checkattack = Makron_CheckAttack;
+
+ gi.linkentity (self);
+
+// self->monsterinfo.currentmove = &makron_move_stand;
+ self->monsterinfo.currentmove = &makron_move_sight;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+
+ //PMM
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+ //pmm
+}
+
+
+/*
+=================
+MakronSpawn
+
+=================
+*/
+void MakronSpawn (edict_t *self)
+{
+ vec3_t vec;
+ edict_t *player;
+
+ SP_monster_makron (self);
+
+ // jump at player
+ player = level.sight_client;
+ if (!player)
+ return;
+
+ VectorSubtract (player->s.origin, self->s.origin, vec);
+ self->s.angles[YAW] = vectoyaw(vec);
+ VectorNormalize (vec);
+ VectorMA (vec3_origin, 400, vec, self->velocity);
+ self->velocity[2] = 200;
+ self->groundentity = NULL;
+}
+
+/*
+=================
+MakronToss
+
+Jorg is just about dead, so set up to launch Makron out
+=================
+*/
+void MakronToss (edict_t *self)
+{
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->nextthink = level.time + 0.8;
+ ent->think = MakronSpawn;
+ ent->target = self->target;
+ VectorCopy (self->s.origin, ent->s.origin);
+}
--- /dev/null
+++ b/rogue/m_boss32.h
@@ -1,0 +1,497 @@
+// G:\quake2\baseq2\models/monsters/boss3/rider
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak201 18
+#define FRAME_attak202 19
+#define FRAME_attak203 20
+#define FRAME_attak204 21
+#define FRAME_attak205 22
+#define FRAME_attak206 23
+#define FRAME_attak207 24
+#define FRAME_attak208 25
+#define FRAME_attak209 26
+#define FRAME_attak210 27
+#define FRAME_attak211 28
+#define FRAME_attak212 29
+#define FRAME_attak213 30
+#define FRAME_death01 31
+#define FRAME_death02 32
+#define FRAME_death03 33
+#define FRAME_death04 34
+#define FRAME_death05 35
+#define FRAME_death06 36
+#define FRAME_death07 37
+#define FRAME_death08 38
+#define FRAME_death09 39
+#define FRAME_death10 40
+#define FRAME_death11 41
+#define FRAME_death12 42
+#define FRAME_death13 43
+#define FRAME_death14 44
+#define FRAME_death15 45
+#define FRAME_death16 46
+#define FRAME_death17 47
+#define FRAME_death18 48
+#define FRAME_death19 49
+#define FRAME_death20 50
+#define FRAME_death21 51
+#define FRAME_death22 52
+#define FRAME_death23 53
+#define FRAME_death24 54
+#define FRAME_death25 55
+#define FRAME_death26 56
+#define FRAME_death27 57
+#define FRAME_death28 58
+#define FRAME_death29 59
+#define FRAME_death30 60
+#define FRAME_death31 61
+#define FRAME_death32 62
+#define FRAME_death33 63
+#define FRAME_death34 64
+#define FRAME_death35 65
+#define FRAME_death36 66
+#define FRAME_death37 67
+#define FRAME_death38 68
+#define FRAME_death39 69
+#define FRAME_death40 70
+#define FRAME_death41 71
+#define FRAME_death42 72
+#define FRAME_death43 73
+#define FRAME_death44 74
+#define FRAME_death45 75
+#define FRAME_death46 76
+#define FRAME_death47 77
+#define FRAME_death48 78
+#define FRAME_death49 79
+#define FRAME_death50 80
+#define FRAME_pain101 81
+#define FRAME_pain102 82
+#define FRAME_pain103 83
+#define FRAME_pain201 84
+#define FRAME_pain202 85
+#define FRAME_pain203 86
+#define FRAME_pain301 87
+#define FRAME_pain302 88
+#define FRAME_pain303 89
+#define FRAME_pain304 90
+#define FRAME_pain305 91
+#define FRAME_pain306 92
+#define FRAME_pain307 93
+#define FRAME_pain308 94
+#define FRAME_pain309 95
+#define FRAME_pain310 96
+#define FRAME_pain311 97
+#define FRAME_pain312 98
+#define FRAME_pain313 99
+#define FRAME_pain314 100
+#define FRAME_pain315 101
+#define FRAME_pain316 102
+#define FRAME_pain317 103
+#define FRAME_pain318 104
+#define FRAME_pain319 105
+#define FRAME_pain320 106
+#define FRAME_pain321 107
+#define FRAME_pain322 108
+#define FRAME_pain323 109
+#define FRAME_pain324 110
+#define FRAME_pain325 111
+#define FRAME_stand01 112
+#define FRAME_stand02 113
+#define FRAME_stand03 114
+#define FRAME_stand04 115
+#define FRAME_stand05 116
+#define FRAME_stand06 117
+#define FRAME_stand07 118
+#define FRAME_stand08 119
+#define FRAME_stand09 120
+#define FRAME_stand10 121
+#define FRAME_stand11 122
+#define FRAME_stand12 123
+#define FRAME_stand13 124
+#define FRAME_stand14 125
+#define FRAME_stand15 126
+#define FRAME_stand16 127
+#define FRAME_stand17 128
+#define FRAME_stand18 129
+#define FRAME_stand19 130
+#define FRAME_stand20 131
+#define FRAME_stand21 132
+#define FRAME_stand22 133
+#define FRAME_stand23 134
+#define FRAME_stand24 135
+#define FRAME_stand25 136
+#define FRAME_stand26 137
+#define FRAME_stand27 138
+#define FRAME_stand28 139
+#define FRAME_stand29 140
+#define FRAME_stand30 141
+#define FRAME_stand31 142
+#define FRAME_stand32 143
+#define FRAME_stand33 144
+#define FRAME_stand34 145
+#define FRAME_stand35 146
+#define FRAME_stand36 147
+#define FRAME_stand37 148
+#define FRAME_stand38 149
+#define FRAME_stand39 150
+#define FRAME_stand40 151
+#define FRAME_stand41 152
+#define FRAME_stand42 153
+#define FRAME_stand43 154
+#define FRAME_stand44 155
+#define FRAME_stand45 156
+#define FRAME_stand46 157
+#define FRAME_stand47 158
+#define FRAME_stand48 159
+#define FRAME_stand49 160
+#define FRAME_stand50 161
+#define FRAME_stand51 162
+#define FRAME_walk01 163
+#define FRAME_walk02 164
+#define FRAME_walk03 165
+#define FRAME_walk04 166
+#define FRAME_walk05 167
+#define FRAME_walk06 168
+#define FRAME_walk07 169
+#define FRAME_walk08 170
+#define FRAME_walk09 171
+#define FRAME_walk10 172
+#define FRAME_walk11 173
+#define FRAME_walk12 174
+#define FRAME_walk13 175
+#define FRAME_walk14 176
+#define FRAME_walk15 177
+#define FRAME_walk16 178
+#define FRAME_walk17 179
+#define FRAME_walk18 180
+#define FRAME_walk19 181
+#define FRAME_walk20 182
+#define FRAME_walk21 183
+#define FRAME_walk22 184
+#define FRAME_walk23 185
+#define FRAME_walk24 186
+#define FRAME_walk25 187
+#define FRAME_active01 188
+#define FRAME_active02 189
+#define FRAME_active03 190
+#define FRAME_active04 191
+#define FRAME_active05 192
+#define FRAME_active06 193
+#define FRAME_active07 194
+#define FRAME_active08 195
+#define FRAME_active09 196
+#define FRAME_active10 197
+#define FRAME_active11 198
+#define FRAME_active12 199
+#define FRAME_active13 200
+#define FRAME_attak301 201
+#define FRAME_attak302 202
+#define FRAME_attak303 203
+#define FRAME_attak304 204
+#define FRAME_attak305 205
+#define FRAME_attak306 206
+#define FRAME_attak307 207
+#define FRAME_attak308 208
+#define FRAME_attak401 209
+#define FRAME_attak402 210
+#define FRAME_attak403 211
+#define FRAME_attak404 212
+#define FRAME_attak405 213
+#define FRAME_attak406 214
+#define FRAME_attak407 215
+#define FRAME_attak408 216
+#define FRAME_attak409 217
+#define FRAME_attak410 218
+#define FRAME_attak411 219
+#define FRAME_attak412 220
+#define FRAME_attak413 221
+#define FRAME_attak414 222
+#define FRAME_attak415 223
+#define FRAME_attak416 224
+#define FRAME_attak417 225
+#define FRAME_attak418 226
+#define FRAME_attak419 227
+#define FRAME_attak420 228
+#define FRAME_attak421 229
+#define FRAME_attak422 230
+#define FRAME_attak423 231
+#define FRAME_attak424 232
+#define FRAME_attak425 233
+#define FRAME_attak426 234
+#define FRAME_attak501 235
+#define FRAME_attak502 236
+#define FRAME_attak503 237
+#define FRAME_attak504 238
+#define FRAME_attak505 239
+#define FRAME_attak506 240
+#define FRAME_attak507 241
+#define FRAME_attak508 242
+#define FRAME_attak509 243
+#define FRAME_attak510 244
+#define FRAME_attak511 245
+#define FRAME_attak512 246
+#define FRAME_attak513 247
+#define FRAME_attak514 248
+#define FRAME_attak515 249
+#define FRAME_attak516 250
+#define FRAME_death201 251
+#define FRAME_death202 252
+#define FRAME_death203 253
+#define FRAME_death204 254
+#define FRAME_death205 255
+#define FRAME_death206 256
+#define FRAME_death207 257
+#define FRAME_death208 258
+#define FRAME_death209 259
+#define FRAME_death210 260
+#define FRAME_death211 261
+#define FRAME_death212 262
+#define FRAME_death213 263
+#define FRAME_death214 264
+#define FRAME_death215 265
+#define FRAME_death216 266
+#define FRAME_death217 267
+#define FRAME_death218 268
+#define FRAME_death219 269
+#define FRAME_death220 270
+#define FRAME_death221 271
+#define FRAME_death222 272
+#define FRAME_death223 273
+#define FRAME_death224 274
+#define FRAME_death225 275
+#define FRAME_death226 276
+#define FRAME_death227 277
+#define FRAME_death228 278
+#define FRAME_death229 279
+#define FRAME_death230 280
+#define FRAME_death231 281
+#define FRAME_death232 282
+#define FRAME_death233 283
+#define FRAME_death234 284
+#define FRAME_death235 285
+#define FRAME_death236 286
+#define FRAME_death237 287
+#define FRAME_death238 288
+#define FRAME_death239 289
+#define FRAME_death240 290
+#define FRAME_death241 291
+#define FRAME_death242 292
+#define FRAME_death243 293
+#define FRAME_death244 294
+#define FRAME_death245 295
+#define FRAME_death246 296
+#define FRAME_death247 297
+#define FRAME_death248 298
+#define FRAME_death249 299
+#define FRAME_death250 300
+#define FRAME_death251 301
+#define FRAME_death252 302
+#define FRAME_death253 303
+#define FRAME_death254 304
+#define FRAME_death255 305
+#define FRAME_death256 306
+#define FRAME_death257 307
+#define FRAME_death258 308
+#define FRAME_death259 309
+#define FRAME_death260 310
+#define FRAME_death261 311
+#define FRAME_death262 312
+#define FRAME_death263 313
+#define FRAME_death264 314
+#define FRAME_death265 315
+#define FRAME_death266 316
+#define FRAME_death267 317
+#define FRAME_death268 318
+#define FRAME_death269 319
+#define FRAME_death270 320
+#define FRAME_death271 321
+#define FRAME_death272 322
+#define FRAME_death273 323
+#define FRAME_death274 324
+#define FRAME_death275 325
+#define FRAME_death276 326
+#define FRAME_death277 327
+#define FRAME_death278 328
+#define FRAME_death279 329
+#define FRAME_death280 330
+#define FRAME_death281 331
+#define FRAME_death282 332
+#define FRAME_death283 333
+#define FRAME_death284 334
+#define FRAME_death285 335
+#define FRAME_death286 336
+#define FRAME_death287 337
+#define FRAME_death288 338
+#define FRAME_death289 339
+#define FRAME_death290 340
+#define FRAME_death291 341
+#define FRAME_death292 342
+#define FRAME_death293 343
+#define FRAME_death294 344
+#define FRAME_death295 345
+#define FRAME_death301 346
+#define FRAME_death302 347
+#define FRAME_death303 348
+#define FRAME_death304 349
+#define FRAME_death305 350
+#define FRAME_death306 351
+#define FRAME_death307 352
+#define FRAME_death308 353
+#define FRAME_death309 354
+#define FRAME_death310 355
+#define FRAME_death311 356
+#define FRAME_death312 357
+#define FRAME_death313 358
+#define FRAME_death314 359
+#define FRAME_death315 360
+#define FRAME_death316 361
+#define FRAME_death317 362
+#define FRAME_death318 363
+#define FRAME_death319 364
+#define FRAME_death320 365
+#define FRAME_jump01 366
+#define FRAME_jump02 367
+#define FRAME_jump03 368
+#define FRAME_jump04 369
+#define FRAME_jump05 370
+#define FRAME_jump06 371
+#define FRAME_jump07 372
+#define FRAME_jump08 373
+#define FRAME_jump09 374
+#define FRAME_jump10 375
+#define FRAME_jump11 376
+#define FRAME_jump12 377
+#define FRAME_jump13 378
+#define FRAME_pain401 379
+#define FRAME_pain402 380
+#define FRAME_pain403 381
+#define FRAME_pain404 382
+#define FRAME_pain501 383
+#define FRAME_pain502 384
+#define FRAME_pain503 385
+#define FRAME_pain504 386
+#define FRAME_pain601 387
+#define FRAME_pain602 388
+#define FRAME_pain603 389
+#define FRAME_pain604 390
+#define FRAME_pain605 391
+#define FRAME_pain606 392
+#define FRAME_pain607 393
+#define FRAME_pain608 394
+#define FRAME_pain609 395
+#define FRAME_pain610 396
+#define FRAME_pain611 397
+#define FRAME_pain612 398
+#define FRAME_pain613 399
+#define FRAME_pain614 400
+#define FRAME_pain615 401
+#define FRAME_pain616 402
+#define FRAME_pain617 403
+#define FRAME_pain618 404
+#define FRAME_pain619 405
+#define FRAME_pain620 406
+#define FRAME_pain621 407
+#define FRAME_pain622 408
+#define FRAME_pain623 409
+#define FRAME_pain624 410
+#define FRAME_pain625 411
+#define FRAME_pain626 412
+#define FRAME_pain627 413
+#define FRAME_stand201 414
+#define FRAME_stand202 415
+#define FRAME_stand203 416
+#define FRAME_stand204 417
+#define FRAME_stand205 418
+#define FRAME_stand206 419
+#define FRAME_stand207 420
+#define FRAME_stand208 421
+#define FRAME_stand209 422
+#define FRAME_stand210 423
+#define FRAME_stand211 424
+#define FRAME_stand212 425
+#define FRAME_stand213 426
+#define FRAME_stand214 427
+#define FRAME_stand215 428
+#define FRAME_stand216 429
+#define FRAME_stand217 430
+#define FRAME_stand218 431
+#define FRAME_stand219 432
+#define FRAME_stand220 433
+#define FRAME_stand221 434
+#define FRAME_stand222 435
+#define FRAME_stand223 436
+#define FRAME_stand224 437
+#define FRAME_stand225 438
+#define FRAME_stand226 439
+#define FRAME_stand227 440
+#define FRAME_stand228 441
+#define FRAME_stand229 442
+#define FRAME_stand230 443
+#define FRAME_stand231 444
+#define FRAME_stand232 445
+#define FRAME_stand233 446
+#define FRAME_stand234 447
+#define FRAME_stand235 448
+#define FRAME_stand236 449
+#define FRAME_stand237 450
+#define FRAME_stand238 451
+#define FRAME_stand239 452
+#define FRAME_stand240 453
+#define FRAME_stand241 454
+#define FRAME_stand242 455
+#define FRAME_stand243 456
+#define FRAME_stand244 457
+#define FRAME_stand245 458
+#define FRAME_stand246 459
+#define FRAME_stand247 460
+#define FRAME_stand248 461
+#define FRAME_stand249 462
+#define FRAME_stand250 463
+#define FRAME_stand251 464
+#define FRAME_stand252 465
+#define FRAME_stand253 466
+#define FRAME_stand254 467
+#define FRAME_stand255 468
+#define FRAME_stand256 469
+#define FRAME_stand257 470
+#define FRAME_stand258 471
+#define FRAME_stand259 472
+#define FRAME_stand260 473
+#define FRAME_walk201 474
+#define FRAME_walk202 475
+#define FRAME_walk203 476
+#define FRAME_walk204 477
+#define FRAME_walk205 478
+#define FRAME_walk206 479
+#define FRAME_walk207 480
+#define FRAME_walk208 481
+#define FRAME_walk209 482
+#define FRAME_walk210 483
+#define FRAME_walk211 484
+#define FRAME_walk212 485
+#define FRAME_walk213 486
+#define FRAME_walk214 487
+#define FRAME_walk215 488
+#define FRAME_walk216 489
+#define FRAME_walk217 490
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_brain.c
@@ -1,0 +1,697 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_brain.h"
+
+
+static int sound_chest_open;
+static int sound_tentacles_extend;
+static int sound_tentacles_retract;
+static int sound_death;
+static int sound_idle1;
+static int sound_idle2;
+static int sound_idle3;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+static int sound_search;
+static int sound_melee1;
+static int sound_melee2;
+static int sound_melee3;
+
+
+void brain_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void brain_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+void brain_run (edict_t *self);
+void brain_dead (edict_t *self);
+
+
+//
+// STAND
+//
+
+mframe_t brain_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
+
+void brain_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &brain_move_stand;
+}
+
+
+//
+// IDLE
+//
+
+mframe_t brain_frames_idle [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
+
+void brain_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
+ self->monsterinfo.currentmove = &brain_move_idle;
+}
+
+
+//
+// WALK
+//
+mframe_t brain_frames_walk1 [] =
+{
+ ai_walk, 7, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, -4, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, 2, NULL
+};
+mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
+
+// walk2 is FUBAR, do not use
+/*
+void brain_walk2_cycle (edict_t *self)
+{
+ if (qrandom() > 0.1)
+ self->monsterinfo.nextframe = FRAME_walk220;
+}
+
+mframe_t brain_frames_walk2 [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, -2, NULL,
+ ai_walk, -4, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 0, NULL,
+
+ ai_walk, -2, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 10, NULL, // Cycle Start
+
+ ai_walk, -1, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0, NULL,
+
+ ai_walk, 4, brain_walk2_cycle,
+ ai_walk, -1, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, -8, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, -5, NULL
+};
+mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
+*/
+
+void brain_walk (edict_t *self)
+{
+// if (random() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_walk1;
+// else
+// self->monsterinfo.currentmove = &brain_move_walk2;
+}
+
+
+
+mframe_t brain_frames_defense [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
+
+mframe_t brain_frames_pain3 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -4, NULL
+};
+mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
+
+mframe_t brain_frames_pain2 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, -2, NULL
+};
+mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
+
+mframe_t brain_frames_pain1 [] =
+{
+ ai_move, -6, NULL,
+ ai_move, -2, NULL,
+ ai_move, -6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 7, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, -1, NULL
+};
+mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
+
+mframe_t brain_frames_duck [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -2, monster_duck_down,
+ ai_move, 17, monster_duck_hold,
+ ai_move, -3, NULL,
+ ai_move, -1, monster_duck_up,
+ ai_move, -5, NULL,
+ ai_move, -6, NULL,
+ ai_move, -6, NULL
+};
+mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
+
+/*
+void brain_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+ //========
+ //PMM - new dodge code
+ float r;
+ float height;
+
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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;
+
+ r = qrandom();
+ if (r > (0.25*((skill->value)+1)))
+ return;
+
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ height = self->absmax[2];
+ }
+ else
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+ }
+
+ // check to see if it makes sense to duck
+ if (tr->endpos[2] <= height)
+ {
+ // if it doesn't sense to duck, try to strafe and shoot
+ // FIXME - this guy is so slow, it's not worth it
+
+ //vec3_t forward,right,up,diff;
+
+ monster_done_dodge (self);
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &brain_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ }
+
+ self->monsterinfo.currentmove = &brain_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ //============
+ //PMM
+}
+*/
+
+mframe_t brain_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 9, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
+
+mframe_t brain_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 9, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
+
+
+//
+// MELEE
+//
+
+void brain_swing_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
+}
+
+void brain_hit_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 40))
+ gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
+}
+
+void brain_swing_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
+}
+
+void brain_hit_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 40))
+ gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
+}
+
+mframe_t brain_frames_attack1 [] =
+{
+ ai_charge, 8, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -3, brain_swing_right,
+ ai_charge, 0, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, -7, brain_hit_right,
+ ai_charge, 0, NULL,
+ ai_charge, 6, brain_swing_left,
+ ai_charge, 1, NULL,
+ ai_charge, 2, brain_hit_left,
+ ai_charge, -3, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -11,NULL
+};
+mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
+
+void brain_chest_open (edict_t *self)
+{
+ self->spawnflags &= ~65536;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
+ gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
+}
+
+void brain_tentacle_attack (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
+ self->spawnflags |= 65536;
+ gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
+}
+
+void brain_chest_closed (edict_t *self)
+{
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ if (self->spawnflags & 65536)
+ {
+ self->spawnflags &= ~65536;
+ self->monsterinfo.currentmove = &brain_move_attack1;
+ }
+}
+
+mframe_t brain_frames_attack2 [] =
+{
+ ai_charge, 5, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 0, brain_chest_open,
+ ai_charge, 0, NULL,
+ ai_charge, 13, brain_tentacle_attack,
+ ai_charge, 0, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -9, brain_chest_closed,
+ ai_charge, 0, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, -6, NULL
+};
+mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
+
+void brain_melee(edict_t *self)
+{
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_attack1;
+ else
+ self->monsterinfo.currentmove = &brain_move_attack2;
+}
+
+
+//
+// RUN
+//
+
+mframe_t brain_frames_run [] =
+{
+ ai_run, 9, NULL,
+ ai_run, 2, NULL,
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 10, NULL,
+ ai_run, -4, NULL,
+ ai_run, -1, NULL,
+ ai_run, 2, NULL
+};
+mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
+
+void brain_run (edict_t *self)
+{
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &brain_move_stand;
+ else
+ self->monsterinfo.currentmove = &brain_move_run;
+}
+
+
+void brain_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+ if (r < 0.33)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain1;
+ }
+ else if (r < 0.66)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain3;
+ }
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+}
+
+void brain_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+
+void brain_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ self->s.effects = 0;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_death1;
+ else
+ self->monsterinfo.currentmove = &brain_move_death2;
+}
+
+void brain_duck (edict_t *self, float eta)
+{
+ // has to be done immediately otherwise he can get stuck
+ monster_duck_down(self);
+
+ if (skill->value == 0)
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ else
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+
+ self->monsterinfo.currentmove = &brain_move_duck;
+ self->monsterinfo.nextframe = FRAME_duck01;
+ return;
+}
+
+
+/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_brain (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
+ sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
+ sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
+ sound_death = gi.soundindex ("brain/brndeth1.wav");
+ sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
+ sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
+ sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
+ sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
+ sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
+ sound_sight = gi.soundindex ("brain/brnsght1.wav");
+ sound_search = gi.soundindex ("brain/brnsrch1.wav");
+ sound_melee1 = gi.soundindex ("brain/melee1.wav");
+ sound_melee2 = gi.soundindex ("brain/melee2.wav");
+ sound_melee3 = gi.soundindex ("brain/melee3.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 300;
+ self->gib_health = -150;
+ self->mass = 400;
+
+ self->pain = brain_pain;
+ self->die = brain_die;
+
+ self->monsterinfo.stand = brain_stand;
+ self->monsterinfo.walk = brain_walk;
+ self->monsterinfo.run = brain_run;
+// PMM
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.duck = brain_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+// self->monsterinfo.dodge = brain_dodge;
+// pmm
+// self->monsterinfo.attack = brain_attack;
+ self->monsterinfo.melee = brain_melee;
+ self->monsterinfo.sight = brain_sight;
+ self->monsterinfo.search = brain_search;
+ self->monsterinfo.idle = brain_idle;
+
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ self->monsterinfo.power_armor_power = 100;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &brain_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_brain.h
@@ -1,0 +1,228 @@
+// G:\quake2\baseq2\models/monsters/brain
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_walk101 0
+#define FRAME_walk102 1
+#define FRAME_walk103 2
+#define FRAME_walk104 3
+#define FRAME_walk105 4
+#define FRAME_walk106 5
+#define FRAME_walk107 6
+#define FRAME_walk108 7
+#define FRAME_walk109 8
+#define FRAME_walk110 9
+#define FRAME_walk111 10
+#define FRAME_walk112 11
+#define FRAME_walk113 12
+#define FRAME_walk201 13
+#define FRAME_walk202 14
+#define FRAME_walk203 15
+#define FRAME_walk204 16
+#define FRAME_walk205 17
+#define FRAME_walk206 18
+#define FRAME_walk207 19
+#define FRAME_walk208 20
+#define FRAME_walk209 21
+#define FRAME_walk210 22
+#define FRAME_walk211 23
+#define FRAME_walk212 24
+#define FRAME_walk213 25
+#define FRAME_walk214 26
+#define FRAME_walk215 27
+#define FRAME_walk216 28
+#define FRAME_walk217 29
+#define FRAME_walk218 30
+#define FRAME_walk219 31
+#define FRAME_walk220 32
+#define FRAME_walk221 33
+#define FRAME_walk222 34
+#define FRAME_walk223 35
+#define FRAME_walk224 36
+#define FRAME_walk225 37
+#define FRAME_walk226 38
+#define FRAME_walk227 39
+#define FRAME_walk228 40
+#define FRAME_walk229 41
+#define FRAME_walk230 42
+#define FRAME_walk231 43
+#define FRAME_walk232 44
+#define FRAME_walk233 45
+#define FRAME_walk234 46
+#define FRAME_walk235 47
+#define FRAME_walk236 48
+#define FRAME_walk237 49
+#define FRAME_walk238 50
+#define FRAME_walk239 51
+#define FRAME_walk240 52
+#define FRAME_attak101 53
+#define FRAME_attak102 54
+#define FRAME_attak103 55
+#define FRAME_attak104 56
+#define FRAME_attak105 57
+#define FRAME_attak106 58
+#define FRAME_attak107 59
+#define FRAME_attak108 60
+#define FRAME_attak109 61
+#define FRAME_attak110 62
+#define FRAME_attak111 63
+#define FRAME_attak112 64
+#define FRAME_attak113 65
+#define FRAME_attak114 66
+#define FRAME_attak115 67
+#define FRAME_attak116 68
+#define FRAME_attak117 69
+#define FRAME_attak118 70
+#define FRAME_attak201 71
+#define FRAME_attak202 72
+#define FRAME_attak203 73
+#define FRAME_attak204 74
+#define FRAME_attak205 75
+#define FRAME_attak206 76
+#define FRAME_attak207 77
+#define FRAME_attak208 78
+#define FRAME_attak209 79
+#define FRAME_attak210 80
+#define FRAME_attak211 81
+#define FRAME_attak212 82
+#define FRAME_attak213 83
+#define FRAME_attak214 84
+#define FRAME_attak215 85
+#define FRAME_attak216 86
+#define FRAME_attak217 87
+#define FRAME_pain101 88
+#define FRAME_pain102 89
+#define FRAME_pain103 90
+#define FRAME_pain104 91
+#define FRAME_pain105 92
+#define FRAME_pain106 93
+#define FRAME_pain107 94
+#define FRAME_pain108 95
+#define FRAME_pain109 96
+#define FRAME_pain110 97
+#define FRAME_pain111 98
+#define FRAME_pain112 99
+#define FRAME_pain113 100
+#define FRAME_pain114 101
+#define FRAME_pain115 102
+#define FRAME_pain116 103
+#define FRAME_pain117 104
+#define FRAME_pain118 105
+#define FRAME_pain119 106
+#define FRAME_pain120 107
+#define FRAME_pain121 108
+#define FRAME_pain201 109
+#define FRAME_pain202 110
+#define FRAME_pain203 111
+#define FRAME_pain204 112
+#define FRAME_pain205 113
+#define FRAME_pain206 114
+#define FRAME_pain207 115
+#define FRAME_pain208 116
+#define FRAME_pain301 117
+#define FRAME_pain302 118
+#define FRAME_pain303 119
+#define FRAME_pain304 120
+#define FRAME_pain305 121
+#define FRAME_pain306 122
+#define FRAME_death101 123
+#define FRAME_death102 124
+#define FRAME_death103 125
+#define FRAME_death104 126
+#define FRAME_death105 127
+#define FRAME_death106 128
+#define FRAME_death107 129
+#define FRAME_death108 130
+#define FRAME_death109 131
+#define FRAME_death110 132
+#define FRAME_death111 133
+#define FRAME_death112 134
+#define FRAME_death113 135
+#define FRAME_death114 136
+#define FRAME_death115 137
+#define FRAME_death116 138
+#define FRAME_death117 139
+#define FRAME_death118 140
+#define FRAME_death201 141
+#define FRAME_death202 142
+#define FRAME_death203 143
+#define FRAME_death204 144
+#define FRAME_death205 145
+#define FRAME_duck01 146
+#define FRAME_duck02 147
+#define FRAME_duck03 148
+#define FRAME_duck04 149
+#define FRAME_duck05 150
+#define FRAME_duck06 151
+#define FRAME_duck07 152
+#define FRAME_duck08 153
+#define FRAME_defens01 154
+#define FRAME_defens02 155
+#define FRAME_defens03 156
+#define FRAME_defens04 157
+#define FRAME_defens05 158
+#define FRAME_defens06 159
+#define FRAME_defens07 160
+#define FRAME_defens08 161
+#define FRAME_stand01 162
+#define FRAME_stand02 163
+#define FRAME_stand03 164
+#define FRAME_stand04 165
+#define FRAME_stand05 166
+#define FRAME_stand06 167
+#define FRAME_stand07 168
+#define FRAME_stand08 169
+#define FRAME_stand09 170
+#define FRAME_stand10 171
+#define FRAME_stand11 172
+#define FRAME_stand12 173
+#define FRAME_stand13 174
+#define FRAME_stand14 175
+#define FRAME_stand15 176
+#define FRAME_stand16 177
+#define FRAME_stand17 178
+#define FRAME_stand18 179
+#define FRAME_stand19 180
+#define FRAME_stand20 181
+#define FRAME_stand21 182
+#define FRAME_stand22 183
+#define FRAME_stand23 184
+#define FRAME_stand24 185
+#define FRAME_stand25 186
+#define FRAME_stand26 187
+#define FRAME_stand27 188
+#define FRAME_stand28 189
+#define FRAME_stand29 190
+#define FRAME_stand30 191
+#define FRAME_stand31 192
+#define FRAME_stand32 193
+#define FRAME_stand33 194
+#define FRAME_stand34 195
+#define FRAME_stand35 196
+#define FRAME_stand36 197
+#define FRAME_stand37 198
+#define FRAME_stand38 199
+#define FRAME_stand39 200
+#define FRAME_stand40 201
+#define FRAME_stand41 202
+#define FRAME_stand42 203
+#define FRAME_stand43 204
+#define FRAME_stand44 205
+#define FRAME_stand45 206
+#define FRAME_stand46 207
+#define FRAME_stand47 208
+#define FRAME_stand48 209
+#define FRAME_stand49 210
+#define FRAME_stand50 211
+#define FRAME_stand51 212
+#define FRAME_stand52 213
+#define FRAME_stand53 214
+#define FRAME_stand54 215
+#define FRAME_stand55 216
+#define FRAME_stand56 217
+#define FRAME_stand57 218
+#define FRAME_stand58 219
+#define FRAME_stand59 220
+#define FRAME_stand60 221
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_carrier.c
@@ -1,0 +1,1301 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_carrier.h"
+
+// self->timestamp used for frame calculations in grenade & spawn code
+// self->wait used to prevent rapid refire of rocket launcher
+
+#define CARRIER_ROCKET_TIME 2 // number of seconds between rocket shots
+#define CARRIER_ROCKET_SPEED 750
+#define NUM_FLYERS_SPAWNED 6 // max # of flyers he can spawn
+
+#define RAIL_FIRE_TIME 3
+
+void BossExplode (edict_t *self);
+void Grenade_Explode (edict_t *ent);
+
+qboolean infront (edict_t *self, edict_t *other);
+qboolean inback (edict_t *self, edict_t *other);
+qboolean below (edict_t *self, edict_t *other);
+void drawbbox (edict_t *self);
+
+//char *ED_NewString (char *string);
+void ED_CallSpawn (edict_t *ent);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+//static int sound_search1;
+static int sound_sight;
+static int sound_rail;
+static int sound_spawn;
+
+float orig_yaw_speed;
+
+vec3_t flyer_mins = {-16, -16, -24};
+vec3_t flyer_maxs = {16, 16, 16};
+
+extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze;
+
+
+void carrier_run (edict_t *self);
+void carrier_stand (edict_t *self);
+void carrier_dead (edict_t *self);
+void carrier_attack (edict_t *self);
+void carrier_attack_mg (edict_t *self);
+void carrier_reattack_mg (edict_t *self);
+void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+void carrier_attack_gren (edict_t *self);
+void carrier_reattack_gren (edict_t *self);
+
+void carrier_start_spawn (edict_t *self);
+void carrier_spawn_check (edict_t *self);
+void carrier_prep_spawn (edict_t *self);
+
+void CarrierMachineGunHold (edict_t *self);
+void CarrierRocket (edict_t *self);
+
+
+void carrier_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+// code starts here
+//void carrier_search (edict_t *self)
+//{
+// if (random() < 0.5)
+// gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+//}
+
+//
+// this is the smarts for the rocket launcher in coop
+//
+// if there is a player behind/below the carrier, and we can shoot, and we can trace a LOS to them ..
+// pick one of the group, and let it rip
+void CarrierCoopCheck (edict_t *self)
+{
+ // no more than 4 players in coop, so..
+ edict_t *targets[4];
+ int num_targets = 0, target, player;
+ edict_t *ent;
+ trace_t tr;
+
+ // if we're not in coop, this is a noop
+ if (!coop || !coop->value)
+ return;
+ // if we are, and we have recently fired, bail
+ if (self->wait > level.time)
+ return;
+
+ memset (targets, 0, 4*sizeof(edict_t *));
+
+ // cycle through players
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (inback(self, ent) || below(self, ent))
+ {
+ tr = gi.trace (self->s.origin, NULL, NULL, ent->s.origin, self, MASK_SOLID);
+ if (tr.fraction == 1.0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Carrier: found a player who I can shoot\n");
+ targets[num_targets++] = ent;
+ }
+ }
+ }
+
+ if (!num_targets)
+ return;
+
+ // get a number from 0 to (num_targets-1)
+ target = qrandom() * num_targets;
+
+ // just in case we got a 1.0 from random
+ if (target == num_targets)
+ target--;
+
+ // make sure to prevent rapid fire rockets
+ self->wait = level.time + CARRIER_ROCKET_TIME;
+
+ // save off the real enemy
+ ent = self->enemy;
+ // set the new guy as temporary enemy
+ self->enemy = targets[target];
+ CarrierRocket (self);
+ // put the real enemy back
+ self->enemy = ent;
+
+ // we're done
+ return;
+}
+
+void CarrierGrenade (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t aim;
+ int flash_number;
+ float direction; // from lower left to upper right, or lower right to upper left
+ float spreadR, spreadU;
+ int mytime;
+
+ CarrierCoopCheck(self);
+
+ if (!self->enemy)
+ return;
+
+ if (qrandom() < 0.5)
+ direction = -1.0;
+ else
+ direction = 1.0;
+
+ mytime = (int)((level.time - self->timestamp)/0.4);
+
+ if (mytime == 0)
+ {
+ spreadR = 0.15 * direction;
+// spreadU = 0.1 * direction;
+ spreadU = 0.1 - 0.1 * direction;
+ }
+ else if (mytime == 1)
+ {
+ spreadR = 0;
+// spreadU = 0;
+ spreadU = 0.1;
+ }
+ else if (mytime == 2)
+ {
+ spreadR = -0.15 * direction;
+// spreadU = -0.1 * direction;
+ spreadU = 0.1 - -0.1 * direction;
+ }
+ else if (mytime == 3)
+ {
+ spreadR = 0;
+// spreadU = 0;
+ spreadU = 0.1;
+ }
+ else
+ {
+ // error, shoot straight
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("CarrierGrenade: bad time %2.2f %2.2f\n", level.time, self->timestamp);
+ spreadR = 0;
+ spreadU = 0;
+ }
+
+ AngleVectors (self->s.angles, forward, right, up);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE], forward, right, start);
+
+ VectorSubtract (self->enemy->s.origin, start, aim);
+ VectorNormalize (aim);
+
+ VectorMA (aim, spreadR, right, aim);
+ VectorMA (aim, spreadU, up, aim);
+
+ if(aim[2] > 0.15)
+ aim[2] = 0.15;
+ else if(aim[2] < -0.5)
+ aim[2] = -0.5;
+
+ flash_number = MZ2_GUNNER_GRENADE_1;
+ monster_fire_grenade (self, start, aim, 50, 600, flash_number);
+}
+
+void CarrierPredictiveRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("predictive fire\n");
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+//1
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
+ PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
+ monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);
+
+//2
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
+ PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
+ monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);
+
+//3
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
+ PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
+ monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);
+
+//4
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
+ PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
+ monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
+}
+
+void CarrierRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ if(self->enemy)
+ {
+ if(self->enemy->client && qrandom() < 0.5)
+ {
+ CarrierPredictiveRocket(self);
+ return;
+ }
+ }
+ else
+ return;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+//1
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ vec[2] -= 15;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, 0.4, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);
+
+//2
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, 0.025, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);
+
+//3
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, -0.025, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);
+
+//4
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+ vec[2] -= 15;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ VectorMA (dir, -0.4, right, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
+
+//5
+// G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+// VectorSubtract (vec, start, dir);
+// VectorNormalize (dir);
+// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
+}
+
+void carrier_firebullet_right (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+ int flashnum;
+
+ // if we're in manual steering mode, it means we're leaning down .. use the lower shot
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ flashnum = MZ2_CARRIER_MACHINEGUN_R2;
+ else
+ flashnum = MZ2_CARRIER_MACHINEGUN_R1;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+
+// VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+/*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (target);
+ gi.multicast (start, MULTICAST_ALL);
+*/
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
+}
+
+void carrier_firebullet_left (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+ int flashnum;
+
+ // if we're in manual steering mode, it means we're leaning down .. use the lower shot
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ flashnum = MZ2_CARRIER_MACHINEGUN_L2;
+ else
+ flashnum = MZ2_CARRIER_MACHINEGUN_L1;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+
+// VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+/*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (target);
+ gi.multicast (start, MULTICAST_ALL);
+*/
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
+}
+
+void CarrierMachineGun (edict_t *self)
+{
+ CarrierCoopCheck(self);
+ if (self->enemy)
+ carrier_firebullet_left(self);
+ if (self->enemy)
+ carrier_firebullet_right(self);
+}
+
+void CarrierSpawn (edict_t *self)
+{
+ vec3_t f, r, offset, startpoint, spawnpoint;
+ edict_t *ent;
+ int mytime;
+
+// VectorSet (offset, 105, 0, -30); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
+ VectorSet (offset, 105, 0, -58); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
+ 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 ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("mytime = %d, (%2.2f)\n", mytime, level.time - self->timestamp);
+
+ 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--;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("carrier: post-spawn : %d slots left\n", 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;
+ }
+// else if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("carrier: unexpected time %d!\n", mytime);
+ }
+ }
+}
+
+void carrier_prep_spawn (edict_t *self)
+{
+ CarrierCoopCheck(self);
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->timestamp = level.time;
+ self->yaw_speed = 10;
+ CarrierMachineGun(self);
+}
+
+void carrier_spawn_check (edict_t *self)
+{
+// gi.dprintf ("times - %2.2f %2.2f\n", level.time, self->timestamp);
+ CarrierCoopCheck(self);
+ CarrierMachineGun(self);
+ CarrierSpawn (self);
+
+ if (level.time > (self->timestamp + 1.1)) // 0.5 seconds per flyer. this gets three
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->yaw_speed = orig_yaw_speed;
+ return;
+ }
+ else
+ self->monsterinfo.nextframe = FRAME_spawn08;
+}
+
+void carrier_ready_spawn (edict_t *self)
+{
+ float current_yaw;
+ vec3_t offset, f, r, startpoint, spawnpoint;
+
+ CarrierCoopCheck(self);
+ CarrierMachineGun(self);
+
+ current_yaw = anglemod(self->s.angles[YAW]);
+
+// gi.dprintf ("yaws = %2.2f %2.2f\n", current_yaw, self->ideal_yaw);
+
+ if (fabs(current_yaw - self->ideal_yaw) > 0.1)
+ {
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ self->timestamp += FRAMETIME;
+ return;
+ }
+
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ VectorSet (offset, 105,0,-58);
+ AngleVectors (self->s.angles, f, r, NULL);
+ G_ProjectSource (self->s.origin, offset, f, r, startpoint);
+ if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
+ {
+ SpawnGrow_Spawn (spawnpoint, 0);
+ }
+}
+
+void carrier_start_spawn (edict_t *self)
+{
+ int mytime;
+ float enemy_yaw;
+ vec3_t temp;
+// vec3_t offset, f, r, startpoint;
+
+ CarrierCoopCheck(self);
+ if (!orig_yaw_speed)
+ orig_yaw_speed = self->yaw_speed;
+
+ if (!self->enemy)
+ return;
+
+ mytime = (int)((level.time - self->timestamp)/0.5);
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw2(temp);
+
+ // note that the offsets are based on a forward of 105 from the end angle
+ if (mytime == 0)
+ {
+ self->ideal_yaw = anglemod(enemy_yaw - 30);
+// VectorSet (offset, 90.9, 52.5, 0);
+ }
+ else if (mytime == 1)
+ {
+ self->ideal_yaw = anglemod(enemy_yaw);
+// VectorSet (offset, 90.9, -52.5, 0);
+ }
+ else if (mytime == 2)
+ {
+ self->ideal_yaw = anglemod(enemy_yaw + 30);
+// VectorSet (offset, 90.9, -52.5, 0);
+ }
+// else if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("carrier: bad spawntime\n");
+
+ CarrierMachineGun (self);
+}
+
+mframe_t carrier_frames_stand [] =
+{
+// ai_stand, 0, drawbbox,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t carrier_move_stand = {FRAME_search01, FRAME_search13, carrier_frames_stand, NULL};
+
+mframe_t carrier_frames_walk [] =
+{
+// ai_walk, 12, drawbbox,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t carrier_move_walk = {FRAME_search01, FRAME_search13, carrier_frames_walk, NULL};
+
+
+mframe_t carrier_frames_run [] =
+{
+// ai_run, 12, drawbbox,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck,
+ ai_run, 6, CarrierCoopCheck
+};
+mmove_t carrier_move_run = {FRAME_search01, FRAME_search13, carrier_frames_run, NULL};
+
+mframe_t carrier_frames_attack_pre_mg [] =
+{
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, carrier_attack_mg
+};
+mmove_t carrier_move_attack_pre_mg = {FRAME_firea01, FRAME_firea08, carrier_frames_attack_pre_mg, NULL};
+
+
+// Loop this
+mframe_t carrier_frames_attack_mg [] =
+{
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, carrier_reattack_mg
+/*
+ ai_charge, 0, CarrierMachineGunHold,
+// ai_charge, 0, CarrierMachineGun,
+ ai_charge, 0, CarrierMachineGun,
+ ai_charge, 0, carrier_reattack_mg
+*/
+};
+mmove_t carrier_move_attack_mg = {FRAME_firea09, FRAME_firea11, carrier_frames_attack_mg, NULL};
+
+mframe_t carrier_frames_attack_post_mg [] =
+{
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck
+};
+mmove_t carrier_move_attack_post_mg = {FRAME_firea12, FRAME_firea15, carrier_frames_attack_post_mg, carrier_run};
+
+mframe_t carrier_frames_attack_pre_gren [] =
+{
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, carrier_attack_gren
+};
+mmove_t carrier_move_attack_pre_gren = {FRAME_fireb01, FRAME_fireb06, carrier_frames_attack_pre_gren, NULL};
+
+mframe_t carrier_frames_attack_gren [] =
+{
+ ai_charge, -15, CarrierGrenade,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, carrier_reattack_gren
+};
+mmove_t carrier_move_attack_gren = {FRAME_fireb07, FRAME_fireb10, carrier_frames_attack_gren, NULL};
+
+mframe_t carrier_frames_attack_post_gren [] =
+{
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck,
+ ai_charge, 4, CarrierCoopCheck
+};
+mmove_t carrier_move_attack_post_gren = {FRAME_fireb11, FRAME_fireb16, carrier_frames_attack_post_gren, carrier_run};
+
+mframe_t carrier_frames_attack_rocket [] =
+{
+ ai_charge, 15, CarrierRocket
+};
+mmove_t carrier_move_attack_rocket = {FRAME_fireb01, FRAME_fireb01, carrier_frames_attack_rocket, carrier_run};
+
+void CarrierRail (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ CarrierCoopCheck(self);
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN], forward, right, start);
+
+ // calc direction to where we targeted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN);
+ self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME;
+}
+
+void CarrierSaveLoc (edict_t *self)
+{
+ CarrierCoopCheck(self);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+};
+
+mframe_t carrier_frames_attack_rail [] =
+{
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, 2, CarrierSaveLoc,
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, -20, CarrierRail,
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, 2, CarrierCoopCheck,
+ ai_charge, 2, CarrierCoopCheck
+};
+mmove_t carrier_move_attack_rail = {FRAME_search01, FRAME_search09, carrier_frames_attack_rail, carrier_run};
+
+mframe_t carrier_frames_spawn [] =
+{
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, carrier_prep_spawn, // 7 - end of wind down
+ ai_charge, -2, carrier_start_spawn, // 8 - start of spawn
+ ai_charge, -2, carrier_ready_spawn,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -10, carrier_spawn_check, //12 - actual spawn
+ ai_charge, -2, CarrierMachineGun, //13 - begin of wind down
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, CarrierMachineGun,
+ ai_charge, -2, carrier_reattack_mg //18 - end of wind down
+};
+mmove_t carrier_move_spawn = {FRAME_spawn01, FRAME_spawn18, carrier_frames_spawn, NULL};
+
+mframe_t carrier_frames_pain_heavy [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t carrier_move_pain_heavy = {FRAME_death01, FRAME_death10, carrier_frames_pain_heavy, carrier_run};
+
+mframe_t carrier_frames_pain_light [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t carrier_move_pain_light = {FRAME_spawn01, FRAME_spawn04, carrier_frames_pain_light, carrier_run};
+
+mframe_t carrier_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode
+};
+mmove_t carrier_move_death = {FRAME_death01, FRAME_death16, carrier_frames_death, carrier_dead};
+
+void carrier_stand (edict_t *self)
+{
+// gi.dprintf ("carrier stand\n");
+ self->monsterinfo.currentmove = &carrier_move_stand;
+}
+
+void carrier_run (edict_t *self)
+{
+
+// gi.dprintf ("carrier run - %2.2f - %s \n", level.time, self->enemy->classname);
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &carrier_move_stand;
+ else
+ self->monsterinfo.currentmove = &carrier_move_run;
+}
+
+void carrier_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &carrier_move_walk;
+}
+
+void CarrierMachineGunHold (edict_t *self)
+{
+// self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+// self->yaw_speed = 0;
+// self->monsterinfo.currentmove = &carrier_move_attack_mg;
+ CarrierMachineGun (self);
+}
+
+void carrier_attack (edict_t *self)
+{
+ vec3_t vec;
+ float range, luck;
+ qboolean enemy_inback, enemy_infront, enemy_below;
+
+// gi.dprintf ("carrier attack\n");
+
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ return;
+
+ enemy_inback = inback(self, self->enemy);
+ enemy_infront = infront (self, self->enemy);
+ enemy_below = below (self, self->enemy);
+
+ if (self->bad_area)
+ {
+ if ((enemy_inback) || (enemy_below))
+ self->monsterinfo.currentmove = &carrier_move_attack_rocket;
+ else if ((qrandom() < 0.1) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ return;
+ }
+
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ self->monsterinfo.currentmove = &carrier_move_spawn;
+ return;
+ }
+
+ if (!enemy_inback && !enemy_infront && !enemy_below) // to side and not under
+ {
+ if ((qrandom() < 0.1) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ return;
+ }
+
+/* if ((g_showlogic) && (g_showlogic->value))
+ {
+ gi.dprintf ("checking enemy ..");
+ if (enemy_inback)
+ gi.dprintf (" in back\n");
+ else if (enemy_infront)
+ gi.dprintf (" in front\n");
+ else
+ gi.dprintf (" inaccessible\n");
+ }
+*/
+ if (enemy_infront)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+ if (range <= 125)
+ {
+ if ((qrandom() < 0.8) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ }
+ else if (range < 600)
+ {
+ luck = qrandom();
+ if (self->monsterinfo.monster_slots > 2)
+ {
+ if (luck <= 0.20)
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else if (luck <= 0.40)
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
+ else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ else
+ self->monsterinfo.currentmove = &carrier_move_spawn;
+ }
+ else
+ {
+ if (luck <= 0.30)
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else if (luck <= 0.65)
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
+ else if (level.time >= self->monsterinfo.attack_finished)
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ else
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ }
+ }
+ else // won't use grenades at this range
+ {
+ luck = qrandom();
+ if (self->monsterinfo.monster_slots > 2)
+ {
+ if (luck < 0.3)
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ else
+ self->monsterinfo.currentmove = &carrier_move_spawn;
+ }
+ else
+ {
+ if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &carrier_move_attack_rail;
+ }
+ }
+ }
+ }
+ else if ((enemy_below) || (enemy_inback))
+ {
+ self->monsterinfo.currentmove = &carrier_move_attack_rocket;
+ }
+}
+
+void carrier_attack_mg (edict_t *self)
+{
+ CarrierCoopCheck(self);
+ self->monsterinfo.currentmove = &carrier_move_attack_mg;
+}
+
+void carrier_reattack_mg (edict_t *self)
+{
+ CarrierCoopCheck(self);
+ if ( infront(self, self->enemy) )
+ if (qrandom() <= 0.5)
+ if ((qrandom() < 0.7) || (self->monsterinfo.monster_slots <= 2))
+ self->monsterinfo.currentmove = &carrier_move_attack_mg;
+ else
+ self->monsterinfo.currentmove = &carrier_move_spawn;
+ else
+ self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
+ else
+ self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
+}
+
+
+void carrier_attack_gren (edict_t *self)
+{
+// gi.dprintf ("carrier_attack_gren - %2.2f\n",level.time);
+ CarrierCoopCheck(self);
+ self->timestamp = level.time;
+ self->monsterinfo.currentmove = &carrier_move_attack_gren;
+}
+
+void carrier_reattack_gren (edict_t *self)
+{
+ CarrierCoopCheck(self);
+// gi.dprintf ("carrier_reattack - %2.2f", level.time);
+ if ( infront(self, self->enemy) )
+ if (self->timestamp + 1.3 > level.time ) // four grenades
+ {
+// gi.dprintf (" attacking\n");
+ self->monsterinfo.currentmove = &carrier_move_attack_gren;
+ return;
+ }
+// gi.dprintf ("not attacking\n");
+ self->monsterinfo.currentmove = &carrier_move_attack_post_gren;
+}
+
+
+void carrier_pain (edict_t *self, edict_t *, float, int damage)
+{
+ qboolean changed = false;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // gi.dprintf ("carrier pain\n");
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 5;
+
+ if (damage < 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ }
+ else if (damage < 30)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ if (qrandom() < 0.5)
+ {
+ changed = true;
+ self->monsterinfo.currentmove = &carrier_move_pain_light;
+ }
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &carrier_move_pain_heavy;
+ changed = true;
+ }
+
+ // if we changed frames, clean up our little messes
+ if (changed)
+ {
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->yaw_speed = orig_yaw_speed;
+ }
+}
+
+void carrier_dead (edict_t *self)
+{
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void carrier_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &carrier_move_death;
+}
+
+qboolean Carrier_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance = 0.0;
+ trace_t tr;
+ qboolean enemy_infront, enemy_inback, enemy_below;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // go ahead and spawn stuff if we're mad a a client
+ if (self->enemy->client && self->monsterinfo.monster_slots > 2)
+ {
+ self->monsterinfo.attack_state = AS_BLIND;
+ return true;
+ }
+
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ return false;
+ }
+ }
+
+ enemy_infront = infront(self, self->enemy);
+ enemy_inback = inback(self, self->enemy);
+ enemy_below = below (self, self->enemy);
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw2(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+ // PMM - shoot out the back if appropriate
+ if ((enemy_inback) || (!enemy_infront && enemy_below))
+ {
+ // this is using wait because the attack is supposed to be independent
+ if (level.time >= self->wait)
+ {
+ self->wait = level.time + CARRIER_ROCKET_TIME;
+ self->monsterinfo.attack(self);
+ if (qrandom() < 0.6)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ return true;
+ }
+ }
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// if (level.time < self->monsterinfo.attack_finished)
+// return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_FAR)
+ {
+ chance = 0.5;
+ }
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+// self->monsterinfo.attack_finished = level.time + 2*random();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.6)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+void CarrierPrecache (void)
+{
+ gi.soundindex ("flyer/flysght1.wav");
+ gi.soundindex ("flyer/flysrch1.wav");
+ gi.soundindex ("flyer/flypain1.wav");
+ gi.soundindex ("flyer/flypain2.wav");
+ gi.soundindex ("flyer/flyatck2.wav");
+ gi.soundindex ("flyer/flyatck1.wav");
+ gi.soundindex ("flyer/flydeth1.wav");
+ gi.soundindex ("flyer/flyatck3.wav");
+ gi.soundindex ("flyer/flyidle1.wav");
+ gi.soundindex ("weapons/rockfly.wav");
+ gi.soundindex ("infantry/infatck1.wav");
+ gi.soundindex ("gunner/gunatck3.wav");
+ gi.soundindex ("weapons/grenlb1b.wav");
+ gi.soundindex ("tank/rocket.wav");
+
+ gi.modelindex ("models/monsters/flyer/tris.md2");
+ gi.modelindex ("models/objects/rocket/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+ gi.modelindex ("models/objects/grenade/tris.md2");
+ gi.modelindex("models/items/spawngro/tris.md2");
+ gi.modelindex("models/items/spawngro2/tris.md2");
+ gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
+ gi.modelindex ("models/objects/gibs/gear/tris.md2");
+}
+
+
+/*QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_carrier (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("carrier/pain_md.wav");
+ sound_pain2 = gi.soundindex ("carrier/pain_lg.wav");
+ sound_pain3 = gi.soundindex ("carrier/pain_sm.wav");
+ sound_death = gi.soundindex ("carrier/death.wav");
+// sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+ sound_rail = gi.soundindex ("gladiator/railgun.wav");
+ sound_sight = gi.soundindex ("carrier/sight.wav");
+ sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
+
+ self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/carrier/tris.md2");
+ VectorSet (self->mins, -56, -56, -44);
+ VectorSet (self->maxs, 56, 56, 44);
+
+ // 2000 - 4000 health
+ self->health = qmax(2000, 2000 + 1000*((skill->value)-1));
+ // add health in coop (500 * skill)
+ if (coop->value)
+ self->health += 500*(skill->value);
+
+ self->gib_health = -200;
+ self->mass = 1000;
+
+ self->yaw_speed = 15;
+ orig_yaw_speed = self->yaw_speed;
+// self->yaw_speed = 1;
+
+ self->flags |= FL_IMMUNE_LASER;
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+
+ self->pain = carrier_pain;
+ self->die = carrier_die;
+
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.stand = carrier_stand;
+ self->monsterinfo.walk = carrier_walk;
+ self->monsterinfo.run = carrier_run;
+ self->monsterinfo.attack = carrier_attack;
+// self->monsterinfo.search = carrier_search;
+ self->monsterinfo.sight = carrier_sight;
+ self->monsterinfo.checkattack = Carrier_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &carrier_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ CarrierPrecache();
+
+ flymonster_start (self);
+
+ self->monsterinfo.attack_finished = 0;
+ switch ((int)skill->value)
+ {
+ case 0:
+ self->monsterinfo.monster_slots = 3;
+ break;
+ case 1:
+ case 2:
+ self->monsterinfo.monster_slots = 6;
+ break;
+ case 3:
+ self->monsterinfo.monster_slots = 9;
+ break;
+ default:
+ self->monsterinfo.monster_slots = 6;
+ break;
+ }
+}
+
--- /dev/null
+++ b/rogue/m_carrier.h
@@ -1,0 +1,84 @@
+// G:\quake2\xpack\models/monsters/carrier
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_search01 0
+#define FRAME_search02 1
+#define FRAME_search03 2
+#define FRAME_search04 3
+#define FRAME_search05 4
+#define FRAME_search06 5
+#define FRAME_search07 6
+#define FRAME_search08 7
+#define FRAME_search09 8
+#define FRAME_search10 9
+#define FRAME_search11 10
+#define FRAME_search12 11
+#define FRAME_search13 12
+#define FRAME_firea01 13
+#define FRAME_firea02 14
+#define FRAME_firea03 15
+#define FRAME_firea04 16
+#define FRAME_firea05 17
+#define FRAME_firea06 18
+#define FRAME_firea07 19
+#define FRAME_firea08 20
+#define FRAME_firea09 21
+#define FRAME_firea10 22
+#define FRAME_firea11 23
+#define FRAME_firea12 24
+#define FRAME_firea13 25
+#define FRAME_firea14 26
+#define FRAME_firea15 27
+#define FRAME_fireb01 28
+#define FRAME_fireb02 29
+#define FRAME_fireb03 30
+#define FRAME_fireb04 31
+#define FRAME_fireb05 32
+#define FRAME_fireb06 33
+#define FRAME_fireb07 34
+#define FRAME_fireb08 35
+#define FRAME_fireb09 36
+#define FRAME_fireb10 37
+#define FRAME_fireb11 38
+#define FRAME_fireb12 39
+#define FRAME_fireb13 40
+#define FRAME_fireb14 41
+#define FRAME_fireb15 42
+#define FRAME_fireb16 43
+#define FRAME_spawn01 44
+#define FRAME_spawn02 45
+#define FRAME_spawn03 46
+#define FRAME_spawn04 47
+#define FRAME_spawn05 48
+#define FRAME_spawn06 49
+#define FRAME_spawn07 50
+#define FRAME_spawn08 51
+#define FRAME_spawn09 52
+#define FRAME_spawn10 53
+#define FRAME_spawn11 54
+#define FRAME_spawn12 55
+#define FRAME_spawn13 56
+#define FRAME_spawn14 57
+#define FRAME_spawn15 58
+#define FRAME_spawn16 59
+#define FRAME_spawn17 60
+#define FRAME_spawn18 61
+#define FRAME_death01 62
+#define FRAME_death02 63
+#define FRAME_death03 64
+#define FRAME_death04 65
+#define FRAME_death05 66
+#define FRAME_death06 67
+#define FRAME_death07 68
+#define FRAME_death08 69
+#define FRAME_death09 70
+#define FRAME_death10 71
+#define FRAME_death11 72
+#define FRAME_death12 73
+#define FRAME_death13 74
+#define FRAME_death14 75
+#define FRAME_death15 76
+#define FRAME_death16 77
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_chick.c
@@ -1,0 +1,942 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_chick.h"
+
+// ROGUE
+#define LEAD_TARGET 1
+// ROGUE
+
+qboolean visible (edict_t *self, edict_t *other);
+
+void chick_stand (edict_t *self);
+void chick_run (edict_t *self);
+void chick_reslash(edict_t *self);
+void chick_rerocket(edict_t *self);
+void chick_attack1(edict_t *self);
+
+static int sound_missile_prelaunch;
+static int sound_missile_launch;
+static int sound_melee_swing;
+static int sound_melee_hit;
+static int sound_missile_reload;
+static int sound_death1;
+static int sound_death2;
+static int sound_fall_down;
+static int sound_idle1;
+static int sound_idle2;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_sight;
+static int sound_search;
+
+void ChickMoan (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
+}
+
+mframe_t chick_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, ChickMoan,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t chick_move_fidget = {FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand};
+
+void chick_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() <= 0.3)
+ self->monsterinfo.currentmove = &chick_move_fidget;
+}
+
+mframe_t chick_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, chick_fidget,
+
+};
+mmove_t chick_move_stand = {FRAME_stand101, FRAME_stand130, chick_frames_stand, NULL};
+
+void chick_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_stand;
+}
+
+mframe_t chick_frames_start_run [] =
+{
+ ai_run, 1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, -1, NULL,
+ ai_run, -1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 1, NULL,
+ ai_run, 3, NULL,
+ ai_run, 6, NULL,
+ ai_run, 3, NULL
+};
+mmove_t chick_move_start_run = {FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run};
+
+mframe_t chick_frames_run [] =
+{
+ ai_run, 6, NULL,
+ ai_run, 8, NULL,
+ ai_run, 13, NULL,
+ ai_run, 5, monster_done_dodge, // make sure to clear dodge bit
+ ai_run, 7, NULL,
+ ai_run, 4, NULL,
+ ai_run, 11, NULL,
+ ai_run, 5, NULL,
+ ai_run, 9, NULL,
+ ai_run, 7, NULL
+};
+
+mmove_t chick_move_run = {FRAME_walk11, FRAME_walk20, chick_frames_run, NULL};
+
+mframe_t chick_frames_walk [] =
+{
+ ai_walk, 6, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 13, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 11, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 7, NULL
+};
+
+mmove_t chick_move_walk = {FRAME_walk11, FRAME_walk20, chick_frames_walk, NULL};
+
+void chick_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_walk;
+}
+
+void chick_run (edict_t *self)
+{
+ monster_done_dodge (self);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &chick_move_stand;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &chick_move_walk ||
+ self->monsterinfo.currentmove == &chick_move_start_run)
+ {
+ self->monsterinfo.currentmove = &chick_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_start_run;
+ }
+}
+
+mframe_t chick_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t chick_move_pain1 = {FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run};
+
+mframe_t chick_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t chick_move_pain2 = {FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run};
+
+mframe_t chick_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, 3, NULL,
+ ai_move, 11, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -3, NULL,
+ ai_move, -4, NULL,
+ ai_move, 5, NULL,
+ ai_move, 7, NULL,
+ ai_move, -2, NULL,
+ ai_move, 3, NULL,
+ ai_move, -5, NULL,
+ ai_move, -2, NULL,
+ ai_move, -8, NULL,
+ ai_move, 2, NULL
+};
+mmove_t chick_move_pain3 = {FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run};
+
+void chick_pain (edict_t *self, edict_t *, float, int damage)
+{
+ float r;
+
+ monster_done_dodge(self);
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ r = qrandom();
+ if (r < 0.33)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else if (r < 0.66)
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // PMM - clear this from blindfire
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+
+ if (damage <= 10)
+ self->monsterinfo.currentmove = &chick_move_pain1;
+ else if (damage <= 25)
+ self->monsterinfo.currentmove = &chick_move_pain2;
+ else
+ self->monsterinfo.currentmove = &chick_move_pain3;
+
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+}
+
+void chick_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 16);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t chick_frames_death2 [] =
+{
+ ai_move, -6, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 10, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, -3, NULL,
+ ai_move, -5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 15, NULL,
+ ai_move, 14, NULL,
+ ai_move, 1, NULL
+};
+mmove_t chick_move_death2 = {FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead};
+
+mframe_t chick_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, 4, NULL,
+ ai_move, 11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+
+};
+mmove_t chick_move_death1 = {FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead};
+
+void chick_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 2;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &chick_move_death1;
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_death2;
+ gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
+ }
+}
+
+// PMM - changes to duck code for new dodge
+
+mframe_t chick_frames_duck [] =
+{
+ ai_move, 0, monster_duck_down,
+ ai_move, 1, NULL,
+ ai_move, 4, monster_duck_hold,
+ ai_move, -4, NULL,
+ ai_move, -5, monster_duck_up,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL
+};
+mmove_t chick_move_duck = {FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run};
+
+/*
+void chick_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+// begin orig code
+ if (random() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &chick_move_duck;
+// end
+
+ float r;
+ float height;
+ int shooting = 0;
+
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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;
+
+ r = qrandom();
+ if (r > (0.25*((skill->value)+1)))
+ return;
+
+ if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
+ (self->monsterinfo.currentmove == &chick_move_attack1))
+ {
+ shooting = 1;
+ }
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ height = self->absmax[2];
+ }
+ else
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+ }
+
+ // check to see if it makes sense to duck
+ if (tr->endpos[2] <= height)
+ {
+ vec3_t right, diff;
+ if (shooting)
+ {
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 1;
+ }
+ // if it doesn't sense to duck, try to strafe away
+ monster_done_dodge (self);
+ self->monsterinfo.currentmove = &chick_move_run;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &chick_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ }
+
+ if (!shooting)
+ {
+ self->monsterinfo.currentmove = &chick_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ self->monsterinfo.aiflags |= AI_DODGING;
+ }
+ return;
+
+}
+*/
+void ChickSlash (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
+ gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
+ fire_hit (self, aim, (10 + (rand() %6)), 100);
+}
+
+
+void ChickRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ trace_t trace; // PMM - check target
+ int rocketSpeed;
+ float dist;
+ // pmm - blindfire
+ vec3_t target;
+ qboolean blindfire;
+
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ blindfire = true;
+ else
+ blindfire = false;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);
+
+ rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
+
+ // put a debug trail from start to endpoint, confirm that the start point is
+ // correct for the trace
+
+ // PMM
+ if (blindfire)
+ VectorCopy (self->monsterinfo.blind_fire_target, target);
+ else
+ VectorCopy (self->enemy->s.origin, target);
+ // pmm
+//PGM
+ // PMM - blindfire shooting
+ if (blindfire)
+ {
+ VectorCopy (target, vec);
+ VectorSubtract (vec, start, dir);
+ }
+ // pmm
+ // don't shoot at feet if they're above where i'm shooting from.
+ else if(qrandom() < 0.33 || (start[2] < self->enemy->absmin[2]))
+ {
+// gi.dprintf("normal shot\n");
+ VectorCopy (target, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ }
+ else
+ {
+// gi.dprintf("shooting at feet!\n");
+ VectorCopy (target, vec);
+ vec[2] = self->enemy->absmin[2];
+ VectorSubtract (vec, start, dir);
+ }
+//PGM
+
+//======
+//PMM - lead target (not when blindfiring)
+ // 20, 35, 50, 65 chance of leading
+ if((!blindfire) && ((qrandom() < (0.2 + ((3 - skill->value) * 0.15)))))
+ {
+ float time;
+
+// gi.dprintf ("leading target\n");
+ dist = VectorLength (dir);
+ time = dist/rocketSpeed;
+ VectorMA(vec, time, self->enemy->velocity, vec);
+ VectorSubtract(vec, start, dir);
+ }
+//PMM - lead target
+//======
+
+ VectorNormalize (dir);
+
+ // pmm blindfire doesn't check target (done in checkattack)
+ // paranoia, make sure we're not shooting a target right next to us
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (blindfire)
+ {
+ // blindfire has different fail criteria for the trace
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
+ else
+ {
+ // geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things.
+ // hunt around for a good shot
+ // try shifting the target to the left a little (to help counter her large offset)
+ VectorCopy (target, vec);
+ VectorMA (vec, -10, right, vec);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize (dir);
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
+ else
+ {
+ // ok, that failed. try to the right
+ VectorCopy (target, vec);
+ VectorMA (vec, 10, right, vec);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize (dir);
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
+// else if ((g_showlogic) && (g_showlogic->value))
+// // ok, I give up
+// gi.dprintf ("chick avoiding blindfire shot\n");
+ }
+ }
+ }
+ else
+ {
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if(trace.ent == self->enemy || trace.ent == WORLD)
+ {
+ if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
+ // else
+ // gi.dprintf("didn't make it halfway to target...aborting\n");
+ }
+ }
+}
+
+void Chick_PreAttack1 (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0);
+}
+
+void ChickReload (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t chick_frames_start_attack1 [] =
+{
+ ai_charge, 0, Chick_PreAttack1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, chick_attack1
+};
+mmove_t chick_move_start_attack1 = {FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, NULL};
+
+
+mframe_t chick_frames_attack1 [] =
+{
+ ai_charge, 19, ChickRocket,
+ ai_charge, -6, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -7, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 10, ChickReload,
+ ai_charge, 4, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 3, chick_rerocket
+
+};
+mmove_t chick_move_attack1 = {FRAME_attak114, FRAME_attak127, chick_frames_attack1, NULL};
+
+mframe_t chick_frames_end_attack1 [] =
+{
+ ai_charge, -3, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -2, NULL
+};
+mmove_t chick_move_end_attack1 = {FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run};
+
+void chick_rerocket(edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &chick_move_end_attack1;
+ return;
+ }
+ if (self->enemy->health > 0)
+ {
+ if (range (self, self->enemy) > RANGE_MELEE)
+ if ( visible (self, self->enemy) )
+ if (qrandom() <= (0.6 + (0.05*((float)skill->value))))
+ {
+ self->monsterinfo.currentmove = &chick_move_attack1;
+ return;
+ }
+ }
+ self->monsterinfo.currentmove = &chick_move_end_attack1;
+}
+
+void chick_attack1(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_attack1;
+}
+
+mframe_t chick_frames_slash [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 7, ChickSlash,
+ ai_charge, -7, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, -2, chick_reslash
+};
+mmove_t chick_move_slash = {FRAME_attak204, FRAME_attak212, chick_frames_slash, NULL};
+
+mframe_t chick_frames_end_slash [] =
+{
+ ai_charge, -6, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t chick_move_end_slash = {FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run};
+
+
+void chick_reslash(edict_t *self)
+{
+ if (self->enemy->health > 0)
+ {
+ if (range (self, self->enemy) == RANGE_MELEE)
+ if (qrandom() <= 0.9)
+ {
+ self->monsterinfo.currentmove = &chick_move_slash;
+ return;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_end_slash;
+ return;
+ }
+ }
+ self->monsterinfo.currentmove = &chick_move_end_slash;
+}
+
+void chick_slash(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_slash;
+}
+
+
+mframe_t chick_frames_start_slash [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 3, NULL
+};
+mmove_t chick_move_start_slash = {FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash};
+
+
+
+void chick_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_start_slash;
+}
+
+
+void chick_attack(edict_t *self)
+{
+ float r, chance;
+
+ monster_done_dodge (self);
+
+ // PMM
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ // setup shot probabilities
+ if (self->monsterinfo.blind_fire_delay < 1.0)
+ chance = 1.0;
+ else if (self->monsterinfo.blind_fire_delay < 7.5)
+ chance = 0.4;
+ else
+ chance = 0.1;
+
+ r = qrandom();
+
+ // minimum of 2 seconds, plus 0-3, after the shots are done
+ self->monsterinfo.blind_fire_delay += 4.0 + 1.5 + qrandom();
+
+ // don't shoot at the origin
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+ // don't shoot if the dice say not to
+ if (r > chance)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blindfire - NO SHOT\n");
+ return;
+ }
+
+ // turn on manual steering to signal both manual steering and blindfire
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &chick_move_start_attack1;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return;
+ }
+ // pmm
+
+ self->monsterinfo.currentmove = &chick_move_start_attack1;
+}
+
+void chick_sight(edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+//===========
+//PGM
+qboolean chick_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+void chick_duck (edict_t *self, float eta)
+{
+ if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
+ (self->monsterinfo.currentmove == &chick_move_attack1))
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+ }
+
+ if (skill->value == 0)
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ else
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+
+ // has to be done immediately otherwise she can get stuck
+ monster_duck_down(self);
+
+ self->monsterinfo.nextframe = FRAME_duck01;
+ self->monsterinfo.currentmove = &chick_move_duck;
+ return;
+}
+
+void chick_sidestep (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
+ (self->monsterinfo.currentmove == &chick_move_attack1))
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DODGING;
+ return;
+ }
+ }
+
+ if (self->monsterinfo.currentmove != &chick_move_run)
+ self->monsterinfo.currentmove = &chick_move_run;
+}
+
+/*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_chick (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_missile_prelaunch = gi.soundindex ("chick/chkatck1.wav");
+ sound_missile_launch = gi.soundindex ("chick/chkatck2.wav");
+ sound_melee_swing = gi.soundindex ("chick/chkatck3.wav");
+ sound_melee_hit = gi.soundindex ("chick/chkatck4.wav");
+ sound_missile_reload = gi.soundindex ("chick/chkatck5.wav");
+ sound_death1 = gi.soundindex ("chick/chkdeth1.wav");
+ sound_death2 = gi.soundindex ("chick/chkdeth2.wav");
+ sound_fall_down = gi.soundindex ("chick/chkfall1.wav");
+ sound_idle1 = gi.soundindex ("chick/chkidle1.wav");
+ sound_idle2 = gi.soundindex ("chick/chkidle2.wav");
+ sound_pain1 = gi.soundindex ("chick/chkpain1.wav");
+ sound_pain2 = gi.soundindex ("chick/chkpain2.wav");
+ sound_pain3 = gi.soundindex ("chick/chkpain3.wav");
+ sound_sight = gi.soundindex ("chick/chksght1.wav");
+ sound_search = gi.soundindex ("chick/chksrch1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/bitch2/tris.md2");
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 56);
+
+ self->health = 175;
+ self->gib_health = -70;
+ self->mass = 200;
+
+ self->pain = chick_pain;
+ self->die = chick_die;
+
+ self->monsterinfo.stand = chick_stand;
+ self->monsterinfo.walk = chick_walk;
+ self->monsterinfo.run = chick_run;
+ // pmm
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.duck = chick_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+ self->monsterinfo.sidestep = chick_sidestep;
+// self->monsterinfo.dodge = chick_dodge;
+ // pmm
+ self->monsterinfo.attack = chick_attack;
+ self->monsterinfo.melee = chick_melee;
+ self->monsterinfo.sight = chick_sight;
+ self->monsterinfo.blocked = chick_blocked; // PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &chick_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ // PMM
+ self->monsterinfo.blindfire = true;
+ // pmm
+ walkmonster_start (self);
+}
+
--- /dev/null
+++ b/rogue/m_chick.h
@@ -1,0 +1,294 @@
+// G:\quake2\baseq2\models/monsters/bitch
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak119 18
+#define FRAME_attak120 19
+#define FRAME_attak121 20
+#define FRAME_attak122 21
+#define FRAME_attak123 22
+#define FRAME_attak124 23
+#define FRAME_attak125 24
+#define FRAME_attak126 25
+#define FRAME_attak127 26
+#define FRAME_attak128 27
+#define FRAME_attak129 28
+#define FRAME_attak130 29
+#define FRAME_attak131 30
+#define FRAME_attak132 31
+#define FRAME_attak201 32
+#define FRAME_attak202 33
+#define FRAME_attak203 34
+#define FRAME_attak204 35
+#define FRAME_attak205 36
+#define FRAME_attak206 37
+#define FRAME_attak207 38
+#define FRAME_attak208 39
+#define FRAME_attak209 40
+#define FRAME_attak210 41
+#define FRAME_attak211 42
+#define FRAME_attak212 43
+#define FRAME_attak213 44
+#define FRAME_attak214 45
+#define FRAME_attak215 46
+#define FRAME_attak216 47
+#define FRAME_death101 48
+#define FRAME_death102 49
+#define FRAME_death103 50
+#define FRAME_death104 51
+#define FRAME_death105 52
+#define FRAME_death106 53
+#define FRAME_death107 54
+#define FRAME_death108 55
+#define FRAME_death109 56
+#define FRAME_death110 57
+#define FRAME_death111 58
+#define FRAME_death112 59
+#define FRAME_death201 60
+#define FRAME_death202 61
+#define FRAME_death203 62
+#define FRAME_death204 63
+#define FRAME_death205 64
+#define FRAME_death206 65
+#define FRAME_death207 66
+#define FRAME_death208 67
+#define FRAME_death209 68
+#define FRAME_death210 69
+#define FRAME_death211 70
+#define FRAME_death212 71
+#define FRAME_death213 72
+#define FRAME_death214 73
+#define FRAME_death215 74
+#define FRAME_death216 75
+#define FRAME_death217 76
+#define FRAME_death218 77
+#define FRAME_death219 78
+#define FRAME_death220 79
+#define FRAME_death221 80
+#define FRAME_death222 81
+#define FRAME_death223 82
+#define FRAME_duck01 83
+#define FRAME_duck02 84
+#define FRAME_duck03 85
+#define FRAME_duck04 86
+#define FRAME_duck05 87
+#define FRAME_duck06 88
+#define FRAME_duck07 89
+#define FRAME_pain101 90
+#define FRAME_pain102 91
+#define FRAME_pain103 92
+#define FRAME_pain104 93
+#define FRAME_pain105 94
+#define FRAME_pain201 95
+#define FRAME_pain202 96
+#define FRAME_pain203 97
+#define FRAME_pain204 98
+#define FRAME_pain205 99
+#define FRAME_pain301 100
+#define FRAME_pain302 101
+#define FRAME_pain303 102
+#define FRAME_pain304 103
+#define FRAME_pain305 104
+#define FRAME_pain306 105
+#define FRAME_pain307 106
+#define FRAME_pain308 107
+#define FRAME_pain309 108
+#define FRAME_pain310 109
+#define FRAME_pain311 110
+#define FRAME_pain312 111
+#define FRAME_pain313 112
+#define FRAME_pain314 113
+#define FRAME_pain315 114
+#define FRAME_pain316 115
+#define FRAME_pain317 116
+#define FRAME_pain318 117
+#define FRAME_pain319 118
+#define FRAME_pain320 119
+#define FRAME_pain321 120
+#define FRAME_stand101 121
+#define FRAME_stand102 122
+#define FRAME_stand103 123
+#define FRAME_stand104 124
+#define FRAME_stand105 125
+#define FRAME_stand106 126
+#define FRAME_stand107 127
+#define FRAME_stand108 128
+#define FRAME_stand109 129
+#define FRAME_stand110 130
+#define FRAME_stand111 131
+#define FRAME_stand112 132
+#define FRAME_stand113 133
+#define FRAME_stand114 134
+#define FRAME_stand115 135
+#define FRAME_stand116 136
+#define FRAME_stand117 137
+#define FRAME_stand118 138
+#define FRAME_stand119 139
+#define FRAME_stand120 140
+#define FRAME_stand121 141
+#define FRAME_stand122 142
+#define FRAME_stand123 143
+#define FRAME_stand124 144
+#define FRAME_stand125 145
+#define FRAME_stand126 146
+#define FRAME_stand127 147
+#define FRAME_stand128 148
+#define FRAME_stand129 149
+#define FRAME_stand130 150
+#define FRAME_stand201 151
+#define FRAME_stand202 152
+#define FRAME_stand203 153
+#define FRAME_stand204 154
+#define FRAME_stand205 155
+#define FRAME_stand206 156
+#define FRAME_stand207 157
+#define FRAME_stand208 158
+#define FRAME_stand209 159
+#define FRAME_stand210 160
+#define FRAME_stand211 161
+#define FRAME_stand212 162
+#define FRAME_stand213 163
+#define FRAME_stand214 164
+#define FRAME_stand215 165
+#define FRAME_stand216 166
+#define FRAME_stand217 167
+#define FRAME_stand218 168
+#define FRAME_stand219 169
+#define FRAME_stand220 170
+#define FRAME_stand221 171
+#define FRAME_stand222 172
+#define FRAME_stand223 173
+#define FRAME_stand224 174
+#define FRAME_stand225 175
+#define FRAME_stand226 176
+#define FRAME_stand227 177
+#define FRAME_stand228 178
+#define FRAME_stand229 179
+#define FRAME_stand230 180
+#define FRAME_walk01 181
+#define FRAME_walk02 182
+#define FRAME_walk03 183
+#define FRAME_walk04 184
+#define FRAME_walk05 185
+#define FRAME_walk06 186
+#define FRAME_walk07 187
+#define FRAME_walk08 188
+#define FRAME_walk09 189
+#define FRAME_walk10 190
+#define FRAME_walk11 191
+#define FRAME_walk12 192
+#define FRAME_walk13 193
+#define FRAME_walk14 194
+#define FRAME_walk15 195
+#define FRAME_walk16 196
+#define FRAME_walk17 197
+#define FRAME_walk18 198
+#define FRAME_walk19 199
+#define FRAME_walk20 200
+#define FRAME_walk21 201
+#define FRAME_walk22 202
+#define FRAME_walk23 203
+#define FRAME_walk24 204
+#define FRAME_walk25 205
+#define FRAME_walk26 206
+#define FRAME_walk27 207
+#define FRAME_recln201 208
+#define FRAME_recln202 209
+#define FRAME_recln203 210
+#define FRAME_recln204 211
+#define FRAME_recln205 212
+#define FRAME_recln206 213
+#define FRAME_recln207 214
+#define FRAME_recln208 215
+#define FRAME_recln209 216
+#define FRAME_recln210 217
+#define FRAME_recln211 218
+#define FRAME_recln212 219
+#define FRAME_recln213 220
+#define FRAME_recln214 221
+#define FRAME_recln215 222
+#define FRAME_recln216 223
+#define FRAME_recln217 224
+#define FRAME_recln218 225
+#define FRAME_recln219 226
+#define FRAME_recln220 227
+#define FRAME_recln221 228
+#define FRAME_recln222 229
+#define FRAME_recln223 230
+#define FRAME_recln224 231
+#define FRAME_recln225 232
+#define FRAME_recln226 233
+#define FRAME_recln227 234
+#define FRAME_recln228 235
+#define FRAME_recln229 236
+#define FRAME_recln230 237
+#define FRAME_recln231 238
+#define FRAME_recln232 239
+#define FRAME_recln233 240
+#define FRAME_recln234 241
+#define FRAME_recln235 242
+#define FRAME_recln236 243
+#define FRAME_recln237 244
+#define FRAME_recln238 245
+#define FRAME_recln239 246
+#define FRAME_recln240 247
+#define FRAME_recln101 248
+#define FRAME_recln102 249
+#define FRAME_recln103 250
+#define FRAME_recln104 251
+#define FRAME_recln105 252
+#define FRAME_recln106 253
+#define FRAME_recln107 254
+#define FRAME_recln108 255
+#define FRAME_recln109 256
+#define FRAME_recln110 257
+#define FRAME_recln111 258
+#define FRAME_recln112 259
+#define FRAME_recln113 260
+#define FRAME_recln114 261
+#define FRAME_recln115 262
+#define FRAME_recln116 263
+#define FRAME_recln117 264
+#define FRAME_recln118 265
+#define FRAME_recln119 266
+#define FRAME_recln120 267
+#define FRAME_recln121 268
+#define FRAME_recln122 269
+#define FRAME_recln123 270
+#define FRAME_recln124 271
+#define FRAME_recln125 272
+#define FRAME_recln126 273
+#define FRAME_recln127 274
+#define FRAME_recln128 275
+#define FRAME_recln129 276
+#define FRAME_recln130 277
+#define FRAME_recln131 278
+#define FRAME_recln132 279
+#define FRAME_recln133 280
+#define FRAME_recln134 281
+#define FRAME_recln135 282
+#define FRAME_recln136 283
+#define FRAME_recln137 284
+#define FRAME_recln138 285
+#define FRAME_recln139 286
+#define FRAME_recln140 287
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_flash.c
@@ -1,0 +1,471 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+// this file is included in both the game dll and quake2,
+// the game needs it to source shot locations, the client
+// needs it to position muzzle flashes
+vec3_t monster_flash_offset [] =
+{
+// flash 0 is not used
+ 0.0, 0.0, 0.0,
+
+// MZ2_TANK_BLASTER_1 1
+ 20.7, -18.5, 28.7,
+// MZ2_TANK_BLASTER_2 2
+ 16.6, -21.5, 30.1,
+// MZ2_TANK_BLASTER_3 3
+ 11.8, -23.9, 32.1,
+// MZ2_TANK_MACHINEGUN_1 4
+ 22.9, -0.7, 25.3,
+// MZ2_TANK_MACHINEGUN_2 5
+ 22.2, 6.2, 22.3,
+// MZ2_TANK_MACHINEGUN_3 6
+ 19.4, 13.1, 18.6,
+// MZ2_TANK_MACHINEGUN_4 7
+ 19.4, 18.8, 18.6,
+// MZ2_TANK_MACHINEGUN_5 8
+ 17.9, 25.0, 18.6,
+// MZ2_TANK_MACHINEGUN_6 9
+ 14.1, 30.5, 20.6,
+// MZ2_TANK_MACHINEGUN_7 10
+ 9.3, 35.3, 22.1,
+// MZ2_TANK_MACHINEGUN_8 11
+ 4.7, 38.4, 22.1,
+// MZ2_TANK_MACHINEGUN_9 12
+ -1.1, 40.4, 24.1,
+// MZ2_TANK_MACHINEGUN_10 13
+ -6.5, 41.2, 24.1,
+// MZ2_TANK_MACHINEGUN_11 14
+ 3.2, 40.1, 24.7,
+// MZ2_TANK_MACHINEGUN_12 15
+ 11.7, 36.7, 26.0,
+// MZ2_TANK_MACHINEGUN_13 16
+ 18.9, 31.3, 26.0,
+// MZ2_TANK_MACHINEGUN_14 17
+ 24.4, 24.4, 26.4,
+// MZ2_TANK_MACHINEGUN_15 18
+ 27.1, 17.1, 27.2,
+// MZ2_TANK_MACHINEGUN_16 19
+ 28.5, 9.1, 28.0,
+// MZ2_TANK_MACHINEGUN_17 20
+ 27.1, 2.2, 28.0,
+// MZ2_TANK_MACHINEGUN_18 21
+ 24.9, -2.8, 28.0,
+// MZ2_TANK_MACHINEGUN_19 22
+ 21.6, -7.0, 26.4,
+// MZ2_TANK_ROCKET_1 23
+ 6.2, 29.1, 49.1,
+// MZ2_TANK_ROCKET_2 24
+ 6.9, 23.8, 49.1,
+// MZ2_TANK_ROCKET_3 25
+ 8.3, 17.8, 49.5,
+
+// MZ2_INFANTRY_MACHINEGUN_1 26
+ 26.6, 7.1, 13.1,
+// MZ2_INFANTRY_MACHINEGUN_2 27
+ 18.2, 7.5, 15.4,
+// MZ2_INFANTRY_MACHINEGUN_3 28
+ 17.2, 10.3, 17.9,
+// MZ2_INFANTRY_MACHINEGUN_4 29
+ 17.0, 12.8, 20.1,
+// MZ2_INFANTRY_MACHINEGUN_5 30
+ 15.1, 14.1, 21.8,
+// MZ2_INFANTRY_MACHINEGUN_6 31
+ 11.8, 17.2, 23.1,
+// MZ2_INFANTRY_MACHINEGUN_7 32
+ 11.4, 20.2, 21.0,
+// MZ2_INFANTRY_MACHINEGUN_8 33
+ 9.0, 23.0, 18.9,
+// MZ2_INFANTRY_MACHINEGUN_9 34
+ 13.9, 18.6, 17.7,
+// MZ2_INFANTRY_MACHINEGUN_10 35
+ 15.4, 15.6, 15.8,
+// MZ2_INFANTRY_MACHINEGUN_11 36
+ 10.2, 15.2, 25.1,
+// MZ2_INFANTRY_MACHINEGUN_12 37
+ -1.9, 15.1, 28.2,
+// MZ2_INFANTRY_MACHINEGUN_13 38
+ -12.4, 13.0, 20.2,
+
+// MZ2_SOLDIER_BLASTER_1 39
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_2 40
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_1 41
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_2 42
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_1 43
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_2 44
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+
+// MZ2_GUNNER_MACHINEGUN_1 45
+ 30.1 * 1.15, 3.9 * 1.15, 19.6 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_2 46
+ 29.1 * 1.15, 2.5 * 1.15, 20.7 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_3 47
+ 28.2 * 1.15, 2.5 * 1.15, 22.2 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_4 48
+ 28.2 * 1.15, 3.6 * 1.15, 22.0 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_5 49
+ 26.9 * 1.15, 2.0 * 1.15, 23.4 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_6 50
+ 26.5 * 1.15, 0.6 * 1.15, 20.8 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_7 51
+ 26.9 * 1.15, 0.5 * 1.15, 21.5 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_8 52
+ 29.0 * 1.15, 2.4 * 1.15, 19.5 * 1.15,
+// MZ2_GUNNER_GRENADE_1 53
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_2 54
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_3 55
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_4 56
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+
+// MZ2_CHICK_ROCKET_1 57
+// -24.8, -9.0, 39.0,
+ 24.8, -9.0, 39.0, // PGM - this was incorrect in Q2
+
+// MZ2_FLYER_BLASTER_1 58
+ 12.1, 13.4, -14.5,
+// MZ2_FLYER_BLASTER_2 59
+ 12.1, -7.4, -14.5,
+
+// MZ2_MEDIC_BLASTER_1 60
+ 12.1, 5.4, 16.5,
+
+// MZ2_GLADIATOR_RAILGUN_1 61
+ 30.0, 18.0, 28.0,
+
+// MZ2_HOVER_BLASTER_1 62
+ 32.5, -0.8, 10.0,
+
+// MZ2_ACTOR_MACHINEGUN_1 63
+ 18.4, 7.4, 9.6,
+
+// MZ2_SUPERTANK_MACHINEGUN_1 64
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_2 65
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_3 66
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_4 67
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_5 68
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_6 69
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_ROCKET_1 70
+ 16.0, -22.5, 91.2,
+// MZ2_SUPERTANK_ROCKET_2 71
+ 16.0, -33.4, 86.7,
+// MZ2_SUPERTANK_ROCKET_3 72
+ 16.0, -42.8, 83.3,
+
+// --- Start Xian Stuff ---
+// MZ2_BOSS2_MACHINEGUN_L1 73
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L2 74
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L3 75
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L4 76
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L5 77
+ 32, -40, 70,
+// --- End Xian Stuff
+
+// MZ2_BOSS2_ROCKET_1 78
+ 22.0, 16.0, 10.0,
+// MZ2_BOSS2_ROCKET_2 79
+ 22.0, 8.0, 10.0,
+// MZ2_BOSS2_ROCKET_3 80
+ 22.0, -8.0, 10.0,
+// MZ2_BOSS2_ROCKET_4 81
+ 22.0, -16.0, 10.0,
+
+// MZ2_FLOAT_BLASTER_1 82
+ 32.5, -0.8, 10,
+
+// MZ2_SOLDIER_BLASTER_3 83
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_3 84
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_3 85
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_4 86
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_4 87
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_4 88
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_5 89
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_5 90
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_5 91
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_6 92
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_6 93
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_6 94
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_BLASTER_7 95
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_7 96
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_7 97
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_BLASTER_8 98
+// 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+ 31.5 * 1.2, 9.6 * 1.2, 10.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_8 99
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_8 100
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+
+// --- Xian shit below ---
+// MZ2_MAKRON_BFG 101
+ 17, -19.5, 62.9,
+// MZ2_MAKRON_BLASTER_1 102
+ -3.6, -24.1, 59.5,
+// MZ2_MAKRON_BLASTER_2 103
+ -1.6, -19.3, 59.5,
+// MZ2_MAKRON_BLASTER_3 104
+ -0.1, -14.4, 59.5,
+// MZ2_MAKRON_BLASTER_4 105
+ 2.0, -7.6, 59.5,
+// MZ2_MAKRON_BLASTER_5 106
+ 3.4, 1.3, 59.5,
+// MZ2_MAKRON_BLASTER_6 107
+ 3.7, 11.1, 59.5,
+// MZ2_MAKRON_BLASTER_7 108
+ -0.3, 22.3, 59.5,
+// MZ2_MAKRON_BLASTER_8 109
+ -6, 33, 59.5,
+// MZ2_MAKRON_BLASTER_9 110
+ -9.3, 36.4, 59.5,
+// MZ2_MAKRON_BLASTER_10 111
+ -7, 35, 59.5,
+// MZ2_MAKRON_BLASTER_11 112
+ -2.1, 29, 59.5,
+// MZ2_MAKRON_BLASTER_12 113
+ 3.9, 17.3, 59.5,
+// MZ2_MAKRON_BLASTER_13 114
+ 6.1, 5.8, 59.5,
+// MZ2_MAKRON_BLASTER_14 115
+ 5.9, -4.4, 59.5,
+// MZ2_MAKRON_BLASTER_15 116
+ 4.2, -14.1, 59.5,
+// MZ2_MAKRON_BLASTER_16 117
+ 2.4, -18.8, 59.5,
+// MZ2_MAKRON_BLASTER_17 118
+ -1.8, -25.5, 59.5,
+// MZ2_MAKRON_RAILGUN_1 119
+ -17.3, 7.8, 72.4,
+
+// MZ2_JORG_MACHINEGUN_L1 120
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L2 121
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L3 122
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L4 123
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L5 124
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L6 125
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_R1 126
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R2 127
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R3 128
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R4 129
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R5 130
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R6 131
+ 78.5, 46.7, 96,
+// MZ2_JORG_BFG_1 132
+ 6.3, -9, 111.2,
+
+// MZ2_BOSS2_MACHINEGUN_R1 73
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R2 74
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R3 75
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R4 76
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R5 77
+ 32, 40, 70,
+
+// --- End Xian Shit ---
+
+// ROGUE
+// note that the above really ends at 137
+// carrier machineguns
+// MZ2_CARRIER_MACHINEGUN_L1
+ 56, -32, 32,
+// MZ2_CARRIER_MACHINEGUN_R1
+ 56, 32, 32,
+// MZ2_CARRIER_GRENADE
+ 42, 24, 50,
+// MZ2_TURRET_MACHINEGUN 141
+ 16, 0, 0,
+// MZ2_TURRET_ROCKET 142
+ 16, 0, 0,
+// MZ2_TURRET_BLASTER 143
+ 16, 0, 0,
+// MZ2_STALKER_BLASTER 144
+ 24, 0, 6,
+// MZ2_DAEDALUS_BLASTER 145
+ 32.5, -0.8, 10.0,
+// MZ2_MEDIC_BLASTER_2 146
+ 12.1, 5.4, 16.5,
+// MZ2_CARRIER_RAILGUN 147
+ 32, 0, 6,
+// MZ2_WIDOW_DISRUPTOR 148
+ 57.72, 14.50, 88.81,
+// MZ2_WIDOW_BLASTER 149
+ 56, 32, 32,
+// MZ2_WIDOW_RAIL 150
+ 62, -20, 84,
+// MZ2_WIDOW_PLASMABEAM 151 // PMM - not used!
+ 32, 0, 6,
+// MZ2_CARRIER_MACHINEGUN_L2 152
+ 61, -32, 12,
+// MZ2_CARRIER_MACHINEGUN_R2 153
+ 61, 32, 12,
+// MZ2_WIDOW_RAIL_LEFT 154
+ 17, -62, 91,
+// MZ2_WIDOW_RAIL_RIGHT 155
+ 68, 12, 86,
+// MZ2_WIDOW_BLASTER_SWEEP1 156 pmm - the sweeps need to be in sequential order
+ 47.5, 56, 89,
+// MZ2_WIDOW_BLASTER_SWEEP2 157
+ 54, 52, 91,
+// MZ2_WIDOW_BLASTER_SWEEP3 158
+ 58, 40, 91,
+// MZ2_WIDOW_BLASTER_SWEEP4 159
+ 68, 30, 88,
+// MZ2_WIDOW_BLASTER_SWEEP5 160
+ 74, 20, 88,
+// MZ2_WIDOW_BLASTER_SWEEP6 161
+ 73, 11, 87,
+// MZ2_WIDOW_BLASTER_SWEEP7 162
+ 73, 3, 87,
+// MZ2_WIDOW_BLASTER_SWEEP8 163
+ 70, -12, 87,
+// MZ2_WIDOW_BLASTER_SWEEP9 164
+ 67, -20, 90,
+// MZ2_WIDOW_BLASTER_100 165
+ -20, 76, 90,
+// MZ2_WIDOW_BLASTER_90 166
+ -8, 74, 90,
+// MZ2_WIDOW_BLASTER_80 167
+ 0, 72, 90,
+// MZ2_WIDOW_BLASTER_70 168 d06
+ 10, 71, 89,
+// MZ2_WIDOW_BLASTER_60 169 d07
+ 23, 70, 87,
+// MZ2_WIDOW_BLASTER_50 170 d08
+ 32, 64, 85,
+// MZ2_WIDOW_BLASTER_40 171
+ 40, 58, 84,
+// MZ2_WIDOW_BLASTER_30 172 d10
+ 48, 50, 83,
+// MZ2_WIDOW_BLASTER_20 173
+ 54, 42, 82,
+// MZ2_WIDOW_BLASTER_10 174 d12
+ 56, 34, 82,
+// MZ2_WIDOW_BLASTER_0 175
+ 58, 26, 82,
+// MZ2_WIDOW_BLASTER_10L 176 d14
+ 60, 16, 82,
+// MZ2_WIDOW_BLASTER_20L 177
+ 59, 6, 81,
+// MZ2_WIDOW_BLASTER_30L 178 d16
+ 58, -2, 80,
+// MZ2_WIDOW_BLASTER_40L 179
+ 57, -10, 79,
+// MZ2_WIDOW_BLASTER_50L 180 d18
+ 54, -18, 78,
+// MZ2_WIDOW_BLASTER_60L 181
+ 42, -32, 80,
+// MZ2_WIDOW_BLASTER_70L 182 d20
+ 36, -40, 78,
+// MZ2_WIDOW_RUN_1 183
+ 68.4, 10.88, 82.08,
+// MZ2_WIDOW_RUN_2 184
+ 68.51, 8.64, 85.14,
+// MZ2_WIDOW_RUN_3 185
+ 68.66, 6.38, 88.78,
+// MZ2_WIDOW_RUN_4 186
+ 68.73, 5.1, 84.47,
+// MZ2_WIDOW_RUN_5 187
+ 68.82, 4.79, 80.52,
+// MZ2_WIDOW_RUN_6 188
+ 68.77, 6.11, 85.37,
+// MZ2_WIDOW_RUN_7 189
+ 68.67, 7.99, 90.24,
+// MZ2_WIDOW_RUN_8 190
+ 68.55, 9.54, 87.36,
+// MZ2_CARRIER_ROCKET_1 191
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_2 192
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_3 193
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_4 194
+ 0, 0, -5,
+// MZ2_WIDOW2_BEAMER_1 195
+// 72.13, -17.63, 93.77,
+ 69.00, -17.63, 93.77,
+// MZ2_WIDOW2_BEAMER_2 196
+// 71.46, -17.08, 89.82,
+ 69.00, -17.08, 89.82,
+// MZ2_WIDOW2_BEAMER_3 197
+// 71.47, -18.40, 90.70,
+ 69.00, -18.40, 90.70,
+// MZ2_WIDOW2_BEAMER_4 198
+// 71.96, -18.34, 94.32,
+ 69.00, -18.34, 94.32,
+// MZ2_WIDOW2_BEAMER_5 199
+// 72.25, -18.30, 97.98,
+ 69.00, -18.30, 97.98,
+// MZ2_WIDOW2_BEAM_SWEEP_1 200
+ 45.04, -59.02, 92.24,
+// MZ2_WIDOW2_BEAM_SWEEP_2 201
+ 50.68, -54.70, 91.96,
+// MZ2_WIDOW2_BEAM_SWEEP_3 202
+ 56.57, -47.72, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_4 203
+ 61.75, -38.75, 91.38,
+// MZ2_WIDOW2_BEAM_SWEEP_5 204
+ 65.55, -28.76, 91.24,
+// MZ2_WIDOW2_BEAM_SWEEP_6 205
+ 67.79, -18.90, 91.22,
+// MZ2_WIDOW2_BEAM_SWEEP_7 206
+ 68.60, -9.52, 91.23,
+// MZ2_WIDOW2_BEAM_SWEEP_8 207
+ 68.08, 0.18, 91.32,
+// MZ2_WIDOW2_BEAM_SWEEP_9 208
+ 66.14, 9.79, 91.44,
+// MZ2_WIDOW2_BEAM_SWEEP_10 209
+ 62.77, 18.91, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_11 210
+ 58.29, 27.11, 92.00,
+
+// end of table
+ 0.0, 0.0, 0.0
+};
--- /dev/null
+++ b/rogue/m_flipper.c
@@ -1,0 +1,380 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_flipper.h"
+
+
+static int sound_chomp;
+static int sound_attack;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_death;
+static int sound_idle;
+static int sound_search;
+static int sound_sight;
+
+
+void flipper_stand (edict_t *self);
+
+mframe_t flipper_frames_stand [] =
+{
+ ai_stand, 0, NULL
+};
+
+mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL};
+
+void flipper_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_stand;
+}
+
+#define FLIPPER_RUN_SPEED 24
+
+mframe_t flipper_frames_run [] =
+{
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 6
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 10
+
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 20
+
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL // 29
+};
+mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL};
+
+void flipper_run_loop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_run_loop;
+}
+
+mframe_t flipper_frames_run_start [] =
+{
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL
+};
+mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop};
+
+void flipper_run (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_run_start;
+}
+
+/* Standard Swimming */
+mframe_t flipper_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL};
+
+void flipper_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_walk;
+}
+
+mframe_t flipper_frames_start_run [] =
+{
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, flipper_run
+};
+mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL};
+
+void flipper_start_run (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_start_run;
+}
+
+mframe_t flipper_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run};
+
+mframe_t flipper_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run};
+
+void flipper_bite (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ fire_hit (self, aim, 5, 0);
+}
+
+void flipper_preattack (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
+}
+
+mframe_t flipper_frames_attack [] =
+{
+ ai_charge, 0, flipper_preattack,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flipper_bite,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flipper_bite,
+ ai_charge, 0, NULL
+};
+mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run};
+
+void flipper_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_attack;
+}
+
+void flipper_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = (rand() + 1) % 2;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flipper_move_pain1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flipper_move_pain2;
+ }
+}
+
+void flipper_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t flipper_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead};
+
+void flipper_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void flipper_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &flipper_move_death;
+}
+
+/*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_flipper (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("flipper/flppain1.wav");
+ sound_pain2 = gi.soundindex ("flipper/flppain2.wav");
+ sound_death = gi.soundindex ("flipper/flpdeth1.wav");
+ sound_chomp = gi.soundindex ("flipper/flpatck1.wav");
+ sound_attack = gi.soundindex ("flipper/flpatck2.wav");
+ sound_idle = gi.soundindex ("flipper/flpidle1.wav");
+ sound_search = gi.soundindex ("flipper/flpsrch1.wav");
+ sound_sight = gi.soundindex ("flipper/flpsght1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2");
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 50;
+ self->gib_health = -30;
+ self->mass = 100;
+
+ self->pain = flipper_pain;
+ self->die = flipper_die;
+
+ self->monsterinfo.stand = flipper_stand;
+ self->monsterinfo.walk = flipper_walk;
+ self->monsterinfo.run = flipper_start_run;
+ self->monsterinfo.melee = flipper_melee;
+ self->monsterinfo.sight = flipper_sight;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &flipper_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ swimmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_flipper.h
@@ -1,0 +1,166 @@
+// G:\quake2\baseq2\models/monsters/flipper
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_flpbit01 0
+#define FRAME_flpbit02 1
+#define FRAME_flpbit03 2
+#define FRAME_flpbit04 3
+#define FRAME_flpbit05 4
+#define FRAME_flpbit06 5
+#define FRAME_flpbit07 6
+#define FRAME_flpbit08 7
+#define FRAME_flpbit09 8
+#define FRAME_flpbit10 9
+#define FRAME_flpbit11 10
+#define FRAME_flpbit12 11
+#define FRAME_flpbit13 12
+#define FRAME_flpbit14 13
+#define FRAME_flpbit15 14
+#define FRAME_flpbit16 15
+#define FRAME_flpbit17 16
+#define FRAME_flpbit18 17
+#define FRAME_flpbit19 18
+#define FRAME_flpbit20 19
+#define FRAME_flptal01 20
+#define FRAME_flptal02 21
+#define FRAME_flptal03 22
+#define FRAME_flptal04 23
+#define FRAME_flptal05 24
+#define FRAME_flptal06 25
+#define FRAME_flptal07 26
+#define FRAME_flptal08 27
+#define FRAME_flptal09 28
+#define FRAME_flptal10 29
+#define FRAME_flptal11 30
+#define FRAME_flptal12 31
+#define FRAME_flptal13 32
+#define FRAME_flptal14 33
+#define FRAME_flptal15 34
+#define FRAME_flptal16 35
+#define FRAME_flptal17 36
+#define FRAME_flptal18 37
+#define FRAME_flptal19 38
+#define FRAME_flptal20 39
+#define FRAME_flptal21 40
+#define FRAME_flphor01 41
+#define FRAME_flphor02 42
+#define FRAME_flphor03 43
+#define FRAME_flphor04 44
+#define FRAME_flphor05 45
+#define FRAME_flphor06 46
+#define FRAME_flphor07 47
+#define FRAME_flphor08 48
+#define FRAME_flphor09 49
+#define FRAME_flphor10 50
+#define FRAME_flphor11 51
+#define FRAME_flphor12 52
+#define FRAME_flphor13 53
+#define FRAME_flphor14 54
+#define FRAME_flphor15 55
+#define FRAME_flphor16 56
+#define FRAME_flphor17 57
+#define FRAME_flphor18 58
+#define FRAME_flphor19 59
+#define FRAME_flphor20 60
+#define FRAME_flphor21 61
+#define FRAME_flphor22 62
+#define FRAME_flphor23 63
+#define FRAME_flphor24 64
+#define FRAME_flpver01 65
+#define FRAME_flpver02 66
+#define FRAME_flpver03 67
+#define FRAME_flpver04 68
+#define FRAME_flpver05 69
+#define FRAME_flpver06 70
+#define FRAME_flpver07 71
+#define FRAME_flpver08 72
+#define FRAME_flpver09 73
+#define FRAME_flpver10 74
+#define FRAME_flpver11 75
+#define FRAME_flpver12 76
+#define FRAME_flpver13 77
+#define FRAME_flpver14 78
+#define FRAME_flpver15 79
+#define FRAME_flpver16 80
+#define FRAME_flpver17 81
+#define FRAME_flpver18 82
+#define FRAME_flpver19 83
+#define FRAME_flpver20 84
+#define FRAME_flpver21 85
+#define FRAME_flpver22 86
+#define FRAME_flpver23 87
+#define FRAME_flpver24 88
+#define FRAME_flpver25 89
+#define FRAME_flpver26 90
+#define FRAME_flpver27 91
+#define FRAME_flpver28 92
+#define FRAME_flpver29 93
+#define FRAME_flppn101 94
+#define FRAME_flppn102 95
+#define FRAME_flppn103 96
+#define FRAME_flppn104 97
+#define FRAME_flppn105 98
+#define FRAME_flppn201 99
+#define FRAME_flppn202 100
+#define FRAME_flppn203 101
+#define FRAME_flppn204 102
+#define FRAME_flppn205 103
+#define FRAME_flpdth01 104
+#define FRAME_flpdth02 105
+#define FRAME_flpdth03 106
+#define FRAME_flpdth04 107
+#define FRAME_flpdth05 108
+#define FRAME_flpdth06 109
+#define FRAME_flpdth07 110
+#define FRAME_flpdth08 111
+#define FRAME_flpdth09 112
+#define FRAME_flpdth10 113
+#define FRAME_flpdth11 114
+#define FRAME_flpdth12 115
+#define FRAME_flpdth13 116
+#define FRAME_flpdth14 117
+#define FRAME_flpdth15 118
+#define FRAME_flpdth16 119
+#define FRAME_flpdth17 120
+#define FRAME_flpdth18 121
+#define FRAME_flpdth19 122
+#define FRAME_flpdth20 123
+#define FRAME_flpdth21 124
+#define FRAME_flpdth22 125
+#define FRAME_flpdth23 126
+#define FRAME_flpdth24 127
+#define FRAME_flpdth25 128
+#define FRAME_flpdth26 129
+#define FRAME_flpdth27 130
+#define FRAME_flpdth28 131
+#define FRAME_flpdth29 132
+#define FRAME_flpdth30 133
+#define FRAME_flpdth31 134
+#define FRAME_flpdth32 135
+#define FRAME_flpdth33 136
+#define FRAME_flpdth34 137
+#define FRAME_flpdth35 138
+#define FRAME_flpdth36 139
+#define FRAME_flpdth37 140
+#define FRAME_flpdth38 141
+#define FRAME_flpdth39 142
+#define FRAME_flpdth40 143
+#define FRAME_flpdth41 144
+#define FRAME_flpdth42 145
+#define FRAME_flpdth43 146
+#define FRAME_flpdth44 147
+#define FRAME_flpdth45 148
+#define FRAME_flpdth46 149
+#define FRAME_flpdth47 150
+#define FRAME_flpdth48 151
+#define FRAME_flpdth49 152
+#define FRAME_flpdth50 153
+#define FRAME_flpdth51 154
+#define FRAME_flpdth52 155
+#define FRAME_flpdth53 156
+#define FRAME_flpdth54 157
+#define FRAME_flpdth55 158
+#define FRAME_flpdth56 159
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_float.c
@@ -1,0 +1,700 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_float.h"
+
+
+static int sound_attack2;
+static int sound_attack3;
+static int sound_death1;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+
+
+void floater_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void floater_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//void floater_stand1 (edict_t *self);
+void floater_dead (edict_t *self);
+void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void floater_run (edict_t *self);
+void floater_wham (edict_t *self);
+void floater_zap (edict_t *self);
+
+
+void floater_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
+}
+
+
+mframe_t floater_frames_stand1 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
+
+mframe_t floater_frames_stand2 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
+
+void floater_stand (edict_t *self)
+{
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_stand2;
+}
+
+mframe_t floater_frames_activate [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
+
+mframe_t floater_frames_attack1 [] =
+{
+ ai_charge, 0, NULL, // Blaster attack
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL // -- LOOP Ends
+};
+mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
+
+// PMM - circle strafe frames
+mframe_t floater_frames_attack1a [] =
+{
+ ai_charge, 10, NULL, // Blaster attack
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, floater_fire_blaster,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL // -- LOOP Ends
+};
+mmove_t floater_move_attack1a = {FRAME_attak101, FRAME_attak114, floater_frames_attack1a, floater_run};
+//pmm
+mframe_t floater_frames_attack2 [] =
+{
+ ai_charge, 0, NULL, // Claws
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_wham, // WHAM (0, -45, 29.6) -- LOOP Starts
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // -- LOOP Ends
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
+
+mframe_t floater_frames_attack3 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_zap, // -- LOOP Starts
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // -- LOOP Ends
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
+
+mframe_t floater_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
+
+mframe_t floater_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
+
+mframe_t floater_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
+
+mframe_t floater_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
+
+mframe_t floater_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
+
+mframe_t floater_frames_run [] =
+{
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL
+};
+mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
+
+void floater_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_run;
+}
+
+void floater_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &floater_move_walk;
+}
+
+void floater_wham (edict_t *self)
+{
+ static vec3_t aim = {MELEE_DISTANCE, 0, 0};
+ gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
+ fire_hit (self, aim, 5 + rand() % 6, -50);
+}
+
+void floater_zap (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t origin;
+ vec3_t dir;
+ vec3_t offset;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ //FIXME use a flash and replace these two lines with the commented one
+ VectorSet (offset, 18.5, -0.9, 10);
+ G_ProjectSource (self->s.origin, offset, forward, right, origin);
+// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
+
+ gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
+
+ //FIXME use the flash, Luke
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (32);
+ gi.WritePosition (origin);
+ gi.WriteDir (dir);
+ gi.WriteByte (1); //sparks
+ gi.multicast (origin, MULTICAST_PVS);
+
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
+}
+
+void floater_attack(edict_t *self)
+{
+ float chance;
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ // 0% chance of circle in easy
+ // 50% chance in normal
+ // 75% chance in hard
+ // 86.67% chance in nightmare
+ if (!skill->value)
+ chance = 0;
+ else
+ chance = 1.0 - (0.5/(float)(skill->value));
+
+ if (qrandom() > chance)
+ {
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ self->monsterinfo.currentmove = &floater_move_attack1;
+ }
+ else // circle strafe
+ {
+ if (qrandom () <= 0.5) // switch directions
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ self->monsterinfo.currentmove = &floater_move_attack1a;
+ }
+}
+
+
+void floater_melee(edict_t *self)
+{
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &floater_move_attack3;
+ else
+ self->monsterinfo.currentmove = &floater_move_attack2;
+}
+
+
+void floater_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = (rand() + 1) % 3;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &floater_move_pain1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &floater_move_pain2;
+ }
+}
+
+void floater_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void floater_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ BecomeExplosion1(self);
+}
+
+//===========
+//PGM
+qboolean floater_blocked (edict_t *self, float)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_floater (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
+ sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
+ sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
+ sound_idle = gi.soundindex ("floater/fltidle1.wav");
+ sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
+ sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
+ sound_sight = gi.soundindex ("floater/fltsght1.wav");
+
+ gi.soundindex ("floater/fltatck1.wav");
+
+ self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+ self->health = 200;
+ self->gib_health = -80;
+ self->mass = 300;
+
+ self->pain = floater_pain;
+ self->die = floater_die;
+
+ self->monsterinfo.stand = floater_stand;
+ self->monsterinfo.walk = floater_walk;
+ self->monsterinfo.run = floater_run;
+// self->monsterinfo.dodge = floater_dodge;
+ self->monsterinfo.attack = floater_attack;
+ self->monsterinfo.melee = floater_melee;
+ self->monsterinfo.sight = floater_sight;
+ self->monsterinfo.idle = floater_idle;
+ self->monsterinfo.blocked = floater_blocked; // PGM
+
+ gi.linkentity (self);
+
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_stand2;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_float.h
@@ -1,0 +1,254 @@
+// G:\quake2\baseq2\models/monsters/float
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_actvat01 0
+#define FRAME_actvat02 1
+#define FRAME_actvat03 2
+#define FRAME_actvat04 3
+#define FRAME_actvat05 4
+#define FRAME_actvat06 5
+#define FRAME_actvat07 6
+#define FRAME_actvat08 7
+#define FRAME_actvat09 8
+#define FRAME_actvat10 9
+#define FRAME_actvat11 10
+#define FRAME_actvat12 11
+#define FRAME_actvat13 12
+#define FRAME_actvat14 13
+#define FRAME_actvat15 14
+#define FRAME_actvat16 15
+#define FRAME_actvat17 16
+#define FRAME_actvat18 17
+#define FRAME_actvat19 18
+#define FRAME_actvat20 19
+#define FRAME_actvat21 20
+#define FRAME_actvat22 21
+#define FRAME_actvat23 22
+#define FRAME_actvat24 23
+#define FRAME_actvat25 24
+#define FRAME_actvat26 25
+#define FRAME_actvat27 26
+#define FRAME_actvat28 27
+#define FRAME_actvat29 28
+#define FRAME_actvat30 29
+#define FRAME_actvat31 30
+#define FRAME_attak101 31
+#define FRAME_attak102 32
+#define FRAME_attak103 33
+#define FRAME_attak104 34
+#define FRAME_attak105 35
+#define FRAME_attak106 36
+#define FRAME_attak107 37
+#define FRAME_attak108 38
+#define FRAME_attak109 39
+#define FRAME_attak110 40
+#define FRAME_attak111 41
+#define FRAME_attak112 42
+#define FRAME_attak113 43
+#define FRAME_attak114 44
+#define FRAME_attak201 45
+#define FRAME_attak202 46
+#define FRAME_attak203 47
+#define FRAME_attak204 48
+#define FRAME_attak205 49
+#define FRAME_attak206 50
+#define FRAME_attak207 51
+#define FRAME_attak208 52
+#define FRAME_attak209 53
+#define FRAME_attak210 54
+#define FRAME_attak211 55
+#define FRAME_attak212 56
+#define FRAME_attak213 57
+#define FRAME_attak214 58
+#define FRAME_attak215 59
+#define FRAME_attak216 60
+#define FRAME_attak217 61
+#define FRAME_attak218 62
+#define FRAME_attak219 63
+#define FRAME_attak220 64
+#define FRAME_attak221 65
+#define FRAME_attak222 66
+#define FRAME_attak223 67
+#define FRAME_attak224 68
+#define FRAME_attak225 69
+#define FRAME_attak301 70
+#define FRAME_attak302 71
+#define FRAME_attak303 72
+#define FRAME_attak304 73
+#define FRAME_attak305 74
+#define FRAME_attak306 75
+#define FRAME_attak307 76
+#define FRAME_attak308 77
+#define FRAME_attak309 78
+#define FRAME_attak310 79
+#define FRAME_attak311 80
+#define FRAME_attak312 81
+#define FRAME_attak313 82
+#define FRAME_attak314 83
+#define FRAME_attak315 84
+#define FRAME_attak316 85
+#define FRAME_attak317 86
+#define FRAME_attak318 87
+#define FRAME_attak319 88
+#define FRAME_attak320 89
+#define FRAME_attak321 90
+#define FRAME_attak322 91
+#define FRAME_attak323 92
+#define FRAME_attak324 93
+#define FRAME_attak325 94
+#define FRAME_attak326 95
+#define FRAME_attak327 96
+#define FRAME_attak328 97
+#define FRAME_attak329 98
+#define FRAME_attak330 99
+#define FRAME_attak331 100
+#define FRAME_attak332 101
+#define FRAME_attak333 102
+#define FRAME_attak334 103
+#define FRAME_death01 104
+#define FRAME_death02 105
+#define FRAME_death03 106
+#define FRAME_death04 107
+#define FRAME_death05 108
+#define FRAME_death06 109
+#define FRAME_death07 110
+#define FRAME_death08 111
+#define FRAME_death09 112
+#define FRAME_death10 113
+#define FRAME_death11 114
+#define FRAME_death12 115
+#define FRAME_death13 116
+#define FRAME_pain101 117
+#define FRAME_pain102 118
+#define FRAME_pain103 119
+#define FRAME_pain104 120
+#define FRAME_pain105 121
+#define FRAME_pain106 122
+#define FRAME_pain107 123
+#define FRAME_pain201 124
+#define FRAME_pain202 125
+#define FRAME_pain203 126
+#define FRAME_pain204 127
+#define FRAME_pain205 128
+#define FRAME_pain206 129
+#define FRAME_pain207 130
+#define FRAME_pain208 131
+#define FRAME_pain301 132
+#define FRAME_pain302 133
+#define FRAME_pain303 134
+#define FRAME_pain304 135
+#define FRAME_pain305 136
+#define FRAME_pain306 137
+#define FRAME_pain307 138
+#define FRAME_pain308 139
+#define FRAME_pain309 140
+#define FRAME_pain310 141
+#define FRAME_pain311 142
+#define FRAME_pain312 143
+#define FRAME_stand101 144
+#define FRAME_stand102 145
+#define FRAME_stand103 146
+#define FRAME_stand104 147
+#define FRAME_stand105 148
+#define FRAME_stand106 149
+#define FRAME_stand107 150
+#define FRAME_stand108 151
+#define FRAME_stand109 152
+#define FRAME_stand110 153
+#define FRAME_stand111 154
+#define FRAME_stand112 155
+#define FRAME_stand113 156
+#define FRAME_stand114 157
+#define FRAME_stand115 158
+#define FRAME_stand116 159
+#define FRAME_stand117 160
+#define FRAME_stand118 161
+#define FRAME_stand119 162
+#define FRAME_stand120 163
+#define FRAME_stand121 164
+#define FRAME_stand122 165
+#define FRAME_stand123 166
+#define FRAME_stand124 167
+#define FRAME_stand125 168
+#define FRAME_stand126 169
+#define FRAME_stand127 170
+#define FRAME_stand128 171
+#define FRAME_stand129 172
+#define FRAME_stand130 173
+#define FRAME_stand131 174
+#define FRAME_stand132 175
+#define FRAME_stand133 176
+#define FRAME_stand134 177
+#define FRAME_stand135 178
+#define FRAME_stand136 179
+#define FRAME_stand137 180
+#define FRAME_stand138 181
+#define FRAME_stand139 182
+#define FRAME_stand140 183
+#define FRAME_stand141 184
+#define FRAME_stand142 185
+#define FRAME_stand143 186
+#define FRAME_stand144 187
+#define FRAME_stand145 188
+#define FRAME_stand146 189
+#define FRAME_stand147 190
+#define FRAME_stand148 191
+#define FRAME_stand149 192
+#define FRAME_stand150 193
+#define FRAME_stand151 194
+#define FRAME_stand152 195
+#define FRAME_stand201 196
+#define FRAME_stand202 197
+#define FRAME_stand203 198
+#define FRAME_stand204 199
+#define FRAME_stand205 200
+#define FRAME_stand206 201
+#define FRAME_stand207 202
+#define FRAME_stand208 203
+#define FRAME_stand209 204
+#define FRAME_stand210 205
+#define FRAME_stand211 206
+#define FRAME_stand212 207
+#define FRAME_stand213 208
+#define FRAME_stand214 209
+#define FRAME_stand215 210
+#define FRAME_stand216 211
+#define FRAME_stand217 212
+#define FRAME_stand218 213
+#define FRAME_stand219 214
+#define FRAME_stand220 215
+#define FRAME_stand221 216
+#define FRAME_stand222 217
+#define FRAME_stand223 218
+#define FRAME_stand224 219
+#define FRAME_stand225 220
+#define FRAME_stand226 221
+#define FRAME_stand227 222
+#define FRAME_stand228 223
+#define FRAME_stand229 224
+#define FRAME_stand230 225
+#define FRAME_stand231 226
+#define FRAME_stand232 227
+#define FRAME_stand233 228
+#define FRAME_stand234 229
+#define FRAME_stand235 230
+#define FRAME_stand236 231
+#define FRAME_stand237 232
+#define FRAME_stand238 233
+#define FRAME_stand239 234
+#define FRAME_stand240 235
+#define FRAME_stand241 236
+#define FRAME_stand242 237
+#define FRAME_stand243 238
+#define FRAME_stand244 239
+#define FRAME_stand245 240
+#define FRAME_stand246 241
+#define FRAME_stand247 242
+#define FRAME_stand248 243
+#define FRAME_stand249 244
+#define FRAME_stand250 245
+#define FRAME_stand251 246
+#define FRAME_stand252 247
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_flyer.c
@@ -1,0 +1,868 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_flyer.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+static int nextmove; // Used for start/stop frames
+
+static int sound_sight;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_slash;
+static int sound_sproing;
+static int sound_die;
+
+
+void flyer_check_melee(edict_t *self);
+void flyer_loop_melee (edict_t *self);
+void flyer_melee (edict_t *self);
+void flyer_setstart (edict_t *self);
+void flyer_stand (edict_t *self);
+void flyer_nextmove (edict_t *self);
+
+// ROGUE - kamikaze stuff
+void flyer_kamikaze (edict_t *self);
+void flyer_kamikaze_check (edict_t *self);
+void flyer_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+/*
+void showme1 (edict_t *self)
+{
+ if (!self->dmg)
+ {
+ gi.dprintf ("straight - %d\n", self->monsterinfo.lefty);
+ self->dmg = 1;
+ }
+}
+
+void showme2 (edict_t *self)
+{
+ if (!self->dmg)
+ {
+ gi.dprintf ("strafe - %d\n", self->monsterinfo.lefty);
+ self->dmg = 1;
+ }
+}
+*/
+
+void flyer_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void flyer_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void flyer_pop_blades (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_sproing, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t flyer_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t flyer_move_stand = {FRAME_stand01, FRAME_stand45, flyer_frames_stand, NULL};
+
+
+mframe_t flyer_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t flyer_move_walk = {FRAME_stand01, FRAME_stand45, flyer_frames_walk, NULL};
+
+mframe_t flyer_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL
+};
+mmove_t flyer_move_run = {FRAME_stand01, FRAME_stand45, flyer_frames_run, NULL};
+
+mframe_t flyer_frames_kamizake [] =
+{
+ ai_charge, 40, flyer_kamikaze_check,
+ ai_charge, 40, flyer_kamikaze_check,
+ ai_charge, 40, flyer_kamikaze_check,
+ ai_charge, 40, flyer_kamikaze_check,
+ ai_charge, 40, flyer_kamikaze_check
+};
+mmove_t flyer_move_kamikaze = {FRAME_rollr02, FRAME_rollr06, flyer_frames_kamizake, flyer_kamikaze};
+
+void flyer_run (edict_t *self)
+{
+ if (self->mass > 50)
+ self->monsterinfo.currentmove = &flyer_move_kamikaze;
+ else
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &flyer_move_stand;
+ else
+ self->monsterinfo.currentmove = &flyer_move_run;
+}
+
+void flyer_walk (edict_t *self)
+{
+ if (self->mass > 50)
+ flyer_run (self);
+ else
+ self->monsterinfo.currentmove = &flyer_move_walk;
+}
+
+void flyer_stand (edict_t *self)
+{
+ if (self->mass > 50)
+ flyer_run (self);
+ else
+ self->monsterinfo.currentmove = &flyer_move_stand;
+}
+
+// ROGUE - kamikaze stuff
+
+void flyer_kamikaze_explode (edict_t *self)
+{
+ vec3_t dir;
+
+ if (self->monsterinfo.commander && self->monsterinfo.commander->inuse &&
+ !strcmp(self->monsterinfo.commander->classname, "monster_carrier"))
+ {
+ self->monsterinfo.commander->monsterinfo.monster_slots++;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("suicide hit!. %d slots left\n", self->monsterinfo.commander->monsterinfo.monster_slots);
+ }
+
+// gi.dprintf ("boom!\n");
+// T_RadiusDamage(self, self->owner, 125, self, self->dmg_radius, MOD_NUKE);
+// T_RadiusDamage(self, self->owner, 125, self, 150, MOD_NUKE);
+ if (self->enemy)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+//void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point,
+// vec3_t normal, int damage, int knockback, int dflags, int mod)
+ T_Damage (self->enemy, self, self, dir, self->s.origin, vec3_origin, (int)50, (int)50, DAMAGE_RADIUS, MOD_UNKNOWN);
+ }
+
+ flyer_die (self, NULL, NULL, 0, dir);
+/* VectorMA (self->s.origin, -0.02, self->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (self);
+*/
+}
+
+void flyer_kamikaze (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_kamikaze;
+}
+
+void flyer_kamikaze_check (edict_t *self)
+{
+ float dist;
+
+ // PMM - this needed because we could have gone away before we get here (blocked code)
+ if (!self->inuse)
+ return;
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ flyer_kamikaze_explode (self);
+ return;
+ }
+
+ self->goalentity = self->enemy;
+
+ dist = realrange (self, self->enemy);
+
+ if (dist < 90)
+ flyer_kamikaze_explode (self);
+}
+
+// rogue - kamikaze
+
+mframe_t flyer_frames_start [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, flyer_nextmove
+};
+mmove_t flyer_move_start = {FRAME_start01, FRAME_start06, flyer_frames_start, NULL};
+
+mframe_t flyer_frames_stop [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, flyer_nextmove
+};
+mmove_t flyer_move_stop = {FRAME_stop01, FRAME_stop07, flyer_frames_stop, NULL};
+
+void flyer_stop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_stop;
+}
+
+void flyer_start (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_start;
+}
+
+
+mframe_t flyer_frames_rollright [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_rollright = {FRAME_rollr01, FRAME_rollr09, flyer_frames_rollright, NULL};
+
+mframe_t flyer_frames_rollleft [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_rollleft = {FRAME_rollf01, FRAME_rollf09, flyer_frames_rollleft, NULL};
+
+mframe_t flyer_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain3 = {FRAME_pain301, FRAME_pain304, flyer_frames_pain3, flyer_run};
+
+mframe_t flyer_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain2 = {FRAME_pain201, FRAME_pain204, flyer_frames_pain2, flyer_run};
+
+mframe_t flyer_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain1 = {FRAME_pain101, FRAME_pain109, flyer_frames_pain1, flyer_run};
+
+mframe_t flyer_frames_defense [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // Hold this frame
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_defense = {FRAME_defens01, FRAME_defens06, flyer_frames_defense, NULL};
+
+mframe_t flyer_frames_bankright [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_bankright = {FRAME_bankr01, FRAME_bankr07, flyer_frames_bankright, NULL};
+
+mframe_t flyer_frames_bankleft [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_bankleft = {FRAME_bankl01, FRAME_bankl07, flyer_frames_bankleft, NULL};
+
+
+void flyer_fire (edict_t *self, int flash_number)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ if ((self->s.frame == FRAME_attak204) || (self->s.frame == FRAME_attak207) || (self->s.frame == FRAME_attak210))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, flash_number, effect);
+}
+
+void flyer_fireleft (edict_t *self)
+{
+ flyer_fire (self, MZ2_FLYER_BLASTER_1);
+}
+
+void flyer_fireright (edict_t *self)
+{
+ flyer_fire (self, MZ2_FLYER_BLASTER_2);
+}
+
+
+mframe_t flyer_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_attack2 = {FRAME_attak201, FRAME_attak217, flyer_frames_attack2, flyer_run};
+
+// PMM
+// circle strafe frames
+
+mframe_t flyer_frames_attack3 [] =
+{
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, flyer_fireleft, // left gun
+ ai_charge, 10, flyer_fireright, // right gun
+ ai_charge, 10, flyer_fireleft, // left gun
+ ai_charge, 10, flyer_fireright, // right gun
+ ai_charge, 10, flyer_fireleft, // left gun
+ ai_charge, 10, flyer_fireright, // right gun
+ ai_charge, 10, flyer_fireleft, // left gun
+ ai_charge, 10, flyer_fireright, // right gun
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, NULL
+};
+mmove_t flyer_move_attack3 = {FRAME_attak201, FRAME_attak217, flyer_frames_attack3, flyer_run};
+// pmm
+
+void flyer_slash_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 0);
+ fire_hit (self, aim, 5, 0);
+ gi.sound (self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
+}
+
+void flyer_slash_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 0);
+ fire_hit (self, aim, 5, 0);
+ gi.sound (self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
+}
+
+mframe_t flyer_frames_start_melee [] =
+{
+ ai_charge, 0, flyer_pop_blades,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_start_melee = {FRAME_attak101, FRAME_attak106, flyer_frames_start_melee, flyer_loop_melee};
+
+mframe_t flyer_frames_end_melee [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_end_melee = {FRAME_attak119, FRAME_attak121, flyer_frames_end_melee, flyer_run};
+
+
+mframe_t flyer_frames_loop_melee [] =
+{
+ ai_charge, 0, NULL, // Loop Start
+ ai_charge, 0, NULL,
+ ai_charge, 0, flyer_slash_left, // Left Wing Strike
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flyer_slash_right, // Right Wing Strike
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL // Loop Ends
+
+};
+mmove_t flyer_move_loop_melee = {FRAME_attak107, FRAME_attak118, flyer_frames_loop_melee, flyer_check_melee};
+
+void flyer_loop_melee (edict_t *self)
+{
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ self->monsterinfo.currentmove = &flyer_move_loop_melee;
+}
+
+
+
+void flyer_attack (edict_t *self)
+{
+ float chance;
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ // 0% chance of circle in easy
+ // 50% chance in normal
+ // 75% chance in hard
+ // 86.67% chance in nightmare
+
+ if (self->mass > 50)
+ {
+ flyer_run (self);
+ return;
+ }
+
+ if (!skill->value)
+ chance = 0;
+ else
+ chance = 1.0 - (0.5/(float)(skill->value));
+
+ if (qrandom() > chance)
+ {
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ self->monsterinfo.currentmove = &flyer_move_attack2;
+ }
+ else // circle strafe
+ {
+ if (qrandom () <= 0.5) // switch directions
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ self->monsterinfo.currentmove = &flyer_move_attack3;
+ }
+}
+
+void flyer_setstart (edict_t *self)
+{
+ nextmove = ACTION_run;
+ self->monsterinfo.currentmove = &flyer_move_start;
+}
+
+void flyer_nextmove (edict_t *self)
+{
+ if (nextmove == ACTION_attack1)
+ self->monsterinfo.currentmove = &flyer_move_start_melee;
+ else if (nextmove == ACTION_attack2)
+ self->monsterinfo.currentmove = &flyer_move_attack2;
+ else if (nextmove == ACTION_run)
+ self->monsterinfo.currentmove = &flyer_move_run;
+}
+
+void flyer_melee (edict_t *self)
+{
+// flyer.nextmove = ACTION_attack1;
+// self->monsterinfo.currentmove = &flyer_move_stop;
+ if (self->mass > 50)
+ flyer_run (self);
+ else
+ self->monsterinfo.currentmove = &flyer_move_start_melee;
+}
+
+void flyer_check_melee(edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ if (qrandom() <= 0.8)
+ self->monsterinfo.currentmove = &flyer_move_loop_melee;
+ else
+ self->monsterinfo.currentmove = &flyer_move_end_melee;
+ else
+ self->monsterinfo.currentmove = &flyer_move_end_melee;
+}
+
+void flyer_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ // pmm - kamikaze's don't feel pain
+ if (self->mass != 50)
+ return;
+ // pmm
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = rand() % 3;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain1;
+ }
+ else if (n == 1)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain3;
+ }
+}
+
+
+void flyer_die(edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ BecomeExplosion1(self);
+}
+
+// PMM - kamikaze code .. blow up if blocked
+int flyer_blocked (edict_t *self, float)
+{
+ vec3_t origin;
+
+ // kamikaze = 100, normal = 50
+ if (self->mass == 100)
+ {
+ flyer_kamikaze_check(self);
+
+ // if the above didn't blow us up (i.e. I got blocked by the player)
+ if (self->inuse)
+ {
+ if (self->monsterinfo.commander && self->monsterinfo.commander->inuse &&
+ !strcmp(self->monsterinfo.commander->classname, "monster_carrier"))
+ {
+ self->monsterinfo.commander->monsterinfo.monster_slots++;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("suicide blocked, exploding. %d slots left\n", self->monsterinfo.commander->monsterinfo.monster_slots);
+ }
+
+ VectorMA (self->s.origin, -0.02, self->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (self);
+ }
+ return true;
+ }
+ // we're a normal flyer
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ return false;
+}
+
+/*QUAKED monster_flyer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_flyer (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // fix a map bug in jail5.bsp
+ if (!cistrcmp(level.mapname, "jail5") && (self->s.origin[2] == -104))
+ {
+ self->targetname = self->target;
+ self->target = NULL;
+ }
+
+ sound_sight = gi.soundindex ("flyer/flysght1.wav");
+ sound_idle = gi.soundindex ("flyer/flysrch1.wav");
+ sound_pain1 = gi.soundindex ("flyer/flypain1.wav");
+ sound_pain2 = gi.soundindex ("flyer/flypain2.wav");
+ sound_slash = gi.soundindex ("flyer/flyatck2.wav");
+ sound_sproing = gi.soundindex ("flyer/flyatck1.wav");
+ sound_die = gi.soundindex ("flyer/flydeth1.wav");
+
+ gi.soundindex ("flyer/flyatck3.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/flyer/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ // PMM - shortened to 16 from 32
+ VectorSet (self->maxs, 16, 16, 16);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->s.sound = gi.soundindex ("flyer/flyidle1.wav");
+
+ self->health = 50;
+ self->mass = 50;
+
+ self->pain = flyer_pain;
+ self->die = flyer_die;
+
+ self->monsterinfo.stand = flyer_stand;
+ self->monsterinfo.walk = flyer_walk;
+ self->monsterinfo.run = flyer_run;
+ self->monsterinfo.attack = flyer_attack;
+ self->monsterinfo.melee = flyer_melee;
+ self->monsterinfo.sight = flyer_sight;
+ self->monsterinfo.idle = flyer_idle;
+ self->monsterinfo.blocked = flyer_blocked;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &flyer_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
+
+// PMM - suicide fliers
+void SP_monster_kamikaze (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_sight = gi.soundindex ("flyer/flysght1.wav");
+ sound_idle = gi.soundindex ("flyer/flysrch1.wav");
+ sound_pain1 = gi.soundindex ("flyer/flypain1.wav");
+ sound_pain2 = gi.soundindex ("flyer/flypain2.wav");
+ sound_slash = gi.soundindex ("flyer/flyatck2.wav");
+ sound_sproing = gi.soundindex ("flyer/flyatck1.wav");
+ sound_die = gi.soundindex ("flyer/flydeth1.wav");
+
+ gi.soundindex ("flyer/flyatck3.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/flyer/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ // used to be 32 tall .. was WAY too big
+ VectorSet (self->maxs, 16, 16, 16);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->s.sound = gi.soundindex ("flyer/flyidle1.wav");
+
+ self->s.effects |= EF_ROCKET;
+
+ self->health = 50;
+ // PMM - normal flyer has mass of 50
+ self->mass = 100;
+
+ self->pain = flyer_pain;
+ self->die = flyer_die;
+
+ self->monsterinfo.stand = flyer_stand;
+ self->monsterinfo.walk = flyer_walk;
+ self->monsterinfo.run = flyer_run;
+ self->monsterinfo.attack = flyer_attack;
+ self->monsterinfo.melee = flyer_melee;
+ self->monsterinfo.sight = flyer_sight;
+ self->monsterinfo.idle = flyer_idle;
+
+ self->monsterinfo.blocked = flyer_blocked;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &flyer_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_flyer.h
@@ -1,0 +1,163 @@
+// G:\quake2\baseq2\models/monsters/flyer
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define ACTION_nothing 0
+#define ACTION_attack1 1
+#define ACTION_attack2 2
+#define ACTION_run 3
+#define ACTION_walk 4
+
+#define FRAME_start01 0
+#define FRAME_start02 1
+#define FRAME_start03 2
+#define FRAME_start04 3
+#define FRAME_start05 4
+#define FRAME_start06 5
+#define FRAME_stop01 6
+#define FRAME_stop02 7
+#define FRAME_stop03 8
+#define FRAME_stop04 9
+#define FRAME_stop05 10
+#define FRAME_stop06 11
+#define FRAME_stop07 12
+#define FRAME_stand01 13
+#define FRAME_stand02 14
+#define FRAME_stand03 15
+#define FRAME_stand04 16
+#define FRAME_stand05 17
+#define FRAME_stand06 18
+#define FRAME_stand07 19
+#define FRAME_stand08 20
+#define FRAME_stand09 21
+#define FRAME_stand10 22
+#define FRAME_stand11 23
+#define FRAME_stand12 24
+#define FRAME_stand13 25
+#define FRAME_stand14 26
+#define FRAME_stand15 27
+#define FRAME_stand16 28
+#define FRAME_stand17 29
+#define FRAME_stand18 30
+#define FRAME_stand19 31
+#define FRAME_stand20 32
+#define FRAME_stand21 33
+#define FRAME_stand22 34
+#define FRAME_stand23 35
+#define FRAME_stand24 36
+#define FRAME_stand25 37
+#define FRAME_stand26 38
+#define FRAME_stand27 39
+#define FRAME_stand28 40
+#define FRAME_stand29 41
+#define FRAME_stand30 42
+#define FRAME_stand31 43
+#define FRAME_stand32 44
+#define FRAME_stand33 45
+#define FRAME_stand34 46
+#define FRAME_stand35 47
+#define FRAME_stand36 48
+#define FRAME_stand37 49
+#define FRAME_stand38 50
+#define FRAME_stand39 51
+#define FRAME_stand40 52
+#define FRAME_stand41 53
+#define FRAME_stand42 54
+#define FRAME_stand43 55
+#define FRAME_stand44 56
+#define FRAME_stand45 57
+#define FRAME_attak101 58
+#define FRAME_attak102 59
+#define FRAME_attak103 60
+#define FRAME_attak104 61
+#define FRAME_attak105 62
+#define FRAME_attak106 63
+#define FRAME_attak107 64
+#define FRAME_attak108 65
+#define FRAME_attak109 66
+#define FRAME_attak110 67
+#define FRAME_attak111 68
+#define FRAME_attak112 69
+#define FRAME_attak113 70
+#define FRAME_attak114 71
+#define FRAME_attak115 72
+#define FRAME_attak116 73
+#define FRAME_attak117 74
+#define FRAME_attak118 75
+#define FRAME_attak119 76
+#define FRAME_attak120 77
+#define FRAME_attak121 78
+#define FRAME_attak201 79
+#define FRAME_attak202 80
+#define FRAME_attak203 81
+#define FRAME_attak204 82
+#define FRAME_attak205 83
+#define FRAME_attak206 84
+#define FRAME_attak207 85
+#define FRAME_attak208 86
+#define FRAME_attak209 87
+#define FRAME_attak210 88
+#define FRAME_attak211 89
+#define FRAME_attak212 90
+#define FRAME_attak213 91
+#define FRAME_attak214 92
+#define FRAME_attak215 93
+#define FRAME_attak216 94
+#define FRAME_attak217 95
+#define FRAME_bankl01 96
+#define FRAME_bankl02 97
+#define FRAME_bankl03 98
+#define FRAME_bankl04 99
+#define FRAME_bankl05 100
+#define FRAME_bankl06 101
+#define FRAME_bankl07 102
+#define FRAME_bankr01 103
+#define FRAME_bankr02 104
+#define FRAME_bankr03 105
+#define FRAME_bankr04 106
+#define FRAME_bankr05 107
+#define FRAME_bankr06 108
+#define FRAME_bankr07 109
+#define FRAME_rollf01 110
+#define FRAME_rollf02 111
+#define FRAME_rollf03 112
+#define FRAME_rollf04 113
+#define FRAME_rollf05 114
+#define FRAME_rollf06 115
+#define FRAME_rollf07 116
+#define FRAME_rollf08 117
+#define FRAME_rollf09 118
+#define FRAME_rollr01 119
+#define FRAME_rollr02 120
+#define FRAME_rollr03 121
+#define FRAME_rollr04 122
+#define FRAME_rollr05 123
+#define FRAME_rollr06 124
+#define FRAME_rollr07 125
+#define FRAME_rollr08 126
+#define FRAME_rollr09 127
+#define FRAME_defens01 128
+#define FRAME_defens02 129
+#define FRAME_defens03 130
+#define FRAME_defens04 131
+#define FRAME_defens05 132
+#define FRAME_defens06 133
+#define FRAME_pain101 134
+#define FRAME_pain102 135
+#define FRAME_pain103 136
+#define FRAME_pain104 137
+#define FRAME_pain105 138
+#define FRAME_pain106 139
+#define FRAME_pain107 140
+#define FRAME_pain108 141
+#define FRAME_pain109 142
+#define FRAME_pain201 143
+#define FRAME_pain202 144
+#define FRAME_pain203 145
+#define FRAME_pain204 146
+#define FRAME_pain301 147
+#define FRAME_pain302 148
+#define FRAME_pain303 149
+#define FRAME_pain304 150
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_gladiator.c
@@ -1,0 +1,379 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gladiator.h"
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_gun;
+static int sound_cleaver_swing;
+static int sound_cleaver_hit;
+static int sound_cleaver_miss;
+static int sound_idle;
+static int sound_search;
+static int sound_sight;
+
+
+void gladiator_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void gladiator_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gladiator_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+void gladiator_cleaver_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladiator_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
+
+void gladiator_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+}
+
+
+mframe_t gladiator_frames_walk [] =
+{
+ ai_walk, 15, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 8, NULL
+};
+mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
+
+void gladiator_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_walk;
+}
+
+
+mframe_t gladiator_frames_run [] =
+{
+ ai_run, 23, NULL,
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 21, NULL,
+ ai_run, 12, NULL,
+ ai_run, 13, NULL
+};
+mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
+
+void gladiator_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+ else
+ self->monsterinfo.currentmove = &gladiator_move_run;
+}
+
+
+void GaldiatorMelee (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ if (fire_hit (self, aim, (20 + (rand() %5)), 300))
+ gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladiator_frames_attack_melee [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladiator_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GaldiatorMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladiator_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GaldiatorMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
+
+void gladiator_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_attack_melee;
+}
+
+
+void GladiatorGun (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
+
+ // calc direction to where we targted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
+}
+
+mframe_t gladiator_frames_attack_gun [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GladiatorGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
+
+void gladiator_attack(edict_t *self)
+{
+ float range;
+ vec3_t v;
+
+ // a small safe zone
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ range = VectorLength(v);
+ if (range <= (MELEE_DISTANCE + 32))
+ return;
+
+ // charge up the railgun
+ gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+ self->monsterinfo.currentmove = &gladiator_move_attack_gun;
+}
+
+
+mframe_t gladiator_frames_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
+
+mframe_t gladiator_frames_pain_air [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
+
+void gladiator_pain (edict_t *self, edict_t *, float, int)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
+ self->monsterinfo.currentmove = &gladiator_move_pain_air;
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (self->velocity[2] > 100)
+ self->monsterinfo.currentmove = &gladiator_move_pain_air;
+ else
+ self->monsterinfo.currentmove = &gladiator_move_pain;
+
+}
+
+
+void gladiator_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t gladiator_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
+
+void gladiator_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &gladiator_move_death;
+}
+
+//===========
+//PGM
+qboolean gladiator_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_gladiator (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+
+ sound_pain1 = gi.soundindex ("gladiator/pain.wav");
+ sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
+ sound_die = gi.soundindex ("gladiator/glddeth2.wav");
+ sound_gun = gi.soundindex ("gladiator/railgun.wav");
+ sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
+ sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
+ sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
+ sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
+ sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
+ sound_sight = gi.soundindex ("gladiator/sight.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 64);
+
+ self->health = 400;
+ self->gib_health = -175;
+ self->mass = 400;
+
+ self->pain = gladiator_pain;
+ self->die = gladiator_die;
+
+ self->monsterinfo.stand = gladiator_stand;
+ self->monsterinfo.walk = gladiator_walk;
+ self->monsterinfo.run = gladiator_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = gladiator_attack;
+ self->monsterinfo.melee = gladiator_melee;
+ self->monsterinfo.sight = gladiator_sight;
+ self->monsterinfo.idle = gladiator_idle;
+ self->monsterinfo.search = gladiator_search;
+ self->monsterinfo.blocked = gladiator_blocked; // PGM
+
+ gi.linkentity (self);
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_gladiator.h
@@ -1,0 +1,96 @@
+// G:\quake2\baseq2\models/monsters/gladiatr
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_stand6 5
+#define FRAME_stand7 6
+#define FRAME_walk1 7
+#define FRAME_walk2 8
+#define FRAME_walk3 9
+#define FRAME_walk4 10
+#define FRAME_walk5 11
+#define FRAME_walk6 12
+#define FRAME_walk7 13
+#define FRAME_walk8 14
+#define FRAME_walk9 15
+#define FRAME_walk10 16
+#define FRAME_walk11 17
+#define FRAME_walk12 18
+#define FRAME_walk13 19
+#define FRAME_walk14 20
+#define FRAME_walk15 21
+#define FRAME_walk16 22
+#define FRAME_run1 23
+#define FRAME_run2 24
+#define FRAME_run3 25
+#define FRAME_run4 26
+#define FRAME_run5 27
+#define FRAME_run6 28
+#define FRAME_melee1 29
+#define FRAME_melee2 30
+#define FRAME_melee3 31
+#define FRAME_melee4 32
+#define FRAME_melee5 33
+#define FRAME_melee6 34
+#define FRAME_melee7 35
+#define FRAME_melee8 36
+#define FRAME_melee9 37
+#define FRAME_melee10 38
+#define FRAME_melee11 39
+#define FRAME_melee12 40
+#define FRAME_melee13 41
+#define FRAME_melee14 42
+#define FRAME_melee15 43
+#define FRAME_melee16 44
+#define FRAME_melee17 45
+#define FRAME_attack1 46
+#define FRAME_attack2 47
+#define FRAME_attack3 48
+#define FRAME_attack4 49
+#define FRAME_attack5 50
+#define FRAME_attack6 51
+#define FRAME_attack7 52
+#define FRAME_attack8 53
+#define FRAME_attack9 54
+#define FRAME_pain1 55
+#define FRAME_pain2 56
+#define FRAME_pain3 57
+#define FRAME_pain4 58
+#define FRAME_pain5 59
+#define FRAME_pain6 60
+#define FRAME_death1 61
+#define FRAME_death2 62
+#define FRAME_death3 63
+#define FRAME_death4 64
+#define FRAME_death5 65
+#define FRAME_death6 66
+#define FRAME_death7 67
+#define FRAME_death8 68
+#define FRAME_death9 69
+#define FRAME_death10 70
+#define FRAME_death11 71
+#define FRAME_death12 72
+#define FRAME_death13 73
+#define FRAME_death14 74
+#define FRAME_death15 75
+#define FRAME_death16 76
+#define FRAME_death17 77
+#define FRAME_death18 78
+#define FRAME_death19 79
+#define FRAME_death20 80
+#define FRAME_death21 81
+#define FRAME_death22 82
+#define FRAME_painup1 83
+#define FRAME_painup2 84
+#define FRAME_painup3 85
+#define FRAME_painup4 86
+#define FRAME_painup5 87
+#define FRAME_painup6 88
+#define FRAME_painup7 89
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_gunner.c
@@ -1,0 +1,1058 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gunner.h"
+
+
+static int sound_pain;
+static int sound_pain2;
+static int sound_death;
+static int sound_idle;
+static int sound_open;
+static int sound_search;
+static int sound_sight;
+
+void gunner_idlesound (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void gunner_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gunner_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+qboolean visible (edict_t *self, edict_t *other);
+void GunnerGrenade (edict_t *self);
+void GunnerFire (edict_t *self);
+void gunner_fire_chain(edict_t *self);
+void gunner_refire_chain(edict_t *self);
+
+
+void gunner_stand (edict_t *self);
+
+mframe_t gunner_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_idlesound,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
+
+void gunner_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() <= 0.05)
+ self->monsterinfo.currentmove = &gunner_move_fidget;
+}
+
+mframe_t gunner_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget
+};
+mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
+
+void gunner_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_stand;
+}
+
+
+mframe_t gunner_frames_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
+
+void gunner_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_walk;
+}
+
+mframe_t gunner_frames_run [] =
+{
+ ai_run, 26, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, monster_done_dodge,
+ ai_run, 15, NULL,
+ ai_run, 10, NULL,
+ ai_run, 13, NULL,
+ ai_run, 6, NULL
+};
+
+mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
+
+void gunner_run (edict_t *self)
+{
+ monster_done_dodge(self);
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gunner_move_stand;
+ else
+ self->monsterinfo.currentmove = &gunner_move_run;
+}
+
+mframe_t gunner_frames_runandshoot [] =
+{
+ ai_run, 32, NULL,
+ ai_run, 15, NULL,
+ ai_run, 10, NULL,
+ ai_run, 18, NULL,
+ ai_run, 8, NULL,
+ ai_run, 20, NULL
+};
+
+mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
+
+void gunner_runandshoot (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_runandshoot;
+}
+
+mframe_t gunner_frames_pain3 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL
+};
+mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
+
+mframe_t gunner_frames_pain2 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 11, NULL,
+ ai_move, 6, NULL,
+ ai_move, 2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -7, NULL,
+ ai_move, -2, NULL,
+ ai_move, -7, NULL
+};
+mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
+
+mframe_t gunner_frames_pain1 [] =
+{
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, -5, NULL,
+ ai_move, 3, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
+
+void gunner_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ monster_done_dodge (self);
+
+ if (!self->groundentity)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("gunner: pain avoided due to no ground\n");
+ return;
+ }
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (rand()&1)
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 10)
+ self->monsterinfo.currentmove = &gunner_move_pain3;
+ else if (damage <= 25)
+ self->monsterinfo.currentmove = &gunner_move_pain2;
+ else
+ self->monsterinfo.currentmove = &gunner_move_pain1;
+
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+}
+
+void gunner_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t gunner_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, -3, NULL,
+ ai_move, -5, NULL,
+ ai_move, 8, NULL,
+ ai_move, 6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
+
+void gunner_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &gunner_move_death;
+}
+
+// PMM - changed to duck code for new dodge
+
+//
+// this is specific to the gunner, leave it be
+//
+void gunner_duck_down (edict_t *self)
+{
+// if (self->monsterinfo.aiflags & AI_DUCKED)
+// return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ if (skill->value >= 2)
+ {
+ if (qrandom() > 0.5)
+ GunnerGrenade (self);
+ }
+
+// self->maxs[2] -= 32;
+ self->maxs[2] = self->monsterinfo.base_height - 32;
+ self->takedamage = DAMAGE_YES;
+ if (self->monsterinfo.duck_wait_time < level.time)
+ self->monsterinfo.duck_wait_time = level.time + 1;
+ gi.linkentity (self);
+}
+
+mframe_t gunner_frames_duck [] =
+{
+ ai_move, 1, gunner_duck_down,
+ ai_move, 1, NULL,
+ ai_move, 1, monster_duck_hold,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, monster_duck_up,
+ ai_move, -1, NULL
+};
+mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
+
+// PMM - gunner dodge moved below so I know about attack sequences
+
+void gunner_opengun (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
+}
+
+void GunnerFire (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t target;
+ vec3_t aim;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ // project enemy back a bit and target there
+ VectorCopy (self->enemy->s.origin, target);
+ VectorMA (target, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+
+ VectorSubtract (target, start, aim);
+ VectorNormalize (aim);
+ monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+qboolean gunner_grenade_check(edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ trace_t tr;
+ vec3_t target, dir;
+
+ if(!self->enemy)
+ return false;
+
+ // if the player is above my head, use machinegun.
+
+ // check for flag telling us that we're blindfiring
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ if (self->s.origin[2]+self->viewheight < self->monsterinfo.blind_fire_target[2])
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("blind_fire_target is above my head, using machinegun\n");
+ return false;
+ }
+ }
+ else if(self->absmax[2] <= self->enemy->absmin[2])
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("player is above my head, using machinegun\n");
+ return false;
+ }
+
+ // check to see that we can trace to the player before we start
+ // tossing grenades around.
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start);
+
+ // pmm - check for blindfire flag
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ VectorCopy (self->monsterinfo.blind_fire_target, target);
+ else
+ VectorCopy (self->enemy->s.origin, target);
+
+ // see if we're too close
+ VectorSubtract (self->s.origin, target, dir);
+
+ if (VectorLength(dir) < 100)
+ return false;
+
+ tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
+ if(tr.ent == self->enemy || tr.fraction == 1)
+ return true;
+
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf("can't trace to target, using machinegun\n");
+ return false;
+}
+
+void GunnerGrenade (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t aim;
+ int flash_number;
+ float spread;
+ float pitch = 0.0;
+ // PMM
+ vec3_t target;
+ qboolean blindfire = false;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ // pmm
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ blindfire = true;
+
+ if (self->s.frame == FRAME_attak105)
+ {
+ spread = .02;
+ flash_number = MZ2_GUNNER_GRENADE_1;
+ }
+ else if (self->s.frame == FRAME_attak108)
+ {
+ spread = .05;
+ flash_number = MZ2_GUNNER_GRENADE_2;
+ }
+ else if (self->s.frame == FRAME_attak111)
+ {
+ spread = .08;
+ flash_number = MZ2_GUNNER_GRENADE_3;
+ }
+ else // (self->s.frame == FRAME_attak114)
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ spread = .11;
+ flash_number = MZ2_GUNNER_GRENADE_4;
+ }
+
+ // pmm
+ // if we're shooting blind and we still can't see our enemy
+ if ((blindfire) && (!visible(self, self->enemy)))
+ {
+ // and we have a valid blind_fire_target
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+// gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
+// gi.dprintf ("GunnerGrenade: ideal yaw is %f\n", self->ideal_yaw);
+ VectorCopy (self->monsterinfo.blind_fire_target, target);
+ }
+ else
+ VectorCopy (self->s.origin, target);
+ // pmm
+
+ AngleVectors (self->s.angles, forward, right, up); //PGM
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+//PGM
+ if(self->enemy)
+ {
+ float dist;
+
+// VectorSubtract(self->enemy->s.origin, self->s.origin, aim);
+ VectorSubtract(target, self->s.origin, aim);
+ dist = VectorLength(aim);
+
+ // aim up if they're on the same level as me and far away.
+ if((dist > 512) && (aim[2] < 64) && (aim[2] > -64))
+ {
+ aim[2] += (dist - 512);
+ }
+
+ VectorNormalize (aim);
+ pitch = aim[2];
+ if(pitch > 0.4)
+ {
+ pitch = 0.4;
+ }
+ else if(pitch < -0.5)
+ pitch = -0.5;
+ }
+//PGM
+
+ //FIXME : do a spread -225 -75 75 225 degrees around forward
+// VectorCopy (forward, aim);
+ VectorMA (forward, spread, right, aim);
+ VectorMA (aim, pitch, up, aim);
+
+ monster_fire_grenade (self, start, aim, 50, 600, flash_number);
+}
+
+mframe_t gunner_frames_attack_chain [] =
+{
+ /*
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ */
+ ai_charge, 0, gunner_opengun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
+
+mframe_t gunner_frames_fire_chain [] =
+{
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire
+};
+mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
+
+mframe_t gunner_frames_endfire_chain [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
+
+void gunner_blind_check (edict_t *self)
+{
+ vec3_t aim;
+
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, aim);
+ self->ideal_yaw = vectoyaw(aim);
+
+// gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
+// gi.dprintf ("gunner_attack: ideal yaw is %f\n", self->ideal_yaw);
+ }
+}
+
+mframe_t gunner_frames_attack_grenade [] =
+{
+ ai_charge, 0, gunner_blind_check,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
+
+void gunner_attack(edict_t *self)
+{
+ float chance, r;
+
+ monster_done_dodge(self);
+
+ // PMM
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ // setup shot probabilities
+ if (self->monsterinfo.blind_fire_delay < 1.0)
+ chance = 1.0;
+ else if (self->monsterinfo.blind_fire_delay < 7.5)
+ chance = 0.4;
+ else
+ chance = 0.1;
+
+ r = qrandom();
+
+ // minimum of 2 seconds, plus 0-3, after the shots are done
+ self->monsterinfo.blind_fire_delay += 2.1 + 2.0 + qrandom()*3.0;
+
+ // don't shoot at the origin
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+ // don't shoot if the dice say not to
+ if (r > chance)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blindfire - NO SHOT\n");
+ return;
+ }
+
+ // turn on manual steering to signal both manual steering and blindfire
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ if (gunner_grenade_check(self))
+ {
+ // if the check passes, go for the attack
+ self->monsterinfo.currentmove = &gunner_move_attack_grenade;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ }
+ // pmm - should this be active?
+// else
+// self->monsterinfo.currentmove = &gunner_move_attack_chain;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blind grenade check failed, doing nothing\n");
+
+ // turn off blindfire flag
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ return;
+ }
+ // pmm
+
+ // PGM - gunner needs to use his chaingun if he's being attacked by a tesla.
+ if ((range (self, self->enemy) == RANGE_MELEE) || self->bad_area)
+ {
+ self->monsterinfo.currentmove = &gunner_move_attack_chain;
+ }
+ else
+ {
+ if (qrandom() <= 0.5 && gunner_grenade_check(self))
+ self->monsterinfo.currentmove = &gunner_move_attack_grenade;
+ else
+ self->monsterinfo.currentmove = &gunner_move_attack_chain;
+ }
+}
+
+void gunner_fire_chain(edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_fire_chain;
+}
+
+void gunner_refire_chain(edict_t *self)
+{
+ if (self->enemy->health > 0)
+ if ( visible (self, self->enemy) )
+ if (qrandom() <= 0.5)
+ {
+ self->monsterinfo.currentmove = &gunner_move_fire_chain;
+ return;
+ }
+ self->monsterinfo.currentmove = &gunner_move_endfire_chain;
+}
+/*
+void gunner_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+// original quake2 dodge code
+
+ if (random() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &gunner_move_duck;
+
+//===========
+//PMM - rogue rewrite of gunner dodge code.
+ float r;
+ float height;
+ int shooting = 0;
+
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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;
+
+ r = qrandom();
+ if (r > (0.25*((skill->value)+1)))
+ return;
+
+ if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
+ )
+ {
+ shooting = 1;
+ }
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ height = self->absmax[2];
+ }
+ else
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+ }
+
+ // check to see if it makes sense to duck
+ if (tr->endpos[2] <= height)
+ {
+ vec3_t right, diff;
+ if (shooting)
+ {
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 1;
+ }
+ // if it doesn't sense to duck, try to strafe away
+ monster_done_dodge (self);
+ self->monsterinfo.currentmove = &gunner_move_run;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &gunner_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ }
+
+ if (!shooting)
+ {
+ self->monsterinfo.currentmove = &gunner_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ self->monsterinfo.aiflags |= AI_DODGING;
+ }
+ return;
+//PMM
+//===========
+}
+*/
+//===========
+//PGM
+void gunner_jump_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+void gunner_jump2_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 150, forward, self->velocity);
+ VectorMA(self->velocity, 400, up, self->velocity);
+}
+
+void gunner_jump_wait_land (edict_t *self)
+{
+ if(self->groundentity == NULL)
+ {
+ self->monsterinfo.nextframe = self->s.frame;
+
+ if(monster_jump_finished (self))
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+ else
+ self->monsterinfo.nextframe = self->s.frame + 1;
+}
+
+mframe_t gunner_frames_jump [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, gunner_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, gunner_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_jump = { FRAME_jump01, FRAME_jump10, gunner_frames_jump, gunner_run };
+
+mframe_t gunner_frames_jump2 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -4, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, gunner_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, gunner_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_jump2 = { FRAME_jump01, FRAME_jump10, gunner_frames_jump2, gunner_run };
+
+void gunner_jump (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ monster_done_dodge (self);
+
+ if(self->enemy->s.origin[2] > self->s.origin[2])
+ self->monsterinfo.currentmove = &gunner_move_jump2;
+ else
+ self->monsterinfo.currentmove = &gunner_move_jump;
+}
+
+//===========
+//PGM
+qboolean gunner_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ if(blocked_checkjump (self, dist, 192, 40))
+ {
+ gunner_jump(self);
+ return true;
+ }
+
+ return false;
+}
+//PGM
+//===========
+
+// PMM - new duck code
+void gunner_duck (edict_t *self, float eta)
+{
+ if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
+ (self->monsterinfo.currentmove == &gunner_move_jump))
+ {
+ return;
+ }
+
+ if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
+ )
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+ }
+
+ if (skill->value == 0)
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ else
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+
+ // has to be done immediately otherwise he can get stuck
+ gunner_duck_down(self);
+
+ self->monsterinfo.nextframe = FRAME_duck01;
+ self->monsterinfo.currentmove = &gunner_move_duck;
+ return;
+}
+
+void gunner_sidestep (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
+ (self->monsterinfo.currentmove == &gunner_move_jump))
+ {
+ return;
+ }
+
+ if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
+ (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
+ )
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DODGING;
+ return;
+ }
+ }
+
+ if (self->monsterinfo.currentmove != &gunner_move_run)
+ self->monsterinfo.currentmove = &gunner_move_run;
+}
+
+
+/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_gunner (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_death = gi.soundindex ("gunner/death1.wav");
+ sound_pain = gi.soundindex ("gunner/gunpain2.wav");
+ sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
+ sound_idle = gi.soundindex ("gunner/gunidle1.wav");
+ sound_open = gi.soundindex ("gunner/gunatck1.wav");
+ sound_search = gi.soundindex ("gunner/gunsrch1.wav");
+ sound_sight = gi.soundindex ("gunner/sight1.wav");
+
+ gi.soundindex ("gunner/gunatck2.wav");
+ gi.soundindex ("gunner/gunatck3.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 175;
+ self->gib_health = -70;
+ self->mass = 200;
+
+ self->pain = gunner_pain;
+ self->die = gunner_die;
+
+ self->monsterinfo.stand = gunner_stand;
+ self->monsterinfo.walk = gunner_walk;
+ self->monsterinfo.run = gunner_run;
+ // pmm
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.duck = gunner_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+ self->monsterinfo.sidestep = gunner_sidestep;
+// self->monsterinfo.dodge = gunner_dodge;
+ // pmm
+ self->monsterinfo.attack = gunner_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = gunner_sight;
+ self->monsterinfo.search = gunner_search;
+ self->monsterinfo.blocked = gunner_blocked; //PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &gunner_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ // PMM
+ self->monsterinfo.blindfire = true;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_gunner.h
@@ -1,0 +1,225 @@
+// G:\quake2\baseq2\models/gunner
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_stand41 40
+#define FRAME_stand42 41
+#define FRAME_stand43 42
+#define FRAME_stand44 43
+#define FRAME_stand45 44
+#define FRAME_stand46 45
+#define FRAME_stand47 46
+#define FRAME_stand48 47
+#define FRAME_stand49 48
+#define FRAME_stand50 49
+#define FRAME_stand51 50
+#define FRAME_stand52 51
+#define FRAME_stand53 52
+#define FRAME_stand54 53
+#define FRAME_stand55 54
+#define FRAME_stand56 55
+#define FRAME_stand57 56
+#define FRAME_stand58 57
+#define FRAME_stand59 58
+#define FRAME_stand60 59
+#define FRAME_stand61 60
+#define FRAME_stand62 61
+#define FRAME_stand63 62
+#define FRAME_stand64 63
+#define FRAME_stand65 64
+#define FRAME_stand66 65
+#define FRAME_stand67 66
+#define FRAME_stand68 67
+#define FRAME_stand69 68
+#define FRAME_stand70 69
+#define FRAME_walk01 70
+#define FRAME_walk02 71
+#define FRAME_walk03 72
+#define FRAME_walk04 73
+#define FRAME_walk05 74
+#define FRAME_walk06 75
+#define FRAME_walk07 76
+#define FRAME_walk08 77
+#define FRAME_walk09 78
+#define FRAME_walk10 79
+#define FRAME_walk11 80
+#define FRAME_walk12 81
+#define FRAME_walk13 82
+#define FRAME_walk14 83
+#define FRAME_walk15 84
+#define FRAME_walk16 85
+#define FRAME_walk17 86
+#define FRAME_walk18 87
+#define FRAME_walk19 88
+#define FRAME_walk20 89
+#define FRAME_walk21 90
+#define FRAME_walk22 91
+#define FRAME_walk23 92
+#define FRAME_walk24 93
+#define FRAME_run01 94
+#define FRAME_run02 95
+#define FRAME_run03 96
+#define FRAME_run04 97
+#define FRAME_run05 98
+#define FRAME_run06 99
+#define FRAME_run07 100
+#define FRAME_run08 101
+#define FRAME_runs01 102
+#define FRAME_runs02 103
+#define FRAME_runs03 104
+#define FRAME_runs04 105
+#define FRAME_runs05 106
+#define FRAME_runs06 107
+#define FRAME_attak101 108
+#define FRAME_attak102 109
+#define FRAME_attak103 110
+#define FRAME_attak104 111
+#define FRAME_attak105 112
+#define FRAME_attak106 113
+#define FRAME_attak107 114
+#define FRAME_attak108 115
+#define FRAME_attak109 116
+#define FRAME_attak110 117
+#define FRAME_attak111 118
+#define FRAME_attak112 119
+#define FRAME_attak113 120
+#define FRAME_attak114 121
+#define FRAME_attak115 122
+#define FRAME_attak116 123
+#define FRAME_attak117 124
+#define FRAME_attak118 125
+#define FRAME_attak119 126
+#define FRAME_attak120 127
+#define FRAME_attak121 128
+#define FRAME_attak201 129
+#define FRAME_attak202 130
+#define FRAME_attak203 131
+#define FRAME_attak204 132
+#define FRAME_attak205 133
+#define FRAME_attak206 134
+#define FRAME_attak207 135
+#define FRAME_attak208 136
+#define FRAME_attak209 137
+#define FRAME_attak210 138
+#define FRAME_attak211 139
+#define FRAME_attak212 140
+#define FRAME_attak213 141
+#define FRAME_attak214 142
+#define FRAME_attak215 143
+#define FRAME_attak216 144
+#define FRAME_attak217 145
+#define FRAME_attak218 146
+#define FRAME_attak219 147
+#define FRAME_attak220 148
+#define FRAME_attak221 149
+#define FRAME_attak222 150
+#define FRAME_attak223 151
+#define FRAME_attak224 152
+#define FRAME_attak225 153
+#define FRAME_attak226 154
+#define FRAME_attak227 155
+#define FRAME_attak228 156
+#define FRAME_attak229 157
+#define FRAME_attak230 158
+#define FRAME_pain101 159
+#define FRAME_pain102 160
+#define FRAME_pain103 161
+#define FRAME_pain104 162
+#define FRAME_pain105 163
+#define FRAME_pain106 164
+#define FRAME_pain107 165
+#define FRAME_pain108 166
+#define FRAME_pain109 167
+#define FRAME_pain110 168
+#define FRAME_pain111 169
+#define FRAME_pain112 170
+#define FRAME_pain113 171
+#define FRAME_pain114 172
+#define FRAME_pain115 173
+#define FRAME_pain116 174
+#define FRAME_pain117 175
+#define FRAME_pain118 176
+#define FRAME_pain201 177
+#define FRAME_pain202 178
+#define FRAME_pain203 179
+#define FRAME_pain204 180
+#define FRAME_pain205 181
+#define FRAME_pain206 182
+#define FRAME_pain207 183
+#define FRAME_pain208 184
+#define FRAME_pain301 185
+#define FRAME_pain302 186
+#define FRAME_pain303 187
+#define FRAME_pain304 188
+#define FRAME_pain305 189
+#define FRAME_death01 190
+#define FRAME_death02 191
+#define FRAME_death03 192
+#define FRAME_death04 193
+#define FRAME_death05 194
+#define FRAME_death06 195
+#define FRAME_death07 196
+#define FRAME_death08 197
+#define FRAME_death09 198
+#define FRAME_death10 199
+#define FRAME_death11 200
+#define FRAME_duck01 201
+#define FRAME_duck02 202
+#define FRAME_duck03 203
+#define FRAME_duck04 204
+#define FRAME_duck05 205
+#define FRAME_duck06 206
+#define FRAME_duck07 207
+#define FRAME_duck08 208
+#define FRAME_jump01 209
+#define FRAME_jump02 210
+#define FRAME_jump03 211
+#define FRAME_jump04 212
+#define FRAME_jump05 213
+#define FRAME_jump06 214
+#define FRAME_jump07 215
+#define FRAME_jump08 216
+#define FRAME_jump09 217
+#define FRAME_jump10 218
+
+#define MODEL_SCALE 1.150000
--- /dev/null
+++ b/rogue/m_hover.c
@@ -1,0 +1,786 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_hover.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_death1;
+static int sound_death2;
+static int sound_sight;
+static int sound_search1;
+static int sound_search2;
+
+// daedalus sounds
+static int daed_sound_pain1;
+static int daed_sound_pain2;
+static int daed_sound_death1;
+static int daed_sound_death2;
+static int daed_sound_sight;
+static int daed_sound_search1;
+static int daed_sound_search2;
+
+
+void hover_sight (edict_t *self, edict_t *)
+{
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_sight, 1, ATTN_NORM, 0);
+}
+
+void hover_search (edict_t *self)
+{
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ {
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, daed_sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_search2, 1, ATTN_NORM, 0);
+ }
+}
+
+
+void hover_run (edict_t *self);
+void hover_stand (edict_t *self);
+void hover_dead (edict_t *self);
+void hover_attack (edict_t *self);
+void hover_reattack (edict_t *self);
+void hover_fire_blaster (edict_t *self);
+void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+mframe_t hover_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL};
+/*
+mframe_t hover_frames_stop1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL};
+
+mframe_t hover_frames_stop2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL};
+*/
+/*
+mframe_t hover_frames_takeoff [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 5, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -6, NULL,
+ ai_move, -9, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL};
+*/
+mframe_t hover_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run};
+
+mframe_t hover_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run};
+
+mframe_t hover_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, -8, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 7, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 5, NULL,
+ ai_move, 3, NULL,
+ ai_move, 4, NULL
+};
+mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run};
+
+/*
+mframe_t hover_frames_land [] =
+{
+ ai_move, 0, NULL
+};
+mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL};
+*/
+/*
+mframe_t hover_frames_forward [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL};
+*/
+mframe_t hover_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL};
+
+mframe_t hover_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL
+};
+mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL};
+
+mframe_t hover_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -10,NULL,
+ ai_move, 3, NULL,
+ ai_move, 5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 7, NULL
+};
+mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead};
+/*
+mframe_t hover_frames_backward [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL};
+*/
+mframe_t hover_frames_start_attack [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack};
+
+mframe_t hover_frames_attack1 [] =
+{
+ ai_charge, -10, hover_fire_blaster,
+ ai_charge, -10, hover_fire_blaster,
+ ai_charge, 0, hover_reattack,
+};
+mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL};
+
+
+mframe_t hover_frames_end_attack [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run};
+
+/* PMM - circle strafing code */
+
+mframe_t hover_frames_start_attack2 [] =
+{
+ ai_charge, 15, NULL,
+ ai_charge, 15, NULL,
+ ai_charge, 15, NULL
+};
+mmove_t hover_move_start_attack2 = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack2, hover_attack};
+
+mframe_t hover_frames_attack2 [] =
+{
+ ai_charge, 10, hover_fire_blaster,
+ ai_charge, 10, hover_fire_blaster,
+ ai_charge, 10, hover_reattack,
+};
+mmove_t hover_move_attack2 = {FRAME_attak104, FRAME_attak106, hover_frames_attack2, NULL};
+
+
+mframe_t hover_frames_end_attack2 [] =
+{
+ ai_charge, 15, NULL,
+ ai_charge, 15, NULL
+};
+mmove_t hover_move_end_attack2 = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack2, hover_run};
+
+// end of circle strafe
+
+
+void hover_reattack (edict_t *self)
+{
+ if (self->enemy->health > 0 )
+ if (visible (self, self->enemy) )
+ if (qrandom() <= 0.6)
+ {
+ if (self->monsterinfo.attack_state == AS_STRAIGHT)
+ {
+ self->monsterinfo.currentmove = &hover_move_attack1;
+ return;
+ }
+ else if (self->monsterinfo.attack_state == AS_SLIDING)
+ {
+ self->monsterinfo.currentmove = &hover_move_attack2;
+ return;
+ }
+ else
+ gi.dprintf ("hover_reattack: unexpected state %d\n", self->monsterinfo.attack_state);
+ }
+ self->monsterinfo.currentmove = &hover_move_end_attack;
+}
+
+
+void hover_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ if (self->s.frame == FRAME_attak104)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+//PGM - daedalus fires blaster2
+ if(self->mass < 200)
+ monster_fire_blaster (self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect);
+ else
+ monster_fire_blaster2 (self, start, dir, 1, 1000, MZ2_DAEDALUS_BLASTER, EF_BLASTER);
+ // fixme - different muzzle flash
+//PGM
+}
+
+
+void hover_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_stand;
+}
+
+void hover_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &hover_move_stand;
+ else
+ self->monsterinfo.currentmove = &hover_move_run;
+}
+
+void hover_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_walk;
+}
+
+void hover_start_attack (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_start_attack;
+}
+
+void hover_attack(edict_t *self)
+{
+ float chance;
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ // 0% chance of circle in easy
+ // 50% chance in normal
+ // 75% chance in hard
+ // 86.67% chance in nightmare
+ if (!skill->value)
+ chance = 0;
+ else
+ chance = 1.0 - (0.5/(float)(skill->value));
+
+ if (self->mass > 150) // the daedalus strafes more
+ chance += 0.1;
+
+ if (qrandom() > chance)
+ {
+ self->monsterinfo.currentmove = &hover_move_attack1;
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+ else // circle strafe
+ {
+ if (qrandom () <= 0.5) // switch directions
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ self->monsterinfo.currentmove = &hover_move_attack2;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ }
+}
+
+
+void hover_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1; // PGM support for skins 2 & 3.
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 25)
+ {
+ if (qrandom() < 0.5)
+ {
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain3;
+ }
+ else
+ {
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain2;
+ }
+ }
+ else
+ {
+//====
+//PGM pain sequence is WAY too long
+ if (qrandom() < (0.45 - (0.1 * skill->value)))
+ {
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain1;
+ }
+ else
+ {
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain2;
+ }
+//PGM
+//====
+ }
+}
+
+void hover_deadthink (edict_t *self)
+{
+ if (!self->groundentity && level.time < self->timestamp)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ return;
+ }
+ BecomeExplosion1(self);
+}
+
+void hover_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->think = hover_deadthink;
+ self->nextthink = level.time + FRAMETIME;
+ self->timestamp = level.time + 15;
+ gi.linkentity (self);
+}
+
+void hover_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ self->s.effects = 0;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ // PMM - daedalus sounds
+ if (self->mass < 225)
+ {
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, daed_sound_death1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, daed_sound_death2, 1, ATTN_NORM, 0);
+ }
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &hover_move_death1;
+}
+
+//===========
+//PGM
+qboolean hover_blocked (edict_t *self, float)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+/*QUAKED monster_daedalus (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+This is the improved icarus monster.
+*/
+void SP_monster_hover (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+ self->health = 240;
+ self->gib_health = -100;
+ self->mass = 150;
+
+ self->pain = hover_pain;
+ self->die = hover_die;
+
+ self->monsterinfo.stand = hover_stand;
+ self->monsterinfo.walk = hover_walk;
+ self->monsterinfo.run = hover_run;
+// self->monsterinfo.dodge = hover_dodge;
+ self->monsterinfo.attack = hover_start_attack;
+ self->monsterinfo.sight = hover_sight;
+ self->monsterinfo.search = hover_search;
+ self->monsterinfo.blocked = hover_blocked; // PGM
+
+//PGM
+ if (strcmp(self->classname, "monster_daedalus") == 0)
+ {
+ self->health = 450;
+ self->mass = 225;
+ self->yaw_speed = 25;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ self->monsterinfo.power_armor_power = 100;
+ // PMM - daedalus sounds
+ self->s.sound = gi.soundindex ("daedalus/daedidle1.wav");
+ daed_sound_pain1 = gi.soundindex ("daedalus/daedpain1.wav");
+ daed_sound_pain2 = gi.soundindex ("daedalus/daedpain2.wav");
+ daed_sound_death1 = gi.soundindex ("daedalus/daeddeth1.wav");
+ daed_sound_death2 = gi.soundindex ("daedalus/daeddeth2.wav");
+ daed_sound_sight = gi.soundindex ("daedalus/daedsght1.wav");
+ daed_sound_search1 = gi.soundindex ("daedalus/daedsrch1.wav");
+ daed_sound_search2 = gi.soundindex ("daedalus/daedsrch2.wav");
+ gi.soundindex ("tank/tnkatck3.wav");
+ // pmm
+ }
+ else
+ {
+ sound_pain1 = gi.soundindex ("hover/hovpain1.wav");
+ sound_pain2 = gi.soundindex ("hover/hovpain2.wav");
+ sound_death1 = gi.soundindex ("hover/hovdeth1.wav");
+ sound_death2 = gi.soundindex ("hover/hovdeth2.wav");
+ sound_sight = gi.soundindex ("hover/hovsght1.wav");
+ sound_search1 = gi.soundindex ("hover/hovsrch1.wav");
+ sound_search2 = gi.soundindex ("hover/hovsrch2.wav");
+ gi.soundindex ("hover/hovatck1.wav");
+
+ self->s.sound = gi.soundindex ("hover/hovidle1.wav");
+ }
+//PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &hover_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+
+//PGM
+ if (strcmp(self->classname, "monster_daedalus") == 0)
+ self->s.skinnum = 2;
+//PGM
+
+}
--- /dev/null
+++ b/rogue/m_hover.h
@@ -1,0 +1,211 @@
+// G:\quake2\baseq2\models/monsters/hover
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_forwrd01 30
+#define FRAME_forwrd02 31
+#define FRAME_forwrd03 32
+#define FRAME_forwrd04 33
+#define FRAME_forwrd05 34
+#define FRAME_forwrd06 35
+#define FRAME_forwrd07 36
+#define FRAME_forwrd08 37
+#define FRAME_forwrd09 38
+#define FRAME_forwrd10 39
+#define FRAME_forwrd11 40
+#define FRAME_forwrd12 41
+#define FRAME_forwrd13 42
+#define FRAME_forwrd14 43
+#define FRAME_forwrd15 44
+#define FRAME_forwrd16 45
+#define FRAME_forwrd17 46
+#define FRAME_forwrd18 47
+#define FRAME_forwrd19 48
+#define FRAME_forwrd20 49
+#define FRAME_forwrd21 50
+#define FRAME_forwrd22 51
+#define FRAME_forwrd23 52
+#define FRAME_forwrd24 53
+#define FRAME_forwrd25 54
+#define FRAME_forwrd26 55
+#define FRAME_forwrd27 56
+#define FRAME_forwrd28 57
+#define FRAME_forwrd29 58
+#define FRAME_forwrd30 59
+#define FRAME_forwrd31 60
+#define FRAME_forwrd32 61
+#define FRAME_forwrd33 62
+#define FRAME_forwrd34 63
+#define FRAME_forwrd35 64
+#define FRAME_stop101 65
+#define FRAME_stop102 66
+#define FRAME_stop103 67
+#define FRAME_stop104 68
+#define FRAME_stop105 69
+#define FRAME_stop106 70
+#define FRAME_stop107 71
+#define FRAME_stop108 72
+#define FRAME_stop109 73
+#define FRAME_stop201 74
+#define FRAME_stop202 75
+#define FRAME_stop203 76
+#define FRAME_stop204 77
+#define FRAME_stop205 78
+#define FRAME_stop206 79
+#define FRAME_stop207 80
+#define FRAME_stop208 81
+#define FRAME_takeof01 82
+#define FRAME_takeof02 83
+#define FRAME_takeof03 84
+#define FRAME_takeof04 85
+#define FRAME_takeof05 86
+#define FRAME_takeof06 87
+#define FRAME_takeof07 88
+#define FRAME_takeof08 89
+#define FRAME_takeof09 90
+#define FRAME_takeof10 91
+#define FRAME_takeof11 92
+#define FRAME_takeof12 93
+#define FRAME_takeof13 94
+#define FRAME_takeof14 95
+#define FRAME_takeof15 96
+#define FRAME_takeof16 97
+#define FRAME_takeof17 98
+#define FRAME_takeof18 99
+#define FRAME_takeof19 100
+#define FRAME_takeof20 101
+#define FRAME_takeof21 102
+#define FRAME_takeof22 103
+#define FRAME_takeof23 104
+#define FRAME_takeof24 105
+#define FRAME_takeof25 106
+#define FRAME_takeof26 107
+#define FRAME_takeof27 108
+#define FRAME_takeof28 109
+#define FRAME_takeof29 110
+#define FRAME_takeof30 111
+#define FRAME_land01 112
+#define FRAME_pain101 113
+#define FRAME_pain102 114
+#define FRAME_pain103 115
+#define FRAME_pain104 116
+#define FRAME_pain105 117
+#define FRAME_pain106 118
+#define FRAME_pain107 119
+#define FRAME_pain108 120
+#define FRAME_pain109 121
+#define FRAME_pain110 122
+#define FRAME_pain111 123
+#define FRAME_pain112 124
+#define FRAME_pain113 125
+#define FRAME_pain114 126
+#define FRAME_pain115 127
+#define FRAME_pain116 128
+#define FRAME_pain117 129
+#define FRAME_pain118 130
+#define FRAME_pain119 131
+#define FRAME_pain120 132
+#define FRAME_pain121 133
+#define FRAME_pain122 134
+#define FRAME_pain123 135
+#define FRAME_pain124 136
+#define FRAME_pain125 137
+#define FRAME_pain126 138
+#define FRAME_pain127 139
+#define FRAME_pain128 140
+#define FRAME_pain201 141
+#define FRAME_pain202 142
+#define FRAME_pain203 143
+#define FRAME_pain204 144
+#define FRAME_pain205 145
+#define FRAME_pain206 146
+#define FRAME_pain207 147
+#define FRAME_pain208 148
+#define FRAME_pain209 149
+#define FRAME_pain210 150
+#define FRAME_pain211 151
+#define FRAME_pain212 152
+#define FRAME_pain301 153
+#define FRAME_pain302 154
+#define FRAME_pain303 155
+#define FRAME_pain304 156
+#define FRAME_pain305 157
+#define FRAME_pain306 158
+#define FRAME_pain307 159
+#define FRAME_pain308 160
+#define FRAME_pain309 161
+#define FRAME_death101 162
+#define FRAME_death102 163
+#define FRAME_death103 164
+#define FRAME_death104 165
+#define FRAME_death105 166
+#define FRAME_death106 167
+#define FRAME_death107 168
+#define FRAME_death108 169
+#define FRAME_death109 170
+#define FRAME_death110 171
+#define FRAME_death111 172
+#define FRAME_backwd01 173
+#define FRAME_backwd02 174
+#define FRAME_backwd03 175
+#define FRAME_backwd04 176
+#define FRAME_backwd05 177
+#define FRAME_backwd06 178
+#define FRAME_backwd07 179
+#define FRAME_backwd08 180
+#define FRAME_backwd09 181
+#define FRAME_backwd10 182
+#define FRAME_backwd11 183
+#define FRAME_backwd12 184
+#define FRAME_backwd13 185
+#define FRAME_backwd14 186
+#define FRAME_backwd15 187
+#define FRAME_backwd16 188
+#define FRAME_backwd17 189
+#define FRAME_backwd18 190
+#define FRAME_backwd19 191
+#define FRAME_backwd20 192
+#define FRAME_backwd21 193
+#define FRAME_backwd22 194
+#define FRAME_backwd23 195
+#define FRAME_backwd24 196
+#define FRAME_attak101 197
+#define FRAME_attak102 198
+#define FRAME_attak103 199
+#define FRAME_attak104 200
+#define FRAME_attak105 201
+#define FRAME_attak106 202
+#define FRAME_attak107 203
+#define FRAME_attak108 204
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_infantry.c
@@ -1,0 +1,818 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_infantry.h"
+
+void InfantryMachineGun (edict_t *self);
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die1;
+static int sound_die2;
+
+static int sound_gunshot;
+static int sound_weapon_cock;
+static int sound_punch_swing;
+static int sound_punch_hit;
+static int sound_sight;
+static int sound_search;
+static int sound_idle;
+
+mframe_t infantry_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
+
+void infantry_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_stand;
+}
+
+
+mframe_t infantry_frames_fidget [] =
+{
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 3, NULL,
+ ai_stand, 6, NULL,
+ ai_stand, 3, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -2, NULL
+};
+mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
+
+void infantry_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_fidget;
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+mframe_t infantry_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
+
+void infantry_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_walk;
+}
+
+mframe_t infantry_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 20, NULL,
+ ai_run, 5, NULL,
+ ai_run, 7, monster_done_dodge,
+ ai_run, 30, NULL,
+ ai_run, 35, NULL,
+ ai_run, 2, NULL,
+ ai_run, 6, NULL
+};
+mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
+
+void infantry_run (edict_t *self)
+{
+ monster_done_dodge (self);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &infantry_move_stand;
+ else
+ self->monsterinfo.currentmove = &infantry_move_run;
+}
+
+
+mframe_t infantry_frames_pain1 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 2, NULL
+};
+mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
+
+mframe_t infantry_frames_pain2 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL,
+ ai_move, 2, NULL
+};
+mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
+
+void infantry_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (!self->groundentity)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("infantry: pain avoided due to no ground\n");
+ return;
+ }
+
+ monster_done_dodge (self);
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = rand() % 2;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &infantry_move_pain1;
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &infantry_move_pain2;
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ }
+
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+}
+
+
+vec3_t aimangles[] =
+{
+ 0.0, 5.0, 0.0,
+ 10.0, 15.0, 0.0,
+ 20.0, 25.0, 0.0,
+ 25.0, 35.0, 0.0,
+ 30.0, 40.0, 0.0,
+ 30.0, 45.0, 0.0,
+ 25.0, 50.0, 0.0,
+ 20.0, 40.0, 0.0,
+ 15.0, 35.0, 0.0,
+ 40.0, 35.0, 0.0,
+ 70.0, 35.0, 0.0,
+ 90.0, 35.0, 0.0
+};
+
+void InfantryMachineGun (edict_t *self)
+{
+ vec3_t start, target;
+ vec3_t forward, right;
+ vec3_t vec;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ // pmm - new attack start frame
+ if (self->s.frame == FRAME_attak104)
+ {
+ flash_number = MZ2_INFANTRY_MACHINEGUN_1;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ }
+ else
+ {
+ AngleVectors (self->s.angles, forward, right, NULL);
+ }
+ }
+ else
+ {
+ flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
+ AngleVectors (vec, forward, NULL, NULL);
+ }
+
+ monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+void infantry_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void infantry_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ gi.linkentity (self);
+
+ M_FlyCheck (self);
+}
+
+mframe_t infantry_frames_death1 [] =
+{
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 9, NULL,
+ ai_move, 9, NULL,
+ ai_move, 5, NULL,
+ ai_move, -3, NULL,
+ ai_move, -3, NULL
+};
+mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
+
+// Off with his head
+mframe_t infantry_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 5, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 4, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, -3, InfantryMachineGun,
+ ai_move, -1, InfantryMachineGun,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, 0, InfantryMachineGun,
+ ai_move, 2, InfantryMachineGun,
+ ai_move, 2, InfantryMachineGun,
+ ai_move, 3, InfantryMachineGun,
+ ai_move, -10, InfantryMachineGun,
+ ai_move, -7, InfantryMachineGun,
+ ai_move, -8, InfantryMachineGun,
+ ai_move, -6, NULL,
+ ai_move, 4, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
+
+mframe_t infantry_frames_death3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, -11, NULL,
+ ai_move, -3, NULL,
+ ai_move, -11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
+
+
+void infantry_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 3;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &infantry_move_death1;
+ gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
+ }
+ else if (n == 1)
+ {
+ self->monsterinfo.currentmove = &infantry_move_death2;
+ gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &infantry_move_death3;
+ gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
+ }
+}
+
+mframe_t infantry_frames_duck [] =
+{
+ ai_move, -2, monster_duck_down,
+ ai_move, -5, monster_duck_hold,
+ ai_move, 3, NULL,
+ ai_move, 4, monster_duck_up,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
+
+// PMM - dodge code moved below so I can see the attack frames
+
+
+void infantry_cock_gun (edict_t *self)
+{
+ // pmm .. code that was here no longer needed
+ gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
+}
+
+void infantry_fire (edict_t *self)
+{
+ InfantryMachineGun (self);
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+// this is here instead of cock_gun
+
+void infantry_fire_prep (edict_t *self)
+{
+ int n;
+ n = (rand() & 15) + 3 + 1;
+ self->monsterinfo.pausetime = level.time + n*FRAMETIME;
+}
+
+// pmm
+// frames reordered, tweaked for new frames
+
+mframe_t infantry_frames_attack1 [] =
+{
+ ai_charge, -3, NULL, //101
+ ai_charge, -2, NULL, //102
+ ai_charge, -1, infantry_fire_prep, //103
+ ai_charge, 5, infantry_fire, //104
+ ai_charge, 1, NULL, //105
+ ai_charge, -3, NULL, //106
+ ai_charge, -2, NULL, //107
+ ai_charge, 2, infantry_cock_gun, //108
+ ai_charge, 1, NULL, //109
+ ai_charge, 1, NULL, //110
+ ai_charge, -1, NULL, //111
+ ai_charge, 0, NULL, //112
+ ai_charge, -1, NULL, //113
+ ai_charge, -1, NULL, //114
+ ai_charge, 4, NULL //115
+};
+mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
+
+
+void infantry_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
+}
+
+void infantry_smack (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
+ gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
+}
+
+mframe_t infantry_frames_attack2 [] =
+{
+ ai_charge, 3, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 0, infantry_swing,
+ ai_charge, 8, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 8, infantry_smack,
+ ai_charge, 6, NULL,
+ ai_charge, 3, NULL,
+};
+mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
+
+void infantry_attack(edict_t *self)
+{
+ monster_done_dodge (self);
+
+ if (range (self, self->enemy) == RANGE_MELEE)
+ self->monsterinfo.currentmove = &infantry_move_attack2;
+ else
+ self->monsterinfo.currentmove = &infantry_move_attack1;
+}
+
+//===========
+//PGM
+void infantry_jump_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+void infantry_jump2_now (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 150, forward, self->velocity);
+ VectorMA(self->velocity, 400, up, self->velocity);
+}
+
+void infantry_jump_wait_land (edict_t *self)
+{
+ if(self->groundentity == NULL)
+ {
+ self->monsterinfo.nextframe = self->s.frame;
+
+ if(monster_jump_finished (self))
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+ else
+ self->monsterinfo.nextframe = self->s.frame + 1;
+}
+
+mframe_t infantry_frames_jump [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, infantry_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, infantry_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_jump = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run };
+
+mframe_t infantry_frames_jump2 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -4, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, infantry_jump_now,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, infantry_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_jump2 = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run };
+
+void infantry_jump (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ monster_done_dodge(self);
+
+ if(self->enemy->s.origin[2] > self->s.origin[2])
+ self->monsterinfo.currentmove = &infantry_move_jump2;
+ else
+ self->monsterinfo.currentmove = &infantry_move_jump;
+}
+
+qboolean infantry_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkjump (self, dist, 192, 40))
+ {
+ infantry_jump(self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+/*
+void infantry_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+//===========
+//PMM - rogue rewrite of gunner dodge code.
+ float r;
+ float height;
+ int shooting = 0;
+
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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;
+
+ r = qrandom();
+ if (r > (0.25*((skill->value)+1)))
+ return;
+
+ if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
+ (self->monsterinfo.currentmove == &infantry_move_attack2))
+ {
+ shooting = 1;
+ }
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ height = self->absmax[2];
+ }
+ else
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+ }
+
+ // check to see if it makes sense to duck
+ if (tr->endpos[2] <= height)
+ {
+ vec3_t right,diff;
+
+ if (shooting)
+ {
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 1;
+ }
+ // if it doesn't sense to duck, try to strafe away
+ monster_done_dodge (self);
+ self->monsterinfo.currentmove = &infantry_move_run;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &infantry_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ }
+
+ if (!shooting)
+ {
+ self->monsterinfo.currentmove = &infantry_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ self->monsterinfo.aiflags |= AI_DODGING;
+ }
+ return;
+//PMM
+//===========
+*/
+
+void infantry_duck (edict_t *self, float eta)
+{
+ // if we're jumping, don't dodge
+ if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
+ (self->monsterinfo.currentmove == &infantry_move_jump2))
+ {
+ return;
+ }
+
+ if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
+ (self->monsterinfo.currentmove == &infantry_move_attack2))
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+ }
+
+ if (skill->value == 0)
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ else
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+
+ // has to be done immediately otherwise he can get stuck
+ monster_duck_down(self);
+
+ self->monsterinfo.nextframe = FRAME_duck01;
+ self->monsterinfo.currentmove = &infantry_move_duck;
+ return;
+}
+
+void infantry_sidestep (edict_t *self)
+{
+ // if we're jumping, don't dodge
+ if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
+ (self->monsterinfo.currentmove == &infantry_move_jump2))
+ {
+ return;
+ }
+
+ if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
+ (self->monsterinfo.currentmove == &infantry_move_attack2))
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DODGING;
+ return;
+ }
+ }
+
+ if (self->monsterinfo.currentmove != &infantry_move_run)
+ self->monsterinfo.currentmove = &infantry_move_run;
+}
+
+/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_infantry (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
+ sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
+ sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
+ sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
+
+ sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
+ sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
+ sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
+ sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
+
+ sound_sight = gi.soundindex ("infantry/infsght1.wav");
+ sound_search = gi.soundindex ("infantry/infsrch1.wav");
+ sound_idle = gi.soundindex ("infantry/infidle1.wav");
+
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = -40;
+ self->mass = 200;
+
+ self->pain = infantry_pain;
+ self->die = infantry_die;
+
+ self->monsterinfo.stand = infantry_stand;
+ self->monsterinfo.walk = infantry_walk;
+ self->monsterinfo.run = infantry_run;
+ // pmm
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.duck = infantry_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+ self->monsterinfo.sidestep = infantry_sidestep;
+// self->monsterinfo.dodge = infantry_dodge;
+ // pmm
+ self->monsterinfo.attack = infantry_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = infantry_sight;
+ self->monsterinfo.idle = infantry_fidget;
+ self->monsterinfo.blocked = infantry_blocked;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &infantry_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_infantry.h
@@ -1,0 +1,226 @@
+// G:\quake2\baseq2\models/monsters/infantry
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_gun02 0
+#define FRAME_stand01 1
+#define FRAME_stand02 2
+#define FRAME_stand03 3
+#define FRAME_stand04 4
+#define FRAME_stand05 5
+#define FRAME_stand06 6
+#define FRAME_stand07 7
+#define FRAME_stand08 8
+#define FRAME_stand09 9
+#define FRAME_stand10 10
+#define FRAME_stand11 11
+#define FRAME_stand12 12
+#define FRAME_stand13 13
+#define FRAME_stand14 14
+#define FRAME_stand15 15
+#define FRAME_stand16 16
+#define FRAME_stand17 17
+#define FRAME_stand18 18
+#define FRAME_stand19 19
+#define FRAME_stand20 20
+#define FRAME_stand21 21
+#define FRAME_stand22 22
+#define FRAME_stand23 23
+#define FRAME_stand24 24
+#define FRAME_stand25 25
+#define FRAME_stand26 26
+#define FRAME_stand27 27
+#define FRAME_stand28 28
+#define FRAME_stand29 29
+#define FRAME_stand30 30
+#define FRAME_stand31 31
+#define FRAME_stand32 32
+#define FRAME_stand33 33
+#define FRAME_stand34 34
+#define FRAME_stand35 35
+#define FRAME_stand36 36
+#define FRAME_stand37 37
+#define FRAME_stand38 38
+#define FRAME_stand39 39
+#define FRAME_stand40 40
+#define FRAME_stand41 41
+#define FRAME_stand42 42
+#define FRAME_stand43 43
+#define FRAME_stand44 44
+#define FRAME_stand45 45
+#define FRAME_stand46 46
+#define FRAME_stand47 47
+#define FRAME_stand48 48
+#define FRAME_stand49 49
+#define FRAME_stand50 50
+#define FRAME_stand51 51
+#define FRAME_stand52 52
+#define FRAME_stand53 53
+#define FRAME_stand54 54
+#define FRAME_stand55 55
+#define FRAME_stand56 56
+#define FRAME_stand57 57
+#define FRAME_stand58 58
+#define FRAME_stand59 59
+#define FRAME_stand60 60
+#define FRAME_stand61 61
+#define FRAME_stand62 62
+#define FRAME_stand63 63
+#define FRAME_stand64 64
+#define FRAME_stand65 65
+#define FRAME_stand66 66
+#define FRAME_stand67 67
+#define FRAME_stand68 68
+#define FRAME_stand69 69
+#define FRAME_stand70 70
+#define FRAME_stand71 71
+#define FRAME_walk01 72
+#define FRAME_walk02 73
+#define FRAME_walk03 74
+#define FRAME_walk04 75
+#define FRAME_walk05 76
+#define FRAME_walk06 77
+#define FRAME_walk07 78
+#define FRAME_walk08 79
+#define FRAME_walk09 80
+#define FRAME_walk10 81
+#define FRAME_walk11 82
+#define FRAME_walk12 83
+#define FRAME_walk13 84
+#define FRAME_walk14 85
+#define FRAME_walk15 86
+#define FRAME_walk16 87
+#define FRAME_walk17 88
+#define FRAME_walk18 89
+#define FRAME_walk19 90
+#define FRAME_walk20 91
+#define FRAME_run01 92
+#define FRAME_run02 93
+#define FRAME_run03 94
+#define FRAME_run04 95
+#define FRAME_run05 96
+#define FRAME_run06 97
+#define FRAME_run07 98
+#define FRAME_run08 99
+#define FRAME_pain101 100
+#define FRAME_pain102 101
+#define FRAME_pain103 102
+#define FRAME_pain104 103
+#define FRAME_pain105 104
+#define FRAME_pain106 105
+#define FRAME_pain107 106
+#define FRAME_pain108 107
+#define FRAME_pain109 108
+#define FRAME_pain110 109
+#define FRAME_pain201 110
+#define FRAME_pain202 111
+#define FRAME_pain203 112
+#define FRAME_pain204 113
+#define FRAME_pain205 114
+#define FRAME_pain206 115
+#define FRAME_pain207 116
+#define FRAME_pain208 117
+#define FRAME_pain209 118
+#define FRAME_pain210 119
+#define FRAME_duck01 120
+#define FRAME_duck02 121
+#define FRAME_duck03 122
+#define FRAME_duck04 123
+#define FRAME_duck05 124
+#define FRAME_death101 125
+#define FRAME_death102 126
+#define FRAME_death103 127
+#define FRAME_death104 128
+#define FRAME_death105 129
+#define FRAME_death106 130
+#define FRAME_death107 131
+#define FRAME_death108 132
+#define FRAME_death109 133
+#define FRAME_death110 134
+#define FRAME_death111 135
+#define FRAME_death112 136
+#define FRAME_death113 137
+#define FRAME_death114 138
+#define FRAME_death115 139
+#define FRAME_death116 140
+#define FRAME_death117 141
+#define FRAME_death118 142
+#define FRAME_death119 143
+#define FRAME_death120 144
+#define FRAME_death201 145
+#define FRAME_death202 146
+#define FRAME_death203 147
+#define FRAME_death204 148
+#define FRAME_death205 149
+#define FRAME_death206 150
+#define FRAME_death207 151
+#define FRAME_death208 152
+#define FRAME_death209 153
+#define FRAME_death210 154
+#define FRAME_death211 155
+#define FRAME_death212 156
+#define FRAME_death213 157
+#define FRAME_death214 158
+#define FRAME_death215 159
+#define FRAME_death216 160
+#define FRAME_death217 161
+#define FRAME_death218 162
+#define FRAME_death219 163
+#define FRAME_death220 164
+#define FRAME_death221 165
+#define FRAME_death222 166
+#define FRAME_death223 167
+#define FRAME_death224 168
+#define FRAME_death225 169
+#define FRAME_death301 170
+#define FRAME_death302 171
+#define FRAME_death303 172
+#define FRAME_death304 173
+#define FRAME_death305 174
+#define FRAME_death306 175
+#define FRAME_death307 176
+#define FRAME_death308 177
+#define FRAME_death309 178
+#define FRAME_block01 179
+#define FRAME_block02 180
+#define FRAME_block03 181
+#define FRAME_block04 182
+#define FRAME_block05 183
+#define FRAME_attak101 184
+#define FRAME_attak102 185
+#define FRAME_attak103 186
+#define FRAME_attak104 187
+#define FRAME_attak105 188
+#define FRAME_attak106 189
+#define FRAME_attak107 190
+#define FRAME_attak108 191
+#define FRAME_attak109 192
+#define FRAME_attak110 193
+#define FRAME_attak111 194
+#define FRAME_attak112 195
+#define FRAME_attak113 196
+#define FRAME_attak114 197
+#define FRAME_attak115 198
+#define FRAME_attak201 199
+#define FRAME_attak202 200
+#define FRAME_attak203 201
+#define FRAME_attak204 202
+#define FRAME_attak205 203
+#define FRAME_attak206 204
+#define FRAME_attak207 205
+#define FRAME_attak208 206
+
+//PGM
+#define FRAME_jump01 207
+#define FRAME_jump02 208
+#define FRAME_jump03 209
+#define FRAME_jump04 210
+#define FRAME_jump05 211
+#define FRAME_jump06 212
+#define FRAME_jump07 213
+#define FRAME_jump08 214
+#define FRAME_jump09 215
+#define FRAME_jump10 216
+//PGM
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_insane.c
@@ -1,0 +1,670 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_insane.h"
+
+
+static int sound_fist;
+static int sound_shake;
+static int sound_moan;
+static int sound_scream[8];
+
+void insane_fist (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_fist, 1, ATTN_IDLE, 0);
+}
+
+void insane_shake (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_shake, 1, ATTN_IDLE, 0);
+}
+
+void insane_moan (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_moan, 1, ATTN_IDLE, 0);
+}
+
+void insane_scream (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_scream[rand()%8], 1, ATTN_IDLE, 0);
+}
+
+
+void insane_stand (edict_t *self);
+void insane_dead (edict_t *self);
+void insane_cross (edict_t *self);
+void insane_walk (edict_t *self);
+void insane_run (edict_t *self);
+void insane_checkdown (edict_t *self);
+void insane_checkup (edict_t *self);
+void insane_onground (edict_t *self);
+
+
+mframe_t insane_frames_stand_normal [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, insane_checkdown
+};
+mmove_t insane_move_stand_normal = {FRAME_stand60, FRAME_stand65, insane_frames_stand_normal, insane_stand};
+
+mframe_t insane_frames_stand_insane [] =
+{
+ ai_stand, 0, insane_shake,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, insane_checkdown
+};
+mmove_t insane_move_stand_insane = {FRAME_stand65, FRAME_stand94, insane_frames_stand_insane, insane_stand};
+
+mframe_t insane_frames_uptodown [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 2.7, NULL,
+ ai_move, 4.1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 7.6, NULL,
+ ai_move, 3.6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_uptodown = {FRAME_stand1, FRAME_stand40, insane_frames_uptodown, insane_onground};
+
+
+mframe_t insane_frames_downtoup [] =
+{
+ ai_move, -0.7, NULL, // 41
+ ai_move, -1.2, NULL, // 42
+ ai_move, -1.5, NULL, // 43
+ ai_move, -4.5, NULL, // 44
+ ai_move, -3.5, NULL, // 45
+ ai_move, -0.2, NULL, // 46
+ ai_move, 0, NULL, // 47
+ ai_move, -1.3, NULL, // 48
+ ai_move, -3, NULL, // 49
+ ai_move, -2, NULL, // 50
+ ai_move, 0, NULL, // 51
+ ai_move, 0, NULL, // 52
+ ai_move, 0, NULL, // 53
+ ai_move, -3.3, NULL, // 54
+ ai_move, -1.6, NULL, // 55
+ ai_move, -0.3, NULL, // 56
+ ai_move, 0, NULL, // 57
+ ai_move, 0, NULL, // 58
+ ai_move, 0, NULL // 59
+};
+mmove_t insane_move_downtoup = {FRAME_stand41, FRAME_stand59, insane_frames_downtoup, insane_stand};
+
+mframe_t insane_frames_jumpdown [] =
+{
+ ai_move, 0.2, NULL,
+ ai_move, 11.5, NULL,
+ ai_move, 5.1, NULL,
+ ai_move, 7.1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_jumpdown = {FRAME_stand96, FRAME_stand100, insane_frames_jumpdown, insane_onground};
+
+
+mframe_t insane_frames_down [] =
+{
+ ai_move, 0, NULL, // 100
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 110
+ ai_move, -1.7, NULL,
+ ai_move, -1.6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 120
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 130
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 140
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 150
+ ai_move, 0.5, NULL,
+ ai_move, 0, NULL,
+ ai_move, -0.2, insane_scream,
+ ai_move, 0, NULL,
+ ai_move, 0.2, NULL,
+ ai_move, 0.4, NULL,
+ ai_move, 0.6, NULL,
+ ai_move, 0.8, NULL,
+ ai_move, 0.7, NULL,
+ ai_move, 0, insane_checkup // 160
+};
+mmove_t insane_move_down = {FRAME_stand100, FRAME_stand160, insane_frames_down, insane_onground};
+
+mframe_t insane_frames_walk_normal [] =
+{
+ ai_walk, 0, insane_scream,
+ ai_walk, 2.5, NULL,
+ ai_walk, 3.5, NULL,
+ ai_walk, 1.7, NULL,
+ ai_walk, 2.3, NULL,
+ ai_walk, 2.4, NULL,
+ ai_walk, 2.2, NULL,
+ ai_walk, 4.2, NULL,
+ ai_walk, 5.6, NULL,
+ ai_walk, 3.3, NULL,
+ ai_walk, 2.4, NULL,
+ ai_walk, 0.9, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t insane_move_walk_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_walk};
+mmove_t insane_move_run_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_run};
+
+mframe_t insane_frames_walk_insane [] =
+{
+ ai_walk, 0, insane_scream, // walk 1
+ ai_walk, 3.4, NULL, // walk 2
+ ai_walk, 3.6, NULL, // 3
+ ai_walk, 2.9, NULL, // 4
+ ai_walk, 2.2, NULL, // 5
+ ai_walk, 2.6, NULL, // 6
+ ai_walk, 0, NULL, // 7
+ ai_walk, 0.7, NULL, // 8
+ ai_walk, 4.8, NULL, // 9
+ ai_walk, 5.3, NULL, // 10
+ ai_walk, 1.1, NULL, // 11
+ ai_walk, 2, NULL, // 12
+ ai_walk, 0.5, NULL, // 13
+ ai_walk, 0, NULL, // 14
+ ai_walk, 0, NULL, // 15
+ ai_walk, 4.9, NULL, // 16
+ ai_walk, 6.7, NULL, // 17
+ ai_walk, 3.8, NULL, // 18
+ ai_walk, 2, NULL, // 19
+ ai_walk, 0.2, NULL, // 20
+ ai_walk, 0, NULL, // 21
+ ai_walk, 3.4, NULL, // 22
+ ai_walk, 6.4, NULL, // 23
+ ai_walk, 5, NULL, // 24
+ ai_walk, 1.8, NULL, // 25
+ ai_walk, 0, NULL // 26
+};
+mmove_t insane_move_walk_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_walk};
+mmove_t insane_move_run_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_run};
+
+mframe_t insane_frames_stand_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_stand_pain = {FRAME_st_pain2, FRAME_st_pain12, insane_frames_stand_pain, insane_run};
+
+mframe_t insane_frames_stand_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_stand_death = {FRAME_st_death2, FRAME_st_death18, insane_frames_stand_death, insane_dead};
+
+mframe_t insane_frames_crawl [] =
+{
+ ai_walk, 0, insane_scream,
+ ai_walk, 1.5, NULL,
+ ai_walk, 2.1, NULL,
+ ai_walk, 3.6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0.9, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 3.4, NULL,
+ ai_walk, 2.4, NULL
+};
+mmove_t insane_move_crawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
+mmove_t insane_move_runcrawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
+
+mframe_t insane_frames_crawl_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_crawl_pain = {FRAME_cr_pain2, FRAME_cr_pain10, insane_frames_crawl_pain, insane_run};
+
+mframe_t insane_frames_crawl_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_crawl_death = {FRAME_cr_death10, FRAME_cr_death16, insane_frames_crawl_death, insane_dead};
+
+mframe_t insane_frames_cross [] =
+{
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_cross = {FRAME_cross1, FRAME_cross15, insane_frames_cross, insane_cross};
+
+mframe_t insane_frames_struggle_cross [] =
+{
+ ai_move, 0, insane_scream,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_struggle_cross = {FRAME_cross16, FRAME_cross30, insane_frames_struggle_cross, insane_cross};
+
+void insane_cross (edict_t *self)
+{
+ if (qrandom() < 0.8)
+ self->monsterinfo.currentmove = &insane_move_cross;
+ else
+ self->monsterinfo.currentmove = &insane_move_struggle_cross;
+}
+
+void insane_walk (edict_t *self)
+{
+ if ( self->spawnflags & 16 ) // Hold Ground?
+ if (self->s.frame == FRAME_cr_pain10)
+ {
+ self->monsterinfo.currentmove = &insane_move_down;
+ return;
+ }
+ if (self->spawnflags & 4)
+ self->monsterinfo.currentmove = &insane_move_crawl;
+ else
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &insane_move_walk_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_walk_insane;
+}
+
+void insane_run (edict_t *self)
+{
+ if ( self->spawnflags & 16 ) // Hold Ground?
+ if (self->s.frame == FRAME_cr_pain10)
+ {
+ self->monsterinfo.currentmove = &insane_move_down;
+ return;
+ }
+ if (self->spawnflags & 4) // Crawling?
+ self->monsterinfo.currentmove = &insane_move_runcrawl;
+ else
+ if (qrandom() <= 0.5) // Else, mix it up
+ self->monsterinfo.currentmove = &insane_move_run_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_run_insane;
+}
+
+
+void insane_pain (edict_t *self, edict_t *, float, int)
+{
+ int l,r;
+
+// if (self->health < (self->max_health / 2))
+// self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ r = 1 + (rand()&1);
+ if (self->health < 25)
+ l = 25;
+ else if (self->health < 50)
+ l = 50;
+ else if (self->health < 75)
+ l = 75;
+ else
+ l = 100;
+ gi.sound (self, CHAN_VOICE, gi.soundindex (va("player/male/pain%i_%i.wav", l, r)), 1, ATTN_IDLE, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // Don't go into pain frames if crucified.
+ if (self->spawnflags & 8)
+ {
+ self->monsterinfo.currentmove = &insane_move_struggle_cross;
+ return;
+ }
+
+ if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
+ {
+ self->monsterinfo.currentmove = &insane_move_crawl_pain;
+ }
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_pain;
+
+}
+
+void insane_onground (edict_t *self)
+{
+ self->monsterinfo.currentmove = &insane_move_down;
+}
+
+void insane_checkdown (edict_t *self)
+{
+// if ( (self->s.frame == FRAME_stand94) || (self->s.frame == FRAME_stand65) )
+ if (self->spawnflags & 32) // Always stand
+ return;
+ if (qrandom() < 0.3)
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_uptodown;
+ else
+ self->monsterinfo.currentmove = &insane_move_jumpdown;
+}
+
+void insane_checkup (edict_t *self)
+{
+ // If Hold_Ground and Crawl are set
+ if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
+ return;
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_downtoup;
+
+}
+
+void insane_stand (edict_t *self)
+{
+ if (self->spawnflags & 8) // If crucified
+ {
+ self->monsterinfo.currentmove = &insane_move_cross;
+ self->monsterinfo.aiflags |= AI_STAND_GROUND;
+ }
+ // If Hold_Ground and Crawl are set
+ else if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
+ self->monsterinfo.currentmove = &insane_move_down;
+ else
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_stand_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_insane;
+}
+
+void insane_dead (edict_t *self)
+{
+ if (self->spawnflags & 8)
+ {
+ self->flags |= FL_FLY;
+ }
+ else
+ {
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ }
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void insane_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_IDLE, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("player/male/death%i.wav", (rand()%4)+1)), 1, ATTN_IDLE, 0);
+
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ if (self->spawnflags & 8)
+ {
+ insane_dead (self);
+ }
+ else
+ {
+ if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
+ self->monsterinfo.currentmove = &insane_move_crawl_death;
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_death;
+ }
+}
+
+
+/*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
+*/
+void SP_misc_insane (edict_t *self)
+{
+// static int skin = 0; //@@
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_fist = gi.soundindex ("insane/insane11.wav");
+ sound_shake = gi.soundindex ("insane/insane5.wav");
+ sound_moan = gi.soundindex ("insane/insane7.wav");
+ sound_scream[0] = gi.soundindex ("insane/insane1.wav");
+ sound_scream[1] = gi.soundindex ("insane/insane2.wav");
+ sound_scream[2] = gi.soundindex ("insane/insane3.wav");
+ sound_scream[3] = gi.soundindex ("insane/insane4.wav");
+ sound_scream[4] = gi.soundindex ("insane/insane6.wav");
+ sound_scream[5] = gi.soundindex ("insane/insane8.wav");
+ sound_scream[6] = gi.soundindex ("insane/insane9.wav");
+ sound_scream[7] = gi.soundindex ("insane/insane10.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/insane/tris.md2");
+
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = -50;
+ self->mass = 300;
+
+ self->pain = insane_pain;
+ self->die = insane_die;
+
+ self->monsterinfo.stand = insane_stand;
+ self->monsterinfo.walk = insane_walk;
+ self->monsterinfo.run = insane_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+ self->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+//@@
+// self->s.skinnum = skin;
+// skin++;
+// if (skin > 12)
+// skin = 0;
+
+ gi.linkentity (self);
+
+ if (self->spawnflags & 16) // Stand Ground
+ self->monsterinfo.aiflags |= AI_STAND_GROUND;
+
+ self->monsterinfo.currentmove = &insane_move_stand_normal;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ if (self->spawnflags & 8) // Crucified ?
+ {
+ VectorSet (self->mins, -16, 0, 0);
+ VectorSet (self->maxs, 16, 8, 32);
+ self->flags |= FL_NO_KNOCKBACK;
+ flymonster_start (self);
+ }
+ else
+ {
+ walkmonster_start (self);
+ self->s.skinnum = rand()%3;
+ }
+}
--- /dev/null
+++ b/rogue/m_insane.h
@@ -1,0 +1,288 @@
+// G:\quake2\baseq2\models/monsters/insane
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_stand6 5
+#define FRAME_stand7 6
+#define FRAME_stand8 7
+#define FRAME_stand9 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_stand41 40
+#define FRAME_stand42 41
+#define FRAME_stand43 42
+#define FRAME_stand44 43
+#define FRAME_stand45 44
+#define FRAME_stand46 45
+#define FRAME_stand47 46
+#define FRAME_stand48 47
+#define FRAME_stand49 48
+#define FRAME_stand50 49
+#define FRAME_stand51 50
+#define FRAME_stand52 51
+#define FRAME_stand53 52
+#define FRAME_stand54 53
+#define FRAME_stand55 54
+#define FRAME_stand56 55
+#define FRAME_stand57 56
+#define FRAME_stand58 57
+#define FRAME_stand59 58
+#define FRAME_stand60 59
+#define FRAME_stand61 60
+#define FRAME_stand62 61
+#define FRAME_stand63 62
+#define FRAME_stand64 63
+#define FRAME_stand65 64
+#define FRAME_stand66 65
+#define FRAME_stand67 66
+#define FRAME_stand68 67
+#define FRAME_stand69 68
+#define FRAME_stand70 69
+#define FRAME_stand71 70
+#define FRAME_stand72 71
+#define FRAME_stand73 72
+#define FRAME_stand74 73
+#define FRAME_stand75 74
+#define FRAME_stand76 75
+#define FRAME_stand77 76
+#define FRAME_stand78 77
+#define FRAME_stand79 78
+#define FRAME_stand80 79
+#define FRAME_stand81 80
+#define FRAME_stand82 81
+#define FRAME_stand83 82
+#define FRAME_stand84 83
+#define FRAME_stand85 84
+#define FRAME_stand86 85
+#define FRAME_stand87 86
+#define FRAME_stand88 87
+#define FRAME_stand89 88
+#define FRAME_stand90 89
+#define FRAME_stand91 90
+#define FRAME_stand92 91
+#define FRAME_stand93 92
+#define FRAME_stand94 93
+#define FRAME_stand95 94
+#define FRAME_stand96 95
+#define FRAME_stand97 96
+#define FRAME_stand98 97
+#define FRAME_stand99 98
+#define FRAME_stand100 99
+#define FRAME_stand101 100
+#define FRAME_stand102 101
+#define FRAME_stand103 102
+#define FRAME_stand104 103
+#define FRAME_stand105 104
+#define FRAME_stand106 105
+#define FRAME_stand107 106
+#define FRAME_stand108 107
+#define FRAME_stand109 108
+#define FRAME_stand110 109
+#define FRAME_stand111 110
+#define FRAME_stand112 111
+#define FRAME_stand113 112
+#define FRAME_stand114 113
+#define FRAME_stand115 114
+#define FRAME_stand116 115
+#define FRAME_stand117 116
+#define FRAME_stand118 117
+#define FRAME_stand119 118
+#define FRAME_stand120 119
+#define FRAME_stand121 120
+#define FRAME_stand122 121
+#define FRAME_stand123 122
+#define FRAME_stand124 123
+#define FRAME_stand125 124
+#define FRAME_stand126 125
+#define FRAME_stand127 126
+#define FRAME_stand128 127
+#define FRAME_stand129 128
+#define FRAME_stand130 129
+#define FRAME_stand131 130
+#define FRAME_stand132 131
+#define FRAME_stand133 132
+#define FRAME_stand134 133
+#define FRAME_stand135 134
+#define FRAME_stand136 135
+#define FRAME_stand137 136
+#define FRAME_stand138 137
+#define FRAME_stand139 138
+#define FRAME_stand140 139
+#define FRAME_stand141 140
+#define FRAME_stand142 141
+#define FRAME_stand143 142
+#define FRAME_stand144 143
+#define FRAME_stand145 144
+#define FRAME_stand146 145
+#define FRAME_stand147 146
+#define FRAME_stand148 147
+#define FRAME_stand149 148
+#define FRAME_stand150 149
+#define FRAME_stand151 150
+#define FRAME_stand152 151
+#define FRAME_stand153 152
+#define FRAME_stand154 153
+#define FRAME_stand155 154
+#define FRAME_stand156 155
+#define FRAME_stand157 156
+#define FRAME_stand158 157
+#define FRAME_stand159 158
+#define FRAME_stand160 159
+#define FRAME_walk27 160
+#define FRAME_walk28 161
+#define FRAME_walk29 162
+#define FRAME_walk30 163
+#define FRAME_walk31 164
+#define FRAME_walk32 165
+#define FRAME_walk33 166
+#define FRAME_walk34 167
+#define FRAME_walk35 168
+#define FRAME_walk36 169
+#define FRAME_walk37 170
+#define FRAME_walk38 171
+#define FRAME_walk39 172
+#define FRAME_walk1 173
+#define FRAME_walk2 174
+#define FRAME_walk3 175
+#define FRAME_walk4 176
+#define FRAME_walk5 177
+#define FRAME_walk6 178
+#define FRAME_walk7 179
+#define FRAME_walk8 180
+#define FRAME_walk9 181
+#define FRAME_walk10 182
+#define FRAME_walk11 183
+#define FRAME_walk12 184
+#define FRAME_walk13 185
+#define FRAME_walk14 186
+#define FRAME_walk15 187
+#define FRAME_walk16 188
+#define FRAME_walk17 189
+#define FRAME_walk18 190
+#define FRAME_walk19 191
+#define FRAME_walk20 192
+#define FRAME_walk21 193
+#define FRAME_walk22 194
+#define FRAME_walk23 195
+#define FRAME_walk24 196
+#define FRAME_walk25 197
+#define FRAME_walk26 198
+#define FRAME_st_pain2 199
+#define FRAME_st_pain3 200
+#define FRAME_st_pain4 201
+#define FRAME_st_pain5 202
+#define FRAME_st_pain6 203
+#define FRAME_st_pain7 204
+#define FRAME_st_pain8 205
+#define FRAME_st_pain9 206
+#define FRAME_st_pain10 207
+#define FRAME_st_pain11 208
+#define FRAME_st_pain12 209
+#define FRAME_st_death2 210
+#define FRAME_st_death3 211
+#define FRAME_st_death4 212
+#define FRAME_st_death5 213
+#define FRAME_st_death6 214
+#define FRAME_st_death7 215
+#define FRAME_st_death8 216
+#define FRAME_st_death9 217
+#define FRAME_st_death10 218
+#define FRAME_st_death11 219
+#define FRAME_st_death12 220
+#define FRAME_st_death13 221
+#define FRAME_st_death14 222
+#define FRAME_st_death15 223
+#define FRAME_st_death16 224
+#define FRAME_st_death17 225
+#define FRAME_st_death18 226
+#define FRAME_crawl1 227
+#define FRAME_crawl2 228
+#define FRAME_crawl3 229
+#define FRAME_crawl4 230
+#define FRAME_crawl5 231
+#define FRAME_crawl6 232
+#define FRAME_crawl7 233
+#define FRAME_crawl8 234
+#define FRAME_crawl9 235
+#define FRAME_cr_pain2 236
+#define FRAME_cr_pain3 237
+#define FRAME_cr_pain4 238
+#define FRAME_cr_pain5 239
+#define FRAME_cr_pain6 240
+#define FRAME_cr_pain7 241
+#define FRAME_cr_pain8 242
+#define FRAME_cr_pain9 243
+#define FRAME_cr_pain10 244
+#define FRAME_cr_death10 245
+#define FRAME_cr_death11 246
+#define FRAME_cr_death12 247
+#define FRAME_cr_death13 248
+#define FRAME_cr_death14 249
+#define FRAME_cr_death15 250
+#define FRAME_cr_death16 251
+#define FRAME_cross1 252
+#define FRAME_cross2 253
+#define FRAME_cross3 254
+#define FRAME_cross4 255
+#define FRAME_cross5 256
+#define FRAME_cross6 257
+#define FRAME_cross7 258
+#define FRAME_cross8 259
+#define FRAME_cross9 260
+#define FRAME_cross10 261
+#define FRAME_cross11 262
+#define FRAME_cross12 263
+#define FRAME_cross13 264
+#define FRAME_cross14 265
+#define FRAME_cross15 266
+#define FRAME_cross16 267
+#define FRAME_cross17 268
+#define FRAME_cross18 269
+#define FRAME_cross19 270
+#define FRAME_cross20 271
+#define FRAME_cross21 272
+#define FRAME_cross22 273
+#define FRAME_cross23 274
+#define FRAME_cross24 275
+#define FRAME_cross25 276
+#define FRAME_cross26 277
+#define FRAME_cross27 278
+#define FRAME_cross28 279
+#define FRAME_cross29 280
+#define FRAME_cross30 281
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_medic.c
@@ -1,0 +1,1789 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_medic.h"
+
+#define MEDIC_MIN_DISTANCE 32
+#define MEDIC_MAX_HEAL_DISTANCE 400
+#define MEDIC_TRY_TIME 10.0
+
+// FIXME -
+//
+// owner moved to monsterinfo.healer instead
+//
+// For some reason, the healed monsters are rarely ending up in the floor
+//
+// 5/15/1998 I think I fixed these, keep an eye on them
+
+qboolean visible (edict_t *self, edict_t *other);
+void M_SetEffects (edict_t *ent);
+qboolean FindTarget (edict_t *self);
+void HuntTarget (edict_t *self);
+void FoundTarget (edict_t *self);
+char *ED_NewString (char *string);
+void spawngrow_think (edict_t *self);
+void SpawnGrow_Spawn (vec3_t startpos, int size);
+void ED_CallSpawn (edict_t *ent);
+void M_FliesOff (edict_t *self);
+void M_FliesOn (edict_t *self);
+
+
+static int sound_idle1;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_sight;
+static int sound_search;
+static int sound_hook_launch;
+static int sound_hook_hit;
+static int sound_hook_heal;
+static int sound_hook_retract;
+
+// PMM - commander sounds
+static int commander_sound_idle1;
+static int commander_sound_pain1;
+static int commander_sound_pain2;
+static int commander_sound_die;
+static int commander_sound_sight;
+static int commander_sound_search;
+static int commander_sound_hook_launch;
+static int commander_sound_hook_hit;
+static int commander_sound_hook_heal;
+static int commander_sound_hook_retract;
+static int commander_sound_spawn;
+
+char * reinforcements[] = {
+ {"monster_soldier_light"}, // 0
+ {"monster_soldier"}, // 1
+ {"monster_soldier_ss"}, // 2
+ {"monster_infantry"}, // 3
+ {"monster_gunner"}, // 4
+// {"monster_chick"}, // 4
+ {"monster_medic"}, // 5
+ {"monster_gladiator"} // 6
+};
+
+vec3_t reinforcement_mins[] = {
+ {-16, -16, -24},
+ {-16, -16, -24},
+ {-16, -16, -24},
+ {-16, -16, -24},
+ {-16, -16, -24},
+ {-16, -16, -24},
+ {-32, -32, -24}
+};
+
+vec3_t reinforcement_maxs[] = {
+ {16, 16, 32},
+ {16, 16, 32},
+ {16, 16, 32},
+ {16, 16, 32},
+ {16, 16, 32},
+ {16, 16, 32},
+ {32, 32, 64}
+};
+
+vec3_t reinforcement_position[] = {
+ {80, 0, 0},
+ {40, 60, 0},
+ {40, -60, 0},
+ {0, 80, 0},
+ {0, -80, 0}
+};
+
+void cleanupHeal (edict_t *self, qboolean change_frame)
+{
+ // clean up target, if we have one and it's legit
+ if (self->enemy && self->enemy->inuse)
+ {
+ self->enemy->monsterinfo.healer = NULL;
+ self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
+ self->enemy->takedamage = DAMAGE_YES;
+ M_SetEffects (self->enemy);
+ }
+
+ if (change_frame)
+ self->monsterinfo.nextframe = FRAME_attack52;
+}
+
+void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark)
+{
+ int hurt;
+ static vec3_t pain_normal = { 0, 0, 1 };
+
+ // clean up target
+ cleanupHeal (self, change_frame);
+ // gib em!
+ if ((mark) && (self->enemy) && (self->enemy->inuse))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s - marking target as bad\n", self->classname);
+ // if the first badMedic slot is filled by a medic, skip it and use the second one
+ if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse)
+ && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) )
+ {
+ self->enemy->monsterinfo.badMedic2 = self;
+ }
+ else
+ {
+ self->enemy->monsterinfo.badMedic1 = self;
+ }
+ }
+ if ((gib) && (self->enemy) && (self->enemy->inuse))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%s - gibbing bad heal target", self->classname);
+
+ if(self->enemy->gib_health)
+ hurt = - self->enemy->gib_health;
+ else
+ hurt = 500;
+
+ T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin,
+ pain_normal, hurt, 0, 0, MOD_UNKNOWN);
+ }
+ // clean up self
+
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ if ((self->oldenemy) && (self->oldenemy->inuse))
+ self->enemy = self->oldenemy;
+ else
+ self->enemy = NULL;
+
+ self->monsterinfo.medicTries = 0;
+}
+
+qboolean canReach (edict_t *self, edict_t *other)
+{
+ vec3_t spot1;
+ vec3_t spot2;
+ trace_t trace;
+
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (other->s.origin, spot2);
+ spot2[2] += other->viewheight;
+ trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER);
+
+ if (trace.fraction == 1.0 || trace.ent == other) // PGM
+ return true;
+ return false;
+}
+
+edict_t *medic_FindDeadMonster (edict_t *self)
+{
+ float radius;
+ edict_t *ent = NULL;
+ edict_t *best = NULL;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ radius = MEDIC_MAX_HEAL_DISTANCE;
+ else
+ radius = 1024;
+
+ while ((ent = findradius(ent, self->s.origin, radius)) != NULL)
+ {
+ if (ent == self)
+ continue;
+ if (!(ent->svflags & SVF_MONSTER))
+ continue;
+ if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
+ continue;
+ // check to make sure we haven't bailed on this guy already
+ if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
+ continue;
+ if (ent->monsterinfo.healer)
+ // FIXME - this is correcting a bug that is somewhere else
+ // if the healer is a monster, and it's in medic mode .. continue .. otherwise
+ // we will override the healer, if it passes all the other tests
+ if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
+ (ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
+ continue;
+ if (ent->health > 0)
+ continue;
+ if ((ent->nextthink) && !((ent->think == M_FliesOn) || (ent->think == M_FliesOff)))
+ continue;
+ if (!visible(self, ent))
+// if (!canReach(self, ent))
+ continue;
+ if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
+ continue;
+ // FIXME - there's got to be a better way ..
+ // make sure we don't spawn people right on top of us
+ if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
+ continue;
+ if (!best)
+ {
+ best = ent;
+ continue;
+ }
+ if (ent->max_health <= best->max_health)
+ continue;
+ best = ent;
+ }
+
+ if (best)
+ self->timestamp = level.time + MEDIC_TRY_TIME;
+
+ return best;
+}
+
+void medic_idle (edict_t *self)
+{
+ edict_t *ent;
+
+ // PMM - commander sounds
+ if (self->mass == 400)
+ gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_VOICE, commander_sound_idle1, 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);
+ }
+ }
+}
+
+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);
+ }
+ }
+}
+
+void medic_sight (edict_t *self, edict_t *)
+{
+ // PMM - commander sounds
+ if (self->mass == 400)
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t medic_frames_stand [] =
+{
+ ai_stand, 0, medic_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+};
+mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
+
+void medic_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &medic_move_stand;
+}
+
+
+mframe_t medic_frames_walk [] =
+{
+ ai_walk, 6.2, NULL,
+ ai_walk, 18.1, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 11, NULL,
+ ai_walk, 11.6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 9.9, NULL,
+ ai_walk, 14, NULL,
+ ai_walk, 9.3, NULL
+};
+mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
+
+void medic_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &medic_move_walk;
+}
+
+
+mframe_t medic_frames_run [] =
+{
+ ai_run, 18, NULL,
+ ai_run, 22.5, NULL,
+ ai_run, 25.4, monster_done_dodge,
+ ai_run, 23.4, NULL,
+ ai_run, 24, NULL,
+ ai_run, 35.6, NULL //pmm
+
+};
+mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
+
+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;
+}
+
+
+mframe_t medic_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
+
+mframe_t medic_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
+
+void medic_pain (edict_t *self, edict_t *, float, int damage)
+{
+ monster_done_dodge (self);
+
+ if ((self->health < (self->max_health / 2)))
+ if (self->mass > 400)
+ self->s.skinnum = 3;
+ else
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // if we're healing someone, we ignore pain
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ return;
+
+ if (self->mass > 400)
+ {
+ if (damage < 35)
+ {
+ gi.sound (self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
+ return;
+ }
+
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ gi.sound (self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
+
+ if (qrandom() < (qmin(((float)damage * 0.005), 0.5))) // no more than 50% chance of big pain
+ self->monsterinfo.currentmove = &medic_move_pain2;
+ else
+ self->monsterinfo.currentmove = &medic_move_pain1;
+ }
+ else if (qrandom() < 0.5)
+ {
+ self->monsterinfo.currentmove = &medic_move_pain1;
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &medic_move_pain2;
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ }
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+}
+
+void medic_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+ int damage = 2;
+
+ // paranoia checking
+ if (!(self->enemy && self->enemy->inuse))
+ return;
+
+ if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
+ effect = EF_BLASTER;
+ else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ if (!strcmp(self->enemy->classname, "tesla"))
+ damage = 3;
+
+ // medic commander shoots blaster2
+ if (self->mass > 400)
+ monster_fire_blaster2 (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, effect);
+ else
+ monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_1, effect);
+}
+
+void medic_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t medic_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
+
+void medic_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ // if we had a pending patient, he was already freed up in Killed
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ // PMM
+ if (self->mass == 400)
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0);
+ //
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &medic_move_death;
+}
+
+mframe_t medic_frames_duck [] =
+{
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, monster_duck_down,
+ ai_move, -1, monster_duck_hold,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL, // PMM - duck up used to be here
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, monster_duck_up,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL
+};
+mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
+
+// PMM -- moved dodge code to after attack code so I can reference attack frames
+
+mframe_t medic_frames_attackHyperBlaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster
+};
+mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
+
+
+void medic_continue (edict_t *self)
+{
+ if (visible (self, self->enemy) )
+ if (qrandom() <= 0.95)
+ self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
+}
+
+
+mframe_t medic_frames_attackBlaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
+};
+mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
+
+
+void medic_hook_launch (edict_t *self)
+{
+ // PMM - commander sounds
+ if (self->mass == 400)
+ gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0);
+}
+
+static vec3_t medic_cable_offsets[] =
+{
+ 45.0, -9.2, 15.5,
+ 48.4, -9.7, 15.2,
+ 47.8, -9.8, 15.8,
+ 47.3, -9.3, 14.3,
+ 45.4, -10.1, 13.1,
+ 41.9, -12.7, 12.0,
+ 37.8, -15.8, 11.2,
+ 34.3, -18.4, 10.7,
+ 32.7, -19.7, 10.4,
+ 32.7, -19.7, 10.4
+};
+
+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_hook_retract (edict_t *self)
+{
+ if (self->mass == 400)
+ gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
+
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ if ((self->oldenemy) && (self->oldenemy->inuse))
+ self->enemy = self->oldenemy;
+ else
+ {
+ 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;
+ }
+ }
+}
+
+mframe_t medic_frames_attackCable [] =
+{
+// ROGUE - negated 36-40 so he scoots back from his target a little
+// ROGUE - switched 33-36 to ai_charge
+// ROGUE - changed frame 52 to 0 to compensate for changes in 36-40
+ ai_charge, 2, NULL, //33
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, -4.4, NULL, //36
+ ai_charge, -4.7, NULL, //37
+ ai_charge, -5, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, -4, NULL, //40
+ ai_charge, 0, NULL,
+ ai_move, 0, medic_hook_launch, //42
+ ai_move, 0, medic_cable_attack, //43
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack, //51
+ ai_move, 0, medic_hook_retract, //52
+ ai_move, -1.5, NULL,
+ ai_move, -1.2, NULL,
+ ai_move, -3, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0.3, NULL,
+ ai_move, 0.7, NULL,
+ ai_move, 1.2, NULL,
+ ai_move, 1.3, NULL //60
+};
+mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
+
+
+void medic_start_spawn (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
+ self->monsterinfo.nextframe = FRAME_attack48;
+}
+
+void medic_determine_spawn (edict_t *self)
+{
+ vec3_t f, r, offset, startpoint, spawnpoint;
+ float lucky;
+ int summonStr;
+ int count;
+ int inc;
+ int num_summoned; // should be 1, 3, or 5
+ int num_success = 0;
+
+ lucky = qrandom();
+ summonStr = skill->value;
+
+ // bell curve - 0 = 67%, 1 = 93%, 2 = 99% -- too steep
+ // this ends up with
+ // -3 = 5%
+ // -2 = 10%
+ // -1 = 15%
+ // 0 = 40%
+ // +1 = 15%
+ // +2 = 10%
+ // +3 = 5%
+ if (lucky < 0.05)
+ summonStr -= 3;
+ else if (lucky < 0.15)
+ summonStr -= 2;
+ else if (lucky < 0.3)
+ summonStr -= 1;
+ else if (lucky > 0.95)
+ summonStr += 3;
+ else if (lucky > 0.85)
+ summonStr += 2;
+ else if (lucky > 0.7)
+ summonStr += 1;
+
+ if (summonStr < 0)
+ summonStr = 0;
+
+ //FIXME - need to remember this, might as well use this int that isn't used for monsters
+ self->plat2flags = summonStr;
+ AngleVectors (self->s.angles, f, r, NULL);
+
+// 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;
+
+ if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
+ {
+ if (CheckGroundSpawnPoint(spawnpoint,
+ reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
+ 256, -1))
+ {
+ num_success++;
+ // we found a spot, we're done here
+ count = num_summoned;
+ }
+// else if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("medic_commander: CheckGroundSpawnPoint says bad stuff down there!\n");
+ }
+ }
+
+ if (num_success == 0)
+ {
+ for (count = 0; count < num_summoned; count++)
+ {
+ inc = count + (count%2); // 0, 2, 2, 4, 4
+ VectorCopy (reinforcement_position[count], offset);
+
+ // check behind
+ offset[0] *= -1.0;
+ offset[1] *= -1.0;
+ G_ProjectSource (self->s.origin, offset, f, r, startpoint);
+ // a little off the ground
+ startpoint[2] += 10;
+
+ if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
+ {
+ if (CheckGroundSpawnPoint(spawnpoint,
+ reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
+ 256, -1))
+ {
+ num_success++;
+ // we found a spot, we're done here
+ count = num_summoned;
+ }
+ }
+ }
+
+ if (num_success)
+ {
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180;
+ if (self->ideal_yaw > 360.0)
+ self->ideal_yaw -= 360.0;
+// self->plat2flags *= -1;
+ }
+ }
+
+ if (num_success == 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("medic_commander: failed to find any spawn points, aborting!\n");
+ self->monsterinfo.nextframe = FRAME_attack53;
+ }
+}
+
+void medic_spawngrows (edict_t *self)
+{
+ vec3_t f, r, offset, startpoint, spawnpoint;
+ int summonStr;
+ int count;
+ int inc;
+ int num_summoned; // should be 1, 3, or 5
+ int num_success = 0;
+ float current_yaw;
+
+ // if we've been directed to turn around
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ current_yaw = anglemod(self->s.angles[YAW]);
+ if (fabs(current_yaw - self->ideal_yaw) > 0.1)
+ {
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ return;
+ }
+
+ // done turning around
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ }
+
+// if (self->plat2flags < 0)
+// {
+// summonStr = -1.0 * self->plat2flags;
+// behind = true;
+// }
+// else
+ 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;
+
+ 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;
+
+ if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
+ {
+ if (CheckGroundSpawnPoint(spawnpoint,
+ reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
+ 256, -1))
+ {
+ num_success++;
+ if ((summonStr-inc) > 3)
+ SpawnGrow_Spawn (spawnpoint, 1); // big monster
+ else
+ SpawnGrow_Spawn (spawnpoint, 0); // normal size
+ }
+ }
+ }
+
+ if (num_success == 0)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("medic_commander: spawngrows bad, aborting!\n");
+ self->monsterinfo.nextframe = FRAME_attack53;
+ }
+}
+
+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
+ 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)
+ 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;
+ }
+}
+
+mframe_t medic_frames_callReinforcements [] =
+{
+ // ROGUE - 33-36 now ai_charge
+ ai_charge, 2, NULL, //33
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 4.4, NULL, //36
+ ai_charge, 4.7, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 4, NULL, //40
+ ai_charge, 0, NULL,
+ ai_move, 0, medic_start_spawn, //42
+ ai_move, 0, NULL, //43 -- 43 through 47 are skipped
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, medic_determine_spawn, //48
+ ai_charge, 0, medic_spawngrows, //49
+ ai_move, 0, NULL, //50
+ ai_move, 0, NULL, //51
+ ai_move, -15, medic_finish_spawn, //52
+ ai_move, -1.5, NULL,
+ ai_move, -1.2, NULL,
+ ai_move, -3, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0.3, NULL,
+ ai_move, 0.7, NULL,
+ ai_move, 1.2, NULL,
+ ai_move, 1.3, NULL //60
+};
+mmove_t medic_move_callReinforcements = {FRAME_attack33, FRAME_attack60, medic_frames_callReinforcements, medic_run};
+
+void medic_attack(edict_t *self)
+{
+ int enemy_range;
+ float r;
+
+ monster_done_dodge (self);
+
+ enemy_range = range(self, self->enemy);
+
+ // signal from checkattack to spawn
+ if (self->monsterinfo.aiflags & AI_BLOCKED)
+ {
+ self->monsterinfo.currentmove = &medic_move_callReinforcements;
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ }
+
+ r = qrandom();
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if ((self->mass > 400) && (r > 0.8) && (self->monsterinfo.monster_slots > 2))
+ self->monsterinfo.currentmove = &medic_move_callReinforcements;
+ else
+ self->monsterinfo.currentmove = &medic_move_attackCable;
+ }
+ else
+ {
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ self->monsterinfo.currentmove = &medic_move_callReinforcements;
+ return;
+ }
+ if ((self->mass > 400) && (r > 0.2) && (enemy_range != RANGE_MELEE) && (self->monsterinfo.monster_slots > 2))
+ self->monsterinfo.currentmove = &medic_move_callReinforcements;
+ else
+ self->monsterinfo.currentmove = &medic_move_attackBlaster;
+ }
+}
+
+qboolean medic_checkattack (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ // if our target went away
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+// if (g_showlogic && g_showlogic->value)
+// gi.dprintf ("aborting heal target due to gib\n");
+ abortHeal (self, true, false, false);
+ return false;
+ }
+
+ // if we ran out of time, give up
+ if (self->timestamp < level.time)
+ {
+// if (g_showlogic && g_showlogic->value)
+// gi.dprintf ("aborting heal target (%s) due to time\n", self->enemy->classname);
+ abortHeal (self, true, false, true);
+ self->timestamp = 0;
+ return false;
+ }
+
+ if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE+10)
+ {
+ medic_attack(self);
+ return true;
+ }
+ else
+ {
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ return false;
+ }
+ }
+
+ if (self->enemy->client && !visible (self, self->enemy) && (self->monsterinfo.monster_slots > 2))
+ {
+ self->monsterinfo.attack_state = AS_BLIND;
+ return true;
+ }
+
+ // give a LARGE bias to spawning things when we have room
+ // use AI_BLOCKED as a signal to attack to spawn
+ if ((qrandom() < 0.8) && (self->monsterinfo.monster_slots > 5) && (realrange(self, self->enemy) > 150))
+ {
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ // ROGUE
+ // since his idle animation looks kinda bad in combat, if we're not in easy mode, always attack
+ // when he's on a combat point
+ if (skill->value > 0)
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ return M_CheckAttack (self);
+}
+/*
+void medic_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+
+ if (random() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &medic_move_duck;
+
+//===========
+//PMM - rogue rewrite of dodge code.
+ float r;
+ float height;
+ int shooting = 0;
+
+ // this needs to be before the AI_MEDIC check, because
+ // a) if AI_MEDIC is set, we should have an enemy anyway and
+ // b) FoundTarget calls medic_run, which can set AI_MEDIC
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+// don't dodge if you're healing
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ 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;
+
+ r = qrandom();
+ if (r > (0.25*((skill->value)+1)))
+ return;
+
+ if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
+ (self->monsterinfo.currentmove == &medic_move_attackCable) ||
+ (self->monsterinfo.currentmove == &medic_move_attackBlaster))
+ {
+ shooting = 1;
+ }
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ height = self->absmax[2];
+ }
+ else
+ {
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+ }
+
+ // check to see if it makes sense to duck
+ if (tr->endpos[2] <= height)
+ {
+ vec3_t right, diff;
+ if (shooting)
+ {
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 1;
+ }
+ // if it doesn't sense to duck, try to strafe away
+ monster_done_dodge (self);
+ self->monsterinfo.currentmove = &medic_move_run;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &medic_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.aiflags |= AI_DODGING;
+ return;
+ }
+
+ if (!shooting)
+ {
+ self->monsterinfo.currentmove = &medic_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ self->monsterinfo.aiflags |= AI_DODGING;
+ }
+ return;
+
+//PMM
+//===========
+
+}
+*/
+void MedicCommanderCache (void)
+{
+ edict_t *newEnt;
+ int i;
+
+ //FIXME - better way to do this? this is quick and dirty
+ for (i=0; i < 7; i++)
+ {
+ newEnt = G_Spawn();
+
+ VectorCopy(vec3_origin, newEnt->s.origin);
+ VectorCopy(vec3_origin, newEnt->s.angles);
+ newEnt->classname = ED_NewString (reinforcements[i]);
+
+ newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
+
+ ED_CallSpawn(newEnt);
+ // FIXME - could copy mins/maxs into reinforcements from here
+ G_FreeEdict (newEnt);
+ }
+
+ //modelidx = gi.modelindex("models/items/spawngro/tris.md2");
+ //modelidx = gi.modelindex("models/items/spawngro2/tris.md2");
+}
+
+void medic_duck (edict_t *self, float eta)
+{
+// don't dodge if you're healing
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ return;
+
+ if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
+ (self->monsterinfo.currentmove == &medic_move_attackCable) ||
+ (self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
+ (self->monsterinfo.currentmove == &medic_move_callReinforcements))
+ {
+ // he ignores skill
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+
+ if (skill->value == 0)
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ else
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+
+ // has to be done immediately otherwise he can get stuck
+ monster_duck_down(self);
+
+ self->monsterinfo.nextframe = FRAME_duck1;
+ self->monsterinfo.currentmove = &medic_move_duck;
+ return;
+}
+
+void medic_sidestep (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
+ (self->monsterinfo.currentmove == &medic_move_attackCable) ||
+ (self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
+ (self->monsterinfo.currentmove == &medic_move_callReinforcements))
+ {
+ // if we're shooting, and not on easy, don't dodge
+ if (skill->value)
+ {
+ self->monsterinfo.aiflags &= ~AI_DODGING;
+ return;
+ }
+ }
+
+ if (self->monsterinfo.currentmove != &medic_move_run)
+ self->monsterinfo.currentmove = &medic_move_run;
+}
+
+//===========
+//PGM
+qboolean medic_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+/*QUAKED monster_medic_commander (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_medic (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+//PMM
+ if (strcmp(self->classname, "monster_medic_commander") == 0)
+ {
+ self->health = 600; // fixme
+ self->gib_health = -130;
+ self->mass = 600;
+ self->yaw_speed = 40; // default is 20
+ MedicCommanderCache();
+// self->s.skinnum = 2;
+ }
+ else
+ {
+//PMM
+ self->health = 300;
+ self->gib_health = -130;
+ self->mass = 400;
+// self->s.skinnum = 0;
+ }
+
+ self->pain = medic_pain;
+ self->die = medic_die;
+
+ self->monsterinfo.stand = medic_stand;
+ self->monsterinfo.walk = medic_walk;
+ self->monsterinfo.run = medic_run;
+ // pmm
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.duck = medic_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+ self->monsterinfo.sidestep = medic_sidestep;
+// self->monsterinfo.dodge = medic_dodge;
+ // pmm
+ self->monsterinfo.attack = medic_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = medic_sight;
+ self->monsterinfo.idle = medic_idle;
+ self->monsterinfo.search = medic_search;
+ self->monsterinfo.checkattack = medic_checkattack;
+ self->monsterinfo.blocked = medic_blocked;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &medic_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+
+ //PMM
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+
+
+ if (self->mass > 400)
+ {
+ self->s.skinnum = 2;
+ if (skill->value == 0)
+ self->monsterinfo.monster_slots = 3;
+ else if (skill->value == 1)
+ self->monsterinfo.monster_slots = 4;
+ else if (skill->value == 2)
+ self->monsterinfo.monster_slots = 6;
+ else if (skill->value == 3)
+ self->monsterinfo.monster_slots = 6;
+ // commander sounds
+ commander_sound_idle1 = gi.soundindex ("medic_commander/medidle.wav");
+ commander_sound_pain1 = gi.soundindex ("medic_commander/medpain1.wav");
+ commander_sound_pain2 = gi.soundindex ("medic_commander/medpain2.wav");
+ commander_sound_die = gi.soundindex ("medic_commander/meddeth.wav");
+ commander_sound_sight = gi.soundindex ("medic_commander/medsght.wav");
+ commander_sound_search = gi.soundindex ("medic_commander/medsrch.wav");
+ commander_sound_hook_launch = gi.soundindex ("medic_commander/medatck2c.wav");
+ commander_sound_hook_hit = gi.soundindex ("medic_commander/medatck3a.wav");
+ commander_sound_hook_heal = gi.soundindex ("medic_commander/medatck4a.wav");
+ commander_sound_hook_retract = gi.soundindex ("medic_commander/medatck5a.wav");
+ commander_sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
+ gi.soundindex ("tank/tnkatck3.wav");
+ }
+ else
+ {
+ sound_idle1 = gi.soundindex ("medic/idle.wav");
+ sound_pain1 = gi.soundindex ("medic/medpain1.wav");
+ sound_pain2 = gi.soundindex ("medic/medpain2.wav");
+ sound_die = gi.soundindex ("medic/meddeth1.wav");
+ sound_sight = gi.soundindex ("medic/medsght1.wav");
+ sound_search = gi.soundindex ("medic/medsrch1.wav");
+ sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
+ sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
+ sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
+ sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
+ gi.soundindex ("medic/medatck1.wav");
+
+ self->s.skinnum = 0;
+ }
+ //pmm
+}
--- /dev/null
+++ b/rogue/m_medic.h
@@ -1,0 +1,243 @@
+// G:\quake2\baseq2\models/monsters/medic
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_walk1 0
+#define FRAME_walk2 1
+#define FRAME_walk3 2
+#define FRAME_walk4 3
+#define FRAME_walk5 4
+#define FRAME_walk6 5
+#define FRAME_walk7 6
+#define FRAME_walk8 7
+#define FRAME_walk9 8
+#define FRAME_walk10 9
+#define FRAME_walk11 10
+#define FRAME_walk12 11
+#define FRAME_wait1 12
+#define FRAME_wait2 13
+#define FRAME_wait3 14
+#define FRAME_wait4 15
+#define FRAME_wait5 16
+#define FRAME_wait6 17
+#define FRAME_wait7 18
+#define FRAME_wait8 19
+#define FRAME_wait9 20
+#define FRAME_wait10 21
+#define FRAME_wait11 22
+#define FRAME_wait12 23
+#define FRAME_wait13 24
+#define FRAME_wait14 25
+#define FRAME_wait15 26
+#define FRAME_wait16 27
+#define FRAME_wait17 28
+#define FRAME_wait18 29
+#define FRAME_wait19 30
+#define FRAME_wait20 31
+#define FRAME_wait21 32
+#define FRAME_wait22 33
+#define FRAME_wait23 34
+#define FRAME_wait24 35
+#define FRAME_wait25 36
+#define FRAME_wait26 37
+#define FRAME_wait27 38
+#define FRAME_wait28 39
+#define FRAME_wait29 40
+#define FRAME_wait30 41
+#define FRAME_wait31 42
+#define FRAME_wait32 43
+#define FRAME_wait33 44
+#define FRAME_wait34 45
+#define FRAME_wait35 46
+#define FRAME_wait36 47
+#define FRAME_wait37 48
+#define FRAME_wait38 49
+#define FRAME_wait39 50
+#define FRAME_wait40 51
+#define FRAME_wait41 52
+#define FRAME_wait42 53
+#define FRAME_wait43 54
+#define FRAME_wait44 55
+#define FRAME_wait45 56
+#define FRAME_wait46 57
+#define FRAME_wait47 58
+#define FRAME_wait48 59
+#define FRAME_wait49 60
+#define FRAME_wait50 61
+#define FRAME_wait51 62
+#define FRAME_wait52 63
+#define FRAME_wait53 64
+#define FRAME_wait54 65
+#define FRAME_wait55 66
+#define FRAME_wait56 67
+#define FRAME_wait57 68
+#define FRAME_wait58 69
+#define FRAME_wait59 70
+#define FRAME_wait60 71
+#define FRAME_wait61 72
+#define FRAME_wait62 73
+#define FRAME_wait63 74
+#define FRAME_wait64 75
+#define FRAME_wait65 76
+#define FRAME_wait66 77
+#define FRAME_wait67 78
+#define FRAME_wait68 79
+#define FRAME_wait69 80
+#define FRAME_wait70 81
+#define FRAME_wait71 82
+#define FRAME_wait72 83
+#define FRAME_wait73 84
+#define FRAME_wait74 85
+#define FRAME_wait75 86
+#define FRAME_wait76 87
+#define FRAME_wait77 88
+#define FRAME_wait78 89
+#define FRAME_wait79 90
+#define FRAME_wait80 91
+#define FRAME_wait81 92
+#define FRAME_wait82 93
+#define FRAME_wait83 94
+#define FRAME_wait84 95
+#define FRAME_wait85 96
+#define FRAME_wait86 97
+#define FRAME_wait87 98
+#define FRAME_wait88 99
+#define FRAME_wait89 100
+#define FRAME_wait90 101
+#define FRAME_run1 102
+#define FRAME_run2 103
+#define FRAME_run3 104
+#define FRAME_run4 105
+#define FRAME_run5 106
+#define FRAME_run6 107
+#define FRAME_paina1 108
+#define FRAME_paina2 109
+#define FRAME_paina3 110
+#define FRAME_paina4 111
+#define FRAME_paina5 112
+#define FRAME_paina6 113
+#define FRAME_paina7 114
+#define FRAME_paina8 115
+#define FRAME_painb1 116
+#define FRAME_painb2 117
+#define FRAME_painb3 118
+#define FRAME_painb4 119
+#define FRAME_painb5 120
+#define FRAME_painb6 121
+#define FRAME_painb7 122
+#define FRAME_painb8 123
+#define FRAME_painb9 124
+#define FRAME_painb10 125
+#define FRAME_painb11 126
+#define FRAME_painb12 127
+#define FRAME_painb13 128
+#define FRAME_painb14 129
+#define FRAME_painb15 130
+#define FRAME_duck1 131
+#define FRAME_duck2 132
+#define FRAME_duck3 133
+#define FRAME_duck4 134
+#define FRAME_duck5 135
+#define FRAME_duck6 136
+#define FRAME_duck7 137
+#define FRAME_duck8 138
+#define FRAME_duck9 139
+#define FRAME_duck10 140
+#define FRAME_duck11 141
+#define FRAME_duck12 142
+#define FRAME_duck13 143
+#define FRAME_duck14 144
+#define FRAME_duck15 145
+#define FRAME_duck16 146
+#define FRAME_death1 147
+#define FRAME_death2 148
+#define FRAME_death3 149
+#define FRAME_death4 150
+#define FRAME_death5 151
+#define FRAME_death6 152
+#define FRAME_death7 153
+#define FRAME_death8 154
+#define FRAME_death9 155
+#define FRAME_death10 156
+#define FRAME_death11 157
+#define FRAME_death12 158
+#define FRAME_death13 159
+#define FRAME_death14 160
+#define FRAME_death15 161
+#define FRAME_death16 162
+#define FRAME_death17 163
+#define FRAME_death18 164
+#define FRAME_death19 165
+#define FRAME_death20 166
+#define FRAME_death21 167
+#define FRAME_death22 168
+#define FRAME_death23 169
+#define FRAME_death24 170
+#define FRAME_death25 171
+#define FRAME_death26 172
+#define FRAME_death27 173
+#define FRAME_death28 174
+#define FRAME_death29 175
+#define FRAME_death30 176
+#define FRAME_attack1 177
+#define FRAME_attack2 178
+#define FRAME_attack3 179
+#define FRAME_attack4 180
+#define FRAME_attack5 181
+#define FRAME_attack6 182
+#define FRAME_attack7 183
+#define FRAME_attack8 184
+#define FRAME_attack9 185
+#define FRAME_attack10 186
+#define FRAME_attack11 187
+#define FRAME_attack12 188
+#define FRAME_attack13 189
+#define FRAME_attack14 190
+#define FRAME_attack15 191
+#define FRAME_attack16 192
+#define FRAME_attack17 193
+#define FRAME_attack18 194
+#define FRAME_attack19 195
+#define FRAME_attack20 196
+#define FRAME_attack21 197
+#define FRAME_attack22 198
+#define FRAME_attack23 199
+#define FRAME_attack24 200
+#define FRAME_attack25 201
+#define FRAME_attack26 202
+#define FRAME_attack27 203
+#define FRAME_attack28 204
+#define FRAME_attack29 205
+#define FRAME_attack30 206
+#define FRAME_attack31 207
+#define FRAME_attack32 208
+#define FRAME_attack33 209
+#define FRAME_attack34 210
+#define FRAME_attack35 211
+#define FRAME_attack36 212
+#define FRAME_attack37 213
+#define FRAME_attack38 214
+#define FRAME_attack39 215
+#define FRAME_attack40 216
+#define FRAME_attack41 217
+#define FRAME_attack42 218
+#define FRAME_attack43 219
+#define FRAME_attack44 220
+#define FRAME_attack45 221
+#define FRAME_attack46 222
+#define FRAME_attack47 223
+#define FRAME_attack48 224
+#define FRAME_attack49 225
+#define FRAME_attack50 226
+#define FRAME_attack51 227
+#define FRAME_attack52 228
+#define FRAME_attack53 229
+#define FRAME_attack54 230
+#define FRAME_attack55 231
+#define FRAME_attack56 232
+#define FRAME_attack57 233
+#define FRAME_attack58 234
+#define FRAME_attack59 235
+#define FRAME_attack60 236
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_move.c
@@ -1,0 +1,847 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define STEPSIZE 18
+
+// this is used for communications out of sv_movestep to say what entity
+// is blocking us
+edict_t *new_bad; //pmm
+
+/*
+=============
+M_CheckBottom
+
+Returns false if any part of the bottom of the entity is off an edge that
+is not a staircase.
+
+=============
+*/
+int c_yes, c_no;
+
+qboolean M_CheckBottom (edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (ent->s.origin, ent->mins, mins);
+ VectorAdd (ent->s.origin, ent->maxs, maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ start[2] = mins[2] - 1;
+ if(ent->gravityVector[2] > 0)
+ start[2] = maxs[2] + 1;
+#else
+ start[2] = mins[2] - 1;
+#endif
+//PGM
+
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ if(ent->gravityVector[2] < 0)
+ {
+ start[2] = mins[2];
+ stop[2] = start[2] - STEPSIZE - STEPSIZE;
+ }
+ else
+ {
+ start[2] = maxs[2];
+ stop[2] = start[2] + STEPSIZE + STEPSIZE;
+ }
+#else
+ stop[2] = start[2] - 2*STEPSIZE;
+#endif
+//PGM
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ if(ent->gravityVector[2] > 0)
+ {
+ if (trace.fraction != 1.0 && trace.endpos[2] < bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || trace.endpos[2] - mid > STEPSIZE)
+ return false;
+ }
+ else
+ {
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+ }
+#else
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+#endif
+//PGM
+ }
+
+ c_yes++;
+ return true;
+}
+
+//============
+// ROGUE
+qboolean IsBadAhead (edict_t *self, edict_t *bad, vec3_t move)
+{
+ vec3_t dir;
+ vec3_t forward;
+ float dp_bad, dp_move;
+ vec3_t move_copy;
+
+ VectorCopy (move, move_copy);
+
+ VectorSubtract (bad->s.origin, self->s.origin, dir);
+ VectorNormalize (dir);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ dp_bad = DotProduct (forward, dir);
+
+ VectorNormalize (move_copy);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ dp_move = DotProduct (forward, move_copy);
+
+ if ((dp_bad < 0) && (dp_move < 0))
+ return true;
+ if ((dp_bad > 0) && (dp_move > 0))
+ return true;
+
+ return false;
+/*
+ if(DotProduct(forward, dir) > 0)
+ {
+// gi.dprintf ("bad ahead...\n");
+ return true;
+ }
+
+// gi.dprintf ("bad behind...\n");
+ return false;
+ */
+}
+// ROGUE
+//============
+
+/*
+=============
+SV_movestep
+
+Called by monster program code.
+The move will be adjusted for slopes and stairs, but if the move isn't
+possible, no move is done, false is returned, and
+pr_global_struct->trace_normal is set to the normal of the blocking wall
+=============
+*/
+//FIXME since we need to test end position contents here, can we avoid doing
+//it again later in catagorize position?
+qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+{
+ float dz;
+ vec3_t oldorg, neworg, end;
+ trace_t trace;
+ int i;
+ float stepsize;
+ vec3_t test;
+ int contents;
+ edict_t *current_bad = nil; // PGM
+ float minheight; // pmm
+
+//======
+//PGM
+
+ // PMM - who cares about bad areas if you're dead?
+ if (ent->health > 0)
+ {
+ current_bad = CheckForBadArea(ent);
+ if(current_bad)
+ {
+ ent->bad_area = current_bad;
+
+ if(ent->enemy && !strcmp(ent->enemy->classname, "tesla"))
+ {
+ // if the tesla is in front of us, back up...
+ if (IsBadAhead (ent, current_bad, move))
+ VectorScale(move, -1, move);
+ }
+ }
+ else if(ent->bad_area)
+ {
+ // if we're no longer in a bad area, get back to business.
+ ent->bad_area = NULL;
+ if(ent->oldenemy)// && ent->bad_area->owner == ent->enemy)
+ {
+ // gi.dprintf("resuming being pissed at %s\n", ent->oldenemy->classname);
+ ent->enemy = ent->oldenemy;
+ ent->goalentity = ent->oldenemy;
+ FoundTarget(ent);
+ // FIXME - remove this when ready!!!
+// if (ent->lastMoveTime == level.time)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Duplicate move detected for %s, please tell programmers!\n", ent->classname);
+// ent->lastMoveTime = level.time;
+ // FIXME
+
+ return true;
+ }
+ }
+ }
+//PGM
+//======
+
+// try the move
+ VectorCopy (ent->s.origin, oldorg);
+ VectorAdd (ent->s.origin, move, neworg);
+
+// flying monsters don't step up
+ if ( ent->flags & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (ent->s.origin, move, neworg);
+ if (i == 0 && ent->enemy)
+ {
+ if (!ent->goalentity)
+ ent->goalentity = ent->enemy;
+ dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
+ if (ent->goalentity->client)
+ {
+ // we want the carrier to stay a certain distance off the ground, to help prevent him
+ // from shooting his fliers, who spawn in below him
+ //
+ if (!strcmp(ent->classname, "monster_carrier"))
+ minheight = 104;
+ else
+ minheight = 40;
+// if (dz > 40)
+ if (dz > minheight)
+// pmm
+ neworg[2] -= 8;
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
+ if (dz < (minheight - 10))
+ neworg[2] += 8;
+ }
+ else
+ {
+ if (dz > 8)
+ neworg[2] -= 8;
+ else if (dz > 0)
+ neworg[2] -= dz;
+ else if (dz < -8)
+ neworg[2] += 8;
+ else
+ neworg[2] += dz;
+ }
+ }
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
+
+ // fly monsters don't enter water voluntarily
+ if (ent->flags & FL_FLY)
+ {
+ if (!ent->waterlevel)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (contents & MASK_WATER)
+ return false;
+ }
+ }
+
+ // swim monsters don't exit water voluntarily
+ if (ent->flags & FL_SWIM)
+ {
+ if (ent->waterlevel < 2)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (!(contents & MASK_WATER))
+ return false;
+ }
+ }
+
+// if (trace.fraction == 1)
+
+ // PMM - changed above to this
+ if ((trace.fraction == 1) && (!trace.allsolid) && (!trace.startsolid))
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+//=====
+//PGM
+ if(!current_bad && CheckForBadArea(ent))
+ {
+// gi.dprintf("Oooh! Bad Area!\n");
+ VectorCopy (oldorg, ent->s.origin);
+ }
+ else
+ {
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ // FIXME - remove this when ready!!!
+// if (ent->lastMoveTime == level.time)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Duplicate move detected for %s, please tell programmers!\n", ent->classname);
+// ent->lastMoveTime = level.time;
+ // FIXME
+
+ return true;
+ }
+//PGM
+//=====
+ }
+
+ if (!ent->enemy)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
+ stepsize = STEPSIZE;
+ else
+ stepsize = 1;
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // trace from 1 stepsize gravityUp to 2 stepsize gravityDown.
+ VectorMA(neworg, -1 * stepsize, ent->gravityVector, neworg);
+ VectorMA(neworg, 2 * stepsize, ent->gravityVector, end);
+#else
+ neworg[2] += stepsize;
+ VectorCopy (neworg, end);
+ end[2] -= stepsize*2;
+#endif
+//PGM
+
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.allsolid)
+ return false;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= stepsize;
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+ if (trace.allsolid || trace.startsolid)
+ return false;
+ }
+
+
+ // don't go in to water
+ if (ent->waterlevel == 0)
+ {
+//PGM
+#ifdef ROGUE_GRAVITY
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ if(ent->gravityVector[2] > 0)
+ test[2] = trace.endpos[2] + ent->maxs[2] - 1;
+ else
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+#else
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+#endif
+//PGM
+
+ contents = gi.pointcontents(test);
+
+ if (contents & MASK_WATER)
+ return false;
+ }
+
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ VectorAdd (ent->s.origin, move, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ ent->groundentity = NULL;
+ // FIXME - remove this when ready!!!
+// if (ent->lastMoveTime == level.time)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Duplicate move detected for %s, please tell programmers!\n", ent->classname);
+// ent->lastMoveTime = level.time;
+ // FIXME
+
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, ent->s.origin);
+
+//PGM
+ // PMM - don't bother with bad areas if we're dead
+ if (ent->health > 0)
+ {
+ // use AI_BLOCKED to tell the calling layer that we're now mad at a tesla
+ new_bad = CheckForBadArea(ent);
+ if(!current_bad && new_bad)
+ {
+ if (new_bad->owner)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf("Blocked -");
+ if (!strcmp(new_bad->owner->classname, "tesla"))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("it's a tesla -");
+ if ((!(ent->enemy)) || (!(ent->enemy->inuse)))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("I don't have a valid enemy, attacking tesla!\n");
+ TargetTesla (ent, new_bad->owner);
+ ent->monsterinfo.aiflags |= AI_BLOCKED;
+ }
+ else if (!strcmp(ent->enemy->classname, "telsa"))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("but we're already mad at a tesla\n");
+ }
+ else if ((ent->enemy) && (ent->enemy->client))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("we have a player enemy -");
+ if (visible(ent, ent->enemy))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("we can see him -");
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("can't see him, kill the tesla! -");
+ TargetTesla (ent, new_bad->owner);
+ ent->monsterinfo.aiflags |= AI_BLOCKED;
+ }
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("the enemy isn't a player, killing tesla -");
+ TargetTesla (ent, new_bad->owner);
+ ent->monsterinfo.aiflags |= AI_BLOCKED;
+ }
+ }
+// else if ((g_showlogic) && (g_showlogic->value))
+// {
+// gi.dprintf(" by non-tesla bad area!");
+// }
+ }
+// gi.dprintf ("\n");
+
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+ }
+//PGM
+
+ if (!M_CheckBottom (ent))
+ {
+ if ( ent->flags & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ // FIXME - remove this when ready!!!
+// if (ent->lastMoveTime == level.time)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Duplicate move detected for %s, please tell programmers!\n", ent->classname);
+// ent->lastMoveTime = level.time;
+ // FIXME
+
+ return true;
+ }
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ ent->flags &= ~FL_PARTIALGROUND;
+ }
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+
+// the move is ok
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ // FIXME - remove this when ready!!!
+// if (ent->lastMoveTime == level.time)
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Duplicate move detected for %s, please tell programmers!\n", ent->classname);
+// ent->lastMoveTime = level.time;
+ // FIXME
+
+ return true;
+}
+
+
+//============================================================================
+
+/*
+===============
+M_ChangeYaw
+
+===============
+*/
+void M_ChangeYaw (edict_t *ent)
+{
+ float ideal;
+ float current;
+ float move;
+ float speed;
+
+ current = anglemod(ent->s.angles[YAW]);
+ ideal = ent->ideal_yaw;
+
+ if (current == ideal)
+ return;
+
+ move = ideal - current;
+ speed = ent->yaw_speed;
+ if (ideal > current)
+ {
+ if (move >= 180)
+ move = move - 360;
+ }
+ else
+ {
+ if (move <= -180)
+ move = move + 360;
+ }
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ ent->s.angles[YAW] = anglemod (current + move);
+}
+
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ if(!ent->inuse) return true; // PGM g_touchtrigger free problem
+
+ ent->ideal_yaw = yaw;
+ M_ChangeYaw (ent);
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (ent->s.origin, oldorigin);
+ if (SV_movestep (ent, move, false))
+ {
+ ent->monsterinfo.aiflags &= ~AI_BLOCKED;
+ if(!ent->inuse) return true; // PGM g_touchtrigger free problem
+
+ delta = ent->s.angles[YAW] - ent->ideal_yaw;
+ if (strncmp(ent->classname, "monster_widow", 13))
+ {
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, ent->s.origin);
+ }
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return true;
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (edict_t *ent)
+{
+ ent->flags |= FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ //FIXME: how did we get here with no enemy
+ if (!enemy)
+ return;
+
+ olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
+ turnaround = anglemod(olddir - 180);
+
+ deltax = enemy->s.origin[0] - actor->s.origin[0];
+ deltay = enemy->s.origin[1] - actor->s.origin[1];
+ if (deltax>10)
+ d[1]= 0;
+ else if (deltax<-10)
+ d[1]= 180;
+ else
+ d[1]= DI_NODIR;
+ if (deltay<-10)
+ d[2]= 270;
+ else if (deltay>10)
+ d[2]= 90;
+ else
+ d[2]= DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ if (d[1] == 0)
+ tdir = d[2] == 90 ? 45 : 315;
+ else
+ tdir = d[2] == 90 ? 135 : 215;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]!=DI_NODIR && d[1]!=turnaround
+ && SV_StepDirection(actor, d[1], dist))
+ return;
+
+ if (d[2]!=DI_NODIR && d[2]!=turnaround
+ && SV_StepDirection(actor, d[2], dist))
+ return;
+
+//ROGUE
+ if(actor->monsterinfo.blocked)
+ {
+ if ((actor->inuse) && (actor->health > 0))
+ {
+ if((actor->monsterinfo.blocked)(actor, dist))
+ return;
+ }
+ }
+//ROGUE
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
+ return;
+
+ if (rand()&1) /*randomly determine direction of search*/
+ {
+ for (tdir=0 ; tdir<=315 ; tdir += 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+ else
+ {
+ for (tdir=315 ; tdir >=0 ; tdir -= 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+
+ if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
+ return;
+
+ actor->ideal_yaw = olddir; // can't move
+
+// if a bridge was pulled out from underneath a monster, it may not have
+// a valid standing position at all
+
+ if (!M_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->absmin[i] > ent->absmax[i] + dist)
+ return false;
+ if (goal->absmax[i] < ent->absmin[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+/*
+======================
+M_MoveToGoal
+======================
+*/
+void M_MoveToGoal (edict_t *ent, float dist)
+{
+ edict_t *goal;
+
+ goal = ent->goalentity;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return;
+
+// if the next step hits the enemy, return immediately
+ if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
+ return;
+
+// bump around...
+// if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+// PMM - charging monsters (AI_CHARGING) don't deflect unless they have to
+ if ( (((rand()&3)==1) && !(ent->monsterinfo.aiflags & AI_CHARGING)) || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+ {
+ if (ent->monsterinfo.aiflags & AI_BLOCKED)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("tesla attack detected, not changing direction!\n");
+ ent->monsterinfo.aiflags &= ~AI_BLOCKED;
+ return;
+ }
+ if (ent->inuse)
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+
+
+/*
+===============
+M_walkmove
+===============
+*/
+qboolean M_walkmove (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move;
+ // PMM
+ qboolean retval;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return false;
+
+ yaw = yaw*M_PI*2 / 360;
+
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ // PMM
+ retval = SV_movestep(ent, move, true);
+ ent->monsterinfo.aiflags &= ~AI_BLOCKED;
+ return retval;
+ // pmm
+ //return SV_movestep(ent, move, true);
+}
--- /dev/null
+++ b/rogue/m_move2.c
@@ -1,0 +1,737 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define STEPSIZE 18
+
+// this is used for communications out of sv_movestep to say what entity
+// is blocking us
+edict_t *new_bad; //pmm
+
+/*
+=============
+M_CheckBottom
+
+Returns false if any part of the bottom of the entity is off an edge that
+is not a staircase.
+
+=============
+*/
+int c_yes, c_no;
+
+qboolean M_CheckBottom (edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (ent->s.origin, ent->mins, mins);
+ VectorAdd (ent->s.origin, ent->maxs, maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ start[2] = mins[2] - 1;
+ if(ent->gravityVector[2] > 0)
+ start[2] = maxs[2] + 1;
+#else
+ start[2] = mins[2] - 1;
+#endif
+//PGM
+
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ if(ent->gravityVector[2] < 0)
+ {
+ start[2] = mins[2];
+ stop[2] = start[2] - STEPSIZE - STEPSIZE;
+ }
+ else
+ {
+ start[2] = maxs[2];
+ stop[2] = start[2] + STEPSIZE + STEPSIZE;
+ }
+#else
+ stop[2] = start[2] - 2*STEPSIZE;
+#endif
+//PGM
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
+ if(ent->gravityVector[2] > 0)
+ {
+ if (trace.fraction != 1.0 && trace.endpos[2] < bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || trace.endpos[2] - mid > STEPSIZE)
+ return false;
+ }
+ else
+ {
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+ }
+#else
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+#endif
+//PGM
+ }
+
+ c_yes++;
+ return true;
+}
+
+
+/*
+=============
+SV_movestep
+
+Called by monster program code.
+The move will be adjusted for slopes and stairs, but if the move isn't
+possible, no move is done, false is returned, and
+pr_global_struct->trace_normal is set to the normal of the blocking wall
+=============
+*/
+//FIXME since we need to test end position contents here, can we avoid doing
+//it again later in catagorize position?
+qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+{
+ float dz;
+ vec3_t oldorg, neworg, end;
+ trace_t trace;
+ int i;
+ float stepsize;
+ vec3_t test;
+ int contents;
+ edict_t *current_bad; // PGM
+ float minheight; // pmm
+
+//======
+//PGM
+ current_bad = CheckForBadArea(ent);
+ if(current_bad)
+ {
+// gi.dprintf("in bad area\n");
+ ent->bad_area = current_bad;
+
+ if(ent->enemy && !strcmp(ent->enemy->classname, "tesla"))
+ {
+// gi.dprintf("%s -->> ", vtos(move));
+ VectorScale(move, -1, move);
+// gi.dprintf("%s\n", vtos(move));
+ }
+ }
+ else if(ent->bad_area)
+ {
+ // if we're no longer in a bad area, get back to business.
+ ent->bad_area = NULL;
+ if(ent->oldenemy)// && ent->bad_area->owner == ent->enemy)
+ {
+// gi.dprintf("resuming being pissed at %s\n", ent->oldenemy->classname);
+ ent->enemy = ent->oldenemy;
+ ent->goalentity = ent->oldenemy;
+ FoundTarget(ent);
+ return true;
+ }
+ }
+//PGM
+//======
+
+// try the move
+ VectorCopy (ent->s.origin, oldorg);
+ VectorAdd (ent->s.origin, move, neworg);
+
+// flying monsters don't step up
+ if ( ent->flags & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (ent->s.origin, move, neworg);
+ if (i == 0 && ent->enemy)
+ {
+ if (!ent->goalentity)
+ ent->goalentity = ent->enemy;
+ dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
+ if (ent->goalentity->client)
+ {
+ // we want the carrier to stay a certain distance off the ground, to help prevent him
+ // from shooting his fliers, who spawn in below him
+ //
+ if (!strcmp(ent->classname, "monster_carrier"))
+ minheight = 104;
+ else
+ minheight = 40;
+// if (dz > 40)
+ if (dz > minheight)
+// pmm
+ neworg[2] -= 8;
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
+ if (dz < (minheight - 10))
+ neworg[2] += 8;
+ }
+ else
+ {
+ if (dz > 8)
+ neworg[2] -= 8;
+ else if (dz > 0)
+ neworg[2] -= dz;
+ else if (dz < -8)
+ neworg[2] += 8;
+ else
+ neworg[2] += dz;
+ }
+ }
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
+
+ // fly monsters don't enter water voluntarily
+ if (ent->flags & FL_FLY)
+ {
+ if (!ent->waterlevel)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (contents & MASK_WATER)
+ return false;
+ }
+ }
+
+ // swim monsters don't exit water voluntarily
+ if (ent->flags & FL_SWIM)
+ {
+ if (ent->waterlevel < 2)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (!(contents & MASK_WATER))
+ return false;
+ }
+ }
+
+// if (trace.fraction == 1)
+
+ // PMM - changed above to this
+ if ((trace.fraction == 1) && (!trace.allsolid) && (!trace.startsolid))
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+//=====
+//PGM
+ if(!current_bad && CheckForBadArea(ent))
+ {
+// gi.dprintf("Oooh! Bad Area!\n");
+ VectorCopy (oldorg, ent->s.origin);
+ }
+ else
+ {
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+//PGM
+//=====
+ }
+
+ if (!ent->enemy)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
+ stepsize = STEPSIZE;
+ else
+ stepsize = 1;
+
+//PGM
+#ifdef ROGUE_GRAVITY
+ // trace from 1 stepsize gravityUp to 2 stepsize gravityDown.
+ VectorMA(neworg, -1 * stepsize, ent->gravityVector, neworg);
+ VectorMA(neworg, 2 * stepsize, ent->gravityVector, end);
+#else
+ neworg[2] += stepsize;
+ VectorCopy (neworg, end);
+ end[2] -= stepsize*2;
+#endif
+//PGM
+
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.allsolid)
+ return false;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= stepsize;
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+ if (trace.allsolid || trace.startsolid)
+ return false;
+ }
+
+
+ // don't go in to water
+ if (ent->waterlevel == 0)
+ {
+//PGM
+#ifdef ROGUE_GRAVITY
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ if(ent->gravityVector[2] > 0)
+ test[2] = trace.endpos[2] + ent->maxs[2] - 1;
+ else
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+#else
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+#endif
+//PGM
+
+ contents = gi.pointcontents(test);
+
+ if (contents & MASK_WATER)
+ return false;
+ }
+
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ VectorAdd (ent->s.origin, move, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ ent->groundentity = NULL;
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, ent->s.origin);
+
+//PGM
+ new_bad = CheckForBadArea(ent);
+ if(!current_bad && new_bad)
+ {
+ if (new_bad->owner)
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf("Blocked -");
+ if (!strcmp(new_bad->owner->classname, "tesla"))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("it's a tesla -");
+ if ((!(ent->enemy)) || (!(ent->enemy->inuse)))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("I don't have a valid enemy!\n");
+ }
+ else if (!strcmp(ent->enemy->classname, "telsa"))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("but we're already mad at a tesla\n");
+ }
+ else if ((ent->enemy) && (ent->enemy->client))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("we have a player enemy -");
+ if (visible(ent, ent->enemy))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("we can see him -");
+ }
+ else
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("can't see him, kill the tesla! -");
+ }
+ }
+ else
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("the enemy isn't a player -");
+ }
+ }
+ }
+ gi.dprintf ("\n");
+
+
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+//PGM
+
+ if (!M_CheckBottom (ent))
+ {
+ if ( ent->flags & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ ent->flags &= ~FL_PARTIALGROUND;
+ }
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+
+// the move is ok
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+}
+
+
+//============================================================================
+
+/*
+===============
+M_ChangeYaw
+
+===============
+*/
+void M_ChangeYaw (edict_t *ent)
+{
+ float ideal;
+ float current;
+ float move;
+ float speed;
+
+ current = anglemod(ent->s.angles[YAW]);
+ ideal = ent->ideal_yaw;
+
+ if (current == ideal)
+ return;
+
+ move = ideal - current;
+ speed = ent->yaw_speed;
+ if (ideal > current)
+ {
+ if (move >= 180)
+ move = move - 360;
+ }
+ else
+ {
+ if (move <= -180)
+ move = move + 360;
+ }
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ ent->s.angles[YAW] = anglemod (current + move);
+}
+
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ if(!ent->inuse) return true; // PGM g_touchtrigger free problem
+
+ ent->ideal_yaw = yaw;
+ M_ChangeYaw (ent);
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (ent->s.origin, oldorigin);
+ if (SV_movestep (ent, move, false))
+ {
+ if(!ent->inuse) return true; // PGM g_touchtrigger free problem
+
+ delta = ent->s.angles[YAW] - ent->ideal_yaw;
+ if (strncmp(ent->classname, "monster_widow", 13))
+ {
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, ent->s.origin);
+ }
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return true;
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (edict_t *ent)
+{
+ ent->flags |= FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ //FIXME: how did we get here with no enemy
+ if (!enemy)
+ return;
+
+ olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
+ turnaround = anglemod(olddir - 180);
+
+ deltax = enemy->s.origin[0] - actor->s.origin[0];
+ deltay = enemy->s.origin[1] - actor->s.origin[1];
+ if (deltax>10)
+ d[1]= 0;
+ else if (deltax<-10)
+ d[1]= 180;
+ else
+ d[1]= DI_NODIR;
+ if (deltay<-10)
+ d[2]= 270;
+ else if (deltay>10)
+ d[2]= 90;
+ else
+ d[2]= DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ if (d[1] == 0)
+ tdir = d[2] == 90 ? 45 : 315;
+ else
+ tdir = d[2] == 90 ? 135 : 215;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]!=DI_NODIR && d[1]!=turnaround
+ && SV_StepDirection(actor, d[1], dist))
+ return;
+
+ if (d[2]!=DI_NODIR && d[2]!=turnaround
+ && SV_StepDirection(actor, d[2], dist))
+ return;
+
+//ROGUE
+ if(actor->monsterinfo.blocked)
+ {
+ if((actor->monsterinfo.blocked)(actor, dist))
+ return;
+ }
+//ROGUE
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
+ return;
+
+ if (rand()&1) /*randomly determine direction of search*/
+ {
+ for (tdir=0 ; tdir<=315 ; tdir += 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+ else
+ {
+ for (tdir=315 ; tdir >=0 ; tdir -= 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+
+ if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
+ return;
+
+ actor->ideal_yaw = olddir; // can't move
+
+// if a bridge was pulled out from underneath a monster, it may not have
+// a valid standing position at all
+
+ if (!M_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->absmin[i] > ent->absmax[i] + dist)
+ return false;
+ if (goal->absmax[i] < ent->absmin[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+/*
+======================
+M_MoveToGoal
+======================
+*/
+void M_MoveToGoal (edict_t *ent, float dist)
+{
+ edict_t *goal;
+
+ goal = ent->goalentity;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return;
+
+// if the next step hits the enemy, return immediately
+ if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
+ return;
+
+// bump around...
+// if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+// PMM - charging monsters (AI_CHARGING) don't deflect unless they have to
+ if ( (((rand()&3)==1) && !(ent->monsterinfo.aiflags & AI_CHARGING)) || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+ {
+ if (ent->inuse)
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+
+
+/*
+===============
+M_walkmove
+===============
+*/
+qboolean M_walkmove (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return false;
+
+ yaw = yaw*M_PI*2 / 360;
+
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ return SV_movestep(ent, move, true);
+}
--- /dev/null
+++ b/rogue/m_mutant.c
@@ -1,0 +1,721 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_mutant.h"
+
+
+static int sound_swing;
+static int sound_hit;
+static int sound_hit2;
+static int sound_death;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+static int sound_search;
+static int sound_step1;
+static int sound_step2;
+static int sound_step3;
+static int sound_thud;
+
+//
+// SOUNDS
+//
+
+void mutant_step (edict_t *self)
+{
+ int n;
+ n = (rand() + 1) % 3;
+ if (n == 0)
+ gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
+ else if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
+}
+
+void mutant_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void mutant_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+void mutant_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
+}
+
+
+//
+// STAND
+//
+
+mframe_t mutant_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 40
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 50
+
+ ai_stand, 0, NULL
+};
+mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};
+
+void mutant_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_stand;
+}
+
+
+//
+// IDLE
+//
+
+void mutant_idle_loop (edict_t *self)
+{
+ if (qrandom() < 0.75)
+ self->monsterinfo.nextframe = FRAME_stand155;
+}
+
+mframe_t mutant_frames_idle [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // scratch loop start
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, mutant_idle_loop, // scratch loop end
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};
+
+void mutant_idle (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_idle;
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//
+// WALK
+//
+
+void mutant_walk (edict_t *self);
+
+mframe_t mutant_frames_walk [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 13, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 16, NULL,
+ ai_walk, 15, NULL,
+ ai_walk, 6, NULL
+};
+mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};
+
+void mutant_walk_loop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_walk;
+}
+
+mframe_t mutant_frames_start_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, -2, NULL,
+ ai_walk, 1, NULL
+};
+mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};
+
+void mutant_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_start_walk;
+}
+
+
+//
+// RUN
+//
+
+mframe_t mutant_frames_run [] =
+{
+ ai_run, 40, NULL,
+ ai_run, 40, mutant_step,
+ ai_run, 24, NULL,
+ ai_run, 5, mutant_step,
+ ai_run, 17, NULL,
+ ai_run, 10, NULL
+};
+mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};
+
+void mutant_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &mutant_move_stand;
+ else
+ self->monsterinfo.currentmove = &mutant_move_run;
+}
+
+
+//
+// MELEE
+//
+
+void mutant_hit_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void mutant_hit_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void mutant_check_refire (edict_t *self)
+{
+ if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attack09;
+}
+
+mframe_t mutant_frames_attack [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, mutant_hit_left,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, mutant_hit_right,
+ ai_charge, 0, mutant_check_refire
+};
+mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};
+
+void mutant_melee (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_attack;
+}
+
+
+//
+// ATTACK
+//
+
+void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->health <= 0)
+ {
+ self->touch = NULL;
+ return;
+ }
+
+ if (other->takedamage)
+ {
+ if (VectorLength(self->velocity) > 400)
+ {
+ vec3_t point;
+ vec3_t normal;
+ int damage;
+
+ VectorCopy (self->velocity, normal);
+ VectorNormalize(normal);
+ VectorMA (self->s.origin, self->maxs[0], normal, point);
+ damage = 40 + 10 * qrandom();
+ T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
+ }
+ }
+
+ if (!M_CheckBottom (self))
+ {
+ if (self->groundentity)
+ {
+ self->monsterinfo.nextframe = FRAME_attack02;
+ self->touch = NULL;
+ }
+ return;
+ }
+
+ self->touch = NULL;
+}
+
+void mutant_jump_takeoff (edict_t *self)
+{
+ vec3_t forward;
+
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ self->s.origin[2] += 1;
+ VectorScale (forward, 600, self->velocity);
+ self->velocity[2] = 250;
+ self->groundentity = NULL;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->monsterinfo.attack_finished = level.time + 3;
+ self->touch = mutant_jump_touch;
+}
+
+void mutant_check_landing (edict_t *self)
+{
+ if (self->groundentity)
+ {
+ gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
+ self->monsterinfo.attack_finished = 0;
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+
+ if (level.time > self->monsterinfo.attack_finished)
+ self->monsterinfo.nextframe = FRAME_attack02;
+ else
+ self->monsterinfo.nextframe = FRAME_attack05;
+}
+
+mframe_t mutant_frames_jump [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 17, NULL,
+ ai_charge, 15, mutant_jump_takeoff,
+ ai_charge, 15, NULL,
+ ai_charge, 15, mutant_check_landing,
+ ai_charge, 0, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};
+
+void mutant_jump (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_jump;
+}
+
+
+//
+// CHECKATTACK
+//
+
+qboolean mutant_check_melee (edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ return true;
+ return false;
+}
+
+qboolean mutant_check_jump (edict_t *self)
+{
+ vec3_t v;
+ float distance;
+
+ if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
+ return false;
+
+ if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
+ return false;
+
+ v[0] = self->s.origin[0] - self->enemy->s.origin[0];
+ v[1] = self->s.origin[1] - self->enemy->s.origin[1];
+ v[2] = 0;
+ distance = VectorLength(v);
+
+ if (distance < 100)
+ return false;
+ if (distance > 100)
+ {
+ if (qrandom() < 0.9)
+ return false;
+ }
+
+ return true;
+}
+
+qboolean mutant_checkattack (edict_t *self)
+{
+ if (!self->enemy || self->enemy->health <= 0)
+ return false;
+
+ if (mutant_check_melee(self))
+ {
+ self->monsterinfo.attack_state = AS_MELEE;
+ return true;
+ }
+
+ if (mutant_check_jump(self))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ // FIXME play a jump sound here
+ return true;
+ }
+
+ return false;
+}
+
+
+//
+// PAIN
+//
+
+mframe_t mutant_frames_pain1 [] =
+{
+ ai_move, 4, NULL,
+ ai_move, -3, NULL,
+ ai_move, -8, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL
+};
+mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};
+
+mframe_t mutant_frames_pain2 [] =
+{
+ ai_move, -24,NULL,
+ ai_move, 11, NULL,
+ ai_move, 5, NULL,
+ ai_move, -2, NULL,
+ ai_move, 6, NULL,
+ ai_move, 4, NULL
+};
+mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};
+
+mframe_t mutant_frames_pain3 [] =
+{
+ ai_move, -22,NULL,
+ ai_move, 3, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL
+};
+mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};
+
+void mutant_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+ if (r < 0.33)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain1;
+ }
+ else if (r < 0.66)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain3;
+ }
+}
+
+
+//
+// DEATH
+//
+
+void mutant_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ gi.linkentity (self);
+
+ M_FlyCheck (self);
+}
+
+mframe_t mutant_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};
+
+mframe_t mutant_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};
+
+void mutant_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum = 1;
+
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &mutant_move_death1;
+ else
+ self->monsterinfo.currentmove = &mutant_move_death2;
+}
+
+
+
+//================
+//ROGUE
+void mutant_jump_down (edict_t *self)
+{
+ vec3_t forward,up;
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+void mutant_jump_up (edict_t *self)
+{
+ vec3_t forward,up;
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 200, forward, self->velocity);
+ VectorMA(self->velocity, 450, up, self->velocity);
+}
+
+void mutant_jump_wait_land (edict_t *self)
+{
+ if(self->groundentity == NULL)
+ self->monsterinfo.nextframe = self->s.frame;
+ else
+ self->monsterinfo.nextframe = self->s.frame + 1;
+}
+
+mframe_t mutant_frames_jump_up [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -8, mutant_jump_up,
+ ai_move, 0, mutant_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_jump_up = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_up, mutant_run };
+
+mframe_t mutant_frames_jump_down [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, mutant_jump_down,
+ ai_move, 0, mutant_jump_wait_land,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_jump_down = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_down, mutant_run };
+
+void mutant_jump_updown (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ if(self->enemy->s.origin[2] > self->s.origin[2])
+ self->monsterinfo.currentmove = &mutant_move_jump_up;
+ else
+ self->monsterinfo.currentmove = &mutant_move_jump_down;
+}
+
+/*
+===
+Blocked
+===
+*/
+qboolean mutant_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkjump (self, dist, 256, 68))
+ {
+ mutant_jump_updown (self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+ return false;
+}
+//ROGUE
+//================
+
+//
+// SPAWN
+//
+
+/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_mutant (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_swing = gi.soundindex ("mutant/mutatck1.wav");
+ sound_hit = gi.soundindex ("mutant/mutatck2.wav");
+ sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
+ sound_death = gi.soundindex ("mutant/mutdeth1.wav");
+ sound_idle = gi.soundindex ("mutant/mutidle1.wav");
+ sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
+ sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
+ sound_sight = gi.soundindex ("mutant/mutsght1.wav");
+ sound_search = gi.soundindex ("mutant/mutsrch1.wav");
+ sound_step1 = gi.soundindex ("mutant/step1.wav");
+ sound_step2 = gi.soundindex ("mutant/step2.wav");
+ sound_step3 = gi.soundindex ("mutant/step3.wav");
+ sound_thud = gi.soundindex ("mutant/thud1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 48);
+
+ self->health = 300;
+ self->gib_health = -120;
+ self->mass = 300;
+
+ self->pain = mutant_pain;
+ self->die = mutant_die;
+
+ self->monsterinfo.stand = mutant_stand;
+ self->monsterinfo.walk = mutant_walk;
+ self->monsterinfo.run = mutant_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = mutant_jump;
+ self->monsterinfo.melee = mutant_melee;
+ self->monsterinfo.sight = mutant_sight;
+ self->monsterinfo.search = mutant_search;
+ self->monsterinfo.idle = mutant_idle;
+ self->monsterinfo.checkattack = mutant_checkattack;
+ self->monsterinfo.blocked = mutant_blocked; // PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &mutant_move_stand;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_mutant.h
@@ -1,0 +1,161 @@
+// G:\quake2\baseq2\models/monsters/mutant
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attack01 0
+#define FRAME_attack02 1
+#define FRAME_attack03 2
+#define FRAME_attack04 3
+#define FRAME_attack05 4
+#define FRAME_attack06 5
+#define FRAME_attack07 6
+#define FRAME_attack08 7
+#define FRAME_attack09 8
+#define FRAME_attack10 9
+#define FRAME_attack11 10
+#define FRAME_attack12 11
+#define FRAME_attack13 12
+#define FRAME_attack14 13
+#define FRAME_attack15 14
+#define FRAME_death101 15
+#define FRAME_death102 16
+#define FRAME_death103 17
+#define FRAME_death104 18
+#define FRAME_death105 19
+#define FRAME_death106 20
+#define FRAME_death107 21
+#define FRAME_death108 22
+#define FRAME_death109 23
+#define FRAME_death201 24
+#define FRAME_death202 25
+#define FRAME_death203 26
+#define FRAME_death204 27
+#define FRAME_death205 28
+#define FRAME_death206 29
+#define FRAME_death207 30
+#define FRAME_death208 31
+#define FRAME_death209 32
+#define FRAME_death210 33
+#define FRAME_pain101 34
+#define FRAME_pain102 35
+#define FRAME_pain103 36
+#define FRAME_pain104 37
+#define FRAME_pain105 38
+#define FRAME_pain201 39
+#define FRAME_pain202 40
+#define FRAME_pain203 41
+#define FRAME_pain204 42
+#define FRAME_pain205 43
+#define FRAME_pain206 44
+#define FRAME_pain301 45
+#define FRAME_pain302 46
+#define FRAME_pain303 47
+#define FRAME_pain304 48
+#define FRAME_pain305 49
+#define FRAME_pain306 50
+#define FRAME_pain307 51
+#define FRAME_pain308 52
+#define FRAME_pain309 53
+#define FRAME_pain310 54
+#define FRAME_pain311 55
+#define FRAME_run03 56
+#define FRAME_run04 57
+#define FRAME_run05 58
+#define FRAME_run06 59
+#define FRAME_run07 60
+#define FRAME_run08 61
+#define FRAME_stand101 62
+#define FRAME_stand102 63
+#define FRAME_stand103 64
+#define FRAME_stand104 65
+#define FRAME_stand105 66
+#define FRAME_stand106 67
+#define FRAME_stand107 68
+#define FRAME_stand108 69
+#define FRAME_stand109 70
+#define FRAME_stand110 71
+#define FRAME_stand111 72
+#define FRAME_stand112 73
+#define FRAME_stand113 74
+#define FRAME_stand114 75
+#define FRAME_stand115 76
+#define FRAME_stand116 77
+#define FRAME_stand117 78
+#define FRAME_stand118 79
+#define FRAME_stand119 80
+#define FRAME_stand120 81
+#define FRAME_stand121 82
+#define FRAME_stand122 83
+#define FRAME_stand123 84
+#define FRAME_stand124 85
+#define FRAME_stand125 86
+#define FRAME_stand126 87
+#define FRAME_stand127 88
+#define FRAME_stand128 89
+#define FRAME_stand129 90
+#define FRAME_stand130 91
+#define FRAME_stand131 92
+#define FRAME_stand132 93
+#define FRAME_stand133 94
+#define FRAME_stand134 95
+#define FRAME_stand135 96
+#define FRAME_stand136 97
+#define FRAME_stand137 98
+#define FRAME_stand138 99
+#define FRAME_stand139 100
+#define FRAME_stand140 101
+#define FRAME_stand141 102
+#define FRAME_stand142 103
+#define FRAME_stand143 104
+#define FRAME_stand144 105
+#define FRAME_stand145 106
+#define FRAME_stand146 107
+#define FRAME_stand147 108
+#define FRAME_stand148 109
+#define FRAME_stand149 110
+#define FRAME_stand150 111
+#define FRAME_stand151 112
+#define FRAME_stand152 113
+#define FRAME_stand153 114
+#define FRAME_stand154 115
+#define FRAME_stand155 116
+#define FRAME_stand156 117
+#define FRAME_stand157 118
+#define FRAME_stand158 119
+#define FRAME_stand159 120
+#define FRAME_stand160 121
+#define FRAME_stand161 122
+#define FRAME_stand162 123
+#define FRAME_stand163 124
+#define FRAME_stand164 125
+#define FRAME_walk01 126
+#define FRAME_walk02 127
+#define FRAME_walk03 128
+#define FRAME_walk04 129
+#define FRAME_walk05 130
+#define FRAME_walk06 131
+#define FRAME_walk07 132
+#define FRAME_walk08 133
+#define FRAME_walk09 134
+#define FRAME_walk10 135
+#define FRAME_walk11 136
+#define FRAME_walk12 137
+#define FRAME_walk13 138
+#define FRAME_walk14 139
+#define FRAME_walk15 140
+#define FRAME_walk16 141
+#define FRAME_walk17 142
+#define FRAME_walk18 143
+#define FRAME_walk19 144
+#define FRAME_walk20 145
+#define FRAME_walk21 146
+#define FRAME_walk22 147
+#define FRAME_walk23 148
+
+#define FRAME_jump01 149
+#define FRAME_jump02 150
+#define FRAME_jump03 151
+#define FRAME_jump04 152
+#define FRAME_jump05 153
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_parasite.c
@@ -1,0 +1,672 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_parasite.h"
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_launch;
+static int sound_impact;
+static int sound_suck;
+static int sound_reelin;
+static int sound_sight;
+static int sound_tap;
+static int sound_scratch;
+static int sound_search;
+
+
+void parasite_stand (edict_t *self);
+void parasite_start_run (edict_t *self);
+void parasite_run (edict_t *self);
+void parasite_walk (edict_t *self);
+void parasite_start_walk (edict_t *self);
+void parasite_end_fidget (edict_t *self);
+void parasite_do_fidget (edict_t *self);
+void parasite_refidget (edict_t *self);
+
+
+void parasite_launch (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_launch, 1, ATTN_NORM, 0);
+}
+
+void parasite_reel_in (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_reelin, 1, ATTN_NORM, 0);
+}
+
+void parasite_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void parasite_tap (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_tap, 1, ATTN_IDLE, 0);
+}
+
+void parasite_scratch (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_scratch, 1, ATTN_IDLE, 0);
+}
+
+void parasite_search (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_search, 1, ATTN_IDLE, 0);
+}
+
+
+mframe_t parasite_frames_start_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_start_fidget = {FRAME_stand18, FRAME_stand21, parasite_frames_start_fidget, parasite_do_fidget};
+
+mframe_t parasite_frames_fidget [] =
+{
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_fidget = {FRAME_stand22, FRAME_stand27, parasite_frames_fidget, parasite_refidget};
+
+mframe_t parasite_frames_end_fidget [] =
+{
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_end_fidget = {FRAME_stand28, FRAME_stand35, parasite_frames_end_fidget, parasite_stand};
+
+void parasite_end_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_end_fidget;
+}
+
+void parasite_do_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_fidget;
+}
+
+void parasite_refidget (edict_t *self)
+{
+ if (qrandom() <= 0.8)
+ self->monsterinfo.currentmove = ¶site_move_fidget;
+ else
+ self->monsterinfo.currentmove = ¶site_move_end_fidget;
+}
+
+void parasite_idle (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_start_fidget;
+}
+
+
+mframe_t parasite_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap
+};
+mmove_t parasite_move_stand = {FRAME_stand01, FRAME_stand17, parasite_frames_stand, parasite_stand};
+
+void parasite_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_stand;
+}
+
+
+mframe_t parasite_frames_run [] =
+{
+ ai_run, 30, NULL,
+ ai_run, 30, NULL,
+ ai_run, 22, NULL,
+ ai_run, 19, NULL,
+ ai_run, 24, NULL,
+ ai_run, 28, NULL,
+ ai_run, 25, NULL
+};
+mmove_t parasite_move_run = {FRAME_run03, FRAME_run09, parasite_frames_run, NULL};
+
+mframe_t parasite_frames_start_run [] =
+{
+ ai_run, 0, NULL,
+ ai_run, 30, NULL,
+};
+mmove_t parasite_move_start_run = {FRAME_run01, FRAME_run02, parasite_frames_start_run, parasite_run};
+
+mframe_t parasite_frames_stop_run [] =
+{
+ ai_run, 20, NULL,
+ ai_run, 20, NULL,
+ ai_run, 12, NULL,
+ ai_run, 10, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL
+};
+mmove_t parasite_move_stop_run = {FRAME_run10, FRAME_run15, parasite_frames_stop_run, NULL};
+
+void parasite_start_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ else
+ self->monsterinfo.currentmove = ¶site_move_start_run;
+}
+
+void parasite_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ else
+ self->monsterinfo.currentmove = ¶site_move_run;
+}
+
+
+mframe_t parasite_frames_walk [] =
+{
+ ai_walk, 30, NULL,
+ ai_walk, 30, NULL,
+ ai_walk, 22, NULL,
+ ai_walk, 19, NULL,
+ ai_walk, 24, NULL,
+ ai_walk, 28, NULL,
+ ai_walk, 25, NULL
+};
+mmove_t parasite_move_walk = {FRAME_run03, FRAME_run09, parasite_frames_walk, parasite_walk};
+
+mframe_t parasite_frames_start_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 30, parasite_walk
+};
+mmove_t parasite_move_start_walk = {FRAME_run01, FRAME_run02, parasite_frames_start_walk, NULL};
+
+mframe_t parasite_frames_stop_walk [] =
+{
+ ai_walk, 20, NULL,
+ ai_walk, 20, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t parasite_move_stop_walk = {FRAME_run10, FRAME_run15, parasite_frames_stop_walk, NULL};
+
+void parasite_start_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_start_walk;
+}
+
+void parasite_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_walk;
+}
+
+
+mframe_t parasite_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 6, NULL,
+ ai_move, 16, NULL,
+ ai_move, -6, NULL,
+ ai_move, -7, NULL,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_pain1 = {FRAME_pain101, FRAME_pain111, parasite_frames_pain1, parasite_start_run};
+
+void parasite_pain (edict_t *self, edict_t *, float, int)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ self->monsterinfo.currentmove = ¶site_move_pain1;
+}
+
+
+//static qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end)
+qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end)
+{
+ vec3_t dir, angles;
+
+ // check for max distance
+ VectorSubtract (start, end, dir);
+ if (VectorLength(dir) > 256)
+ return false;
+
+ // check for min/max pitch
+ vectoangles (dir, angles);
+ if (angles[0] < -180)
+ angles[0] += 360;
+ if (fabs(angles[0]) > 30)
+ return false;
+
+ return true;
+}
+
+void parasite_drain_attack (edict_t *self)
+{
+ vec3_t offset, start, f, r, end, dir;
+ trace_t tr;
+ int damage;
+
+ AngleVectors (self->s.angles, f, r, NULL);
+ VectorSet (offset, 24, 0, 6);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!parasite_drain_attack_ok(start, end))
+ return;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ return;
+
+ if (self->s.frame == FRAME_drain03)
+ {
+ damage = 5;
+ gi.sound (self->enemy, CHAN_AUTO, sound_impact, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if (self->s.frame == FRAME_drain04)
+ gi.sound (self, CHAN_WEAPON, sound_suck, 1, ATTN_NORM, 0);
+ damage = 2;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PARASITE_ATTACK);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (start);
+ gi.WritePosition (end);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ VectorSubtract (start, end, dir);
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN);
+}
+
+mframe_t parasite_frames_drain [] =
+{
+ ai_charge, 0, parasite_launch,
+ ai_charge, 0, NULL,
+ ai_charge, 15, parasite_drain_attack, // Target hits
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, -3, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, -1, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_reel_in, // let go
+ ai_charge, -2, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t parasite_move_drain = {FRAME_drain01, FRAME_drain18, parasite_frames_drain, parasite_start_run};
+
+
+mframe_t parasite_frames_break [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 9, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 9, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // airborne
+ ai_charge, 0, NULL, // airborne
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 4, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t parasite_move_break = {FRAME_break01, FRAME_break32, parasite_frames_break, parasite_start_run};
+
+/*
+===
+Break Stuff Ends
+===
+*/
+
+void parasite_attack (edict_t *self)
+{
+// if (random() <= 0.2)
+// self->monsterinfo.currentmove = ¶site_move_break;
+// else
+ self->monsterinfo.currentmove = ¶site_move_drain;
+}
+
+
+//================
+//ROGUE
+void parasite_jump_down (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+void parasite_jump_up (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 200, forward, self->velocity);
+ VectorMA(self->velocity, 450, up, self->velocity);
+}
+
+void parasite_jump_wait_land (edict_t *self)
+{
+ if(self->groundentity == NULL)
+ {
+ self->monsterinfo.nextframe = self->s.frame;
+
+ if(monster_jump_finished (self))
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+ else
+ self->monsterinfo.nextframe = self->s.frame + 1;
+}
+
+mframe_t parasite_frames_jump_up [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -8, NULL,
+ ai_move, -8, NULL,
+ ai_move, -8, parasite_jump_up,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, parasite_jump_wait_land,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_jump_up = { FRAME_jump01, FRAME_jump08, parasite_frames_jump_up, parasite_run };
+
+mframe_t parasite_frames_jump_down [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, parasite_jump_down,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, parasite_jump_wait_land,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_jump_down = { FRAME_jump01, FRAME_jump08, parasite_frames_jump_down, parasite_run };
+
+void parasite_jump (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ if(self->enemy->s.origin[2] > self->s.origin[2])
+ self->monsterinfo.currentmove = ¶site_move_jump_up;
+ else
+ self->monsterinfo.currentmove = ¶site_move_jump_down;
+}
+
+/*
+===
+Blocked
+===
+*/
+qboolean parasite_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkjump (self, dist, 256, 68))
+ {
+ parasite_jump (self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+ return false;
+}
+//ROGUE
+//================
+
+
+qboolean parasite_checkattack (edict_t *self)
+{
+ vec3_t f, r, offset, start, end;
+ trace_t tr;
+ qboolean retval;
+
+ retval = M_CheckAttack (self);
+
+ if (!retval)
+ return false;
+
+ AngleVectors (self->s.angles, f, r, NULL);
+ VectorSet (offset, 24, 0, 6);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!parasite_drain_attack_ok(start, end))
+ return false;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ {
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+
+ if(self->monsterinfo.attack)
+ self->monsterinfo.attack(self);
+
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ return true;
+ }
+ return false;
+}
+
+
+/*
+===
+Death Stuff Starts
+===
+*/
+
+void parasite_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t parasite_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_death = {FRAME_death101, FRAME_death107, parasite_frames_death, parasite_dead};
+
+void parasite_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = ¶site_move_death;
+}
+
+/*
+===
+End Death Stuff
+===
+*/
+
+/*QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_parasite (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("parasite/parpain1.wav");
+ sound_pain2 = gi.soundindex ("parasite/parpain2.wav");
+ sound_die = gi.soundindex ("parasite/pardeth1.wav");
+ sound_launch = gi.soundindex("parasite/paratck1.wav");
+ sound_impact = gi.soundindex("parasite/paratck2.wav");
+ sound_suck = gi.soundindex("parasite/paratck3.wav");
+ sound_reelin = gi.soundindex("parasite/paratck4.wav");
+ sound_sight = gi.soundindex("parasite/parsght1.wav");
+ sound_tap = gi.soundindex("parasite/paridle1.wav");
+ sound_scratch = gi.soundindex("parasite/paridle2.wav");
+ sound_search = gi.soundindex("parasite/parsrch1.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/parasite/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 24);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 175;
+ self->gib_health = -50;
+ self->mass = 250;
+
+ self->pain = parasite_pain;
+ self->die = parasite_die;
+
+ self->monsterinfo.stand = parasite_stand;
+ self->monsterinfo.walk = parasite_start_walk;
+ self->monsterinfo.run = parasite_start_run;
+ self->monsterinfo.attack = parasite_attack;
+ self->monsterinfo.sight = parasite_sight;
+ self->monsterinfo.idle = parasite_idle;
+ self->monsterinfo.blocked = parasite_blocked; // PGM
+ self->monsterinfo.checkattack = parasite_checkattack;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_parasite.h
@@ -1,0 +1,133 @@
+// G:\quake2\baseq2\models/monsters/parasite
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_break01 0
+#define FRAME_break02 1
+#define FRAME_break03 2
+#define FRAME_break04 3
+#define FRAME_break05 4
+#define FRAME_break06 5
+#define FRAME_break07 6
+#define FRAME_break08 7
+#define FRAME_break09 8
+#define FRAME_break10 9
+#define FRAME_break11 10
+#define FRAME_break12 11
+#define FRAME_break13 12
+#define FRAME_break14 13
+#define FRAME_break15 14
+#define FRAME_break16 15
+#define FRAME_break17 16
+#define FRAME_break18 17
+#define FRAME_break19 18
+#define FRAME_break20 19
+#define FRAME_break21 20
+#define FRAME_break22 21
+#define FRAME_break23 22
+#define FRAME_break24 23
+#define FRAME_break25 24
+#define FRAME_break26 25
+#define FRAME_break27 26
+#define FRAME_break28 27
+#define FRAME_break29 28
+#define FRAME_break30 29
+#define FRAME_break31 30
+#define FRAME_break32 31
+#define FRAME_death101 32
+#define FRAME_death102 33
+#define FRAME_death103 34
+#define FRAME_death104 35
+#define FRAME_death105 36
+#define FRAME_death106 37
+#define FRAME_death107 38
+#define FRAME_drain01 39
+#define FRAME_drain02 40
+#define FRAME_drain03 41
+#define FRAME_drain04 42
+#define FRAME_drain05 43
+#define FRAME_drain06 44
+#define FRAME_drain07 45
+#define FRAME_drain08 46
+#define FRAME_drain09 47
+#define FRAME_drain10 48
+#define FRAME_drain11 49
+#define FRAME_drain12 50
+#define FRAME_drain13 51
+#define FRAME_drain14 52
+#define FRAME_drain15 53
+#define FRAME_drain16 54
+#define FRAME_drain17 55
+#define FRAME_drain18 56
+#define FRAME_pain101 57
+#define FRAME_pain102 58
+#define FRAME_pain103 59
+#define FRAME_pain104 60
+#define FRAME_pain105 61
+#define FRAME_pain106 62
+#define FRAME_pain107 63
+#define FRAME_pain108 64
+#define FRAME_pain109 65
+#define FRAME_pain110 66
+#define FRAME_pain111 67
+#define FRAME_run01 68
+#define FRAME_run02 69
+#define FRAME_run03 70
+#define FRAME_run04 71
+#define FRAME_run05 72
+#define FRAME_run06 73
+#define FRAME_run07 74
+#define FRAME_run08 75
+#define FRAME_run09 76
+#define FRAME_run10 77
+#define FRAME_run11 78
+#define FRAME_run12 79
+#define FRAME_run13 80
+#define FRAME_run14 81
+#define FRAME_run15 82
+#define FRAME_stand01 83
+#define FRAME_stand02 84
+#define FRAME_stand03 85
+#define FRAME_stand04 86
+#define FRAME_stand05 87
+#define FRAME_stand06 88
+#define FRAME_stand07 89
+#define FRAME_stand08 90
+#define FRAME_stand09 91
+#define FRAME_stand10 92
+#define FRAME_stand11 93
+#define FRAME_stand12 94
+#define FRAME_stand13 95
+#define FRAME_stand14 96
+#define FRAME_stand15 97
+#define FRAME_stand16 98
+#define FRAME_stand17 99
+#define FRAME_stand18 100
+#define FRAME_stand19 101
+#define FRAME_stand20 102
+#define FRAME_stand21 103
+#define FRAME_stand22 104
+#define FRAME_stand23 105
+#define FRAME_stand24 106
+#define FRAME_stand25 107
+#define FRAME_stand26 108
+#define FRAME_stand27 109
+#define FRAME_stand28 110
+#define FRAME_stand29 111
+#define FRAME_stand30 112
+#define FRAME_stand31 113
+#define FRAME_stand32 114
+#define FRAME_stand33 115
+#define FRAME_stand34 116
+#define FRAME_stand35 117
+
+#define FRAME_jump01 118
+#define FRAME_jump02 119
+#define FRAME_jump03 120
+#define FRAME_jump04 121
+#define FRAME_jump05 122
+#define FRAME_jump06 123
+#define FRAME_jump07 124
+#define FRAME_jump08 125
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_player.h
@@ -1,0 +1,205 @@
+// G:\quake2\baseq2\models/player_x/frames
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_run1 40
+#define FRAME_run2 41
+#define FRAME_run3 42
+#define FRAME_run4 43
+#define FRAME_run5 44
+#define FRAME_run6 45
+#define FRAME_attack1 46
+#define FRAME_attack2 47
+#define FRAME_attack3 48
+#define FRAME_attack4 49
+#define FRAME_attack5 50
+#define FRAME_attack6 51
+#define FRAME_attack7 52
+#define FRAME_attack8 53
+#define FRAME_pain101 54
+#define FRAME_pain102 55
+#define FRAME_pain103 56
+#define FRAME_pain104 57
+#define FRAME_pain201 58
+#define FRAME_pain202 59
+#define FRAME_pain203 60
+#define FRAME_pain204 61
+#define FRAME_pain301 62
+#define FRAME_pain302 63
+#define FRAME_pain303 64
+#define FRAME_pain304 65
+#define FRAME_jump1 66
+#define FRAME_jump2 67
+#define FRAME_jump3 68
+#define FRAME_jump4 69
+#define FRAME_jump5 70
+#define FRAME_jump6 71
+#define FRAME_flip01 72
+#define FRAME_flip02 73
+#define FRAME_flip03 74
+#define FRAME_flip04 75
+#define FRAME_flip05 76
+#define FRAME_flip06 77
+#define FRAME_flip07 78
+#define FRAME_flip08 79
+#define FRAME_flip09 80
+#define FRAME_flip10 81
+#define FRAME_flip11 82
+#define FRAME_flip12 83
+#define FRAME_salute01 84
+#define FRAME_salute02 85
+#define FRAME_salute03 86
+#define FRAME_salute04 87
+#define FRAME_salute05 88
+#define FRAME_salute06 89
+#define FRAME_salute07 90
+#define FRAME_salute08 91
+#define FRAME_salute09 92
+#define FRAME_salute10 93
+#define FRAME_salute11 94
+#define FRAME_taunt01 95
+#define FRAME_taunt02 96
+#define FRAME_taunt03 97
+#define FRAME_taunt04 98
+#define FRAME_taunt05 99
+#define FRAME_taunt06 100
+#define FRAME_taunt07 101
+#define FRAME_taunt08 102
+#define FRAME_taunt09 103
+#define FRAME_taunt10 104
+#define FRAME_taunt11 105
+#define FRAME_taunt12 106
+#define FRAME_taunt13 107
+#define FRAME_taunt14 108
+#define FRAME_taunt15 109
+#define FRAME_taunt16 110
+#define FRAME_taunt17 111
+#define FRAME_wave01 112
+#define FRAME_wave02 113
+#define FRAME_wave03 114
+#define FRAME_wave04 115
+#define FRAME_wave05 116
+#define FRAME_wave06 117
+#define FRAME_wave07 118
+#define FRAME_wave08 119
+#define FRAME_wave09 120
+#define FRAME_wave10 121
+#define FRAME_wave11 122
+#define FRAME_point01 123
+#define FRAME_point02 124
+#define FRAME_point03 125
+#define FRAME_point04 126
+#define FRAME_point05 127
+#define FRAME_point06 128
+#define FRAME_point07 129
+#define FRAME_point08 130
+#define FRAME_point09 131
+#define FRAME_point10 132
+#define FRAME_point11 133
+#define FRAME_point12 134
+#define FRAME_crstnd01 135
+#define FRAME_crstnd02 136
+#define FRAME_crstnd03 137
+#define FRAME_crstnd04 138
+#define FRAME_crstnd05 139
+#define FRAME_crstnd06 140
+#define FRAME_crstnd07 141
+#define FRAME_crstnd08 142
+#define FRAME_crstnd09 143
+#define FRAME_crstnd10 144
+#define FRAME_crstnd11 145
+#define FRAME_crstnd12 146
+#define FRAME_crstnd13 147
+#define FRAME_crstnd14 148
+#define FRAME_crstnd15 149
+#define FRAME_crstnd16 150
+#define FRAME_crstnd17 151
+#define FRAME_crstnd18 152
+#define FRAME_crstnd19 153
+#define FRAME_crwalk1 154
+#define FRAME_crwalk2 155
+#define FRAME_crwalk3 156
+#define FRAME_crwalk4 157
+#define FRAME_crwalk5 158
+#define FRAME_crwalk6 159
+#define FRAME_crattak1 160
+#define FRAME_crattak2 161
+#define FRAME_crattak3 162
+#define FRAME_crattak4 163
+#define FRAME_crattak5 164
+#define FRAME_crattak6 165
+#define FRAME_crattak7 166
+#define FRAME_crattak8 167
+#define FRAME_crattak9 168
+#define FRAME_crpain1 169
+#define FRAME_crpain2 170
+#define FRAME_crpain3 171
+#define FRAME_crpain4 172
+#define FRAME_crdeath1 173
+#define FRAME_crdeath2 174
+#define FRAME_crdeath3 175
+#define FRAME_crdeath4 176
+#define FRAME_crdeath5 177
+#define FRAME_death101 178
+#define FRAME_death102 179
+#define FRAME_death103 180
+#define FRAME_death104 181
+#define FRAME_death105 182
+#define FRAME_death106 183
+#define FRAME_death201 184
+#define FRAME_death202 185
+#define FRAME_death203 186
+#define FRAME_death204 187
+#define FRAME_death205 188
+#define FRAME_death206 189
+#define FRAME_death301 190
+#define FRAME_death302 191
+#define FRAME_death303 192
+#define FRAME_death304 193
+#define FRAME_death305 194
+#define FRAME_death306 195
+#define FRAME_death307 196
+#define FRAME_death308 197
+
+#define MODEL_SCALE 1.000000
+
--- /dev/null
+++ b/rogue/m_rider.h
@@ -1,0 +1,66 @@
+// G:\quake2\baseq2\models/monsters/boss3/rider
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand201 0
+#define FRAME_stand202 1
+#define FRAME_stand203 2
+#define FRAME_stand204 3
+#define FRAME_stand205 4
+#define FRAME_stand206 5
+#define FRAME_stand207 6
+#define FRAME_stand208 7
+#define FRAME_stand209 8
+#define FRAME_stand210 9
+#define FRAME_stand211 10
+#define FRAME_stand212 11
+#define FRAME_stand213 12
+#define FRAME_stand214 13
+#define FRAME_stand215 14
+#define FRAME_stand216 15
+#define FRAME_stand217 16
+#define FRAME_stand218 17
+#define FRAME_stand219 18
+#define FRAME_stand220 19
+#define FRAME_stand221 20
+#define FRAME_stand222 21
+#define FRAME_stand223 22
+#define FRAME_stand224 23
+#define FRAME_stand225 24
+#define FRAME_stand226 25
+#define FRAME_stand227 26
+#define FRAME_stand228 27
+#define FRAME_stand229 28
+#define FRAME_stand230 29
+#define FRAME_stand231 30
+#define FRAME_stand232 31
+#define FRAME_stand233 32
+#define FRAME_stand234 33
+#define FRAME_stand235 34
+#define FRAME_stand236 35
+#define FRAME_stand237 36
+#define FRAME_stand238 37
+#define FRAME_stand239 38
+#define FRAME_stand240 39
+#define FRAME_stand241 40
+#define FRAME_stand242 41
+#define FRAME_stand243 42
+#define FRAME_stand244 43
+#define FRAME_stand245 44
+#define FRAME_stand246 45
+#define FRAME_stand247 46
+#define FRAME_stand248 47
+#define FRAME_stand249 48
+#define FRAME_stand250 49
+#define FRAME_stand251 50
+#define FRAME_stand252 51
+#define FRAME_stand253 52
+#define FRAME_stand254 53
+#define FRAME_stand255 54
+#define FRAME_stand256 55
+#define FRAME_stand257 56
+#define FRAME_stand258 57
+#define FRAME_stand259 58
+#define FRAME_stand260 59
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_soldier.c
@@ -1,0 +1,1777 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_soldier.h"
+
+//ROGUE
+#define RUN_SHOOT 1
+#define CHECK_TARGET 1
+//ROGUE
+
+static int sound_idle;
+static int sound_sight1;
+static int sound_sight2;
+static int sound_pain_light;
+static int sound_pain;
+static int sound_pain_ss;
+static int sound_death_light;
+static int sound_death;
+static int sound_death_ss;
+static int sound_cock;
+
+void soldier_duck_up (edict_t *self);
+
+void soldier_start_charge (edict_t *self)
+{
+ self->monsterinfo.aiflags |= AI_CHARGING;
+}
+
+void soldier_stop_charge (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_CHARGING;
+}
+
+void soldier_idle (edict_t *self)
+{
+ if (qrandom() > 0.8)
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void soldier_cock (edict_t *self)
+{
+ if (self->s.frame == FRAME_stand322)
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
+}
+
+
+// STAND
+
+void soldier_stand (edict_t *self);
+
+mframe_t soldier_frames_stand1 [] =
+{
+ ai_stand, 0, soldier_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};
+
+mframe_t soldier_frames_stand3 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, soldier_cock,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};
+
+/*
+mframe_t soldier_frames_stand4 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 4, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, -2, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
+*/
+
+void soldier_stand (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (qrandom() < 0.8))
+ self->monsterinfo.currentmove = &soldier_move_stand1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_stand3;
+}
+
+
+//
+// WALK
+//
+
+void soldier_walk1_random (edict_t *self)
+{
+ if (qrandom() > 0.1)
+ self->monsterinfo.nextframe = FRAME_walk101;
+}
+
+mframe_t soldier_frames_walk1 [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, -1, soldier_walk1_random,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};
+
+mframe_t soldier_frames_walk2 [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 7, NULL
+};
+mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};
+
+void soldier_walk (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldier_move_walk1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_walk2;
+}
+
+
+//
+// RUN
+//
+
+void soldier_run (edict_t *self);
+
+mframe_t soldier_frames_start_run [] =
+{
+ ai_run, 7, NULL,
+ ai_run, 5, NULL
+};
+mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};
+
+#ifdef RUN_SHOOT
+void soldier_fire (edict_t *self, int);
+
+void soldier_fire_run (edict_t *self) {
+ if ((self->s.skinnum <= 1) && (self->enemy) && visible(self, self->enemy)) {
+ soldier_fire(self, 0);
+ }
+}
+#endif
+
+mframe_t soldier_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 11, monster_done_dodge,
+ ai_run, 11, NULL,
+ ai_run, 16, NULL,
+ ai_run, 10, NULL,
+ ai_run, 15, monster_done_dodge
+};
+
+mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};
+
+void soldier_run (edict_t *self)
+{
+ monster_done_dodge (self);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &soldier_move_stand1;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &soldier_move_walk1 ||
+ self->monsterinfo.currentmove == &soldier_move_walk2 ||
+ self->monsterinfo.currentmove == &soldier_move_start_run)
+ {
+ self->monsterinfo.currentmove = &soldier_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldier_move_start_run;
+ }
+}
+
+
+//
+// PAIN
+//
+
+mframe_t soldier_frames_pain1 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};
+
+mframe_t soldier_frames_pain2 [] =
+{
+ ai_move, -13, NULL,
+ ai_move, -1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};
+
+mframe_t soldier_frames_pain3 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, 10, NULL,
+ ai_move, -4, NULL,
+ ai_move, -1, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};
+
+mframe_t soldier_frames_pain4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -6, NULL,
+ ai_move, 8, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL,
+ ai_move, 2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};
+
+
+void soldier_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1;
+
+ monster_done_dodge (self);
+ soldier_stop_charge(self);
+
+ // if we're blind firing, this needs to be turned off here
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3)))
+ {
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+ self->monsterinfo.currentmove = &soldier_move_pain4;
+ }
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ n = self->s.skinnum | 1;
+ if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
+ else if (n == 3)
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
+
+ if (self->velocity[2] > 100)
+ {
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+ self->monsterinfo.currentmove = &soldier_move_pain4;
+// self->monsterinfo.pausetime = 0;
+ return;
+ }
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+
+ if (r < 0.33)
+ self->monsterinfo.currentmove = &soldier_move_pain1;
+ else if (r < 0.66)
+ self->monsterinfo.currentmove = &soldier_move_pain2;
+ else
+ self->monsterinfo.currentmove = &soldier_move_pain3;
+
+ // PMM - clear duck flag
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ monster_duck_up(self);
+// self->monsterinfo.pausetime = 0;
+
+}
+
+
+//
+// ATTACK
+//
+
+static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8};
+static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8};
+static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8};
+
+//void soldier_fire (edict_t *self, int flash_number) PMM
+void soldier_fire (edict_t *self, int in_flash_number)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t aim;
+ vec3_t dir;
+ vec3_t end;
+ float r, u;
+ int flash_index;
+ int flash_number;
+#ifdef RUN_SHOOT
+ vec3_t aim_norm;
+ float angle;
+#endif
+#ifdef CHECK_TARGET
+ trace_t tr;
+ vec3_t aim_good;
+#endif
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ return;
+ }
+
+ if (in_flash_number < 0)
+ {
+ flash_number = -1 * in_flash_number;
+ }
+ else
+ flash_number = in_flash_number;
+
+ if (self->s.skinnum < 2)
+ flash_index = blaster_flash[flash_number];
+ else if (self->s.skinnum < 4)
+ flash_index = shotgun_flash[flash_number];
+ else
+ flash_index = machinegun_flash[flash_number];
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
+
+ if (flash_number == 5 || flash_number == 6) // he's dead
+ {
+ VectorCopy (forward, aim);
+ }
+ else
+ {
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, aim);
+#ifdef CHECK_TARGET
+ VectorCopy (end, aim_good);
+#endif
+#ifdef RUN_SHOOT
+ //PMM
+ if (in_flash_number < 0)
+ {
+ VectorCopy (aim, aim_norm);
+ VectorNormalize (aim_norm);
+ angle = DotProduct (aim_norm, forward);
+ //gi.dprintf ("Dot Product: %f", DotProduct (aim_norm, forward));
+ if (angle < 0.9) // ~25 degree angle
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf (" not firing due to bad dotprod %f\n", angle);
+ return;
+ }
+// else
+// {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf (" firing: dotprod = %f\n", angle);
+// }
+ }
+ //-PMM
+#endif
+ vectoangles (aim, dir);
+ AngleVectors (dir, forward, right, up);
+
+ if (skill->value < 2)
+ {
+ r = crandom()*1000;
+ u = crandom()*500;
+ }
+ else
+ {
+ r = crandom()*500;
+ u = crandom()*250;
+ }
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ VectorSubtract (end, start, aim);
+ VectorNormalize (aim);
+ }
+#ifdef CHECK_TARGET
+ if (!(flash_number == 5 || flash_number == 6)) // he's dead
+ {
+ tr = gi.trace (start, NULL, NULL, aim_good, self, MASK_SHOT);
+ if ((tr.ent != self->enemy) && (tr.ent != WORLD))
+ {
+// if(g_showlogic && g_showlogic->value)
+// gi.dprintf ("infantry shot aborted due to bad target\n");
+ return;
+ }
+ }
+#endif
+ if (self->s.skinnum <= 1)
+ {
+ monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER);
+ }
+ else if (self->s.skinnum <= 3)
+ {
+ monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
+ }
+ else
+ {
+ // PMM - changed to wait from pausetime to not interfere with dodge code
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ self->wait = level.time + (3 + rand() % 8) * FRAMETIME;
+
+ monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);
+
+ if (level.time >= self->wait)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ }
+}
+
+// ATTACK1 (blaster/shotgun)
+
+void soldier_fire1 (edict_t *self)
+{
+ soldier_fire (self, 0);
+}
+
+void soldier_attack1_refire1 (edict_t *self)
+{
+ // PMM - blindfire
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ return;
+ }
+ // pmm
+
+ if (!self->enemy)
+ return;
+
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+ else
+ self->monsterinfo.nextframe = FRAME_attak110;
+}
+
+void soldier_attack1_refire2 (edict_t *self)
+{
+ if (!self->enemy)
+ return;
+
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+}
+
+mframe_t soldier_frames_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack1_refire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_cock,
+ ai_charge, 0, soldier_attack1_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run};
+
+// ATTACK2 (blaster/shotgun)
+
+void soldier_fire2 (edict_t *self)
+{
+ soldier_fire (self, 1);
+}
+
+void soldier_attack2_refire1 (edict_t *self)
+{
+ if (!self->enemy)
+ return;
+
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak204;
+ else
+ self->monsterinfo.nextframe = FRAME_attak216;
+}
+
+void soldier_attack2_refire2 (edict_t *self)
+{
+ if (!self->enemy)
+ return;
+
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak204;
+}
+
+mframe_t soldier_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack2_refire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_cock,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack2_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run};
+
+// ATTACK3 (duck and shoot)
+/*
+void soldier_duck_down (edict_t *self)
+{
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("duck down - %d!\n", self->s.frame);
+
+ self->monsterinfo.aiflags |= AI_DUCKED;
+// self->maxs[2] -= 32;
+ self->maxs[2] = self->monsterinfo.base_height - 32;
+ self->takedamage = DAMAGE_YES;
+ if (self->monsterinfo.duck_wait_time < level.time)
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("soldier duck with no time!\n");
+ self->monsterinfo.duck_wait_time = level.time + 1;
+ }
+ gi.linkentity (self);
+}
+
+void soldier_duck_up (edict_t *self)
+{
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("duck up - %d!\n", self->s.frame);
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+// self->maxs[2] += 32;
+ self->maxs[2] = self->monsterinfo.base_height;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+*/
+void soldier_fire3 (edict_t *self)
+{
+ monster_duck_down (self);
+ soldier_fire (self, 2);
+}
+
+void soldier_attack3_refire (edict_t *self)
+{
+ if ((level.time + 0.4) < self->monsterinfo.duck_wait_time)
+ self->monsterinfo.nextframe = FRAME_attak303;
+}
+
+mframe_t soldier_frames_attack3 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire3,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack3_refire,
+ ai_charge, 0, monster_duck_up,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};
+
+// ATTACK4 (machinegun)
+
+void soldier_fire4 (edict_t *self)
+{
+ soldier_fire (self, 3);
+//
+// if (self->enemy->health <= 0)
+// return;
+//
+// if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+// self->monsterinfo.nextframe = FRAME_attak402;
+}
+
+mframe_t soldier_frames_attack4 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire4,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};
+
+/*
+// ATTACK5 (prone)
+
+void soldier_fire5 (edict_t *self)
+{
+ soldier_fire (self, 4);
+}
+
+void soldier_attack5_refire (edict_t *self)
+{
+ if (!self->enemy)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak505;
+}
+
+mframe_t soldier_frames_attack5 [] =
+{
+ ai_charge, 8, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire5,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack5_refire
+};
+mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
+*/
+
+// ATTACK6 (run & shoot)
+
+void soldier_fire8 (edict_t *self)
+{
+ soldier_fire (self, -7);
+// self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+// self->monsterinfo.pausetime = level.time + 1000000;
+}
+
+void soldier_attack6_refire (edict_t *self)
+{
+ // PMM - make sure dodge & charge bits are cleared
+ monster_done_dodge (self);
+ soldier_stop_charge (self);
+
+ if (!self->enemy)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+// if (range(self, self->enemy) < RANGE_MID)
+ if (range(self, self->enemy) < RANGE_NEAR)
+ return;
+
+ if ((skill->value == 3) || ((qrandom() < (0.25*((float)skill->value)))))
+ self->monsterinfo.nextframe = FRAME_runs03;
+}
+
+mframe_t soldier_frames_attack6 [] =
+{
+// PMM
+// ai_run, 10, NULL,
+ ai_run, 10, soldier_start_charge,
+ ai_run, 4, NULL,
+ ai_run, 12, soldier_fire8,
+ ai_run, 11, NULL,
+ ai_run, 13, monster_done_dodge,
+ ai_run, 18, NULL,
+ ai_run, 15, NULL,
+ ai_run, 14, NULL,
+ ai_run, 11, NULL,
+ ai_run, 8, NULL,
+ ai_run, 11, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 17, soldier_attack6_refire
+};
+mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};
+
+void soldier_attack(edict_t *self)
+{
+ float r, chance;
+
+ monster_done_dodge (self);
+
+ // PMM - blindfire!
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ // setup shot probabilities
+ if (self->monsterinfo.blind_fire_delay < 1.0)
+ chance = 1.0;
+ else if (self->monsterinfo.blind_fire_delay < 7.5)
+ chance = 0.4;
+ else
+ chance = 0.1;
+
+ r = qrandom();
+
+ // minimum of 2 seconds, plus 0-3, after the shots are done
+ self->monsterinfo.blind_fire_delay += 2.1 + 2.0 + qrandom()*3.0;
+
+ // don't shoot at the origin
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+ // don't shoot if the dice say not to
+ if (r > chance)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blindfire - NO SHOT\n");
+ return;
+ }
+
+ // turn on manual steering to signal both manual steering and blindfire
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &soldier_move_attack1;
+ self->monsterinfo.attack_finished = level.time + 1.5 + qrandom();
+ return;
+ }
+ // pmm
+
+// PMM - added this so the soldiers now run toward you and shoot instead of just stopping and shooting
+// if ((range(self, self->enemy) >= RANGE_MID) && (r < (skill->value*0.25) && (self->s.skinnum <= 3)))
+
+ r = qrandom();
+
+ if ((!(self->monsterinfo.aiflags & (AI_BLOCKED|AI_STAND_GROUND))) &&
+ (range(self, self->enemy) >= RANGE_NEAR) &&
+ (r < (skill->value*0.25) &&
+ (self->s.skinnum <= 3)))
+ {
+ self->monsterinfo.currentmove = &soldier_move_attack6;
+ }
+ else
+ {
+ if (self->s.skinnum < 4)
+ {
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldier_move_attack1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_attack2;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldier_move_attack4;
+ }
+ }
+}
+
+
+//
+// SIGHT
+//
+
+void soldier_sight(edict_t *self, edict_t *)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
+
+// if ((skill->value > 0) && (self->enemy) && (range(self, self->enemy) >= RANGE_MID))
+ if ((skill->value > 0) && (self->enemy) && (range(self, self->enemy) >= RANGE_NEAR))
+ {
+// PMM - don't let machinegunners run & shoot
+ if ((qrandom() > 0.75) && (self->s.skinnum <= 3))
+ self->monsterinfo.currentmove = &soldier_move_attack6;
+ }
+}
+
+//
+// DUCK
+//
+/*
+void soldier_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.duck_wait_time)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+*/
+mframe_t soldier_frames_duck [] =
+{
+ ai_move, 5, monster_duck_down,
+ ai_move, -1, monster_duck_hold,
+ ai_move, 1, NULL,
+ ai_move, 0, monster_duck_up,
+ ai_move, 5, NULL
+};
+mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};
+
+/*
+void soldier_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
+{
+//===========
+//PMM - rogue rewrite of dodge code.
+// lots o' changes in here. Basically, they now check the tr and see if ducking would help,
+// and if it doesn't, they dodge like mad
+ float r = qrandom();
+ float height;
+
+ if ((g_showlogic) && (g_showlogic->value))
+ {
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ gi.dprintf ("dodging - ");
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ gi.dprintf ("ducked - ");
+ }
+ if (!self->enemy)
+ {
+ self->enemy = attacker;
+ FoundTarget (self);
+ }
+
+ // 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))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("timeout\n");
+ return;
+ }
+
+ // skill level determination..
+ if (r > (0.25*((skill->value)+1)))
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("skillout\n");
+ return;
+ }
+
+ // stop charging, since we're going to dodge (somehow) instead
+ soldier_stop_charge (self);
+
+ height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
+
+ // if we're ducking already, or the shot is at our knees
+ if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))
+ {
+ vec3_t right, diff;
+
+ // if we're already dodging, just finish the sequence, i.e. don't do anything else
+ if (self->monsterinfo.aiflags & AI_DODGING)
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("already dodging\n");
+ return;
+ }
+
+ AngleVectors (self->s.angles, NULL, right, NULL);
+ VectorSubtract (tr->endpos, self->s.origin, diff);
+
+ if (DotProduct (right, diff) < 0)
+ {
+ self->monsterinfo.lefty = 1;
+// gi.dprintf ("left\n");
+ } else {
+// gi.dprintf ("right\n");
+ }
+ // if it doesn't sense to duck, try to strafe and shoot
+ // we don't want the machine gun guys running & shooting (looks bad)
+
+ // if we are currently ducked, unduck
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("unducking - ");
+ soldier_duck_up(self);
+ }
+
+ self->monsterinfo.aiflags |= AI_DODGING;
+ self->monsterinfo.attack_state = AS_SLIDING;
+
+ if (self->s.skinnum <= 3)
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("shooting back!\n");
+ self->monsterinfo.currentmove = &soldier_move_attack6;
+ }
+ else
+ {
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("strafing away!\n");
+ self->monsterinfo.currentmove = &soldier_move_start_run;
+ }
+ return;
+ }
+
+ // if we're here, we're ducking, so clear the dodge bit if it's set
+
+ if ((g_showlogic) && (g_showlogic->value))
+ gi.dprintf ("ducking!\n");
+ if (skill->value == 0)
+ {
+ // set this prematurely; it doesn't hurt, and prevents extra iterations
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ monster_done_dodge (self);
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ // PMM - stupid dodge
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ return;
+ }
+// PMM - since we're only ducking some of the time, this needs to be moved down below
+// self->monsterinfo.duck_wait_time = level.time + eta + 0.3;
+
+ r = qrandom();
+
+ // set this prematurely; it doesn't hurt, and prevents extra iterations
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ monster_done_dodge (self);
+
+ if (r > (skill->value * 0.33))
+ {
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ // has to be done immediately otherwise he can get stuck
+ soldier_duck_down(self);
+ }
+ else
+ {
+ // has to be done immediately otherwise he can get stuck
+ soldier_duck_down(self);
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ self->monsterinfo.currentmove = &soldier_move_attack3;
+ self->monsterinfo.nextframe = FRAME_attak301;
+ }
+ return;
+//PMM
+//===========
+
+}
+*/
+// pmm - blocking code
+
+qboolean soldier_blocked (edict_t *self, float dist)
+{
+ // don't do anything if you're dodging
+ if ((self->monsterinfo.aiflags & AI_DODGING) || (self->monsterinfo.aiflags & AI_DUCKED))
+ return false;
+
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+// if(blocked_checkjump (self, dist, 192, 40))
+// {
+// soldier_jump(self);
+// return true;
+// }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+
+//
+// DEATH
+//
+
+void soldier_fire6 (edict_t *self)
+{
+ soldier_fire (self, 5);
+}
+
+void soldier_fire7 (edict_t *self)
+{
+ soldier_fire (self, 6);
+}
+
+void soldier_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+// pmm - this quickie does a location trace to try to grow the bounding box
+//
+// this is because the frames are off; the origin is at the guy's feet.
+void soldier_dead2 (edict_t *self)
+{
+ vec3_t tempmins, tempmaxs, temporg;
+ trace_t tr;
+
+ VectorCopy (self->s.origin, temporg);
+ // this is because location traces done at the floor are guaranteed to hit the floor
+ // (inside the sv_trace code it grows the bbox by 1 in all directions)
+ temporg[2] += 1;
+
+ VectorSet (tempmins, -32, -32, -24);
+ VectorSet (tempmaxs, 32, 32, -8);
+
+ tr = gi.trace (temporg, tempmins, tempmaxs, temporg, self, MASK_SOLID);
+ if (tr.startsolid || tr.allsolid)
+ {
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ }
+ else
+ {
+ VectorCopy (tempmins, self->mins);
+ VectorCopy (tempmaxs, self->maxs);
+ }
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t soldier_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, soldier_fire6,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, soldier_fire7,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};
+
+mframe_t soldier_frames_death2 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};
+
+mframe_t soldier_frames_death3 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+};
+mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};
+
+mframe_t soldier_frames_death4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+// PMM -changed to soldier_dead2 to get a larger bounding box
+mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead2};
+
+mframe_t soldier_frames_death5 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};
+
+mframe_t soldier_frames_death6 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};
+
+void soldier_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t point)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 3; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum |= 1;
+
+ if (self->s.skinnum == 1)
+ gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
+ else if (self->s.skinnum == 3)
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ else // (self->s.skinnum == 5)
+ gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
+
+ if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
+ {
+ // head shot
+ self->monsterinfo.currentmove = &soldier_move_death3;
+ return;
+ }
+
+ n = rand() % 5;
+ if (n == 0)
+ self->monsterinfo.currentmove = &soldier_move_death1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &soldier_move_death2;
+ else if (n == 2)
+ self->monsterinfo.currentmove = &soldier_move_death4;
+ else if (n == 3)
+ self->monsterinfo.currentmove = &soldier_move_death5;
+ else
+ self->monsterinfo.currentmove = &soldier_move_death6;
+}
+
+//
+// NEW DODGE CODE
+//
+
+void soldier_sidestep (edict_t *self)
+{
+ if (self->s.skinnum <= 3)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("shooting back!\n");
+ if (self->monsterinfo.currentmove != &soldier_move_attack6)
+ self->monsterinfo.currentmove = &soldier_move_attack6;
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("strafing away!\n");
+ if (self->monsterinfo.currentmove != &soldier_move_start_run)
+ self->monsterinfo.currentmove = &soldier_move_start_run;
+ }
+}
+
+void soldier_duck (edict_t *self, float eta)
+{
+ float r;
+
+ // has to be done immediately otherwise he can get stuck
+ monster_duck_down(self);
+
+ if (skill->value == 0)
+ {
+ // PMM - stupid dodge
+ self->monsterinfo.nextframe = FRAME_duck01;
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ return;
+ }
+
+ r = qrandom();
+
+ if (r > (skill->value * 0.3))
+ {
+ self->monsterinfo.nextframe = FRAME_duck01;
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
+ }
+ else
+ {
+ self->monsterinfo.nextframe = FRAME_attak301;
+ self->monsterinfo.currentmove = &soldier_move_attack3;
+ self->monsterinfo.duck_wait_time = level.time + eta + 1;
+ }
+ return;
+}
+
+//=========
+//ROGUE
+void soldier_blind (edict_t *self);
+
+mframe_t soldier_frames_blind [] =
+{
+ ai_move, 0, soldier_idle,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_blind = {FRAME_stand101, FRAME_stand130, soldier_frames_blind, soldier_blind};
+
+void soldier_blind (edict_t *self)
+{
+ self->monsterinfo.currentmove = &soldier_move_blind;
+}
+//ROGUE
+//=========
+
+//
+// SPAWN
+//
+
+void SP_monster_soldier_x (edict_t *self)
+{
+
+ self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
+ //PMM
+// self->s.effects |= EF_SPLATTER;
+ //PMM
+ self->monsterinfo.scale = MODEL_SCALE;
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ sound_idle = gi.soundindex ("soldier/solidle1.wav");
+ sound_sight1 = gi.soundindex ("soldier/solsght1.wav");
+ sound_sight2 = gi.soundindex ("soldier/solsrch1.wav");
+ sound_cock = gi.soundindex ("infantry/infatck3.wav");
+
+ self->mass = 100;
+
+ self->pain = soldier_pain;
+ self->die = soldier_die;
+
+ self->monsterinfo.stand = soldier_stand;
+ self->monsterinfo.walk = soldier_walk;
+ self->monsterinfo.run = soldier_run;
+ self->monsterinfo.dodge = M_MonsterDodge;
+ self->monsterinfo.attack = soldier_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = soldier_sight;
+
+//=====
+//ROGUE
+ self->monsterinfo.blocked = soldier_blocked;
+ self->monsterinfo.duck = soldier_duck;
+ self->monsterinfo.unduck = monster_duck_up;
+ self->monsterinfo.sidestep = soldier_sidestep;
+
+ if(self->spawnflags & 8) // blind
+ self->monsterinfo.stand = soldier_blind;
+//ROGUE
+//=====
+
+ gi.linkentity (self);
+
+ self->monsterinfo.stand (self);
+
+ walkmonster_start (self);
+}
+
+
+/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Blind
+
+Blind - monster will just stand there until triggered
+*/
+void SP_monster_soldier_light (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
+ sound_death_light = gi.soundindex ("soldier/soldeth2.wav");
+ gi.modelindex ("models/objects/laser/tris.md2");
+ gi.soundindex ("misc/lasfly.wav");
+ gi.soundindex ("soldier/solatck2.wav");
+
+ self->s.skinnum = 0;
+ self->health = 20;
+ self->gib_health = -30;
+
+ // PMM - blindfire
+ self->monsterinfo.blindfire = true;
+}
+
+/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Blind
+
+Blind - monster will just stand there until triggered
+*/
+void SP_monster_soldier (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain = gi.soundindex ("soldier/solpain1.wav");
+ sound_death = gi.soundindex ("soldier/soldeth1.wav");
+ gi.soundindex ("soldier/solatck1.wav");
+
+ self->s.skinnum = 2;
+ self->health = 30;
+ self->gib_health = -30;
+}
+
+/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Blind
+
+Blind - monster will just stand there until triggered
+*/
+void SP_monster_soldier_ss (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
+ sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
+ gi.soundindex ("soldier/solatck3.wav");
+
+ self->s.skinnum = 4;
+ self->health = 40;
+ self->gib_health = -30;
+}
--- /dev/null
+++ b/rogue/m_soldier.h
@@ -1,0 +1,481 @@
+// G:\quake2\baseq2\models/monsters/soldier
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak201 12
+#define FRAME_attak202 13
+#define FRAME_attak203 14
+#define FRAME_attak204 15
+#define FRAME_attak205 16
+#define FRAME_attak206 17
+#define FRAME_attak207 18
+#define FRAME_attak208 19
+#define FRAME_attak209 20
+#define FRAME_attak210 21
+#define FRAME_attak211 22
+#define FRAME_attak212 23
+#define FRAME_attak213 24
+#define FRAME_attak214 25
+#define FRAME_attak215 26
+#define FRAME_attak216 27
+#define FRAME_attak217 28
+#define FRAME_attak218 29
+#define FRAME_attak301 30
+#define FRAME_attak302 31
+#define FRAME_attak303 32
+#define FRAME_attak304 33
+#define FRAME_attak305 34
+#define FRAME_attak306 35
+#define FRAME_attak307 36
+#define FRAME_attak308 37
+#define FRAME_attak309 38
+#define FRAME_attak401 39
+#define FRAME_attak402 40
+#define FRAME_attak403 41
+#define FRAME_attak404 42
+#define FRAME_attak405 43
+#define FRAME_attak406 44
+#define FRAME_duck01 45
+#define FRAME_duck02 46
+#define FRAME_duck03 47
+#define FRAME_duck04 48
+#define FRAME_duck05 49
+#define FRAME_pain101 50
+#define FRAME_pain102 51
+#define FRAME_pain103 52
+#define FRAME_pain104 53
+#define FRAME_pain105 54
+#define FRAME_pain201 55
+#define FRAME_pain202 56
+#define FRAME_pain203 57
+#define FRAME_pain204 58
+#define FRAME_pain205 59
+#define FRAME_pain206 60
+#define FRAME_pain207 61
+#define FRAME_pain301 62
+#define FRAME_pain302 63
+#define FRAME_pain303 64
+#define FRAME_pain304 65
+#define FRAME_pain305 66
+#define FRAME_pain306 67
+#define FRAME_pain307 68
+#define FRAME_pain308 69
+#define FRAME_pain309 70
+#define FRAME_pain310 71
+#define FRAME_pain311 72
+#define FRAME_pain312 73
+#define FRAME_pain313 74
+#define FRAME_pain314 75
+#define FRAME_pain315 76
+#define FRAME_pain316 77
+#define FRAME_pain317 78
+#define FRAME_pain318 79
+#define FRAME_pain401 80
+#define FRAME_pain402 81
+#define FRAME_pain403 82
+#define FRAME_pain404 83
+#define FRAME_pain405 84
+#define FRAME_pain406 85
+#define FRAME_pain407 86
+#define FRAME_pain408 87
+#define FRAME_pain409 88
+#define FRAME_pain410 89
+#define FRAME_pain411 90
+#define FRAME_pain412 91
+#define FRAME_pain413 92
+#define FRAME_pain414 93
+#define FRAME_pain415 94
+#define FRAME_pain416 95
+#define FRAME_pain417 96
+#define FRAME_run01 97
+#define FRAME_run02 98
+#define FRAME_run03 99
+#define FRAME_run04 100
+#define FRAME_run05 101
+#define FRAME_run06 102
+#define FRAME_run07 103
+#define FRAME_run08 104
+#define FRAME_run09 105
+#define FRAME_run10 106
+#define FRAME_run11 107
+#define FRAME_run12 108
+#define FRAME_runs01 109
+#define FRAME_runs02 110
+#define FRAME_runs03 111
+#define FRAME_runs04 112
+#define FRAME_runs05 113
+#define FRAME_runs06 114
+#define FRAME_runs07 115
+#define FRAME_runs08 116
+#define FRAME_runs09 117
+#define FRAME_runs10 118
+#define FRAME_runs11 119
+#define FRAME_runs12 120
+#define FRAME_runs13 121
+#define FRAME_runs14 122
+#define FRAME_runs15 123
+#define FRAME_runs16 124
+#define FRAME_runs17 125
+#define FRAME_runs18 126
+#define FRAME_runt01 127
+#define FRAME_runt02 128
+#define FRAME_runt03 129
+#define FRAME_runt04 130
+#define FRAME_runt05 131
+#define FRAME_runt06 132
+#define FRAME_runt07 133
+#define FRAME_runt08 134
+#define FRAME_runt09 135
+#define FRAME_runt10 136
+#define FRAME_runt11 137
+#define FRAME_runt12 138
+#define FRAME_runt13 139
+#define FRAME_runt14 140
+#define FRAME_runt15 141
+#define FRAME_runt16 142
+#define FRAME_runt17 143
+#define FRAME_runt18 144
+#define FRAME_runt19 145
+#define FRAME_stand101 146
+#define FRAME_stand102 147
+#define FRAME_stand103 148
+#define FRAME_stand104 149
+#define FRAME_stand105 150
+#define FRAME_stand106 151
+#define FRAME_stand107 152
+#define FRAME_stand108 153
+#define FRAME_stand109 154
+#define FRAME_stand110 155
+#define FRAME_stand111 156
+#define FRAME_stand112 157
+#define FRAME_stand113 158
+#define FRAME_stand114 159
+#define FRAME_stand115 160
+#define FRAME_stand116 161
+#define FRAME_stand117 162
+#define FRAME_stand118 163
+#define FRAME_stand119 164
+#define FRAME_stand120 165
+#define FRAME_stand121 166
+#define FRAME_stand122 167
+#define FRAME_stand123 168
+#define FRAME_stand124 169
+#define FRAME_stand125 170
+#define FRAME_stand126 171
+#define FRAME_stand127 172
+#define FRAME_stand128 173
+#define FRAME_stand129 174
+#define FRAME_stand130 175
+#define FRAME_stand301 176
+#define FRAME_stand302 177
+#define FRAME_stand303 178
+#define FRAME_stand304 179
+#define FRAME_stand305 180
+#define FRAME_stand306 181
+#define FRAME_stand307 182
+#define FRAME_stand308 183
+#define FRAME_stand309 184
+#define FRAME_stand310 185
+#define FRAME_stand311 186
+#define FRAME_stand312 187
+#define FRAME_stand313 188
+#define FRAME_stand314 189
+#define FRAME_stand315 190
+#define FRAME_stand316 191
+#define FRAME_stand317 192
+#define FRAME_stand318 193
+#define FRAME_stand319 194
+#define FRAME_stand320 195
+#define FRAME_stand321 196
+#define FRAME_stand322 197
+#define FRAME_stand323 198
+#define FRAME_stand324 199
+#define FRAME_stand325 200
+#define FRAME_stand326 201
+#define FRAME_stand327 202
+#define FRAME_stand328 203
+#define FRAME_stand329 204
+#define FRAME_stand330 205
+#define FRAME_stand331 206
+#define FRAME_stand332 207
+#define FRAME_stand333 208
+#define FRAME_stand334 209
+#define FRAME_stand335 210
+#define FRAME_stand336 211
+#define FRAME_stand337 212
+#define FRAME_stand338 213
+#define FRAME_stand339 214
+#define FRAME_walk101 215
+#define FRAME_walk102 216
+#define FRAME_walk103 217
+#define FRAME_walk104 218
+#define FRAME_walk105 219
+#define FRAME_walk106 220
+#define FRAME_walk107 221
+#define FRAME_walk108 222
+#define FRAME_walk109 223
+#define FRAME_walk110 224
+#define FRAME_walk111 225
+#define FRAME_walk112 226
+#define FRAME_walk113 227
+#define FRAME_walk114 228
+#define FRAME_walk115 229
+#define FRAME_walk116 230
+#define FRAME_walk117 231
+#define FRAME_walk118 232
+#define FRAME_walk119 233
+#define FRAME_walk120 234
+#define FRAME_walk121 235
+#define FRAME_walk122 236
+#define FRAME_walk123 237
+#define FRAME_walk124 238
+#define FRAME_walk125 239
+#define FRAME_walk126 240
+#define FRAME_walk127 241
+#define FRAME_walk128 242
+#define FRAME_walk129 243
+#define FRAME_walk130 244
+#define FRAME_walk131 245
+#define FRAME_walk132 246
+#define FRAME_walk133 247
+#define FRAME_walk201 248
+#define FRAME_walk202 249
+#define FRAME_walk203 250
+#define FRAME_walk204 251
+#define FRAME_walk205 252
+#define FRAME_walk206 253
+#define FRAME_walk207 254
+#define FRAME_walk208 255
+#define FRAME_walk209 256
+#define FRAME_walk210 257
+#define FRAME_walk211 258
+#define FRAME_walk212 259
+#define FRAME_walk213 260
+#define FRAME_walk214 261
+#define FRAME_walk215 262
+#define FRAME_walk216 263
+#define FRAME_walk217 264
+#define FRAME_walk218 265
+#define FRAME_walk219 266
+#define FRAME_walk220 267
+#define FRAME_walk221 268
+#define FRAME_walk222 269
+#define FRAME_walk223 270
+#define FRAME_walk224 271
+#define FRAME_death101 272
+#define FRAME_death102 273
+#define FRAME_death103 274
+#define FRAME_death104 275
+#define FRAME_death105 276
+#define FRAME_death106 277
+#define FRAME_death107 278
+#define FRAME_death108 279
+#define FRAME_death109 280
+#define FRAME_death110 281
+#define FRAME_death111 282
+#define FRAME_death112 283
+#define FRAME_death113 284
+#define FRAME_death114 285
+#define FRAME_death115 286
+#define FRAME_death116 287
+#define FRAME_death117 288
+#define FRAME_death118 289
+#define FRAME_death119 290
+#define FRAME_death120 291
+#define FRAME_death121 292
+#define FRAME_death122 293
+#define FRAME_death123 294
+#define FRAME_death124 295
+#define FRAME_death125 296
+#define FRAME_death126 297
+#define FRAME_death127 298
+#define FRAME_death128 299
+#define FRAME_death129 300
+#define FRAME_death130 301
+#define FRAME_death131 302
+#define FRAME_death132 303
+#define FRAME_death133 304
+#define FRAME_death134 305
+#define FRAME_death135 306
+#define FRAME_death136 307
+#define FRAME_death201 308
+#define FRAME_death202 309
+#define FRAME_death203 310
+#define FRAME_death204 311
+#define FRAME_death205 312
+#define FRAME_death206 313
+#define FRAME_death207 314
+#define FRAME_death208 315
+#define FRAME_death209 316
+#define FRAME_death210 317
+#define FRAME_death211 318
+#define FRAME_death212 319
+#define FRAME_death213 320
+#define FRAME_death214 321
+#define FRAME_death215 322
+#define FRAME_death216 323
+#define FRAME_death217 324
+#define FRAME_death218 325
+#define FRAME_death219 326
+#define FRAME_death220 327
+#define FRAME_death221 328
+#define FRAME_death222 329
+#define FRAME_death223 330
+#define FRAME_death224 331
+#define FRAME_death225 332
+#define FRAME_death226 333
+#define FRAME_death227 334
+#define FRAME_death228 335
+#define FRAME_death229 336
+#define FRAME_death230 337
+#define FRAME_death231 338
+#define FRAME_death232 339
+#define FRAME_death233 340
+#define FRAME_death234 341
+#define FRAME_death235 342
+#define FRAME_death301 343
+#define FRAME_death302 344
+#define FRAME_death303 345
+#define FRAME_death304 346
+#define FRAME_death305 347
+#define FRAME_death306 348
+#define FRAME_death307 349
+#define FRAME_death308 350
+#define FRAME_death309 351
+#define FRAME_death310 352
+#define FRAME_death311 353
+#define FRAME_death312 354
+#define FRAME_death313 355
+#define FRAME_death314 356
+#define FRAME_death315 357
+#define FRAME_death316 358
+#define FRAME_death317 359
+#define FRAME_death318 360
+#define FRAME_death319 361
+#define FRAME_death320 362
+#define FRAME_death321 363
+#define FRAME_death322 364
+#define FRAME_death323 365
+#define FRAME_death324 366
+#define FRAME_death325 367
+#define FRAME_death326 368
+#define FRAME_death327 369
+#define FRAME_death328 370
+#define FRAME_death329 371
+#define FRAME_death330 372
+#define FRAME_death331 373
+#define FRAME_death332 374
+#define FRAME_death333 375
+#define FRAME_death334 376
+#define FRAME_death335 377
+#define FRAME_death336 378
+#define FRAME_death337 379
+#define FRAME_death338 380
+#define FRAME_death339 381
+#define FRAME_death340 382
+#define FRAME_death341 383
+#define FRAME_death342 384
+#define FRAME_death343 385
+#define FRAME_death344 386
+#define FRAME_death345 387
+#define FRAME_death401 388
+#define FRAME_death402 389
+#define FRAME_death403 390
+#define FRAME_death404 391
+#define FRAME_death405 392
+#define FRAME_death406 393
+#define FRAME_death407 394
+#define FRAME_death408 395
+#define FRAME_death409 396
+#define FRAME_death410 397
+#define FRAME_death411 398
+#define FRAME_death412 399
+#define FRAME_death413 400
+#define FRAME_death414 401
+#define FRAME_death415 402
+#define FRAME_death416 403
+#define FRAME_death417 404
+#define FRAME_death418 405
+#define FRAME_death419 406
+#define FRAME_death420 407
+#define FRAME_death421 408
+#define FRAME_death422 409
+#define FRAME_death423 410
+#define FRAME_death424 411
+#define FRAME_death425 412
+#define FRAME_death426 413
+#define FRAME_death427 414
+#define FRAME_death428 415
+#define FRAME_death429 416
+#define FRAME_death430 417
+#define FRAME_death431 418
+#define FRAME_death432 419
+#define FRAME_death433 420
+#define FRAME_death434 421
+#define FRAME_death435 422
+#define FRAME_death436 423
+#define FRAME_death437 424
+#define FRAME_death438 425
+#define FRAME_death439 426
+#define FRAME_death440 427
+#define FRAME_death441 428
+#define FRAME_death442 429
+#define FRAME_death443 430
+#define FRAME_death444 431
+#define FRAME_death445 432
+#define FRAME_death446 433
+#define FRAME_death447 434
+#define FRAME_death448 435
+#define FRAME_death449 436
+#define FRAME_death450 437
+#define FRAME_death451 438
+#define FRAME_death452 439
+#define FRAME_death453 440
+#define FRAME_death501 441
+#define FRAME_death502 442
+#define FRAME_death503 443
+#define FRAME_death504 444
+#define FRAME_death505 445
+#define FRAME_death506 446
+#define FRAME_death507 447
+#define FRAME_death508 448
+#define FRAME_death509 449
+#define FRAME_death510 450
+#define FRAME_death511 451
+#define FRAME_death512 452
+#define FRAME_death513 453
+#define FRAME_death514 454
+#define FRAME_death515 455
+#define FRAME_death516 456
+#define FRAME_death517 457
+#define FRAME_death518 458
+#define FRAME_death519 459
+#define FRAME_death520 460
+#define FRAME_death521 461
+#define FRAME_death522 462
+#define FRAME_death523 463
+#define FRAME_death524 464
+#define FRAME_death601 465
+#define FRAME_death602 466
+#define FRAME_death603 467
+#define FRAME_death604 468
+#define FRAME_death605 469
+#define FRAME_death606 470
+#define FRAME_death607 471
+#define FRAME_death608 472
+#define FRAME_death609 473
+#define FRAME_death610 474
+
+#define MODEL_SCALE 1.200000
--- /dev/null
+++ b/rogue/m_stalker.c
@@ -1,0 +1,1209 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_stalker.h"
+
+static int sound_pain;
+static int sound_die;
+static int sound_sight;
+static int sound_punch_hit1;
+static int sound_punch_hit2;
+static int sound_idle;
+
+int stalker_do_pounce(edict_t *self, vec3_t dest);
+void stalker_stand (edict_t *self);
+void stalker_run (edict_t *self);
+void stalker_walk (edict_t *self);
+void stalker_jump (edict_t *self);
+void stalker_dodge_jump (edict_t *self);
+void stalker_swing_check_l (edict_t *self);
+void stalker_swing_check_r (edict_t *self);
+void stalker_swing_attack (edict_t *self);
+void stalker_jump_straightup (edict_t *self);
+void stalker_jump_wait_land (edict_t *self);
+void stalker_false_death (edict_t *self);
+void stalker_false_death_start (edict_t *self);
+qboolean stalker_ok_to_transition (edict_t *self);
+
+#define STALKER_ON_CEILING(ent) ( ent->gravityVector[2] > 0 ? 1 : 0 )
+
+//extern qboolean SV_StepDirection (edict_t *ent, float yaw, float dist);
+extern qboolean SV_PointCloseEnough (edict_t *ent, vec3_t goal, float dist);
+extern void drawbbox(edict_t *self);
+
+//=========================
+//=========================
+qboolean stalker_ok_to_transition (edict_t *self)
+{
+ trace_t trace;
+ vec3_t pt, start;
+ float max_dist;
+ float margin;
+ float end_height;
+
+ if(STALKER_ON_CEILING(self))
+ {
+ max_dist = -384;
+ margin = self->mins[2] - 8;
+ }
+ else
+ {
+ // her stalkers are just better
+ if (self->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
+ max_dist = 256;
+ else
+ max_dist = 180;
+ margin = self->maxs[2] + 8;
+ }
+
+ VectorCopy(self->s.origin, pt);
+ pt[2] += max_dist;
+ trace = gi.trace (self->s.origin, self->mins, self->maxs, pt, self, MASK_MONSTERSOLID);
+
+ if(trace.fraction == 1.0 ||
+ !(trace.contents & CONTENTS_SOLID) ||
+ (trace.ent != WORLD))
+ {
+ if(STALKER_ON_CEILING(self))
+ {
+ if(trace.plane.normal[2] < 0.9)
+ return false;
+ }
+ else
+ {
+ if(trace.plane.normal[2] > -0.9)
+ return false;
+ }
+ }
+// gi.dprintf("stalker_check_pt: main check ok\n");
+
+ end_height = trace.endpos[2];
+
+ // check the four corners, tracing only to the endpoint of the center trace (vertically).
+ pt[0] = self->absmin[0];
+ pt[1] = self->absmin[1];
+ pt[2] = trace.endpos[2] + margin; // give a little margin of error to allow slight inclines
+ VectorCopy(pt, start);
+ start[2] = self->s.origin[2];
+ trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
+ if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != WORLD))
+ {
+// gi.dprintf("stalker_check_pt: absmin/absmin failed\n");
+ return false;
+ }
+ if(abs(end_height + margin - trace.endpos[2]) > 8)
+ return false;
+
+ pt[0] = self->absmax[0];
+ pt[1] = self->absmin[1];
+ VectorCopy(pt, start);
+ start[2] = self->s.origin[2];
+ trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
+ if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != WORLD))
+ {
+// gi.dprintf("stalker_check_pt: absmax/absmin failed\n");
+ return false;
+ }
+ if(abs(end_height + margin - trace.endpos[2]) > 8)
+ return false;
+
+ pt[0] = self->absmax[0];
+ pt[1] = self->absmax[1];
+ VectorCopy(pt, start);
+ start[2] = self->s.origin[2];
+ trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
+ if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != WORLD))
+ {
+// gi.dprintf("stalker_check_pt: absmax/absmax failed\n");
+ return false;
+ }
+ if(abs(end_height + margin - trace.endpos[2]) > 8)
+ return false;
+
+ pt[0] = self->absmin[0];
+ pt[1] = self->absmax[1];
+ VectorCopy(pt, start);
+ start[2] = self->s.origin[2];
+ trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
+ if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != WORLD))
+ {
+// gi.dprintf("stalker_check_pt: absmin/absmax failed\n");
+ return false;
+ }
+ if(abs(end_height + margin - trace.endpos[2]) > 8)
+ return false;
+
+ return true;
+}
+
+//=========================
+//=========================
+void stalker_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
+}
+
+// ******************
+// IDLE
+// ******************
+
+void stalker_idle_noise (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_idle, 0.5, ATTN_IDLE, 0);
+}
+
+mframe_t stalker_frames_idle [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, stalker_idle_noise,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL
+};
+mmove_t stalker_move_idle = {FRAME_idle01, FRAME_idle21, stalker_frames_idle, stalker_stand};
+
+mframe_t stalker_frames_idle2 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t stalker_move_idle2 = {FRAME_idle201, FRAME_idle213, stalker_frames_idle2, stalker_stand};
+
+void stalker_idle (edict_t *self)
+{
+ if (qrandom() < 0.35)
+ self->monsterinfo.currentmove = &stalker_move_idle;
+ else
+ self->monsterinfo.currentmove = &stalker_move_idle2;
+}
+
+// ******************
+// STAND
+// ******************
+
+mframe_t stalker_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, stalker_idle_noise,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL
+};
+mmove_t stalker_move_stand = {FRAME_idle01, FRAME_idle21, stalker_frames_stand, stalker_stand};
+
+void stalker_stand (edict_t *self)
+{
+ if (qrandom() < 0.25)
+ self->monsterinfo.currentmove = &stalker_move_stand;
+ else
+ self->monsterinfo.currentmove = &stalker_move_idle2;
+}
+
+// ******************
+// RUN
+// ******************
+
+mframe_t stalker_frames_run [] =
+{
+ ai_run, 13, NULL,
+ ai_run, 17, NULL,
+ ai_run, 21, NULL,
+ ai_run, 18, NULL
+
+/* ai_run, 15, NULL,
+ ai_run, 20, NULL,
+ ai_run, 18, NULL,
+ ai_run, 14, NULL*/
+};
+mmove_t stalker_move_run = {FRAME_run01, FRAME_run04, stalker_frames_run, NULL};
+
+void stalker_run (edict_t *self)
+{
+// gi.dprintf("stalker_run %5.1f\n", level.time);
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &stalker_move_stand;
+ else
+ self->monsterinfo.currentmove = &stalker_move_run;
+}
+
+// ******************
+// WALK
+// ******************
+
+mframe_t stalker_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+
+ ai_walk, 4, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t stalker_move_walk = {FRAME_walk01, FRAME_walk08, stalker_frames_walk, stalker_walk};
+
+void stalker_walk (edict_t *self)
+{
+// gi.dprintf("stalker_walk\n");
+ self->monsterinfo.currentmove = &stalker_move_walk;
+}
+
+// ******************
+// false death
+// ******************
+mframe_t stalker_frames_reactivate [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t stalker_move_false_death_end = { FRAME_reactive01, FRAME_reactive04, stalker_frames_reactivate, stalker_run };
+
+void stalker_reactivate (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_STAND_GROUND;
+ self->monsterinfo.currentmove = &stalker_move_false_death_end;
+}
+
+void stalker_heal (edict_t *self)
+{
+ if(skill->value == 2)
+ self->health+=2;
+ else if(skill->value == 3)
+ self->health+=3;
+ else
+ self->health++;
+
+// gi.dprintf("stalker_heal: %d\n", self->health);
+
+ if(self->health > (self->max_health/2))
+ self->s.skinnum = 0;
+
+ if(self->health >= self->max_health)
+ {
+ self->health = self->max_health;
+ stalker_reactivate(self);
+ }
+}
+
+mframe_t stalker_frames_false_death [] =
+{
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal,
+ ai_move, 0, stalker_heal
+};
+mmove_t stalker_move_false_death = {FRAME_twitch01, FRAME_twitch10, stalker_frames_false_death, stalker_false_death};
+
+void stalker_false_death (edict_t *self)
+{
+ self->monsterinfo.currentmove = &stalker_move_false_death;
+}
+
+mframe_t stalker_frames_false_death_start [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+};
+mmove_t stalker_move_false_death_start = {FRAME_death01, FRAME_death09, stalker_frames_false_death_start, stalker_false_death};
+
+void stalker_false_death_start (edict_t *self)
+{
+ self->s.angles[2] = 0;
+ VectorSet(self->gravityVector, 0, 0, -1);
+
+ self->monsterinfo.aiflags |= AI_STAND_GROUND;
+ self->monsterinfo.currentmove = &stalker_move_false_death_start;
+}
+
+
+// ******************
+// PAIN
+// ******************
+
+mframe_t stalker_frames_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t stalker_move_pain = {FRAME_pain01, FRAME_pain04, stalker_frames_pain, stalker_run};
+
+void stalker_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ if (self->health < (self->max_health / 2))
+ {
+ self->s.skinnum = 1;
+ }
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+// if (self->monsterinfo.aiflags & AI_DODGING)
+// monster_done_dodge (self);
+
+ if (self->groundentity == NULL)
+ return;
+
+ // if we're reactivating or false dying, ignore the pain.
+ if (self->monsterinfo.currentmove == &stalker_move_false_death_end ||
+ self->monsterinfo.currentmove == &stalker_move_false_death_start )
+ return;
+
+ if (self->monsterinfo.currentmove == &stalker_move_false_death)
+ {
+ stalker_reactivate(self);
+ return;
+ }
+
+ if ((self->health > 0) && (self->health < (self->max_health / 4)))
+ {
+ if(qrandom() < (0.2 * skill->value))
+ {
+ if( !STALKER_ON_CEILING(self) || stalker_ok_to_transition(self) )
+ {
+// gi.dprintf("starting false death sequence\n");
+ stalker_false_death_start(self);
+ return;
+ }
+ }
+ }
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+// gi.dprintf("stalker_pain\n");
+ if (damage > 10) // don't react unless the damage was significant
+ {
+ // stalker should dodge jump periodically to help avoid damage.
+ if(self->groundentity && (qrandom() < 0.5))
+ stalker_dodge_jump(self);
+ else
+ self->monsterinfo.currentmove = &stalker_move_pain;
+
+ gi.sound (self, CHAN_WEAPON, sound_pain, 1, ATTN_NORM, 0);
+ }
+}
+
+
+// ******************
+// STALKER ATTACK
+// ******************
+
+//extern qboolean infront (edict_t *self, edict_t *other);
+
+void stalker_shoot_attack (edict_t *self)
+{
+ vec3_t offset, start, f, r, dir;
+ vec3_t end;
+ float time, dist;
+ trace_t trace;
+
+ if(!has_valid_enemy(self))
+ return;
+
+ if(self->groundentity && qrandom() < 0.33)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ dist = VectorLength (dir);
+
+ if((dist > 256) || (qrandom() < 0.5))
+ stalker_do_pounce(self, self->enemy->s.origin);
+ else
+ stalker_jump_straightup (self);
+ }
+
+ // FIXME -- keep this but use a custom one
+// if (!infront(self, self->enemy))
+// return;
+
+ AngleVectors (self->s.angles, f, r, NULL);
+ VectorSet (offset, 24, 0, 6);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorSubtract(self->enemy->s.origin, start, dir);
+ if(qrandom() < (0.20 + 0.1 * skill->value))
+ {
+ dist = VectorLength(dir);
+ time = dist / 1000;
+ VectorMA(self->enemy->s.origin, time, self->enemy->velocity, end);
+ VectorSubtract(end, start, dir);
+ }
+ else
+ VectorCopy(self->enemy->s.origin, end);
+
+ trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
+ if(trace.ent == self->enemy || trace.ent == WORLD)
+ monster_fire_blaster2(self, start, dir, 15, 800, MZ2_STALKER_BLASTER, EF_BLASTER);
+// else
+// gi.dprintf("blocked by entity %s\n", trace.ent->classname);
+}
+
+void stalker_shoot_attack2 (edict_t *self)
+{
+// if (qrandom() < (0.4+(float)skill->value))
+// stalker_shoot_attack (self);
+
+ if (qrandom() < (0.4 + (0.1 * (float)skill->value)))
+ stalker_shoot_attack (self);
+}
+
+mframe_t stalker_frames_shoot [] =
+{
+ ai_charge, 13, NULL,
+ ai_charge, 17, stalker_shoot_attack,
+ ai_charge, 21, NULL,
+ ai_charge, 18, stalker_shoot_attack2
+};
+mmove_t stalker_move_shoot = {FRAME_run01, FRAME_run04, stalker_frames_shoot, stalker_run};
+
+void stalker_attack_ranged (edict_t *self)
+{
+ if(!has_valid_enemy(self))
+ return;
+
+ // PMM - circle strafe stuff
+ if (qrandom() > (1.0 - (0.5/(float)(skill->value))))
+ {
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+ else
+ {
+ if (qrandom () <= 0.5) // switch directions
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ self->monsterinfo.attack_state = AS_SLIDING;
+ }
+ self->monsterinfo.currentmove = &stalker_move_shoot;
+}
+
+// ******************
+// close combat
+// ******************
+
+void stalker_swing_attack (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
+ if (self->s.frame < FRAME_attack08)
+ gi.sound (self, CHAN_WEAPON, sound_punch_hit2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_punch_hit1, 1, ATTN_NORM, 0);
+}
+
+mframe_t stalker_frames_swing_l [] =
+{
+ ai_charge, 2, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 10, NULL,
+
+ ai_charge, 5, stalker_swing_attack,
+ ai_charge, 5, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 5, NULL // stalker_swing_check_l
+};
+mmove_t stalker_move_swing_l = {FRAME_attack01, FRAME_attack08, stalker_frames_swing_l, stalker_run};
+
+mframe_t stalker_frames_swing_r [] =
+{
+ ai_charge, 4, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 6, stalker_swing_attack,
+ ai_charge, 10, NULL,
+ ai_charge, 5, NULL // stalker_swing_check_r
+};
+mmove_t stalker_move_swing_r = {FRAME_attack11, FRAME_attack15, stalker_frames_swing_r, stalker_run};
+
+void stalker_attack_melee (edict_t *self)
+{
+ if(!has_valid_enemy(self))
+ return;
+
+ if(qrandom() < 0.5)
+ {
+ self->monsterinfo.currentmove = &stalker_move_swing_l;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &stalker_move_swing_r;
+ }
+}
+
+
+// ******************
+// POUNCE
+// ******************
+
+//#define PI 3.14159
+#define RAD2DEG(x) (x * (float)180.0 / (float)PI)
+#define DEG2RAD(x) (x * (float)PI / (float)180.0)
+#define FAUX_GRAVITY 800.0
+
+// ====================
+// ====================
+void calcJumpAngle(vec3_t start, vec3_t end, float velocity, vec3_t angles)
+{
+ float distV, distH;
+ float one, cosU;
+ float l, U;
+ vec3_t dist;
+
+ VectorSubtract(end, start, dist);
+ distH = (float)sqrt(dist[0]*dist[0] + dist[1]*dist[1]);
+ distV = dist[2];
+ if(distV < 0)
+ distV = 0 - distV;
+
+ if(distV)
+ {
+ l = (float) sqrt(distH*distH + distV*distV);
+ U = (float) atan(distV / distH);
+ if(dist[2] > 0)
+ U = (float)0.0 - U;
+
+ angles[2] = 0.0;
+
+ cosU = (float)cos(U);
+ one = l * FAUX_GRAVITY * (cosU * cosU);
+ one = one / (velocity * velocity);
+ one = one - (float)sin(U);
+ // one = ((l * FAUX_GRAVITY * (cosU * cosU)) / (velocity * velocity)) - (float)sin(U);
+ angles[0] = (float)asin(one);
+ if(isNaN(angles[0]))
+ angles[2] = 1.0;
+ angles[1] = (float)PI - angles[0];
+ if(isNaN(angles[1]))
+ angles[2] = 1.0;
+
+ angles[0] = RAD2DEG ( (angles[0] - U) / 2.0 );
+ angles[1] = RAD2DEG ( (angles[1] - U) / 2.0 );
+ }
+ else
+ {
+ l = (float) sqrt(distH*distH + distV*distV);
+
+ angles[2] = 0.0;
+
+ one = l * FAUX_GRAVITY;
+ one = one / (velocity * velocity);
+ angles[0] = (float)asin(one);
+ if(isNaN(angles[0]))
+ angles[2] = 1.0;
+ angles[1] = (float)PI - angles[0];
+ if(isNaN(angles[1]))
+ angles[2] = 1.0;
+
+ angles[0] = RAD2DEG ( (angles[0]) / 2.0 );
+ angles[1] = RAD2DEG ( (angles[1]) / 2.0 );
+ }
+}
+
+// ====================
+// ====================
+int stalker_check_lz (edict_t *self, edict_t *target, vec3_t dest)
+{
+ vec3_t jumpLZ;
+
+ if( (gi.pointcontents (dest) & MASK_WATER) || (target->waterlevel))
+ {
+// gi.dprintf ("you won't make me jump in water!\n");
+ return false;
+ }
+
+ if( !target->groundentity )
+ {
+// gi.dprintf( "I'll wait until you land..\n");
+ return false;
+ }
+
+ // check under the player's four corners
+ // if they're not solid, bail.
+ jumpLZ[0] = self->enemy->mins[0];
+ jumpLZ[1] = self->enemy->mins[1];
+ jumpLZ[2] = self->enemy->mins[2] - 0.25;
+ if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
+ return false;
+
+ jumpLZ[0] = self->enemy->maxs[0];
+ jumpLZ[1] = self->enemy->mins[1];
+ if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
+ return false;
+
+ jumpLZ[0] = self->enemy->maxs[0];
+ jumpLZ[1] = self->enemy->maxs[1];
+ if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
+ return false;
+
+ jumpLZ[0] = self->enemy->mins[0];
+ jumpLZ[1] = self->enemy->maxs[1];
+ if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
+ return false;
+
+ return true;
+}
+
+// ====================
+// ====================
+int stalker_do_pounce(edict_t *self, vec3_t dest)
+{
+ vec3_t forward, right;
+ vec3_t dist;
+ vec_t length;
+ vec3_t jumpAngles;
+ vec3_t jumpLZ;
+ float velocity = 400.1;
+ trace_t trace;
+ int preferHighJump;
+
+ // don't pounce when we're on the ceiling
+ if(STALKER_ON_CEILING(self))
+ return false;
+
+ if(!stalker_check_lz (self, self->enemy, dest))
+ return false;
+
+ VectorSubtract(dest, self->s.origin, dist);
+
+ // make sure we're pointing in that direction 15deg margin of error.
+ vectoangles2 (dist, jumpAngles);
+ if(abs(jumpAngles[YAW] - self->s.angles[YAW]) > 45)
+ return false; // not facing the player...
+
+ self->ideal_yaw = jumpAngles[YAW];
+ M_ChangeYaw(self);
+
+ length = VectorLength(dist);
+ if(length > 450)
+ return false; // can't jump that far...
+
+ VectorCopy(dest, jumpLZ);
+
+ preferHighJump = 0;
+
+ // if we're having to jump up a distance, jump a little too high to compensate.
+ if(dist[2] >= 32.0)
+ {
+ preferHighJump = 1;
+ jumpLZ[2] += 32;
+ }
+
+ trace = gi.trace (self->s.origin, vec3_origin, vec3_origin, dest, self, MASK_MONSTERSOLID);
+ if((trace.fraction < 1) && (trace.ent != self->enemy))
+ {
+// gi.dprintf("prefer high jump angle\n");
+ preferHighJump = 1;
+ }
+
+ // find a valid angle/velocity combination
+ while(velocity <= 800)
+ {
+ calcJumpAngle(self->s.origin, jumpLZ, velocity, jumpAngles);
+ if((!isNaN(jumpAngles[0])) || (!isNaN(jumpAngles[1])))
+ break;
+
+ velocity+=200;
+ };
+
+ if(!preferHighJump && (!isNaN(jumpAngles[0])) )
+ {
+ AngleVectors (self->s.angles, forward, right, NULL);
+ VectorNormalize ( forward ) ;
+
+ VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[0])), self->velocity);
+ self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[0])) + (0.5 * sv_gravity->value * FRAMETIME);
+// gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
+// jumpAngles[0], jumpAngles[1], jumpAngles[0],
+// self->velocity[0], self->velocity[1], self->velocity[2]);
+ return 1;
+ }
+
+ if(!isNaN(jumpAngles[1]))
+ {
+ AngleVectors (self->s.angles, forward, right, NULL);
+ VectorNormalize ( forward ) ;
+
+ VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[1])), self->velocity);
+ self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[1])) + (0.5 * sv_gravity->value * FRAMETIME);
+// gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
+// jumpAngles[0], jumpAngles[1], jumpAngles[1],
+// self->velocity[0], self->velocity[1], self->velocity[2]);
+ return 1;
+ }
+
+// gi.dprintf(" nan\n");
+ return 0;
+}
+
+// ******************
+// DODGE
+// ******************
+
+//===================
+// stalker_jump_straightup
+//===================
+void stalker_jump_straightup (edict_t *self)
+{
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ if(STALKER_ON_CEILING(self))
+ {
+ if(stalker_ok_to_transition(self))
+ {
+// gi.dprintf("falling off ceiling %d\n", self->health);
+ self->gravityVector[2] = -1;
+ self->s.angles[2] += 180.0;
+ if(self->s.angles[2] > 360.0)
+ self->s.angles[2] -= 360.0;
+ self->groundentity = NULL;
+ }
+ }
+ else if(self->groundentity) // make sure we're standing on SOMETHING...
+ {
+ self->velocity[0] += ((qrandom() * 10) - 5);
+ self->velocity[1] += ((qrandom() * 10) - 5);
+ self->velocity[2] += -400 * self->gravityVector[2];
+ if(stalker_ok_to_transition(self))
+ {
+// gi.dprintf("falling TO ceiling %d\n", self->health);
+ self->gravityVector[2] = 1;
+ self->s.angles[2] = 180.0;
+ self->groundentity = NULL;
+ }
+ }
+}
+
+mframe_t stalker_frames_jump_straightup [] =
+{
+ ai_move, 1, stalker_jump_straightup,
+ ai_move, 1, stalker_jump_wait_land,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL
+};
+
+mmove_t stalker_move_jump_straightup = {FRAME_jump04, FRAME_jump07, stalker_frames_jump_straightup, stalker_run};
+
+//===================
+// stalker_dodge_jump - abstraction so pain function can trigger a dodge jump too without
+// faking the inputs to stalker_dodge
+//===================
+void stalker_dodge_jump (edict_t *self)
+{
+ self->monsterinfo.currentmove = &stalker_move_jump_straightup;
+}
+
+mframe_t stalker_frames_dodge_run [] =
+{
+ ai_run, 13, NULL,
+ ai_run, 17, NULL,
+ ai_run, 21, NULL,
+ ai_run, 18, monster_done_dodge
+};
+mmove_t stalker_move_dodge_run = {FRAME_run01, FRAME_run04, stalker_frames_dodge_run, NULL};
+
+void stalker_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *)
+{
+ 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);
+}
+
+
+// ******************
+// Jump onto / off of things
+// ******************
+
+//===================
+//===================
+void stalker_jump_down (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 100, forward, self->velocity);
+ VectorMA(self->velocity, 300, up, self->velocity);
+}
+
+//===================
+//===================
+void stalker_jump_up (edict_t *self)
+{
+ vec3_t forward,up;
+
+ monster_jump_start (self);
+
+ AngleVectors (self->s.angles, forward, NULL, up);
+ VectorMA(self->velocity, 200, forward, self->velocity);
+ VectorMA(self->velocity, 450, up, self->velocity);
+}
+
+//===================
+//===================
+void stalker_jump_wait_land (edict_t *self)
+{
+ if ((qrandom() < (0.3 + (0.1*(float)(skill->value)))) && (level.time >= self->monsterinfo.attack_finished))
+ {
+ self->monsterinfo.attack_finished = level.time + 0.3;
+ stalker_shoot_attack(self);
+ }
+
+ if(self->groundentity == NULL)
+ {
+ self->gravity = 1.3;
+ self->monsterinfo.nextframe = self->s.frame;
+
+ if(monster_jump_finished (self))
+ {
+ self->gravity = 1;
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+ }
+ else
+ {
+ self->gravity = 1;
+ self->monsterinfo.nextframe = self->s.frame + 1;
+ }
+}
+
+mframe_t stalker_frames_jump_up [] =
+{
+ ai_move, -8, NULL,
+ ai_move, -8, NULL,
+ ai_move, -8, NULL,
+ ai_move, -8, NULL,
+
+ ai_move, 0, stalker_jump_up,
+ ai_move, 0, stalker_jump_wait_land,
+ ai_move, 0, NULL
+};
+mmove_t stalker_move_jump_up = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_up, stalker_run };
+
+mframe_t stalker_frames_jump_down [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, stalker_jump_down,
+ ai_move, 0, stalker_jump_wait_land,
+ ai_move, 0, NULL
+};
+mmove_t stalker_move_jump_down = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_down, stalker_run };
+
+//============
+// stalker_jump - this is only used for jumping onto or off of things. for dodge jumping,
+// use stalker_dodge_jump
+//============
+void stalker_jump (edict_t *self)
+{
+ if(!self->enemy)
+ return;
+
+ if(self->enemy->s.origin[2] >= self->s.origin[2])
+ {
+// gi.dprintf("stalker_jump_up\n");
+ self->monsterinfo.currentmove = &stalker_move_jump_up;
+ }
+ else
+ {
+// gi.dprintf("stalker_jump_down\n");
+ self->monsterinfo.currentmove = &stalker_move_jump_down;
+ }
+}
+
+
+// ******************
+// Blocked
+// ******************
+
+qboolean stalker_blocked (edict_t *self, float dist)
+{
+ qboolean onCeiling;
+
+// gi.dprintf("stalker_blocked\n");
+ if(!has_valid_enemy(self))
+ return false;
+
+ onCeiling = false;
+ if(self->gravityVector[2] > 0)
+ onCeiling = true;
+
+ if(!onCeiling)
+ {
+ if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
+ {
+// gi.dprintf("blocked: shooting\n");
+ return true;
+ }
+
+ if(visible (self, self->enemy))
+ {
+// gi.dprintf("blocked: jumping at player!\n");
+ stalker_do_pounce(self, self->enemy->s.origin);
+ return true;
+ }
+
+ if(blocked_checkjump (self, dist, 256, 68))
+ {
+// gi.dprintf("blocked: jumping up/down\n");
+ stalker_jump (self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+ }
+ else
+ {
+ if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
+ {
+// gi.dprintf("blocked: shooting\n");
+ return true;
+ }
+ else if(stalker_ok_to_transition(self))
+ {
+ self->gravityVector[2] = -1;
+ self->s.angles[2] += 180.0;
+ if(self->s.angles[2] > 360.0)
+ self->s.angles[2] -= 360.0;
+ self->groundentity = NULL;
+
+// gi.dprintf("falling off ceiling\n");
+ return true;
+ }
+// else
+// gi.dprintf("Not OK to fall!\n");
+ }
+
+ return false;
+}
+
+// ******************
+// Death
+// ******************
+
+void stalker_dead (edict_t *self)
+{
+ VectorSet (self->mins, -28, -28, -18);
+ VectorSet (self->maxs, 28, 28, -4);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+// drawbbox(self);
+}
+
+mframe_t stalker_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -5, NULL,
+ ai_move, -10, NULL,
+ ai_move, -20, NULL,
+
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+
+ ai_move, 0, NULL
+};
+mmove_t stalker_move_death = {FRAME_death01, FRAME_death09, stalker_frames_death, stalker_dead};
+
+void stalker_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// gi.dprintf("stalker_die: %d\n", self->health);
+
+// dude bit it, make him fall!
+ self->movetype = MOVETYPE_TOSS;
+ self->s.angles[2] = 0;
+ VectorSet(self->gravityVector, 0, 0, -1);
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &stalker_move_death;
+}
+
+
+// ******************
+// SPAWN
+// ******************
+
+/*QUAKED monster_stalker (1 .5 0) (-28 -28 -18) (28 28 18) Ambush Trigger_Spawn Sight OnRoof
+Spider Monster
+
+ ONROOF - Monster starts sticking to the roof.
+*/
+void SP_monster_stalker (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain = gi.soundindex ("stalker/pain.wav");
+ sound_die = gi.soundindex ("stalker/death.wav");
+ sound_sight = gi.soundindex("stalker/sight.wav");
+ sound_punch_hit1 = gi.soundindex ("stalker/melee1.wav");
+ sound_punch_hit2 = gi.soundindex ("stalker/melee2.wav");
+ sound_idle = gi.soundindex ("stalker/idle.wav");
+
+ // PMM - precache bolt2
+ gi.modelindex ("models/proj/laser2/tris.md2");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/stalker/tris.md2");
+ VectorSet (self->mins, -28, -28, -18);
+ VectorSet (self->maxs, 28, 28, 18);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 250;
+ self->gib_health = -50; // FIXME
+ self->mass = 250;
+
+ self->pain = stalker_pain;
+ self->die = stalker_die;
+
+ self->monsterinfo.stand = stalker_stand;
+ self->monsterinfo.walk = stalker_walk;
+ self->monsterinfo.run = stalker_run;
+ self->monsterinfo.attack = stalker_attack_ranged;
+ self->monsterinfo.sight = stalker_sight;
+ self->monsterinfo.idle = stalker_idle;
+ self->monsterinfo.dodge = stalker_dodge;
+ self->monsterinfo.blocked = stalker_blocked;
+ self->monsterinfo.melee = stalker_attack_melee;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &stalker_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ self->monsterinfo.aiflags |= AI_WALK_WALLS;
+
+ if(self->spawnflags & 8)
+ {
+ self->s.angles[2] = 180;
+ self->gravityVector[2] = 1;
+ }
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_stalker.h
@@ -1,0 +1,99 @@
+// /expanse/quake2/xpack/models/monsters/stalker
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_idle01 0
+#define FRAME_idle02 1
+#define FRAME_idle03 2
+#define FRAME_idle04 3
+#define FRAME_idle05 4
+#define FRAME_idle06 5
+#define FRAME_idle07 6
+#define FRAME_idle08 7
+#define FRAME_idle09 8
+#define FRAME_idle10 9
+#define FRAME_idle11 10
+#define FRAME_idle12 11
+#define FRAME_idle13 12
+#define FRAME_idle14 13
+#define FRAME_idle15 14
+#define FRAME_idle16 15
+#define FRAME_idle17 16
+#define FRAME_idle18 17
+#define FRAME_idle19 18
+#define FRAME_idle20 19
+#define FRAME_idle21 20
+#define FRAME_idle201 21
+#define FRAME_idle202 22
+#define FRAME_idle203 23
+#define FRAME_idle204 24
+#define FRAME_idle205 25
+#define FRAME_idle206 26
+#define FRAME_idle207 27
+#define FRAME_idle208 28
+#define FRAME_idle209 29
+#define FRAME_idle210 30
+#define FRAME_idle211 31
+#define FRAME_idle212 32
+#define FRAME_idle213 33
+#define FRAME_walk01 34
+#define FRAME_walk02 35
+#define FRAME_walk03 36
+#define FRAME_walk04 37
+#define FRAME_walk05 38
+#define FRAME_walk06 39
+#define FRAME_walk07 40
+#define FRAME_walk08 41
+#define FRAME_jump01 42
+#define FRAME_jump02 43
+#define FRAME_jump03 44
+#define FRAME_jump04 45
+#define FRAME_jump05 46
+#define FRAME_jump06 47
+#define FRAME_jump07 48
+#define FRAME_run01 49
+#define FRAME_run02 50
+#define FRAME_run03 51
+#define FRAME_run04 52
+#define FRAME_attack01 53
+#define FRAME_attack02 54
+#define FRAME_attack03 55
+#define FRAME_attack04 56
+#define FRAME_attack05 57
+#define FRAME_attack06 58
+#define FRAME_attack07 59
+#define FRAME_attack08 60
+#define FRAME_attack11 61
+#define FRAME_attack12 62
+#define FRAME_attack13 63
+#define FRAME_attack14 64
+#define FRAME_attack15 65
+#define FRAME_pain01 66
+#define FRAME_pain02 67
+#define FRAME_pain03 68
+#define FRAME_pain04 69
+#define FRAME_death01 70
+#define FRAME_death02 71
+#define FRAME_death03 72
+#define FRAME_death04 73
+#define FRAME_death05 74
+#define FRAME_death06 75
+#define FRAME_death07 76
+#define FRAME_death08 77
+#define FRAME_death09 78
+#define FRAME_twitch01 79
+#define FRAME_twitch02 80
+#define FRAME_twitch03 81
+#define FRAME_twitch04 82
+#define FRAME_twitch05 83
+#define FRAME_twitch06 84
+#define FRAME_twitch07 85
+#define FRAME_twitch08 86
+#define FRAME_twitch09 87
+#define FRAME_twitch10 88
+#define FRAME_reactive01 89
+#define FRAME_reactive02 90
+#define FRAME_reactive03 91
+#define FRAME_reactive04 92
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_supertank.c
@@ -1,0 +1,721 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_supertank.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+static int sound_search2;
+
+static int tread_sound;
+
+void BossExplode (edict_t *self);
+
+void TreadSound (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
+}
+
+void supertank_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+}
+
+
+void supertank_dead (edict_t *self);
+void supertankRocket (edict_t *self);
+void supertankMachineGun (edict_t *self);
+void supertank_reattack1(edict_t *self);
+
+
+//
+// stand
+//
+
+mframe_t supertank_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t supertank_move_stand = {FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, NULL};
+
+void supertank_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_stand;
+}
+
+
+mframe_t supertank_frames_run [] =
+{
+ ai_run, 12, TreadSound,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL
+};
+mmove_t supertank_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, NULL};
+
+//
+// walk
+//
+
+
+mframe_t supertank_frames_forward [] =
+{
+ ai_walk, 4, TreadSound,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t supertank_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, NULL};
+
+void supertank_forward (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_forward;
+}
+
+void supertank_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_forward;
+}
+
+void supertank_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &supertank_move_stand;
+ else
+ self->monsterinfo.currentmove = &supertank_move_run;
+}
+
+mframe_t supertank_frames_turn_right [] =
+{
+ ai_move, 0, TreadSound,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_turn_right = {FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run};
+
+mframe_t supertank_frames_turn_left [] =
+{
+ ai_move, 0, TreadSound,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_turn_left = {FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run};
+
+
+mframe_t supertank_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run};
+
+mframe_t supertank_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run};
+
+mframe_t supertank_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run};
+
+mframe_t supertank_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode
+};
+mmove_t supertank_move_death = {FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead};
+
+mframe_t supertank_frames_backward[] =
+{
+ ai_walk, 0, TreadSound,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t supertank_move_backward = {FRAME_backwd_1, FRAME_backwd_18, supertank_frames_backward, NULL};
+
+mframe_t supertank_frames_attack4[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run};
+
+mframe_t supertank_frames_attack3[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, supertank_frames_attack3, supertank_run};
+
+mframe_t supertank_frames_attack2[]=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run};
+
+mframe_t supertank_frames_attack1[]=
+{
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+
+};
+mmove_t supertank_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1};
+
+mframe_t supertank_frames_end_attack1[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run};
+
+
+void supertank_reattack1(edict_t *self)
+{
+ if (visible(self, self->enemy))
+ if (qrandom() < 0.9)
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_end_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_end_attack1;
+}
+
+void supertank_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames
+ if (damage <=25)
+ if (qrandom()<0.2)
+ return;
+
+ // Don't go into pain if he's firing his rockets
+ if (skill->value >= 2)
+ if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain1;
+ }
+ else if (damage <= 25)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain3;
+ }
+};
+
+
+void supertankRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ if (self->s.frame == FRAME_attak2_8)
+ flash_number = MZ2_SUPERTANK_ROCKET_1;
+ else if (self->s.frame == FRAME_attak2_11)
+ flash_number = MZ2_SUPERTANK_ROCKET_2;
+ else // (self->s.frame == FRAME_attak2_14)
+ flash_number = MZ2_SUPERTANK_ROCKET_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_rocket (self, start, dir, 50, 500, flash_number);
+}
+
+void supertankMachineGun (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
+
+ //FIXME!!!
+ dir[0] = 0;
+ dir[1] = self->s.angles[1];
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ VectorMA (vec, 0, self->enemy->velocity, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, forward);
+ VectorNormalize (forward);
+ }
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+
+void supertank_attack(edict_t *self)
+{
+ vec3_t vec;
+ float range;
+ //float r;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ //r = qrandom();
+
+ // Attack 1 == Chaingun
+ // Attack 2 == Rocket Launcher
+
+ if (range <= 160)
+ {
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ }
+ else
+ { // fire rockets more often at distance
+ if (qrandom() < 0.3)
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_attack2;
+ }
+}
+
+
+//
+// death
+//
+
+void supertank_dead (edict_t *self)
+{
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void BossExplode (edict_t *self)
+{
+ vec3_t org;
+ int n;
+
+ self->think = BossExplode;
+ VectorCopy (self->s.origin, org);
+ org[2] += 24 + (rand()&15);
+ switch (self->count++)
+ {
+ case 0:
+ org[0] -= 24;
+ org[1] -= 24;
+ break;
+ case 1:
+ org[0] += 24;
+ org[1] += 24;
+ break;
+ case 2:
+ org[0] += 24;
+ org[1] -= 24;
+ break;
+ case 3:
+ org[0] -= 24;
+ org[1] += 24;
+ break;
+ case 4:
+ org[0] -= 48;
+ org[1] -= 48;
+ break;
+ case 5:
+ org[0] += 48;
+ org[1] += 48;
+ break;
+ case 6:
+ org[0] -= 48;
+ org[1] += 48;
+ break;
+ case 7:
+ org[0] += 48;
+ org[1] -= 48;
+ break;
+ case 8:
+ self->s.sound = 0;
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
+ for (n= 0; n < 8; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (org);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ self->nextthink = level.time + 0.1;
+}
+
+
+void supertank_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &supertank_move_death;
+}
+
+
+//===========
+//PGM
+qboolean supertank_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+//
+// monster_supertank
+//
+
+/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_supertank (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
+ sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
+ sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
+ sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
+ sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
+ sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");
+
+// self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
+ tread_sound = gi.soundindex ("bosstank/btkengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss1/tris.md2");
+ VectorSet (self->mins, -64, -64, 0);
+ VectorSet (self->maxs, 64, 64, 112);
+
+ self->health = 1500;
+ self->gib_health = -500;
+ self->mass = 800;
+
+ self->pain = supertank_pain;
+ self->die = supertank_die;
+ self->monsterinfo.stand = supertank_stand;
+ self->monsterinfo.walk = supertank_walk;
+ self->monsterinfo.run = supertank_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = supertank_attack;
+ self->monsterinfo.search = supertank_search;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+ self->monsterinfo.blocked = supertank_blocked; //PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &supertank_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+
+ //PMM
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+ //pmm
+}
--- /dev/null
+++ b/rogue/m_supertank.h
@@ -1,0 +1,260 @@
+// G:\quake2\baseq2\models/monsters/boss1/backup
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak1_1 0
+#define FRAME_attak1_2 1
+#define FRAME_attak1_3 2
+#define FRAME_attak1_4 3
+#define FRAME_attak1_5 4
+#define FRAME_attak1_6 5
+#define FRAME_attak1_7 6
+#define FRAME_attak1_8 7
+#define FRAME_attak1_9 8
+#define FRAME_attak1_10 9
+#define FRAME_attak1_11 10
+#define FRAME_attak1_12 11
+#define FRAME_attak1_13 12
+#define FRAME_attak1_14 13
+#define FRAME_attak1_15 14
+#define FRAME_attak1_16 15
+#define FRAME_attak1_17 16
+#define FRAME_attak1_18 17
+#define FRAME_attak1_19 18
+#define FRAME_attak1_20 19
+#define FRAME_attak2_1 20
+#define FRAME_attak2_2 21
+#define FRAME_attak2_3 22
+#define FRAME_attak2_4 23
+#define FRAME_attak2_5 24
+#define FRAME_attak2_6 25
+#define FRAME_attak2_7 26
+#define FRAME_attak2_8 27
+#define FRAME_attak2_9 28
+#define FRAME_attak2_10 29
+#define FRAME_attak2_11 30
+#define FRAME_attak2_12 31
+#define FRAME_attak2_13 32
+#define FRAME_attak2_14 33
+#define FRAME_attak2_15 34
+#define FRAME_attak2_16 35
+#define FRAME_attak2_17 36
+#define FRAME_attak2_18 37
+#define FRAME_attak2_19 38
+#define FRAME_attak2_20 39
+#define FRAME_attak2_21 40
+#define FRAME_attak2_22 41
+#define FRAME_attak2_23 42
+#define FRAME_attak2_24 43
+#define FRAME_attak2_25 44
+#define FRAME_attak2_26 45
+#define FRAME_attak2_27 46
+#define FRAME_attak3_1 47
+#define FRAME_attak3_2 48
+#define FRAME_attak3_3 49
+#define FRAME_attak3_4 50
+#define FRAME_attak3_5 51
+#define FRAME_attak3_6 52
+#define FRAME_attak3_7 53
+#define FRAME_attak3_8 54
+#define FRAME_attak3_9 55
+#define FRAME_attak3_10 56
+#define FRAME_attak3_11 57
+#define FRAME_attak3_12 58
+#define FRAME_attak3_13 59
+#define FRAME_attak3_14 60
+#define FRAME_attak3_15 61
+#define FRAME_attak3_16 62
+#define FRAME_attak3_17 63
+#define FRAME_attak3_18 64
+#define FRAME_attak3_19 65
+#define FRAME_attak3_20 66
+#define FRAME_attak3_21 67
+#define FRAME_attak3_22 68
+#define FRAME_attak3_23 69
+#define FRAME_attak3_24 70
+#define FRAME_attak3_25 71
+#define FRAME_attak3_26 72
+#define FRAME_attak3_27 73
+#define FRAME_attak4_1 74
+#define FRAME_attak4_2 75
+#define FRAME_attak4_3 76
+#define FRAME_attak4_4 77
+#define FRAME_attak4_5 78
+#define FRAME_attak4_6 79
+#define FRAME_backwd_1 80
+#define FRAME_backwd_2 81
+#define FRAME_backwd_3 82
+#define FRAME_backwd_4 83
+#define FRAME_backwd_5 84
+#define FRAME_backwd_6 85
+#define FRAME_backwd_7 86
+#define FRAME_backwd_8 87
+#define FRAME_backwd_9 88
+#define FRAME_backwd_10 89
+#define FRAME_backwd_11 90
+#define FRAME_backwd_12 91
+#define FRAME_backwd_13 92
+#define FRAME_backwd_14 93
+#define FRAME_backwd_15 94
+#define FRAME_backwd_16 95
+#define FRAME_backwd_17 96
+#define FRAME_backwd_18 97
+#define FRAME_death_1 98
+#define FRAME_death_2 99
+#define FRAME_death_3 100
+#define FRAME_death_4 101
+#define FRAME_death_5 102
+#define FRAME_death_6 103
+#define FRAME_death_7 104
+#define FRAME_death_8 105
+#define FRAME_death_9 106
+#define FRAME_death_10 107
+#define FRAME_death_11 108
+#define FRAME_death_12 109
+#define FRAME_death_13 110
+#define FRAME_death_14 111
+#define FRAME_death_15 112
+#define FRAME_death_16 113
+#define FRAME_death_17 114
+#define FRAME_death_18 115
+#define FRAME_death_19 116
+#define FRAME_death_20 117
+#define FRAME_death_21 118
+#define FRAME_death_22 119
+#define FRAME_death_23 120
+#define FRAME_death_24 121
+#define FRAME_death_31 122
+#define FRAME_death_32 123
+#define FRAME_death_33 124
+#define FRAME_death_45 125
+#define FRAME_death_46 126
+#define FRAME_death_47 127
+#define FRAME_forwrd_1 128
+#define FRAME_forwrd_2 129
+#define FRAME_forwrd_3 130
+#define FRAME_forwrd_4 131
+#define FRAME_forwrd_5 132
+#define FRAME_forwrd_6 133
+#define FRAME_forwrd_7 134
+#define FRAME_forwrd_8 135
+#define FRAME_forwrd_9 136
+#define FRAME_forwrd_10 137
+#define FRAME_forwrd_11 138
+#define FRAME_forwrd_12 139
+#define FRAME_forwrd_13 140
+#define FRAME_forwrd_14 141
+#define FRAME_forwrd_15 142
+#define FRAME_forwrd_16 143
+#define FRAME_forwrd_17 144
+#define FRAME_forwrd_18 145
+#define FRAME_left_1 146
+#define FRAME_left_2 147
+#define FRAME_left_3 148
+#define FRAME_left_4 149
+#define FRAME_left_5 150
+#define FRAME_left_6 151
+#define FRAME_left_7 152
+#define FRAME_left_8 153
+#define FRAME_left_9 154
+#define FRAME_left_10 155
+#define FRAME_left_11 156
+#define FRAME_left_12 157
+#define FRAME_left_13 158
+#define FRAME_left_14 159
+#define FRAME_left_15 160
+#define FRAME_left_16 161
+#define FRAME_left_17 162
+#define FRAME_left_18 163
+#define FRAME_pain1_1 164
+#define FRAME_pain1_2 165
+#define FRAME_pain1_3 166
+#define FRAME_pain1_4 167
+#define FRAME_pain2_5 168
+#define FRAME_pain2_6 169
+#define FRAME_pain2_7 170
+#define FRAME_pain2_8 171
+#define FRAME_pain3_9 172
+#define FRAME_pain3_10 173
+#define FRAME_pain3_11 174
+#define FRAME_pain3_12 175
+#define FRAME_right_1 176
+#define FRAME_right_2 177
+#define FRAME_right_3 178
+#define FRAME_right_4 179
+#define FRAME_right_5 180
+#define FRAME_right_6 181
+#define FRAME_right_7 182
+#define FRAME_right_8 183
+#define FRAME_right_9 184
+#define FRAME_right_10 185
+#define FRAME_right_11 186
+#define FRAME_right_12 187
+#define FRAME_right_13 188
+#define FRAME_right_14 189
+#define FRAME_right_15 190
+#define FRAME_right_16 191
+#define FRAME_right_17 192
+#define FRAME_right_18 193
+#define FRAME_stand_1 194
+#define FRAME_stand_2 195
+#define FRAME_stand_3 196
+#define FRAME_stand_4 197
+#define FRAME_stand_5 198
+#define FRAME_stand_6 199
+#define FRAME_stand_7 200
+#define FRAME_stand_8 201
+#define FRAME_stand_9 202
+#define FRAME_stand_10 203
+#define FRAME_stand_11 204
+#define FRAME_stand_12 205
+#define FRAME_stand_13 206
+#define FRAME_stand_14 207
+#define FRAME_stand_15 208
+#define FRAME_stand_16 209
+#define FRAME_stand_17 210
+#define FRAME_stand_18 211
+#define FRAME_stand_19 212
+#define FRAME_stand_20 213
+#define FRAME_stand_21 214
+#define FRAME_stand_22 215
+#define FRAME_stand_23 216
+#define FRAME_stand_24 217
+#define FRAME_stand_25 218
+#define FRAME_stand_26 219
+#define FRAME_stand_27 220
+#define FRAME_stand_28 221
+#define FRAME_stand_29 222
+#define FRAME_stand_30 223
+#define FRAME_stand_31 224
+#define FRAME_stand_32 225
+#define FRAME_stand_33 226
+#define FRAME_stand_34 227
+#define FRAME_stand_35 228
+#define FRAME_stand_36 229
+#define FRAME_stand_37 230
+#define FRAME_stand_38 231
+#define FRAME_stand_39 232
+#define FRAME_stand_40 233
+#define FRAME_stand_41 234
+#define FRAME_stand_42 235
+#define FRAME_stand_43 236
+#define FRAME_stand_44 237
+#define FRAME_stand_45 238
+#define FRAME_stand_46 239
+#define FRAME_stand_47 240
+#define FRAME_stand_48 241
+#define FRAME_stand_49 242
+#define FRAME_stand_50 243
+#define FRAME_stand_51 244
+#define FRAME_stand_52 245
+#define FRAME_stand_53 246
+#define FRAME_stand_54 247
+#define FRAME_stand_55 248
+#define FRAME_stand_56 249
+#define FRAME_stand_57 250
+#define FRAME_stand_58 251
+#define FRAME_stand_59 252
+#define FRAME_stand_60 253
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_tank.c
@@ -1,0 +1,1029 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_tank.h"
+
+
+void tank_refire_rocket (edict_t *self);
+void tank_doattack_rocket (edict_t *self);
+void tank_reattack_blaster (edict_t *self);
+
+static int sound_thud;
+static int sound_pain;
+static int sound_idle;
+static int sound_die;
+static int sound_step;
+static int sound_sight;
+static int sound_windup;
+static int sound_strike;
+
+//
+// misc
+//
+
+void tank_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+
+void tank_footstep (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
+}
+
+void tank_thud (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
+}
+
+void tank_windup (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
+}
+
+void tank_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//
+// stand
+//
+
+mframe_t tank_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
+
+void tank_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_stand;
+}
+
+
+//
+// walk
+//
+
+void tank_walk (edict_t *self);
+
+mframe_t tank_frames_start_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 11, tank_footstep
+};
+mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};
+
+mframe_t tank_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, tank_footstep,
+ ai_walk, 3, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 6, tank_footstep
+};
+mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};
+
+mframe_t tank_frames_stop_walk [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 4, tank_footstep
+};
+mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};
+
+void tank_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_walk;
+}
+
+
+//
+// run
+//
+
+void tank_run (edict_t *self);
+
+mframe_t tank_frames_start_run [] =
+{
+ ai_run, 0, NULL,
+ ai_run, 6, NULL,
+ ai_run, 6, NULL,
+ ai_run, 11, tank_footstep
+};
+mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};
+
+mframe_t tank_frames_run [] =
+{
+ ai_run, 4, NULL,
+ ai_run, 5, NULL,
+ ai_run, 3, NULL,
+ ai_run, 2, NULL,
+ ai_run, 5, NULL,
+ ai_run, 5, NULL,
+ ai_run, 4, NULL,
+ ai_run, 4, tank_footstep,
+ ai_run, 3, NULL,
+ ai_run, 5, NULL,
+ ai_run, 4, NULL,
+ ai_run, 5, NULL,
+ ai_run, 7, NULL,
+ ai_run, 7, NULL,
+ ai_run, 6, NULL,
+ ai_run, 6, tank_footstep
+};
+mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};
+
+mframe_t tank_frames_stop_run [] =
+{
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 2, NULL,
+ ai_run, 2, NULL,
+ ai_run, 4, tank_footstep
+};
+mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};
+
+void tank_run (edict_t *self)
+{
+ if (self->enemy && self->enemy->client)
+ self->monsterinfo.aiflags |= AI_BRUTAL;
+ else
+ self->monsterinfo.aiflags &= ~AI_BRUTAL;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &tank_move_stand;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &tank_move_walk ||
+ self->monsterinfo.currentmove == &tank_move_start_run)
+ {
+ self->monsterinfo.currentmove = &tank_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &tank_move_start_run;
+ }
+}
+
+//
+// pain
+//
+
+mframe_t tank_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};
+
+mframe_t tank_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};
+
+mframe_t tank_frames_pain3 [] =
+{
+ ai_move, -7, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, tank_footstep
+};
+mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};
+
+
+void tank_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1;
+
+ if (damage <= 10)
+ return;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ if (damage <= 30)
+ if (qrandom() > 0.2)
+ return;
+
+ // If hard or nightmare, don't go into pain while attacking
+ if ( skill->value >= 2)
+ {
+ if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
+ return;
+ if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // PMM - blindfire cleanup
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ // pmm
+
+ if (damage <= 30)
+ self->monsterinfo.currentmove = &tank_move_pain1;
+ else if (damage <= 60)
+ self->monsterinfo.currentmove = &tank_move_pain2;
+ else
+ self->monsterinfo.currentmove = &tank_move_pain3;
+};
+
+
+//
+// attacks
+//
+
+void TankBlaster (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t end;
+ vec3_t dir;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ if (self->s.frame == FRAME_attak110)
+ flash_number = MZ2_TANK_BLASTER_1;
+ else if (self->s.frame == FRAME_attak113)
+ flash_number = MZ2_TANK_BLASTER_2;
+ else // (self->s.frame == FRAME_attak116)
+ flash_number = MZ2_TANK_BLASTER_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
+}
+
+void TankStrike (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
+}
+
+void TankRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+ trace_t trace; // PGM
+ int rocketSpeed; // PGM
+ // pmm - blindfire support
+ vec3_t target;
+ qboolean blindfire;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ // pmm - blindfire check
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ blindfire = true;
+ else
+ blindfire = false;
+
+ if (self->s.frame == FRAME_attak324)
+ flash_number = MZ2_TANK_ROCKET_1;
+ else if (self->s.frame == FRAME_attak327)
+ flash_number = MZ2_TANK_ROCKET_2;
+ else // (self->s.frame == FRAME_attak330)
+ flash_number = MZ2_TANK_ROCKET_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
+
+ // PMM
+ if (blindfire)
+ VectorCopy (self->monsterinfo.blind_fire_target, target);
+ else
+ VectorCopy (self->enemy->s.origin, target);
+ // pmm
+
+// VectorCopy (self->enemy->s.origin, vec);
+// vec[2] += self->enemy->viewheight;
+// VectorSubtract (vec, start, dir);
+
+//PGM
+ // PMM - blindfire shooting
+ if (blindfire)
+ {
+ VectorCopy (target, vec);
+ VectorSubtract (vec, start, dir);
+ }
+ // pmm
+ // don't shoot at feet if they're above me.
+ else if(qrandom() < 0.66 || (start[2] < self->enemy->absmin[2]))
+ {
+// gi.dprintf("normal shot\n");
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ }
+ else
+ {
+// gi.dprintf("shooting at feet!\n");
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] = self->enemy->absmin[2];
+ VectorSubtract (vec, start, dir);
+ }
+//PGM
+
+//======
+//PMM - lead target (not when blindfiring)
+ // 20, 35, 50, 65 chance of leading
+ if((!blindfire) && ((qrandom() < (0.2 + ((3 - skill->value) * 0.15)))))
+ {
+ float dist;
+ float time;
+
+// gi.dprintf ("leading target\n");
+ dist = VectorLength (dir);
+ time = dist/rocketSpeed;
+ VectorMA(vec, time, self->enemy->velocity, vec);
+ VectorSubtract(vec, start, dir);
+ }
+//PMM - lead target
+//======
+
+ VectorNormalize (dir);
+
+// gi.WriteByte (svc_temp_entity);
+// gi.WriteByte (TE_DEBUGTRAIL);
+// gi.WritePosition (start);
+// gi.WritePosition (vec);
+// gi.multicast (start, MULTICAST_ALL);
+
+ // pmm blindfire doesn't check target (done in checkattack)
+ // paranoia, make sure we're not shooting a target right next to us
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (blindfire)
+ {
+ // blindfire has different fail criteria for the trace
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
+ else
+ {
+ // try shifting the target to the left a little (to help counter large offset)
+ VectorCopy (target, vec);
+ VectorMA (vec, -20, right, vec);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize (dir);
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
+ else
+ {
+ // ok, that failed. try to the right
+ VectorCopy (target, vec);
+ VectorMA (vec, 20, right, vec);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize (dir);
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
+ else if ((g_showlogic) && (g_showlogic->value))
+ // ok, I give up
+ gi.dprintf ("tank avoiding blindfire shot\n");
+ }
+ }
+ }
+ else
+ {
+ trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
+ if(trace.ent == self->enemy || trace.ent == WORLD)
+ {
+ if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
+ // else
+ // gi.dprintf("didn't make it halfway to target...aborting\n");
+ }
+ }
+}
+
+void TankMachineGun (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ if(!self->enemy || !self->enemy->inuse) //PGM
+ return; //PGM
+
+ flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, vec);
+ vectoangles (vec, vec);
+ dir[0] = vec[0];
+ }
+ else
+ {
+ dir[0] = 0;
+ }
+ if (self->s.frame <= FRAME_attak415)
+ dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
+ else
+ dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, NULL, NULL);
+
+ monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+
+mframe_t tank_frames_attack_blast [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster, // 10
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster // 16
+};
+mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};
+
+mframe_t tank_frames_reattack_blast [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster // 16
+};
+mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};
+
+mframe_t tank_frames_attack_post_blast [] =
+{
+ ai_move, 0, NULL, // 17
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, -2, tank_footstep // 22
+};
+mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};
+
+void tank_reattack_blaster (edict_t *self)
+{
+ if (skill->value >= 2)
+ if (visible (self, self->enemy))
+ if (self->enemy->health > 0)
+ if (qrandom() <= 0.6)
+ {
+ self->monsterinfo.currentmove = &tank_move_reattack_blast;
+ return;
+ }
+ self->monsterinfo.currentmove = &tank_move_attack_post_blast;
+}
+
+
+void tank_poststrike (edict_t *self)
+{
+ self->enemy = NULL;
+ tank_run (self);
+}
+
+mframe_t tank_frames_attack_strike [] =
+{
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 7, NULL,
+ ai_move, 9, tank_footstep,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, tank_footstep,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, tank_windup,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, TankStrike,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -3, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -2, NULL,
+ ai_move, -3, NULL,
+ ai_move, -2, tank_footstep
+};
+mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};
+
+mframe_t tank_frames_attack_pre_rocket [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 10
+
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 7, tank_footstep,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 20
+
+ ai_charge, -3, NULL
+};
+mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};
+
+mframe_t tank_frames_attack_fire_rocket [] =
+{
+ ai_charge, -3, NULL, // Loop Start 22
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankRocket, // 24
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankRocket,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -1, TankRocket // 30 Loop End
+};
+mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};
+
+mframe_t tank_frames_attack_post_rocket [] =
+{
+ ai_charge, 0, NULL, // 31
+ ai_charge, -1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 40
+
+ ai_charge, 0, NULL,
+ ai_charge, -9, NULL,
+ ai_charge, -8, NULL,
+ ai_charge, -7, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -1, tank_footstep,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 50
+
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};
+
+mframe_t tank_frames_attack_chain [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};
+
+void tank_refire_rocket (edict_t *self)
+{
+ // PMM - blindfire cleanup
+ if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
+ return;
+ }
+ // pmm
+
+ // Only on hard or nightmare
+ if ( skill->value >= 2 )
+ if (self->enemy->health > 0)
+ if (visible(self, self->enemy) )
+ if (qrandom() <= 0.4)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
+ return;
+ }
+ self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
+}
+
+void tank_doattack_rocket (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
+}
+
+void tank_attack(edict_t *self)
+{
+ vec3_t vec;
+ float range;
+ float r;
+ // PMM
+ float chance;
+
+ // PMM
+ if (!self->enemy || !self->enemy->inuse)
+ return;
+
+ if (self->enemy->health < 0)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_strike;
+ self->monsterinfo.aiflags &= ~AI_BRUTAL;
+ return;
+ }
+
+ // PMM
+ if (self->monsterinfo.attack_state == AS_BLIND)
+ {
+ // setup shot probabilities
+ if (self->monsterinfo.blind_fire_delay < 1.0)
+ chance = 1.0;
+ else if (self->monsterinfo.blind_fire_delay < 7.5)
+ chance = 0.4;
+ else
+ chance = 0.1;
+
+ r = qrandom();
+
+ self->monsterinfo.blind_fire_delay += 3.2 + 2.0 + qrandom()*3.0;
+
+ // don't shoot at the origin
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+ // don't shoot if the dice say not to
+ if (r > chance)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("blindfire - NO SHOT\n");
+ return;
+ }
+
+ // turn on manual steering to signal both manual steering and blindfire
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
+ self->monsterinfo.attack_finished = level.time + 3.0 + 2*qrandom();
+ self->pain_debounce_time = level.time + 5.0; // no pain for a while
+ return;
+ }
+ // pmm
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ r = qrandom();
+
+ if (range <= 125)
+ {
+ if (r < 0.4)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+ else if (range <= 250)
+ {
+ if (r < 0.5)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+ else
+ {
+ if (r < 0.33)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else if (r < 0.66)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
+ self->pain_debounce_time = level.time + 5.0; // no pain for a while
+ }
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+}
+
+
+//
+// death
+//
+
+void tank_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -16);
+ VectorSet (self->maxs, 16, 16, -0);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t tank_frames_death1 [] =
+{
+ ai_move, -7, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 6, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -5, NULL,
+ ai_move, -7, NULL,
+ ai_move, -15, tank_thud,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};
+
+void tank_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 1 /*4*/; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &tank_move_death;
+
+}
+
+//===========
+//PGM
+qboolean tank_blocked (edict_t *self, float dist)
+{
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+ if(blocked_checkplat (self, dist))
+ return true;
+
+ return false;
+}
+//PGM
+//===========
+
+//
+// monster_tank
+//
+
+/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
+*/
+/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_tank (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
+ VectorSet (self->mins, -32, -32, -16);
+ VectorSet (self->maxs, 32, 32, 72);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ sound_pain = gi.soundindex ("tank/tnkpain2.wav");
+ sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
+ sound_idle = gi.soundindex ("tank/tnkidle1.wav");
+ sound_die = gi.soundindex ("tank/death.wav");
+ sound_step = gi.soundindex ("tank/step.wav");
+ sound_windup = gi.soundindex ("tank/tnkatck4.wav");
+ sound_strike = gi.soundindex ("tank/tnkatck5.wav");
+ sound_sight = gi.soundindex ("tank/sight1.wav");
+
+ gi.soundindex ("tank/tnkatck1.wav");
+ gi.soundindex ("tank/tnkatk2a.wav");
+ gi.soundindex ("tank/tnkatk2b.wav");
+ gi.soundindex ("tank/tnkatk2c.wav");
+ gi.soundindex ("tank/tnkatk2d.wav");
+ gi.soundindex ("tank/tnkatk2e.wav");
+ gi.soundindex ("tank/tnkatck3.wav");
+
+ if (strcmp(self->classname, "monster_tank_commander") == 0)
+ {
+ self->health = 1000;
+ self->gib_health = -225;
+ }
+ else
+ {
+ self->health = 750;
+ self->gib_health = -200;
+ }
+
+ self->mass = 500;
+
+ self->pain = tank_pain;
+ self->die = tank_die;
+ self->monsterinfo.stand = tank_stand;
+ self->monsterinfo.walk = tank_walk;
+ self->monsterinfo.run = tank_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = tank_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = tank_sight;
+ self->monsterinfo.idle = tank_idle;
+ self->monsterinfo.blocked = tank_blocked; // PGM
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &tank_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+
+ // PMM
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+ self->monsterinfo.blindfire = true;
+ //pmm
+ if (strcmp(self->classname, "monster_tank_commander") == 0)
+ self->s.skinnum = 2;
+}
--- /dev/null
+++ b/rogue/m_tank.h
@@ -1,0 +1,300 @@
+// G:\quake2\baseq2\models/monsters/tank
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_walk01 30
+#define FRAME_walk02 31
+#define FRAME_walk03 32
+#define FRAME_walk04 33
+#define FRAME_walk05 34
+#define FRAME_walk06 35
+#define FRAME_walk07 36
+#define FRAME_walk08 37
+#define FRAME_walk09 38
+#define FRAME_walk10 39
+#define FRAME_walk11 40
+#define FRAME_walk12 41
+#define FRAME_walk13 42
+#define FRAME_walk14 43
+#define FRAME_walk15 44
+#define FRAME_walk16 45
+#define FRAME_walk17 46
+#define FRAME_walk18 47
+#define FRAME_walk19 48
+#define FRAME_walk20 49
+#define FRAME_walk21 50
+#define FRAME_walk22 51
+#define FRAME_walk23 52
+#define FRAME_walk24 53
+#define FRAME_walk25 54
+#define FRAME_attak101 55
+#define FRAME_attak102 56
+#define FRAME_attak103 57
+#define FRAME_attak104 58
+#define FRAME_attak105 59
+#define FRAME_attak106 60
+#define FRAME_attak107 61
+#define FRAME_attak108 62
+#define FRAME_attak109 63
+#define FRAME_attak110 64
+#define FRAME_attak111 65
+#define FRAME_attak112 66
+#define FRAME_attak113 67
+#define FRAME_attak114 68
+#define FRAME_attak115 69
+#define FRAME_attak116 70
+#define FRAME_attak117 71
+#define FRAME_attak118 72
+#define FRAME_attak119 73
+#define FRAME_attak120 74
+#define FRAME_attak121 75
+#define FRAME_attak122 76
+#define FRAME_attak201 77
+#define FRAME_attak202 78
+#define FRAME_attak203 79
+#define FRAME_attak204 80
+#define FRAME_attak205 81
+#define FRAME_attak206 82
+#define FRAME_attak207 83
+#define FRAME_attak208 84
+#define FRAME_attak209 85
+#define FRAME_attak210 86
+#define FRAME_attak211 87
+#define FRAME_attak212 88
+#define FRAME_attak213 89
+#define FRAME_attak214 90
+#define FRAME_attak215 91
+#define FRAME_attak216 92
+#define FRAME_attak217 93
+#define FRAME_attak218 94
+#define FRAME_attak219 95
+#define FRAME_attak220 96
+#define FRAME_attak221 97
+#define FRAME_attak222 98
+#define FRAME_attak223 99
+#define FRAME_attak224 100
+#define FRAME_attak225 101
+#define FRAME_attak226 102
+#define FRAME_attak227 103
+#define FRAME_attak228 104
+#define FRAME_attak229 105
+#define FRAME_attak230 106
+#define FRAME_attak231 107
+#define FRAME_attak232 108
+#define FRAME_attak233 109
+#define FRAME_attak234 110
+#define FRAME_attak235 111
+#define FRAME_attak236 112
+#define FRAME_attak237 113
+#define FRAME_attak238 114
+#define FRAME_attak301 115
+#define FRAME_attak302 116
+#define FRAME_attak303 117
+#define FRAME_attak304 118
+#define FRAME_attak305 119
+#define FRAME_attak306 120
+#define FRAME_attak307 121
+#define FRAME_attak308 122
+#define FRAME_attak309 123
+#define FRAME_attak310 124
+#define FRAME_attak311 125
+#define FRAME_attak312 126
+#define FRAME_attak313 127
+#define FRAME_attak314 128
+#define FRAME_attak315 129
+#define FRAME_attak316 130
+#define FRAME_attak317 131
+#define FRAME_attak318 132
+#define FRAME_attak319 133
+#define FRAME_attak320 134
+#define FRAME_attak321 135
+#define FRAME_attak322 136
+#define FRAME_attak323 137
+#define FRAME_attak324 138
+#define FRAME_attak325 139
+#define FRAME_attak326 140
+#define FRAME_attak327 141
+#define FRAME_attak328 142
+#define FRAME_attak329 143
+#define FRAME_attak330 144
+#define FRAME_attak331 145
+#define FRAME_attak332 146
+#define FRAME_attak333 147
+#define FRAME_attak334 148
+#define FRAME_attak335 149
+#define FRAME_attak336 150
+#define FRAME_attak337 151
+#define FRAME_attak338 152
+#define FRAME_attak339 153
+#define FRAME_attak340 154
+#define FRAME_attak341 155
+#define FRAME_attak342 156
+#define FRAME_attak343 157
+#define FRAME_attak344 158
+#define FRAME_attak345 159
+#define FRAME_attak346 160
+#define FRAME_attak347 161
+#define FRAME_attak348 162
+#define FRAME_attak349 163
+#define FRAME_attak350 164
+#define FRAME_attak351 165
+#define FRAME_attak352 166
+#define FRAME_attak353 167
+#define FRAME_attak401 168
+#define FRAME_attak402 169
+#define FRAME_attak403 170
+#define FRAME_attak404 171
+#define FRAME_attak405 172
+#define FRAME_attak406 173
+#define FRAME_attak407 174
+#define FRAME_attak408 175
+#define FRAME_attak409 176
+#define FRAME_attak410 177
+#define FRAME_attak411 178
+#define FRAME_attak412 179
+#define FRAME_attak413 180
+#define FRAME_attak414 181
+#define FRAME_attak415 182
+#define FRAME_attak416 183
+#define FRAME_attak417 184
+#define FRAME_attak418 185
+#define FRAME_attak419 186
+#define FRAME_attak420 187
+#define FRAME_attak421 188
+#define FRAME_attak422 189
+#define FRAME_attak423 190
+#define FRAME_attak424 191
+#define FRAME_attak425 192
+#define FRAME_attak426 193
+#define FRAME_attak427 194
+#define FRAME_attak428 195
+#define FRAME_attak429 196
+#define FRAME_pain101 197
+#define FRAME_pain102 198
+#define FRAME_pain103 199
+#define FRAME_pain104 200
+#define FRAME_pain201 201
+#define FRAME_pain202 202
+#define FRAME_pain203 203
+#define FRAME_pain204 204
+#define FRAME_pain205 205
+#define FRAME_pain301 206
+#define FRAME_pain302 207
+#define FRAME_pain303 208
+#define FRAME_pain304 209
+#define FRAME_pain305 210
+#define FRAME_pain306 211
+#define FRAME_pain307 212
+#define FRAME_pain308 213
+#define FRAME_pain309 214
+#define FRAME_pain310 215
+#define FRAME_pain311 216
+#define FRAME_pain312 217
+#define FRAME_pain313 218
+#define FRAME_pain314 219
+#define FRAME_pain315 220
+#define FRAME_pain316 221
+#define FRAME_death101 222
+#define FRAME_death102 223
+#define FRAME_death103 224
+#define FRAME_death104 225
+#define FRAME_death105 226
+#define FRAME_death106 227
+#define FRAME_death107 228
+#define FRAME_death108 229
+#define FRAME_death109 230
+#define FRAME_death110 231
+#define FRAME_death111 232
+#define FRAME_death112 233
+#define FRAME_death113 234
+#define FRAME_death114 235
+#define FRAME_death115 236
+#define FRAME_death116 237
+#define FRAME_death117 238
+#define FRAME_death118 239
+#define FRAME_death119 240
+#define FRAME_death120 241
+#define FRAME_death121 242
+#define FRAME_death122 243
+#define FRAME_death123 244
+#define FRAME_death124 245
+#define FRAME_death125 246
+#define FRAME_death126 247
+#define FRAME_death127 248
+#define FRAME_death128 249
+#define FRAME_death129 250
+#define FRAME_death130 251
+#define FRAME_death131 252
+#define FRAME_death132 253
+#define FRAME_recln101 254
+#define FRAME_recln102 255
+#define FRAME_recln103 256
+#define FRAME_recln104 257
+#define FRAME_recln105 258
+#define FRAME_recln106 259
+#define FRAME_recln107 260
+#define FRAME_recln108 261
+#define FRAME_recln109 262
+#define FRAME_recln110 263
+#define FRAME_recln111 264
+#define FRAME_recln112 265
+#define FRAME_recln113 266
+#define FRAME_recln114 267
+#define FRAME_recln115 268
+#define FRAME_recln116 269
+#define FRAME_recln117 270
+#define FRAME_recln118 271
+#define FRAME_recln119 272
+#define FRAME_recln120 273
+#define FRAME_recln121 274
+#define FRAME_recln122 275
+#define FRAME_recln123 276
+#define FRAME_recln124 277
+#define FRAME_recln125 278
+#define FRAME_recln126 279
+#define FRAME_recln127 280
+#define FRAME_recln128 281
+#define FRAME_recln129 282
+#define FRAME_recln130 283
+#define FRAME_recln131 284
+#define FRAME_recln132 285
+#define FRAME_recln133 286
+#define FRAME_recln134 287
+#define FRAME_recln135 288
+#define FRAME_recln136 289
+#define FRAME_recln137 290
+#define FRAME_recln138 291
+#define FRAME_recln139 292
+#define FRAME_recln140 293
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/rogue/m_turret.c
@@ -1,0 +1,1033 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_turret.h"
+
+#define SPAWN_BLASTER 0x0008
+#define SPAWN_MACHINEGUN 0x0010
+#define SPAWN_ROCKET 0x0020
+#define SPAWN_HEATBEAM 0x0040
+#define SPAWN_WEAPONCHOICE 0x0078
+#define SPAWN_INSTANT_WEAPON 0x0050
+#define SPAWN_WALL_UNIT 0x0080
+
+extern qboolean FindTarget (edict_t *self);
+
+void turret_run (edict_t *self);
+void TurretAim (edict_t *self);
+void turret_sight (edict_t *self, edict_t *other);
+void turret_search (edict_t *self);
+void turret_stand (edict_t *self);
+void turret_wake (edict_t *self);
+void turret_ready_gun (edict_t *self);
+void turret_run (edict_t *self);
+
+void turret_attack (edict_t *self);
+mmove_t turret_move_fire;
+mmove_t turret_move_fire_blind;
+
+
+void TurretAim(edict_t *self)
+{
+ vec3_t end, dir;
+ vec3_t ang;
+ float move, idealPitch, idealYaw, current, speed;
+ int orientation;
+
+// gi.dprintf("turret_aim: %d %d\n", self->s.frame, self->monsterinfo.nextframe);
+
+ if(!self->enemy || self->enemy == WORLD)
+ {
+ if(!FindTarget (self))
+ return;
+ }
+
+ // if turret is still in inactive mode, ready the gun, but don't aim
+ if(self->s.frame < FRAME_active01)
+ {
+ turret_ready_gun(self);
+ return;
+ }
+ // if turret is still readying, don't aim.
+ if(self->s.frame < FRAME_run01)
+ return;
+
+ // PMM - blindfire aiming here
+ if (self->monsterinfo.currentmove == &turret_move_fire_blind)
+ {
+ VectorCopy(self->monsterinfo.blind_fire_target, end);
+ if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
+ end[2] += self->enemy->viewheight + 10;
+ else
+ end[2] += self->enemy->mins[2] - 10;
+ }
+ else
+ {
+ VectorCopy(self->enemy->s.origin, end);
+ if (self->enemy->client)
+ end[2] += self->enemy->viewheight;
+ }
+
+ VectorSubtract(end, self->s.origin, dir);
+ vectoangles2(dir, ang);
+
+ //
+ // Clamp first
+ //
+
+ idealPitch = ang[PITCH];
+ idealYaw = ang[YAW];
+
+ orientation = self->offset[1];
+ switch(orientation)
+ {
+ case -1: // up pitch: 0 to 90
+ if(idealPitch < -90)
+ idealPitch += 360;
+ if(idealPitch > -5)
+ idealPitch = -5;
+ break;
+ case -2: // down pitch: -180 to -360
+ if(idealPitch > -90)
+ idealPitch -= 360;
+ if(idealPitch < -355)
+ idealPitch = -355;
+ else if(idealPitch > -185)
+ idealPitch = -185;
+ break;
+ case 0: // +X pitch: 0 to -90, -270 to -360 (or 0 to 90)
+//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
+ if(idealPitch < -180)
+ idealPitch += 360;
+
+ if(idealPitch > 85)
+ idealPitch = 85;
+ else if(idealPitch < -85)
+ idealPitch = -85;
+
+//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
+ // yaw: 270 to 360, 0 to 90
+ // yaw: -90 to 90 (270-360 == -90-0)
+ if(idealYaw > 180)
+ idealYaw -= 360;
+ if(idealYaw > 85)
+ idealYaw = 85;
+ else if(idealYaw < -85)
+ idealYaw = -85;
+//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
+ break;
+ case 90: // +Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
+ if(idealPitch < -180)
+ idealPitch += 360;
+
+ if(idealPitch > 85)
+ idealPitch = 85;
+ else if(idealPitch < -85)
+ idealPitch = -85;
+
+ // yaw: 0 to 180
+ if(idealYaw > 270)
+ idealYaw -= 360;
+ if(idealYaw > 175) idealYaw = 175;
+ else if(idealYaw < 5) idealYaw = 5;
+
+ break;
+ case 180: // -X pitch: 0 to 90, -270 to -360 (or 0 to 90)
+ if(idealPitch < -180)
+ idealPitch += 360;
+
+ if(idealPitch > 85)
+ idealPitch = 85;
+ else if(idealPitch < -85)
+ idealPitch = -85;
+
+ // yaw: 90 to 270
+ if(idealYaw > 265) idealYaw = 265;
+ else if(idealYaw < 95) idealYaw = 95;
+
+ break;
+ case 270: // -Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
+ if(idealPitch < -180)
+ idealPitch += 360;
+
+ if(idealPitch > 85)
+ idealPitch = 85;
+ else if(idealPitch < -85)
+ idealPitch = -85;
+
+ // yaw: 180 to 360
+ if(idealYaw < 90)
+ idealYaw += 360;
+ if(idealYaw > 355) idealYaw = 355;
+ else if(idealYaw < 185) idealYaw = 185;
+ break;
+ }
+
+ //
+ // adjust pitch
+ //
+ current = self->s.angles[PITCH];
+ speed = self->yaw_speed;
+
+ if(idealPitch != current)
+ {
+ move = idealPitch - current;
+
+ while(move >= 360)
+ move -= 360;
+ if (move >= 90)
+ {
+ move = move - 360;
+ }
+
+ while(move <= -360)
+ move += 360;
+ if (move <= -90)
+ {
+ move = move + 360;
+ }
+
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ self->s.angles[PITCH] = anglemod (current + move);
+ }
+
+ //
+ // adjust yaw
+ //
+ current = self->s.angles[YAW];
+ speed = self->yaw_speed;
+
+ if(idealYaw != current)
+ {
+ move = idealYaw - current;
+
+// while(move >= 360)
+// move -= 360;
+ if (move >= 180)
+ {
+ move = move - 360;
+ }
+
+// while(move <= -360)
+// move += 360;
+ if (move <= -180)
+ {
+ move = move + 360;
+ }
+
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ self->s.angles[YAW] = anglemod (current + move);
+ }
+
+}
+
+void turret_sight (edict_t *, edict_t *)
+{
+}
+
+void turret_search (edict_t *)
+{
+}
+
+mframe_t turret_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t turret_move_stand = {FRAME_stand01, FRAME_stand02, turret_frames_stand, NULL};
+
+void turret_stand (edict_t *self)
+{
+//gi.dprintf("turret_stand\n");
+ self->monsterinfo.currentmove = &turret_move_stand;
+}
+
+mframe_t turret_frames_ready_gun [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL
+};
+mmove_t turret_move_ready_gun = { FRAME_active01, FRAME_run01, turret_frames_ready_gun, turret_run };
+
+void turret_ready_gun (edict_t *self)
+{
+ self->monsterinfo.currentmove = &turret_move_ready_gun;
+}
+
+mframe_t turret_frames_seek [] =
+{
+ ai_walk, 0, TurretAim,
+ ai_walk, 0, TurretAim
+};
+mmove_t turret_move_seek = {FRAME_run01, FRAME_run02, turret_frames_seek, NULL};
+
+void turret_walk (edict_t *self)
+{
+ if(self->s.frame < FRAME_run01)
+ turret_ready_gun(self);
+ else
+ self->monsterinfo.currentmove = &turret_move_seek;
+}
+
+
+mframe_t turret_frames_run [] =
+{
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretAim
+};
+mmove_t turret_move_run = {FRAME_run01, FRAME_run02, turret_frames_run, turret_run};
+
+void turret_run (edict_t *self)
+{
+ if(self->s.frame < FRAME_run01)
+ turret_ready_gun(self);
+ else
+ self->monsterinfo.currentmove = &turret_move_run;
+}
+
+// **********************
+// ATTACK
+// **********************
+
+#define TURRET_BULLET_DAMAGE 4
+#define TURRET_HEAT_DAMAGE 4
+
+void TurretFire (edict_t *self)
+{
+ vec3_t forward;
+ vec3_t start, end, dir;
+ float time, dist, chance;
+ trace_t trace;
+ int rocketSpeed = 0;
+
+ TurretAim(self);
+
+ if(!self->enemy || !self->enemy->inuse)
+ return;
+
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
+ VectorNormalize(dir);
+ AngleVectors(self->s.angles, forward, NULL, NULL);
+ chance = DotProduct(dir, forward);
+ if(chance < 0.98)
+ {
+// gi.dprintf("off-angle\n");
+ return;
+ }
+
+ //chance = qrandom();
+
+ // rockets fire less often than the others do.
+ if (self->spawnflags & SPAWN_ROCKET)
+ {
+ //chance = chance * 3;
+
+ rocketSpeed = 550;
+ if (skill->value == 2)
+ {
+ rocketSpeed += 200 * qrandom();
+ }
+ else if (skill->value == 3)
+ {
+ rocketSpeed += 100 + (200 * qrandom());
+ }
+ }
+ else if (self->spawnflags & SPAWN_BLASTER)
+ {
+ if (skill->value == 0)
+ rocketSpeed = 600;
+ else if (skill->value == 1)
+ rocketSpeed = 800;
+ else
+ rocketSpeed = 1000;
+ //chance = chance * 2;
+ }
+
+ // up the fire chance 20% per skill level.
+ //chance = chance - (0.2 * skill->value);
+
+ if(/*chance < 0.5 && */visible(self, self->enemy))
+ {
+ VectorCopy(self->s.origin, start);
+ VectorCopy(self->enemy->s.origin, end);
+
+ // aim for the head.
+ if ((self->enemy) && (self->enemy->client))
+ end[2]+=self->enemy->viewheight;
+ else
+ end[2]+=22;
+
+ VectorSubtract(end, start, dir);
+ dist = VectorLength(dir);
+
+ // check for predictive fire if distance less than 512
+ if(!(self->spawnflags & SPAWN_INSTANT_WEAPON) && (dist<512))
+ {
+ chance = qrandom();
+ // ramp chance. easy - 50%, avg - 60%, hard - 70%, nightmare - 80%
+ chance += (3 - skill->value) * 0.1;
+ if(chance < 0.8)
+ {
+ // lead the target....
+ time = dist / 1000;
+ VectorMA(end, time, self->enemy->velocity, end);
+ VectorSubtract(end, start, dir);
+ }
+ }
+
+ VectorNormalize(dir);
+ trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
+ if(trace.ent == self->enemy || trace.ent == WORLD)
+ {
+ if(self->spawnflags & SPAWN_BLASTER)
+ monster_fire_blaster(self, start, dir, 20, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
+ else if(self->spawnflags & SPAWN_MACHINEGUN)
+ monster_fire_bullet (self, start, dir, TURRET_BULLET_DAMAGE, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_TURRET_MACHINEGUN);
+ else if(self->spawnflags & SPAWN_ROCKET)
+ {
+ if(dist * trace.fraction > 72)
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
+ }
+ }
+ }
+}
+
+// PMM
+void TurretFireBlind (edict_t *self)
+{
+ vec3_t forward;
+ vec3_t start, end, dir;
+ float chance;
+ int rocketSpeed = 0;
+
+ TurretAim(self);
+
+ if(!self->enemy || !self->enemy->inuse)
+ return;
+
+ VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, dir);
+ VectorNormalize(dir);
+ AngleVectors(self->s.angles, forward, NULL, NULL);
+ chance = DotProduct(dir, forward);
+ if(chance < 0.98)
+ {
+// gi.dprintf("off-angle\n");
+ return;
+ }
+
+ if (self->spawnflags & SPAWN_ROCKET)
+ {
+ rocketSpeed = 550;
+ if (skill->value == 2)
+ {
+ rocketSpeed += 200 * qrandom();
+ }
+ else if (skill->value == 3)
+ {
+ rocketSpeed += 100 + (200 * qrandom());
+ }
+ }
+
+ VectorCopy(self->s.origin, start);
+ VectorCopy(self->monsterinfo.blind_fire_target, end);
+
+ if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
+ end[2] += self->enemy->viewheight + 10;
+ else
+ end[2] += self->enemy->mins[2] - 10;
+
+ VectorSubtract(end, start, dir);
+
+ VectorNormalize(dir);
+
+ if(self->spawnflags & SPAWN_BLASTER)
+ monster_fire_blaster(self, start, dir, 20, 1000, MZ2_TURRET_BLASTER, EF_BLASTER);
+ else if(self->spawnflags & SPAWN_ROCKET)
+ monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
+}
+//pmm
+
+mframe_t turret_frames_fire [] =
+{
+ ai_run, 0, TurretFire,
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretAim
+};
+mmove_t turret_move_fire = {FRAME_pow01, FRAME_pow04, turret_frames_fire, turret_run};
+
+//PMM
+
+// the blind frames need to aim first
+mframe_t turret_frames_fire_blind [] =
+{
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretAim,
+ ai_run, 0, TurretFireBlind
+};
+mmove_t turret_move_fire_blind = {FRAME_pow01, FRAME_pow04, turret_frames_fire_blind, turret_run};
+//pmm
+
+void turret_attack(edict_t *self)
+{
+ float r, chance;
+
+ if(self->s.frame < FRAME_run01)
+ turret_ready_gun(self);
+ // PMM
+ else if (self->monsterinfo.attack_state != AS_BLIND)
+ {
+ self->monsterinfo.nextframe = FRAME_pow01;
+ self->monsterinfo.currentmove = &turret_move_fire;
+ }
+ else
+ {
+ // setup shot probabilities
+ if (self->monsterinfo.blind_fire_delay < 1.0)
+ chance = 1.0;
+ else if (self->monsterinfo.blind_fire_delay < 7.5)
+ chance = 0.4;
+ else
+ chance = 0.1;
+
+ r = qrandom();
+
+ // minimum of 3 seconds, plus 0-4, after the shots are done - total time should be max less than 7.5
+ self->monsterinfo.blind_fire_delay += 0.4 + 3.0 + qrandom()*4.0;
+ // don't shoot at the origin
+ if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
+ return;
+
+ // don't shoot if the dice say not to
+ if (r > chance)
+ return;
+
+ self->monsterinfo.nextframe = FRAME_pow01;
+ self->monsterinfo.currentmove = &turret_move_fire_blind;
+ }
+ // pmm
+}
+
+// **********************
+// PAIN
+// **********************
+
+void turret_pain (edict_t *, edict_t *, float, int)
+{
+ return;
+}
+
+// **********************
+// DEATH
+// **********************
+
+void turret_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ vec3_t forward;
+ vec3_t start;
+ edict_t *base;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PLAIN_EXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ AngleVectors(self->s.angles, forward, NULL, NULL);
+ VectorMA(self->s.origin, 1, forward, start);
+
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start);
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start);
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start);
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start);
+
+ if(self->teamchain)
+ {
+ base = self->teamchain;
+ base->solid = SOLID_BBOX;
+ base->takedamage = DAMAGE_NO;
+ base->movetype = MOVETYPE_NONE;
+ gi.linkentity (base);
+ }
+
+ if(self->target)
+ {
+ if(self->enemy && self->enemy->inuse)
+ G_UseTargets (self, self->enemy);
+ else
+ G_UseTargets (self, self);
+ }
+
+ G_FreeEdict(self);
+}
+
+// **********************
+// WALL SPAWN
+// **********************
+
+void turret_wall_spawn (edict_t *turret)
+{
+ edict_t *ent;
+ int angle;
+
+ ent = G_Spawn();
+ VectorCopy(turret->s.origin, ent->s.origin);
+ VectorCopy(turret->s.angles, ent->s.angles);
+
+ angle = ent->s.angles[1];
+ if(ent->s.angles[0] == 90)
+ angle = -1;
+ else if(ent->s.angles[0] == 270)
+ angle = -2;
+ switch (angle)
+ {
+ case -1:
+ VectorSet(ent->mins, -16, -16, -8);
+ VectorSet(ent->maxs, 16, 16, 0);
+ break;
+ case -2:
+ VectorSet(ent->mins, -16, -16, 0);
+ VectorSet(ent->maxs, 16, 16, 8);
+ break;
+ case 0:
+ VectorSet(ent->mins, -8, -16, -16);
+ VectorSet(ent->maxs, 0, 16, 16);
+ break;
+ case 90:
+ VectorSet(ent->mins, -16, -8, -16);
+ VectorSet(ent->maxs, 16, 0, 16);
+ break;
+ case 180:
+ VectorSet(ent->mins, 0, -16, -16);
+ VectorSet(ent->maxs, 8, 16, 16);
+ break;
+ case 270:
+ VectorSet(ent->mins, -16, 0, -16);
+ VectorSet(ent->maxs, 16, 8, 16);
+ break;
+
+ }
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+
+ ent->teammaster = turret;
+ turret->teammaster = turret;
+ turret->teamchain = ent;
+ ent->teamchain = NULL;
+ ent->flags |= FL_TEAMSLAVE;
+ ent->owner = turret;
+
+ ent->s.modelindex = gi.modelindex("models/monsters/turretbase/tris.md2");
+
+ gi.linkentity (ent);
+}
+
+void turret_wake (edict_t *self)
+{
+ // the wall section will call this when it stops moving.
+ // just return without doing anything. easiest way to have a null function.
+ if(self->flags & FL_TEAMSLAVE)
+ {
+ return;
+ }
+
+ self->monsterinfo.stand = turret_stand;
+ self->monsterinfo.walk = turret_walk;
+ self->monsterinfo.run = turret_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = turret_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = turret_sight;
+ self->monsterinfo.search = turret_search;
+ self->monsterinfo.currentmove = &turret_move_stand;
+ self->takedamage = DAMAGE_AIM;
+ self->movetype = MOVETYPE_NONE;
+ // prevent counting twice
+ self->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
+
+ gi.linkentity (self);
+
+ stationarymonster_start (self);
+
+ if(self->spawnflags & SPAWN_MACHINEGUN)
+ {
+ self->s.skinnum = 1;
+ }
+ else if(self->spawnflags & SPAWN_ROCKET)
+ {
+ self->s.skinnum = 2;
+ }
+
+ // but we do want the death to count
+ self->monsterinfo.aiflags &= ~AI_DO_NOT_COUNT;
+}
+
+extern void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*));
+
+void turret_activate (edict_t *self, edict_t *, edict_t *)
+{
+ vec3_t endpos;
+ vec3_t forward;
+ edict_t *base;
+
+ self->movetype = MOVETYPE_PUSH;
+ if(!self->speed)
+ self->speed = 15;
+ self->moveinfo.speed = self->speed;
+ self->moveinfo.accel = self->speed;
+ self->moveinfo.decel = self->speed;
+
+ if(self->s.angles[0] == 270)
+ {
+ VectorSet (forward, 0,0,1);
+ }
+ else if(self->s.angles[0] == 90)
+ {
+ VectorSet (forward, 0,0,-1);
+ }
+ else if(self->s.angles[1] == 0)
+ {
+ VectorSet (forward, 1,0,0);
+ }
+ else if(self->s.angles[1] == 90)
+ {
+ VectorSet (forward, 0,1,0);
+ }
+ else if(self->s.angles[1] == 180)
+ {
+ VectorSet (forward, -1,0,0);
+ }
+ else if(self->s.angles[1] == 270)
+ {
+ VectorSet (forward, 0,-1,0);
+ }
+
+ // start up the turret
+ VectorMA(self->s.origin, 32, forward, endpos);
+ Move_Calc(self, endpos, turret_wake);
+
+ base = self->teamchain;
+ if(base)
+ {
+ base->movetype = MOVETYPE_PUSH;
+ base->speed = self->speed;
+ base->moveinfo.speed = base->speed;
+ base->moveinfo.accel = base->speed;
+ base->moveinfo.decel = base->speed;
+
+ // start up the wall section
+ VectorMA(self->teamchain->s.origin, 32, forward, endpos);
+ Move_Calc(self->teamchain, endpos, turret_wake);
+ }
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("world/dr_short.wav"), 1, ATTN_NORM, 0);
+}
+
+// PMM
+// checkattack .. ignore range, just attack if available
+qboolean turret_checkattack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ float chance, nexttime;
+ trace_t tr;
+ int enemy_range;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ {
+ // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
+ if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
+ {
+ if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 10.0))
+ {
+ if (level.time < self->monsterinfo.attack_finished)
+ {
+ return false;
+ }
+ if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
+ {
+ // wait for our time
+ return false;
+ }
+ else
+ {
+ // make sure we're not going to shoot something we don't want to shoot
+ tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);
+ if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy)))
+ {
+ return false;
+ }
+
+ self->monsterinfo.attack_state = AS_BLIND;
+ self->monsterinfo.attack_finished = level.time + 0.5 + 2*qrandom();
+ return true;
+ }
+ }
+ }
+ // pmm
+ return false;
+ }
+ }
+ }
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ enemy_range = range(self, self->enemy);
+
+ if (enemy_range == RANGE_MELEE)
+ {
+ // don't always melee in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ return false;
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ if (self->spawnflags & SPAWN_ROCKET)
+ {
+ chance = 0.10;
+ nexttime = (1.8 - (0.2 * skill->value));
+ }
+ else if(self->spawnflags & SPAWN_BLASTER)
+ {
+ chance = 0.35;
+ nexttime = (1.2 - (0.2 * skill->value));
+ }
+ else
+ {
+ chance = 0.50;
+ nexttime = (0.8 - (0.1 * skill->value));
+ }
+
+ if (skill->value == 0)
+ chance *= 0.5;
+ else if (skill->value > 1)
+ chance *= 2;
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ // PMM - added visibility check
+ if ( ((qrandom () < chance) && (visible(self, self->enemy))) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+// self->monsterinfo.attack_finished = level.time + 0.3 + 2*random();
+ self->monsterinfo.attack_finished = level.time + nexttime;
+ return true;
+ }
+
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+
+ return false;
+}
+
+
+// **********************
+// SPAWN
+// **********************
+
+/*QUAKED monster_turret (1 .5 0) (-16 -16 -16) (16 16 16) Ambush Trigger_Spawn Sight Blaster MachineGun Rocket Heatbeam WallUnit
+
+The automated defense turret that mounts on walls.
+Check the weapon you want it to use: blaster, machinegun, rocket, heatbeam.
+Default weapon is blaster.
+When activated, wall units move 32 units in the direction they're facing.
+*/
+void SP_monster_turret (edict_t *self)
+{
+ int angle;
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // VERSIONING
+// if (g_showlogic && g_showlogic->value)
+// gi.dprintf ("%s\n", ROGUE_VERSION_STRING);
+
+// self->plat2flags = ROGUE_VERSION_ID;
+ // versions
+
+ // pre-caches
+ gi.soundindex ("world/dr_short.wav");
+ gi.modelindex ("models/objects/debris1/tris.md2");
+
+ self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");
+
+ VectorSet (self->mins, -12, -12, -12);
+ VectorSet (self->maxs, 12, 12, 12);
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_BBOX;
+
+ self->health = 240;
+ self->gib_health = -100;
+ self->mass = 250;
+ self->yaw_speed = 45;
+
+ self->flags |= FL_MECHANICAL;
+
+ self->pain = turret_pain;
+ self->die = turret_die;
+
+ // map designer didn't specify weapon type. set it now.
+ if(!(self->spawnflags & SPAWN_WEAPONCHOICE))
+ {
+ self->spawnflags |= SPAWN_BLASTER;
+// self->spawnflags |= SPAWN_MACHINEGUN;
+// self->spawnflags |= SPAWN_ROCKET;
+// self->spawnflags |= SPAWN_HEATBEAM;
+ }
+
+ if(self->spawnflags & SPAWN_HEATBEAM)
+ {
+ self->spawnflags &= ~SPAWN_HEATBEAM;
+ self->spawnflags |= SPAWN_BLASTER;
+ }
+
+ if(!(self->spawnflags & SPAWN_WALL_UNIT))
+ {
+ self->monsterinfo.stand = turret_stand;
+ self->monsterinfo.walk = turret_walk;
+ self->monsterinfo.run = turret_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = turret_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = turret_sight;
+ self->monsterinfo.search = turret_search;
+ self->monsterinfo.currentmove = &turret_move_stand;
+ }
+
+ // PMM
+ self->monsterinfo.checkattack = turret_checkattack;
+
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ self->monsterinfo.scale = MODEL_SCALE;
+ self->gravity = 0;
+
+ VectorCopy(self->s.angles, self->offset);
+ angle=(int)self->s.angles[1];
+ switch(angle)
+ {
+ case -1: // up
+ self->s.angles[0] = 270;
+ self->s.angles[1] = 0;
+ self->s.origin[2] += 2;
+ break;
+ case -2: // down
+ self->s.angles[0] = 90;
+ self->s.angles[1] = 0;
+ self->s.origin[2] -= 2;
+ break;
+ case 0:
+ self->s.origin[0] += 2;
+ break;
+ case 90:
+ self->s.origin[1] += 2;
+ break;
+ case 180:
+ self->s.origin[0] -= 2;
+ break;
+ case 270:
+ self->s.origin[1] -= 2;
+ break;
+ default:
+ break;
+ }
+
+ gi.linkentity (self);
+
+
+ if(self->spawnflags & SPAWN_WALL_UNIT)
+ {
+ if(!self->targetname)
+ {
+// gi.dprintf("Wall Unit Turret without targetname! %s\n", vtos(self->s.origin));
+ G_FreeEdict(self);
+ return;
+ }
+
+ self->takedamage = DAMAGE_NO;
+ self->use = turret_activate;
+ turret_wall_spawn(self);
+ if ((!(self->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
+ level.total_monsters++;
+
+ }
+ else
+ {
+ stationarymonster_start (self);
+ }
+
+ if(self->spawnflags & SPAWN_MACHINEGUN)
+ {
+ gi.soundindex ("infantry/infatck1.wav");
+ self->s.skinnum = 1;
+ }
+ else if(self->spawnflags & SPAWN_ROCKET)
+ {
+ gi.soundindex ("weapons/rockfly.wav");
+ gi.modelindex ("models/objects/rocket/tris.md2");
+ gi.soundindex ("chick/chkatck2.wav");
+ self->s.skinnum = 2;
+ }
+ else
+ {
+ if (!(self->spawnflags & SPAWN_BLASTER))
+ {
+ self->spawnflags |= SPAWN_BLASTER;
+ }
+ gi.modelindex ("models/objects/laser/tris.md2");
+ gi.soundindex ("misc/lasfly.wav");
+ gi.soundindex ("soldier/solatck2.wav");
+ }
+
+ // PMM - turrets don't get mad at monsters, and visa versa
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+ // PMM - blindfire
+ if(self->spawnflags & (SPAWN_ROCKET|SPAWN_BLASTER))
+ self->monsterinfo.blindfire = true;
+}
--- /dev/null
+++ b/rogue/m_turret.h
@@ -1,0 +1,22 @@
+// G:\quake2\xpack\models/monsters/turret
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_active01 2
+#define FRAME_active02 3
+#define FRAME_active03 4
+#define FRAME_active04 5
+#define FRAME_active05 6
+#define FRAME_active06 7
+#define FRAME_run01 8
+#define FRAME_run02 9
+#define FRAME_pow01 10
+#define FRAME_pow02 11
+#define FRAME_pow03 12
+#define FRAME_pow04 13
+#define FRAME_death01 14
+#define FRAME_death02 15
+
+#define MODEL_SCALE 3.500000
--- /dev/null
+++ b/rogue/m_widow.c
@@ -1,0 +1,1708 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_widow.h"
+
+// self->timestamp used to prevent rapid fire of railgun
+// self->plat2flags used for fire count (flashes)
+// self->monsterinfo.pausetime used for timing of blaster shots
+
+#define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn
+
+#define RAIL_TIME 3
+#define BLASTER_TIME 2
+#define BLASTER2_DAMAGE 10
+#define WIDOW_RAIL_DAMAGE 50
+
+#define DRAWBBOX NULL
+#define SHOWME NULL // showme
+
+void BossExplode (edict_t *self);
+
+qboolean infront (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_search1;
+static int sound_rail;
+static int sound_sight;
+
+static unsigned long shotsfired;
+
+static vec3_t spawnpoints[] = {
+ {30, 100, 16},
+ {30, -100, 16}
+};
+
+static vec3_t beameffects[] = {
+ {12.58, -43.71, 68.88},
+ {3.43, 58.72, 68.41}
+};
+
+static float sweep_angles[] = {
+// 32.0, 26.0, 20.0, 11.5, 3.0, -8.0, -13.0, -27.0, -41.0
+ 32.0, 26.0, 20.0, 10.0, 0.0, -6.5, -13.0, -27.0, -41.0
+};
+
+vec3_t stalker_mins = {-28, -28, -18};
+vec3_t stalker_maxs = {28, 28, 18};
+
+unsigned int widow_damage_multiplier;
+
+void widow_run (edict_t *self);
+void widow_stand (edict_t *self);
+void widow_dead (edict_t *self);
+void widow_attack (edict_t *self);
+void widow_attack_blaster (edict_t *self);
+void widow_reattack_blaster (edict_t *self);
+void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+void widow_start_spawn (edict_t *self);
+void widow_done_spawn (edict_t *self);
+void widow_spawn_check (edict_t *self);
+void widow_prep_spawn (edict_t *self);
+void widow_attack_rail (edict_t *self);
+
+void widow_start_run_5 (edict_t *self);
+void widow_start_run_10 (edict_t *self);
+void widow_start_run_12 (edict_t *self);
+
+void WidowCalcSlots (edict_t *self);
+
+void drawbbox (edict_t *self);
+
+void showme (edict_t *self)
+{
+ gi.dprintf ("frame %d\n", self->s.frame);
+}
+
+void widow_search (edict_t *)
+{
+// if (qrandom() < 0.5)
+// gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+}
+
+void widow_sight (edict_t *self, edict_t *)
+{
+ self->monsterinfo.pausetime = 0;
+// gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("widow: found target!\n");
+}
+
+mmove_t widow_move_attack_post_blaster;
+mmove_t widow_move_attack_post_blaster_r;
+mmove_t widow_move_attack_post_blaster_l;
+mmove_t widow_move_attack_blaster;
+
+float target_angle (edict_t *self)
+{
+ vec3_t target;
+ float enemy_yaw;
+
+ VectorSubtract (self->s.origin, self->enemy->s.origin, target);
+ enemy_yaw = self->s.angles[YAW] - vectoyaw2(target);
+ if (enemy_yaw < 0)
+ enemy_yaw += 360.0;
+
+ // this gets me 0 degrees = forward
+ enemy_yaw -= 180.0;
+ // positive is to right, negative to left
+
+ return enemy_yaw;
+}
+
+int WidowTorso (edict_t *self)
+{
+ float enemy_yaw;
+
+ enemy_yaw = target_angle (self);
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%2.2f -> ", enemy_yaw);
+
+ if (enemy_yaw >= 105)
+ {
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster_r;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ return 0;
+ }
+
+ if (enemy_yaw <= -75.0)
+ {
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster_l;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ return 0;
+ }
+
+ if (enemy_yaw >= 95)
+ return FRAME_fired03;
+ else if (enemy_yaw >= 85)
+ return FRAME_fired04;
+ else if (enemy_yaw >= 75)
+ return FRAME_fired05;
+ else if (enemy_yaw >= 65)
+ return FRAME_fired06;
+ else if (enemy_yaw >= 55)
+ return FRAME_fired07;
+ else if (enemy_yaw >= 45)
+ return FRAME_fired08;
+ else if (enemy_yaw >= 35)
+ return FRAME_fired09;
+ else if (enemy_yaw >= 25)
+ return FRAME_fired10;
+ else if (enemy_yaw >= 15)
+ return FRAME_fired11;
+ else if (enemy_yaw >= 5)
+ return FRAME_fired12;
+ else if (enemy_yaw >= -5)
+ return FRAME_fired13;
+ else if (enemy_yaw >= -15)
+ return FRAME_fired14;
+ else if (enemy_yaw >= -25)
+ return FRAME_fired15;
+ else if (enemy_yaw >= -35)
+ return FRAME_fired16;
+ else if (enemy_yaw >= -45)
+ return FRAME_fired17;
+ else if (enemy_yaw >= -55)
+ return FRAME_fired18;
+ else if (enemy_yaw >= -65)
+ return FRAME_fired19;
+ else if (enemy_yaw >= -75)
+ return FRAME_fired20;
+/*
+ if (fabs(enemy_yaw) < 11.25)
+ return FRAME_fired03;
+ else if (fabs(enemy_yaw) > 56.25)
+ {
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ return;
+ }
+ else if ((enemy_yaw >= 11.25) && (enemy_yaw < 33.75))
+ return FRAME_fired04;
+ else if (enemy_yaw >= 33.75)
+ return FRAME_fired05;
+ else if ((enemy_yaw <= -11.25) && (enemy_yaw > -33.75))
+ return FRAME_fired06;
+ else if (enemy_yaw <= -33.75)
+ return FRAME_fired07;
+*/
+ return 0;
+}
+
+#define VARIANCE 15.0
+
+void WidowBlaster (edict_t *self)
+{
+ vec3_t forward, right, target, vec, targ_angles;
+ vec3_t start;
+ int flashnum;
+ int effect;
+
+ if (!self->enemy)
+ return;
+
+ shotsfired++;
+ if (!(shotsfired % 4))
+ effect = EF_BLASTER;
+ else
+ effect = 0;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13))
+ {
+ // sweep
+ flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05;
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+ VectorSubtract (self->enemy->s.origin, start, target);
+ vectoangles2 (target, targ_angles);
+
+ VectorCopy (self->s.angles, vec);
+
+ vec[PITCH] += targ_angles[PITCH];
+ vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1];
+
+ AngleVectors (vec, forward, NULL, NULL);
+ monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
+
+/* if (self->s.frame == FRAME_spawn13)
+ {
+ VectorMA (start, 1024, forward, debugend);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (debugend);
+ gi.multicast (start, MULTICAST_ALL);
+
+ drawbbox (self);
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
+ }
+*/
+ }
+ else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20))
+ {
+ vec3_t angles;
+ float aim_angle, target_angle;
+ float error;
+
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+
+ self->monsterinfo.nextframe = WidowTorso (self);
+
+ if (!self->monsterinfo.nextframe)
+ self->monsterinfo.nextframe = self->s.frame;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("%d\n", self->monsterinfo.nextframe);
+
+ if (self->s.frame == FRAME_fired02a)
+ flashnum = MZ2_WIDOW_BLASTER_0;
+ else
+ flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03;
+
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+
+ PredictAim (self->enemy, start, 1000, true, ((qrandom()*0.1)-0.05), forward, NULL);
+
+ // clamp it to within 10 degrees of the aiming angle (where she's facing)
+ vectoangles2 (forward, angles);
+ // give me 100 -> -70
+ aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100));
+ if (aim_angle <= 0)
+ aim_angle += 360;
+ target_angle = self->s.angles[YAW] - angles[YAW];
+ if (target_angle <= 0)
+ target_angle += 360;
+
+ error = aim_angle - target_angle;
+
+ // positive error is to entity's left, aka positive direction in engine
+ // unfortunately, I decided that for the aim_angle, positive was right. *sigh*
+ if (error > VARIANCE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
+ angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE;
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (angles[YAW] <= 0)
+// angles[YAW] += 360;
+// gi.dprintf (" %2.2f\n", angles[YAW]);
+// }
+ AngleVectors (angles, forward, NULL, NULL);
+ }
+ else if (error < -VARIANCE)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
+ angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE;
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (angles[YAW] <= 0)
+// angles[YAW] += 360;
+// gi.dprintf (" %2.2f\n", angles[YAW]);
+// }
+ AngleVectors (angles, forward, NULL, NULL);
+ }
+// gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error);
+// gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]);
+
+/*
+ if (self->s.frame == FRAME_fired20)
+ {
+ VectorMA (start, 512, forward, debugend);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (forward);
+ gi.multicast (start, MULTICAST_ALL);
+
+ drawbbox (self);
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ self->monsterinfo.nextframe = FRAME_fired20;
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+ }
+*/
+/*
+ if (!(self->plat2flags % 3))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ self->plat2flags ++;
+*/
+ monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
+ }
+ else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08))
+ {
+ flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01;
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+
+ VectorSubtract (self->enemy->s.origin, start, target);
+ target[2] += self->enemy->viewheight;
+
+ monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
+ }
+// else
+// {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("widow: firing on non-fire frame!\n");
+// }
+}
+
+void WidowSpawn (edict_t *self)
+{
+ vec3_t f, r, u, offset, startpoint, spawnpoint;
+ edict_t *ent, *designated_enemy;
+ int i;
+
+ 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;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("widow: post-spawn : %d slots left out of %d\n", SELF_SLOTS_LEFT, self->monsterinfo.monster_slots);
+
+ ent->nextthink = level.time;
+ ent->think (ent);
+
+ ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
+
+ if (!(coop && coop->value))
+ {
+ designated_enemy = self->enemy;
+ }
+ else
+ {
+ 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->inuse) && (designated_enemy->health > 0))
+ {
+ ent->enemy = designated_enemy;
+ FoundTarget (ent);
+ ent->monsterinfo.attack(ent);
+ }
+ }
+ }
+}
+
+void widow_spawn_check (edict_t *self)
+{
+ WidowBlaster(self);
+ WidowSpawn (self);
+}
+
+void widow_ready_spawn (edict_t *self)
+{
+ vec3_t f, r, u, offset, startpoint, spawnpoint;
+ int i;
+
+ WidowBlaster(self);
+ 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))
+ {
+ SpawnGrow_Spawn (spawnpoint, 1);
+ }
+ }
+}
+
+void widow_step (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0);
+}
+
+mframe_t widow_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t widow_move_stand = {FRAME_idle01, FRAME_idle11, widow_frames_stand, NULL};
+
+mframe_t widow_frames_walk [] =
+{
+ // hand generated numbers
+/*
+ ai_run, 6, NULL,
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 4, NULL, //5
+ ai_run, 4, NULL,
+ ai_run, 4, NULL,
+ ai_run, 4.5, NULL,
+ ai_run, 3, NULL,
+ ai_run, 5, NULL, //10
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 6.5, NULL
+*/
+ // auto generated numbers
+ ai_walk, 2.79, widow_step,
+ ai_walk, 2.77, NULL,
+ ai_walk, 3.53, NULL,
+ ai_walk, 3.97, NULL,
+ ai_walk, 4.13, NULL, //5
+ ai_walk, 4.09, NULL,
+ ai_walk, 3.84, NULL,
+ ai_walk, 3.62, widow_step,
+ ai_walk, 3.29, NULL,
+ ai_walk, 6.08, NULL, //10
+ ai_walk, 6.94, NULL,
+ ai_walk, 5.73, NULL,
+ ai_walk, 2.85, NULL
+};
+mmove_t widow_move_walk = {FRAME_walk01, FRAME_walk13, widow_frames_walk, NULL};
+
+
+mframe_t widow_frames_run [] =
+{
+ ai_run, 2.79, widow_step,
+ ai_run, 2.77, NULL,
+ ai_run, 3.53, NULL,
+ ai_run, 3.97, NULL,
+ ai_run, 4.13, NULL, //5
+ ai_run, 4.09, NULL,
+ ai_run, 3.84, NULL,
+ ai_run, 3.62, widow_step,
+ ai_run, 3.29, NULL,
+ ai_run, 6.08, NULL, //10
+ ai_run, 6.94, NULL,
+ ai_run, 5.73, NULL,
+ ai_run, 2.85, NULL
+};
+mmove_t widow_move_run = {FRAME_walk01, FRAME_walk13, widow_frames_run, NULL};
+
+void widow_stepshoot (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM,0);
+ WidowBlaster (self);
+}
+
+mframe_t widow_frames_run_attack [] =
+{
+ ai_charge, 13, widow_stepshoot,
+ ai_charge, 11.72, WidowBlaster,
+ ai_charge, 18.04, WidowBlaster,
+ ai_charge, 14.58, WidowBlaster,
+ ai_charge, 13, widow_stepshoot, //5
+ ai_charge, 12.12, WidowBlaster,
+ ai_charge, 19.63, WidowBlaster,
+ ai_charge, 11.37, WidowBlaster
+};
+mmove_t widow_move_run_attack = {FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run};
+
+
+//
+// These three allow specific entry into the run sequence
+//
+
+void widow_start_run_5 (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow_move_run;
+ self->monsterinfo.nextframe = FRAME_walk05;
+}
+
+void widow_start_run_10 (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow_move_run;
+ self->monsterinfo.nextframe = FRAME_walk10;
+}
+
+void widow_start_run_12 (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow_move_run;
+ self->monsterinfo.nextframe = FRAME_walk12;
+}
+
+
+mframe_t widow_frames_attack_pre_blaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_attack_blaster
+};
+mmove_t widow_move_attack_pre_blaster = {FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, NULL};
+
+// Loop this
+mframe_t widow_frames_attack_blaster [] =
+{
+ ai_charge, 0, widow_reattack_blaster, // straight ahead
+ ai_charge, 0, widow_reattack_blaster, // 100 degrees right
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster, // 50 degrees right
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster, // straight
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster, // 50 degrees left
+ ai_charge, 0, widow_reattack_blaster,
+ ai_charge, 0, widow_reattack_blaster // 70 degrees left
+};
+mmove_t widow_move_attack_blaster = {FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, NULL};
+
+mframe_t widow_frames_attack_post_blaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t widow_move_attack_post_blaster = {FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run};
+
+mframe_t widow_frames_attack_post_blaster_r [] =
+{
+ ai_charge, -2, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_start_run_12
+};
+mmove_t widow_move_attack_post_blaster_r = {FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, NULL};
+
+mframe_t widow_frames_attack_post_blaster_l [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 14, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, 10, NULL,
+ ai_charge, 10, widow_start_run_12
+};
+mmove_t widow_move_attack_post_blaster_l = {FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, NULL};
+
+mmove_t widow_move_attack_rail;
+mmove_t widow_move_attack_rail_l;
+mmove_t widow_move_attack_rail_r;
+
+void WidowRail (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+ int flash = 0;
+
+// gi.dprintf ("railing!\n");
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+ if (self->monsterinfo.currentmove == &widow_move_attack_rail)
+ flash = MZ2_WIDOW_RAIL;
+ else if (self->monsterinfo.currentmove == &widow_move_attack_rail_l)
+ {
+ flash = MZ2_WIDOW_RAIL_LEFT;
+ }
+ else if (self->monsterinfo.currentmove == &widow_move_attack_rail_r)
+ {
+ flash = MZ2_WIDOW_RAIL_RIGHT;
+ }
+
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash], forward, right, start);
+
+ // calc direction to where we targeted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, WIDOW_RAIL_DAMAGE*widow_damage_multiplier, 100, flash);
+ self->timestamp = level.time + RAIL_TIME;
+}
+
+void WidowSaveLoc (edict_t *self)
+{
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+};
+
+void widow_start_rail (edict_t *self)
+{
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+}
+
+void widow_rail_done (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+}
+
+mframe_t widow_frames_attack_pre_rail [] =
+{
+ ai_charge, 0, widow_start_rail,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_attack_rail
+};
+mmove_t widow_move_attack_pre_rail = {FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, NULL};
+
+mframe_t widow_frames_attack_rail [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, WidowSaveLoc,
+ ai_charge, -10, WidowRail,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_rail_done
+};
+mmove_t widow_move_attack_rail = {FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run};
+
+mframe_t widow_frames_attack_rail_r [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, WidowSaveLoc,
+ ai_charge, -10, WidowRail,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_rail_done
+};
+mmove_t widow_move_attack_rail_r = {FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run};
+
+mframe_t widow_frames_attack_rail_l [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, WidowSaveLoc,
+ ai_charge, -10, WidowRail,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_rail_done
+};
+mmove_t widow_move_attack_rail_l = {FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run};
+
+void widow_attack_rail (edict_t *self)
+{
+ float enemy_angle;
+// gi.dprintf ("going to the rail!\n");
+
+ enemy_angle = target_angle (self);
+
+ if (enemy_angle < -15)
+ self->monsterinfo.currentmove = &widow_move_attack_rail_l;
+ else if (enemy_angle > 15)
+ self->monsterinfo.currentmove = &widow_move_attack_rail_r;
+ else
+ self->monsterinfo.currentmove = &widow_move_attack_rail;
+}
+
+void widow_start_spawn (edict_t *self)
+{
+ self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+}
+
+void widow_done_spawn (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+}
+
+mframe_t widow_frames_spawn [] =
+{
+ ai_charge, 0, NULL, //1
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_start_spawn,
+ ai_charge, 0, NULL, //5
+ ai_charge, 0, WidowBlaster, //6
+ ai_charge, 0, widow_ready_spawn, //7
+ ai_charge, 0, WidowBlaster,
+ ai_charge, 0, WidowBlaster, //9
+ ai_charge, 0, widow_spawn_check,
+ ai_charge, 0, WidowBlaster, //11
+ ai_charge, 0, WidowBlaster,
+ ai_charge, 0, WidowBlaster, //13
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_done_spawn
+};
+mmove_t widow_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run};
+
+mframe_t widow_frames_pain_heavy [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t widow_move_pain_heavy = {FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run};
+
+mframe_t widow_frames_pain_light [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t widow_move_pain_light = {FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run};
+
+void spawn_out_start (edict_t *self)
+{
+ vec3_t startpoint,f,r,u;
+ self->wait = level.time + 2.0;
+
+// gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ AngleVectors (self->s.angles, f, r, u);
+
+ G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WIDOWBEAMOUT);
+ gi.WriteShort (20001);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_ALL);
+
+ G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WIDOWBEAMOUT);
+ gi.WriteShort (20002);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_ALL);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0);
+}
+
+void spawn_out_do (edict_t *self)
+{
+ vec3_t startpoint,f,r,u;
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WIDOWSPLASH);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_ALL);
+
+ G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WIDOWSPLASH);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_ALL);
+
+ VectorCopy (self->s.origin, startpoint);
+ startpoint[2] += 36;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (startpoint);
+ gi.multicast (startpoint, MULTICAST_PVS);
+
+ Widowlegs_Spawn (self->s.origin, self->s.angles);
+
+ G_FreeEdict (self);
+}
+
+mframe_t widow_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, //5
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, spawn_out_start, //10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, //15
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, //20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, //25
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, //30
+ ai_move, 0, spawn_out_do
+};
+mmove_t widow_move_death = {FRAME_death01, FRAME_death31, widow_frames_death, NULL};
+
+void widow_attack_kick (edict_t *self)
+{
+ vec3_t aim;
+
+// VectorSet (aim, MELEE_DISTANCE, 0, 4);
+ VectorSet (aim, 100, 0, 4);
+ if (self->enemy->groundentity)
+ fire_hit (self, aim, (50 + (rand() % 6)), 500);
+ else // not as much kick if they're in the air .. makes it harder to land on her head
+ fire_hit (self, aim, (50 + (rand() % 6)), 250);
+
+}
+
+mframe_t widow_frames_attack_kick [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, widow_attack_kick,
+ ai_move, 0, NULL, // 5
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+
+mmove_t widow_move_attack_kick = {FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run};
+
+void widow_stand (edict_t *self)
+{
+// gi.dprintf ("widow stand\n");
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("widow/laugh.wav"), 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_stand;
+}
+
+void widow_run (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &widow_move_stand;
+ else
+ self->monsterinfo.currentmove = &widow_move_run;
+}
+
+void widow_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow_move_walk;
+}
+
+void widow_attack (edict_t *self)
+{
+ float luck;
+ qboolean rail_frames = false, blaster_frames = false, blocked = false, anger = false;
+
+ self->movetarget = NULL;
+
+ if (self->monsterinfo.aiflags & AI_BLOCKED)
+ {
+ blocked = true;
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ }
+
+ if (self->monsterinfo.aiflags & AI_TARGET_ANGER)
+ {
+ anger = true;
+ self->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
+ }
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ return;
+
+ if (self->bad_area)
+ {
+ if ((qrandom() < 0.1) || (level.time < self->timestamp))
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ return;
+ }
+
+ // frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames
+ // frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames
+
+ if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03)))
+ rail_frames = true;
+
+ if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12))
+ blaster_frames = true;
+
+ WidowCalcSlots(self);
+
+ // if we can't see the target, spawn stuff regardless of frame
+ if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2))
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("attacking blind!\n");
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ return;
+ }
+
+ // accept bias towards spawning regardless of frame
+ if (blocked && (SELF_SLOTS_LEFT >= 2))
+ {
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ return;
+ }
+
+ if ((realrange(self, self->enemy) > 300) && (!anger) && (qrandom() < 0.5) && (!blocked))
+ {
+ self->monsterinfo.currentmove = &widow_move_run_attack;
+ return;
+ }
+
+ if (blaster_frames)
+ {
+// gi.dprintf ("blaster frame %2.2f <= %2.2f\n", self->monsterinfo.pausetime + BLASTER_TIME, level.time);
+ if (SELF_SLOTS_LEFT >= 2)
+ {
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ return;
+ }
+ else if (self->monsterinfo.pausetime + BLASTER_TIME <= level.time)
+ {
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ return;
+ }
+ }
+
+ if (rail_frames)
+ {
+// gi.dprintf ("rail frame %2.2f - %2.2f\n", level.time, self->timestamp);
+ if (!(level.time < self->timestamp))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ }
+
+ if ((rail_frames) || (blaster_frames))
+ return;
+
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("widow: unknown start frame, picking randomly\n");
+
+ luck = qrandom();
+ if (SELF_SLOTS_LEFT >= 2)
+ {
+ if ((luck <= 0.40) && (self->monsterinfo.pausetime + BLASTER_TIME <= level.time))
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else if ((luck <= 0.7) && !(level.time < self->timestamp))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ else
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ }
+ else
+ {
+ if (level.time < self->timestamp)
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else if ((luck <= 0.50) || (level.time + BLASTER_TIME >= self->monsterinfo.pausetime))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ else // holdout to blaster
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ }
+}
+/*
+void widow_attack (edict_t *self)
+{
+ float range, luck;
+
+// gi.dprintf ("widow attack\n");
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ return;
+
+ if (self->bad_area)
+ {
+ if ((random() < 0.1) || (level.time < self->timestamp))
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ return;
+ }
+
+ // if we can't see the target, spawn stuff
+ if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames))
+ {
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ return;
+ }
+
+ range = realrange (self, self->enemy);
+
+ if (range < 600)
+ {
+ luck = qrandom();
+ if (SLOTS_LEFT >= 2)
+ {
+ if (luck <= 0.40)
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else if ((luck <= 0.7) && !(level.time < self->timestamp))
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ else
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ }
+ else
+ {
+ if ((luck <= 0.50) || (level.time < self->timestamp))
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ }
+ }
+ else
+ {
+ luck = qrandom();
+ if (SLOTS_LEFT >= 2)
+ {
+ if (luck < 0.3)
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else if ((luck < 0.65) || (level.time < self->timestamp))
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ }
+ else
+ {
+ if ((luck < 0.45) || (level.time < self->timestamp))
+ self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
+ }
+ }
+ }
+}
+*/
+void widow_attack_blaster (edict_t *self)
+{
+ self->monsterinfo.pausetime = level.time + 1.0 + (2.0*qrandom());
+// self->monsterinfo.pausetime = level.time + 100;
+// self->plat2flags = 0;
+ self->monsterinfo.currentmove = &widow_move_attack_blaster;
+ self->monsterinfo.nextframe = WidowTorso (self);
+}
+
+void widow_reattack_blaster (edict_t *self)
+{
+ WidowBlaster(self);
+
+// if ((g_showlogic) && (g_showlogic->value))
+// {
+// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l)
+// gi.dprintf ("pulling left!\n");
+// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r)
+// gi.dprintf ("pulling right!\n");
+// }
+
+// self->monsterinfo.currentmove = &widow_move_attack_blaster;
+// self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
+// return;
+ // if WidowBlaster bailed us out of the frames, just bail
+ if ((self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) ||
+ (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r))
+ return;
+
+ // if we're not done with the attack, don't leave the sequence
+ if (self->monsterinfo.pausetime >= level.time)
+ return;
+
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
+}
+/*
+ if ( infront(self, self->enemy) )
+ if (random() <= 0.5)
+ if ((random() < 0.7) || (SLOTS_LEFT <= 1))
+ self->monsterinfo.currentmove = &widow_move_attack_blaster;
+ else
+ self->monsterinfo.currentmove = &widow_move_spawn;
+ else
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
+ else
+ self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
+}
+*/
+
+
+void widow_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ if (self->monsterinfo.pausetime == 100000000)
+ self->monsterinfo.pausetime = 0;
+
+ self->pain_debounce_time = level.time + 5;
+
+ if (damage < 15)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ }
+ else if (damage < 75)
+ {
+ if ((skill->value < 3) && (qrandom() < (0.6 - (0.2*((float)skill->value)))))
+ {
+ self->monsterinfo.currentmove = &widow_move_pain_light;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ }
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ }
+ else
+ {
+ if ((skill->value < 3) && (qrandom() < (0.75 - (0.1*((float)skill->value)))))
+ {
+ self->monsterinfo.currentmove = &widow_move_pain_heavy;
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ }
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ }
+}
+
+void widow_dead (edict_t *self)
+{
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void widow_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.quad_framenum = 0;
+ self->monsterinfo.double_framenum = 0;
+ self->monsterinfo.invincible_framenum = 0;
+ self->monsterinfo.currentmove = &widow_move_death;
+}
+
+void widow_melee (edict_t *self)
+{
+// monster_done_dodge (self);
+ self->monsterinfo.currentmove = &widow_move_attack_kick;
+}
+
+void WidowGoinQuad (edict_t *self, float framenum)
+{
+ self->monsterinfo.quad_framenum = framenum;
+ widow_damage_multiplier = 4;
+}
+
+void WidowDouble (edict_t *self, float framenum)
+{
+ self->monsterinfo.double_framenum = framenum;
+ widow_damage_multiplier = 2;
+}
+
+void WidowPent (edict_t *self, float framenum)
+{
+ self->monsterinfo.invincible_framenum = framenum;
+}
+
+void WidowPowerArmor (edict_t *self)
+{
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ // I don't like this, but it works
+ if (self->monsterinfo.power_armor_power <= 0)
+ self->monsterinfo.power_armor_power += 250 * skill->value;
+}
+
+void WidowRespondPowerup (edict_t *self, edict_t *other)
+{
+ if (other->s.effects & EF_QUAD)
+ {
+ if (skill->value == 1)
+ WidowDouble (self, other->client->quad_framenum);
+ else if (skill->value == 2)
+ WidowGoinQuad (self, other->client->quad_framenum);
+ else if (skill->value == 3)
+ {
+ WidowGoinQuad (self, other->client->quad_framenum);
+ WidowPowerArmor (self);
+ }
+ }
+ else if (other->s.effects & EF_DOUBLE)
+ {
+ if (skill->value == 2)
+ WidowDouble (self, other->client->double_framenum);
+ else if (skill->value == 3)
+ {
+ WidowDouble (self, other->client->double_framenum);
+ WidowPowerArmor (self);
+ }
+ }
+ else
+ widow_damage_multiplier = 1;
+
+ if (other->s.effects & EF_PENT)
+ {
+ if (skill->value == 1)
+ WidowPowerArmor (self);
+ else if (skill->value == 2)
+ WidowPent (self, other->client->invincible_framenum);
+ else if (skill->value == 3)
+ {
+ WidowPent (self, other->client->invincible_framenum);
+ WidowPowerArmor (self);
+ }
+ }
+}
+
+void WidowPowerups (edict_t *self)
+{
+ int player;
+ edict_t *ent;
+
+ if (!(coop && coop->value))
+ {
+ WidowRespondPowerup (self, self->enemy);
+ }
+ else
+ {
+ // in coop, check for pents, then quads, then doubles
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->s.effects & EF_PENT)
+ {
+ WidowRespondPowerup (self, ent);
+ return;
+ }
+ }
+
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->s.effects & EF_QUAD)
+ {
+ WidowRespondPowerup (self, ent);
+ return;
+ }
+ }
+
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->s.effects & EF_DOUBLE)
+ {
+ WidowRespondPowerup (self, ent);
+ return;
+ }
+ }
+ }
+}
+
+qboolean Widow_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance = 0.0;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+ float real_enemy_range;
+
+ if (!self->enemy)
+ return false;
+
+ WidowPowerups(self);
+
+ if (self->monsterinfo.currentmove == &widow_move_run)
+ {
+ // if we're in run, make sure we're in a good frame for attacking before doing anything else
+ // frames 1,2,3,9,10,11,13 good to fire
+ switch (self->s.frame)
+ {
+ case FRAME_walk04:
+ case FRAME_walk05:
+ case FRAME_walk06:
+ case FRAME_walk07:
+ case FRAME_walk08:
+ case FRAME_walk12:
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("Not in good walk frame (%d), not attacking\n", (self->s.frame - FRAME_walk01+1));
+ return false;
+ }
+ default:
+ break;
+ }
+ }
+
+ // give a LARGE bias to spawning things when we have room
+ // use AI_BLOCKED as a signal to attack to spawn
+ if ((qrandom() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150))
+ {
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // go ahead and spawn stuff if we're mad a a client
+ if (self->enemy->client && SELF_SLOTS_LEFT >= 2)
+ {
+ self->monsterinfo.attack_state = AS_BLIND;
+ return true;
+ }
+
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ return false;
+ }
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw2(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+ real_enemy_range = realrange (self, self->enemy);
+
+// if (g_showlogic->value)
+// gi.dprintf ("range = %2.2f\n", real_enemy_range);
+
+ // melee attack
+// if (enemy_range == RANGE_MELEE)
+ if (real_enemy_range <= (MELEE_DISTANCE+20))
+ {
+ // don't always melee in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ return false;
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.7;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.6;
+ }
+ else if (enemy_range == RANGE_FAR)
+ {
+ chance = 0.5;
+ }
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ return false;
+}
+
+qboolean widow_blocked (edict_t *self, float)
+{
+ // if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag,
+ // and call attack to get a new attack sequence. make sure to turn it off when we're done.
+ //
+ // I'm using AI_TARGET_ANGER for this purpose
+
+ if (self->monsterinfo.currentmove == &widow_move_run_attack)
+ {
+ self->monsterinfo.aiflags |= AI_TARGET_ANGER;
+ if (self->monsterinfo.checkattack(self))
+ self->monsterinfo.attack(self);
+ else
+ self->monsterinfo.run(self);
+ return true;
+ }
+
+ if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
+ return true;
+
+/*
+ if(blocked_checkjump (self, dist, 192, 40))
+ {
+ infantry_jump(self);
+ return true;
+ }
+
+ if(blocked_checkplat (self, dist))
+ return true;
+*/
+ return false;
+}
+
+void WidowCalcSlots (edict_t *self)
+{
+ //int old_slots;
+
+ //old_slots = self->monsterinfo.monster_slots;
+
+ switch ((int)skill->value)
+ {
+ case 0:
+ case 1:
+ self->monsterinfo.monster_slots = 3;
+ break;
+ case 2:
+ self->monsterinfo.monster_slots = 4;
+ break;
+ case 3:
+ self->monsterinfo.monster_slots = 6;
+ break;
+ default:
+ self->monsterinfo.monster_slots = 3;
+ break;
+ }
+ if (coop->value)
+ {
+ self->monsterinfo.monster_slots = qmin(6, self->monsterinfo.monster_slots + ((skill->value)*(CountPlayers()-1)));
+ }
+// if ((g_showlogic) && (g_showlogic->value) && (old_slots != self->monsterinfo.monster_slots))
+// gi.dprintf ("number of slots changed from %d to %d\n", old_slots, self->monsterinfo.monster_slots);
+}
+
+void WidowPrecache (void)
+{
+ // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
+ gi.soundindex ("stalker/pain.wav");
+ gi.soundindex ("stalker/death.wav");
+ gi.soundindex ("stalker/sight.wav");
+ gi.soundindex ("stalker/melee1.wav");
+ gi.soundindex ("stalker/melee2.wav");
+ gi.soundindex ("stalker/idle.wav");
+
+ gi.soundindex ("tank/tnkatck3.wav");
+ gi.modelindex ("models/proj/laser2/tris.md2");
+
+ gi.modelindex ("models/monsters/stalker/tris.md2");
+ gi.modelindex ("models/items/spawngro2/tris.md2");
+ gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
+ gi.modelindex ("models/objects/gibs/gear/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2");
+ gi.modelindex ("models/monsters/legs/tris.md2");
+ gi.soundindex ("misc/bwidowbeamout.wav");
+
+ gi.soundindex ("misc/bigtele.wav");
+ gi.soundindex ("widow/bwstep3.wav");
+ gi.soundindex ("widow/bwstep2.wav");
+}
+
+
+/*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_widow (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("widow/bw1pain1.wav");
+ sound_pain2 = gi.soundindex ("widow/bw1pain2.wav");
+ sound_pain3 = gi.soundindex ("widow/bw1pain3.wav");
+ sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+// sound_sight = gi.soundindex ("widow/sight.wav");
+ sound_rail = gi.soundindex ("gladiator/railgun.wav");
+
+// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2");
+ VectorSet (self->mins, -40, -40, 0);
+ VectorSet (self->maxs, 40, 40, 144);
+
+ self->health = 2000 + 1000*(skill->value);
+ if (coop->value)
+ self->health += 500*(skill->value);
+// self->health = 1;
+ self->gib_health = -5000;
+ self->mass = 1500;
+/*
+ if (skill->value == 2)
+ {
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 250;
+ }
+ else */if (skill->value == 3)
+ {
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 500;
+ }
+
+ self->yaw_speed = 30;
+
+ self->flags |= FL_IMMUNE_LASER;
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+
+ self->pain = widow_pain;
+ self->die = widow_die;
+
+ self->monsterinfo.melee = widow_melee;
+ self->monsterinfo.stand = widow_stand;
+ self->monsterinfo.walk = widow_walk;
+ self->monsterinfo.run = widow_run;
+ self->monsterinfo.attack = widow_attack;
+ self->monsterinfo.search = widow_search;
+ self->monsterinfo.checkattack = Widow_CheckAttack;
+ self->monsterinfo.sight = widow_sight;
+
+ self->monsterinfo.blocked = widow_blocked;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &widow_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ WidowPrecache();
+ WidowCalcSlots(self);
+ widow_damage_multiplier = 1;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/rogue/m_widow.h
@@ -1,0 +1,175 @@
+// G:\quake2\xpack\models/monsters/blackwidow
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_idle01 0
+#define FRAME_idle02 1
+#define FRAME_idle03 2
+#define FRAME_idle04 3
+#define FRAME_idle05 4
+#define FRAME_idle06 5
+#define FRAME_idle07 6
+#define FRAME_idle08 7
+#define FRAME_idle09 8
+#define FRAME_idle10 9
+#define FRAME_idle11 10
+#define FRAME_walk01 11
+#define FRAME_walk02 12
+#define FRAME_walk03 13
+#define FRAME_walk04 14
+#define FRAME_walk05 15
+#define FRAME_walk06 16
+#define FRAME_walk07 17
+#define FRAME_walk08 18
+#define FRAME_walk09 19
+#define FRAME_walk10 20
+#define FRAME_walk11 21
+#define FRAME_walk12 22
+#define FRAME_walk13 23
+#define FRAME_run01 24
+#define FRAME_run02 25
+#define FRAME_run03 26
+#define FRAME_run04 27
+#define FRAME_run05 28
+#define FRAME_run06 29
+#define FRAME_run07 30
+#define FRAME_run08 31
+#define FRAME_firea01 32
+#define FRAME_firea02 33
+#define FRAME_firea03 34
+#define FRAME_firea04 35
+#define FRAME_firea05 36
+#define FRAME_firea06 37
+#define FRAME_firea07 38
+#define FRAME_firea08 39
+#define FRAME_firea09 40
+#define FRAME_fireb01 41
+#define FRAME_fireb02 42
+#define FRAME_fireb03 43
+#define FRAME_fireb04 44
+#define FRAME_fireb05 45
+#define FRAME_fireb06 46
+#define FRAME_fireb07 47
+#define FRAME_fireb08 48
+#define FRAME_fireb09 49
+#define FRAME_firec01 50
+#define FRAME_firec02 51
+#define FRAME_firec03 52
+#define FRAME_firec04 53
+#define FRAME_firec05 54
+#define FRAME_firec06 55
+#define FRAME_firec07 56
+#define FRAME_firec08 57
+#define FRAME_firec09 58
+#define FRAME_fired01 59
+#define FRAME_fired02 60
+#define FRAME_fired02a 61
+#define FRAME_fired03 62
+#define FRAME_fired04 63
+#define FRAME_fired05 64
+#define FRAME_fired06 65
+#define FRAME_fired07 66
+#define FRAME_fired08 67
+#define FRAME_fired09 68
+#define FRAME_fired10 69
+#define FRAME_fired11 70
+#define FRAME_fired12 71
+#define FRAME_fired13 72
+#define FRAME_fired14 73
+#define FRAME_fired15 74
+#define FRAME_fired16 75
+#define FRAME_fired17 76
+#define FRAME_fired18 77
+#define FRAME_fired19 78
+#define FRAME_fired20 79
+#define FRAME_fired21 80
+#define FRAME_fired22 81
+#define FRAME_spawn01 82
+#define FRAME_spawn02 83
+#define FRAME_spawn03 84
+#define FRAME_spawn04 85
+#define FRAME_spawn05 86
+#define FRAME_spawn06 87
+#define FRAME_spawn07 88
+#define FRAME_spawn08 89
+#define FRAME_spawn09 90
+#define FRAME_spawn10 91
+#define FRAME_spawn11 92
+#define FRAME_spawn12 93
+#define FRAME_spawn13 94
+#define FRAME_spawn14 95
+#define FRAME_spawn15 96
+#define FRAME_spawn16 97
+#define FRAME_spawn17 98
+#define FRAME_spawn18 99
+#define FRAME_pain01 100
+#define FRAME_pain02 101
+#define FRAME_pain03 102
+#define FRAME_pain04 103
+#define FRAME_pain05 104
+#define FRAME_pain06 105
+#define FRAME_pain07 106
+#define FRAME_pain08 107
+#define FRAME_pain09 108
+#define FRAME_pain10 109
+#define FRAME_pain11 110
+#define FRAME_pain12 111
+#define FRAME_pain13 112
+#define FRAME_pain201 113
+#define FRAME_pain202 114
+#define FRAME_pain203 115
+#define FRAME_transa01 116
+#define FRAME_transa02 117
+#define FRAME_transa03 118
+#define FRAME_transa04 119
+#define FRAME_transa05 120
+#define FRAME_transb01 121
+#define FRAME_transb02 122
+#define FRAME_transb03 123
+#define FRAME_transb04 124
+#define FRAME_transb05 125
+#define FRAME_transc01 126
+#define FRAME_transc02 127
+#define FRAME_transc03 128
+#define FRAME_transc04 129
+#define FRAME_death01 130
+#define FRAME_death02 131
+#define FRAME_death03 132
+#define FRAME_death04 133
+#define FRAME_death05 134
+#define FRAME_death06 135
+#define FRAME_death07 136
+#define FRAME_death08 137
+#define FRAME_death09 138
+#define FRAME_death10 139
+#define FRAME_death11 140
+#define FRAME_death12 141
+#define FRAME_death13 142
+#define FRAME_death14 143
+#define FRAME_death15 144
+#define FRAME_death16 145
+#define FRAME_death17 146
+#define FRAME_death18 147
+#define FRAME_death19 148
+#define FRAME_death20 149
+#define FRAME_death21 150
+#define FRAME_death22 151
+#define FRAME_death23 152
+#define FRAME_death24 153
+#define FRAME_death25 154
+#define FRAME_death26 155
+#define FRAME_death27 156
+#define FRAME_death28 157
+#define FRAME_death29 158
+#define FRAME_death30 159
+#define FRAME_death31 160
+#define FRAME_kick01 161
+#define FRAME_kick02 162
+#define FRAME_kick03 163
+#define FRAME_kick04 164
+#define FRAME_kick05 165
+#define FRAME_kick06 166
+#define FRAME_kick07 167
+#define FRAME_kick08 168
+
+#define MODEL_SCALE 2.000000
--- /dev/null
+++ b/rogue/m_widow2.c
@@ -1,0 +1,1784 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_widow2.h"
+
+// timestamp used to prevent rapid fire of melee attack
+
+
+#define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn
+
+#define DISRUPT_TIME 3
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+static int sound_disrupt;
+static int sound_tentacles_retract;
+
+// sqrt(64*64*2) + sqrt(28*28*2) => 130.1
+static vec3_t spawnpoints[] = {
+ {30, 135, 0},
+ {30, -135, 0}
+};
+
+static float sweep_angles[] = {
+ -40.0, -32.0, -24.0, -16.0, -8.0, 0.0, 8.0, 16.0, 24.0, 32.0, 40.0
+};
+
+extern vec3_t stalker_mins, stalker_maxs;
+
+qboolean infront (edict_t *self, edict_t *other);
+void WidowCalcSlots (edict_t *self);
+void WidowPowerups (edict_t *self);
+
+void widow2_run (edict_t *self);
+void widow2_stand (edict_t *self);
+void widow2_dead (edict_t *self);
+void widow2_attack (edict_t *self);
+void widow2_attack_beam (edict_t *self);
+void widow2_reattack_beam (edict_t *self);
+void widow2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void widow_start_spawn (edict_t *self);
+void widow_done_spawn (edict_t *self);
+void widow2_spawn_check (edict_t *self);
+void widow2_prep_spawn (edict_t *self);
+void Widow2SaveBeamTarget(edict_t *self);
+
+// death stuff
+void WidowExplode (edict_t *self);
+void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+void ThrowWidowGibReal (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean large, int hitsound, qboolean fade);
+void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
+void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
+void WidowExplosion1 (edict_t *self);
+void WidowExplosion2 (edict_t *self);
+void WidowExplosion3 (edict_t *self);
+void WidowExplosion4 (edict_t *self);
+void WidowExplosion5 (edict_t *self);
+void WidowExplosion6 (edict_t *self);
+void WidowExplosion7 (edict_t *self);
+void WidowExplosionLeg (edict_t *self);
+void ThrowArm1 (edict_t *self);
+void ThrowArm2 (edict_t *self);
+void ClipGibVelocity (edict_t *ent);
+// end of death stuff
+
+// these offsets used by the tongue
+static vec3_t offsets[] = {
+ {17.48, 0.10, 68.92},
+ {17.47, 0.29, 68.91},
+ {17.45, 0.53, 68.87},
+ {17.42, 0.78, 68.81},
+ {17.39, 1.02, 68.75},
+ {17.37, 1.20, 68.70},
+ {17.36, 1.24, 68.71},
+ {17.37, 1.21, 68.72},
+};
+
+void showme (edict_t *self);
+
+void pauseme (edict_t *self)
+{
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void widow2_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+}
+
+void Widow2Beam (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start, targ_angles, vec;
+ int flashnum;
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ return;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+ if ((self->s.frame >= FRAME_fireb05) && (self->s.frame <= FRAME_fireb09))
+ {
+ // regular beam attack
+ Widow2SaveBeamTarget(self);
+ flashnum = MZ2_WIDOW2_BEAMER_1 + self->s.frame - FRAME_fireb05;
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+ VectorCopy (self->pos2, target);
+ target[2] += self->enemy->viewheight-10;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum);
+ }
+ else if ((self->s.frame >= FRAME_spawn04) && (self->s.frame <= FRAME_spawn14))
+ {
+ // sweep
+ flashnum = MZ2_WIDOW2_BEAM_SWEEP_1 + self->s.frame - FRAME_spawn04;
+ G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
+ VectorSubtract (self->enemy->s.origin, start, target);
+ vectoangles2 (target, targ_angles);
+
+ VectorCopy (self->s.angles, vec);
+
+ vec[PITCH] += targ_angles[PITCH];
+ vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW2_BEAM_SWEEP_1];
+
+ AngleVectors (vec, forward, NULL, NULL);
+ monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum);
+/*
+ if (self->s.frame == FRAME_spawn04)
+ {
+ VectorMA (start, 1024, forward, debugend);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_DEBUGTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (debugend);
+ gi.multicast (start, MULTICAST_ALL);
+
+ drawbbox (self);
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
+ }
+*/
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("bad fire frame for widow2 beam -- tell me you saw this!\n");
+
+ Widow2SaveBeamTarget(self);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_WIDOW2_BEAMER_1], forward, right, start);
+
+ VectorCopy (self->pos2, target);
+ target[2] += self->enemy->viewheight-10;
+
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_heat (self, start, forward, vec3_origin, 10, 50, 0);
+ }
+}
+
+void Widow2Spawn (edict_t *self)
+{
+ vec3_t f, r, u, offset, startpoint, spawnpoint;
+ edict_t *ent, *designated_enemy;
+ int i;
+
+ 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;
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("widow: post-spawn : %d slots left\n", SELF_SLOTS_LEFT);
+
+ ent->nextthink = level.time;
+ ent->think (ent);
+
+ ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
+
+ if (!(coop && coop->value))
+ {
+ designated_enemy = self->enemy;
+ }
+ else
+ {
+ 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->inuse) && (designated_enemy->health > 0))
+ {
+ ent->enemy = designated_enemy;
+ FoundTarget (ent);
+ ent->monsterinfo.attack(ent);
+ }
+ }
+ }
+}
+
+void widow2_spawn_check (edict_t *self)
+{
+ Widow2Beam(self);
+ Widow2Spawn (self);
+}
+
+void widow2_ready_spawn (edict_t *self)
+{
+ vec3_t f, r, u, offset, startpoint, spawnpoint;
+ int i;
+
+ Widow2Beam(self);
+ 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))
+ {
+ SpawnGrow_Spawn (spawnpoint, 1);
+ }
+ }
+}
+
+mframe_t widow2_frames_stand [] =
+{
+// ai_stand, 0, drawbbox
+ ai_stand, 0, NULL
+};
+mmove_t widow2_move_stand = {FRAME_blackwidow3, FRAME_blackwidow3, widow2_frames_stand, NULL};
+
+mframe_t widow2_frames_walk [] =
+{
+// ai_walk, 9.01, drawbbox,
+ ai_walk, 9.01, NULL,
+ ai_walk, 7.55, NULL,
+ ai_walk, 7.01, NULL,
+ ai_walk, 6.66, NULL,
+ ai_walk, 6.20, NULL,
+ ai_walk, 5.78, NULL,
+ ai_walk, 7.25, NULL,
+ ai_walk, 8.37, NULL,
+ ai_walk, 10.41, NULL
+};
+mmove_t widow2_move_walk = {FRAME_walk01, FRAME_walk09, widow2_frames_walk, NULL};
+
+
+mframe_t widow2_frames_run [] =
+{
+// ai_run, 9.01, drawbbox,
+ ai_run, 9.01, NULL,
+ ai_run, 7.55, NULL,
+ ai_run, 7.01, NULL,
+ ai_run, 6.66, NULL,
+ ai_run, 6.20, NULL,
+ ai_run, 5.78, NULL,
+ ai_run, 7.25, NULL,
+ ai_run, 8.37, NULL,
+ ai_run, 10.41, NULL
+};
+mmove_t widow2_move_run = {FRAME_walk01, FRAME_walk09, widow2_frames_run, NULL};
+
+mframe_t widow2_frames_attack_pre_beam [] =
+{
+ ai_charge, 4, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 4, widow2_attack_beam
+};
+mmove_t widow2_move_attack_pre_beam = {FRAME_fireb01, FRAME_fireb04, widow2_frames_attack_pre_beam, NULL};
+
+
+// Loop this
+mframe_t widow2_frames_attack_beam [] =
+{
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, widow2_reattack_beam
+};
+mmove_t widow2_move_attack_beam = {FRAME_fireb05, FRAME_fireb09, widow2_frames_attack_beam, NULL};
+
+mframe_t widow2_frames_attack_post_beam [] =
+{
+ ai_charge, 4, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 4, NULL
+};
+mmove_t widow2_move_attack_post_beam = {FRAME_fireb06, FRAME_fireb07, widow2_frames_attack_post_beam, widow2_run};
+
+
+void WidowDisrupt (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+ float len;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_WIDOW_DISRUPTOR], forward, right, start);
+
+ VectorSubtract (self->pos1, self->enemy->s.origin, dir);
+ len = VectorLength (dir);
+
+ if (len < 30)
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("target locked - dist %2.2f\n", len);
+ // calc direction to where we targeted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_tracker(self, start, dir, 20, 500, self->enemy, MZ2_WIDOW_DISRUPTOR);
+ }
+ else
+ {
+// if ((g_showlogic) && (g_showlogic->value))
+// gi.dprintf ("target missed - dist %2.2f\n", len);
+
+ PredictAim (self->enemy, start, 1200, true, 0, dir, NULL);
+
+// VectorSubtract (self->enemy->s.origin, start, dir);
+// VectorNormalize (dir);
+ monster_fire_tracker(self, start, dir, 20, 1200, NULL, MZ2_WIDOW_DISRUPTOR);
+ }
+}
+
+void Widow2SaveDisruptLoc (edict_t *self)
+{
+ if (self->enemy && self->enemy->inuse)
+ {
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+ }
+ else
+ VectorCopy (vec3_origin, self->pos1);
+};
+
+void widow2_disrupt_reattack (edict_t *self)
+{
+ float luck;
+
+ luck = qrandom();
+
+ if (luck < (0.25 + ((float)(skill->value))*0.15))
+ self->monsterinfo.nextframe = FRAME_firea01;
+}
+
+mframe_t widow2_frames_attack_disrupt [] =
+{
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, Widow2SaveDisruptLoc,
+ ai_charge, -20, WidowDisrupt,
+ ai_charge, 2, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 2, widow2_disrupt_reattack
+};
+mmove_t widow2_move_attack_disrupt = {FRAME_firea01, FRAME_firea07, widow2_frames_attack_disrupt, widow2_run};
+
+void Widow2SaveBeamTarget (edict_t *self)
+{
+ if (self->enemy && self->enemy->inuse)
+ {
+ VectorCopy (self->pos1, self->pos2);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ }
+ else
+ {
+ VectorCopy (vec3_origin, self->pos1);
+ VectorCopy (vec3_origin, self->pos2);
+ }
+}
+
+void Widow2BeamTargetRemove (edict_t *self)
+{
+ VectorCopy (vec3_origin, self->pos1);
+ VectorCopy (vec3_origin, self->pos2);
+}
+
+void Widow2StartSweep (edict_t *self)
+{
+ Widow2SaveBeamTarget (self);
+}
+
+mframe_t widow2_frames_spawn [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow_start_spawn,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam, //5
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, widow2_ready_spawn, //10
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, Widow2Beam,
+ ai_charge, 0, widow2_spawn_check,
+ ai_charge, 0, NULL, //15
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, widow2_reattack_beam
+};
+mmove_t widow2_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow2_frames_spawn, NULL};
+
+static qboolean widow2_tongue_attack_ok (vec3_t start, vec3_t end, float range)
+{
+ vec3_t dir, angles;
+
+ // check for max distance
+ VectorSubtract (start, end, dir);
+ if (VectorLength(dir) > range)
+ return false;
+
+ // check for min/max pitch
+ vectoangles (dir, angles);
+ if (angles[0] < -180)
+ angles[0] += 360;
+ if (fabs(angles[0]) > 30)
+ return false;
+
+ return true;
+}
+
+void Widow2Tongue (edict_t *self)
+{
+ vec3_t f, r, u;
+ vec3_t start, end, dir;
+ trace_t tr;
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offsets[self->s.frame - FRAME_tongs01], f, r, u, start);
+ VectorCopy (self->enemy->s.origin, end);
+ if (!widow2_tongue_attack_ok(start, end, 256))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!widow2_tongue_attack_ok(start, end, 256))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!widow2_tongue_attack_ok(start, end, 256))
+ return;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ return;
+
+ gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PARASITE_ATTACK);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (start);
+ gi.WritePosition (end);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ VectorSubtract (start, end, dir);
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 2, 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN);
+}
+
+void Widow2TonguePull (edict_t *self)
+{
+ vec3_t vec;
+ vec3_t f, r, u;
+ vec3_t start, end;
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ self->monsterinfo.run (self);
+ return;
+ }
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offsets[self->s.frame - FRAME_tongs01], f, r, u, start);
+ VectorCopy (self->enemy->s.origin, end);
+
+ if (!widow2_tongue_attack_ok(start, end, 256))
+ {
+ return;
+ }
+
+ if (self->enemy->groundentity)
+ {
+ self->enemy->s.origin[2] += 1;
+ self->enemy->groundentity = NULL;
+ // interesting, you don't have to relink the player
+ }
+
+ VectorSubtract (self->s.origin, self->enemy->s.origin, vec);
+ if (self->enemy->client)
+ {
+ VectorNormalize (vec);
+ VectorMA (self->enemy->velocity, 1000, vec, self->enemy->velocity);
+ }
+ else
+ {
+ self->enemy->ideal_yaw = vectoyaw(vec);
+ M_ChangeYaw (self->enemy);
+ VectorScale (f, 1000, self->enemy->velocity);
+ }
+}
+
+void Widow2Crunch (edict_t *self)
+{
+ vec3_t aim;
+
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ self->monsterinfo.run (self);
+ return;
+ }
+
+ Widow2TonguePull (self);
+
+ // 70 + 32
+ VectorSet (aim, 150, 0, 4);
+ if (self->s.frame != FRAME_tongs07)
+ fire_hit (self, aim, 20 + (rand() % 6), 0);
+ else
+ {
+ if (self->enemy->groundentity)
+ fire_hit (self, aim, (20 + (rand() % 6)), 500);
+ else // not as much kick if they're in the air .. makes it harder to land on her head
+ fire_hit (self, aim, (20 + (rand() % 6)), 250);
+ }
+}
+
+void Widow2Toss (edict_t *self)
+{
+ self->timestamp = level.time + 3;
+ return;
+}
+
+mframe_t widow2_frames_tongs [] =
+{
+ ai_charge, 0, Widow2Tongue,
+ ai_charge, 0, Widow2Tongue,
+ ai_charge, 0, Widow2Tongue,
+ ai_charge, 0, Widow2TonguePull,
+ ai_charge, 0, Widow2TonguePull, //5
+ ai_charge, 0, Widow2TonguePull,
+ ai_charge, 0, Widow2Crunch,
+ ai_charge, 0, Widow2Toss
+};
+mmove_t widow2_move_tongs = {FRAME_tongs01, FRAME_tongs08, widow2_frames_tongs, widow2_run};
+
+mframe_t widow2_frames_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t widow2_move_pain = {FRAME_pain01, FRAME_pain05, widow2_frames_pain, widow2_run};
+
+mframe_t widow2_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion1, // 3 boom
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 5
+
+ ai_move, 0, WidowExplosion2, // 6 boom
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 12
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 15
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion3, // 18
+ ai_move, 0, NULL, // 19
+ ai_move, 0, NULL, // 20
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion4, // 25
+
+ ai_move, 0, NULL, // 26
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion5,
+ ai_move, 0, WidowExplosionLeg, // 30
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion6,
+ ai_move, 0, NULL, // 35
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplosion7,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 40
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, WidowExplode // 44
+};
+mmove_t widow2_move_death = {FRAME_death01, FRAME_death44, widow2_frames_death, NULL};
+
+void widow2_start_searching (edict_t *self);
+void widow2_keep_searching (edict_t *self);
+void widow2_finaldeath (edict_t *self);
+
+mframe_t widow2_frames_dead [] =
+{
+ ai_move, 0, widow2_start_searching,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, widow2_keep_searching
+};
+mmove_t widow2_move_dead = {FRAME_dthsrh01, FRAME_dthsrh15, widow2_frames_dead, NULL};
+
+mframe_t widow2_frames_really_dead [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, widow2_finaldeath
+};
+mmove_t widow2_move_really_dead = {FRAME_dthsrh16, FRAME_dthsrh22, widow2_frames_really_dead, NULL};
+
+void widow2_start_searching (edict_t *self)
+{
+ self->count = 0;
+}
+
+void widow2_keep_searching (edict_t *self)
+{
+ if (self->count <= 2)
+ {
+ self->monsterinfo.currentmove = &widow2_move_dead;
+ self->s.frame = FRAME_dthsrh01;
+ self->count++;
+ return;
+ }
+
+ self->monsterinfo.currentmove = &widow2_move_really_dead;
+}
+
+void widow2_finaldeath (edict_t *self)
+{
+ VectorSet (self->mins, -70, -70, 0);
+ VectorSet (self->maxs, 70, 70, 80);
+ self->movetype = MOVETYPE_TOSS;
+// self->svflags |= SVF_DEADMONSTER;
+ self->takedamage = DAMAGE_YES;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void widow2_stand (edict_t *self)
+{
+// gi.dprintf ("widow2 stand\n");
+ self->monsterinfo.currentmove = &widow2_move_stand;
+}
+
+void widow2_run (edict_t *self)
+{
+
+// gi.dprintf ("widow2 run - %2.2f - %s \n", level.time, self->enemy->classname);
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &widow2_move_stand;
+ else
+ self->monsterinfo.currentmove = &widow2_move_run;
+}
+
+void widow2_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow2_move_walk;
+}
+
+void widow2_melee (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow2_move_tongs;
+}
+
+void widow2_attack (edict_t *self)
+{
+ float range, luck;
+ qboolean blocked = false;
+
+ if (self->monsterinfo.aiflags & AI_BLOCKED)
+ {
+ blocked = true;
+ self->monsterinfo.aiflags &= ~AI_BLOCKED;
+ }
+
+// gi.dprintf ("widow2 attack\n");
+
+ if (!self->enemy)
+ return;
+
+ if (self->bad_area)
+ {
+ if ((qrandom() < 0.75) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &widow2_move_attack_pre_beam;
+ else
+ {
+ self->monsterinfo.currentmove = &widow2_move_attack_disrupt;
+ }
+ return;
+ }
+
+ WidowCalcSlots(self);
+
+ // if we can't see the target, spawn stuff
+ if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2))
+ {
+ self->monsterinfo.currentmove = &widow2_move_spawn;
+ return;
+ }
+
+ // accept bias towards spawning
+ if (blocked && (SELF_SLOTS_LEFT >= 2))
+ {
+ self->monsterinfo.currentmove = &widow2_move_spawn;
+ return;
+ }
+
+ range = realrange (self, self->enemy);
+
+ if (range < 600)
+ {
+ luck = qrandom();
+ if (SELF_SLOTS_LEFT >= 2)
+ {
+ if (luck <= 0.40)
+ self->monsterinfo.currentmove = &widow2_move_attack_pre_beam;
+ else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished))
+ {
+// gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow2_move_attack_disrupt;
+ }
+ else
+ self->monsterinfo.currentmove = &widow2_move_spawn;
+ }
+ else
+ {
+ if ((luck <= 0.50) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &widow2_move_attack_pre_beam;
+ else
+ {
+// gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow2_move_attack_disrupt;
+ }
+ }
+ }
+ else
+ {
+ luck = qrandom();
+ if (SELF_SLOTS_LEFT >= 2)
+ {
+ if (luck < 0.3)
+ self->monsterinfo.currentmove = &widow2_move_attack_pre_beam;
+ else if ((luck < 0.65) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &widow2_move_spawn;
+ else
+ {
+// gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow2_move_attack_disrupt;
+ }
+ }
+ else
+ {
+ if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished))
+ self->monsterinfo.currentmove = &widow2_move_attack_pre_beam;
+ else
+ {
+// gi.sound (self, CHAN_WEAPON, sound_disrupt, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &widow2_move_attack_disrupt;
+ }
+ }
+ }
+}
+
+void widow2_attack_beam (edict_t *self)
+{
+ self->monsterinfo.currentmove = &widow2_move_attack_beam;
+}
+
+void widow2_reattack_beam (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+
+ if ( infront(self, self->enemy) )
+ if (qrandom() <= 0.5)
+ if ((qrandom() < 0.7) || (SELF_SLOTS_LEFT < 2))
+ self->monsterinfo.currentmove = &widow2_move_attack_beam;
+ else
+ self->monsterinfo.currentmove = &widow2_move_spawn;
+ else
+ self->monsterinfo.currentmove = &widow2_move_attack_post_beam;
+ else
+ self->monsterinfo.currentmove = &widow2_move_attack_post_beam;
+}
+
+
+
+void widow2_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+// gi.dprintf ("widow2 pain\n");
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 5;
+
+ if (damage < 15)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ }
+ else if (damage < 75)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ if ((skill->value < 3) && (qrandom() < (0.6 - (0.2*((float)skill->value)))))
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &widow2_move_pain;
+ }
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ if ((skill->value < 3) && (qrandom() < (0.75 - (0.1*((float)skill->value)))))
+ {
+ self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
+ self->monsterinfo.currentmove = &widow2_move_pain;
+ }
+ }
+}
+
+void widow2_dead (edict_t *)
+{
+}
+
+void KillChildren (edict_t *self)
+{
+ edict_t *ent;
+ int field;
+
+ ent = NULL;
+ field = FOFS(classname);
+ while (1)
+ {
+ ent = G_Find (ent, field, "monster_stalker");
+ if(!ent)
+ return;
+
+ // FIXME - may need to stagger
+ if ((ent->inuse) && (ent->health > 0))
+ T_Damage (ent, self, self, vec3_origin, self->enemy->s.origin, vec3_origin, (ent->health + 1), 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN);
+ }
+}
+
+void widow2_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+ int clipped;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ clipped = qmin(damage, 100);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/bone/tris.md2", clipped, GIB_ORGANIC, NULL, false);
+ for (n= 0; n < 3; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", clipped, GIB_ORGANIC, NULL, false);
+ for (n= 0; n < 3; n++)
+ {
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib1/tris.md2", clipped, GIB_METALLIC, NULL,
+ 0, false);
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib2/tris.md2", clipped, GIB_METALLIC, NULL,
+ gi.soundindex ("misc/fhit3.wav"), false);
+ }
+ for (n= 0; n < 2; n++)
+ {
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib3/tris.md2", clipped, GIB_METALLIC, NULL,
+ 0, false);
+ ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", clipped, GIB_METALLIC, NULL,
+ 0, false);
+ }
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", clipped, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", clipped, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ KillChildren (self);
+ self->monsterinfo.quad_framenum = 0;
+ self->monsterinfo.double_framenum = 0;
+ self->monsterinfo.invincible_framenum = 0;
+ self->monsterinfo.currentmove = &widow2_move_death;
+}
+
+qboolean Widow2_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance = 0.0;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+ float real_enemy_range;
+ vec3_t f, r, u;
+
+ if (!self->enemy)
+ return false;
+
+ WidowPowerups(self);
+
+ if ((qrandom() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150))
+ {
+ self->monsterinfo.aiflags |= AI_BLOCKED;
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ {
+ // go ahead and spawn stuff if we're mad a a client
+ if (self->enemy->client && SELF_SLOTS_LEFT >= 2)
+ {
+ self->monsterinfo.attack_state = AS_BLIND;
+ return true;
+ }
+
+ // PGM - we want them to go ahead and shoot at info_notnulls if they can.
+ if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
+ return false;
+ }
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw2(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+ // melee attack
+ if (self->timestamp < level.time)
+ {
+ real_enemy_range = realrange (self, self->enemy);
+ if (real_enemy_range < 300)
+ {
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offsets[0], f, r, u, spot1);
+ VectorCopy (self->enemy->s.origin, spot2);
+ if (widow2_tongue_attack_ok(spot1, spot2, 256))
+ {
+ // melee attack ok
+
+ // be nice in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ return false;
+
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+ }
+ }
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_FAR)
+ {
+ chance = 0.5;
+ }
+
+ // PGM - go ahead and shoot every time if it's a info_notnull
+ if ((qrandom () < chance) || (self->enemy->solid == SOLID_NOT))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+// self->monsterinfo.attack_finished = level.time + 1.0 + 2*random();
+ return true;
+ }
+
+ return false;
+}
+
+void Widow2Precache (void)
+{
+ // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
+ gi.soundindex ("parasite/parpain1.wav");
+ gi.soundindex ("parasite/parpain2.wav");
+ gi.soundindex ("parasite/pardeth1.wav");
+ gi.soundindex ("parasite/paratck1.wav");
+ gi.soundindex ("parasite/parsght1.wav");
+ gi.soundindex ("infantry/melee2.wav");
+ gi.soundindex ("misc/fhit3.wav");
+
+ gi.soundindex ("tank/tnkatck3.wav");
+ gi.soundindex ("weapons/disrupt.wav");
+ gi.soundindex ("weapons/disint2.wav");
+
+ gi.modelindex ("models/monsters/stalker/tris.md2");
+ gi.modelindex ("models/items/spawngro2/tris.md2");
+ gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
+ gi.modelindex ("models/proj/laser2/tris.md2");
+ gi.modelindex ("models/proj/disintegrator/tris.md2");
+
+ gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2");
+ gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2");
+}
+
+/*QUAKED monster_widow2 (1 .5 0) (-70 -70 0) (70 70 144) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_widow2 (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("widow/bw2pain1.wav");
+ sound_pain2 = gi.soundindex ("widow/bw2pain2.wav");
+ sound_pain3 = gi.soundindex ("widow/bw2pain3.wav");
+ sound_death = gi.soundindex ("widow/death.wav");
+ sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+// sound_disrupt = gi.soundindex ("gladiator/railgun.wav");
+ sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
+
+// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/blackwidow2/tris.md2");
+ VectorSet (self->mins, -70, -70, 0);
+ VectorSet (self->maxs, 70, 70, 144);
+
+ self->health = 2000 + 800 + 1000*(skill->value);
+ if (coop->value)
+ self->health += 500*(skill->value);
+// self->health = 1;
+ self->gib_health = -900;
+ self->mass = 2500;
+
+/* if (skill->value == 2)
+ {
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 500;
+ }
+ else */if (skill->value == 3)
+ {
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 750;
+ }
+
+ self->yaw_speed = 30;
+
+ self->flags |= FL_IMMUNE_LASER;
+ self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
+
+ self->pain = widow2_pain;
+ self->die = widow2_die;
+
+ self->monsterinfo.melee = widow2_melee;
+ self->monsterinfo.stand = widow2_stand;
+ self->monsterinfo.walk = widow2_walk;
+ self->monsterinfo.run = widow2_run;
+ self->monsterinfo.attack = widow2_attack;
+ self->monsterinfo.search = widow2_search;
+ self->monsterinfo.checkattack = Widow2_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &widow2_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ Widow2Precache();
+ WidowCalcSlots(self);
+ walkmonster_start (self);
+}
+
+//
+// Death sequence stuff
+//
+
+void WidowVelocityForDamage (int damage, vec3_t v)
+{
+ v[0] = damage * crandom();
+ v[1] = damage * crandom();
+ v[2] = damage * crandom() + 200.0;
+}
+
+void widow_gib_touch (edict_t *self, edict_t *, cplane_t *, csurface_t *)
+{
+
+ self->solid = SOLID_NOT;
+ self->touch = NULL;
+ self->s.angles[PITCH] = 0;
+ self->s.angles[ROLL] = 0;
+ VectorClear (self->avelocity);
+
+ if (self->plat2flags)
+ gi.sound (self, CHAN_VOICE, self->plat2flags, 1, ATTN_NORM, 0);
+/*
+ if (plane)
+ {
+ if (plane->normal[2] < -0.8)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
+ }
+
+ //vectoangles (plane->normal, normal_angles);
+ //AngleVectors (normal_angles, NULL, right, NULL);
+ //vectoangles (right, self->s.angles);
+ //VectorClear (self->avelocity);
+ }
+*/
+}
+
+void ThrowWidowGib (edict_t *self, char *gibname, int damage, int type)
+{
+ ThrowWidowGibReal (self, gibname, damage, type, NULL, false, 0, true);
+}
+
+void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade)
+{
+ ThrowWidowGibReal (self, gibname, damage, type, startpos, false, 0, fade);
+}
+
+void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade)
+{
+ ThrowWidowGibReal (self, gibname, damage, type, startpos, true, hitsound, fade);
+}
+
+void ThrowWidowGibReal (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean sized, int hitsound, qboolean fade)
+{
+ edict_t *gib;
+ vec3_t vd;
+ vec3_t origin;
+ vec3_t size;
+ float vscale;
+
+ if (!gibname)
+ return;
+
+ gib = G_Spawn();
+
+ if (startpos)
+ VectorCopy (startpos, gib->s.origin);
+ else
+ {
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ gib->s.origin[0] = origin[0] + crandom() * size[0];
+ gib->s.origin[1] = origin[1] + crandom() * size[1];
+ gib->s.origin[2] = origin[2] + crandom() * size[2];
+ }
+
+ gib->solid = SOLID_NOT;
+ gib->s.effects |= EF_GIB;
+ gib->flags |= FL_NO_KNOCKBACK;
+ gib->takedamage = DAMAGE_YES;
+ gib->die = gib_die;
+ gib->s.renderfx |= RF_IR_VISIBLE;
+
+ if (fade)
+ {
+ gib->think = G_FreeEdict;
+ // sized gibs last longer
+ if (sized)
+ gib->nextthink = level.time + 20 + qrandom()*15;
+ else
+ gib->nextthink = level.time + 5 + qrandom()*10;
+ }
+ else
+ {
+ gib->think = G_FreeEdict;
+ // sized gibs last longer
+ if (sized)
+ gib->nextthink = level.time + 60 + qrandom()*15;
+ else
+ gib->nextthink = level.time + 25 + qrandom()*10;
+ }
+
+ if (type == GIB_ORGANIC)
+ {
+ gib->movetype = MOVETYPE_TOSS;
+ gib->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ gib->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ WidowVelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, gib->velocity);
+ ClipGibVelocity (gib);
+
+ gi.setmodel (gib, gibname);
+
+ if (sized)
+ {
+ gib->plat2flags = hitsound;
+ gib->solid = SOLID_BBOX;
+ gib->avelocity[0] = qrandom()*400;
+ gib->avelocity[1] = qrandom()*400;
+ gib->avelocity[2] = qrandom()*200;
+ if (gib->velocity[2] < 0)
+ gib->velocity[2] *= -1;
+ gib->velocity[0] *= 2;
+ gib->velocity[1] *= 2;
+ ClipGibVelocity (gib);
+ gib->velocity[2] = qmax((350 + (qrandom()*100.0)), gib->velocity[2]);
+ gib->gravity = 0.25;
+ gib->touch = widow_gib_touch;
+ gib->owner = self;
+ if (gib->s.modelindex == gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2"))
+ {
+ VectorSet (gib->mins, -10, -10, 0);
+ VectorSet (gib->maxs, 10, 10, 10);
+ }
+ else
+ {
+ VectorSet (gib->mins, -5, -5, 0);
+ VectorSet (gib->maxs, 5, 5, 5);
+ }
+ }
+ else
+ {
+ gib->velocity[0] *= 2;
+ gib->velocity[1] *= 2;
+ gib->avelocity[0] = qrandom()*600;
+ gib->avelocity[1] = qrandom()*600;
+ gib->avelocity[2] = qrandom()*600;
+ }
+
+// gib->think = G_FreeEdict;
+// gib->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (gib);
+}
+
+void BloodFountain (edict_t */*self*/, int /*number*/, vec3_t /*startpos*/, int /*damage*/)
+{
+ return;
+/*
+ int n;
+ vec3_t vd;
+ vec3_t origin, size, velocity;
+
+ for (n= 0; n < number; n++)
+ if (startpos)
+ VectorCopy (startpos, origin);
+ else
+ {
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ origin[0] = origin[0] + crandom() * size[0];
+ origin[1] = origin[1] + crandom() * size[1];
+ origin[2] = origin[2] + crandom() * size[2];
+ }
+
+ WidowVelocityForDamage (damage, vd);
+ VectorMA (self->velocity, 1.0, vd, velocity);
+ velocity[0] *= 2;
+ velocity[1] *= 2;
+
+// gi.WriteByte (svc_temp_entity);
+// gi.WriteByte (TE_BLOOD_FOUNTAIN);
+// gi.WritePosition (origin);
+// gi.WritePosition (velocity);
+// gi.WriteShort (50);
+// gi.multicast (self->s.origin, MULTICAST_ALL);
+ }
+*/
+}
+
+void ThrowSmallStuff (edict_t *self, vec3_t point)
+{
+ int n;
+
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, point, false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, point, false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, point, false);
+
+}
+
+void ThrowMoreStuff (edict_t *self, vec3_t point)
+{
+ int n;
+
+ if (coop && coop->value)
+ {
+ ThrowSmallStuff (self, point);
+ return;
+ }
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, point, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, point, false);
+ for (n= 0; n < 3; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, point, false);
+
+}
+
+void WidowExplode (edict_t *self)
+{
+ vec3_t org;
+ int n;
+
+ self->think = WidowExplode;
+// gi.dprintf ("count = %d\n");
+
+//redo:
+ VectorCopy (self->s.origin, org);
+ org[2] += 24 + (rand()&15);
+ if (self->count < 8)
+ org[2] += 24 + (rand()&31);
+ switch (self->count)
+ {
+ case 0:
+ org[0] -= 24;
+ org[1] -= 24;
+ break;
+ case 1:
+ org[0] += 24;
+ org[1] += 24;
+ ThrowSmallStuff(self, org);
+ break;
+ case 2:
+ org[0] += 24;
+ org[1] -= 24;
+ break;
+ case 3:
+ org[0] -= 24;
+ org[1] += 24;
+ ThrowMoreStuff(self, org);
+ break;
+ case 4:
+ org[0] -= 48;
+ org[1] -= 48;
+ break;
+ case 5:
+ org[0] += 48;
+ org[1] += 48;
+ ThrowArm1 (self);
+ break;
+ case 6:
+ org[0] -= 48;
+ org[1] += 48;
+ ThrowArm2 (self);
+ break;
+ case 7:
+ org[0] += 48;
+ org[1] -= 48;
+ ThrowSmallStuff(self, org);
+ break;
+ case 8:
+ org[0] += 18;
+ org[1] += 18;
+ org[2] = self->s.origin[2] + 48;
+ ThrowMoreStuff(self, org);
+ break;
+ case 9:
+ org[0] -= 18;
+ org[1] += 18;
+ org[2] = self->s.origin[2] + 48;
+ break;
+ case 10:
+ org[0] += 18;
+ org[1] -= 18;
+ org[2] = self->s.origin[2] + 48;
+ break;
+ case 11:
+ org[0] -= 18;
+ org[1] -= 18;
+ org[2] = self->s.origin[2] + 48;
+ break;
+ case 12:
+ self->s.sound = 0;
+ for (n= 0; n < 1; n++)
+ ThrowWidowGib (self, "models/objects/gibs/sm_meat/tris.md2", 400, GIB_ORGANIC);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGib (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGib (self, "models/objects/gibs/sm_metal/tris.md2", 400, GIB_METALLIC);
+// ThrowGib (self, "models/objects/gibs/chest/tris.md2", 1000, GIB_ORGANIC);
+// ThrowHead (self, "models/objects/gibs/gear/tris.md2", 1000, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ self->think = monster_think;
+ self->nextthink = level.time + 0.1;
+ self->monsterinfo.currentmove = &widow2_move_dead;
+ return;
+ }
+
+ self->count++;
+ if (self->count >=9 && self->count <=12)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1_BIG);
+ gi.WritePosition (org);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+// goto redo;
+ }
+ else
+ {
+ // else
+ gi.WriteByte (svc_temp_entity);
+ if (self->count %2)
+ gi.WriteByte (TE_EXPLOSION1);
+ else
+ gi.WriteByte (TE_EXPLOSION1_NP);
+ gi.WritePosition (org);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+ }
+
+ self->nextthink = level.time + 0.1;
+}
+
+void WidowExplosion1 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {23.74, -37.67, 76.96};
+
+// gi.dprintf ("1\n");
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion2 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {-20.49, 36.92, 73.52};
+
+// gi.dprintf ("2\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion3 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {2.11, 0.05, 92.20};
+
+// gi.dprintf ("3\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion4 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {-28.04, -35.57, -77.56};
+
+// gi.dprintf ("4\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion5 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {-20.11, -1.11, 40.76};
+
+// gi.dprintf ("5\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion6 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {-20.11, -1.11, 40.76};
+
+ //gi.dprintf ("6\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosion7 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset = {-20.11, -1.11, 40.76};
+
+ //gi.dprintf ("7\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ for (n= 0; n < 1; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 300, GIB_METALLIC, startpoint, false);
+}
+
+void WidowExplosionLeg (edict_t *self)
+{
+// int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset1 = {-31.89, -47.86, 67.02};
+ vec3_t offset2 = {-44.9, -82.14, 54.72};
+
+ //gi.dprintf ("Leg\n");
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1_BIG);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib2/tris.md2", 200, GIB_METALLIC, startpoint,
+ gi.soundindex ("misc/fhit3.wav"), false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+
+ G_ProjectSource2 (self->s.origin, offset2, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib1/tris.md2", 300, GIB_METALLIC, startpoint,
+ gi.soundindex ("misc/fhit3.wav"), false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+}
+
+void ThrowArm1 (edict_t *self)
+{
+ int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset1 = {65.76, 17.52, 7.56};
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1_BIG);
+ gi.WritePosition (startpoint);
+ gi.multicast (self->s.origin, MULTICAST_ALL);
+
+ for (n= 0; n < 2; n++)
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_metal/tris.md2", 100, GIB_METALLIC, startpoint, false);
+}
+
+void ThrowArm2 (edict_t *self)
+{
+// int n;
+ vec3_t f,r,u, startpoint;
+ vec3_t offset1 = {65.76, 17.52, 7.56};
+
+ AngleVectors (self->s.angles, f, r, u);
+ G_ProjectSource2 (self->s.origin, offset1, f, r, u, startpoint);
+
+ ThrowWidowGibSized (self, "models/monsters/blackwidow2/gib4/tris.md2", 200, GIB_METALLIC, startpoint,
+ gi.soundindex ("misc/fhit3.wav"), false);
+ ThrowWidowGibLoc (self, "models/objects/gibs/sm_meat/tris.md2", 300, GIB_ORGANIC, startpoint, false);
+}
--- /dev/null
+++ b/rogue/m_widow2.h
@@ -1,0 +1,132 @@
+// G:\quake2\xpack\models/monsters/blackwidow2
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_blackwidow3 0
+#define FRAME_walk01 1
+#define FRAME_walk02 2
+#define FRAME_walk03 3
+#define FRAME_walk04 4
+#define FRAME_walk05 5
+#define FRAME_walk06 6
+#define FRAME_walk07 7
+#define FRAME_walk08 8
+#define FRAME_walk09 9
+#define FRAME_spawn01 10
+#define FRAME_spawn02 11
+#define FRAME_spawn03 12
+#define FRAME_spawn04 13
+#define FRAME_spawn05 14
+#define FRAME_spawn06 15
+#define FRAME_spawn07 16
+#define FRAME_spawn08 17
+#define FRAME_spawn09 18
+#define FRAME_spawn10 19
+#define FRAME_spawn11 20
+#define FRAME_spawn12 21
+#define FRAME_spawn13 22
+#define FRAME_spawn14 23
+#define FRAME_spawn15 24
+#define FRAME_spawn16 25
+#define FRAME_spawn17 26
+#define FRAME_spawn18 27
+#define FRAME_firea01 28
+#define FRAME_firea02 29
+#define FRAME_firea03 30
+#define FRAME_firea04 31
+#define FRAME_firea05 32
+#define FRAME_firea06 33
+#define FRAME_firea07 34
+#define FRAME_fireb01 35
+#define FRAME_fireb02 36
+#define FRAME_fireb03 37
+#define FRAME_fireb04 38
+#define FRAME_fireb05 39
+#define FRAME_fireb06 40
+#define FRAME_fireb07 41
+#define FRAME_fireb08 42
+#define FRAME_fireb09 43
+#define FRAME_fireb10 44
+#define FRAME_fireb11 45
+#define FRAME_fireb12 46
+#define FRAME_tongs01 47
+#define FRAME_tongs02 48
+#define FRAME_tongs03 49
+#define FRAME_tongs04 50
+#define FRAME_tongs05 51
+#define FRAME_tongs06 52
+#define FRAME_tongs07 53
+#define FRAME_tongs08 54
+#define FRAME_pain01 55
+#define FRAME_pain02 56
+#define FRAME_pain03 57
+#define FRAME_pain04 58
+#define FRAME_pain05 59
+#define FRAME_death01 60
+#define FRAME_death02 61
+#define FRAME_death03 62
+#define FRAME_death04 63
+#define FRAME_death05 64
+#define FRAME_death06 65
+#define FRAME_death07 66
+#define FRAME_death08 67
+#define FRAME_death09 68
+#define FRAME_death10 69
+#define FRAME_death11 70
+#define FRAME_death12 71
+#define FRAME_death13 72
+#define FRAME_death14 73
+#define FRAME_death15 74
+#define FRAME_death16 75
+#define FRAME_death17 76
+#define FRAME_death18 77
+#define FRAME_death19 78
+#define FRAME_death20 79
+#define FRAME_death21 80
+#define FRAME_death22 81
+#define FRAME_death23 82
+#define FRAME_death24 83
+#define FRAME_death25 84
+#define FRAME_death26 85
+#define FRAME_death27 86
+#define FRAME_death28 87
+#define FRAME_death29 88
+#define FRAME_death30 89
+#define FRAME_death31 90
+#define FRAME_death32 91
+#define FRAME_death33 92
+#define FRAME_death34 93
+#define FRAME_death35 94
+#define FRAME_death36 95
+#define FRAME_death37 96
+#define FRAME_death38 97
+#define FRAME_death39 98
+#define FRAME_death40 99
+#define FRAME_death41 100
+#define FRAME_death42 101
+#define FRAME_death43 102
+#define FRAME_death44 103
+#define FRAME_dthsrh01 104
+#define FRAME_dthsrh02 105
+#define FRAME_dthsrh03 106
+#define FRAME_dthsrh04 107
+#define FRAME_dthsrh05 108
+#define FRAME_dthsrh06 109
+#define FRAME_dthsrh07 110
+#define FRAME_dthsrh08 111
+#define FRAME_dthsrh09 112
+#define FRAME_dthsrh10 113
+#define FRAME_dthsrh11 114
+#define FRAME_dthsrh12 115
+#define FRAME_dthsrh13 116
+#define FRAME_dthsrh14 117
+#define FRAME_dthsrh15 118
+#define FRAME_dthsrh16 119
+#define FRAME_dthsrh17 120
+#define FRAME_dthsrh18 121
+#define FRAME_dthsrh19 122
+#define FRAME_dthsrh20 123
+#define FRAME_dthsrh21 124
+#define FRAME_dthsrh22 125
+
+#define MODEL_SCALE 2.000000
--- /dev/null
+++ b/rogue/mkfile
@@ -1,0 +1,100 @@
+</$objtype/mkfile
+
+LIB=rogue.$O.a
+
+OFILES=\
+ dm_ball.$O\
+ dm_tag.$O\
+ g_ai.$O\
+ g_chase.$O\
+ g_cmds.$O\
+ g_combat.$O\
+ g_func.$O\
+ g_items.$O\
+ g_main.$O\
+ g_misc.$O\
+ g_monster.$O\
+ g_newai.$O\
+ g_newdm.$O\
+ g_newfnc.$O\
+ g_newtarg.$O\
+ g_newtrig.$O\
+ g_newweap.$O\
+ g_phys.$O\
+ g_save.$O\
+ g_spawn.$O\
+ g_sphere.$O\
+ g_svcmds.$O\
+ g_target.$O\
+ g_trigger.$O\
+ g_turret.$O\
+ g_utils.$O\
+ g_weapon.$O\
+ m_actor.$O\
+ m_berserk.$O\
+ m_boss2.$O\
+ m_boss3.$O\
+ m_boss31.$O\
+ m_boss32.$O\
+ m_brain.$O\
+ m_carrier.$O\
+ m_chick.$O\
+ m_flash.$O\
+ m_flipper.$O\
+ m_float.$O\
+ m_flyer.$O\
+ m_gladiator.$O\
+ m_gunner.$O\
+ m_hover.$O\
+ m_infantry.$O\
+ m_insane.$O\
+ m_medic.$O\
+ m_move.$O\
+ m_mutant.$O\
+ m_parasite.$O\
+ m_soldier.$O\
+ m_stalker.$O\
+ m_supertank.$O\
+ m_tank.$O\
+ m_turret.$O\
+ m_widow.$O\
+ m_widow2.$O\
+ p_client.$O\
+ p_hud.$O\
+ p_trail.$O\
+ p_view.$O\
+ p_weapon.$O\
+ q_shared.$O\
+
+HFILES=\
+ game.h\
+ m_actor.h\
+ m_berserk.h\
+ m_boss2.h\
+ m_boss31.h\
+ m_boss32.h\
+ m_brain.h\
+ m_carrier.h\
+ m_chick.h\
+ m_flipper.h\
+ m_float.h\
+ m_flyer.h\
+ m_gladiator.h\
+ m_gunner.h\
+ m_hover.h\
+ m_infantry.h\
+ m_insane.h\
+ m_medic.h\
+ m_mutant.h\
+ m_parasite.h\
+ m_player.h\
+ m_rider.h\
+ m_soldier.h\
+ m_stalker.h\
+ m_supertank.h\
+ m_tank.h\
+ m_turret.h\
+ m_widow.h\
+ m_widow2.h\
+
+</sys/src/cmd/mklib
--- /dev/null
+++ b/rogue/p_client.c
@@ -1,0 +1,2197 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+
+void SP_misc_teleporter_dest (edict_t *ent);
+
+//
+// Gross, ugly, disgustuing hack section
+//
+
+// this function is an ugly as hell hack to fix some map flaws
+//
+// the coop spawn spots on some maps are SNAFU. There are coop spots
+// with the wrong targetname as well as spots with no name at all
+//
+// we use carnal knowledge of the maps to fix the coop spot targetnames to match
+// that of the nearest named single player spot
+
+static void SP_FixCoopSpots (edict_t *self)
+{
+ edict_t *spot;
+ vec3_t d;
+
+ spot = NULL;
+
+ while(1)
+ {
+ spot = G_Find(spot, FOFS(classname), "info_player_start");
+ if (!spot)
+ return;
+ if (!spot->targetname)
+ continue;
+ VectorSubtract(self->s.origin, spot->s.origin, d);
+ if (VectorLength(d) < 384)
+ {
+ if ((!self->targetname) || cistrcmp(self->targetname, spot->targetname) != 0)
+ {
+// gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
+ self->targetname = spot->targetname;
+ }
+ return;
+ }
+ }
+}
+
+// now if that one wasn't ugly enough for you then try this one on for size
+// some maps don't have any coop spots at all, so we need to create them
+// where they should have been
+
+static void SP_CreateCoopSpots (edict_t *)
+{
+ edict_t *spot;
+
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 - 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 128;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ return;
+ }
+}
+
+
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+The normal starting point for a level.
+*/
+void SP_info_player_start(edict_t *self)
+{
+ if (!coop->value)
+ return;
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_CreateCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for deathmatch games
+*/
+void SP_info_player_deathmatch(edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ SP_misc_teleporter_dest (self);
+}
+
+/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for coop games
+*/
+
+void SP_info_player_coop(edict_t *self)
+{
+ if (!coop->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if((cistrcmp(level.mapname, "jail2") == 0) ||
+ (cistrcmp(level.mapname, "jail4") == 0) ||
+ (cistrcmp(level.mapname, "mine1") == 0) ||
+ (cistrcmp(level.mapname, "mine2") == 0) ||
+ (cistrcmp(level.mapname, "mine3") == 0) ||
+ (cistrcmp(level.mapname, "mine4") == 0) ||
+ (cistrcmp(level.mapname, "lab") == 0) ||
+ (cistrcmp(level.mapname, "boss1") == 0) ||
+ (cistrcmp(level.mapname, "fact3") == 0) ||
+ (cistrcmp(level.mapname, "biggun") == 0) ||
+ (cistrcmp(level.mapname, "space") == 0) ||
+ (cistrcmp(level.mapname, "command") == 0) ||
+ (cistrcmp(level.mapname, "power2") == 0) ||
+ (cistrcmp(level.mapname, "strike") == 0))
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_FixCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+/*QUAKED info_player_coop_lava (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for coop games on rmine2 where lava level
+needs to be checked
+*/
+void SP_info_player_coop_lava(edict_t *self)
+{
+ if (!coop->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+}
+
+/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The deathmatch intermission point will be at one of these
+Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
+*/
+void SP_info_player_intermission(edict_t *)
+{
+}
+
+
+//=======================================================================
+
+
+void player_pain (edict_t *, edict_t *, float, int)
+{
+ // player pain is handled at the end of the frame in P_DamageFeedback
+}
+
+
+qboolean IsFemale (edict_t *ent)
+{
+ char *info;
+
+ if (!ent->client)
+ return false;
+
+ info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
+ if (info[0] == 'f' || info[0] == 'F')
+ return true;
+ return false;
+}
+
+qboolean IsNeutral (edict_t *ent)
+{
+ char *info;
+
+ if (!ent->client)
+ return false;
+
+ info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
+ if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M')
+ return true;
+ return false;
+}
+
+void ClientObituary (edict_t *self, edict_t *, edict_t *attacker)
+{
+ int mod;
+ char *message;
+ char *message2;
+ qboolean ff;
+
+ if (coop->value && attacker->client)
+ meansOfDeath |= MOD_FRIENDLY_FIRE;
+
+ if (deathmatch->value || coop->value)
+ {
+ ff = meansOfDeath & MOD_FRIENDLY_FIRE;
+ mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
+ message = NULL;
+ message2 = "";
+
+ switch (mod)
+ {
+ case MOD_SUICIDE:
+ message = "suicides";
+ break;
+ case MOD_FALLING:
+ message = "cratered";
+ break;
+ case MOD_CRUSH:
+ message = "was squished";
+ break;
+ case MOD_WATER:
+ message = "sank like a rock";
+ break;
+ case MOD_SLIME:
+ message = "melted";
+ break;
+ case MOD_LAVA:
+ message = "does a back flip into the lava";
+ break;
+ case MOD_EXPLOSIVE:
+ case MOD_BARREL:
+ message = "blew up";
+ break;
+ case MOD_EXIT:
+ message = "found a way out";
+ break;
+ case MOD_TARGET_LASER:
+ message = "saw the light";
+ break;
+ case MOD_TARGET_BLASTER:
+ message = "got blasted";
+ break;
+ case MOD_BOMB:
+ case MOD_SPLASH:
+ case MOD_TRIGGER_HURT:
+ message = "was in the wrong place";
+ break;
+ }
+ if (attacker == self)
+ {
+ switch (mod)
+ {
+ case MOD_HELD_GRENADE:
+ message = "tried to put the pin back in";
+ break;
+ case MOD_HG_SPLASH:
+ case MOD_G_SPLASH:
+ if (IsNeutral(self))
+ message = "tripped on its own grenade";
+ else if (IsFemale(self))
+ message = "tripped on her own grenade";
+ else
+ message = "tripped on his own grenade";
+ break;
+ case MOD_R_SPLASH:
+ if (IsNeutral(self))
+ message = "blew itself up";
+ else if (IsFemale(self))
+ message = "blew herself up";
+ else
+ message = "blew himself up";
+ break;
+ case MOD_BFG_BLAST:
+ message = "should have used a smaller gun";
+ break;
+//ROGUE
+ case MOD_DOPPLE_EXPLODE:
+ if (IsNeutral(self))
+ message = "got caught in it's own trap";
+ else if (IsFemale(self))
+ message = "got caught in her own trap";
+ else
+ message = "got caught in his own trap";
+ break;
+//ROGUE
+ default:
+ if (IsNeutral(self))
+ message = "killed itself";
+ else if (IsFemale(self))
+ message = "killed herself";
+ else
+ message = "killed himself";
+ break;
+ }
+ }
+ if (message)
+ {
+ gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
+ if (deathmatch->value)
+ self->client->resp.score--;
+ self->enemy = NULL;
+ return;
+ }
+
+ self->enemy = attacker;
+ if (attacker && attacker->client)
+ {
+ switch (mod)
+ {
+ case MOD_BLASTER:
+ message = "was blasted by";
+ break;
+ case MOD_SHOTGUN:
+ message = "was gunned down by";
+ break;
+ case MOD_SSHOTGUN:
+ message = "was blown away by";
+ message2 = "'s super shotgun";
+ break;
+ case MOD_MACHINEGUN:
+ message = "was machinegunned by";
+ break;
+ case MOD_CHAINGUN:
+ message = "was cut in half by";
+ message2 = "'s chaingun";
+ break;
+ case MOD_GRENADE:
+ message = "was popped by";
+ message2 = "'s grenade";
+ break;
+ case MOD_G_SPLASH:
+ message = "was shredded by";
+ message2 = "'s shrapnel";
+ break;
+ case MOD_ROCKET:
+ message = "ate";
+ message2 = "'s rocket";
+ break;
+ case MOD_R_SPLASH:
+ message = "almost dodged";
+ message2 = "'s rocket";
+ break;
+ case MOD_HYPERBLASTER:
+ message = "was melted by";
+ message2 = "'s hyperblaster";
+ break;
+ case MOD_RAILGUN:
+ message = "was railed by";
+ break;
+ case MOD_BFG_LASER:
+ message = "saw the pretty lights from";
+ message2 = "'s BFG";
+ break;
+ case MOD_BFG_BLAST:
+ message = "was disintegrated by";
+ message2 = "'s BFG blast";
+ break;
+ case MOD_BFG_EFFECT:
+ message = "couldn't hide from";
+ message2 = "'s BFG";
+ break;
+ case MOD_HANDGRENADE:
+ message = "caught";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HG_SPLASH:
+ message = "didn't see";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HELD_GRENADE:
+ message = "feels";
+ message2 = "'s pain";
+ break;
+ case MOD_TELEFRAG:
+ message = "tried to invade";
+ message2 = "'s personal space";
+ break;
+
+//===============
+//ROGUE
+ case MOD_CHAINFIST:
+ message = "was shredded by";
+ message2 = "'s ripsaw";
+ break;
+ case MOD_DISINTEGRATOR:
+ message = "lost his grip courtesy of";
+ message2 = "'s disintegrator";
+ break;
+ case MOD_ETF_RIFLE:
+ message = "was perforated by";
+ break;
+ case MOD_HEATBEAM:
+ message = "was scorched by";
+ message2 = "'s plasma beam";
+ break;
+ case MOD_TESLA:
+ message = "was enlightened by";
+ message2 = "'s tesla mine";
+ break;
+ case MOD_PROX:
+ message = "got too close to";
+ message2 = "'s proximity mine";
+ break;
+ case MOD_NUKE:
+ message = "was nuked by";
+ message2 = "'s antimatter bomb";
+ break;
+ case MOD_VENGEANCE_SPHERE:
+ message = "was purged by";
+ message2 = "'s vengeance sphere";
+ break;
+ case MOD_DEFENDER_SPHERE:
+ message = "had a blast with";
+ message2 = "'s defender sphere";
+ break;
+ case MOD_HUNTER_SPHERE:
+ message = "was killed like a dog by";
+ message2 = "'s hunter sphere";
+ break;
+ case MOD_TRACKER:
+ message = "was annihilated by";
+ message2 = "'s disruptor";
+ break;
+ case MOD_DOPPLE_EXPLODE:
+ message = "was blown up by";
+ message2 = "'s doppleganger";
+ break;
+ case MOD_DOPPLE_VENGEANCE:
+ message = "was purged by";
+ message2 = "'s doppleganger";
+ break;
+ case MOD_DOPPLE_HUNTER:
+ message = "was hunted down by";
+ message2 = "'s doppleganger";
+ break;
+//ROGUE
+//===============
+ }
+ if (message)
+ {
+ gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
+//ROGUE
+ if (gamerules && gamerules->value)
+ {
+ if(DMGame.Score)
+ {
+ if(ff)
+ DMGame.Score(attacker, self, -1);
+ else
+ DMGame.Score(attacker, self, 1);
+ }
+ return;
+ }
+//ROGUE
+
+ if (deathmatch->value)
+ {
+ if (ff)
+ attacker->client->resp.score--;
+ else
+ attacker->client->resp.score++;
+ }
+ return;
+ }
+ }
+ }
+
+ gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
+
+//ROGUE
+// if (g_showlogic && g_showlogic->value)
+// {
+// if (mod == MOD_UNKNOWN)
+// gi.dprintf ("Player killed by MOD_UNKNOWN\n");
+// else
+// gi.dprintf ("Player killed by undefined mod %d\n", mod);
+// }
+//ROGUE
+
+ if (deathmatch->value)
+//ROGUE
+ {
+ if (gamerules && gamerules->value)
+ {
+ if(DMGame.Score)
+ {
+ DMGame.Score(self, self, -1);
+ }
+ return;
+ }
+ else
+ self->client->resp.score--;
+ }
+//ROGUE
+
+}
+
+
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+void TossClientWeapon (edict_t *self)
+{
+ gitem_t *item;
+ edict_t *drop;
+ qboolean quad;
+ float spread;
+
+ if (!deathmatch->value)
+ return;
+
+ item = self->client->pers.weapon;
+ if (! self->client->pers.inventory[self->client->ammo_index] )
+ item = NULL;
+ if (item && (strcmp (item->pickup_name, "Blaster") == 0))
+ item = NULL;
+
+ if (!((int)(dmflags->value) & DF_QUAD_DROP))
+ quad = false;
+ else
+ quad = (self->client->quad_framenum > (level.framenum + 10));
+
+ if (item && quad)
+ spread = 22.5;
+ else
+ spread = 0.0;
+
+ if (item)
+ {
+ self->client->v_angle[YAW] -= spread;
+ drop = Drop_Item (self, item);
+ self->client->v_angle[YAW] += spread;
+ drop->spawnflags = DROPPED_PLAYER_ITEM;
+ }
+
+ if (quad)
+ {
+ self->client->v_angle[YAW] += spread;
+ drop = Drop_Item (self, FindItemByClassname ("item_quad"));
+ self->client->v_angle[YAW] -= spread;
+ drop->spawnflags |= DROPPED_PLAYER_ITEM;
+
+ drop->touch = Touch_Item;
+ drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
+ drop->think = G_FreeEdict;
+ }
+}
+
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
+{
+ vec3_t dir;
+
+ if (attacker && attacker != WORLD && attacker != self)
+ {
+ VectorSubtract (attacker->s.origin, self->s.origin, dir);
+ }
+ else if (inflictor && inflictor != WORLD && inflictor != self)
+ {
+ VectorSubtract (inflictor->s.origin, self->s.origin, dir);
+ }
+ else
+ {
+ self->client->killer_yaw = self->s.angles[YAW];
+ return;
+ }
+ // PMM - fixed to correct for pitch of 0
+ if (dir[0])
+ self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
+ else if (dir[1] > 0)
+ self->client->killer_yaw = 90;
+ else if (dir[1] < 0)
+ self->client->killer_yaw = 270;
+ else
+ self->client->killer_yaw = 0;
+}
+
+/*
+==================
+player_die
+==================
+*/
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ int n;
+
+ VectorClear (self->avelocity);
+
+ self->takedamage = DAMAGE_YES;
+ self->movetype = MOVETYPE_TOSS;
+
+ self->s.modelindex2 = 0; // remove linked weapon model
+
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+
+ self->s.sound = 0;
+ self->client->weapon_sound = 0;
+
+ self->maxs[2] = -8;
+
+// self->solid = SOLID_NOT;
+ self->svflags |= SVF_DEADMONSTER;
+
+ if (!self->deadflag)
+ {
+ self->client->respawn_time = level.time + 1.0;
+ LookAtKiller (self, inflictor, attacker);
+ self->client->ps.pmove.pm_type = PM_DEAD;
+ ClientObituary (self, inflictor, attacker);
+ TossClientWeapon (self);
+ if (deathmatch->value)
+ Cmd_Help_f (self); // show scores
+
+ // clear inventory
+ // this is kind of ugly, but it's how we want to handle keys in coop
+ for (n = 0; n < game.num_items; n++)
+ {
+ if (coop->value && itemlist[n].flags & IT_KEY)
+ self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n];
+ self->client->pers.inventory[n] = 0;
+ }
+ }
+
+ if(gamerules && gamerules->value) // if we're in a dm game, alert the game
+ {
+ if(DMGame.PlayerDeath)
+ DMGame.PlayerDeath(self, inflictor, attacker);
+ }
+
+ // remove powerups
+ self->client->quad_framenum = 0;
+ self->client->invincible_framenum = 0;
+ self->client->breather_framenum = 0;
+ self->client->enviro_framenum = 0;
+ self->flags &= ~FL_POWER_ARMOR;
+
+//==============
+// ROGUE stuff
+ self->client->double_framenum = 0;
+
+ // if there's a sphere around, let it know the player died.
+ // vengeance and hunter will die if they're not attacking,
+ // defender should always die
+ if(self->client->owned_sphere)
+ {
+ edict_t *sphere;
+
+ sphere = self->client->owned_sphere;
+ sphere->die(sphere, self, self, 0, vec3_origin);
+ }
+
+ // if we've been killed by the tracker, GIB!
+ if((meansOfDeath & ~MOD_FRIENDLY_FIRE) == MOD_TRACKER)
+ {
+ self->health = -100;
+ damage = 400;
+ }
+
+ // make sure no trackers are still hurting us.
+ if(self->client->tracker_pain_framenum)
+ {
+ RemoveAttackingPainDaemons (self);
+ }
+
+ // if we got obliterated by the nuke, don't gib
+ if ((self->health < -80) && (meansOfDeath == MOD_NUKE))
+ self->flags |= FL_NOGIB;
+
+// ROGUE
+//==============
+
+ if (self->health < -40)
+ {
+ // PMM
+ // don't toss gibs if we got vaped by the nuke
+ if (!(self->flags & FL_NOGIB))
+ {
+ // pmm
+ // gib
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+
+ // more meaty gibs for your dollar!
+ if((deathmatch->value) && (self->health < -80))
+ {
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ }
+
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ // PMM
+ }
+ self->flags &= ~FL_NOGIB;
+ // pmm
+
+ ThrowClientHead (self, damage);
+
+ self->takedamage = DAMAGE_NO;
+ }
+ else
+ { // normal death
+ if (!self->deadflag)
+ {
+ static int i;
+
+ i = (i+1)%3;
+ // start a death animation
+ self->client->anim_priority = ANIM_DEATH;
+ if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ self->s.frame = FRAME_crdeath1-1;
+ self->client->anim_end = FRAME_crdeath5;
+ }
+ else switch (i)
+ {
+ case 0:
+ self->s.frame = FRAME_death101-1;
+ self->client->anim_end = FRAME_death106;
+ break;
+ case 1:
+ self->s.frame = FRAME_death201-1;
+ self->client->anim_end = FRAME_death206;
+ break;
+ case 2:
+ self->s.frame = FRAME_death301-1;
+ self->client->anim_end = FRAME_death308;
+ break;
+ }
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
+ }
+ }
+
+ self->deadflag = DEAD_DEAD;
+
+ gi.linkentity (self);
+}
+
+//=======================================================================
+
+/*
+==============
+InitClientPersistant
+
+This is only called when the game first initializes in single player,
+but is called after each death and level change in deathmatch
+==============
+*/
+void InitClientPersistant (gclient_t *client)
+{
+ gitem_t *item;
+
+ memset (&client->pers, 0, sizeof(client->pers));
+
+ item = FindItem("Blaster");
+ client->pers.selected_item = ITEM_INDEX(item);
+ client->pers.inventory[client->pers.selected_item] = 1;
+
+ client->pers.weapon = item;
+
+ client->pers.health = 100;
+ client->pers.max_health = 100;
+
+ client->pers.max_bullets = 200;
+ client->pers.max_shells = 100;
+ client->pers.max_rockets = 50;
+ client->pers.max_grenades = 50;
+ client->pers.max_cells = 200;
+ client->pers.max_slugs = 50;
+
+//ROGUE
+ // FIXME - give these real numbers....
+ client->pers.max_prox = 50;
+ client->pers.max_tesla = 50;
+ client->pers.max_flechettes = 200;
+#ifndef KILL_DISRUPTOR
+ client->pers.max_rounds = 100;
+#endif
+//ROGUE
+
+ client->pers.connected = true;
+}
+
+
+void InitClientResp (gclient_t *client)
+{
+ memset (&client->resp, 0, sizeof(client->resp));
+ client->resp.enterframe = level.framenum;
+ client->resp.coop_respawn = client->pers;
+}
+
+/*
+==================
+SaveClientData
+
+Some information that should be persistant, like health,
+is still stored in the edict structure, so it needs to
+be mirrored out to the client structure before all the
+edicts are wiped.
+==================
+*/
+void SaveClientData (void)
+{
+ int i;
+ edict_t *ent;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ ent = &g_edicts[1+i];
+ if (!ent->inuse)
+ continue;
+ game.clients[i].pers.health = ent->health;
+ game.clients[i].pers.max_health = ent->max_health;
+ game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
+ if (coop->value)
+ game.clients[i].pers.score = ent->client->resp.score;
+ }
+}
+
+void FetchClientEntData (edict_t *ent)
+{
+ ent->health = ent->client->pers.health;
+ ent->max_health = ent->client->pers.max_health;
+ ent->flags |= ent->client->pers.savedFlags;
+ if (coop->value)
+ ent->client->resp.score = ent->client->pers.score;
+}
+
+
+
+/*
+=======================================================================
+
+ SelectSpawnPoint
+
+=======================================================================
+*/
+
+/*
+================
+PlayersRangeFromSpot
+
+Returns the distance to the nearest player from the given spot
+================
+*/
+float PlayersRangeFromSpot (edict_t *spot)
+{
+ edict_t *player;
+ float bestplayerdistance;
+ vec3_t v;
+ int n;
+ float playerdistance;
+
+
+ bestplayerdistance = 9999999;
+
+ for (n = 1; n <= maxclients->value; n++)
+ {
+ player = &g_edicts[n];
+
+ if (!player->inuse)
+ continue;
+
+ if (player->health <= 0)
+ continue;
+
+ VectorSubtract (spot->s.origin, player->s.origin, v);
+ playerdistance = VectorLength (v);
+
+ if (playerdistance < bestplayerdistance)
+ bestplayerdistance = playerdistance;
+ }
+
+ return bestplayerdistance;
+}
+
+/*
+================
+SelectRandomDeathmatchSpawnPoint
+
+go to a random point, but NOT the two points closest
+to other players
+================
+*/
+edict_t *SelectRandomDeathmatchSpawnPoint (void)
+{
+ edict_t *spot, *spot1, *spot2;
+ int count = 0;
+ int selection;
+ float range, range1, range2;
+
+ spot = NULL;
+ range1 = range2 = 99999;
+ spot1 = spot2 = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ count++;
+ range = PlayersRangeFromSpot(spot);
+ if (range < range1)
+ {
+ range1 = range;
+ spot1 = spot;
+ }
+ else if (range < range2)
+ {
+ range2 = range;
+ spot2 = spot;
+ }
+ }
+
+ if (!count)
+ return NULL;
+
+ if (count <= 2)
+ {
+ spot1 = spot2 = NULL;
+ }
+ else
+ count -= 2;
+
+ selection = rand() % count;
+
+ spot = NULL;
+ do
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
+ if (spot == spot1 || spot == spot2)
+ selection++;
+ } while(selection--);
+
+ return spot;
+}
+
+/*
+================
+SelectFarthestDeathmatchSpawnPoint
+
+================
+*/
+edict_t *SelectFarthestDeathmatchSpawnPoint (void)
+{
+ edict_t *bestspot;
+ float bestdistance, bestplayerdistance;
+ edict_t *spot;
+
+
+ spot = NULL;
+ bestspot = NULL;
+ bestdistance = 0;
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ bestplayerdistance = PlayersRangeFromSpot (spot);
+
+ if (bestplayerdistance > bestdistance)
+ {
+ bestspot = spot;
+ bestdistance = bestplayerdistance;
+ }
+ }
+
+ if (bestspot)
+ {
+ return bestspot;
+ }
+
+ // if there is a player just spawned on each and every start spot
+ // we have no choice to turn one into a telefrag meltdown
+ spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+
+ return spot;
+}
+
+edict_t *SelectDeathmatchSpawnPoint (void)
+{
+ if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
+ return SelectFarthestDeathmatchSpawnPoint ();
+ else
+ return SelectRandomDeathmatchSpawnPoint ();
+}
+
+//===============
+//ROGUE
+edict_t *SelectLavaCoopSpawnPoint (edict_t *)
+{
+ int index;
+ edict_t *spot;
+ float lavatop;
+ edict_t *lava;
+ edict_t *pointWithLeastLava;
+ float lowest;
+ edict_t *spawnPoints [64];
+ vec3_t center;
+ int numPoints;
+ edict_t *highestlava;
+
+ lavatop = -99999;
+ highestlava = NULL;
+
+ // first, find the highest lava
+ // remember that some will stop moving when they've filled their
+ // areas...
+ lava = NULL;
+ while (1)
+ {
+ lava = G_Find (lava, FOFS(classname), "func_door");
+ if(!lava)
+ break;
+
+ VectorAdd (lava->absmax, lava->absmin, center);
+ VectorScale (center, 0.5, center);
+
+ if(lava->spawnflags & 2 && (gi.pointcontents(center) & MASK_WATER))
+ {
+ if (lava->absmax[2] > lavatop)
+ {
+ lavatop = lava->absmax[2];
+ highestlava = lava;
+ }
+ }
+ }
+
+ // if we didn't find ANY lava, then return NULL
+ if (!highestlava)
+ return NULL;
+
+ // find the top of the lava and include a small margin of error (plus bbox size)
+ lavatop = highestlava->absmax[2] + 64;
+
+ // find all the lava spawn points and store them in spawnPoints[]
+ spot = NULL;
+ numPoints = 0;
+ while(spot = G_Find (spot, FOFS(classname), "info_player_coop_lava"))
+ {
+ if(numPoints == 64)
+ break;
+
+ spawnPoints[numPoints++] = spot;
+ }
+
+ if(numPoints < 1)
+ return NULL;
+
+ // walk up the sorted list and return the lowest, open, non-lava spawn point
+ lowest = 999999;
+ pointWithLeastLava = NULL;
+ for (index = 0; index < numPoints; index++)
+ {
+ if(spawnPoints[index]->s.origin[2] < lavatop)
+ continue;
+
+ if(PlayersRangeFromSpot(spawnPoints[index]) > 32)
+ {
+ if(spawnPoints[index]->s.origin[2] < lowest)
+ {
+ // save the last point
+ pointWithLeastLava = spawnPoints[index];
+ lowest = spawnPoints[index]->s.origin[2];
+ }
+ }
+ }
+
+ // FIXME - better solution????
+ // well, we may telefrag someone, but oh well...
+ if(pointWithLeastLava)
+ return pointWithLeastLava;
+
+ return NULL;
+}
+//ROGUE
+//===============
+
+edict_t *SelectCoopSpawnPoint (edict_t *ent)
+{
+ int index;
+ edict_t *spot;
+ char *target;
+
+//ROGUE
+ // rogue hack, but not too gross...
+ if (!cistrcmp(level.mapname, "rmine2p") || !cistrcmp(level.mapname, "rmine2"))
+ return SelectLavaCoopSpawnPoint (ent);
+//ROGUE
+
+ index = ent->client - game.clients;
+
+ // player 0 starts in normal player spawn point
+ if (!index)
+ return NULL;
+
+ spot = NULL;
+
+ // assume there are four coop spots at each spawnpoint
+ while (1)
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_coop");
+ if (!spot)
+ return NULL; // we didn't have enough...
+
+ target = spot->targetname;
+ if (!target)
+ target = "";
+ if ( cistrcmp(game.spawnpoint, target) == 0 )
+ { // this is a coop spawn point for one of the clients here
+ index--;
+ if (!index)
+ return spot; // this is it
+ }
+ }
+}
+
+
+/*
+===========
+SelectSpawnPoint
+
+Chooses a player start, deathmatch start, coop start, etc
+============
+*/
+void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
+{
+ edict_t *spot = NULL;
+
+ if (deathmatch->value)
+ spot = SelectDeathmatchSpawnPoint ();
+ else if (coop->value)
+ spot = SelectCoopSpawnPoint (ent);
+
+ // find a single player start spot
+ if (!spot)
+ {
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
+ {
+ if (!game.spawnpoint[0] && !spot->targetname)
+ break;
+
+ if (!game.spawnpoint[0] || !spot->targetname)
+ continue;
+
+ if (cistrcmp(game.spawnpoint, spot->targetname) == 0)
+ break;
+ }
+
+ if (!spot)
+ {
+ if (!game.spawnpoint[0])
+ { // there wasn't a spawnpoint without a target, so use any
+ spot = G_Find (spot, FOFS(classname), "info_player_start");
+ }
+ if (!spot)
+ gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
+ }
+ }
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+}
+
+//======================================================================
+
+
+void InitBodyQue (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.body_que = 0;
+ for (i=0; i<BODY_QUEUE_SIZE ; i++)
+ {
+ ent = G_Spawn();
+ ent->classname = "bodyque";
+ }
+}
+
+void body_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health < -40)
+ {
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->s.origin[2] -= 48;
+ ThrowClientHead (self, damage);
+ self->takedamage = DAMAGE_NO;
+ }
+}
+
+void CopyToBodyQue (edict_t *ent)
+{
+ edict_t *body;
+
+ // grab a body que and cycle to the next one
+ body = &g_edicts[(int)maxclients->value + level.body_que + 1];
+ level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
+
+ // FIXME: send an effect on the removed body
+
+ gi.unlinkentity (ent);
+
+ gi.unlinkentity (body);
+ body->s = ent->s;
+ body->s.number = body - g_edicts;
+
+ body->svflags = ent->svflags;
+ VectorCopy (ent->mins, body->mins);
+ VectorCopy (ent->maxs, body->maxs);
+ VectorCopy (ent->absmin, body->absmin);
+ VectorCopy (ent->absmax, body->absmax);
+ VectorCopy (ent->size, body->size);
+ body->solid = ent->solid;
+ body->clipmask = ent->clipmask;
+ body->owner = ent->owner;
+ body->movetype = ent->movetype;
+
+ body->die = body_die;
+ body->takedamage = DAMAGE_YES;
+
+ gi.linkentity (body);
+}
+
+
+void respawn (edict_t *self)
+{
+ if (deathmatch->value || coop->value)
+ {
+ // spectators don't leave bodies
+ if (self->movetype != MOVETYPE_NOCLIP)
+ CopyToBodyQue (self);
+ self->svflags &= ~SVF_NOCLIENT;
+ PutClientInServer (self);
+
+ // add a teleportation effect
+ self->s.event = EV_PLAYER_TELEPORT;
+
+ // hold in place briefly
+ self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ self->client->ps.pmove.pm_time = 14;
+
+ self->client->respawn_time = level.time;
+
+ return;
+ }
+
+ // restart the entire server
+ gi.AddCommandString ("menu_loadgame\n");
+}
+
+/*
+ * only called when pers.spectator changes
+ * note that resp.spectator should be the opposite of pers.spectator here
+ */
+void spectator_respawn (edict_t *ent)
+{
+ int i, numspec;
+
+ // if the user wants to become a spectator, make sure he doesn't
+ // exceed max_spectators
+
+ if (ent->client->pers.spectator)
+ {
+ char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator");
+ if (*spectator_password->string &&
+ strcmp(spectator_password->string, "none") &&
+ strcmp(spectator_password->string, value))
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n");
+ ent->client->pers.spectator = false;
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 0\n");
+ gi.unicast(ent, true);
+ return;
+ }
+
+ // count spectators
+ for (i = 1, numspec = 0; i <= maxclients->value; i++)
+ {
+ if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator)
+ numspec++;
+ }
+
+ if (numspec >= maxspectators->value)
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full.");
+ ent->client->pers.spectator = false;
+ // reset his spectator var
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 0\n");
+ gi.unicast(ent, true);
+ return;
+ }
+ }
+ else
+ {
+ // he was a spectator and wants to join the game
+ // he must have the right password
+ char *value = Info_ValueForKey (ent->client->pers.userinfo, "password");
+ if (*password->string && strcmp(password->string, "none") &&
+ strcmp(password->string, value))
+ {
+ gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n");
+ ent->client->pers.spectator = true;
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 1\n");
+ gi.unicast(ent, true);
+ return;
+ }
+ }
+
+ // clear score on respawn
+ ent->client->pers.score = ent->client->resp.score = 0;
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ PutClientInServer (ent);
+
+ // add a teleportation effect
+ if (!ent->client->pers.spectator)
+ {
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ // hold in place briefly
+ ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ ent->client->ps.pmove.pm_time = 14;
+ }
+
+ ent->client->respawn_time = level.time;
+
+ if (ent->client->pers.spectator)
+ gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname);
+ else
+ gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname);
+}
+
+//==============================================================
+
+
+/*
+===========
+PutClientInServer
+
+Called when a player connects to a server or respawns in
+a deathmatch.
+============
+*/
+void PutClientInServer (edict_t *ent)
+{
+ vec3_t mins = {-16, -16, -24};
+ vec3_t maxs = {16, 16, 32};
+ int index;
+ vec3_t spawn_origin, spawn_angles;
+ gclient_t *client;
+ int i;
+ client_persistant_t saved;
+ client_respawn_t resp;
+
+ // find a spawn point
+ // do it before setting health back up, so farthest
+ // ranging doesn't count this client
+ if(gamerules && gamerules->value && DMGame.SelectSpawnPoint) // PGM
+ DMGame.SelectSpawnPoint (ent, spawn_origin, spawn_angles); // PGM
+ else // PGM
+ SelectSpawnPoint (ent, spawn_origin, spawn_angles);
+
+ index = ent-g_edicts-1;
+ client = ent->client;
+
+ // deathmatch wipes most client data every spawn
+ if (deathmatch->value)
+ {
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ InitClientPersistant (client);
+ ClientUserinfoChanged (ent, userinfo);
+ }
+ else if (coop->value)
+ {
+// int n;
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ // this is kind of ugly, but it's how we want to handle keys in coop
+// for (n = 0; n < game.num_items; n++)
+// {
+// if (itemlist[n].flags & IT_KEY)
+// resp.coop_respawn.inventory[n] = client->pers.inventory[n];
+// }
+ resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
+ resp.coop_respawn.helpchanged = client->pers.helpchanged;
+ client->pers = resp.coop_respawn;
+ ClientUserinfoChanged (ent, userinfo);
+ if (resp.score > client->pers.score)
+ client->pers.score = resp.score;
+ }
+ else
+ {
+ memset (&resp, 0, sizeof(resp));
+ }
+
+ // clear everything but the persistant data
+ saved = client->pers;
+ memset (client, 0, sizeof(*client));
+ client->pers = saved;
+ if (client->pers.health <= 0)
+ InitClientPersistant(client);
+ client->resp = resp;
+
+ // copy some data from the client to the entity
+ FetchClientEntData (ent);
+
+ // clear entity values
+ ent->groundentity = NULL;
+ ent->client = &game.clients[index];
+ ent->takedamage = DAMAGE_AIM;
+ ent->movetype = MOVETYPE_WALK;
+ ent->viewheight = 22;
+ ent->inuse = true;
+ ent->classname = "player";
+ ent->mass = 200;
+ ent->solid = SOLID_BBOX;
+ ent->deadflag = DEAD_NO;
+ ent->air_finished = level.time + 12;
+ ent->clipmask = MASK_PLAYERSOLID;
+ ent->model = "players/male/tris.md2";
+ ent->pain = player_pain;
+ ent->die = player_die;
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ ent->flags &= ~FL_NO_KNOCKBACK;
+ ent->svflags &= ~SVF_DEADMONSTER;
+
+ ent->flags &= ~FL_SAM_RAIMI; // PGM - turn off sam raimi flag
+
+ VectorCopy (mins, ent->mins);
+ VectorCopy (maxs, ent->maxs);
+ VectorClear (ent->velocity);
+
+ // clear playerstate values
+ memset (&ent->client->ps, 0, sizeof(client->ps));
+
+ client->ps.pmove.origin[0] = spawn_origin[0]*8;
+ client->ps.pmove.origin[1] = spawn_origin[1]*8;
+ client->ps.pmove.origin[2] = spawn_origin[2]*8;
+
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ client->ps.fov = 90;
+ }
+ else
+ {
+ client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
+ if (client->ps.fov < 1)
+ client->ps.fov = 90;
+ else if (client->ps.fov > 160)
+ client->ps.fov = 160;
+ }
+
+//PGM
+ if (client->pers.weapon)
+ client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
+ else
+ client->ps.gunindex = 0;
+//PGM
+
+ // clear entity state values
+ ent->s.effects = 0;
+ ent->s.modelindex = 255; // will use the skin specified model
+ ent->s.modelindex2 = 255; // custom gun model
+ // sknum is player num and weapon number
+ // weapon number will be added in changeweapon
+ ent->s.skinnum = ent - g_edicts - 1;
+
+ ent->s.frame = 0;
+ VectorCopy (spawn_origin, ent->s.origin);
+ ent->s.origin[2] += 1; // make sure off ground
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // set the delta angle
+ for (i=0 ; i<3 ; i++)
+ client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
+
+ ent->s.angles[PITCH] = 0;
+ ent->s.angles[YAW] = spawn_angles[YAW];
+ ent->s.angles[ROLL] = 0;
+ VectorCopy (ent->s.angles, client->ps.viewangles);
+ VectorCopy (ent->s.angles, client->v_angle);
+
+ // spawn a spectator
+ if (client->pers.spectator)
+ {
+ client->chase_target = NULL;
+
+ client->resp.spectator = true;
+
+ ent->movetype = MOVETYPE_NOCLIP;
+ ent->solid = SOLID_NOT;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->client->ps.gunindex = 0;
+ gi.linkentity (ent);
+ return;
+ }
+ else
+ client->resp.spectator = false;
+
+ if (!KillBox (ent))
+ { // could't spawn in?
+ }
+
+ gi.linkentity (ent);
+
+ // my tribute to cash's level-specific hacks. I hope I live
+ // up to his trailblazing cheese.
+ if(cistrcmp(level.mapname, "rboss") == 0)
+ {
+ // if you get on to rboss in single player or coop, ensure
+ // the player has the nuke key. (not in DM)
+ if(!(deathmatch->value))
+ {
+ gitem_t *item;
+
+ item = FindItem("Antimatter Bomb");
+ client->pers.selected_item = ITEM_INDEX(item);
+ client->pers.inventory[client->pers.selected_item] = 1;
+ }
+ }
+
+ // force the current weapon up
+ client->newweapon = client->pers.weapon;
+ ChangeWeapon (ent);
+}
+
+/*
+=====================
+ClientBeginDeathmatch
+
+A client has just connected to the server in
+deathmatch mode, so clear everything out before starting them.
+=====================
+*/
+void ClientBeginDeathmatch (edict_t *ent)
+{
+ G_InitEdict (ent);
+
+ InitClientResp (ent->client);
+
+ //PGM
+ if(gamerules && gamerules->value && DMGame.ClientBegin)
+ {
+ DMGame.ClientBegin (ent);
+ }
+ //PGM
+
+ // locate ent at a spawn point
+ PutClientInServer (ent);
+
+ if (level.intermissiontime)
+ {
+ MoveClientToIntermission (ent);
+ }
+ else
+ {
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ }
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+
+/*
+===========
+ClientBegin
+
+called when a client has finished connecting, and is ready
+to be placed into the game. This will happen every level load.
+============
+*/
+void ClientBegin (edict_t *ent)
+{
+ int i;
+
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ if (deathmatch->value)
+ {
+ ClientBeginDeathmatch (ent);
+ return;
+ }
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == true)
+ {
+ // the client has cleared the client side viewangles upon
+ // connecting to the server, which is different than the
+ // state when the game is saved, so we need to compensate
+ // with deltaangles
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
+ }
+ else
+ {
+ // a spawn point will completely reinitialize the entity
+ // except for the persistant data that was initialized at
+ // ClientConnect() time
+ G_InitEdict (ent);
+ ent->classname = "player";
+ InitClientResp (ent->client);
+ PutClientInServer (ent);
+ }
+
+ if (level.intermissiontime)
+ {
+ MoveClientToIntermission (ent);
+ }
+ else
+ {
+ // send effect if in a multiplayer game
+ if (game.maxclients > 1)
+ {
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+ }
+ }
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+/*
+===========
+ClientUserInfoChanged
+
+called whenever the player updates a userinfo variable.
+
+The game can override any of the settings in place
+(forcing skins or names, etc) before copying it off.
+============
+*/
+void ClientUserinfoChanged (edict_t *ent, char *userinfo)
+{
+ char *s;
+ int playernum;
+
+ // check for malformed or illegal info strings
+ if (!Info_Validate(userinfo))
+ {
+ strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
+ }
+
+ // set name
+ s = Info_ValueForKey (userinfo, "name");
+ strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
+
+ // set spectator
+ s = Info_ValueForKey (userinfo, "spectator");
+ // spectators are only supported in deathmatch
+ // if (deathmatch->value && strcmp(s, "0"))
+ if (deathmatch->value && *s && strcmp(s, "0"))
+ ent->client->pers.spectator = true;
+ else
+ ent->client->pers.spectator = false;
+
+ // set skin
+ s = Info_ValueForKey (userinfo, "skin");
+
+ playernum = ent-g_edicts-1;
+
+ // combine name and skin into a configstring
+ gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
+
+ // fov
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ ent->client->ps.fov = 90;
+ }
+ else
+ {
+ ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
+ if (ent->client->ps.fov < 1)
+ ent->client->ps.fov = 90;
+ else if (ent->client->ps.fov > 160)
+ ent->client->ps.fov = 160;
+ }
+
+ // handedness
+ s = Info_ValueForKey (userinfo, "hand");
+ if (strlen(s))
+ {
+ ent->client->pers.hand = atoi(s);
+ }
+
+ // save off the userinfo in case we want to check something later
+ strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
+}
+
+
+/*
+===========
+ClientConnect
+
+Called when a player begins connecting to the server.
+The game can refuse entrance to a client by returning false.
+If the client is allowed, the connection process will continue
+and eventually get to ClientBegin()
+Changing levels will NOT cause this to be called again, but
+loadgames will.
+============
+*/
+qboolean ClientConnect (edict_t *ent, char *userinfo)
+{
+ char *value;
+
+ // check to see if they are on the banned IP list
+ value = Info_ValueForKey (userinfo, "ip");
+ if (SV_FilterPacket(value))
+ {
+ Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
+ return false;
+ }
+
+ // check for a spectator
+ value = Info_ValueForKey (userinfo, "spectator");
+// if (deathmatch->value && strcmp(value, "0"))
+ if (deathmatch->value && *value && strcmp(value, "0"))
+ {
+ int i, numspec;
+
+ if (*spectator_password->string &&
+ strcmp(spectator_password->string, "none") &&
+ strcmp(spectator_password->string, value))
+ {
+ Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect.");
+ return false;
+ }
+
+ // count spectators
+ for (i = numspec = 0; i < maxclients->value; i++)
+ {
+ if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator)
+ numspec++;
+ }
+
+ if (numspec >= maxspectators->value)
+ {
+ Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full.");
+ return false;
+ }
+ }
+ else
+ {
+ // check for a password
+ value = Info_ValueForKey (userinfo, "password");
+ if (*password->string && strcmp(password->string, "none") &&
+ strcmp(password->string, value))
+ {
+ Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
+ return false;
+ }
+ }
+
+
+ // they can connect
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == false)
+ {
+ // clear the respawning variables
+ InitClientResp (ent->client);
+ if (!game.autosaved || !ent->client->pers.weapon)
+ InitClientPersistant (ent->client);
+ }
+
+ ClientUserinfoChanged (ent, userinfo);
+
+ if (game.maxclients > 1)
+ gi.dprintf ("%s connected\n", ent->client->pers.netname);
+
+ ent->svflags = 0; // make sure we start with known default
+ ent->client->pers.connected = true;
+ return true;
+}
+
+/*
+===========
+ClientDisconnect
+
+Called when a player drops from the server.
+Will not be called between levels.
+============
+*/
+void ClientDisconnect (edict_t *ent)
+{
+ int playernum;
+
+ if (!ent->client)
+ return;
+
+ gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
+
+//============
+//ROGUE
+ // make sure no trackers are still hurting us.
+ if(ent->client->tracker_pain_framenum)
+ RemoveAttackingPainDaemons (ent);
+
+ if (ent->client->owned_sphere)
+ {
+ if(ent->client->owned_sphere->inuse)
+ G_FreeEdict (ent->client->owned_sphere);
+ ent->client->owned_sphere = NULL;
+ }
+
+ if (gamerules && gamerules->value)
+ {
+ if(DMGame.PlayerDisconnect)
+ DMGame.PlayerDisconnect(ent);
+ }
+//ROGUE
+//============
+
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGOUT);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.unlinkentity (ent);
+ ent->s.modelindex = 0;
+ ent->solid = SOLID_NOT;
+ ent->inuse = false;
+ ent->classname = "disconnected";
+ ent->client->pers.connected = false;
+
+ playernum = ent-g_edicts-1;
+ gi.configstring (CS_PLAYERSKINS+playernum, "");
+}
+
+
+//==============================================================
+
+
+edict_t *pm_passent;
+
+// pmove doesn't need to know about passent and contentmask
+trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
+{
+ if (pm_passent->health > 0)
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
+ else
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
+}
+
+unsigned CheckBlock (void *b, int c)
+{
+ int v,i;
+ v = 0;
+ for (i=0 ; i<c ; i++)
+ v+= ((byte *)b)[i];
+ return v;
+}
+void PrintPmove (pmove_t *pm)
+{
+ unsigned c1, c2;
+
+ c1 = CheckBlock (&pm->s, sizeof(pm->s));
+ c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
+ Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
+}
+
+/*
+==============
+ClientThink
+
+This will be called once for each client frame, which will
+usually be a couple times for each server frame.
+==============
+*/
+void ClientThink (edict_t *ent, usercmd_t *ucmd)
+{
+ gclient_t *client;
+ edict_t *other;
+ int i, j;
+ pmove_t pm;
+
+ level.current_entity = ent;
+ client = ent->client;
+
+ if (level.intermissiontime)
+ {
+ client->ps.pmove.pm_type = PM_FREEZE;
+ // can exit intermission after five seconds
+ if (level.time > level.intermissiontime + 5.0
+ && (ucmd->buttons & BUTTON_ANY) )
+ level.exitintermission = true;
+ return;
+ }
+
+ pm_passent = ent;
+
+ if (ent->client->chase_target)
+ {
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+ }
+ else
+ {
+ // set up for pmove
+ memset (&pm, 0, sizeof(pm));
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ client->ps.pmove.pm_type = PM_SPECTATOR;
+ else if (ent->s.modelindex != 255)
+ client->ps.pmove.pm_type = PM_GIB;
+ else if (ent->deadflag)
+ client->ps.pmove.pm_type = PM_DEAD;
+ else
+ client->ps.pmove.pm_type = PM_NORMAL;
+
+ //PGM trigger_gravity support
+ // client->ps.pmove.gravity = sv_gravity->value;
+ client->ps.pmove.gravity = sv_gravity->value * ent->gravity;
+ //PGM
+ pm.s = client->ps.pmove;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ pm.s.origin[i] = ent->s.origin[i]*8;
+ pm.s.velocity[i] = ent->velocity[i]*8;
+ }
+
+ if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
+ {
+ pm.snapinitial = true;
+ // gi.dprintf ("pmove changed!\n");
+ }
+
+ pm.cmd = *ucmd;
+
+ pm.trace = PM_trace; // adds default parms
+ pm.pointcontents = gi.pointcontents;
+
+ // perform a pmove
+ gi.Pmove (&pm);
+
+ // save results of pmove
+ client->ps.pmove = pm.s;
+ client->old_pmove = pm.s;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->s.origin[i] = pm.s.origin[i]*0.125;
+ ent->velocity[i] = pm.s.velocity[i]*0.125;
+ }
+
+ VectorCopy (pm.mins, ent->mins);
+ VectorCopy (pm.maxs, ent->maxs);
+
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+
+ if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
+ }
+
+ //ROGUE sam raimi cam support
+ if(ent->flags & FL_SAM_RAIMI)
+ ent->viewheight = 8;
+ else
+ ent->viewheight = pm.viewheight;
+ //ROGUE
+
+ ent->waterlevel = pm.waterlevel;
+ ent->watertype = pm.watertype;
+ ent->groundentity = pm.groundentity;
+ if (pm.groundentity)
+ ent->groundentity_linkcount = pm.groundentity->linkcount;
+
+ if (ent->deadflag)
+ {
+ client->ps.viewangles[ROLL] = 40;
+ client->ps.viewangles[PITCH] = -15;
+ client->ps.viewangles[YAW] = client->killer_yaw;
+ }
+ else
+ {
+ VectorCopy (pm.viewangles, client->v_angle);
+ VectorCopy (pm.viewangles, client->ps.viewangles);
+ }
+
+ gi.linkentity (ent);
+
+ //PGM trigger_gravity support
+ ent->gravity = 1.0;
+ //PGM
+ if (ent->movetype != MOVETYPE_NOCLIP)
+ G_TouchTriggers (ent);
+
+ // touch other objects
+ for (i=0 ; i<pm.numtouch ; i++)
+ {
+ other = pm.touchents[i];
+ for (j=0 ; j<i ; j++)
+ if (pm.touchents[j] == other)
+ break;
+ if (j != i)
+ continue; // duplicated
+ if (!other->touch)
+ continue;
+ other->touch (other, ent, NULL, NULL);
+ }
+ }
+
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+ client->latched_buttons |= client->buttons & ~client->oldbuttons;
+
+ // save light level the player is standing on for
+ // monster sighting AI
+ ent->light_level = ucmd->lightlevel;
+
+ // fire weapon from final position if needed
+ if (client->latched_buttons & BUTTON_ATTACK)
+ {
+ if (client->resp.spectator)
+ {
+ client->latched_buttons = 0;
+
+ if (client->chase_target)
+ {
+ client->chase_target = NULL;
+ client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+ }
+ else
+ GetChaseTarget(ent);
+ }
+ else if (!client->weapon_thunk)
+ {
+ client->weapon_thunk = true;
+ Think_Weapon (ent);
+ }
+ }
+
+ if (client->resp.spectator)
+ {
+ if (ucmd->upmove >= 10)
+ {
+ if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD))
+ {
+ client->ps.pmove.pm_flags |= PMF_JUMP_HELD;
+ if (client->chase_target)
+ ChaseNext(ent);
+ else
+ GetChaseTarget(ent);
+ }
+ }
+ else
+ client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD;
+ }
+
+ // update chase cam if being followed
+ for (i = 1; i <= maxclients->value; i++)
+ {
+ other = g_edicts + i;
+ if (other->inuse && other->client->chase_target == ent)
+ UpdateChaseCam(other);
+ }
+}
+
+
+/*
+==============
+ClientBeginServerFrame
+
+This will be called once for each server frame, before running
+any other entities in the world.
+==============
+*/
+void ClientBeginServerFrame (edict_t *ent)
+{
+ gclient_t *client;
+ int buttonMask;
+
+ if (level.intermissiontime)
+ return;
+
+ client = ent->client;
+
+ if (deathmatch->value &&
+ client->pers.spectator != client->resp.spectator &&
+ (level.time - client->respawn_time) >= 5)
+ {
+ spectator_respawn(ent);
+ return;
+ }
+
+ // run weapon animations if it hasn't been done by a ucmd_t
+ if (!client->weapon_thunk && !client->resp.spectator)
+ Think_Weapon (ent);
+ else
+ client->weapon_thunk = false;
+
+ if (ent->deadflag)
+ {
+ // wait for any button just going down
+ if ( level.time > client->respawn_time)
+ {
+ // in deathmatch, only wait for attack button
+ if (deathmatch->value)
+ buttonMask = BUTTON_ATTACK;
+ else
+ buttonMask = -1;
+
+ if ( ( client->latched_buttons & buttonMask ) ||
+ (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
+ {
+ respawn(ent);
+ client->latched_buttons = 0;
+ }
+ }
+ return;
+ }
+
+ // add player trail so monsters can follow
+ if (!deathmatch->value)
+ if (!visible (ent, PlayerTrail_LastSpot() ) )
+ PlayerTrail_Add (ent->s.old_origin);
+
+ client->latched_buttons = 0;
+}
+
+/*
+==============
+RemoveAttackingPainDaemons
+
+This is called to clean up the pain daemons that the disruptor attaches
+to clients to damage them.
+==============
+*/
+void RemoveAttackingPainDaemons (edict_t *self)
+{
+ edict_t *tracker;
+
+ tracker = G_Find (NULL, FOFS(classname), "pain daemon");
+ while(tracker)
+ {
+ if(tracker->enemy == self)
+ G_FreeEdict(tracker);
+ tracker = G_Find (tracker, FOFS(classname), "pain daemon");
+ }
+
+ if(self->client)
+ self->client->tracker_pain_framenum = 0;
+}
--- /dev/null
+++ b/rogue/p_hud.c
@@ -1,0 +1,601 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+
+/*
+======================================================================
+
+INTERMISSION
+
+======================================================================
+*/
+
+void MoveClientToIntermission (edict_t *ent)
+{
+ if (deathmatch->value || coop->value)
+ ent->client->showscores = true;
+ VectorCopy (level.intermission_origin, ent->s.origin);
+ ent->client->ps.pmove.origin[0] = level.intermission_origin[0]*8;
+ ent->client->ps.pmove.origin[1] = level.intermission_origin[1]*8;
+ ent->client->ps.pmove.origin[2] = level.intermission_origin[2]*8;
+ VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+ ent->client->ps.gunindex = 0;
+ ent->client->ps.blend[3] = 0;
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ // clean up powerup info
+ ent->client->quad_framenum = 0;
+ ent->client->invincible_framenum = 0;
+ ent->client->breather_framenum = 0;
+ ent->client->enviro_framenum = 0;
+ ent->client->grenade_blew_up = false;
+ ent->client->grenade_time = 0;
+
+ ent->client->ps.rdflags &= ~RDF_IRGOGGLES; // PGM
+ ent->client->ir_framenum = 0; // PGM
+ ent->client->nuke_framenum = 0; // PMM
+ ent->client->double_framenum = 0; // PMM
+
+ ent->viewheight = 0;
+ ent->s.modelindex = 0;
+ ent->s.modelindex2 = 0;
+ ent->s.modelindex3 = 0;
+ ent->s.modelindex = 0;
+ ent->s.effects = 0;
+ ent->s.sound = 0;
+ ent->solid = SOLID_NOT;
+
+ // add the layout
+
+ if (deathmatch->value || coop->value)
+ {
+ DeathmatchScoreboardMessage (ent, NULL);
+ gi.unicast (ent, true);
+ }
+
+}
+
+void BeginIntermission (edict_t *targ)
+{
+ int i, n;
+ edict_t *ent, *client;
+
+ if (level.intermissiontime)
+ return; // already activated
+
+ game.autosaved = false;
+
+ // respawn any dead clients
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ if (client->health <= 0)
+ respawn(client);
+ }
+
+ level.intermissiontime = level.time;
+ level.changemap = targ->map;
+
+ if (strstr(level.changemap, "*"))
+ {
+ if (coop->value)
+ {
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ // strip players of all keys between units
+ for (n = 0; n < MAX_ITEMS; n++)
+ {
+ if (itemlist[n].flags & IT_KEY)
+ client->client->pers.inventory[n] = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ if (!deathmatch->value)
+ {
+ level.exitintermission = 1; // go immediately to the next level
+ return;
+ }
+ }
+
+ level.exitintermission = 0;
+
+ // find an intermission spot
+ ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
+ if (!ent)
+ { // the map creator forgot to put in an intermission point...
+ ent = G_Find (NULL, FOFS(classname), "info_player_start");
+ if (!ent)
+ ent = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+ }
+ else
+ { // chose one of four spots
+ i = rand() & 3;
+ while (i--)
+ {
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ if (!ent) // wrap around the list
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ }
+ }
+
+ VectorCopy (ent->s.origin, level.intermission_origin);
+ VectorCopy (ent->s.angles, level.intermission_angle);
+
+ // move all clients to the intermission point
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ MoveClientToIntermission (client);
+ }
+}
+
+
+/*
+==================
+DeathmatchScoreboardMessage
+
+==================
+*/
+void DeathmatchScoreboardMessage (edict_t *ent, edict_t *killer)
+{
+ char entry[1024];
+ char string[1400];
+ int stringlength;
+ int i, j, k;
+ int sorted[MAX_CLIENTS];
+ int sortedscores[MAX_CLIENTS];
+ int score, total;
+ int x, y;
+ gclient_t *cl;
+ edict_t *cl_ent;
+ char *tag;
+
+ // sort the clients by score
+ total = 0;
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ cl_ent = g_edicts + 1 + i;
+ if (!cl_ent->inuse || game.clients[i].resp.spectator)
+ continue;
+ score = game.clients[i].resp.score;
+ for (j=0 ; j<total ; j++)
+ {
+ if (score > sortedscores[j])
+ break;
+ }
+ for (k=total ; k>j ; k--)
+ {
+ sorted[k] = sorted[k-1];
+ sortedscores[k] = sortedscores[k-1];
+ }
+ sorted[j] = i;
+ sortedscores[j] = score;
+ total++;
+ }
+
+ // print level name and exit rules
+ string[0] = 0;
+
+ stringlength = strlen(string);
+
+ // add the clients in sorted order
+ if (total > 12)
+ total = 12;
+
+ for (i=0 ; i<total ; i++)
+ {
+ cl = &game.clients[sorted[i]];
+ cl_ent = g_edicts + 1 + sorted[i];
+
+ x = (i>=6) ? 160 : 0;
+ y = 32 + 32 * (i%6);
+
+ // add a dogtag
+ if (cl_ent == ent)
+ tag = "tag1";
+ else if (cl_ent == killer)
+ tag = "tag2";
+ else
+ tag = NULL;
+
+//===============
+//ROGUE
+ // allow new DM games to override the tag picture
+ if (gamerules && gamerules->value)
+ {
+ if(DMGame.DogTag)
+ DMGame.DogTag(cl_ent, killer, &tag);
+ }
+//ROGUE
+//===============
+
+ if (tag)
+ {
+ Com_sprintf (entry, sizeof(entry),
+ "xv %i yv %i picn %s ",x+32, y, tag);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ // send the layout
+ Com_sprintf (entry, sizeof(entry),
+ "client %i %i %i %i %i %i ",
+ x, y, sorted[i], cl->resp.score, cl->ping, (level.framenum - cl->resp.enterframe)/600);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+}
+
+
+/*
+==================
+DeathmatchScoreboard
+
+Draw instead of help message.
+Note that it isn't that hard to overflow the 1400 byte message limit!
+==================
+*/
+void DeathmatchScoreboard (edict_t *ent)
+{
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Score_f
+
+Display the scoreboard
+==================
+*/
+void Cmd_Score_f (edict_t *ent)
+{
+ ent->client->showinventory = false;
+ ent->client->showhelp = false;
+
+ if (!deathmatch->value && !coop->value)
+ return;
+
+ if (ent->client->showscores)
+ {
+ ent->client->showscores = false;
+ return;
+ }
+
+ ent->client->showscores = true;
+ DeathmatchScoreboard (ent);
+}
+
+
+/*
+==================
+HelpComputer
+
+Draw help computer.
+==================
+*/
+void HelpComputer (edict_t *ent)
+{
+ char string[1024];
+ char *sk;
+
+ if (skill->value == 0)
+ sk = "easy";
+ else if (skill->value == 1)
+ sk = "medium";
+ else if (skill->value == 2)
+ sk = "hard";
+ else
+ sk = "hard+";
+
+ // send the layout
+ Com_sprintf (string, sizeof(string),
+ "xv 32 yv 8 picn help " // background
+ "xv 202 yv 12 string2 \"%s\" " // skill
+ "xv 0 yv 24 cstring2 \"%s\" " // level name
+ "xv 0 yv 54 cstring2 \"%s\" " // help 1
+ "xv 0 yv 110 cstring2 \"%s\" " // help 2
+ "xv 50 yv 164 string2 \" kills goals secrets\" "
+ "xv 50 yv 172 string2 \"%3i/%3i %i/%i %i/%i\" ",
+ sk,
+ level.level_name,
+ game.helpmessage1,
+ game.helpmessage2,
+ level.killed_monsters, level.total_monsters,
+ level.found_goals, level.total_goals,
+ level.found_secrets, level.total_secrets);
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Help_f
+
+Display the current help message
+==================
+*/
+void Cmd_Help_f (edict_t *ent)
+{
+ // this is for backwards compatability
+ if (deathmatch->value)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+
+ ent->client->showinventory = false;
+ ent->client->showscores = false;
+
+ if (ent->client->showhelp && (ent->client->pers.game_helpchanged == game.helpchanged))
+ {
+ ent->client->showhelp = false;
+ return;
+ }
+
+ ent->client->showhelp = true;
+ ent->client->pers.helpchanged = 0;
+ HelpComputer (ent);
+}
+
+
+//=======================================================================
+
+/*
+===============
+G_SetStats
+===============
+*/
+void G_SetStats (edict_t *ent)
+{
+ gitem_t *item;
+ int index, cells = 0;
+ int power_armor_type;
+
+ //
+ // health
+ //
+ ent->client->ps.stats[STAT_HEALTH_ICON] = level.pic_health;
+ ent->client->ps.stats[STAT_HEALTH] = ent->health;
+
+ //
+ // ammo
+ //
+ if (!ent->client->ammo_index /* || !ent->client->pers.inventory[ent->client->ammo_index] */)
+ {
+ ent->client->ps.stats[STAT_AMMO_ICON] = 0;
+ ent->client->ps.stats[STAT_AMMO] = 0;
+ }
+ else
+ {
+ item = &itemlist[ent->client->ammo_index];
+ ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ent->client->ammo_index];
+ }
+
+ //
+ // armor
+ //
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type)
+ {
+ cells = ent->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))];
+ if (cells == 0)
+ { // ran out of cells for power armor
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ power_armor_type = 0;;
+ }
+ }
+
+ index = ArmorIndex (ent);
+ if (power_armor_type && (!index || (level.framenum & 8) ) )
+ { // flash between power armor and other armor icon
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex ("i_powershield");
+ ent->client->ps.stats[STAT_ARMOR] = cells;
+ }
+ else if (index)
+ {
+ item = GetItemByIndex (index);
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_ARMOR] = ent->client->pers.inventory[index];
+ }
+ else
+ {
+ ent->client->ps.stats[STAT_ARMOR_ICON] = 0;
+ ent->client->ps.stats[STAT_ARMOR] = 0;
+ }
+
+ //
+ // pickup message
+ //
+ if (level.time > ent->client->pickup_msg_time)
+ {
+ ent->client->ps.stats[STAT_PICKUP_ICON] = 0;
+ ent->client->ps.stats[STAT_PICKUP_STRING] = 0;
+ }
+
+ //
+ // timers
+ //
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quad");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->quad_framenum - level.framenum)/10;
+ }
+// PMM
+ else if (ent->client->double_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_double");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->double_framenum - level.framenum)/10;
+ }
+// PMM
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_invulnerability");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->invincible_framenum - level.framenum)/10;
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_envirosuit");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->enviro_framenum - level.framenum)/10;
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_rebreather");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->breather_framenum - level.framenum)/10;
+ }
+// PGM
+ else if (ent->client->owned_sphere)
+ {
+ if(ent->client->owned_sphere->spawnflags == 1) // defender
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_defender");
+ else if(ent->client->owned_sphere->spawnflags == 2) // hunter
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_hunter");
+ else if(ent->client->owned_sphere->spawnflags == 4) // vengeance
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_vengeance");
+ else // error case
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("i_fixme");
+
+ ent->client->ps.stats[STAT_TIMER] = (int)(ent->client->owned_sphere->wait - level.time);
+ }
+ else if (ent->client->ir_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_ir");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->ir_framenum - level.framenum)/10;
+ }
+// PGM
+ else
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = 0;
+ ent->client->ps.stats[STAT_TIMER] = 0;
+ }
+
+ //
+ // selected item
+ //
+ if (ent->client->pers.selected_item == -1)
+ ent->client->ps.stats[STAT_SELECTED_ICON] = 0;
+ else
+ ent->client->ps.stats[STAT_SELECTED_ICON] = gi.imageindex (itemlist[ent->client->pers.selected_item].icon);
+
+ ent->client->ps.stats[STAT_SELECTED_ITEM] = ent->client->pers.selected_item;
+
+ //
+ // layouts
+ //
+ ent->client->ps.stats[STAT_LAYOUTS] = 0;
+
+ if (deathmatch->value)
+ {
+ if (ent->client->pers.health <= 0 || level.intermissiontime
+ || ent->client->showscores)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+ else
+ {
+ if (ent->client->showscores || ent->client->showhelp)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+
+ //
+ // frags
+ //
+ ent->client->ps.stats[STAT_FRAGS] = ent->client->resp.score;
+
+ //
+ // help icon / current weapon if not shown
+ //
+ if (ent->client->pers.helpchanged && (level.framenum&8) )
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex ("i_help");
+ else if ( (ent->client->pers.hand == CENTER_HANDED || ent->client->ps.fov > 91)
+ && ent->client->pers.weapon)
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex (ent->client->pers.weapon->icon);
+ else
+ ent->client->ps.stats[STAT_HELPICON] = 0;
+
+ ent->client->ps.stats[STAT_SPECTATOR] = 0;
+}
+
+/*
+===============
+G_CheckChaseStats
+===============
+*/
+void G_CheckChaseStats (edict_t *ent)
+{
+ int i;
+ gclient_t *cl;
+
+ for (i = 1; i <= maxclients->value; i++)
+ {
+ cl = g_edicts[i].client;
+ if (!g_edicts[i].inuse || cl->chase_target != ent)
+ continue;
+ memcpy(cl->ps.stats, ent->client->ps.stats, sizeof(cl->ps.stats));
+ G_SetSpectatorStats(g_edicts + i);
+ }
+}
+
+/*
+===============
+G_SetSpectatorStats
+===============
+*/
+void G_SetSpectatorStats (edict_t *ent)
+{
+ gclient_t *cl = ent->client;
+
+ if (!cl->chase_target)
+ G_SetStats (ent);
+
+ cl->ps.stats[STAT_SPECTATOR] = 1;
+
+ // layouts are independant in spectator
+ cl->ps.stats[STAT_LAYOUTS] = 0;
+ if (cl->pers.health <= 0 || level.intermissiontime || cl->showscores)
+ cl->ps.stats[STAT_LAYOUTS] |= 1;
+ if (cl->showinventory && cl->pers.health > 0)
+ cl->ps.stats[STAT_LAYOUTS] |= 2;
+
+ if (cl->chase_target && cl->chase_target->inuse)
+ {
+ cl->ps.stats[STAT_CHASE] = CS_PLAYERSKINS +
+ (cl->chase_target - g_edicts) - 1;
+ }
+ else
+ cl->ps.stats[STAT_CHASE] = 0;
+}
+
--- /dev/null
+++ b/rogue/p_trail.c
@@ -1,0 +1,131 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+/*
+==============================================================================
+
+PLAYER TRAIL
+
+==============================================================================
+
+This is a circular list containing the a list of points of where
+the player has been recently. It is used by monsters for pursuit.
+
+.origin the spot
+.owner forward link
+.aiment backward link
+*/
+
+
+#define TRAIL_LENGTH 8
+
+edict_t *trail[TRAIL_LENGTH];
+int trail_head;
+qboolean trail_active = false;
+
+#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
+#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
+
+
+void PlayerTrail_Init (void)
+{
+ int n;
+
+ if (deathmatch->value /* FIXME || coop */)
+ return;
+
+ for (n = 0; n < TRAIL_LENGTH; n++)
+ {
+ trail[n] = G_Spawn();
+ trail[n]->classname = "player_trail";
+ }
+
+ trail_head = 0;
+ trail_active = true;
+}
+
+
+void PlayerTrail_Add (vec3_t spot)
+{
+ vec3_t temp;
+
+ if (!trail_active)
+ return;
+
+ VectorCopy (spot, trail[trail_head]->s.origin);
+
+ trail[trail_head]->timestamp = level.time;
+
+ VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp);
+ trail[trail_head]->s.angles[1] = vectoyaw (temp);
+
+ trail_head = NEXT(trail_head);
+}
+
+
+void PlayerTrail_New (vec3_t spot)
+{
+ if (!trail_active)
+ return;
+
+ PlayerTrail_Init ();
+ PlayerTrail_Add (spot);
+}
+
+
+edict_t *PlayerTrail_PickFirst (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ if (visible(self, trail[marker]))
+ {
+ return trail[marker];
+ }
+
+ if (visible(self, trail[PREV(marker)]))
+ {
+ return trail[PREV(marker)];
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_PickNext (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_LastSpot (void)
+{
+ return trail[PREV(trail_head)];
+}
--- /dev/null
+++ b/rogue/p_view.c
@@ -1,0 +1,1179 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+
+static edict_t *current_player;
+static gclient_t *current_client;
+
+static vec3_t forward, right, up;
+float xyspeed;
+
+float bobmove;
+int bobcycle; // odd cycles are right foot going forward
+float bobfracsin; // sin(bobfrac*M_PI)
+
+/*
+===============
+SV_CalcRoll
+
+===============
+*/
+float SV_CalcRoll (vec3_t, vec3_t velocity)
+{
+ float sign;
+ float side;
+ float value;
+
+ side = DotProduct (velocity, right);
+ sign = side < 0 ? -1 : 1;
+ side = fabs(side);
+
+ value = sv_rollangle->value;
+
+ if (side < sv_rollspeed->value)
+ side = side * value / sv_rollspeed->value;
+ else
+ side = value;
+
+ return side*sign;
+
+}
+
+
+/*
+===============
+P_DamageFeedback
+
+Handles color blends and view kicks
+===============
+*/
+void P_DamageFeedback (edict_t *player)
+{
+ gclient_t *client;
+ float side;
+ float realcount, count, kick;
+ vec3_t v;
+ int r, l;
+ static vec3_t power_color = {0.0, 1.0, 0.0};
+ static vec3_t acolor = {1.0, 1.0, 1.0};
+ static vec3_t bcolor = {1.0, 0.0, 0.0};
+
+ client = player->client;
+
+ // flash the backgrounds behind the status numbers
+ client->ps.stats[STAT_FLASHES] = 0;
+ if (client->damage_blood)
+ client->ps.stats[STAT_FLASHES] |= 1;
+ if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ client->ps.stats[STAT_FLASHES] |= 2;
+
+ // total points of damage shot at the player this frame
+ count = (client->damage_blood + client->damage_armor + client->damage_parmor);
+ if (count == 0)
+ return; // didn't take any damage
+
+ // start a pain animation if still in the player model
+ if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
+ {
+ static int i;
+
+ client->anim_priority = ANIM_PAIN;
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ player->s.frame = FRAME_crpain1-1;
+ client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ i = (i+1)%3;
+ switch (i)
+ {
+ case 0:
+ player->s.frame = FRAME_pain101-1;
+ client->anim_end = FRAME_pain104;
+ break;
+ case 1:
+ player->s.frame = FRAME_pain201-1;
+ client->anim_end = FRAME_pain204;
+ break;
+ case 2:
+ player->s.frame = FRAME_pain301-1;
+ client->anim_end = FRAME_pain304;
+ break;
+ }
+ }
+ }
+
+ realcount = count;
+ if (count < 10)
+ count = 10; // always make a visible effect
+
+ // play an apropriate pain sound
+ if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ {
+ r = 1 + (rand()&1);
+ player->pain_debounce_time = level.time + 0.7;
+ if (player->health < 25)
+ l = 25;
+ else if (player->health < 50)
+ l = 50;
+ else if (player->health < 75)
+ l = 75;
+ else
+ l = 100;
+ gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
+ }
+
+ // the total alpha of the blend is always proportional to count
+ if (client->damage_alpha < 0)
+ client->damage_alpha = 0;
+ client->damage_alpha += count*0.01;
+ if (client->damage_alpha < 0.2)
+ client->damage_alpha = 0.2;
+ if (client->damage_alpha > 0.6)
+ client->damage_alpha = 0.6; // don't go too saturated
+
+ // the color of the blend will vary based on how much was absorbed
+ // by different armors
+ VectorClear (v);
+ if (client->damage_parmor)
+ VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
+ if (client->damage_armor)
+ VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
+ if (client->damage_blood)
+ VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
+ VectorCopy (v, client->damage_blend);
+
+
+ //
+ // calculate view angle kicks
+ //
+ kick = abs(client->damage_knockback);
+ if (kick && player->health > 0) // kick of 0 means no view adjust at all
+ {
+ kick = kick * 100 / player->health;
+
+ if (kick < count*0.5)
+ kick = count*0.5;
+ if (kick > 50)
+ kick = 50;
+
+ VectorSubtract (client->damage_from, player->s.origin, v);
+ VectorNormalize (v);
+
+ side = DotProduct (v, right);
+ client->v_dmg_roll = kick*side*0.3;
+
+ side = -DotProduct (v, forward);
+ client->v_dmg_pitch = kick*side*0.3;
+
+ client->v_dmg_time = level.time + DAMAGE_TIME;
+ }
+
+ //
+ // clear totals
+ //
+ client->damage_blood = 0;
+ client->damage_armor = 0;
+ client->damage_parmor = 0;
+ client->damage_knockback = 0;
+}
+
+
+
+
+/*
+===============
+SV_CalcViewOffset
+
+Auto pitching on slopes?
+
+ fall from 128: 400 = 160000
+ fall from 256: 580 = 336400
+ fall from 384: 720 = 518400
+ fall from 512: 800 = 640000
+ fall from 640: 960 =
+
+ damage = deltavelocity*deltavelocity * 0.0001
+
+===============
+*/
+void SV_CalcViewOffset (edict_t *ent)
+{
+ float *angles;
+ float bob;
+ float ratio;
+ float delta;
+ vec3_t v;
+
+
+//===================================
+
+ // base angles
+ angles = ent->client->ps.kick_angles;
+
+ // if dead, fix the angle and don't add any kick
+ if (ent->deadflag)
+ {
+ VectorClear (angles);
+
+ if(ent->flags & FL_SAM_RAIMI)
+ {
+ ent->client->ps.viewangles[ROLL] = 0;
+ ent->client->ps.viewangles[PITCH] = 0;
+ }
+ else
+ {
+ ent->client->ps.viewangles[ROLL] = 40;
+ ent->client->ps.viewangles[PITCH] = -15;
+ }
+ ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
+ }
+ else
+ {
+ // add angles based on weapon kick
+
+ VectorCopy (ent->client->kick_angles, angles);
+
+ // add angles based on damage kick
+
+ ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
+ if (ratio < 0)
+ {
+ ratio = 0;
+ ent->client->v_dmg_pitch = 0;
+ ent->client->v_dmg_roll = 0;
+ }
+ angles[PITCH] += ratio * ent->client->v_dmg_pitch;
+ angles[ROLL] += ratio * ent->client->v_dmg_roll;
+
+ // add pitch based on fall kick
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ angles[PITCH] += ratio * ent->client->fall_value;
+
+ // add angles based on velocity
+
+ delta = DotProduct (ent->velocity, forward);
+ angles[PITCH] += delta*run_pitch->value;
+
+ delta = DotProduct (ent->velocity, right);
+ angles[ROLL] += delta*run_roll->value;
+
+ // add angles based on bob
+
+ delta = bobfracsin * bob_pitch->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ angles[PITCH] += delta;
+ delta = bobfracsin * bob_roll->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ if (bobcycle & 1)
+ delta = -delta;
+ angles[ROLL] += delta;
+ }
+
+//===================================
+
+ // base origin
+
+ VectorClear (v);
+
+ // add view height
+
+ v[2] += ent->viewheight;
+
+ // add fall height
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ v[2] -= ratio * ent->client->fall_value * 0.4;
+
+ // add bob height
+
+ bob = bobfracsin * xyspeed * bob_up->value;
+ if (bob > 6)
+ bob = 6;
+ //gi.DebugGraph (bob *2, 255);
+ v[2] += bob;
+
+ // add kick offset
+
+ VectorAdd (v, ent->client->kick_origin, v);
+
+ // absolutely bound offsets
+ // so the view can never be outside the player box
+
+ if (v[0] < -14)
+ v[0] = -14;
+ else if (v[0] > 14)
+ v[0] = 14;
+ if (v[1] < -14)
+ v[1] = -14;
+ else if (v[1] > 14)
+ v[1] = 14;
+ if (v[2] < -22)
+ v[2] = -22;
+ else if (v[2] > 30)
+ v[2] = 30;
+
+ VectorCopy (v, ent->client->ps.viewoffset);
+}
+
+/*
+==============
+SV_CalcGunOffset
+==============
+*/
+void SV_CalcGunOffset (edict_t *ent)
+{
+ int i;
+ float delta;
+ //ROGUE
+ static gitem_t *heatbeam;
+
+ if (!heatbeam)
+ heatbeam = FindItemByClassname ("weapon_plasmabeam");
+
+ //ROGUE - heatbeam shouldn't bob so the beam looks right
+ if (ent->client->pers.weapon != heatbeam)
+ {
+ // ROGUE
+ // gun angles from bobbing
+ ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
+ ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
+ if (bobcycle & 1)
+ {
+ ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
+ ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
+ }
+
+ ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
+
+ // gun angles from delta movement
+ for (i=0 ; i<3 ; i++)
+ {
+ delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
+ if (delta > 180)
+ delta -= 360;
+ if (delta < -180)
+ delta += 360;
+ if (delta > 45)
+ delta = 45;
+ if (delta < -45)
+ delta = -45;
+ if (i == YAW)
+ ent->client->ps.gunangles[ROLL] += 0.1*delta;
+ ent->client->ps.gunangles[i] += 0.2 * delta;
+ }
+ }
+ // ROGUE
+ else
+ {
+ for (i=0; i<3; i++)
+ ent->client->ps.gunangles[i] = 0;
+ }
+ //ROGUE
+
+ // gun height
+ VectorClear (ent->client->ps.gunoffset);
+// ent->ps->gunorigin[2] += bob;
+
+ // gun_x / gun_y / gun_z are development tools
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
+ ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
+ ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
+ }
+}
+
+
+/*
+=============
+SV_AddBlend
+=============
+*/
+void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
+{
+ float a2, a3;
+
+ if (a <= 0)
+ return;
+ a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
+ a3 = v_blend[3]/a2; // fraction of color from old
+
+ v_blend[0] = v_blend[0]*a3 + r*(1-a3);
+ v_blend[1] = v_blend[1]*a3 + g*(1-a3);
+ v_blend[2] = v_blend[2]*a3 + b*(1-a3);
+ v_blend[3] = a2;
+}
+
+
+/*
+=============
+SV_CalcBlend
+=============
+*/
+void SV_CalcBlend (edict_t *ent)
+{
+ int contents;
+ vec3_t vieworg;
+ int remaining;
+
+ ent->client->ps.blend[0] = ent->client->ps.blend[1] =
+ ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
+
+ // add for contents
+ VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
+ contents = gi.pointcontents (vieworg);
+ if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
+ ent->client->ps.rdflags |= RDF_UNDERWATER;
+ else
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
+ SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_SLIME)
+ SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_WATER)
+ SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
+
+ // add for powerups
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
+ }
+ // PMM - double damage
+ else if (ent->client->double_framenum > level.framenum)
+ {
+ remaining = ent->client->double_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0.9, 0.7, 0, 0.08, ent->client->ps.blend);
+ }
+ // PMM
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ remaining = ent->client->enviro_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ remaining = ent->client->breather_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
+ }
+
+//PGM
+ if(ent->client->nuke_framenum > level.framenum)
+ {
+ float brightness;
+ brightness = (ent->client->nuke_framenum - level.framenum) / 20.0;
+ SV_AddBlend (1, 1, 1, brightness, ent->client->ps.blend);
+ }
+ if (ent->client->ir_framenum > level.framenum)
+ {
+ remaining = ent->client->ir_framenum - level.framenum;
+ if(remaining > 30 || (remaining & 4))
+ {
+ ent->client->ps.rdflags |= RDF_IRGOGGLES;
+ SV_AddBlend (1, 0, 0, 0.2, ent->client->ps.blend);
+ }
+ else
+ ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
+ }
+ else
+ {
+ ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
+ }
+//PGM
+
+ // add for damage
+ if (ent->client->damage_alpha > 0)
+ SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
+ ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
+
+ if (ent->client->bonus_alpha > 0)
+ SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
+
+ // drop the damage value
+ ent->client->damage_alpha -= 0.06;
+ if (ent->client->damage_alpha < 0)
+ ent->client->damage_alpha = 0;
+
+ // drop the bonus value
+ ent->client->bonus_alpha -= 0.1;
+ if (ent->client->bonus_alpha < 0)
+ ent->client->bonus_alpha = 0;
+}
+
+
+/*
+=================
+P_FallingDamage
+=================
+*/
+void P_FallingDamage (edict_t *ent)
+{
+ float delta;
+ int damage;
+ vec3_t dir;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ return;
+
+ if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
+ {
+ delta = ent->client->oldvelocity[2];
+ }
+ else
+ {
+ if (!ent->groundentity)
+ return;
+ delta = ent->velocity[2] - ent->client->oldvelocity[2];
+ }
+ delta = delta*delta * 0.0001;
+
+ // never take falling damage if completely underwater
+ if (ent->waterlevel == 3)
+ return;
+ if (ent->waterlevel == 2)
+ delta *= 0.25;
+ if (ent->waterlevel == 1)
+ delta *= 0.5;
+
+ if (delta < 1)
+ return;
+
+ if (delta < 15)
+ {
+ ent->s.event = EV_FOOTSTEP;
+ return;
+ }
+
+ ent->client->fall_value = delta*0.5;
+ if (ent->client->fall_value > 40)
+ ent->client->fall_value = 40;
+ ent->client->fall_time = level.time + FALL_TIME;
+
+ if (delta > 30)
+ {
+ if (ent->health > 0)
+ {
+ if (delta >= 55)
+ ent->s.event = EV_FALLFAR;
+ else
+ ent->s.event = EV_FALL;
+ }
+ ent->pain_debounce_time = level.time; // no normal pain sound
+ damage = (delta-30)/2;
+ if (damage < 1)
+ damage = 1;
+ VectorSet (dir, 0, 0, 1);
+
+ if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
+ T_Damage (ent, WORLD, WORLD, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
+ }
+ else
+ {
+ ent->s.event = EV_FALLSHORT;
+ return;
+ }
+}
+
+
+
+/*
+=============
+P_WorldEffects
+=============
+*/
+void P_WorldEffects (void)
+{
+ qboolean breather;
+ qboolean envirosuit;
+ int waterlevel, old_waterlevel;
+
+ if (current_player->movetype == MOVETYPE_NOCLIP)
+ {
+ current_player->air_finished = level.time + 12; // don't need air
+ return;
+ }
+
+ waterlevel = current_player->waterlevel;
+ old_waterlevel = current_client->old_waterlevel;
+ current_client->old_waterlevel = waterlevel;
+
+ breather = current_client->breather_framenum > level.framenum;
+ envirosuit = current_client->enviro_framenum > level.framenum;
+
+ //
+ // if just entered a water volume, play a sound
+ //
+ if (!old_waterlevel && waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ if (current_player->watertype & CONTENTS_LAVA)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_SLIME)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_WATER)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ current_player->flags |= FL_INWATER;
+
+ // clear damage_debounce, so the pain sound will play immediately
+ current_player->damage_debounce_time = level.time - 1;
+ }
+
+ //
+ // if just completely exited a water volume, play a sound
+ //
+ if (old_waterlevel && ! waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ current_player->flags &= ~FL_INWATER;
+ }
+
+ //
+ // check for head just going under water
+ //
+ if (old_waterlevel != 3 && waterlevel == 3)
+ {
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
+ }
+
+ //
+ // check for head just coming out of water
+ //
+ if (old_waterlevel == 3 && waterlevel != 3)
+ {
+ if (current_player->air_finished < level.time)
+ { // gasp for air
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ }
+ else if (current_player->air_finished < level.time + 11)
+ { // just break surface
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ //
+ // check for drowning
+ //
+ if (waterlevel == 3)
+ {
+ // breather or envirosuit give air
+ if (breather || envirosuit)
+ {
+ current_player->air_finished = level.time + 10;
+
+ if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
+ {
+ if (!current_client->breather_sound)
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
+ current_client->breather_sound ^= 1;
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ //FIXME: release a bubble?
+ }
+ }
+
+ // if out of air, start drowning
+ if (current_player->air_finished < level.time)
+ { // drown!
+ if (current_player->client->next_drown_time < level.time
+ && current_player->health > 0)
+ {
+ current_player->client->next_drown_time = level.time + 1;
+
+ // take more damage the longer underwater
+ current_player->dmg += 2;
+ if (current_player->dmg > 15)
+ current_player->dmg = 15;
+
+ // play a gurp sound instead of a normal pain sound
+ if (current_player->health <= current_player->dmg)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
+ else if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
+
+ current_player->pain_debounce_time = level.time;
+
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ }
+ }
+ }
+ else
+ {
+ current_player->air_finished = level.time + 12;
+ current_player->dmg = 2;
+ }
+
+ //
+ // check for sizzle damage
+ //
+ if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ {
+ if (current_player->watertype & CONTENTS_LAVA)
+ {
+ if (current_player->health > 0
+ && current_player->pain_debounce_time <= level.time
+ && current_client->invincible_framenum < level.framenum)
+ {
+ if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
+ current_player->pain_debounce_time = level.time + 1;
+ }
+
+ if (envirosuit) // take 1/3 damage with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
+ else
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
+ }
+
+ if (current_player->watertype & CONTENTS_SLIME)
+ {
+ if (!envirosuit)
+ { // no damage from slime with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+ }
+}
+
+
+/*
+===============
+G_SetClientEffects
+===============
+*/
+void G_SetClientEffects (edict_t *ent)
+{
+ int pa_type;
+ int remaining;
+
+ ent->s.effects = 0;
+// ent->s.renderfx = 0;
+
+ // PGM - player is always ir visible, even dead.
+ ent->s.renderfx = RF_IR_VISIBLE;
+
+ if (ent->health <= 0 || level.intermissiontime)
+ return;
+
+//=========
+//PGM
+ if(ent->flags & FL_DISGUISED)
+ ent->s.renderfx |= RF_USE_DISGUISE;
+
+ if (gamerules && gamerules->value)
+ {
+ if(DMGame.PlayerEffects)
+ DMGame.PlayerEffects(ent);
+ }
+//PGM
+//=========
+
+ if (ent->powerarmor_time > level.time)
+ {
+ pa_type = PowerArmorType (ent);
+ if (pa_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (pa_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_QUAD;
+ }
+
+//=======
+//ROGUE
+ if (ent->client->double_framenum > level.framenum)
+ {
+ remaining = ent->client->double_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_DOUBLE;
+ }
+ if ((ent->client->owned_sphere) && (ent->client->owned_sphere->spawnflags == 1))
+ {
+ ent->s.effects |= EF_HALF_DAMAGE;
+ }
+ if (ent->client->tracker_pain_framenum > level.framenum)
+ {
+ ent->s.effects |= EF_TRACKERTRAIL;
+ }
+//ROGUE
+//=======
+
+ if (ent->client->invincible_framenum > level.framenum)
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_PENT;
+ }
+
+ // show cheaters!!!
+ if (ent->flags & FL_GODMODE)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+ }
+
+//PGM
+/*
+ if (ent->client->torch_framenum > level.framenum)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_FLASHLIGHT);
+ gi.WritePosition (ent->s.origin);
+ gi.WriteShort (ent - g_edicts);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ }
+*/
+//PGM
+}
+
+
+/*
+===============
+G_SetClientEvent
+===============
+*/
+void G_SetClientEvent (edict_t *ent)
+{
+ if (ent->s.event)
+ return;
+
+ if ( ent->groundentity && xyspeed > 225)
+ {
+ if ( (int)(current_client->bobtime+bobmove) != bobcycle )
+ ent->s.event = EV_FOOTSTEP;
+ }
+}
+
+/*
+===============
+G_SetClientSound
+===============
+*/
+void G_SetClientSound (edict_t *ent)
+{
+ char *weap;
+
+ if (ent->client->pers.game_helpchanged != game.helpchanged)
+ {
+ ent->client->pers.game_helpchanged = game.helpchanged;
+ ent->client->pers.helpchanged = 1;
+ }
+
+ // help beep (no more than three times)
+ if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
+ {
+ ent->client->pers.helpchanged++;
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
+ }
+
+
+ if (ent->client->pers.weapon)
+ weap = ent->client->pers.weapon->classname;
+ else
+ weap = "";
+
+ if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ ent->s.sound = snd_fry;
+ else if (strcmp(weap, "weapon_railgun") == 0)
+ ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
+ else if (strcmp(weap, "weapon_bfg") == 0)
+ ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
+ else if (ent->client->weapon_sound)
+ ent->s.sound = ent->client->weapon_sound;
+ else
+ ent->s.sound = 0;
+}
+
+/*
+===============
+G_SetClientFrame
+===============
+*/
+void G_SetClientFrame (edict_t *ent)
+{
+ gclient_t *client;
+ qboolean duck, run;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ client = ent->client;
+
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ duck = true;
+ else
+ duck = false;
+ if (xyspeed)
+ run = true;
+ else
+ run = false;
+
+ // check for stand/duck and stop/go transitions
+ if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
+ goto newanim;
+ if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
+ goto newanim;
+ if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
+ goto newanim;
+
+ if(client->anim_priority == ANIM_REVERSE)
+ {
+ if(ent->s.frame > client->anim_end)
+ {
+ ent->s.frame--;
+ return;
+ }
+ }
+ else if (ent->s.frame < client->anim_end)
+ { // continue an animation
+ ent->s.frame++;
+ return;
+ }
+
+ if (client->anim_priority == ANIM_DEATH)
+ return; // stay there
+ if (client->anim_priority == ANIM_JUMP)
+ {
+ if (!ent->groundentity)
+ return; // stay there
+ ent->client->anim_priority = ANIM_WAVE;
+ ent->s.frame = FRAME_jump3;
+ ent->client->anim_end = FRAME_jump6;
+ return;
+ }
+
+newanim:
+ // return to either a running or standing frame
+ client->anim_priority = ANIM_BASIC;
+ client->anim_duck = duck;
+ client->anim_run = run;
+
+ if (!ent->groundentity)
+ {
+ client->anim_priority = ANIM_JUMP;
+ if (ent->s.frame != FRAME_jump2)
+ ent->s.frame = FRAME_jump1;
+ client->anim_end = FRAME_jump2;
+ }
+ else if (run)
+ { // running
+ if (duck)
+ {
+ ent->s.frame = FRAME_crwalk1;
+ client->anim_end = FRAME_crwalk6;
+ }
+ else
+ {
+ ent->s.frame = FRAME_run1;
+ client->anim_end = FRAME_run6;
+ }
+ }
+ else
+ { // standing
+ if (duck)
+ {
+ ent->s.frame = FRAME_crstnd01;
+ client->anim_end = FRAME_crstnd19;
+ }
+ else
+ {
+ ent->s.frame = FRAME_stand01;
+ client->anim_end = FRAME_stand40;
+ }
+ }
+}
+
+
+/*
+=================
+ClientEndServerFrame
+
+Called for each player at the end of the server frame
+and right after spawning
+=================
+*/
+void ClientEndServerFrame (edict_t *ent)
+{
+ float bobtime;
+ int i;
+
+ current_player = ent;
+ current_client = ent->client;
+
+ //
+ // If the origin or velocity have changed since ClientThink(),
+ // update the pmove values. This will happen when the client
+ // is pushed by a bmodel or kicked by an explosion.
+ //
+ // If it wasn't updated here, the view position would lag a frame
+ // behind the body position when pushed -- "sinking into plats"
+ //
+ for (i=0 ; i<3 ; i++)
+ {
+ current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
+ current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
+ }
+
+ //
+ // If the end of unit layout is displayed, don't give
+ // the player any normal movement attributes
+ //
+ if (level.intermissiontime)
+ {
+ // FIXME: add view drifting here?
+ current_client->ps.blend[3] = 0;
+ current_client->ps.fov = 90;
+ G_SetStats (ent);
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+ // burn from lava, etc
+ P_WorldEffects ();
+
+ //
+ // set model angles from view angles so other things in
+ // the world can tell which direction you are looking
+ //
+ if (ent->client->v_angle[PITCH] > 180)
+ ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
+ else
+ ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
+ ent->s.angles[YAW] = ent->client->v_angle[YAW];
+ ent->s.angles[ROLL] = 0;
+ ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
+
+ //
+ // calculate speed and cycle to be used for
+ // all cyclic walking effects
+ //
+ xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
+
+ if (xyspeed < 5)
+ {
+ bobmove = 0;
+ current_client->bobtime = 0; // start at beginning of cycle again
+ }
+ else if (ent->groundentity)
+ { // so bobbing only cycles when on ground
+ if (xyspeed > 210)
+ bobmove = 0.25;
+ else if (xyspeed > 100)
+ bobmove = 0.125;
+ else
+ bobmove = 0.0625;
+ }
+
+ bobtime = (current_client->bobtime += bobmove);
+
+ if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
+ bobtime *= 4;
+
+ bobcycle = (int)bobtime;
+ bobfracsin = fabs(sin(bobtime*M_PI));
+
+ // detect hitting the floor
+ P_FallingDamage (ent);
+
+ // apply all the damage taken this frame
+ P_DamageFeedback (ent);
+
+ // determine the view offsets
+ SV_CalcViewOffset (ent);
+
+ // determine the gun offsets
+ SV_CalcGunOffset (ent);
+
+ // determine the full screen color blend
+ // must be after viewoffset, so eye contents can be
+ // accurately determined
+ // FIXME: with client prediction, the contents
+ // should be determined by the client
+ SV_CalcBlend (ent);
+
+ // chase cam stuff
+ if (ent->client->resp.spectator)
+ G_SetSpectatorStats(ent);
+ else
+ G_SetStats (ent);
+
+ G_CheckChaseStats(ent);
+
+ G_SetClientEvent (ent);
+
+ G_SetClientEffects (ent);
+
+ G_SetClientSound (ent);
+
+ G_SetClientFrame (ent);
+
+ VectorCopy (ent->velocity, ent->client->oldvelocity);
+ VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
+
+ // clear weapon kicks
+ VectorClear (ent->client->kick_origin);
+ VectorClear (ent->client->kick_angles);
+
+ // if the scoreboard is up, update it
+ if (ent->client->showscores && !(level.framenum & 31) )
+ {
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, false);
+ }
+}
+
--- /dev/null
+++ b/rogue/p_weapon.c
@@ -1,0 +1,2271 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+static qboolean is_quad;
+static byte is_silenced;
+
+//PGM
+static byte damage_multiplier;
+//PGM
+
+void weapon_grenade_fire (edict_t *ent, qboolean held);
+
+//========
+//ROGUE
+byte P_DamageModifier(edict_t *ent)
+{
+ is_quad = 0;
+ damage_multiplier = 1;
+
+ if(ent->client->quad_framenum > level.framenum)
+ {
+ damage_multiplier *= 4;
+ is_quad = 1;
+
+ // if we're quad and DF_NO_STACK_DOUBLE is on, return now.
+ if(((int)(dmflags->value) & DF_NO_STACK_DOUBLE))
+ return damage_multiplier;
+ }
+ if(ent->client->double_framenum > level.framenum)
+ {
+ if ((deathmatch->value) || (damage_multiplier == 1))
+ {
+ damage_multiplier *= 2;
+ is_quad = 1;
+ }
+ }
+
+ return damage_multiplier;
+}
+//ROGUE
+//========
+
+static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ vec3_t _distance;
+
+ VectorCopy (distance, _distance);
+ if (client->pers.hand == LEFT_HANDED)
+ _distance[1] *= -1;
+ else if (client->pers.hand == CENTER_HANDED)
+ _distance[1] = 0;
+ G_ProjectSource (point, _distance, forward, right, result);
+}
+
+static void P_ProjectSource2 (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
+ vec3_t right, vec3_t up, vec3_t result)
+{
+ vec3_t _distance;
+
+ VectorCopy (distance, _distance);
+ if (client->pers.hand == LEFT_HANDED)
+ _distance[1] *= -1;
+ else if (client->pers.hand == CENTER_HANDED)
+ _distance[1] = 0;
+ G_ProjectSource2 (point, _distance, forward, right, up, result);
+}
+
+/*
+===============
+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;
+
+ if (type == PNOISE_WEAPON)
+ {
+ if (who->client->silencer_shots)
+ {
+ who->client->silencer_shots--;
+ return;
+ }
+ }
+
+ if (deathmatch->value)
+ return;
+
+ if (who->flags & FL_NOTARGET)
+ return;
+
+ if (who->flags & FL_DISGUISED)
+ {
+ if (type == PNOISE_WEAPON)
+ {
+ level.disguise_violator = who;
+ level.disguise_violation_framenum = level.framenum + 5;
+ }
+ else
+ return;
+ }
+
+ if (!who->mynoise)
+ {
+ noise = G_Spawn();
+ 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->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;
+ }
+
+ 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);
+}
+
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
+{
+ int index;
+ gitem_t *ammo;
+
+ index = ITEM_INDEX(ent->item);
+
+ if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
+ && other->client->pers.inventory[index])
+ {
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
+ return false; // leave the weapon for others to pickup
+ }
+
+ other->client->pers.inventory[index]++;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ {
+ // give them some ammo with it
+ // PGM -- IF APPROPRIATE!
+ if(ent->item->ammo) //PGM
+ {
+ ammo = FindItem (ent->item->ammo);
+ if ( (int)dmflags->value & DF_INFINITE_AMMO )
+ Add_Ammo (other, ammo, 1000);
+ else
+ Add_Ammo (other, ammo, ammo->quantity);
+ }
+
+ if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
+ {
+ if (deathmatch->value)
+ {
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ ent->flags |= FL_RESPAWN;
+ else
+ SetRespawn (ent, 30);
+ }
+ if (coop->value)
+ ent->flags |= FL_RESPAWN;
+ }
+ }
+
+ if (other->client->pers.weapon != ent->item &&
+ (other->client->pers.inventory[index] == 1) &&
+ ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ other->client->newweapon = ent->item;
+
+ return true;
+}
+
+
+/*
+===============
+ChangeWeapon
+
+The old weapon has been dropped all the way, so make the new one
+current
+===============
+*/
+void ChangeWeapon (edict_t *ent)
+{
+ int i;
+
+ if (ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time;
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ ent->client->grenade_time = 0;
+ }
+
+ ent->client->pers.lastweapon = ent->client->pers.weapon;
+ ent->client->pers.weapon = ent->client->newweapon;
+ ent->client->newweapon = NULL;
+ ent->client->machinegun_shots = 0;
+
+ // set visible model
+ if (ent->s.modelindex == 255)
+ {
+ if (ent->client->pers.weapon)
+ i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
+ else
+ i = 0;
+ ent->s.skinnum = (ent - g_edicts - 1) | i;
+ }
+
+ if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
+ ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
+ else
+ ent->client->ammo_index = 0;
+
+ if (!ent->client->pers.weapon)
+ { // dead
+ ent->client->ps.gunindex = 0;
+ return;
+ }
+
+ ent->client->weaponstate = WEAPON_ACTIVATING;
+ ent->client->ps.gunframe = 0;
+ ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
+
+ ent->client->anim_priority = ANIM_PAIN;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain1;
+ ent->client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain301;
+ ent->client->anim_end = FRAME_pain304;
+
+ }
+}
+
+/*
+=================
+NoAmmoWeaponChange
+=================
+*/
+
+// PMM - added rogue weapons to the list
+
+void NoAmmoWeaponChange (edict_t *ent)
+{
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
+ {
+ ent->client->newweapon = FindItem ("railgun");
+ return;
+ }
+ // ROGUE
+ if ( (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] >= 2)
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] )
+ {
+ ent->client->newweapon = FindItem ("Plasma Beam");
+ return;
+ }
+ // -ROGUE
+ /*
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
+ {
+ ent->client->newweapon = FindItem ("hyperblaster");
+ return;
+ }
+ */
+ // ROGUE
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("etf rifle"))] )
+ {
+ ent->client->newweapon = FindItem ("etf rifle");
+ return;
+ }
+ // -ROGUE
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
+ {
+ ent->client->newweapon = FindItem ("chaingun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
+ {
+ ent->client->newweapon = FindItem ("machinegun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("super shotgun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("shotgun");
+ return;
+ }
+ ent->client->newweapon = FindItem ("blaster");
+}
+
+/*
+=================
+Think_Weapon
+
+Called by ClientBeginServerFrame and ClientThink
+=================
+*/
+void Think_Weapon (edict_t *ent)
+{
+ // if just died, put the weapon away
+ if (ent->health < 1)
+ {
+ ent->client->newweapon = NULL;
+ ChangeWeapon (ent);
+ }
+
+ // call active weapon think routine
+ if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
+ {
+//PGM
+ P_DamageModifier(ent);
+// is_quad = (ent->client->quad_framenum > level.framenum);
+//PGM
+ if (ent->client->silencer_shots)
+ is_silenced = MZ_SILENCED;
+ else
+ is_silenced = 0;
+ ent->client->pers.weapon->weaponthink (ent);
+ }
+}
+
+
+/*
+================
+Use_Weapon
+
+Make the weapon ready if there is ammo
+================
+*/
+void Use_Weapon (edict_t *ent, gitem_t *item)
+{
+ int ammo_index;
+ gitem_t *ammo_item;
+
+ // see if we're already using it
+ if (item == ent->client->pers.weapon)
+ return;
+
+ if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
+ {
+ ammo_item = FindItem(item->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+
+ if (!ent->client->pers.inventory[ammo_index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+
+ if (ent->client->pers.inventory[ammo_index] < item->quantity)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+ }
+
+ // change to this weapon when down
+ ent->client->newweapon = item;
+}
+
+
+
+/*
+================
+Drop_Weapon
+================
+*/
+void Drop_Weapon (edict_t *ent, gitem_t *item)
+{
+ int index;
+
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ return;
+
+ index = ITEM_INDEX(item);
+ // see if we're already using it
+ if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ return;
+ }
+
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[index]--;
+}
+
+
+/*
+================
+Weapon_Generic
+
+A generic function to handle the basics of weapon thinking
+================
+*/
+#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
+#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
+#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
+
+void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+{
+ int n;
+
+ if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
+ {
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_DROPPING)
+ {
+ if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+ else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain4+1;
+ ent->client->anim_end = FRAME_crpain1;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain304+1;
+ ent->client->anim_end = FRAME_pain301;
+
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
+ {
+ ent->client->weaponstate = WEAPON_DROPPING;
+ ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
+
+ if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain4+1;
+ ent->client->anim_end = FRAME_crpain1;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain304+1;
+ ent->client->anim_end = FRAME_pain301;
+
+ }
+ }
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if ((!ent->client->ammo_index) ||
+ ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
+ {
+ ent->client->ps.gunframe = FRAME_FIRE_FIRST;
+ ent->client->weaponstate = WEAPON_FIRING;
+
+ // start the animation
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1-1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1-1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ }
+ else
+ {
+ if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
+ {
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (pause_frames)
+ {
+ for (n = 0; pause_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == pause_frames[n])
+ {
+ if (rand()&15)
+ return;
+ }
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ for (n = 0; fire_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == fire_frames[n])
+ {
+ // FIXME - double should use different sound
+ if (ent->client->quad_framenum > level.framenum)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+ else if (ent->client->double_framenum > level.framenum)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0);
+
+ fire (ent);
+ break;
+ }
+ }
+
+ if (!fire_frames[n])
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
+ ent->client->weaponstate = WEAPON_READY;
+ }
+}
+
+
+/*
+======================================================================
+
+GRENADE
+
+======================================================================
+*/
+
+#define GRENADE_TIMER 3.0
+#define GRENADE_MINSPEED 400
+#define GRENADE_MAXSPEED 800
+
+void weapon_grenade_fire (edict_t *ent, qboolean held)
+{
+ vec3_t offset;
+ vec3_t forward, right, up;
+ vec3_t start;
+ int damage = 125;
+ float timer;
+ int speed;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+// damage *= 4;
+ damage *= damage_multiplier; // PGM
+
+ AngleVectors (ent->client->v_angle, forward, right, up);
+ if (ent->client->pers.weapon->tag == AMMO_TESLA)
+ {
+// VectorSet(offset, 0, -12, ent->viewheight-26);
+ VectorSet(offset, 0, -4, ent->viewheight-22);
+ }
+ else
+ {
+// VectorSet(offset, 8, 8, ent->viewheight-8);
+ VectorSet(offset, 2, 6, ent->viewheight-14);
+ }
+ P_ProjectSource2 (ent->client, ent->s.origin, offset, forward, right, up, start);
+
+ timer = ent->client->grenade_time - level.time;
+ speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
+ if (speed > GRENADE_MAXSPEED)
+ speed = GRENADE_MAXSPEED;
+
+// fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+
+// ============
+// PGM
+ switch(ent->client->pers.weapon->tag)
+ {
+ case AMMO_GRENADES:
+ fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+ break;
+ case AMMO_TESLA:
+ fire_tesla (ent, start, forward, damage_multiplier, speed);
+ break;
+ default:
+ fire_prox (ent, start, forward, damage_multiplier, speed);
+ break;
+ }
+// PGM
+// ============
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->grenade_time = level.time + 1.0;
+
+ if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
+ {
+ return;
+ }
+
+ if (ent->health <= 0)
+ return;
+
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->client->anim_priority = ANIM_ATTACK;
+ ent->s.frame = FRAME_crattak1-1;
+ ent->client->anim_end = FRAME_crattak3;
+ }
+ else
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ ent->s.frame = FRAME_wave08;
+ ent->client->anim_end = FRAME_wave01;
+ }
+}
+/*
+void Weapon_Grenade (edict_t *ent)
+{
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if (ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 1;
+ ent->client->weaponstate = WEAPON_FIRING;
+ ent->client->grenade_time = 0;
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ return;
+ }
+
+ if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
+ {
+ if (rand()&15)
+ return;
+ }
+
+ if (++ent->client->ps.gunframe > 48)
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
+
+ if (ent->client->ps.gunframe == 11)
+ {
+ if (!ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
+ ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
+ }
+
+ // they waited too long, detonate it in their hand
+ if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, true);
+ ent->client->grenade_blew_up = true;
+ }
+
+ if (ent->client->buttons & BUTTON_ATTACK)
+ return;
+
+ if (ent->client->grenade_blew_up)
+ {
+ if (level.time >= ent->client->grenade_time)
+ {
+ ent->client->ps.gunframe = 15;
+ ent->client->grenade_blew_up = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ }
+
+ if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
+ return;
+
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == 16)
+ {
+ ent->client->grenade_time = 0;
+ ent->client->weaponstate = WEAPON_READY;
+ }
+ }
+}
+*/
+
+//void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+// 15 48 5 11 12 29,34,39,48
+void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND,
+ int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames, int EXPLODE,
+ void (*fire)(edict_t *ent, qboolean held))
+{
+ int n;
+
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if (ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 1;
+ ent->client->weaponstate = WEAPON_FIRING;
+ ent->client->grenade_time = 0;
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ return;
+ }
+
+ if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
+ {
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (pause_frames)
+ {
+ for (n = 0; pause_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == pause_frames[n])
+ {
+ if (rand()&15)
+ return;
+ }
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->ps.gunframe == FRAME_THROW_SOUND)
+ gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
+
+ if (ent->client->ps.gunframe == FRAME_THROW_HOLD)
+ {
+ if (!ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
+ switch(ent->client->pers.weapon->tag)
+ {
+ case AMMO_GRENADES:
+ ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
+ break;
+ }
+ }
+
+ // they waited too long, detonate it in their hand
+ if (EXPLODE && !ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
+ {
+ ent->client->weapon_sound = 0;
+ fire (ent, true);
+ ent->client->grenade_blew_up = true;
+ }
+
+ if (ent->client->buttons & BUTTON_ATTACK)
+ return;
+
+ if (ent->client->grenade_blew_up)
+ {
+ if (level.time >= ent->client->grenade_time)
+ {
+ ent->client->ps.gunframe = FRAME_FIRE_LAST;
+ ent->client->grenade_blew_up = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ }
+
+ if (ent->client->ps.gunframe == FRAME_THROW_FIRE)
+ {
+ ent->client->weapon_sound = 0;
+ fire (ent, true);
+ }
+
+ if ((ent->client->ps.gunframe == FRAME_FIRE_LAST) && (level.time < ent->client->grenade_time))
+ return;
+
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == FRAME_IDLE_FIRST)
+ {
+ ent->client->grenade_time = 0;
+ ent->client->weaponstate = WEAPON_READY;
+ }
+ }
+}
+
+//void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND,
+// int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames,
+// int EXPLOSION_TIME, void (*fire)(edict_t *ent))
+
+void Weapon_Grenade (edict_t *ent)
+{
+ static int pause_frames[] = {29,34,39,48,0};
+
+ Throw_Generic (ent, 15, 48, 5, 11, 12, pause_frames, GRENADE_TIMER, weapon_grenade_fire);
+}
+
+void Weapon_Prox (edict_t *ent)
+{
+ static int pause_frames[] = {22, 29, 0};
+
+ Throw_Generic (ent, 7, 27, 99, 2, 4, pause_frames, 0, weapon_grenade_fire);
+}
+
+void Weapon_Tesla (edict_t *ent)
+{
+ static int pause_frames[] = {21, 0};
+
+ if ((ent->client->ps.gunframe > 1) && (ent->client->ps.gunframe < 9))
+ {
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla2/tris.md2");
+ }
+ else
+ {
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla/tris.md2");
+ }
+
+ Throw_Generic (ent, 8, 32, 99, 1, 2, pause_frames, 0, weapon_grenade_fire);
+}
+
+
+
+/*
+======================================================================
+
+GRENADE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_grenadelauncher_fire (edict_t *ent)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+// int damage = 120;
+ int damage; // PGM
+ float radius;
+
+// =====
+// PGM
+ switch(ent->client->pers.weapon->tag)
+ {
+ case AMMO_PROX:
+ damage = 90;
+ break;
+ default:
+ damage = 120;
+ break;
+ }
+// PGM
+// =====
+
+ radius = damage+40;
+ if (is_quad)
+// damage *= 4;
+ damage *= damage_multiplier; //pgm
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+// fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
+// =====
+// PGM
+ switch(ent->client->pers.weapon->tag)
+ {
+ case AMMO_PROX:
+ fire_prox (ent, start, forward, damage_multiplier, 600);
+ break;
+ default:
+ fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
+ break;
+ }
+// PGM
+// =====
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_GRENADE | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_GrenadeLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {34, 51, 59, 0};
+ static int fire_frames[] = {6, 0};
+
+ Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+}
+
+//==========
+//PGM
+void Weapon_ProxLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {34, 51, 59, 0};
+ static int fire_frames[] = {6, 0};
+
+ Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+}
+//PGM
+//==========
+
+/*
+======================================================================
+
+ROCKET
+
+======================================================================
+*/
+
+void Weapon_RocketLauncher_Fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius;
+ int radius_damage;
+
+ damage = 100 + (int)(qrandom() * 20.0);
+ radius_damage = 120;
+ damage_radius = 120;
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// radius_damage *= 4;
+ radius_damage *= damage_multiplier;
+//PGM
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_ROCKET | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_RocketLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {25, 33, 42, 50, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
+}
+
+
+/*
+======================================================================
+
+BLASTER / HYPERBLASTER
+
+======================================================================
+*/
+
+void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t offset;
+
+ if (is_quad)
+// damage *= 4;
+ damage *= damage_multiplier; //pgm
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 8, ent->viewheight-8);
+ VectorAdd (offset, g_offset, offset);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ if (hyper)
+ gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
+ else
+ gi.WriteByte (MZ_BLASTER | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+}
+
+
+void Weapon_Blaster_Fire (edict_t *ent)
+{
+ int damage;
+
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 10;
+ Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
+ ent->client->ps.gunframe++;
+}
+
+void Weapon_Blaster (edict_t *ent)
+{
+ static int pause_frames[] = {19, 32, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+}
+
+
+void Weapon_HyperBlaster_Fire (edict_t *ent)
+{
+ float rotation;
+ vec3_t offset;
+ int effect;
+ int damage;
+
+ ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe++;
+ }
+ else
+ {
+ if (! ent->client->pers.inventory[ent->client->ammo_index] )
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ else
+ {
+ rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
+ offset[0] = -4 * sin(rotation);
+ offset[1] = 0;
+ offset[2] = 4 * cos(rotation);
+
+ if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 20;
+ Blaster_Fire (ent, offset, damage, true, effect);
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - 1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - 1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
+ ent->client->ps.gunframe = 6;
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ ent->client->weapon_sound = 0;
+ }
+
+}
+
+void Weapon_HyperBlaster (edict_t *ent)
+{
+ static int pause_frames[] = {0};
+ static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
+
+ Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+}
+
+/*
+======================================================================
+
+MACHINEGUN / CHAINGUN
+
+======================================================================
+*/
+
+void Machinegun_Fire (edict_t *ent)
+{
+ int i;
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t angles;
+ int damage = 8;
+ int kick = 2;
+ vec3_t offset;
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->machinegun_shots = 0;
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->ps.gunframe == 5)
+ ent->client->ps.gunframe = 4;
+ else
+ ent->client->ps.gunframe = 5;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
+ {
+ ent->client->ps.gunframe = 6;
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// kick *= 4;
+ kick *= damage_multiplier;
+//PGM
+ }
+
+ for (i=1 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+ ent->client->kick_origin[0] = crandom() * 0.35;
+ ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
+
+ // raise the gun as it is firing
+ if (!deathmatch->value)
+ {
+ ent->client->machinegun_shots++;
+ if (ent->client->machinegun_shots > 9)
+ ent->client->machinegun_shots = 9;
+ }
+
+ // get start / end positions
+ VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
+ AngleVectors (angles, forward, right, NULL);
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_MACHINEGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - (int) (qrandom()+0.25);
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - (int) (qrandom()+0.25);
+ ent->client->anim_end = FRAME_attack8;
+ }
+}
+
+void Weapon_Machinegun (edict_t *ent)
+{
+ static int pause_frames[] = {23, 45, 0};
+ static int fire_frames[] = {4, 5, 0};
+
+ Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+}
+
+void Chaingun_Fire (edict_t *ent)
+{
+ int i;
+ int shots;
+ vec3_t start;
+ vec3_t forward, right, up;
+ float r, u;
+ vec3_t offset;
+ int damage;
+ int kick = 2;
+
+ if (deathmatch->value)
+ damage = 6;
+ else
+ damage = 8;
+
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
+
+ if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe = 32;
+ ent->client->weapon_sound = 0;
+ return;
+ }
+ else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
+ && ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 15;
+ }
+ else
+ {
+ ent->client->ps.gunframe++;
+ }
+
+ if (ent->client->ps.gunframe == 22)
+ {
+ ent->client->weapon_sound = 0;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
+ }
+ else
+ {
+ ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
+ }
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
+ ent->client->anim_end = FRAME_attack8;
+ }
+
+ if (ent->client->ps.gunframe <= 9)
+ shots = 1;
+ else if (ent->client->ps.gunframe <= 14)
+ {
+ if (ent->client->buttons & BUTTON_ATTACK)
+ shots = 2;
+ else
+ shots = 1;
+ }
+ else
+ shots = 3;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
+ shots = ent->client->pers.inventory[ent->client->ammo_index];
+
+ if (!shots)
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// kick *= 4;
+ kick *= damage_multiplier;
+//PGM
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+
+ for (i=0 ; i<shots ; i++)
+ {
+ // get start / end positions
+ AngleVectors (ent->client->v_angle, forward, right, up);
+ r = 7 + crandom()*4;
+ u = crandom()*4;
+ VectorSet(offset, 0, r, u + ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
+ }
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= shots;
+}
+
+
+void Weapon_Chaingun (edict_t *ent)
+{
+ static int pause_frames[] = {38, 43, 51, 61, 0};
+ static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
+
+ Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+}
+
+
+/*
+======================================================================
+
+SHOTGUN / SUPERSHOTGUN
+
+======================================================================
+*/
+
+void weapon_shotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage = 4;
+ int kick = 8;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// kick *= 4;
+ kick *= damage_multiplier;
+//PGM
+ }
+
+ if (deathmatch->value)
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
+ else
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_Shotgun (edict_t *ent)
+{
+ static int pause_frames[] = {22, 28, 34, 0};
+ static int fire_frames[] = {8, 9, 0};
+
+ Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+}
+
+
+void weapon_supershotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ vec3_t v;
+ int damage = 6;
+ int kick = 12;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// kick *= 4;
+ kick *= damage_multiplier;
+//PGM
+ }
+
+ v[PITCH] = ent->client->v_angle[PITCH];
+ v[YAW] = ent->client->v_angle[YAW] - 5;
+ v[ROLL] = ent->client->v_angle[ROLL];
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+ v[YAW] = ent->client->v_angle[YAW] + 5;
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SSHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 2;
+}
+
+void Weapon_SuperShotgun (edict_t *ent)
+{
+ static int pause_frames[] = {29, 42, 57, 0};
+ static int fire_frames[] = {7, 0};
+
+ Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+}
+
+
+
+/*
+======================================================================
+
+RAILGUN
+
+======================================================================
+*/
+
+void weapon_railgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage;
+ int kick;
+
+ if (deathmatch->value)
+ { // normal damage is too extreme in dm
+ damage = 100;
+ kick = 200;
+ }
+ else
+ {
+ damage = 150;
+ kick = 250;
+ }
+
+ if (is_quad)
+ {
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+// kick *= 4;
+ kick *= damage_multiplier;
+//PGM
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -3, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -3;
+
+ VectorSet(offset, 0, 7, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rail (ent, start, forward, damage, kick);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_RAILGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+
+void Weapon_Railgun (edict_t *ent)
+{
+ static int pause_frames[] = {56, 0};
+ static int fire_frames[] = {4, 0};
+
+ Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+}
+
+
+/*
+======================================================================
+
+BFG10K
+
+======================================================================
+*/
+
+void weapon_bfg_fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius = 1000;
+
+ if (deathmatch->value)
+ damage = 200;
+ else
+ damage = 500;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_BFG | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ return;
+ }
+
+ // cells can go down during windup (from power armor hits), so
+ // check again and abort firing if we don't have enough now
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (is_quad)
+//PGM
+// damage *= 4;
+ damage *= damage_multiplier;
+//PGM
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+
+ // make a big pitch kick with an inverse fall
+ ent->client->v_dmg_pitch = -40;
+ ent->client->v_dmg_roll = crandom()*8;
+ ent->client->v_dmg_time = level.time + DAMAGE_TIME;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bfg (ent, start, forward, damage, 400, damage_radius);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 50;
+}
+
+void Weapon_BFG (edict_t *ent)
+{
+ static int pause_frames[] = {39, 45, 50, 55, 0};
+ static int fire_frames[] = {9, 17, 0};
+
+ Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+}
+
+
+//======================================================================
+// ROGUE MODS BELOW
+//======================================================================
+
+
+//
+// CHAINFIST
+//
+#define CHAINFIST_REACH 64
+
+void weapon_chainfist_fire (edict_t *ent)
+{
+ vec3_t offset;
+ vec3_t forward, right, up;
+ vec3_t start;
+ int damage;
+
+ damage = 15;
+ if(deathmatch->value)
+ damage = 30;
+
+ if (is_quad)
+ damage *= damage_multiplier;
+
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+ // kick back
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ // set start point
+ VectorSet(offset, 0, 8, ent->viewheight-4);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ fire_player_melee (ent, start, forward, CHAINFIST_REACH, damage, 100, 1, MOD_CHAINFIST);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ ent->client->ps.gunframe++;
+ ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
+}
+
+// this spits out some smoke from the motor. it's a two-stroke, you know.
+void chainfist_smoke (edict_t *ent)
+{
+ vec3_t tempVec, forward, right, up;
+ vec3_t offset;
+
+ AngleVectors(ent->client->v_angle, forward, right, up);
+ VectorSet(offset, 8, 8, ent->viewheight -4);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, tempVec);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_CHAINFIST_SMOKE);
+ gi.WritePosition (tempVec);
+ gi.unicast (ent, 0);
+// gi.multicast (tempVec, MULTICAST_PVS);
+}
+
+//#define HOLD_FRAMES
+
+void Weapon_ChainFist (edict_t *ent)
+{
+ static int pause_frames[] = {0};
+ static int fire_frames[] = {8, 9, 16, 17, 18, 30, 31, 0};
+
+ // these are caches for the sound index. there's probably a better way to do this.
+// static int idle_index;
+// static int attack_index;
+ float chance;
+ int last_sequence;
+
+ last_sequence = 0;
+
+ // load chainsaw sounds and store the indexes for later use.
+// if(!idle_index && !attack_index)
+// {
+// idle_index = gi.soundindex("weapons/sawidle.wav");
+// attack_index = gi.soundindex("weapons/sawhit.wav");
+// }
+
+ if(ent->client->ps.gunframe == 13 ||
+ ent->client->ps.gunframe == 23) // end of attack, go idle
+ ent->client->ps.gunframe = 32;
+
+#ifdef HOLD_FRAMES
+ else if(ent->client->ps.gunframe == 9 && ((ent->client->buttons) & BUTTON_ATTACK))
+ ent->client->ps.gunframe = 7;
+ else if(ent->client->ps.gunframe == 18 && ((ent->client->buttons) & BUTTON_ATTACK))
+ ent->client->ps.gunframe = 16;
+#endif
+
+ // holds for idle sequence
+ else if(ent->client->ps.gunframe == 42 && (rand()&7))
+ {
+ if((ent->client->pers.hand != CENTER_HANDED) && qrandom() < 0.4)
+ chainfist_smoke(ent);
+// ent->client->ps.gunframe = 40;
+ }
+ else if(ent->client->ps.gunframe == 51 && (rand()&7))
+ {
+ if((ent->client->pers.hand != CENTER_HANDED) && qrandom() < 0.4)
+ chainfist_smoke(ent);
+// ent->client->ps.gunframe = 49;
+ }
+
+ // set the appropriate weapon sound.
+ if(ent->client->weaponstate == WEAPON_FIRING)
+// ent->client->weapon_sound = attack_index;
+ ent->client->weapon_sound = gi.soundindex("weapons/sawhit.wav");
+ else if(ent->client->weaponstate == WEAPON_DROPPING)
+ ent->client->weapon_sound = 0;
+ else
+// ent->client->weapon_sound = idle_index;
+ ent->client->weapon_sound = gi.soundindex("weapons/sawidle.wav");
+
+ Weapon_Generic (ent, 4, 32, 57, 60, pause_frames, fire_frames, weapon_chainfist_fire);
+
+// gi.dprintf("chainfist %d\n", ent->client->ps.gunframe);
+ if((ent->client->buttons) & BUTTON_ATTACK)
+ {
+ if(ent->client->ps.gunframe == 13 ||
+ ent->client->ps.gunframe == 23 ||
+ ent->client->ps.gunframe == 32)
+ {
+ last_sequence = ent->client->ps.gunframe;
+ ent->client->ps.gunframe = 6;
+ }
+ }
+
+ if (ent->client->ps.gunframe == 6)
+ {
+ chance = qrandom();
+ if(last_sequence == 13) // if we just did sequence 1, do 2 or 3.
+ chance -= 0.34;
+ else if(last_sequence == 23) // if we just did sequence 2, do 1 or 3
+ chance += 0.33;
+ else if(last_sequence == 32) // if we just did sequence 3, do 1 or 2
+ {
+ if(chance >= 0.33)
+ chance += 0.34;
+ }
+
+ if(chance < 0.33)
+ ent->client->ps.gunframe = 14;
+ else if(chance < 0.66)
+ ent->client->ps.gunframe = 24;
+ }
+
+}
+
+//
+// Disintegrator
+//
+
+void weapon_tracker_fire (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t end;
+ vec3_t offset;
+ edict_t *enemy;
+ trace_t tr;
+ int damage;
+ vec3_t mins, maxs;
+
+ // PMM - felt a little high at 25
+ if(deathmatch->value)
+ damage = 30;
+ else
+ damage = 45;
+
+ if (is_quad)
+ damage *= damage_multiplier; //pgm
+
+ VectorSet(mins, -16, -16, -16);
+ VectorSet(maxs, 16, 16, 16);
+ AngleVectors (self->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 8, self->viewheight-8);
+ P_ProjectSource (self->client, self->s.origin, offset, forward, right, start);
+
+ // FIXME - can we shorten this? do we need to?
+ VectorMA (start, 8192, forward, end);
+ enemy = NULL;
+ //PMM - doing two traces .. one point and one box.
+ tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
+ if(tr.ent != WORLD)
+ {
+ if(tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE)
+ {
+ if(tr.ent->health > 0)
+ enemy = tr.ent;
+ }
+ }
+ else
+ {
+ tr = gi.trace (start, mins, maxs, end, self, MASK_SHOT);
+ if(tr.ent != WORLD)
+ {
+ if(tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE)
+ {
+ if(tr.ent->health > 0)
+ enemy = tr.ent;
+ }
+ }
+ }
+
+ VectorScale (forward, -2, self->client->kick_origin);
+ self->client->kick_angles[0] = -1;
+
+ fire_tracker (self, start, forward, damage, 1000, enemy);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (self-g_edicts);
+ gi.WriteByte (MZ_TRACKER);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(self, start, PNOISE_WEAPON);
+
+ self->client->ps.gunframe++;
+ self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity;
+}
+
+void Weapon_Disintegrator (edict_t *ent)
+{
+ static int pause_frames[] = {14, 19, 23, 0};
+// static int fire_frames[] = {7, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 9, 29, 34, pause_frames, fire_frames, weapon_tracker_fire);
+}
+
+/*
+======================================================================
+
+ETF RIFLE
+
+======================================================================
+*/
+void weapon_etf_rifle_fire (edict_t *ent)
+{
+ vec3_t forward, right, up;
+ vec3_t start, tempPt;
+ int damage;
+ int kick = 3;
+ int i;
+ vec3_t angles;
+ vec3_t offset;
+
+ if(deathmatch->value)
+ damage = 10;
+ else
+ damage = 10;
+
+ // PGM - adjusted to use the quantity entry in the weapon structure.
+ if(ent->client->pers.inventory[ent->client->ammo_index] < ent->client->pers.weapon->quantity)
+ {
+ VectorClear (ent->client->kick_origin);
+ VectorClear (ent->client->kick_angles);
+ ent->client->ps.gunframe = 8;
+
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+ damage *= damage_multiplier;
+ kick *= damage_multiplier;
+ }
+
+ for(i=0;i<3;i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.85;
+ ent->client->kick_angles[i] = crandom() * 0.85;
+ }
+
+ // get start / end positions
+ VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
+// AngleVectors (angles, forward, right, NULL);
+// gi.dprintf("v_angle: %s\n", vtos(ent->client->v_angle));
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+ // FIXME - set correct frames for different offsets.
+
+ if(ent->client->ps.gunframe == 6) // right barrel
+ {
+// gi.dprintf("right\n");
+ VectorSet(offset, 15, 8, -8);
+ }
+ else // left barrel
+ {
+// gi.dprintf("left\n");
+ VectorSet(offset, 15, 6, -8);
+ }
+
+ VectorCopy (ent->s.origin, tempPt);
+ tempPt[2] += ent->viewheight;
+ P_ProjectSource2 (ent->client, tempPt, offset, forward, right, up, start);
+// gi.dprintf("start: %s\n", vtos(start));
+ fire_flechette (ent, start, forward, damage, 750, kick);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_ETF_RIFLE);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ ent->client->ps.gunframe++;
+ ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - 1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - 1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+
+}
+
+void Weapon_ETF_Rifle (edict_t *ent)
+{
+ static int pause_frames[] = {18, 28, 0};
+ static int fire_frames[] = {6, 7, 0};
+// static int idle_seq;
+
+ // note - if you change the fire frame number, fix the offset in weapon_etf_rifle_fire.
+
+// if (!(ent->client->buttons & BUTTON_ATTACK))
+// ent->client->machinegun_shots = 0;
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->pers.inventory[ent->client->ammo_index] <= 0)
+ ent->client->ps.gunframe = 8;
+ }
+
+ Weapon_Generic (ent, 4, 7, 37, 41, pause_frames, fire_frames, weapon_etf_rifle_fire);
+
+ if(ent->client->ps.gunframe == 8 && (ent->client->buttons & BUTTON_ATTACK))
+ ent->client->ps.gunframe = 6;
+
+// gi.dprintf("etf rifle %d\n", ent->client->ps.gunframe);
+}
+
+// pgm - this now uses ent->client->pers.weapon->quantity like all the other weapons
+//#define HEATBEAM_AMMO_USE 2
+#define HEATBEAM_DM_DMG 15
+#define HEATBEAM_SP_DMG 15
+
+void Heatbeam_Fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t offset;
+ int damage;
+ int kick;
+
+ // for comparison, the hyperblaster is 15/20
+ // jim requested more damage, so try 15/15 --- PGM 07/23/98
+ if (deathmatch->value)
+ damage = HEATBEAM_DM_DMG;
+ else
+ damage = HEATBEAM_SP_DMG;
+
+ if (deathmatch->value) // really knock 'em around in deathmatch
+ kick = 75;
+ else
+ kick = 30;
+
+// if(ent->client->pers.inventory[ent->client->ammo_index] < HEATBEAM_AMMO_USE)
+// {
+// NoAmmoWeaponChange (ent);
+// return;
+// }
+
+ ent->client->ps.gunframe++;
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2");
+
+ if (is_quad)
+ {
+ damage *= damage_multiplier;
+ kick *= damage_multiplier;
+ }
+
+ VectorClear (ent->client->kick_origin);
+ VectorClear (ent->client->kick_angles);
+
+ // get start / end positions
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+// This offset is the "view" offset for the beam start (used by trace)
+
+ VectorSet(offset, 7, 2, ent->viewheight-3);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ // This offset is the entity offset
+ VectorSet(offset, 2, 7, -3);
+
+ fire_heat (ent, start, forward, offset, damage, kick, false);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_HEATBEAM | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - 1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - 1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+
+}
+
+void Weapon_Heatbeam (edict_t *ent)
+{
+// static int pause_frames[] = {38, 43, 51, 61, 0};
+// static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
+ static int pause_frames[] = {35, 0};
+// static int fire_frames[] = {9, 0};
+ static int fire_frames[] = {9, 10, 11, 12, 0};
+// static int attack_index;
+// static int off_model, on_model;
+
+// if ((g_showlogic) && (g_showlogic->value)) {
+// gi.dprintf ("Frame %d, skin %d\n", ent->client->ps.gunframe, ent->client->ps.gunskin);
+// }
+
+// if (!attack_index)
+// {
+// attack_index = gi.soundindex ("weapons/bfg__l1a.wav");
+// off_model = gi.modelindex ("models/weapons/v_beamer/tris.md2");
+// on_model = gi.modelindex ("models/weapons/v_beamer2/tris.md2");
+ //ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
+// }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+// ent->client->weapon_sound = attack_index;
+ ent->client->weapon_sound = gi.soundindex ("weapons/bfg__l1a.wav");
+ if ((ent->client->pers.inventory[ent->client->ammo_index] >= 2) && ((ent->client->buttons) & BUTTON_ATTACK))
+ {
+// if(ent->client->ps.gunframe >= 9 && ((ent->client->buttons) & BUTTON_ATTACK))
+// if(ent->client->ps.gunframe >= 12 && ((ent->client->buttons) & BUTTON_ATTACK))
+ if(ent->client->ps.gunframe >= 13)
+ {
+ ent->client->ps.gunframe = 9;
+// ent->client->ps.gunframe = 8;
+// ent->client->ps.gunskin = 0;
+// ent->client->ps.gunindex = on_model;
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2");
+ }
+ else
+ {
+// ent->client->ps.gunskin = 1;
+// ent->client->ps.gunindex = on_model;
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2");
+ }
+ }
+ else
+ {
+// ent->client->ps.gunframe = 10;
+ ent->client->ps.gunframe = 13;
+// ent->client->ps.gunskin = 1;
+// ent->client->ps.gunindex = off_model;
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2");
+ }
+ }
+ else
+ {
+// ent->client->ps.gunskin = 1;
+// ent->client->ps.gunindex = off_model;
+ ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2");
+ ent->client->weapon_sound = 0;
+ }
+
+// Weapon_Generic (ent, 8, 9, 39, 44, pause_frames, fire_frames, Heatbeam_Fire);
+ Weapon_Generic (ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire);
+}
--- /dev/null
+++ b/rogue/q_shared.c
@@ -1,0 +1,1080 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
+
+vec3_t vec3_origin = {0,0,0};
+// ROGUE VERSIONING
+//int rogueid = ROGUE_VERSION_ID;
+// ROGUE
+
+//============================================================================
+
+void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
+{
+ float m[3][3];
+ float im[3][3];
+ float zrot[3][3];
+ float tmpmat[3][3];
+ float rot[3][3];
+ int i;
+ vec3_t vr, vup, vf;
+
+ vf[0] = dir[0];
+ vf[1] = dir[1];
+ vf[2] = dir[2];
+
+ PerpendicularVector( vr, dir );
+ CrossProduct( vr, vf, vup );
+
+ m[0][0] = vr[0];
+ m[1][0] = vr[1];
+ m[2][0] = vr[2];
+
+ m[0][1] = vup[0];
+ m[1][1] = vup[1];
+ m[2][1] = vup[2];
+
+ m[0][2] = vf[0];
+ m[1][2] = vf[1];
+ m[2][2] = vf[2];
+
+ memcpy( im, m, sizeof( im ) );
+
+ im[0][1] = m[1][0];
+ im[0][2] = m[2][0];
+ im[1][0] = m[0][1];
+ im[1][2] = m[2][1];
+ im[2][0] = m[0][2];
+ im[2][1] = m[1][2];
+
+ memset( zrot, 0, sizeof( zrot ) );
+ zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
+
+ zrot[0][0] = cos( DEG2RAD( degrees ) );
+ zrot[0][1] = sin( DEG2RAD( degrees ) );
+ zrot[1][0] = -sin( DEG2RAD( degrees ) );
+ zrot[1][1] = cos( DEG2RAD( degrees ) );
+
+ R_ConcatRotations( m, zrot, tmpmat );
+ R_ConcatRotations( tmpmat, im, rot );
+
+ for ( i = 0; i < 3; i++ )
+ {
+ dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
+ }
+}
+
+void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
+{
+ float angle;
+ static float sr, sp, sy, cr, cp, cy;
+ // static to help MS compiler fp bugs
+
+ angle = angles[YAW] * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = angles[PITCH] * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (right)
+ {
+ right[0] = (-1*sr*sp*cy+-1*cr*-sy);
+ right[1] = (-1*sr*sp*sy+-1*cr*cy);
+ right[2] = -1*sr*cp;
+ }
+ if (up)
+ {
+ up[0] = (cr*sp*cy+-sr*-sy);
+ up[1] = (cr*sp*sy+-sr*cy);
+ up[2] = cr*cp;
+ }
+}
+
+
+void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
+{
+ float d;
+ vec3_t n;
+ float inv_denom;
+
+ inv_denom = 1.0F / DotProduct( normal, normal );
+
+ d = DotProduct( normal, p ) * inv_denom;
+
+ n[0] = normal[0] * inv_denom;
+ n[1] = normal[1] * inv_denom;
+ n[2] = normal[2] * inv_denom;
+
+ dst[0] = p[0] - d * n[0];
+ dst[1] = p[1] - d * n[1];
+ dst[2] = p[2] - d * n[2];
+}
+
+/*
+** assumes "src" is normalized
+*/
+void PerpendicularVector( vec3_t dst, const vec3_t src )
+{
+ int pos;
+ int i;
+ float minelem = 1.0F;
+ vec3_t tempvec;
+
+ /*
+ ** find the smallest magnitude axially aligned vector
+ */
+ for ( pos = 0, i = 0; i < 3; i++ )
+ {
+ if ( fabs( src[i] ) < minelem )
+ {
+ pos = i;
+ minelem = fabs( src[i] );
+ }
+ }
+ tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
+ tempvec[pos] = 1.0F;
+
+ /*
+ ** project the point onto the plane defined by src
+ */
+ ProjectPointOnPlane( dst, tempvec, src );
+
+ /*
+ ** normalize the result
+ */
+ VectorNormalize( dst );
+}
+
+
+
+/*
+================
+R_ConcatRotations
+================
+*/
+void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+}
+
+
+/*
+================
+R_ConcatTransforms
+================
+*/
+void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
+ in1[0][2] * in2[2][3] + in1[0][3];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
+ in1[1][2] * in2[2][3] + in1[1][3];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+ out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
+ in1[2][2] * in2[2][3] + in1[2][3];
+}
+
+
+
+/*
+===============
+LerpAngle
+
+===============
+*/
+float LerpAngle (float a2, float a1, float frac)
+{
+ if (a1 - a2 > 180)
+ a1 -= 360;
+ if (a1 - a2 < -180)
+ a1 += 360;
+ return a2 + frac * (a1 - a2);
+}
+
+
+float anglemod(float a)
+{
+/*
+ if (a >= 0)
+ a -= 360*(int)(a/360);
+ else
+ a += 360*( 1 + (int)(-a/360) );
+*/
+ a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
+ return a;
+}
+
+ int i;
+ vec3_t corners[2];
+
+
+// this is the slow, general version
+int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ int i;
+ float dist1, dist2;
+ int sides;
+ vec3_t corners[2];
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (p->normal[i] < 0)
+ {
+ corners[0][i] = emins[i];
+ corners[1][i] = emaxs[i];
+ }
+ else
+ {
+ corners[1][i] = emins[i];
+ corners[0][i] = emaxs[i];
+ }
+ }
+ dist1 = DotProduct (p->normal, corners[0]) - p->dist;
+ dist2 = DotProduct (p->normal, corners[1]) - p->dist;
+ sides = 0;
+ if (dist1 >= 0)
+ sides = 1;
+ if (dist2 < 0)
+ sides |= 2;
+
+ return sides;
+}
+
+/*
+==================
+BoxOnPlaneSide
+
+Returns 1, 2, or 1 + 2
+==================
+*/
+int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ float dist1, dist2;
+ int sides;
+
+// fast axial cases
+ if (p->type < 3)
+ {
+ if (p->dist <= emins[p->type])
+ return 1;
+ if (p->dist >= emaxs[p->type])
+ return 2;
+ return 3;
+ }
+
+// general case
+ switch (p->signbits)
+ {
+ case 0:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 1:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 2:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 3:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 4:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 5:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 6:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ case 7:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ default:
+ dist1 = dist2 = 0; // shut up compiler
+ assert( 0 );
+ break;
+ }
+
+ sides = 0;
+ if (dist1 >= p->dist)
+ sides = 1;
+ if (dist2 < p->dist)
+ sides |= 2;
+
+ assert( sides != 0 );
+
+ return sides;
+}
+
+void ClearBounds (vec3_t mins, vec3_t maxs)
+{
+ mins[0] = mins[1] = mins[2] = 99999;
+ maxs[0] = maxs[1] = maxs[2] = -99999;
+}
+
+void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
+{
+ int i;
+ vec_t val;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ val = v[i];
+ if (val < mins[i])
+ mins[i] = val;
+ if (val > maxs[i])
+ maxs[i] = val;
+ }
+}
+
+
+int VectorCompare (vec3_t v1, vec3_t v2)
+{
+ if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2])
+ return 0;
+
+ return 1;
+}
+
+
+vec_t VectorNormalize (vec3_t v)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ v[0] *= ilength;
+ v[1] *= ilength;
+ v[2] *= ilength;
+ }
+
+ return length;
+
+}
+
+vec_t VectorNormalize2 (vec3_t v, vec3_t out)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ out[0] = v[0]*ilength;
+ out[1] = v[1]*ilength;
+ out[2] = v[2]*ilength;
+ }
+
+ return length;
+
+}
+
+void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
+{
+ vecc[0] = veca[0] + scale*vecb[0];
+ vecc[1] = veca[1] + scale*vecb[1];
+ vecc[2] = veca[2] + scale*vecb[2];
+}
+
+
+vec_t _DotProduct (vec3_t v1, vec3_t v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]-vecb[0];
+ out[1] = veca[1]-vecb[1];
+ out[2] = veca[2]-vecb[2];
+}
+
+void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]+vecb[0];
+ out[1] = veca[1]+vecb[1];
+ out[2] = veca[2]+vecb[2];
+}
+
+void _VectorCopy (vec3_t in, vec3_t out)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
+{
+ cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
+}
+
+double sqrt(double x);
+
+vec_t VectorLength(vec3_t v)
+{
+ int i;
+ float length;
+
+ length = 0;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = sqrt (length); // FIXME
+
+ return length;
+}
+
+void VectorInverse (vec3_t v)
+{
+ v[0] = -v[0];
+ v[1] = -v[1];
+ v[2] = -v[2];
+}
+
+void VectorScale (vec3_t in, vec_t scale, vec3_t out)
+{
+ out[0] = in[0]*scale;
+ out[1] = in[1]*scale;
+ out[2] = in[2]*scale;
+}
+
+
+//====================================================================================
+
+/*
+============
+COM_SkipPath
+============
+*/
+char *COM_SkipPath (char *pathname)
+{
+ char *last;
+
+ last = pathname;
+ while (*pathname)
+ {
+ if (*pathname=='/')
+ last = pathname+1;
+ pathname++;
+ }
+ return last;
+}
+
+/*
+============
+COM_StripExtension
+============
+*/
+void COM_StripExtension (char *in, char *out)
+{
+ while (*in && *in != '.')
+ *out++ = *in++;
+ *out = 0;
+}
+
+/*
+============
+COM_FileExtension
+============
+*/
+char *COM_FileExtension (char *in)
+{
+ static char exten[8];
+ int i;
+
+ while (*in && *in != '.')
+ in++;
+ if (!*in)
+ return "";
+ in++;
+ for (i=0 ; i<7 && *in ; i++,in++)
+ exten[i] = *in;
+ exten[i] = 0;
+ return exten;
+}
+
+/*
+============
+COM_FileBase
+============
+*/
+void COM_FileBase (char *in, char *out)
+{
+ char *s, *s2;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '.')
+ s--;
+
+ for (s2 = s ; s2 != in && *s2 != '/' ; s2--)
+ ;
+
+ if (s-s2 < 2)
+ out[0] = 0;
+ else
+ {
+ s--;
+ strncpy (out,s2+1, s-s2);
+ out[s-s2] = 0;
+ }
+}
+
+/*
+============
+COM_FilePath
+
+Returns the path up to, but not including the last /
+============
+*/
+void COM_FilePath (char *in, char *out)
+{
+ char *s;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '/')
+ s--;
+
+ strncpy (out,in, s-in);
+ out[s-in] = 0;
+}
+
+
+/*
+==================
+COM_DefaultExtension
+==================
+*/
+void COM_DefaultExtension (char *path, char *extension)
+{
+ char *src;
+//
+// if path doesn't have a .EXT, append extension
+// (extension should include the .)
+//
+ src = path + strlen(path) - 1;
+
+ while (*src != '/' && src != path)
+ {
+ if (*src == '.')
+ return; // it has an extension
+ src--;
+ }
+
+ strcat (path, extension);
+}
+
+/*
+============================================================================
+
+ BYTE ORDER FUNCTIONS
+
+============================================================================
+*/
+
+qboolean bigendien;
+
+// can't just use function pointers, or dll linkage can
+// mess up when qcommon is included in multiple places
+short (*_BigShort) (short l);
+short (*_LittleShort) (short l);
+int (*_BigLong) (int l);
+int (*_LittleLong) (int l);
+float (*_BigFloat) (float l);
+float (*_LittleFloat) (float l);
+
+short BigShort(short l){return _BigShort(l);}
+short LittleShort(short l) {return _LittleShort(l);}
+int BigLong (int l) {return _BigLong(l);}
+int LittleLong (int l) {return _LittleLong(l);}
+float BigFloat (float l) {return _BigFloat(l);}
+float LittleFloat (float l) {return _LittleFloat(l);}
+
+short ShortSwap (short l)
+{
+ byte b1,b2;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+
+ return (b1<<8) + b2;
+}
+
+short ShortNoSwap (short l)
+{
+ return l;
+}
+
+int LongSwap (int l)
+{
+ byte b1,b2,b3,b4;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+ b3 = (l>>16)&255;
+ b4 = (l>>24)&255;
+
+ return ((int)b1<<24) + ((int)b2<<16) + ((int)b3<<8) + b4;
+}
+
+int LongNoSwap (int l)
+{
+ return l;
+}
+
+float FloatSwap (float f)
+{
+ union
+ {
+ float f;
+ byte b[4];
+ } dat1, dat2;
+
+
+ dat1.f = f;
+ dat2.b[0] = dat1.b[3];
+ dat2.b[1] = dat1.b[2];
+ dat2.b[2] = dat1.b[1];
+ dat2.b[3] = dat1.b[0];
+ return dat2.f;
+}
+
+float FloatNoSwap (float f)
+{
+ return f;
+}
+
+/*
+================
+Swap_Init
+================
+*/
+void Swap_Init (void)
+{
+ byte swaptest[2] = {1,0};
+
+// set the byte swapping variables in a portable manner
+ if ( *(short *)swaptest == 1)
+ {
+ bigendien = false;
+ _BigShort = ShortSwap;
+ _LittleShort = ShortNoSwap;
+ _BigLong = LongSwap;
+ _LittleLong = LongNoSwap;
+ _BigFloat = FloatSwap;
+ _LittleFloat = FloatNoSwap;
+ }
+ else
+ {
+ bigendien = true;
+ _BigShort = ShortNoSwap;
+ _LittleShort = ShortSwap;
+ _BigLong = LongNoSwap;
+ _LittleLong = LongSwap;
+ _BigFloat = FloatNoSwap;
+ _LittleFloat = FloatSwap;
+ }
+
+}
+
+
+
+/*
+============
+va
+
+does a varargs printf into a temp buffer, so I don't need to have
+varargs versions of all text functions.
+FIXME: make this buffer size safe someday
+============
+*/
+char *va(char *format, ...)
+{
+ va_list argptr;
+ static char string[1024];
+
+ va_start (argptr, format);
+ vsprintf (string, format,argptr);
+ va_end (argptr);
+
+ return string;
+}
+
+
+char com_token[MAX_TOKEN_CHARS];
+
+/*
+==============
+COM_Parse
+
+Parse a token out of a string
+==============
+*/
+char *COM_Parse (char **data_p)
+{
+ int c;
+ int len;
+ char *data;
+
+ data = *data_p;
+ len = 0;
+ com_token[0] = 0;
+
+ if (!data)
+ {
+ *data_p = NULL;
+ return "";
+ }
+
+// skip whitespace
+skipwhite:
+ while ( (c = *data) <= ' ')
+ {
+ if (c == 0)
+ {
+ *data_p = NULL;
+ return "";
+ }
+ data++;
+ }
+
+// skip // comments
+ if (c=='/' && data[1] == '/')
+ {
+ while (*data && *data != '\n')
+ data++;
+ goto skipwhite;
+ }
+
+// handle quoted strings specially
+ if (c == '\"')
+ {
+ data++;
+ while (1)
+ {
+ c = *data++;
+ if (c=='\"' || !c)
+ {
+ com_token[len] = 0;
+ *data_p = data;
+ return com_token;
+ }
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+// parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32);
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = data;
+ return com_token;
+}
+
+
+/*
+===============
+Com_PageInMemory
+
+===============
+*/
+int paged_total;
+
+void Com_PageInMemory (byte *buffer, int size)
+{
+ int i;
+
+ for (i=size-1 ; i>0 ; i-=4096)
+ paged_total += buffer[i];
+}
+
+
+
+/*
+============================================================================
+
+ LIBRARY REPLACEMENT FUNCTIONS
+
+============================================================================
+*/
+
+
+void Com_sprintf (char *dest, int size, char *fmt, ...)
+{
+ int len;
+ va_list argptr;
+ char bigbuffer[0x10000];
+
+ va_start (argptr,fmt);
+ len = vsprintf (bigbuffer,fmt,argptr);
+ va_end (argptr);
+ if (len >= size)
+ Com_Printf ("Com_sprintf: overflow of %i in %i\n", len, size);
+ strncpy (dest, bigbuffer, size-1);
+}
+
+/*
+=====================================================================
+
+ INFO STRINGS
+
+=====================================================================
+*/
+
+/*
+===============
+Info_ValueForKey
+
+Searches the string for the given
+key and returns the associated value, or an empty string.
+===============
+*/
+char *Info_ValueForKey (char *s, char *key)
+{
+ char pkey[512];
+ static char value[2][512]; // use two buffers so compares
+ // work without stomping on each other
+ static int valueindex;
+ char *o;
+
+ valueindex ^= 1;
+ if (*s == '\\')
+ s++;
+ while (1)
+ {
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value[valueindex];
+
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ return value[valueindex];
+
+ if (!*s)
+ return "";
+ s++;
+ }
+}
+
+void Info_RemoveKey (char *s, char *key)
+{
+ char *start;
+ char pkey[512];
+ char value[512];
+ char *o;
+
+ if (strstr (key, "\\"))
+ {
+// Com_Printf ("Can't use a key with a \\\n");
+ return;
+ }
+
+ while (1)
+ {
+ start = s;
+ if (*s == '\\')
+ s++;
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value;
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ {
+ strcpy (start, s); // remove this part
+ return;
+ }
+
+ if (!*s)
+ return;
+ }
+
+}
+
+
+/*
+==================
+Info_Validate
+
+Some characters are illegal in info strings because they
+can mess up the server's parsing
+==================
+*/
+qboolean Info_Validate (char *s)
+{
+ if (strstr (s, "\""))
+ return false;
+ if (strstr (s, ";"))
+ return false;
+ return true;
+}
+
+void Info_SetValueForKey (char *s, char *key, char *value)
+{
+ char newi[MAX_INFO_STRING], *v;
+ int c;
+ int maxsize = MAX_INFO_STRING;
+
+ if (strstr (key, "\\") || strstr (value, "\\") )
+ {
+ Com_Printf ("Can't use keys or values with a \\\n");
+ return;
+ }
+
+ if (strstr (key, ";") )
+ {
+ Com_Printf ("Can't use keys or values with a semicolon\n");
+ return;
+ }
+
+ if (strstr (key, "\"") || strstr (value, "\"") )
+ {
+ Com_Printf ("Can't use keys or values with a \"\n");
+ return;
+ }
+
+ if (strlen(key) > MAX_INFO_KEY-1 || strlen(value) > MAX_INFO_KEY-1)
+ {
+ Com_Printf ("Keys and values must be < 64 characters.\n");
+ return;
+ }
+ Info_RemoveKey (s, key);
+ if (!value || !strlen(value))
+ return;
+
+ Com_sprintf (newi, sizeof(newi), "\\%s\\%s", key, value);
+
+ if (strlen(newi) + strlen(s) > maxsize)
+ {
+ Com_Printf ("Info string length exceeded\n");
+ return;
+ }
+
+ // only copy ascii values
+ s += strlen(s);
+ v = newi;
+ while (*v)
+ {
+ c = *v++;
+ c &= 127; // strip high bits
+ if (c >= 32 && c < 127)
+ *s++ = c;
+ }
+ *s = 0;
+}
+
+//====================================================================
+
+
--- /dev/null
+++ b/xatrix/g_ai.c
@@ -1,0 +1,1100 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+qboolean FindTarget (edict_t *self);
+extern cvar_t *maxclients;
+
+qboolean ai_checkattack (edict_t *self, float dist);
+
+qboolean enemy_vis;
+qboolean enemy_infront;
+int enemy_range;
+float enemy_yaw;
+
+//============================================================================
+
+
+/*
+=================
+AI_SetSightClient
+
+Called once each frame to set level.sight_client to the
+player to be checked for in findtarget.
+
+If all clients are either dead or in notarget, sight_client
+will be null.
+
+In coop games, sight_client will cycle between the clients.
+=================
+*/
+void AI_SetSightClient (void)
+{
+ edict_t *ent;
+ int start, check;
+
+ if (level.sight_client == NULL)
+ start = 1;
+ else
+ start = level.sight_client - g_edicts;
+
+ check = start;
+ while (1)
+ {
+ check++;
+ if (check > game.maxclients)
+ check = 1;
+ ent = &g_edicts[check];
+ if (ent->inuse
+ && ent->health > 0
+ && !(ent->flags & FL_NOTARGET) )
+ {
+ level.sight_client = ent;
+ return; // got one
+ }
+ if (check == start)
+ {
+ level.sight_client = NULL;
+ return; // nobody to see
+ }
+ }
+}
+
+//============================================================================
+
+/*
+=============
+ai_move
+
+Move the specified distance at current facing.
+This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
+==============
+*/
+void ai_move (edict_t *self, float dist)
+{
+ M_walkmove (self, self->s.angles[YAW], dist);
+}
+
+
+/*
+=============
+ai_stand
+
+Used for standing around and looking for players
+Distance is for slight position adjustments needed by the animations
+==============
+*/
+void ai_stand (edict_t *self, float dist)
+{
+ vec3_t v;
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ if (self->enemy)
+ {
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ {
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.run (self);
+ }
+ M_ChangeYaw (self);
+ ai_checkattack (self, 0);
+ }
+ else
+ FindTarget (self);
+ return;
+ }
+
+ if (FindTarget (self))
+ return;
+
+ if (level.time > self->monsterinfo.pausetime)
+ {
+ self->monsterinfo.walk (self);
+ return;
+ }
+
+ if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.idle (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_walk
+
+The monster is walking it's beat
+=============
+*/
+void ai_walk (edict_t *self, float dist)
+{
+ M_MoveToGoal (self, dist);
+
+ // check for noticing a player
+ if (FindTarget (self))
+ return;
+
+ if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.search (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+}
+
+
+/*
+=============
+ai_charge
+
+Turns towards target and advances
+Use this call with a distnace of 0 to replace ai_face
+==============
+*/
+void ai_charge (edict_t *self, float dist)
+{
+ vec3_t v;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+}
+
+
+/*
+=============
+ai_turn
+
+don't move, but turn towards ideal_yaw
+Distance is for slight position adjustments needed by the animations
+=============
+*/
+void ai_turn (edict_t *self, float dist)
+{
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ if (FindTarget (self))
+ return;
+
+ M_ChangeYaw (self);
+}
+
+
+/*
+
+.enemy
+Will be world if not currently angry at anyone.
+
+.movetarget
+The next path spot to walk toward. If .enemy, ignore .movetarget.
+When an enemy is killed, the monster will try to return to it's path.
+
+.hunt_time
+Set to time + something when the player is in sight, but movement straight for
+him is blocked. This causes the monster to use wall following code for
+movement direction instead of sighting on the player.
+
+.ideal_yaw
+A yaw angle of the intended direction, which will be turned towards at up
+to 45 deg / state. If the enemy is in view and hunt_time is not active,
+this will be the exact line towards the enemy.
+
+.pausetime
+A monster will leave it's stand state and head towards it's .movetarget when
+time > .pausetime.
+
+walkmove(angle, speed) primitive is all or nothing
+*/
+
+/*
+=============
+range
+
+returns the range catagorization of an entity reletive to self
+0 melee range, will become hostile even if back is turned
+1 visibility and infront, or visibility and show hostile
+2 infront and show hostile
+3 only triggered by damage
+=============
+*/
+int range (edict_t *self, edict_t *other)
+{
+ vec3_t v;
+ float len;
+
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ len = VectorLength (v);
+ if (len < MELEE_DISTANCE)
+ return RANGE_MELEE;
+ if (len < 500)
+ return RANGE_NEAR;
+ if (len < 1000)
+ return RANGE_MID;
+ return RANGE_FAR;
+}
+
+/*
+=============
+visible
+
+returns 1 if the entity is visible to self, even if not infront ()
+=============
+*/
+qboolean visible (edict_t *self, edict_t *other)
+{
+ vec3_t spot1;
+ vec3_t spot2;
+ trace_t trace;
+
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (other->s.origin, spot2);
+ spot2[2] += other->viewheight;
+ trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
+
+ if (trace.fraction == 1.0)
+ return true;
+ return false;
+}
+
+
+/*
+=============
+infront
+
+returns 1 if the entity is in front (in sight) of self
+=============
+*/
+qboolean infront (edict_t *self, edict_t *other)
+{
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (other->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ if (dot > 0.3)
+ return true;
+ return false;
+}
+
+
+//============================================================================
+
+void HuntTarget (edict_t *self)
+{
+ vec3_t vec;
+
+ self->goalentity = self->enemy;
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.stand (self);
+ else
+ self->monsterinfo.run (self);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ self->ideal_yaw = vectoyaw(vec);
+ // wait a while before first attack
+ if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
+ AttackFinished (self, 1);
+}
+
+void FoundTarget (edict_t *self)
+{
+ // let other monsters see this monster for a while
+ if (self->enemy->client)
+ {
+ level.sight_entity = self;
+ level.sight_entity_framenum = level.framenum;
+ level.sight_entity->light_level = 128;
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+ VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+
+ if (!self->combattarget)
+ {
+ HuntTarget (self);
+ return;
+ }
+
+ self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
+ if (!self->movetarget)
+ {
+ self->goalentity = self->movetarget = self->enemy;
+ HuntTarget (self);
+ gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
+ return;
+ }
+
+ // clear out our combattarget, these are a one shot deal
+ self->combattarget = NULL;
+ self->monsterinfo.aiflags |= AI_COMBAT_POINT;
+
+ // clear the targetname, that point is ours!
+ self->movetarget->targetname = NULL;
+ self->monsterinfo.pausetime = 0;
+
+ // run for it
+ self->monsterinfo.run (self);
+}
+
+
+/*
+===========
+FindTarget
+
+Self is currently not attacking anything, so try to find a target
+
+Returns TRUE if an enemy was sighted
+
+When a player fires a missile, the point of impact becomes a fakeplayer so
+that monsters that see the impact will respond as if they had seen the
+player.
+
+To avoid spending too much time, only a single client (or fakeclient) is
+checked each frame. This means multi player games will have slightly
+slower noticing monsters.
+============
+*/
+qboolean FindTarget (edict_t *self)
+{
+ edict_t *client;
+ qboolean heardit;
+ int r;
+
+ if (self->monsterinfo.aiflags & AI_GOOD_GUY)
+ {
+ if (self->goalentity && self->goalentity->inuse && self->goalentity->classname)
+ {
+ if (strcmp(self->goalentity->classname, "target_actor") == 0)
+ return false;
+ }
+
+ //FIXME look for monsters?
+ return false;
+ }
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+// if the first spawnflag bit is set, the monster will only wake up on
+// really seeing the player, not another monster getting angry or hearing
+// something
+
+// revised behavior so they will wake up if they "see" a player make a noise
+// but not weapon impact/explosion noises
+
+ heardit = false;
+ if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sight_entity;
+ if (client->enemy == self->enemy)
+ {
+ return false;
+ }
+ }
+ else if (level.sound_entity_framenum >= (level.framenum - 1))
+ {
+ client = level.sound_entity;
+ heardit = true;
+ }
+ else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
+ {
+ client = level.sound2_entity;
+ heardit = true;
+ }
+ else
+ {
+ client = level.sight_client;
+ if (!client)
+ return false; // no clients to get mad at
+ }
+
+ // if the entity went away, forget it
+ if (!client->inuse)
+ return false;
+
+ if (client == self->enemy)
+ return true; // JDC false;
+
+ if (client->client)
+ {
+ if (client->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (client->svflags & SVF_MONSTER)
+ {
+ if (!client->enemy)
+ return false;
+ if (client->enemy->flags & FL_NOTARGET)
+ return false;
+ }
+ else if (heardit)
+ {
+ if (client->owner->flags & FL_NOTARGET)
+ return false;
+ }
+ else
+ return false;
+
+ if (!heardit)
+ {
+ r = range (self, client);
+
+ if (r == RANGE_FAR)
+ return false;
+
+// this is where we would check invisibility
+
+ // is client in an spot too dark to be seen?
+ if (client->light_level <= 5)
+ return false;
+
+ if (!visible (self, client))
+ {
+ return false;
+ }
+
+ if (r == RANGE_NEAR)
+ {
+ if (client->show_hostile < level.time && !infront (self, client))
+ {
+ return false;
+ }
+ }
+ else if (r == RANGE_MID)
+ {
+ if (!infront (self, client))
+ {
+ return false;
+ }
+ }
+
+ self->enemy = client;
+
+ if (strcmp(self->enemy->classname, "player_noise") != 0)
+ {
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+
+ if (!self->enemy->client)
+ {
+ self->enemy = self->enemy->enemy;
+ if (!self->enemy->client)
+ {
+ self->enemy = NULL;
+ return false;
+ }
+ }
+ }
+ }
+ else // heardit
+ {
+ vec3_t temp;
+
+ if (self->spawnflags & 1)
+ {
+ if (!visible (self, client))
+ return false;
+ }
+ else
+ {
+ if (!gi.inPHS(self->s.origin, client->s.origin))
+ return false;
+ }
+
+ VectorSubtract (client->s.origin, self->s.origin, temp);
+
+ if (VectorLength(temp) > 1000) // too far to hear
+ {
+ return false;
+ }
+
+ // check area portals - if they are different and not connected then we can't hear it
+ if (client->areanum != self->areanum)
+ if (!gi.AreasConnected(self->areanum, client->areanum))
+ return false;
+
+ self->ideal_yaw = vectoyaw(temp);
+ M_ChangeYaw (self);
+
+ // hunt the sound for a bit; hopefully find the real player
+ self->monsterinfo.aiflags |= AI_SOUND_TARGET;
+ self->enemy = client;
+ }
+
+//
+// got one
+//
+ FoundTarget (self);
+
+ if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
+ self->monsterinfo.sight (self, self->enemy);
+
+ return true;
+}
+
+
+//=============================================================================
+
+/*
+============
+FacingIdeal
+
+============
+*/
+qboolean FacingIdeal(edict_t *self)
+{
+ float delta;
+
+ delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
+ if (delta > 45 && delta < 315)
+ return false;
+ return true;
+}
+
+
+//=============================================================================
+
+qboolean M_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ float chance;
+ trace_t tr;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ // don't always melee in easy mode
+ if (skill->value == 0 && (rand()&3) )
+ return false;
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.2;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.1;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.02;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (skill->value == 0)
+ chance *= 0.5;
+ else if (skill->value >= 2)
+ chance *= 2;
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+/*
+=============
+ai_run_melee
+
+Turn and close until within an angle to launch a melee attack
+=============
+*/
+void ai_run_melee(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.melee (self);
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+}
+
+
+/*
+=============
+ai_run_missile
+
+Turn in place until within an angle to launch a missile attack
+=============
+*/
+void ai_run_missile(edict_t *self)
+{
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (FacingIdeal(self))
+ {
+ self->monsterinfo.attack (self);
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+};
+
+
+/*
+=============
+ai_run_slide
+
+Strafe sideways, but stay at aproximately the same range
+=============
+*/
+void ai_run_slide(edict_t *self, float distance)
+{
+ float ofs;
+
+ self->ideal_yaw = enemy_yaw;
+ M_ChangeYaw (self);
+
+ if (self->monsterinfo.lefty)
+ ofs = 90;
+ else
+ ofs = -90;
+
+ if (M_walkmove (self, self->ideal_yaw + ofs, distance))
+ return;
+
+ self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
+ M_walkmove (self, self->ideal_yaw - ofs, distance);
+}
+
+
+/*
+=============
+ai_checkattack
+
+Decides if we're going to attack or do something else
+used by ai_run and ai_stand
+=============
+*/
+qboolean ai_checkattack (edict_t *self, float)
+{
+ vec3_t temp;
+ qboolean hesDeadJim;
+
+// this causes monsters to run blindly to the combat point w/o firing
+ if (self->goalentity)
+ {
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ if ((level.time - self->enemy->teleport_time) > 5.0)
+ {
+ if (self->goalentity == self->enemy)
+ if (self->movetarget)
+ self->goalentity = self->movetarget;
+ else
+ self->goalentity = NULL;
+ self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+ if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
+ self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ }
+ else
+ {
+ self->show_hostile = level.time + 1;
+ return false;
+ }
+ }
+ }
+
+ enemy_vis = false;
+
+// see if the enemy is dead
+ hesDeadJim = false;
+ if ((!self->enemy) || (!self->enemy->inuse))
+ {
+ hesDeadJim = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (self->enemy->health > 0)
+ {
+ hesDeadJim = true;
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ }
+ }
+ else
+ {
+ if (self->monsterinfo.aiflags & AI_BRUTAL)
+ {
+ if (self->enemy->health <= -80)
+ hesDeadJim = true;
+ }
+ else
+ {
+ if (self->enemy->health <= 0)
+ hesDeadJim = true;
+ }
+ }
+
+ if (hesDeadJim)
+ {
+ self->enemy = NULL;
+ // FIXME: look all around for other targets
+ if (self->oldenemy && self->oldenemy->health > 0)
+ {
+ self->enemy = self->oldenemy;
+ self->oldenemy = NULL;
+ HuntTarget (self);
+ }
+ else
+ {
+ if (self->movetarget)
+ {
+ self->goalentity = self->movetarget;
+ self->monsterinfo.walk (self);
+ }
+ else
+ {
+ // we need the pausetime otherwise the stand code
+ // will just revert to walking with no target and
+ // the monsters will wonder around aimlessly trying
+ // to hunt the world entity
+ self->monsterinfo.pausetime = level.time + 100000000;
+ self->monsterinfo.stand (self);
+ }
+ return true;
+ }
+ }
+
+ self->show_hostile = level.time + 1; // wake up other monsters
+
+// check knowledge of enemy
+ enemy_vis = visible(self, self->enemy);
+ if (enemy_vis)
+ {
+ self->monsterinfo.search_time = level.time + 5;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ }
+
+// look for other coop players here
+// if (coop && self->monsterinfo.search_time < level.time)
+// {
+// if (FindTarget (self))
+// return true;
+// }
+
+ enemy_infront = infront(self, self->enemy);
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+
+ // JDC self->ideal_yaw = enemy_yaw;
+
+ if (self->monsterinfo.attack_state == AS_MISSILE)
+ {
+ ai_run_missile (self);
+ return true;
+ }
+ if (self->monsterinfo.attack_state == AS_MELEE)
+ {
+ ai_run_melee (self);
+ return true;
+ }
+
+ // if enemy is not currently visible, we will never attack
+ if (!enemy_vis)
+ return false;
+
+ return self->monsterinfo.checkattack (self);
+}
+
+
+/*
+=============
+ai_run
+
+The monster has an enemy it is trying to kill
+=============
+*/
+void ai_run (edict_t *self, float dist)
+{
+ vec3_t v;
+ edict_t *tempgoal;
+ edict_t *save;
+ qboolean new;
+ edict_t *marker;
+ float d1, d2;
+ trace_t tr;
+ vec3_t v_forward, v_right;
+ float left, center, right;
+ vec3_t left_target, right_target;
+
+ // if we're going to a combat point, just proceed
+ if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
+ {
+ M_MoveToGoal (self, dist);
+ return;
+ }
+
+ if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
+ {
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ if (VectorLength(v) < 64)
+ {
+ self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ M_MoveToGoal (self, dist);
+
+ if (!FindTarget (self))
+ return;
+ }
+
+ if (ai_checkattack (self, dist))
+ return;
+
+ if (self->monsterinfo.attack_state == AS_SLIDING)
+ {
+ ai_run_slide (self, dist);
+ return;
+ }
+
+ if (enemy_vis)
+ {
+// if (self.aiflags & AI_LOST_SIGHT)
+// dprint("regained sight\n");
+ M_MoveToGoal (self, dist);
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = level.time;
+ return;
+ }
+
+ // coop will change to another enemy if visible
+ if (coop->value)
+ { // FIXME: insane guys get mad with this, which causes crashes!
+ if (FindTarget (self))
+ return;
+ }
+
+ if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
+ {
+ M_MoveToGoal (self, dist);
+ self->monsterinfo.search_time = 0;
+// dprint("search timeout\n");
+ return;
+ }
+
+ save = self->goalentity;
+ tempgoal = G_Spawn();
+ self->goalentity = tempgoal;
+
+ new = false;
+
+ if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
+ {
+ // just lost sight of the player, decide where to go first
+// dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n");
+ self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
+ self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
+ new = true;
+ }
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
+ {
+ self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
+// dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n");
+
+ // give ourself more time since we got this far
+ self->monsterinfo.search_time = level.time + 5;
+
+ if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
+ {
+// dprint("was temp goal; retrying original\n");
+ self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
+ marker = NULL;
+ VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
+ new = true;
+ }
+ else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
+ {
+ self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
+ marker = PlayerTrail_PickFirst (self);
+ }
+ else
+ {
+ marker = PlayerTrail_PickNext (self);
+ }
+
+ if (marker)
+ {
+ VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
+ self->monsterinfo.trail_time = marker->timestamp;
+ self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
+// dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n");
+
+// debug_drawline(self.origin, self.last_sighting, 52);
+ new = true;
+ }
+ }
+
+ VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
+ d1 = VectorLength(v);
+ if (d1 <= dist)
+ {
+ self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
+ dist = d1;
+ }
+
+ VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
+
+ if (new)
+ {
+// gi.dprintf("checking for course correction\n");
+
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
+ if (tr.fraction < 1)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ d1 = VectorLength(v);
+ center = tr.fraction;
+ d2 = d1 * ((center+1)/2);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+ AngleVectors(self->s.angles, v_forward, v_right, NULL);
+
+ VectorSet(v, d2, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
+ left = tr.fraction;
+
+ VectorSet(v, d2, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+ tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
+ right = tr.fraction;
+
+ center = (d1*center)/d2;
+ if (left >= center && left > right)
+ {
+ if (left < 1)
+ {
+ VectorSet(v, d2 * left * 0.5, -16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (left_target, self->goalentity->s.origin);
+ VectorCopy (left_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted left\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ else if (right >= center && right > left)
+ {
+ if (right < 1)
+ {
+ VectorSet(v, d2 * right * 0.5, 16, 0);
+ G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
+// gi.dprintf("incomplete path, go part way and adjust again\n");
+ }
+ VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
+ self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
+ VectorCopy (right_target, self->goalentity->s.origin);
+ VectorCopy (right_target, self->monsterinfo.last_sighting);
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
+// gi.dprintf("adjusted right\n");
+// debug_drawline(self.origin, self.last_sighting, 152);
+ }
+ }
+// else gi.dprintf("course was fine\n");
+ }
+
+ M_MoveToGoal (self, dist);
+
+ G_FreeEdict(tempgoal);
+
+ if (self)
+ self->goalentity = save;
+}
--- /dev/null
+++ b/xatrix/g_chase.c
@@ -1,0 +1,160 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+void UpdateChaseCam(edict_t *ent)
+{
+ vec3_t o, ownerv, goal;
+ edict_t *targ;
+ vec3_t forward, right;
+ trace_t trace;
+ int i;
+ vec3_t oldgoal;
+ vec3_t angles;
+
+ // is our chase target gone?
+ if (!ent->client->chase_target->inuse
+ || ent->client->chase_target->client->resp.spectator) {
+ edict_t *old = ent->client->chase_target;
+ ChaseNext(ent);
+ if (ent->client->chase_target == old) {
+ ent->client->chase_target = NULL;
+ ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+ return;
+ }
+ }
+
+ targ = ent->client->chase_target;
+
+ VectorCopy(targ->s.origin, ownerv);
+ VectorCopy(ent->s.origin, oldgoal);
+
+ ownerv[2] += targ->viewheight;
+
+ VectorCopy(targ->client->v_angle, angles);
+ if (angles[PITCH] > 56)
+ angles[PITCH] = 56;
+ AngleVectors (angles, forward, right, NULL);
+ VectorNormalize(forward);
+ VectorMA(ownerv, -30, forward, o);
+
+ if (o[2] < targ->s.origin[2] + 20)
+ o[2] = targ->s.origin[2] + 20;
+
+ // jump animation lifts
+ if (!targ->groundentity)
+ o[2] += 16;
+
+ trace = gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+
+ VectorCopy(trace.endpos, goal);
+
+ VectorMA(goal, 2, forward, goal);
+
+ // pad for floors and ceilings
+ VectorCopy(goal, o);
+ o[2] += 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] -= 6;
+ }
+
+ VectorCopy(goal, o);
+ o[2] -= 6;
+ trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
+ if (trace.fraction < 1) {
+ VectorCopy(trace.endpos, goal);
+ goal[2] += 6;
+ }
+
+ if (targ->deadflag)
+ ent->client->ps.pmove.pm_type = PM_DEAD;
+ else
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+
+ VectorCopy(goal, ent->s.origin);
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(targ->client->v_angle[i] - ent->client->resp.cmd_angles[i]);
+
+ if (targ->deadflag) {
+ ent->client->ps.viewangles[ROLL] = 40;
+ ent->client->ps.viewangles[PITCH] = -15;
+ ent->client->ps.viewangles[YAW] = targ->client->killer_yaw;
+ } else {
+ VectorCopy(targ->client->v_angle, ent->client->ps.viewangles);
+ VectorCopy(targ->client->v_angle, ent->client->v_angle);
+ }
+
+ ent->viewheight = 0;
+ ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
+ gi.linkentity(ent);
+}
+
+void ChaseNext(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i++;
+ if (i > maxclients->value)
+ i = 1;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (!e->client->resp.spectator)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
+
+void ChasePrev(edict_t *ent)
+{
+ int i;
+ edict_t *e;
+
+ if (!ent->client->chase_target)
+ return;
+
+ i = ent->client->chase_target - g_edicts;
+ do {
+ i--;
+ if (i < 1)
+ i = maxclients->value;
+ e = g_edicts + i;
+ if (!e->inuse)
+ continue;
+ if (!e->client->resp.spectator)
+ break;
+ } while (e != ent->client->chase_target);
+
+ ent->client->chase_target = e;
+ ent->client->update_chase = true;
+}
+
+void GetChaseTarget(edict_t *ent)
+{
+ int i;
+ edict_t *other;
+
+ for (i = 1; i <= maxclients->value; i++) {
+ other = g_edicts + i;
+ if (other->inuse && !other->client->resp.spectator) {
+ ent->client->chase_target = other;
+ ent->client->update_chase = true;
+ UpdateChaseCam(ent);
+ return;
+ }
+ }
+ gi.centerprintf(ent, "No other players to chase.");
+}
+
--- /dev/null
+++ b/xatrix/g_cmds.c
@@ -1,0 +1,1064 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+char *ClientTeam (edict_t *ent)
+{
+ char *p;
+ static char value[512];
+
+ value[0] = 0;
+
+ if (!ent->client)
+ return value;
+
+ strcpy(value, Info_ValueForKey (ent->client->pers.userinfo, "skin"));
+ p = strchr(value, '/');
+ if (!p)
+ return value;
+
+ if ((int)(dmflags->value) & DF_MODELTEAMS)
+ {
+ *p = 0;
+ return value;
+ }
+
+ // if ((int)(dmflags->value) & DF_SKINTEAMS)
+ return ++p;
+}
+
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2)
+{
+ char ent1Team [512];
+ char ent2Team [512];
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ return false;
+
+ strcpy (ent1Team, ClientTeam (ent1));
+ strcpy (ent2Team, ClientTeam (ent2));
+
+ if (strcmp(ent1Team, ent2Team) == 0)
+ return true;
+ return false;
+}
+
+
+void SelectNextItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (cl->chase_target) {
+ ChaseNext(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void SelectPrevItem (edict_t *ent, int itflags)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (cl->chase_target) {
+ ChasePrev(ent);
+ return;
+ }
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (cl->pers.selected_item + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (!(it->flags & itflags))
+ continue;
+
+ cl->pers.selected_item = index;
+ return;
+ }
+
+ cl->pers.selected_item = -1;
+}
+
+void ValidateSelectedItem (edict_t *ent)
+{
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ if (cl->pers.inventory[cl->pers.selected_item])
+ return; // valid
+
+ SelectNextItem (ent, -1);
+}
+
+
+//=================================================================================
+
+/*
+==================
+Cmd_Give_f
+
+Give items to a client
+==================
+*/
+void Cmd_Give_f (edict_t *ent)
+{
+ char *name;
+ gitem_t *it;
+ int index;
+ int i;
+ qboolean give_all;
+ edict_t *it_ent;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ name = gi.args();
+
+ if (cistrcmp(name, "all") == 0)
+ give_all = true;
+ else
+ give_all = false;
+
+ if (give_all || cistrcmp(gi.argv(1), "health") == 0)
+ {
+ if (gi.argc() == 3)
+ ent->health = atoi(gi.argv(2));
+ else
+ ent->health = ent->max_health;
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "weapons") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_WEAPON))
+ continue;
+ ent->client->pers.inventory[i] += 1;
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "ammo") == 0)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (!(it->flags & IT_AMMO))
+ continue;
+ Add_Ammo (ent, it, 1000);
+ }
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "armor") == 0)
+ {
+ gitem_armor_t *info;
+
+ it = FindItem("Jacket Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Combat Armor");
+ ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
+
+ it = FindItem("Body Armor");
+ info = (gitem_armor_t *)it->info;
+ ent->client->pers.inventory[ITEM_INDEX(it)] = info->max_count;
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all || cistrcmp(name, "Power Shield") == 0)
+ {
+ it = FindItem("Power Shield");
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+
+ if (!give_all)
+ return;
+ }
+
+ if (give_all)
+ {
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = itemlist + i;
+ if (!it->pickup)
+ continue;
+ if (it->flags & (IT_ARMOR|IT_WEAPON|IT_AMMO))
+ continue;
+ ent->client->pers.inventory[i] = 1;
+ }
+ return;
+ }
+
+ it = FindItem (name);
+ if (!it)
+ {
+ name = gi.argv(1);
+ it = FindItem (name);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item\n");
+ return;
+ }
+ }
+
+ if (!it->pickup)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "non-pickup item\n");
+ return;
+ }
+
+ index = ITEM_INDEX(it);
+
+ if (it->flags & IT_AMMO)
+ {
+ if (gi.argc() == 3)
+ ent->client->pers.inventory[index] = atoi(gi.argv(2));
+ else
+ ent->client->pers.inventory[index] += it->quantity;
+ }
+ else
+ {
+ it_ent = G_Spawn();
+ it_ent->classname = it->classname;
+ SpawnItem (it_ent, it);
+ Touch_Item (it_ent, ent, NULL, NULL);
+ if (it_ent->inuse)
+ G_FreeEdict(it_ent);
+ }
+}
+
+
+/*
+==================
+Cmd_God_f
+
+Sets client to godmode
+
+argv(0) god
+==================
+*/
+void Cmd_God_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_GODMODE;
+ if (!(ent->flags & FL_GODMODE) )
+ msg = "godmode OFF\n";
+ else
+ msg = "godmode ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Notarget_f
+
+Sets client to notarget
+
+argv(0) notarget
+==================
+*/
+void Cmd_Notarget_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ ent->flags ^= FL_NOTARGET;
+ if (!(ent->flags & FL_NOTARGET) )
+ msg = "notarget OFF\n";
+ else
+ msg = "notarget ON\n";
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Noclip_f
+
+argv(0) noclip
+==================
+*/
+void Cmd_Noclip_f (edict_t *ent)
+{
+ char *msg;
+
+ if (deathmatch->value && !sv_cheats->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
+ return;
+ }
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ {
+ ent->movetype = MOVETYPE_WALK;
+ msg = "noclip OFF\n";
+ }
+ else
+ {
+ ent->movetype = MOVETYPE_NOCLIP;
+ msg = "noclip ON\n";
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, msg);
+}
+
+
+/*
+==================
+Cmd_Use_f
+
+Use an inventory item
+==================
+*/
+
+void Cmd_Use_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ // RAFAEL
+ if (strcmp (it->pickup_name, "HyperBlaster") == 0)
+ {
+ it = FindItem ("Ionripper");
+ index = ITEM_INDEX (it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+ // RAFAEL
+ else if (strcmp (it->pickup_name, "Railgun") == 0)
+ {
+ it = FindItem ("Phalanx");
+ index = ITEM_INDEX (it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+ else
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+
+ it->use (ent, it);
+}
+
+
+/*
+==================
+Cmd_Drop_f
+
+Drop an inventory item
+==================
+*/
+void Cmd_Drop_f (edict_t *ent)
+{
+ int index;
+ gitem_t *it;
+ char *s;
+
+ s = gi.args();
+ it = FindItem (s);
+ if (!it)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "unknown item: %s\n", s);
+ return;
+ }
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+
+ index = ITEM_INDEX(it);
+ if (!ent->client->pers.inventory[index])
+ {
+ // RAFAEL
+ if (strcmp (it->pickup_name, "HyperBlaster") == 0)
+ {
+ it = FindItem ("Ionripper");
+ index = ITEM_INDEX (it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+ // RAFAEL
+ else if (strcmp (it->pickup_name, "Railgun") == 0)
+ {
+ it = FindItem ("Phalanx");
+ index = ITEM_INDEX (it);
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+ else
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Out of item: %s\n", s);
+ return;
+ }
+ }
+
+ it->drop (ent, it);
+}
+
+
+/*
+=================
+Cmd_Inven_f
+=================
+*/
+void Cmd_Inven_f (edict_t *ent)
+{
+ int i;
+ gclient_t *cl;
+
+ cl = ent->client;
+
+ cl->showscores = false;
+ cl->showhelp = false;
+
+ if (cl->showinventory)
+ {
+ cl->showinventory = false;
+ return;
+ }
+
+ cl->showinventory = true;
+
+ gi.WriteByte (svc_inventory);
+ for (i=0 ; i<MAX_ITEMS ; i++)
+ {
+ gi.WriteShort (cl->pers.inventory[i]);
+ }
+ gi.unicast (ent, true);
+}
+
+/*
+=================
+Cmd_InvUse_f
+=================
+*/
+void Cmd_InvUse_f (edict_t *ent)
+{
+ gitem_t *it;
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to use.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->use)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not usable.\n");
+ return;
+ }
+ it->use (ent, it);
+}
+
+/*
+=================
+Cmd_WeapPrev_f
+=================
+*/
+
+void Cmd_WeapPrev_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (selected_weapon + i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ if (cl->pers.weapon == it)
+ return; // successful
+ }
+}
+
+/*
+=================
+Cmd_WeapNext_f
+=================
+*/
+/*
+void Cmd_WeapNext_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS;
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ if (cl->pers.weapon == it)
+ return; // successful
+ }
+}
+*/
+void Cmd_WeapNext_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int i, index;
+ gitem_t *it;
+ int selected_weapon;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon)
+ return;
+
+ selected_weapon = ITEM_INDEX(cl->pers.weapon);
+
+ // scan for the next valid one
+ for (i=1 ; i<=MAX_ITEMS ; i++)
+ {
+ index = (selected_weapon + MAX_ITEMS - i)%MAX_ITEMS;
+
+ if (!cl->pers.inventory[index])
+ continue;
+ it = &itemlist[index];
+ if (!it->use)
+ continue;
+ if (! (it->flags & IT_WEAPON) )
+ continue;
+ it->use (ent, it);
+ if (cl->pers.weapon == it)
+ return; // successful
+ }
+}
+
+/*
+=================
+Cmd_WeapLast_f
+=================
+*/
+void Cmd_WeapLast_f (edict_t *ent)
+{
+ gclient_t *cl;
+ int index;
+ gitem_t *it;
+
+ cl = ent->client;
+
+ if (!cl->pers.weapon || !cl->pers.lastweapon)
+ return;
+
+ index = ITEM_INDEX(cl->pers.lastweapon);
+ if (!cl->pers.inventory[index])
+ return;
+ it = &itemlist[index];
+ if (!it->use)
+ return;
+ if (! (it->flags & IT_WEAPON) )
+ return;
+ it->use (ent, it);
+}
+
+/*
+=================
+Cmd_InvDrop_f
+=================
+*/
+void Cmd_InvDrop_f (edict_t *ent)
+{
+ gitem_t *it;
+
+ ValidateSelectedItem (ent);
+
+ if (ent->client->pers.selected_item == -1)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No item to drop.\n");
+ return;
+ }
+
+ it = &itemlist[ent->client->pers.selected_item];
+ if (!it->drop)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Item is not dropable.\n");
+ return;
+ }
+ it->drop (ent, it);
+}
+
+/*
+=================
+Cmd_Kill_f
+=================
+*/
+void Cmd_Kill_f (edict_t *ent)
+{
+ if((level.time - ent->client->respawn_time) < 5)
+ return;
+ ent->flags &= ~FL_GODMODE;
+ ent->health = 0;
+ meansOfDeath = MOD_SUICIDE;
+ player_die (ent, ent, ent, 100000, vec3_origin);
+}
+
+/*
+=================
+Cmd_PutAway_f
+=================
+*/
+void Cmd_PutAway_f (edict_t *ent)
+{
+ ent->client->showscores = false;
+ ent->client->showhelp = false;
+ ent->client->showinventory = false;
+}
+
+
+int PlayerSort (void const *a, void const *b)
+{
+ int anum, bnum;
+
+ anum = *(int *)a;
+ bnum = *(int *)b;
+
+ anum = game.clients[anum].ps.stats[STAT_FRAGS];
+ bnum = game.clients[bnum].ps.stats[STAT_FRAGS];
+
+ if (anum < bnum)
+ return -1;
+ if (anum > bnum)
+ return 1;
+ return 0;
+}
+
+/*
+=================
+Cmd_Players_f
+=================
+*/
+void Cmd_Players_f (edict_t *ent)
+{
+ int i;
+ int count;
+ char small[64];
+ char large[1280];
+ int index[256];
+
+ count = 0;
+ for (i = 0 ; i < maxclients->value ; i++)
+ if (game.clients[i].pers.connected)
+ {
+ index[count] = i;
+ count++;
+ }
+
+ // sort by frags
+ qsort (index, count, sizeof(index[0]), PlayerSort);
+
+ // print information
+ large[0] = 0;
+
+ for (i = 0 ; i < count ; i++)
+ {
+ Com_sprintf (small, sizeof(small), "%3i %s\n",
+ game.clients[index[i]].ps.stats[STAT_FRAGS],
+ game.clients[index[i]].pers.netname);
+ if (strlen (small) + strlen(large) > sizeof(large) - 100 )
+ { // can't print all of them in one packet
+ strcat (large, "...\n");
+ break;
+ }
+ strcat (large, small);
+ }
+
+ gi.cprintf (ent, PRINT_HIGH, "%s\n%i players\n", large, count);
+}
+
+/*
+=================
+Cmd_Wave_f
+=================
+*/
+void Cmd_Wave_f (edict_t *ent)
+{
+ int i;
+
+ i = atoi (gi.argv(1));
+
+ // can't wave when ducked
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ return;
+
+ if (ent->client->anim_priority > ANIM_WAVE)
+ return;
+
+ ent->client->anim_priority = ANIM_WAVE;
+
+ switch (i)
+ {
+ case 0:
+ gi.cprintf (ent, PRINT_HIGH, "flipoff\n");
+ ent->s.frame = FRAME_flip01-1;
+ ent->client->anim_end = FRAME_flip12;
+ break;
+ case 1:
+ gi.cprintf (ent, PRINT_HIGH, "salute\n");
+ ent->s.frame = FRAME_salute01-1;
+ ent->client->anim_end = FRAME_salute11;
+ break;
+ case 2:
+ gi.cprintf (ent, PRINT_HIGH, "taunt\n");
+ ent->s.frame = FRAME_taunt01-1;
+ ent->client->anim_end = FRAME_taunt17;
+ break;
+ case 3:
+ gi.cprintf (ent, PRINT_HIGH, "wave\n");
+ ent->s.frame = FRAME_wave01-1;
+ ent->client->anim_end = FRAME_wave11;
+ break;
+ case 4:
+ default:
+ gi.cprintf (ent, PRINT_HIGH, "point\n");
+ ent->s.frame = FRAME_point01-1;
+ ent->client->anim_end = FRAME_point12;
+ break;
+ }
+}
+
+/*
+==================
+Cmd_Say_f
+==================
+*/
+void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0)
+{
+ int i, j;
+ edict_t *other;
+ char *p;
+ char text[2048];
+ gclient_t *cl;
+
+ if (gi.argc () < 2 && !arg0)
+ return;
+
+ if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
+ team = false;
+
+ if (team)
+ Com_sprintf (text, sizeof(text), "(%s): ", ent->client->pers.netname);
+ else
+ Com_sprintf (text, sizeof(text), "%s: ", ent->client->pers.netname);
+
+ if (arg0)
+ {
+ strcat (text, gi.argv(0));
+ strcat (text, " ");
+ strcat (text, gi.args());
+ }
+ else
+ {
+ p = gi.args();
+
+ if (*p == '"')
+ {
+ p++;
+ p[strlen(p)-1] = 0;
+ }
+ strcat(text, p);
+ }
+
+ // don't let text be too long for malicious reasons
+ if (strlen(text) > 150)
+ text[150] = 0;
+
+ strcat(text, "\n");
+
+ if (flood_msgs->value) {
+ cl = ent->client;
+
+ if (level.time < cl->flood_locktill) {
+ gi.cprintf(ent, PRINT_HIGH, "You can't talk for %d more seconds\n",
+ (int)(cl->flood_locktill - level.time));
+ return;
+ }
+ i = cl->flood_whenhead - flood_msgs->value + 1;
+ if (i < 0)
+ i = (sizeof(cl->flood_when)/sizeof(cl->flood_when[0])) + i;
+ if (cl->flood_when[i] &&
+ level.time - cl->flood_when[i] < flood_persecond->value) {
+ cl->flood_locktill = level.time + flood_waitdelay->value;
+ gi.cprintf(ent, PRINT_CHAT, "Flood protection: You can't talk for %d seconds.\n",
+ (int)flood_waitdelay->value);
+ return;
+ }
+ cl->flood_whenhead = (cl->flood_whenhead + 1) %
+ (sizeof(cl->flood_when)/sizeof(cl->flood_when[0]));
+ cl->flood_when[cl->flood_whenhead] = level.time;
+ }
+
+ if (dedicated->value)
+ gi.cprintf(NULL, PRINT_CHAT, "%s", text);
+
+ for (j = 1; j <= game.maxclients; j++)
+ {
+ other = &g_edicts[j];
+ if (!other->inuse)
+ continue;
+ if (!other->client)
+ continue;
+ if (team)
+ {
+ if (!OnSameTeam(ent, other))
+ continue;
+ }
+ gi.cprintf(other, PRINT_CHAT, "%s", text);
+ }
+}
+
+void Cmd_PlayerList_f(edict_t *ent)
+{
+ int i;
+ char st[80];
+ char text[1400];
+ edict_t *e2;
+
+ // connect time, ping, score, name
+ *text = 0;
+ for (i = 0, e2 = g_edicts + 1; i < maxclients->value; i++, e2++) {
+ if (!e2->inuse)
+ continue;
+
+ Com_sprintf(st, sizeof(st), "%02d:%02d %4d %3d %s%s\n",
+ (level.framenum - e2->client->resp.enterframe) / 600,
+ ((level.framenum - e2->client->resp.enterframe) % 600)/10,
+ e2->client->ping,
+ e2->client->resp.score,
+ e2->client->pers.netname,
+ e2->client->pers.spectator ? " (spectator)" : "");
+ if (strlen(text) + strlen(st) > sizeof(text) - 50) {
+ sprintf(text+strlen(text), "And more...\n");
+ gi.cprintf(ent, PRINT_HIGH, "%s", text);
+ return;
+ }
+ strcat(text, st);
+ }
+ gi.cprintf(ent, PRINT_HIGH, "%s", text);
+}
+
+
+/*
+=================
+ClientCommand
+=================
+*/
+void ClientCommand (edict_t *ent)
+{
+ char *cmd;
+
+ if (!ent->client)
+ return; // not fully in game yet
+
+ cmd = gi.argv(0);
+
+ if (cistrcmp (cmd, "players") == 0)
+ {
+ Cmd_Players_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "say") == 0)
+ {
+ Cmd_Say_f (ent, false, false);
+ return;
+ }
+ if (cistrcmp (cmd, "say_team") == 0)
+ {
+ Cmd_Say_f (ent, true, false);
+ return;
+ }
+ if (cistrcmp (cmd, "score") == 0)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+ if (cistrcmp (cmd, "help") == 0)
+ {
+ Cmd_Help_f (ent);
+ return;
+ }
+
+ if (level.intermissiontime)
+ return;
+
+ if (cistrcmp (cmd, "use") == 0)
+ Cmd_Use_f (ent);
+ else if (cistrcmp (cmd, "drop") == 0)
+ Cmd_Drop_f (ent);
+ else if (cistrcmp (cmd, "give") == 0)
+ Cmd_Give_f (ent);
+ else if (cistrcmp (cmd, "god") == 0)
+ Cmd_God_f (ent);
+ else if (cistrcmp (cmd, "notarget") == 0)
+ Cmd_Notarget_f (ent);
+ else if (cistrcmp (cmd, "noclip") == 0)
+ Cmd_Noclip_f (ent);
+ else if (cistrcmp (cmd, "inven") == 0)
+ Cmd_Inven_f (ent);
+ else if (cistrcmp (cmd, "invnext") == 0)
+ SelectNextItem (ent, -1);
+ else if (cistrcmp (cmd, "invprev") == 0)
+ SelectPrevItem (ent, -1);
+ else if (cistrcmp (cmd, "invnextw") == 0)
+ SelectNextItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invprevw") == 0)
+ SelectPrevItem (ent, IT_WEAPON);
+ else if (cistrcmp (cmd, "invnextp") == 0)
+ SelectNextItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invprevp") == 0)
+ SelectPrevItem (ent, IT_POWERUP);
+ else if (cistrcmp (cmd, "invuse") == 0)
+ Cmd_InvUse_f (ent);
+ else if (cistrcmp (cmd, "invdrop") == 0)
+ Cmd_InvDrop_f (ent);
+ else if (cistrcmp (cmd, "weapprev") == 0)
+ Cmd_WeapPrev_f (ent);
+ else if (cistrcmp (cmd, "weapnext") == 0)
+ Cmd_WeapNext_f (ent);
+ else if (cistrcmp (cmd, "weaplast") == 0)
+ Cmd_WeapLast_f (ent);
+ else if (cistrcmp (cmd, "kill") == 0)
+ Cmd_Kill_f (ent);
+ else if (cistrcmp (cmd, "putaway") == 0)
+ Cmd_PutAway_f (ent);
+ else if (cistrcmp (cmd, "wave") == 0)
+ Cmd_Wave_f (ent);
+ else if (cistrcmp(cmd, "playerlist") == 0)
+ Cmd_PlayerList_f(ent);
+ else // anything that doesn't match a command will be a chat
+ Cmd_Say_f (ent, false, true);
+}
--- /dev/null
+++ b/xatrix/g_combat.c
@@ -1,0 +1,562 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+============
+CanDamage
+
+Returns true if the inflictor can directly damage the target. Used for
+explosions and melee attacks.
+============
+*/
+qboolean CanDamage (edict_t *targ, edict_t *inflictor)
+{
+ vec3_t dest;
+ trace_t trace;
+
+// bmodels need special checking because their origin is 0,0,0
+ if (targ->movetype == MOVETYPE_PUSH)
+ {
+ VectorAdd (targ->absmin, targ->absmax, dest);
+ VectorScale (dest, 0.5, dest);
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+ if (trace.ent == targ)
+ return true;
+ return false;
+ }
+
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return true;
+
+
+ return false;
+}
+
+
+/*
+============
+Killed
+============
+*/
+void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+ if (targ->health < -999)
+ targ->health = -999;
+
+ targ->enemy = attacker;
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
+ if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ level.killed_monsters++;
+ if (coop->value && attacker->client)
+ attacker->client->resp.score++;
+ // medics won't heal monsters that they kill themselves
+ if (strcmp(attacker->classname, "monster_medic") == 0)
+ targ->owner = attacker;
+ }
+ }
+
+ if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
+ { // doors, triggers, etc
+ targ->die (targ, inflictor, attacker, damage, point);
+ return;
+ }
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+ targ->touch = NULL;
+ monster_death_use (targ);
+ }
+
+ targ->die (targ, inflictor, attacker, damage, point);
+}
+
+
+/*
+================
+SpawnDamage
+================
+*/
+void SpawnDamage (int type, vec3_t origin, vec3_t normal, int /*damage*/)
+{
+ //if (damage > 255)
+ // damage = 255;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (type);
+// gi.WriteByte (damage);
+ gi.WritePosition (origin);
+ gi.WriteDir (normal);
+ gi.multicast (origin, MULTICAST_PVS);
+}
+
+
+/*
+============
+T_Damage
+
+targ entity that is being damaged
+inflictor entity that is causing the damage
+attacker entity that caused the inflictor to damage targ
+ example: targ=monster, inflictor=rocket, attacker=player
+
+dir direction of the attack
+point point at which the damage is being inflicted
+normal normal vector from that point
+damage amount of damage being inflicted
+knockback force to be applied against targ as a result of the damage
+
+dflags these flags are used to control how T_Damage works
+ DAMAGE_RADIUS damage was indirect (from a nearby explosion)
+ DAMAGE_NO_ARMOR armor does not protect from this damage
+ DAMAGE_ENERGY damage is from an energy based weapon
+ DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
+ DAMAGE_BULLET damage is from a bullet (used for ricochets)
+ DAMAGE_NO_PROTECTION kills godmode, armor, everything
+============
+*/
+static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int power_armor_type;
+ int index = 0;
+ int damagePerCell;
+ int pa_te_type;
+ int power = 0;
+ int power_used;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ if (client)
+ {
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type != POWER_ARMOR_NONE)
+ {
+ index = ITEM_INDEX(FindItem("Cells"));
+ power = client->pers.inventory[index];
+ }
+ }
+ else if (ent->svflags & SVF_MONSTER)
+ {
+ power_armor_type = ent->monsterinfo.power_armor_type;
+ power = ent->monsterinfo.power_armor_power;
+ }
+ else
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_NONE)
+ return 0;
+ if (!power)
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ // only works if damage point is in front
+ AngleVectors (ent->s.angles, forward, NULL, NULL);
+ VectorSubtract (point, ent->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+ if (dot <= 0.3)
+ return 0;
+
+ damagePerCell = 1;
+ pa_te_type = TE_SCREEN_SPARKS;
+ damage = damage / 3;
+ }
+ else
+ {
+ damagePerCell = 2;
+ pa_te_type = TE_SHIELD_SPARKS;
+ damage = (2 * damage) / 3;
+ }
+
+ save = power * damagePerCell;
+ if (!save)
+ return 0;
+ if (save > damage)
+ save = damage;
+
+ SpawnDamage (pa_te_type, point, normal, save);
+ ent->powerarmor_time = level.time + 0.2;
+
+ power_used = save / damagePerCell;
+
+ if (client)
+ client->pers.inventory[index] -= power_used;
+ else
+ ent->monsterinfo.power_armor_power -= power_used;
+ return save;
+}
+
+static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int index;
+ gitem_t *armor;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (!client)
+ return 0;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ index = ArmorIndex (ent);
+ if (!index)
+ return 0;
+
+ armor = GetItemByIndex (index);
+
+ if (dflags & DAMAGE_ENERGY)
+ save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
+ else
+ save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
+ if (save >= client->pers.inventory[index])
+ save = client->pers.inventory[index];
+
+ if (!save)
+ return 0;
+
+ client->pers.inventory[index] -= save;
+ SpawnDamage (te_sparks, point, normal, save);
+
+ return save;
+}
+
+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)
+ {
+ 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);
+ }
+}
+
+qboolean CheckTeamDamage (edict_t *, edict_t *)
+{
+ //FIXME make the next line real and uncomment this block
+ // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
+ return false;
+}
+
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
+{
+ gclient_t *client;
+ int take;
+ int save;
+ int asave;
+ int psave;
+ int te_sparks;
+
+ if (!targ->takedamage)
+ return;
+
+ // friendly fire avoidance
+ // if enabled you can't hurt teammates (but you can hurt yourself)
+ // knockback still occurs
+ if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
+ {
+ if (OnSameTeam (targ, attacker))
+ {
+ if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
+ damage = 0;
+ else
+ mod |= MOD_FRIENDLY_FIRE;
+ }
+ }
+ meansOfDeath = mod;
+
+ // easy mode takes half damage
+ if (skill->value == 0 && deathmatch->value == 0 && targ->client)
+ {
+ damage *= 0.5;
+ if (!damage)
+ damage = 1;
+ }
+
+ client = targ->client;
+
+ if (dflags & DAMAGE_BULLET)
+ te_sparks = TE_BULLET_SPARKS;
+ else
+ te_sparks = TE_SPARKS;
+
+ VectorNormalize(dir);
+
+// bonus damage for suprising a monster
+ if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
+ damage *= 2;
+
+ if (targ->flags & FL_NO_KNOCKBACK)
+ knockback = 0;
+
+// figure momentum add
+ if (!(dflags & DAMAGE_NO_KNOCKBACK))
+ {
+ if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
+ {
+ vec3_t kvel;
+ float mass;
+
+ if (targ->mass < 50)
+ mass = 50;
+ else
+ mass = targ->mass;
+
+ if (targ->client && attacker == targ)
+ VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
+ else
+ VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
+
+ VectorAdd (targ->velocity, kvel, targ->velocity);
+ }
+ }
+
+ take = damage;
+ save = 0;
+
+ // check for godmode
+ if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
+ {
+ take = 0;
+ save = damage;
+ SpawnDamage (te_sparks, point, normal, save);
+ }
+
+ // check for invincibility
+ if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION) && mod != MOD_TRAP)
+ {
+ if (targ->pain_debounce_time < level.time)
+ {
+ gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
+ targ->pain_debounce_time = level.time + 2;
+ }
+ take = 0;
+ save = damage;
+ }
+
+ psave = CheckPowerArmor (targ, point, normal, take, dflags);
+ take -= psave;
+
+ asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
+ take -= asave;
+
+ //treat cheat/powerup savings the same as armor
+ asave += save;
+
+ // team damage avoidance
+ if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
+ return;
+
+// do the damage
+ if (take)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ if (strcmp (targ->classname, "monster_gekk") == 0)
+ SpawnDamage (TE_GREENBLOOD, point, normal, take);
+ else
+ SpawnDamage (TE_BLOOD, point, normal, take);
+ else
+ SpawnDamage (te_sparks, point, normal, take);
+
+
+ targ->health = targ->health - take;
+
+ if (targ->health <= 0)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ targ->flags |= FL_NO_KNOCKBACK;
+ Killed (targ, inflictor, attacker, take, point);
+ return;
+ }
+ }
+
+ if (targ->svflags & SVF_MONSTER)
+ {
+ M_ReactToDamage (targ, attacker);
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
+ {
+ targ->pain (targ, attacker, knockback, take);
+ // nightmare mode monsters don't go into pain frames often
+ if (skill->value == 3)
+ targ->pain_debounce_time = level.time + 5;
+ }
+ }
+ else if (client)
+ {
+ if (!(targ->flags & FL_GODMODE) && (take))
+ targ->pain (targ, attacker, knockback, take);
+ }
+ else if (take)
+ {
+ if (targ->pain)
+ targ->pain (targ, attacker, knockback, take);
+ }
+
+ // add to the damage inflicted on a player this frame
+ // the total will be turned into screen blends and view angle kicks
+ // at the end of the frame
+ if (client)
+ {
+ client->damage_parmor += psave;
+ client->damage_armor += asave;
+ client->damage_blood += take;
+ client->damage_knockback += knockback;
+ VectorCopy (point, client->damage_from);
+ }
+}
+
+
+/*
+============
+T_RadiusDamage
+============
+*/
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
+{
+ float points;
+ edict_t *ent = NULL;
+ vec3_t v;
+ vec3_t dir;
+
+ while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
+ {
+ if (ent == ignore)
+ continue;
+ if (!ent->takedamage)
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ points = damage - 0.5 * VectorLength (v);
+ if (ent == attacker)
+ points = points * 0.5;
+ if (points > 0)
+ {
+ if (CanDamage (ent, inflictor))
+ {
+ VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
+ T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+ }
+}
--- /dev/null
+++ b/xatrix/g_func.c
@@ -1,0 +1,2220 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+=========================================================
+
+ PLATS
+
+ movement options:
+
+ linear
+ smooth start, hard stop
+ smooth start, smooth stop
+
+ start
+ end
+ acceleration
+ speed
+ deceleration
+ begin sound
+ end sound
+ target fired when reaching end
+ wait at end
+
+ object characteristics that use move segments
+ ---------------------------------------------
+ movetype_push, or movetype_stop
+ action when touched
+ action when blocked
+ action when used
+ disabled?
+ auto trigger spawning
+
+
+=========================================================
+*/
+
+#define PLAT_LOW_TRIGGER 1
+
+#define STATE_TOP 0
+#define STATE_BOTTOM 1
+#define STATE_UP 2
+#define STATE_DOWN 3
+
+#define DOOR_START_OPEN 1
+#define DOOR_REVERSE 2
+#define DOOR_CRUSHER 4
+#define DOOR_NOMONSTER 8
+#define DOOR_TOGGLE 32
+#define DOOR_X_AXIS 64
+#define DOOR_Y_AXIS 128
+
+
+//
+// Support routines for movement (changes in origin using velocity)
+//
+
+void Move_Done (edict_t *ent)
+{
+ VectorClear (ent->velocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void Move_Final (edict_t *ent)
+{
+ if (ent->moveinfo.remaining_distance == 0)
+ {
+ Move_Done (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
+
+ ent->think = Move_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void Move_Begin (edict_t *ent)
+{
+ float frames;
+
+ if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
+ {
+ Move_Final (ent);
+ return;
+ }
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
+ frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
+ ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
+ ent->nextthink = level.time + (frames * FRAMETIME);
+ ent->think = Move_Final;
+}
+
+void Think_AccelMove (edict_t *ent);
+
+void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
+{
+ VectorClear (ent->velocity);
+ VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
+ ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
+ ent->moveinfo.endfunc = func;
+
+ if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
+ {
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ Move_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Move_Begin;
+ }
+ }
+ else
+ {
+ // accelerative
+ ent->moveinfo.current_speed = 0;
+ ent->think = Think_AccelMove;
+ ent->nextthink = level.time + FRAMETIME;
+ }
+}
+
+
+//
+// Support routines for angular movement (changes in angle using avelocity)
+//
+
+void AngleMove_Done (edict_t *ent)
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc (ent);
+}
+
+void AngleMove_Final (edict_t *ent)
+{
+ vec3_t move;
+
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
+
+ if (VectorCompare (move, vec3_origin))
+ {
+ AngleMove_Done (ent);
+ return;
+ }
+
+ VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
+
+ ent->think = AngleMove_Done;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void AngleMove_Begin (edict_t *ent)
+{
+ vec3_t destdelta;
+ float len;
+ float traveltime;
+ float frames;
+
+ // set destdelta to the vector needed to move
+ if (ent->moveinfo.state == STATE_UP)
+ VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
+ else
+ VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
+
+ // calculate length of vector
+ len = VectorLength (destdelta);
+
+ // divide by speed to get time to reach dest
+ traveltime = len / ent->moveinfo.speed;
+
+ if (traveltime < FRAMETIME)
+ {
+ AngleMove_Final (ent);
+ return;
+ }
+
+ frames = floor(traveltime / FRAMETIME);
+
+ // scale the destdelta vector by the time spent traveling to get velocity
+ VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
+
+ // set nextthink to trigger a think when dest is reached
+ ent->nextthink = level.time + frames * FRAMETIME;
+ ent->think = AngleMove_Final;
+}
+
+void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
+{
+ VectorClear (ent->avelocity);
+ ent->moveinfo.endfunc = func;
+ if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
+ {
+ AngleMove_Begin (ent);
+ }
+ else
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = AngleMove_Begin;
+ }
+}
+
+
+/*
+==============
+Think_AccelMove
+
+The team has completed a frame of movement, so
+change the speed for the next frame
+==============
+*/
+#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
+
+void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
+{
+ float accel_dist;
+ float decel_dist;
+
+ moveinfo->move_speed = moveinfo->speed;
+
+ if (moveinfo->remaining_distance < moveinfo->accel)
+ {
+ moveinfo->current_speed = moveinfo->remaining_distance;
+ return;
+ }
+
+ accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
+ decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
+
+ if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
+ {
+ float f;
+
+ f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
+ moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
+ decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
+ }
+
+ moveinfo->decel_distance = decel_dist;
+};
+
+void plat_Accelerate (moveinfo_t *moveinfo)
+{
+ // are we decelerating?
+ if (moveinfo->remaining_distance <= moveinfo->decel_distance)
+ {
+ if (moveinfo->remaining_distance < moveinfo->decel_distance)
+ {
+ if (moveinfo->next_speed)
+ {
+ moveinfo->current_speed = moveinfo->next_speed;
+ moveinfo->next_speed = 0;
+ return;
+ }
+ if (moveinfo->current_speed > moveinfo->decel)
+ moveinfo->current_speed -= moveinfo->decel;
+ }
+ return;
+ }
+
+ // are we at full speed and need to start decelerating during this move?
+ if (moveinfo->current_speed == moveinfo->move_speed)
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
+ {
+ float p1_distance;
+ float p2_distance;
+ float distance;
+
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = moveinfo->move_speed;
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // are we accelerating?
+ if (moveinfo->current_speed < moveinfo->speed)
+ {
+ float old_speed;
+ float p1_distance;
+ float p1_speed;
+ float p2_distance;
+ float distance;
+
+ old_speed = moveinfo->current_speed;
+
+ // figure simple acceleration up to move_speed
+ moveinfo->current_speed += moveinfo->accel;
+ if (moveinfo->current_speed > moveinfo->speed)
+ moveinfo->current_speed = moveinfo->speed;
+
+ // are we accelerating throughout this entire move?
+ if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
+ return;
+
+ // during this move we will accelrate from current_speed to move_speed
+ // and cross over the decel_distance; figure the average speed for the
+ // entire move
+ p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
+ p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
+ p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
+ distance = p1_distance + p2_distance;
+ moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
+ moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
+ return;
+ }
+
+ // we are at constant velocity (move_speed)
+ return;
+};
+
+void Think_AccelMove (edict_t *ent)
+{
+ ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
+
+ if (ent->moveinfo.current_speed == 0) // starting or blocked
+ plat_CalcAcceleratedMove(&ent->moveinfo);
+
+ plat_Accelerate (&ent->moveinfo);
+
+ // will the entire move complete on next frame?
+ if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
+ {
+ Move_Final (ent);
+ return;
+ }
+
+ VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = Think_AccelMove;
+}
+
+
+void plat_go_down (edict_t *ent);
+
+void plat_hit_top (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_TOP;
+
+ ent->think = plat_go_down;
+ ent->nextthink = level.time + 3;
+}
+
+void plat_hit_bottom (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_end)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ ent->s.sound = 0;
+ }
+ ent->moveinfo.state = STATE_BOTTOM;
+}
+
+void plat_go_down (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_DOWN;
+ Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
+}
+
+void plat_go_up (edict_t *ent)
+{
+ if (!(ent->flags & FL_TEAMSLAVE))
+ {
+ if (ent->moveinfo.sound_start)
+ gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ ent->s.sound = ent->moveinfo.sound_middle;
+ }
+ ent->moveinfo.state = STATE_UP;
+ Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
+}
+
+void plat_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->moveinfo.state == STATE_UP)
+ plat_go_down (self);
+ else if (self->moveinfo.state == STATE_DOWN)
+ plat_go_up (self);
+}
+
+
+void Use_Plat (edict_t *ent, edict_t *, edict_t *)
+{
+ if (ent->think)
+ return; // already down
+ plat_go_down (ent);
+}
+
+
+void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ ent = ent->enemy; // now point at the plat, not the trigger
+ if (ent->moveinfo.state == STATE_BOTTOM)
+ plat_go_up (ent);
+ else if (ent->moveinfo.state == STATE_TOP)
+ ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
+}
+
+void plat_spawn_inside_trigger (edict_t *ent)
+{
+ edict_t *trigger;
+ vec3_t tmin, tmax;
+
+//
+// middle trigger
+//
+ trigger = G_Spawn();
+ trigger->touch = Touch_Plat_Center;
+ trigger->movetype = MOVETYPE_NONE;
+ trigger->solid = SOLID_TRIGGER;
+ trigger->enemy = ent;
+
+ tmin[0] = ent->mins[0] + 25;
+ tmin[1] = ent->mins[1] + 25;
+ tmin[2] = ent->mins[2];
+
+ tmax[0] = ent->maxs[0] - 25;
+ tmax[1] = ent->maxs[1] - 25;
+ tmax[2] = ent->maxs[2] + 8;
+
+ tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
+
+ if (ent->spawnflags & PLAT_LOW_TRIGGER)
+ tmax[2] = tmin[2] + 8;
+
+ if (tmax[0] - tmin[0] <= 0)
+ {
+ tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
+ tmax[0] = tmin[0] + 1;
+ }
+ if (tmax[1] - tmin[1] <= 0)
+ {
+ tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
+ tmax[1] = tmin[1] + 1;
+ }
+
+ VectorCopy (tmin, trigger->mins);
+ VectorCopy (tmax, trigger->maxs);
+
+ gi.linkentity (trigger);
+}
+
+
+/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
+speed default 150
+
+Plats are always drawn in the extended position, so they will light correctly.
+
+If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
+
+"speed" overrides default 200.
+"accel" overrides default 500
+"lip" overrides default 8 pixel lip
+
+If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
+
+Set "sounds" to one of the following:
+1) base fast
+2) chain slow
+*/
+void SP_func_plat (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+ ent->solid = SOLID_BSP;
+ ent->movetype = MOVETYPE_PUSH;
+
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = plat_blocked;
+
+ if (!ent->speed)
+ ent->speed = 20;
+ else
+ ent->speed *= 0.1;
+
+ if (!ent->accel)
+ ent->accel = 5;
+ else
+ ent->accel *= 0.1;
+
+ if (!ent->decel)
+ ent->decel = 5;
+ else
+ ent->decel *= 0.1;
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!st.lip)
+ st.lip = 8;
+
+ // pos1 is the top position, pos2 is the bottom
+ VectorCopy (ent->s.origin, ent->pos1);
+ VectorCopy (ent->s.origin, ent->pos2);
+ if (st.height)
+ ent->pos2[2] -= st.height;
+ else
+ ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
+
+ ent->use = Use_Plat;
+
+ plat_spawn_inside_trigger (ent); // the "start moving" trigger
+
+ if (ent->targetname)
+ {
+ ent->moveinfo.state = STATE_UP;
+ }
+ else
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ gi.linkentity (ent);
+ ent->moveinfo.state = STATE_BOTTOM;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
+}
+
+//====================================================================
+
+/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"speed" determines how fast it moves; default value is 100.
+"dmg" damage to inflict when blocked (2 default)
+
+REVERSE will cause the it to rotate in the opposite direction.
+STOP mean it will stop moving instead of pushing entities
+*/
+
+void rotating_blocked (edict_t *self, edict_t *other)
+{
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void rotating_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!VectorCompare (self->avelocity, vec3_origin))
+ {
+ self->s.sound = 0;
+ VectorClear (self->avelocity);
+ self->touch = NULL;
+ }
+ else
+ {
+ self->s.sound = self->moveinfo.sound_middle;
+ VectorScale (self->movedir, self->speed, self->avelocity);
+ if (self->spawnflags & 16)
+ self->touch = rotating_touch;
+ }
+}
+
+void SP_func_rotating (edict_t *ent)
+{
+ ent->solid = SOLID_BSP;
+ if (ent->spawnflags & 32)
+ ent->movetype = MOVETYPE_STOP;
+ else
+ ent->movetype = MOVETYPE_PUSH;
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & 4)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & 8)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & 2)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+// ent->moveinfo.sound_middle = "doors/hydro1.wav";
+
+ ent->use = rotating_use;
+ if (ent->dmg)
+ ent->blocked = rotating_blocked;
+
+ if (ent->spawnflags & 1)
+ ent->use (ent, NULL, NULL);
+
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 128)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+BUTTONS
+
+======================================================================
+*/
+
+/*QUAKED func_button (0 .5 .8) ?
+When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
+
+"angle" determines the opening direction
+"target" all entities with a matching targetname will be used
+"speed" override the default 40 speed
+"wait" override the default 1 second wait (-1 = never return)
+"lip" override the default 4 pixel lip remaining at end of move
+"health" if set, the button must be killed instead of touched
+"sounds"
+1) silent
+2) steam metal
+3) wooden clunk
+4) metallic click
+5) in-out
+*/
+
+void button_done (edict_t *self)
+{
+ self->moveinfo.state = STATE_BOTTOM;
+ self->s.effects &= ~EF_ANIM23;
+ self->s.effects |= EF_ANIM01;
+}
+
+void button_return (edict_t *self)
+{
+ self->moveinfo.state = STATE_DOWN;
+
+ Move_Calc (self, self->moveinfo.start_origin, button_done);
+
+ self->s.frame = 0;
+
+ if (self->health)
+ self->takedamage = DAMAGE_YES;
+}
+
+void button_wait (edict_t *self)
+{
+ self->moveinfo.state = STATE_TOP;
+ self->s.effects &= ~EF_ANIM01;
+ self->s.effects |= EF_ANIM23;
+
+ G_UseTargets (self, self->activator);
+ self->s.frame = 1;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = button_return;
+ }
+}
+
+void button_fire (edict_t *self)
+{
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ return;
+
+ self->moveinfo.state = STATE_UP;
+ if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ Move_Calc (self, self->moveinfo.end_origin, button_wait);
+}
+
+void button_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ button_fire (self);
+}
+
+void button_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (other->health <= 0)
+ return;
+
+ self->activator = other;
+ button_fire (self);
+}
+
+void button_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->activator = attacker;
+ self->health = self->max_health;
+ self->takedamage = DAMAGE_NO;
+ button_fire (self);
+}
+
+void SP_func_button (edict_t *ent)
+{
+ vec3_t abs_movedir;
+ float dist;
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_STOP;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ if (ent->sounds != 1)
+ ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
+
+ if (!ent->speed)
+ ent->speed = 40;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 4;
+
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
+
+ ent->use = button_use;
+ ent->s.effects |= EF_ANIM01;
+
+ if (ent->health)
+ {
+ ent->max_health = ent->health;
+ ent->die = button_killed;
+ ent->takedamage = DAMAGE_YES;
+ }
+ else if (! ent->targetname)
+ ent->touch = button_touch;
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ gi.linkentity (ent);
+}
+
+/*
+======================================================================
+
+DOORS
+
+ spawn a trigger surrounding the entire team unless it is
+ already targeted by another
+
+======================================================================
+*/
+
+/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
+TOGGLE wait in both the start and end states for a trigger event.
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"lip" lip remaining at end of move (8 default)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void door_use_areaportals (edict_t *self, qboolean open)
+{
+ edict_t *t = NULL;
+
+ if (!self->target)
+ return;
+
+ while ((t = G_Find (t, FOFS(targetname), self->target)))
+ {
+ if (cistrcmp(t->classname, "func_areaportal") == 0)
+ {
+ gi.SetAreaPortalState (t->style, open);
+ }
+ }
+}
+
+void door_go_down (edict_t *self);
+
+void door_hit_top (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_TOP;
+ if (self->spawnflags & DOOR_TOGGLE)
+ return;
+ if (self->moveinfo.wait >= 0)
+ {
+ self->think = door_go_down;
+ self->nextthink = level.time + self->moveinfo.wait;
+ }
+}
+
+void door_hit_bottom (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ self->moveinfo.state = STATE_BOTTOM;
+ door_use_areaportals (self, false);
+}
+
+void door_go_down (edict_t *self)
+{
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ if (self->max_health)
+ {
+ self->takedamage = DAMAGE_YES;
+ self->health = self->max_health;
+ }
+
+ self->moveinfo.state = STATE_DOWN;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_bottom);
+}
+
+void door_go_up (edict_t *self, edict_t *activator)
+{
+ if (self->moveinfo.state == STATE_UP)
+ return; // already going up
+
+ if (self->moveinfo.state == STATE_TOP)
+ { // reset top wait time
+ if (self->moveinfo.wait >= 0)
+ self->nextthink = level.time + self->moveinfo.wait;
+ return;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+ self->moveinfo.state = STATE_UP;
+ if (strcmp(self->classname, "func_door") == 0)
+ Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
+ else if (strcmp(self->classname, "func_door_rotating") == 0)
+ AngleMove_Calc (self, door_hit_top);
+
+ G_UseTargets (self, activator);
+ door_use_areaportals (self, true);
+}
+
+void door_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *ent;
+
+ if (self->flags & FL_TEAMSLAVE)
+ return;
+
+ if (self->spawnflags & DOOR_TOGGLE)
+ {
+ if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
+ {
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_down (ent);
+ }
+ return;
+ }
+ }
+
+ // trigger all paired doors
+ for (ent = self ; ent ; ent = ent->teamchain)
+ {
+ ent->message = NULL;
+ ent->touch = NULL;
+ door_go_up (ent, activator);
+ }
+};
+
+void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->health <= 0)
+ return;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client))
+ return;
+
+ if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 1.0;
+
+ door_use (self->owner, other, other);
+}
+
+void Think_CalcMoveSpeed (edict_t *self)
+{
+ edict_t *ent;
+ float min;
+ float time;
+ float newspeed;
+ float ratio;
+ float dist;
+
+ if (self->flags & FL_TEAMSLAVE)
+ return; // only the team master does this
+
+ // find the smallest distance any member of the team will be moving
+ min = fabs(self->moveinfo.distance);
+ for (ent = self->teamchain; ent; ent = ent->teamchain)
+ {
+ dist = fabs(ent->moveinfo.distance);
+ if (dist < min)
+ min = dist;
+ }
+
+ time = min / self->moveinfo.speed;
+
+ // adjust speeds so they will all complete at the same time
+ for (ent = self; ent; ent = ent->teamchain)
+ {
+ newspeed = fabs(ent->moveinfo.distance) / time;
+ ratio = newspeed / ent->moveinfo.speed;
+ if (ent->moveinfo.accel == ent->moveinfo.speed)
+ ent->moveinfo.accel = newspeed;
+ else
+ ent->moveinfo.accel *= ratio;
+ if (ent->moveinfo.decel == ent->moveinfo.speed)
+ ent->moveinfo.decel = newspeed;
+ else
+ ent->moveinfo.decel *= ratio;
+ ent->moveinfo.speed = newspeed;
+ }
+}
+
+void Think_SpawnDoorTrigger (edict_t *ent)
+{
+ edict_t *other;
+ vec3_t mins, maxs;
+
+ if (ent->flags & FL_TEAMSLAVE)
+ return; // only the team leader spawns a trigger
+
+ VectorCopy (ent->absmin, mins);
+ VectorCopy (ent->absmax, maxs);
+
+ for (other = ent->teamchain ; other ; other=other->teamchain)
+ {
+ AddPointToBounds (other->absmin, mins, maxs);
+ AddPointToBounds (other->absmax, mins, maxs);
+ }
+
+ // expand
+ mins[0] -= 60;
+ mins[1] -= 60;
+ maxs[0] += 60;
+ maxs[1] += 60;
+
+ other = G_Spawn ();
+ VectorCopy (mins, other->mins);
+ VectorCopy (maxs, other->maxs);
+ other->owner = ent;
+ other->solid = SOLID_TRIGGER;
+ other->movetype = MOVETYPE_NONE;
+ other->touch = Touch_DoorTrigger;
+ gi.linkentity (other);
+
+ if (ent->spawnflags & DOOR_START_OPEN)
+ door_use_areaportals (ent, true);
+
+ Think_CalcMoveSpeed (ent);
+}
+
+void door_blocked (edict_t *self, edict_t *other)
+{
+ edict_t *ent;
+
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+
+ if (self->spawnflags & DOOR_CRUSHER)
+ return;
+
+
+// if a door has a negative wait, it would never come back if blocked,
+// so let it just squash the object to death real fast
+ if (self->moveinfo.wait >= 0)
+ {
+ if (self->moveinfo.state == STATE_DOWN)
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_up (ent, ent->activator);
+ }
+ else
+ {
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ door_go_down (ent);
+ }
+ }
+}
+
+void door_killed (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ edict_t *ent;
+
+ for (ent = self->teammaster ; ent ; ent = ent->teamchain)
+ {
+ ent->health = ent->max_health;
+ ent->takedamage = DAMAGE_NO;
+ }
+ door_use (self->teammaster, attacker, attacker);
+}
+
+void door_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (!other->client)
+ return;
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+
+ gi.centerprintf (other, "%s", self->message);
+ gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+}
+
+void SP_func_door (edict_t *ent)
+{
+ vec3_t abs_movedir;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ G_SetMovedir (ent->s.angles, ent->movedir);
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (deathmatch->value)
+ ent->speed *= 2;
+
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!st.lip)
+ st.lip = 8;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ // calculate second position
+ VectorCopy (ent->s.origin, ent->pos1);
+ abs_movedir[0] = fabs(ent->movedir[0]);
+ abs_movedir[1] = fabs(ent->movedir[1]);
+ abs_movedir[2] = fabs(ent->movedir[2]);
+ ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
+ VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.origin);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.origin, ent->pos1);
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->pos1, ent->moveinfo.start_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
+ VectorCopy (ent->pos2, ent->moveinfo.end_origin);
+ VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+ if (ent->spawnflags & 64)
+ ent->s.effects |= EF_ANIM_ALLFAST;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+}
+
+
+/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
+TOGGLE causes the door to wait in both the start and end states for a trigger event.
+
+START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
+NOMONSTER monsters will not trigger this door
+
+You need to have an origin brush as part of this entity. The center of that brush will be
+the point around which it is rotated. It will rotate around the Z axis by default. You can
+check either the X_AXIS or Y_AXIS box to change that.
+
+"distance" is how many degrees the door will be rotated.
+"speed" determines how fast the door moves; default value is 100.
+
+REVERSE will cause the door to rotate in the opposite direction.
+
+"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
+"angle" determines the opening direction
+"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
+"health" if set, door must be shot open
+"speed" movement speed (100 default)
+"wait" wait before returning (3 default, -1 = never return)
+"dmg" damage to inflict when blocked (2 default)
+"sounds"
+1) silent
+2) light
+3) medium
+4) heavy
+*/
+
+void SP_func_door_rotating (edict_t *ent)
+{
+ VectorClear (ent->s.angles);
+
+ // set the axis of rotation
+ VectorClear(ent->movedir);
+ if (ent->spawnflags & DOOR_X_AXIS)
+ ent->movedir[2] = 1.0;
+ else if (ent->spawnflags & DOOR_Y_AXIS)
+ ent->movedir[0] = 1.0;
+ else // Z_AXIS
+ ent->movedir[1] = 1.0;
+
+ // check for reverse rotation
+ if (ent->spawnflags & DOOR_REVERSE)
+ VectorNegate (ent->movedir, ent->movedir);
+
+ if (!st.distance)
+ {
+ gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
+ st.distance = 90;
+ }
+
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
+ ent->moveinfo.distance = st.distance;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_blocked;
+ ent->use = door_use;
+
+ if (!ent->speed)
+ ent->speed = 100;
+ if (!ent->accel)
+ ent->accel = ent->speed;
+ if (!ent->decel)
+ ent->decel = ent->speed;
+
+ if (!ent->wait)
+ ent->wait = 3;
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (ent->sounds != 1)
+ {
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+ }
+
+ // if it starts open, switch the positions
+ if (ent->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (ent->pos2, ent->s.angles);
+ VectorCopy (ent->pos1, ent->pos2);
+ VectorCopy (ent->s.angles, ent->pos1);
+ VectorNegate (ent->movedir, ent->movedir);
+ }
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+
+ if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->moveinfo.state = STATE_BOTTOM;
+ ent->moveinfo.speed = ent->speed;
+ ent->moveinfo.accel = ent->accel;
+ ent->moveinfo.decel = ent->decel;
+ ent->moveinfo.wait = ent->wait;
+ VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
+ VectorCopy (ent->pos1, ent->moveinfo.start_angles);
+ VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
+ VectorCopy (ent->pos2, ent->moveinfo.end_angles);
+
+ if (ent->spawnflags & 16)
+ ent->s.effects |= EF_ANIM_ALL;
+
+ // to simplify logic elsewhere, make non-teamed doors into a team of one
+ if (!ent->team)
+ ent->teammaster = ent;
+
+ gi.linkentity (ent);
+
+ ent->nextthink = level.time + FRAMETIME;
+ if (ent->health || ent->targetname)
+ ent->think = Think_CalcMoveSpeed;
+ else
+ ent->think = Think_SpawnDoorTrigger;
+}
+
+
+/*QUAKED func_water (0 .5 .8) ? START_OPEN
+func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
+
+START_OPEN causes the water to move to its destination when spawned and operate in reverse.
+
+"angle" determines the opening direction (up or down only)
+"speed" movement speed (25 default)
+"wait" wait before returning (-1 default, -1 = TOGGLE)
+"lip" lip remaining at end of move (0 default)
+"sounds" (yes, these need to be changed)
+0) no sound
+1) water
+2) lava
+*/
+
+void SP_func_water (edict_t *self)
+{
+ vec3_t abs_movedir;
+
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movetype = MOVETYPE_PUSH;
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ switch (self->sounds)
+ {
+ default:
+ break;
+
+ case 1: // water
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+
+ case 2: // lava
+ self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
+ self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
+ break;
+ }
+
+ // calculate second position
+ VectorCopy (self->s.origin, self->pos1);
+ abs_movedir[0] = fabs(self->movedir[0]);
+ abs_movedir[1] = fabs(self->movedir[1]);
+ abs_movedir[2] = fabs(self->movedir[2]);
+ self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
+ VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
+
+ // if it starts open, switch the positions
+ if (self->spawnflags & DOOR_START_OPEN)
+ {
+ VectorCopy (self->pos2, self->s.origin);
+ VectorCopy (self->pos1, self->pos2);
+ VectorCopy (self->s.origin, self->pos1);
+ }
+
+ VectorCopy (self->pos1, self->moveinfo.start_origin);
+ VectorCopy (self->s.angles, self->moveinfo.start_angles);
+ VectorCopy (self->pos2, self->moveinfo.end_origin);
+ VectorCopy (self->s.angles, self->moveinfo.end_angles);
+
+ self->moveinfo.state = STATE_BOTTOM;
+
+ if (!self->speed)
+ self->speed = 25;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
+
+ if (!self->wait)
+ self->wait = -1;
+ self->moveinfo.wait = self->wait;
+
+ self->use = door_use;
+
+ if (self->wait == -1)
+ self->spawnflags |= DOOR_TOGGLE;
+
+ self->classname = "func_door";
+
+ gi.linkentity (self);
+}
+
+
+#define TRAIN_START_ON 1
+#define TRAIN_TOGGLE 2
+#define TRAIN_BLOCK_STOPS 4
+
+/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
+Trains are moving platforms that players can ride.
+The targets origin specifies the min point of the train at each corner.
+The train spawns at the first target it is pointing at.
+If the train is the target of a button or trigger, it will not begin moving until activated.
+speed default 100
+dmg default 2
+noise looping sound to play when the train is in motion
+
+*/
+void train_next (edict_t *self);
+
+void train_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+
+ if (!self->dmg)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void train_wait (edict_t *self)
+{
+ if (self->target_ent->pathtarget)
+ {
+ char *savetarget;
+ edict_t *ent;
+
+ ent = self->target_ent;
+ savetarget = ent->target;
+ ent->target = ent->pathtarget;
+ G_UseTargets (ent, self->activator);
+ ent->target = savetarget;
+
+ // make sure we didn't get killed by a killtarget
+ if (!self->inuse)
+ return;
+ }
+
+ if (self->moveinfo.wait)
+ {
+ if (self->moveinfo.wait > 0)
+ {
+ self->nextthink = level.time + self->moveinfo.wait;
+ self->think = train_next;
+ }
+ else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
+ {
+ train_next (self);
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_end)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
+ self->s.sound = 0;
+ }
+ }
+ else
+ {
+ train_next (self);
+ }
+
+}
+
+void train_next (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+ qboolean first;
+
+ first = true;
+again:
+ if (!self->target)
+ {
+// gi.dprintf ("train_next: no next target\n");
+ return;
+ }
+
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_next: bad target %s\n", self->target);
+ return;
+ }
+
+ self->target = ent->target;
+
+ // check for a teleport path_corner
+ if (ent->spawnflags & 1)
+ {
+ if (!first)
+ {
+ gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
+ return;
+ }
+ first = false;
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ VectorCopy (self->s.origin, self->s.old_origin);
+ self->s.event = EV_OTHER_TELEPORT;
+ gi.linkentity (self);
+ goto again;
+ }
+
+ self->moveinfo.wait = ent->wait;
+ self->target_ent = ent;
+
+ if (!(self->flags & FL_TEAMSLAVE))
+ {
+ if (self->moveinfo.sound_start)
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->s.sound = self->moveinfo.sound_middle;
+ }
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+}
+
+void train_resume (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t dest;
+
+ ent = self->target_ent;
+
+ VectorSubtract (ent->s.origin, self->mins, dest);
+ self->moveinfo.state = STATE_TOP;
+ VectorCopy (self->s.origin, self->moveinfo.start_origin);
+ VectorCopy (dest, self->moveinfo.end_origin);
+ Move_Calc (self, dest, train_wait);
+ self->spawnflags |= TRAIN_START_ON;
+}
+
+void func_train_find (edict_t *self)
+{
+ edict_t *ent;
+
+ if (!self->target)
+ {
+ gi.dprintf ("train_find: no target\n");
+ return;
+ }
+ ent = G_PickTarget (self->target);
+ if (!ent)
+ {
+ gi.dprintf ("train_find: target %s not found\n", self->target);
+ return;
+ }
+ self->target = ent->target;
+
+ VectorSubtract (ent->s.origin, self->mins, self->s.origin);
+ gi.linkentity (self);
+
+ // if not triggered, start immediately
+ if (!self->targetname)
+ self->spawnflags |= TRAIN_START_ON;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ self->think = train_next;
+ self->activator = self;
+ }
+}
+
+void train_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (self->spawnflags & TRAIN_START_ON)
+ {
+ if (!(self->spawnflags & TRAIN_TOGGLE))
+ return;
+ self->spawnflags &= ~TRAIN_START_ON;
+ VectorClear (self->velocity);
+ self->nextthink = 0;
+ }
+ else
+ {
+ if (self->target_ent)
+ train_resume(self);
+ else
+ train_next(self);
+ }
+}
+
+void SP_func_train (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+
+ VectorClear (self->s.angles);
+ self->blocked = train_blocked;
+ if (self->spawnflags & TRAIN_BLOCK_STOPS)
+ self->dmg = 0;
+ else
+ {
+ if (!self->dmg)
+ self->dmg = 100;
+ }
+ self->solid = SOLID_BSP;
+ gi.setmodel (self, self->model);
+
+ if (st.noise)
+ self->moveinfo.sound_middle = gi.soundindex (st.noise);
+
+ if (!self->speed)
+ self->speed = 100;
+
+ self->moveinfo.speed = self->speed;
+ self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
+
+ self->use = train_use;
+
+ gi.linkentity (self);
+
+ if (self->target)
+ {
+ // start trains on the second frame, to make sure their targets have had
+ // a chance to spawn
+ self->nextthink = level.time + FRAMETIME;
+ self->think = func_train_find;
+ }
+ else
+ {
+ gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
+ }
+}
+
+
+/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
+*/
+void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *)
+{
+ edict_t *target;
+
+ if (self->movetarget->nextthink)
+ {
+// gi.dprintf("elevator busy\n");
+ return;
+ }
+
+ if (!other->pathtarget)
+ {
+ gi.dprintf("elevator used with no pathtarget\n");
+ return;
+ }
+
+ target = G_PickTarget (other->pathtarget);
+ if (!target)
+ {
+ gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
+ return;
+ }
+
+ self->movetarget->target_ent = target;
+ train_resume (self->movetarget);
+}
+
+void trigger_elevator_init (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("trigger_elevator has no target\n");
+ return;
+ }
+ self->movetarget = G_PickTarget (self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
+ return;
+ }
+ if (strcmp(self->movetarget->classname, "func_train") != 0)
+ {
+ gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
+ return;
+ }
+
+ self->use = trigger_elevator_use;
+ self->svflags = SVF_NOCLIENT;
+
+}
+
+void SP_trigger_elevator (edict_t *self)
+{
+ self->think = trigger_elevator_init;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
+"wait" base time between triggering all targets, default is 1
+"random" wait variance, default is 0
+
+so, the basic time between firing is a random time between
+(wait - random) and (wait + random)
+
+"delay" delay before first firing when turned on, default is 0
+
+"pausetime" additional delay used only the very first time
+ and only if spawned with START_ON
+
+These can used but not touched.
+*/
+void func_timer_think (edict_t *self)
+{
+ G_UseTargets (self, self->activator);
+ self->nextthink = level.time + self->wait + crandom() * self->random;
+}
+
+void func_timer_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ // if on, turn it off
+ if (self->nextthink)
+ {
+ self->nextthink = 0;
+ return;
+ }
+
+ // turn it on
+ if (self->delay)
+ self->nextthink = level.time + self->delay;
+ else
+ func_timer_think (self);
+}
+
+void SP_func_timer (edict_t *self)
+{
+ if (!self->wait)
+ self->wait = 1.0;
+
+ self->use = func_timer_use;
+ self->think = func_timer_think;
+
+ if (self->random >= self->wait)
+ {
+ self->random = self->wait - FRAMETIME;
+ gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
+ }
+
+ if (self->spawnflags & 1)
+ {
+ self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
+ self->activator = self;
+ }
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
+Conveyors are stationary brushes that move what's on them.
+The brush should be have a surface with at least one current content enabled.
+speed default 100
+*/
+
+void func_conveyor_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & 1)
+ {
+ self->speed = 0;
+ self->spawnflags &= ~1;
+ }
+ else
+ {
+ self->speed = self->count;
+ self->spawnflags |= 1;
+ }
+
+ if (!(self->spawnflags & 2))
+ self->count = 0;
+}
+
+void SP_func_conveyor (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 100;
+
+ if (!(self->spawnflags & 1))
+ {
+ self->count = self->speed;
+ self->speed = 0;
+ }
+
+ self->use = func_conveyor_use;
+
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
+A secret door. Slide back and then to the side.
+
+open_once doors never closes
+1st_left 1st move is left of arrow
+1st_down 1st move is down from arrow
+always_shoot door is shootebale even if targeted
+
+"angle" determines the direction
+"dmg" damage to inflic when blocked (default 2)
+"wait" how long to hold in the open position (default 5, -1 means hold)
+*/
+
+#define SECRET_ALWAYS_SHOOT 1
+#define SECRET_1ST_LEFT 2
+#define SECRET_1ST_DOWN 4
+
+void door_secret_move1 (edict_t *self);
+void door_secret_move2 (edict_t *self);
+void door_secret_move3 (edict_t *self);
+void door_secret_move4 (edict_t *self);
+void door_secret_move5 (edict_t *self);
+void door_secret_move6 (edict_t *self);
+void door_secret_done (edict_t *self);
+
+void door_secret_use (edict_t *self, edict_t *, edict_t *)
+{
+ // make sure we're not already moving
+ if (!VectorCompare(self->s.origin, vec3_origin))
+ return;
+
+ Move_Calc (self, self->pos1, door_secret_move1);
+ door_use_areaportals (self, true);
+}
+
+void door_secret_move1 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move2;
+}
+
+void door_secret_move2 (edict_t *self)
+{
+ Move_Calc (self, self->pos2, door_secret_move3);
+}
+
+void door_secret_move3 (edict_t *self)
+{
+ if (self->wait == -1)
+ return;
+ self->nextthink = level.time + self->wait;
+ self->think = door_secret_move4;
+}
+
+void door_secret_move4 (edict_t *self)
+{
+ Move_Calc (self, self->pos1, door_secret_move5);
+}
+
+void door_secret_move5 (edict_t *self)
+{
+ self->nextthink = level.time + 1.0;
+ self->think = door_secret_move6;
+}
+
+void door_secret_move6 (edict_t *self)
+{
+ Move_Calc (self, vec3_origin, door_secret_done);
+}
+
+void door_secret_done (edict_t *self)
+{
+ if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ self->health = 0;
+ self->takedamage = DAMAGE_YES;
+ }
+ door_use_areaportals (self, false);
+}
+
+void door_secret_blocked (edict_t *self, edict_t *other)
+{
+ if (!(other->svflags & SVF_MONSTER) && (!other->client) )
+ {
+ // give it a chance to go away on it's own terms (like gibs)
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
+ // if it's still there, nuke it
+ if (other)
+ BecomeExplosion1 (other);
+ return;
+ }
+
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 0.5;
+
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void door_secret_die (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ door_secret_use (self, attacker, attacker);
+}
+
+void SP_func_door_secret (edict_t *ent)
+{
+ vec3_t forward, right, up;
+ float side;
+ float width;
+ float length;
+
+ ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
+ ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
+ ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ gi.setmodel (ent, ent->model);
+
+ ent->blocked = door_secret_blocked;
+ ent->use = door_secret_use;
+
+ if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
+ {
+ ent->health = 0;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_secret_die;
+ }
+
+ if (!ent->dmg)
+ ent->dmg = 2;
+
+ if (!ent->wait)
+ ent->wait = 5;
+
+ ent->moveinfo.accel =
+ ent->moveinfo.decel =
+ ent->moveinfo.speed = 50;
+
+ // calculate positions
+ AngleVectors (ent->s.angles, forward, right, up);
+ VectorClear (ent->s.angles);
+ side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ width = fabs(DotProduct(up, ent->size));
+ else
+ width = fabs(DotProduct(right, ent->size));
+ length = fabs(DotProduct(forward, ent->size));
+ if (ent->spawnflags & SECRET_1ST_DOWN)
+ VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
+ else
+ VectorMA (ent->s.origin, side * width, right, ent->pos1);
+ VectorMA (ent->pos1, length, forward, ent->pos2);
+
+ if (ent->health)
+ {
+ ent->takedamage = DAMAGE_YES;
+ ent->die = door_killed;
+ ent->max_health = ent->health;
+ }
+ else if (ent->targetname && ent->message)
+ {
+ gi.soundindex ("misc/talk.wav");
+ ent->touch = door_touch;
+ }
+
+ ent->classname = "func_door";
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED func_killbox (1 0 0) ?
+Kills everything inside when fired, irrespective of protection.
+*/
+void use_killbox (edict_t *self, edict_t *, edict_t *)
+{
+ KillBox (self);
+}
+
+void SP_func_killbox (edict_t *ent)
+{
+ gi.setmodel (ent, ent->model);
+ ent->use = use_killbox;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+/*QUAKED rotating_light (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF ALARM
+"health" if set, the light may be killed.
+*/
+
+// RAFAEL
+// note to self
+// the lights will take damage from explosions
+// this could leave a player in total darkness very bad
+
+#define START_OFF 1
+
+void rotating_light_alarm (edict_t *self)
+{
+ if (self->spawnflags & START_OFF)
+ {
+ self->think = NULL;
+ self->nextthink = 0;
+ }
+ else
+ {
+ gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
+ self->nextthink = level.time + 1;
+ }
+}
+
+void rotating_light_killed (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WELDING_SPARKS);
+ gi.WriteByte (30);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0xe0 + (rand()&7));
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ self->s.effects &= ~EF_SPINNINGLIGHTS;
+ self->use = NULL;
+
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 0.1;
+
+}
+
+static void rotating_light_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & START_OFF)
+ {
+ self->spawnflags &= ~START_OFF;
+ self->s.effects |= EF_SPINNINGLIGHTS;
+
+ if (self->spawnflags & 2)
+ {
+ self->think = rotating_light_alarm;
+ self->nextthink = level.time + 0.1;
+ }
+ }
+ else
+ {
+ self->spawnflags |= START_OFF;
+ self->s.effects &= ~EF_SPINNINGLIGHTS;
+ }
+}
+
+
+void SP_rotating_light (edict_t *self)
+{
+
+ self->movetype = MOVETYPE_STOP;
+ self->solid = SOLID_BBOX;
+
+ self->s.modelindex = gi.modelindex ("models/objects/light/tris.md2");
+
+ self->s.frame = 0;
+
+ self->use = rotating_light_use;
+
+ if (self->spawnflags & START_OFF)
+ self->s.effects &= ~EF_SPINNINGLIGHTS;
+ else
+ {
+ self->s.effects |= EF_SPINNINGLIGHTS;
+ }
+
+ if (!self->speed)
+ self->speed = 32;
+ // this is a real cheap way
+ // to set the radius of the light
+ // self->s.frame = self->speed;
+
+ if (!self->health)
+ {
+ self->health = 10;
+ self->max_health = self->health;
+ self->die = rotating_light_killed;
+ self->takedamage = DAMAGE_YES;
+ }
+ else
+ {
+ self->max_health = self->health;
+ self->die = rotating_light_killed;
+ self->takedamage = DAMAGE_YES;
+ }
+
+ if (self->spawnflags & 2)
+ {
+ self->moveinfo.sound_start = gi.soundindex ("misc/alarm.wav");
+ }
+
+ gi.linkentity (self);
+
+}
+
+
+/*QUAKED func_object_repair (1 .5 0) (-8 -8 -8) (8 8 8)
+object to be repaired.
+The default delay is 1 second
+"delay" the delay in seconds for spark to occur
+*/
+
+void object_repair_fx (edict_t *ent)
+{
+
+
+ ent->nextthink = level.time + ent->delay;
+
+ if (ent->health <= 100)
+ ent->health++;
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WELDING_SPARKS);
+ gi.WriteByte (10);
+ gi.WritePosition (ent->s.origin);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0xe0 + (rand()&7));
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ }
+
+}
+
+
+void object_repair_dead (edict_t *ent)
+{
+ G_UseTargets (ent, ent);
+ ent->nextthink = level.time + 0.1;
+ ent->think = object_repair_fx;
+}
+
+void object_repair_sparks (edict_t *ent)
+{
+
+ if (ent->health < 0)
+ {
+ ent->nextthink = level.time + 0.1;
+ ent->think = object_repair_dead;
+ return;
+ }
+
+ ent->nextthink = level.time + ent->delay;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WELDING_SPARKS);
+ gi.WriteByte (10);
+ gi.WritePosition (ent->s.origin);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0xe0 + (rand()&7));
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+}
+
+void SP_object_repair (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->classname = "object_repair";
+ VectorSet (ent->mins, -8, -8, 8);
+ VectorSet (ent->maxs, 8, 8, 8);
+ ent->think = object_repair_sparks;
+ ent->nextthink = level.time + 1.0;
+ ent->health = 100;
+ if (!ent->delay)
+ ent->delay = 1.0;
+
+}
+
--- /dev/null
+++ b/xatrix/g_items.c
@@ -1,0 +1,2450 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other);
+void Use_Weapon (edict_t *ent, gitem_t *inv);
+void Use_Weapon2 (edict_t *ent, gitem_t *inv);
+void Drop_Weapon (edict_t *ent, gitem_t *inv);
+
+void Weapon_Blaster (edict_t *ent);
+void Weapon_Shotgun (edict_t *ent);
+void Weapon_SuperShotgun (edict_t *ent);
+void Weapon_Machinegun (edict_t *ent);
+void Weapon_Chaingun (edict_t *ent);
+void Weapon_HyperBlaster (edict_t *ent);
+void Weapon_RocketLauncher (edict_t *ent);
+void Weapon_Grenade (edict_t *ent);
+void Weapon_GrenadeLauncher (edict_t *ent);
+void Weapon_Railgun (edict_t *ent);
+void Weapon_BFG (edict_t *ent);
+// RAFAEL
+void Weapon_Ionripper (edict_t *ent);
+void Weapon_Phalanx (edict_t *ent);
+void Weapon_Trap (edict_t *ent);
+
+gitem_armor_t jacketarmor_info = { 25, 50, .30, .00, ARMOR_JACKET};
+gitem_armor_t combatarmor_info = { 50, 100, .60, .30, ARMOR_COMBAT};
+gitem_armor_t bodyarmor_info = {100, 200, .80, .60, ARMOR_BODY};
+
+static int jacket_armor_index;
+static int combat_armor_index;
+static int body_armor_index;
+static int power_screen_index;
+static int power_shield_index;
+
+#define HEALTH_IGNORE_MAX 1
+#define HEALTH_TIMED 2
+
+void Use_Quad (edict_t *ent, gitem_t *item);
+// RAFAEL
+void Use_QuadFire (edict_t *ent, gitem_t *item);
+
+static int quad_drop_timeout_hack;
+// RAFAEL
+static int quad_fire_drop_timeout_hack;
+
+//======================================================================
+
+/*
+===============
+GetItemByIndex
+===============
+*/
+gitem_t *GetItemByIndex (int index)
+{
+ if (index == 0 || index >= game.num_items)
+ return NULL;
+
+ return &itemlist[index];
+}
+
+
+/*
+===============
+FindItemByClassname
+
+===============
+*/
+gitem_t *FindItemByClassname (char *classname)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->classname)
+ continue;
+ if (!cistrcmp(it->classname, classname))
+ return it;
+ }
+
+ return NULL;
+}
+
+/*
+===============
+FindItem
+
+===============
+*/
+gitem_t *FindItem (char *pickup_name)
+{
+ int i;
+ gitem_t *it;
+
+ it = itemlist;
+ for (i=0 ; i<game.num_items ; i++, it++)
+ {
+ if (!it->pickup_name)
+ continue;
+ if (!cistrcmp(it->pickup_name, pickup_name))
+ return it;
+ }
+
+ return NULL;
+}
+
+//======================================================================
+
+void DoRespawn (edict_t *ent)
+{
+ if (ent->team)
+ {
+ edict_t *master;
+ int count;
+ int choice;
+
+ master = ent->teammaster;
+
+ for (count = 0, ent = master; ent; ent = ent->chain, count++)
+ ;
+
+ choice = rand() % count;
+
+ for (count = 0, ent = master; count < choice; ent = ent->chain, count++)
+ ;
+ }
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->solid = SOLID_TRIGGER;
+ gi.linkentity (ent);
+
+ // send an effect
+ ent->s.event = EV_ITEM_RESPAWN;
+}
+
+void SetRespawn (edict_t *ent, float delay)
+{
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->nextthink = level.time + delay;
+ ent->think = DoRespawn;
+ gi.linkentity (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Powerup (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+ if ((skill->value == 1 && quantity >= 2) || (skill->value >= 2 && quantity >= 1))
+ return false;
+
+ if ((coop->value) && (ent->item->flags & IT_STAY_COOP) && (quantity > 0))
+ return false;
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
+ {
+ if ((ent->item->use == Use_Quad) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
+ quad_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
+ ent->item->use (other, ent->item);
+ }
+ // RAFAEL
+ else if (((int)dmflags->value & DF_INSTANT_ITEMS) || ((ent->item->use == Use_QuadFire) && (ent->spawnflags & DROPPED_PLAYER_ITEM)))
+ {
+ if ((ent->item->use == Use_QuadFire) && (ent->spawnflags & DROPPED_PLAYER_ITEM))
+ quad_fire_drop_timeout_hack = (ent->nextthink - level.time) / FRAMETIME;
+ ent->item->use (other, ent->item);
+ }
+ }
+
+ return true;
+}
+
+void Drop_General (edict_t *ent, gitem_t *item)
+{
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+qboolean Pickup_Adrenaline (edict_t *ent, edict_t *other)
+{
+ if (!deathmatch->value)
+ other->max_health += 1;
+
+ if (other->health < other->max_health)
+ other->health = other->max_health;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_AncientHead (edict_t *ent, edict_t *other)
+{
+ other->max_health += 2;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Bandolier (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 250)
+ other->client->pers.max_bullets = 250;
+ if (other->client->pers.max_shells < 150)
+ other->client->pers.max_shells = 150;
+ if (other->client->pers.max_cells < 250)
+ other->client->pers.max_cells = 250;
+ if (other->client->pers.max_slugs < 75)
+ other->client->pers.max_slugs = 75;
+ // RAFAEL
+ if (other->client->pers.max_magslug < 75)
+ other->client->pers.max_magslug = 75;
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+qboolean Pickup_Pack (edict_t *ent, edict_t *other)
+{
+ gitem_t *item;
+ int index;
+
+ if (other->client->pers.max_bullets < 300)
+ other->client->pers.max_bullets = 300;
+ if (other->client->pers.max_shells < 200)
+ other->client->pers.max_shells = 200;
+ if (other->client->pers.max_rockets < 100)
+ other->client->pers.max_rockets = 100;
+ if (other->client->pers.max_grenades < 100)
+ other->client->pers.max_grenades = 100;
+ if (other->client->pers.max_cells < 300)
+ other->client->pers.max_cells = 300;
+ if (other->client->pers.max_slugs < 100)
+ other->client->pers.max_slugs = 100;
+ // RAFAEL
+ if (other->client->pers.max_magslug < 100)
+ other->client->pers.max_magslug = 100;
+
+ item = FindItem("Bullets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_bullets)
+ other->client->pers.inventory[index] = other->client->pers.max_bullets;
+ }
+
+ item = FindItem("Shells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_shells)
+ other->client->pers.inventory[index] = other->client->pers.max_shells;
+ }
+
+ item = FindItem("Cells");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_cells)
+ other->client->pers.inventory[index] = other->client->pers.max_cells;
+ }
+
+ item = FindItem("Grenades");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_grenades)
+ other->client->pers.inventory[index] = other->client->pers.max_grenades;
+ }
+
+ item = FindItem("Rockets");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_rockets)
+ other->client->pers.inventory[index] = other->client->pers.max_rockets;
+ }
+
+ item = FindItem("Slugs");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_slugs)
+ other->client->pers.inventory[index] = other->client->pers.max_slugs;
+ }
+
+ // RAFAEL
+ item = FindItem ("Mag Slug");
+ if (item)
+ {
+ index = ITEM_INDEX(item);
+ other->client->pers.inventory[index] += item->quantity;
+ if (other->client->pers.inventory[index] > other->client->pers.max_magslug)
+ other->client->pers.inventory[index] = other->client->pers.max_magslug;
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, ent->item->quantity);
+
+ return true;
+}
+
+//======================================================================
+
+void Use_Quad (edict_t *ent, gitem_t *item)
+{
+ int timeout;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (quad_drop_timeout_hack)
+ {
+ timeout = quad_drop_timeout_hack;
+ quad_drop_timeout_hack = 0;
+ }
+ else
+ {
+ timeout = 300;
+ }
+
+ if (ent->client->quad_framenum > level.framenum)
+ ent->client->quad_framenum += timeout;
+ else
+ ent->client->quad_framenum = level.framenum + timeout;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+
+// =====================================================================
+
+// RAFAEL
+void Use_QuadFire (edict_t *ent, gitem_t *item)
+{
+ int timeout;
+
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (quad_fire_drop_timeout_hack)
+ {
+ timeout = quad_fire_drop_timeout_hack;
+ quad_fire_drop_timeout_hack = 0;
+ }
+ else
+ {
+ timeout = 300;
+ }
+
+ if (ent->client->quadfire_framenum > level.framenum)
+ ent->client->quadfire_framenum += timeout;
+ else
+ ent->client->quadfire_framenum = level.framenum + timeout;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire1.wav"), 1, ATTN_NORM, 0);
+}
+
+
+//======================================================================
+
+void Use_Breather (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->breather_framenum > level.framenum)
+ ent->client->breather_framenum += 300;
+ else
+ ent->client->breather_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Envirosuit (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->enviro_framenum > level.framenum)
+ ent->client->enviro_framenum += 300;
+ else
+ ent->client->enviro_framenum = level.framenum + 300;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Invulnerability (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+
+ if (ent->client->invincible_framenum > level.framenum)
+ ent->client->invincible_framenum += 300;
+ else
+ ent->client->invincible_framenum = level.framenum + 300;
+
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+void Use_Silencer (edict_t *ent, gitem_t *item)
+{
+ ent->client->pers.inventory[ITEM_INDEX(item)]--;
+ ValidateSelectedItem (ent);
+ ent->client->silencer_shots += 30;
+
+// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage.wav"), 1, ATTN_NORM, 0);
+}
+
+//======================================================================
+
+qboolean Pickup_Key (edict_t *ent, edict_t *other)
+{
+ if (coop->value)
+ {
+ if (strcmp(ent->classname, "key_power_cube") == 0)
+ {
+ if (other->client->pers.power_cubes & ((ent->spawnflags & 0x0000ff00)>> 8))
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ other->client->pers.power_cubes |= ((ent->spawnflags & 0x0000ff00) >> 8);
+ }
+ else
+ {
+ if (other->client->pers.inventory[ITEM_INDEX(ent->item)])
+ return false;
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = 1;
+ }
+ return true;
+ }
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+ return true;
+}
+
+//======================================================================
+
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count)
+{
+ int index;
+ int max;
+
+ if (!ent->client)
+ return false;
+
+ if (item->tag == AMMO_BULLETS)
+ max = ent->client->pers.max_bullets;
+ else if (item->tag == AMMO_SHELLS)
+ max = ent->client->pers.max_shells;
+ else if (item->tag == AMMO_ROCKETS)
+ max = ent->client->pers.max_rockets;
+ else if (item->tag == AMMO_GRENADES)
+ max = ent->client->pers.max_grenades;
+ else if (item->tag == AMMO_CELLS)
+ max = ent->client->pers.max_cells;
+ else if (item->tag == AMMO_SLUGS)
+ max = ent->client->pers.max_slugs;
+ // RAFAEL
+ else if (item->tag == AMMO_MAGSLUG)
+ max = ent->client->pers.max_magslug;
+ // RAFAEL
+ else if (item->tag == AMMO_TRAP)
+ max = ent->client->pers.max_trap;
+ else
+ return false;
+
+ index = ITEM_INDEX(item);
+
+ if (ent->client->pers.inventory[index] == max)
+ return false;
+
+ ent->client->pers.inventory[index] += count;
+
+ if (ent->client->pers.inventory[index] > max)
+ ent->client->pers.inventory[index] = max;
+
+ return true;
+}
+
+qboolean Pickup_Ammo (edict_t *ent, edict_t *other)
+{
+ int oldcount;
+ int count;
+ qboolean weapon;
+
+ weapon = (ent->item->flags & IT_WEAPON);
+ if ( (weapon) && ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ count = 1000;
+ else if (ent->count)
+ count = ent->count;
+ else
+ count = ent->item->quantity;
+
+ oldcount = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ if (!Add_Ammo (other, ent->item, count))
+ return false;
+
+ if (weapon && !oldcount)
+ {
+ if (other->client->pers.weapon != ent->item && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ other->client->newweapon = ent->item;
+ }
+
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ return true;
+}
+
+void Drop_Ammo (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ int index;
+
+ index = ITEM_INDEX(item);
+ dropped = Drop_Item (ent, item);
+ if (ent->client->pers.inventory[index] >= item->quantity)
+ dropped->count = item->quantity;
+ else
+ dropped->count = ent->client->pers.inventory[index];
+
+ if (ent->client->pers.weapon &&
+ ent->client->pers.weapon->tag == AMMO_GRENADES &&
+ item->tag == AMMO_GRENADES &&
+ ent->client->pers.inventory[index] - dropped->count <= 0) {
+ gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ G_FreeEdict(dropped);
+ return;
+ }
+
+ ent->client->pers.inventory[index] -= dropped->count;
+ ValidateSelectedItem (ent);
+}
+
+
+//======================================================================
+
+void MegaHealth_think (edict_t *self)
+{
+ if (self->owner->health > self->owner->max_health)
+ {
+ self->nextthink = level.time + 1;
+ self->owner->health -= 1;
+ return;
+ }
+
+ if (!(self->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (self, 20);
+ else
+ G_FreeEdict (self);
+}
+
+qboolean Pickup_Health (edict_t *ent, edict_t *other)
+{
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ if (other->health >= other->max_health)
+ return false;
+
+ other->health += ent->count;
+
+ if (!(ent->style & HEALTH_IGNORE_MAX))
+ {
+ if (other->health > other->max_health)
+ other->health = other->max_health;
+ }
+
+ if (ent->style & HEALTH_TIMED)
+ {
+ ent->think = MegaHealth_think;
+ ent->nextthink = level.time + 5;
+ ent->owner = other;
+ ent->flags |= FL_RESPAWN;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ }
+ else
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 30);
+ }
+
+ return true;
+}
+
+//======================================================================
+
+int ArmorIndex (edict_t *ent)
+{
+ if (!ent->client)
+ return 0;
+
+ if (ent->client->pers.inventory[jacket_armor_index] > 0)
+ return jacket_armor_index;
+
+ if (ent->client->pers.inventory[combat_armor_index] > 0)
+ return combat_armor_index;
+
+ if (ent->client->pers.inventory[body_armor_index] > 0)
+ return body_armor_index;
+
+ return 0;
+}
+
+qboolean Pickup_Armor (edict_t *ent, edict_t *other)
+{
+ int old_armor_index;
+ gitem_armor_t *oldinfo;
+ gitem_armor_t *newinfo;
+ int newcount;
+ float salvage;
+ int salvagecount;
+
+ // get info on new armor
+ newinfo = (gitem_armor_t *)ent->item->info;
+
+ old_armor_index = ArmorIndex (other);
+
+ // handle armor shards specially
+ if (ent->item->tag == ARMOR_SHARD)
+ {
+ if (!old_armor_index)
+ other->client->pers.inventory[jacket_armor_index] = 2;
+ else
+ other->client->pers.inventory[old_armor_index] += 2;
+ }
+
+ // if player has no armor, just use it
+ else if (!old_armor_index)
+ {
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newinfo->base_count;
+ }
+
+ // use the better armor
+ else
+ {
+ // get info on old armor
+ if (old_armor_index == jacket_armor_index)
+ oldinfo = &jacketarmor_info;
+ else if (old_armor_index == combat_armor_index)
+ oldinfo = &combatarmor_info;
+ else // (old_armor_index == body_armor_index)
+ oldinfo = &bodyarmor_info;
+
+ if (newinfo->normal_protection > oldinfo->normal_protection)
+ {
+ // calc new armor values
+ salvage = oldinfo->normal_protection / newinfo->normal_protection;
+ salvagecount = salvage * other->client->pers.inventory[old_armor_index];
+ newcount = newinfo->base_count + salvagecount;
+ if (newcount > newinfo->max_count)
+ newcount = newinfo->max_count;
+
+ // zero count of old armor so it goes away
+ other->client->pers.inventory[old_armor_index] = 0;
+
+ // change armor to new item with computed value
+ other->client->pers.inventory[ITEM_INDEX(ent->item)] = newcount;
+ }
+ else
+ {
+ // calc new armor values
+ salvage = newinfo->normal_protection / oldinfo->normal_protection;
+ salvagecount = salvage * newinfo->base_count;
+ newcount = other->client->pers.inventory[old_armor_index] + salvagecount;
+ if (newcount > oldinfo->max_count)
+ newcount = oldinfo->max_count;
+
+ // if we're already maxed out then we don't need the new armor
+ if (other->client->pers.inventory[old_armor_index] >= newcount)
+ return false;
+
+ // update current armor value
+ other->client->pers.inventory[old_armor_index] = newcount;
+ }
+ }
+
+ if (!(ent->spawnflags & DROPPED_ITEM) && (deathmatch->value))
+ SetRespawn (ent, 20);
+
+ return true;
+}
+
+//======================================================================
+
+int PowerArmorType (edict_t *ent)
+{
+ if (!ent->client)
+ return POWER_ARMOR_NONE;
+
+ if (!(ent->flags & FL_POWER_ARMOR))
+ return POWER_ARMOR_NONE;
+
+ if (ent->client->pers.inventory[power_shield_index] > 0)
+ return POWER_ARMOR_SHIELD;
+
+ if (ent->client->pers.inventory[power_screen_index] > 0)
+ return POWER_ARMOR_SCREEN;
+
+ return POWER_ARMOR_NONE;
+}
+
+void Use_PowerArmor (edict_t *ent, gitem_t *)
+{
+ int index;
+
+ if (ent->flags & FL_POWER_ARMOR)
+ {
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ index = ITEM_INDEX(FindItem("cells"));
+ if (!ent->client->pers.inventory[index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No cells for power armor.\n");
+ return;
+ }
+ ent->flags |= FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/power1.wav"), 1, ATTN_NORM, 0);
+ }
+}
+
+qboolean Pickup_PowerArmor (edict_t *ent, edict_t *other)
+{
+ int quantity;
+
+ quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
+
+ other->client->pers.inventory[ITEM_INDEX(ent->item)]++;
+
+ if (deathmatch->value)
+ {
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ SetRespawn (ent, ent->item->quantity);
+ // auto-use for DM only if we didn't already have one
+ if (!quantity)
+ ent->item->use (other, ent->item);
+ }
+
+ return true;
+}
+
+void Drop_PowerArmor (edict_t *ent, gitem_t *item)
+{
+ if ((ent->flags & FL_POWER_ARMOR) && (ent->client->pers.inventory[ITEM_INDEX(item)] == 1))
+ Use_PowerArmor (ent, item);
+ Drop_General (ent, item);
+}
+
+//======================================================================
+
+/*
+===============
+Touch_Item
+===============
+*/
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *, csurface_t *)
+{
+ qboolean taken;
+
+ if (!other->client)
+ return;
+ if (other->health < 1)
+ return; // dead people can't pickup
+ if (!ent->item->pickup)
+ return; // not a grabbable item?
+
+ taken = ent->item->pickup(ent, other);
+
+ if (taken)
+ {
+ // flash the screen
+ other->client->bonus_alpha = 0.25;
+
+ // show icon and name on status bar
+ other->client->ps.stats[STAT_PICKUP_ICON] = gi.imageindex(ent->item->icon);
+ other->client->ps.stats[STAT_PICKUP_STRING] = CS_ITEMS+ITEM_INDEX(ent->item);
+ other->client->pickup_msg_time = level.time + 3.0;
+
+ // change selected item
+ if (ent->item->use)
+ other->client->pers.selected_item = other->client->ps.stats[STAT_SELECTED_ITEM] = ITEM_INDEX(ent->item);
+
+ if (ent->item->pickup == Pickup_Health)
+ {
+ if (ent->count == 2)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/s_health.wav"), 1, ATTN_NORM, 0);
+ else if (ent->count == 10)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/n_health.wav"), 1, ATTN_NORM, 0);
+ else if (ent->count == 25)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/l_health.wav"), 1, ATTN_NORM, 0);
+ else // (ent->count == 100)
+ gi.sound(other, CHAN_ITEM, gi.soundindex("items/m_health.wav"), 1, ATTN_NORM, 0);
+ }
+ else if (ent->item->pickup_sound)
+ {
+ gi.sound(other, CHAN_ITEM, gi.soundindex(ent->item->pickup_sound), 1, ATTN_NORM, 0);
+ }
+ }
+
+ if (!(ent->spawnflags & ITEM_TARGETS_USED))
+ {
+ G_UseTargets (ent, other);
+ ent->spawnflags |= ITEM_TARGETS_USED;
+ }
+
+ if (!taken)
+ return;
+
+ if (!((coop->value) && (ent->item->flags & IT_STAY_COOP)) || (ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM)))
+ {
+ if (ent->flags & FL_RESPAWN)
+ ent->flags &= ~FL_RESPAWN;
+ else
+ G_FreeEdict (ent);
+ }
+}
+
+//======================================================================
+
+static void drop_temp_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ Touch_Item (ent, other, plane, surf);
+}
+
+static void drop_make_touchable (edict_t *ent)
+{
+ ent->touch = Touch_Item;
+ if (deathmatch->value)
+ {
+ ent->nextthink = level.time + 29;
+ ent->think = G_FreeEdict;
+ }
+}
+
+edict_t *Drop_Item (edict_t *ent, gitem_t *item)
+{
+ edict_t *dropped;
+ vec3_t forward, right;
+ vec3_t offset;
+
+ dropped = G_Spawn();
+
+ dropped->classname = item->classname;
+ dropped->item = item;
+ dropped->spawnflags = DROPPED_ITEM;
+ dropped->s.effects = item->world_model_flags;
+ dropped->s.renderfx = RF_GLOW;
+ VectorSet (dropped->mins, -15, -15, -15);
+ VectorSet (dropped->maxs, 15, 15, 15);
+ gi.setmodel (dropped, dropped->item->world_model);
+ dropped->solid = SOLID_TRIGGER;
+ dropped->movetype = MOVETYPE_TOSS;
+ dropped->touch = drop_temp_touch;
+ dropped->owner = ent;
+
+ if (ent->client)
+ {
+ trace_t trace;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 0, -16);
+ G_ProjectSource (ent->s.origin, offset, forward, right, dropped->s.origin);
+ trace = gi.trace (ent->s.origin, dropped->mins, dropped->maxs,
+ dropped->s.origin, ent, CONTENTS_SOLID);
+ VectorCopy (trace.endpos, dropped->s.origin);
+ }
+ else
+ {
+ AngleVectors (ent->s.angles, forward, right, NULL);
+ VectorCopy (ent->s.origin, dropped->s.origin);
+ }
+
+ VectorScale (forward, 100, dropped->velocity);
+ dropped->velocity[2] = 300;
+
+ dropped->think = drop_make_touchable;
+ dropped->nextthink = level.time + 1;
+
+ gi.linkentity (dropped);
+
+ return dropped;
+}
+
+void Use_Item (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->svflags &= ~SVF_NOCLIENT;
+ ent->use = NULL;
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->touch = Touch_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+//======================================================================
+
+/*
+================
+droptofloor
+================
+*/
+void droptofloor (edict_t *ent)
+{
+ trace_t tr;
+ vec3_t dest;
+ float *v;
+
+ v = tv(-15,-15,-15);
+ VectorCopy (v, ent->mins);
+ v = tv(15,15,15);
+ VectorCopy (v, ent->maxs);
+
+ if (ent->model)
+ gi.setmodel (ent, ent->model);
+ else
+ gi.setmodel (ent, ent->item->world_model);
+ ent->solid = SOLID_TRIGGER;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->touch = Touch_Item;
+
+ v = tv(0,0,-128);
+ VectorAdd (ent->s.origin, v, dest);
+
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, dest, ent, MASK_SOLID);
+ if (tr.startsolid)
+ {
+ // RAFAEL
+ if (strcmp (ent->classname, "foodcube") == 0)
+ {
+ VectorCopy (ent->s.origin, tr.endpos);
+ ent->velocity[2] = 0;
+ }
+ else
+ {
+ gi.dprintf ("droptofloor: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ if (ent->team)
+ {
+ ent->flags &= ~FL_TEAMSLAVE;
+ ent->chain = ent->teamchain;
+ ent->teamchain = NULL;
+
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ if (ent == ent->teammaster)
+ {
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = DoRespawn;
+ }
+ }
+
+ if (ent->spawnflags & ITEM_NO_TOUCH)
+ {
+ ent->solid = SOLID_BBOX;
+ ent->touch = NULL;
+ ent->s.effects &= ~EF_ROTATE;
+ ent->s.renderfx &= ~RF_GLOW;
+ }
+
+ if (ent->spawnflags & ITEM_TRIGGER_SPAWN)
+ {
+ ent->svflags |= SVF_NOCLIENT;
+ ent->solid = SOLID_NOT;
+ ent->use = Use_Item;
+ }
+
+ gi.linkentity (ent);
+}
+
+
+/*
+===============
+PrecacheItem
+
+Precaches all data needed for a given item.
+This will be called for each item spawned in a level,
+and for each item in each client's inventory.
+===============
+*/
+void PrecacheItem (gitem_t *it)
+{
+ char *s, *start;
+ char data[MAX_QPATH];
+ int len;
+ gitem_t *ammo;
+
+ if (!it)
+ return;
+
+ if (it->pickup_sound)
+ gi.soundindex (it->pickup_sound);
+ if (it->world_model)
+ gi.modelindex (it->world_model);
+ if (it->view_model)
+ gi.modelindex (it->view_model);
+ if (it->icon)
+ gi.imageindex (it->icon);
+
+ // parse everything for its ammo
+ if (it->ammo && it->ammo[0])
+ {
+ ammo = FindItem (it->ammo);
+ if (ammo != it)
+ PrecacheItem (ammo);
+ }
+
+ // parse the space seperated precache string for other items
+ s = it->precaches;
+ if (!s || !s[0])
+ return;
+
+ while (*s)
+ {
+ start = s;
+ while (*s && *s != ' ')
+ s++;
+
+ len = s-start;
+ if (len >= MAX_QPATH || len < 5)
+ gi.error ("PrecacheItem: %s has bad precache string", it->classname);
+ memcpy (data, start, len);
+ data[len] = 0;
+ if (*s)
+ s++;
+
+ // determine type based on extension
+ if (!strcmp(data+len-3, "md2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "sp2"))
+ gi.modelindex (data);
+ else if (!strcmp(data+len-3, "wav"))
+ gi.soundindex (data);
+ if (!strcmp(data+len-3, "pcx"))
+ gi.imageindex (data);
+ }
+}
+
+/*
+============
+SpawnItem
+
+Sets the clipping size and plants the object on the floor.
+
+Items can't be immediately dropped to floor, because they might
+be on an entity that hasn't spawned yet.
+============
+*/
+void SpawnItem (edict_t *ent, gitem_t *item)
+{
+ PrecacheItem (item);
+
+ if (ent->spawnflags)
+ {
+ if (strcmp(ent->classname, "key_power_cube") != 0)
+ {
+ ent->spawnflags = 0;
+ gi.dprintf("%s at %s has invalid spawnflags set\n", ent->classname, vtos(ent->s.origin));
+ }
+ }
+
+ // some items will be prevented in deathmatch
+ if (deathmatch->value)
+ {
+ if ( (int)dmflags->value & DF_NO_ARMOR )
+ {
+ if (item->pickup == Pickup_Armor || item->pickup == Pickup_PowerArmor)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_ITEMS )
+ {
+ if (item->pickup == Pickup_Powerup)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_NO_HEALTH )
+ {
+ if (item->pickup == Pickup_Health || item->pickup == Pickup_Adrenaline || item->pickup == Pickup_AncientHead)
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ if ( (int)dmflags->value & DF_INFINITE_AMMO )
+ {
+ if ( (item->flags == IT_AMMO) || (strcmp(ent->classname, "weapon_bfg") == 0) )
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+ }
+ }
+
+ if (coop->value && (strcmp(ent->classname, "key_power_cube") == 0))
+ {
+ ent->spawnflags |= (1 << (8 + level.power_cubes));
+ level.power_cubes++;
+ }
+
+ // don't let them drop items that stay in a coop game
+ if ((coop->value) && (item->flags & IT_STAY_COOP))
+ {
+ item->drop = NULL;
+ }
+
+ ent->item = item;
+ ent->nextthink = level.time + 2 * FRAMETIME; // items start after other solids
+ ent->think = droptofloor;
+ ent->s.effects = item->world_model_flags;
+ ent->s.renderfx = RF_GLOW;
+ if (ent->model)
+ gi.modelindex (ent->model);
+}
+
+//======================================================================
+
+gitem_t itemlist[] =
+{
+ {
+ NULL
+ }, // leave index 0 alone
+
+ //
+ // ARMOR
+ //
+
+/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_body",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/body/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_bodyarmor",
+/* pickup */ "Body Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &bodyarmor_info,
+ ARMOR_BODY,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_combat",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/combat/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_combatarmor",
+/* pickup */ "Combat Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &combatarmor_info,
+ ARMOR_COMBAT,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_jacket",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar1_pkup.wav",
+ "models/items/armor/jacket/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Jacket Armor",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ &jacketarmor_info,
+ ARMOR_JACKET,
+/* precache */ ""
+ },
+
+/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_armor_shard",
+ Pickup_Armor,
+ NULL,
+ NULL,
+ NULL,
+ "misc/ar2_pkup.wav",
+ "models/items/armor/shard/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_jacketarmor",
+/* pickup */ "Armor Shard",
+/* width */ 3,
+ 0,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ ARMOR_SHARD,
+/* precache */ ""
+ },
+
+
+/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_power_screen",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/screen/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powerscreen",
+/* pickup */ "Power Screen",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_power_shield",
+ Pickup_PowerArmor,
+ Use_PowerArmor,
+ Drop_PowerArmor,
+ NULL,
+ "misc/ar3_pkup.wav",
+ "models/items/armor/shield/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_powershield",
+/* pickup */ "Power Shield",
+/* width */ 0,
+ 60,
+ NULL,
+ IT_ARMOR,
+ 0,
+ NULL,
+ 0,
+/* precache */ "misc/power2.wav misc/power1.wav"
+ },
+
+
+ //
+ // WEAPONS
+ //
+
+/* weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16)
+always owned, never in the world
+*/
+ {
+ "weapon_blaster",
+ NULL,
+ Use_Weapon,
+ NULL,
+ Weapon_Blaster,
+ "misc/w_pkup.wav",
+ NULL, 0,
+ "models/weapons/v_blast/tris.md2",
+/* icon */ "w_blaster",
+/* pickup */ "Blaster",
+ 0,
+ 0,
+ NULL,
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/blastf1a.wav misc/lasfly.wav"
+ },
+
+/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_shotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Shotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg/tris.md2",
+/* icon */ "w_shotgun",
+/* pickup */ "Shotgun",
+ 0,
+ 1,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"
+ },
+
+/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_supershotgun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_SuperShotgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotg2/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotg2/tris.md2",
+/* icon */ "w_sshotgun",
+/* pickup */ "Super Shotgun",
+ 0,
+ 2,
+ "Shells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_SUPERSHOTGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/sshotf1b.wav"
+ },
+
+/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_machinegun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Machinegun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_machn/tris.md2", EF_ROTATE,
+ "models/weapons/v_machn/tris.md2",
+/* icon */ "w_machinegun",
+/* pickup */ "Machinegun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_MACHINEGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"
+ },
+
+/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_chaingun",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Chaingun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_chain/tris.md2", EF_ROTATE,
+ "models/weapons/v_chain/tris.md2",
+/* icon */ "w_chaingun",
+/* pickup */ "Chaingun",
+ 0,
+ 1,
+ "Bullets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_CHAINGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"
+ },
+
+/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_grenades",
+ Pickup_Ammo,
+ Use_Weapon,
+ Drop_Ammo,
+ Weapon_Grenade,
+ "misc/am_pkup.wav",
+ "models/items/ammo/grenades/medium/tris.md2", 0,
+ "models/weapons/v_handgr/tris.md2",
+/* icon */ "a_grenades",
+/* pickup */ "Grenades",
+/* width */ 3,
+ 5,
+ "grenades",
+ IT_AMMO|IT_WEAPON,
+ WEAP_GRENADES,
+ NULL,
+ AMMO_GRENADES,
+/* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
+ },
+
+/*QUAKED ammo_trap (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_trap",
+ Pickup_Ammo,
+ Use_Weapon,
+ Drop_Ammo,
+ Weapon_Trap,
+ "misc/am_pkup.wav",
+ "models/weapons/g_trap/tris.md2", EF_ROTATE,
+ "models/weapons/v_trap/tris.md2",
+/* icon */ "a_trap",
+/* pickup */ "Trap",
+/* width */ 3,
+ 1,
+ "trap",
+ IT_AMMO|IT_WEAPON,
+ 0,
+ NULL,
+ AMMO_TRAP,
+/* precache */ "weapons/trapcock.wav weapons/traploop.wav weapons/trapsuck.wav weapons/trapdown.wav"
+// "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "
+ },
+
+
+/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_grenadelauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_GrenadeLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_launch/tris.md2", EF_ROTATE,
+ "models/weapons/v_launch/tris.md2",
+/* icon */ "w_glauncher",
+/* pickup */ "Grenade Launcher",
+ 0,
+ 1,
+ "Grenades",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_GRENADELAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"
+ },
+
+/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_rocketlauncher",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_RocketLauncher,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rocket/tris.md2", EF_ROTATE,
+ "models/weapons/v_rocket/tris.md2",
+/* icon */ "w_rlauncher",
+/* pickup */ "Rocket Launcher",
+ 0,
+ 1,
+ "Rockets",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_ROCKETLAUNCHER,
+ NULL,
+ 0,
+/* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"
+ },
+
+/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_hyperblaster",
+ Pickup_Weapon,
+ // RAFAEL
+ Use_Weapon2,
+ Drop_Weapon,
+ Weapon_HyperBlaster,
+ "misc/w_pkup.wav",
+ "models/weapons/g_hyperb/tris.md2", EF_ROTATE,
+ "models/weapons/v_hyperb/tris.md2",
+/* icon */ "w_hyperblaster",
+/* pickup */ "HyperBlaster",
+ 0,
+ 1,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_HYPERBLASTER,
+ NULL,
+ 0,
+/* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"
+ },
+
+/*QUAKED weapon_boomer (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+
+ {
+ "weapon_boomer",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Ionripper,
+ "misc/w_pkup.wav",
+ "models/weapons/g_boom/tris.md2", EF_ROTATE,
+ "models/weapons/v_boomer/tris.md2",
+/* icon */ "w_ripper",
+/* pickup */ "Ionripper",
+ 0,
+ 2,
+ "Cells",
+ IT_WEAPON,
+ WEAP_BOOMER,
+ NULL,
+ 0,
+/* precache */ "weapons/rg_hum.wav weapons/rippfire.wav"
+ },
+// END 14-APR-98
+
+
+/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_railgun",
+ Pickup_Weapon,
+ // RAFAEL
+ Use_Weapon2,
+ Drop_Weapon,
+ Weapon_Railgun,
+ "misc/w_pkup.wav",
+ "models/weapons/g_rail/tris.md2", EF_ROTATE,
+ "models/weapons/v_rail/tris.md2",
+/* icon */ "w_railgun",
+/* pickup */ "Railgun",
+ 0,
+ 1,
+ "Slugs",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_RAILGUN,
+ NULL,
+ 0,
+/* precache */ "weapons/rg_hum.wav"
+ },
+
+// RAFAEL 14-APR-98
+/*QUAKED weapon_phalanx (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+
+ {
+ "weapon_phalanx",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_Phalanx,
+ "misc/w_pkup.wav",
+ "models/weapons/g_shotx/tris.md2", EF_ROTATE,
+ "models/weapons/v_shotx/tris.md2",
+/* icon */ "w_phallanx",
+/* pickup */ "Phalanx",
+ 0,
+ 1,
+ "Mag Slug",
+ IT_WEAPON,
+ WEAP_PHALANX,
+ NULL,
+ 0,
+/* precache */ "weapons/plasshot.wav"
+ },
+
+
+
+/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "weapon_bfg",
+ Pickup_Weapon,
+ Use_Weapon,
+ Drop_Weapon,
+ Weapon_BFG,
+ "misc/w_pkup.wav",
+ "models/weapons/g_bfg/tris.md2", EF_ROTATE,
+ "models/weapons/v_bfg/tris.md2",
+/* icon */ "w_bfg",
+/* pickup */ "BFG10K",
+ 0,
+ 50,
+ "Cells",
+ IT_WEAPON|IT_STAY_COOP,
+ WEAP_BFG,
+ NULL,
+ 0,
+/* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"
+ },
+
+ //
+ // AMMO ITEMS
+ //
+
+/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_shells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/shells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_shells",
+/* pickup */ "Shells",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SHELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_bullets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/bullets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_bullets",
+/* pickup */ "Bullets",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_BULLETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_cells",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/cells/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_cells",
+/* pickup */ "Cells",
+/* width */ 3,
+ 50,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_CELLS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_rockets",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/rockets/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_rockets",
+/* pickup */ "Rockets",
+/* width */ 3,
+ 5,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_ROCKETS,
+/* precache */ ""
+ },
+
+/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_slugs",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/items/ammo/slugs/medium/tris.md2", 0,
+ NULL,
+/* icon */ "a_slugs",
+/* pickup */ "Slugs",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_SLUGS,
+/* precache */ ""
+ },
+
+
+/*QUAKED ammo_magslug (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "ammo_magslug",
+ Pickup_Ammo,
+ NULL,
+ Drop_Ammo,
+ NULL,
+ "misc/am_pkup.wav",
+ "models/objects/ammo/tris.md2", 0,
+ NULL,
+/* icon */ "a_mslugs",
+/* pickup */ "Mag Slug",
+/* width */ 3,
+ 10,
+ NULL,
+ IT_AMMO,
+ 0,
+ NULL,
+ AMMO_MAGSLUG,
+/* precache */ ""
+ },
+
+ //
+ // POWERUP ITEMS
+ //
+/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_quad",
+ Pickup_Powerup,
+ Use_Quad,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/quaddama/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_quad",
+/* pickup */ "Quad Damage",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"
+ },
+
+/*QUAKED item_quadfire (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_quadfire",
+ Pickup_Powerup,
+ Use_QuadFire,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/quadfire/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_quadfire",
+
+/* pickup */ "DualFire Damage",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/quadfire1.wav items/quadfire2.wav items/quadfire3.wav"
+ },
+
+
+/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_invulnerability",
+ Pickup_Powerup,
+ Use_Invulnerability,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/invulner/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_invulnerability",
+/* pickup */ "Invulnerability",
+/* width */ 2,
+ 300,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"
+ },
+
+/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_silencer",
+ Pickup_Powerup,
+ Use_Silencer,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/silencer/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_silencer",
+/* pickup */ "Silencer",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_breather",
+ Pickup_Powerup,
+ Use_Breather,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/breather/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_rebreather",
+/* pickup */ "Rebreather",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_enviro",
+ Pickup_Powerup,
+ Use_Envirosuit,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/enviro/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_envirosuit",
+/* pickup */ "Environment Suit",
+/* width */ 2,
+ 60,
+ NULL,
+ IT_STAY_COOP|IT_POWERUP,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/airout.wav"
+ },
+
+/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
+Special item that gives +2 to maximum health
+*/
+ {
+ "item_ancient_head",
+ Pickup_AncientHead,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/c_head/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_fixme",
+/* pickup */ "Ancient Head",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
+gives +1 to maximum health
+*/
+ {
+ "item_adrenaline",
+ Pickup_Adrenaline,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/adrenal/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_adrenaline",
+/* pickup */ "Adrenaline",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_bandolier",
+ Pickup_Bandolier,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/band/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "p_bandolier",
+/* pickup */ "Bandolier",
+/* width */ 2,
+ 60,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+ {
+ "item_pack",
+ Pickup_Pack,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ "models/items/pack/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_pack",
+/* pickup */ "Ammo Pack",
+/* width */ 2,
+ 180,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+ //
+ // KEYS
+ //
+/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for computer centers
+*/
+ {
+ "key_data_cd",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/data_cd/tris.md2", EF_ROTATE,
+ NULL,
+ "k_datacd",
+ "Data CD",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
+warehouse circuits
+*/
+ {
+ "key_power_cube",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/power/tris.md2", EF_ROTATE,
+ NULL,
+ "k_powercube",
+ "Power Cube",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for the entrance of jail3
+*/
+ {
+ "key_pyramid",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pyramid/tris.md2", EF_ROTATE,
+ NULL,
+ "k_pyramid",
+ "Pyramid Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
+key for the city computer
+*/
+ {
+ "key_data_spinner",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/spinner/tris.md2", EF_ROTATE,
+ NULL,
+ "k_dataspin",
+ "Data Spinner",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
+security pass for the security level
+*/
+ {
+ "key_pass",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/pass/tris.md2", EF_ROTATE,
+ NULL,
+ "k_security",
+ "Security Pass",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
+normal door key - blue
+*/
+ {
+ "key_blue_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_bluekey",
+ "Blue Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
+normal door key - red
+*/
+ {
+ "key_red_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/red_key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_redkey",
+ "Red Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+
+// RAFAEL
+/*QUAKED key_green_key (0 .5 .8) (-16 -16 -16) (16 16 16)
+normal door key - blue
+*/
+ {
+ "key_green_key",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/green_key/tris.md2", EF_ROTATE,
+ NULL,
+ "k_green",
+ "Green Key",
+ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
+tank commander's head
+*/
+ {
+ "key_commander_head",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/monsters/commandr/head/tris.md2", EF_GIB,
+ NULL,
+/* icon */ "k_comhead",
+/* pickup */ "Commander's Head",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
+tank commander's head
+*/
+ {
+ "key_airstrike_target",
+ Pickup_Key,
+ NULL,
+ Drop_General,
+ NULL,
+ "items/pkup.wav",
+ "models/items/keys/target/tris.md2", EF_ROTATE,
+ NULL,
+/* icon */ "i_airstrike",
+/* pickup */ "Airstrike Marker",
+/* width */ 2,
+ 0,
+ NULL,
+ IT_STAY_COOP|IT_KEY,
+ 0,
+ NULL,
+ 0,
+/* precache */ ""
+ },
+
+ {
+ NULL,
+ Pickup_Health,
+ NULL,
+ NULL,
+ NULL,
+ "items/pkup.wav",
+ NULL, 0,
+ NULL,
+/* icon */ "i_health",
+/* pickup */ "Health",
+/* width */ 3,
+ 0,
+ NULL,
+ 0,
+ 0,
+ NULL,
+ 0,
+/* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav"
+ },
+
+ // end of list marker
+ {NULL}
+};
+
+
+/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/medium/tris.md2";
+ self->count = 10;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/n_health.wav");
+}
+
+/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_small (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/stimpack/tris.md2";
+ self->count = 2;
+ SpawnItem (self, FindItem ("Health"));
+ self->style = HEALTH_IGNORE_MAX;
+ gi.soundindex ("items/s_health.wav");
+}
+
+/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_large (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/healing/large/tris.md2";
+ self->count = 25;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/l_health.wav");
+}
+
+/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
+*/
+void SP_item_health_mega (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/items/mega_h/tris.md2";
+ self->count = 100;
+ SpawnItem (self, FindItem ("Health"));
+ gi.soundindex ("items/m_health.wav");
+ self->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
+}
+
+// RAFAEL
+void SP_item_foodcube (edict_t *self)
+{
+ if ( deathmatch->value && ((int)dmflags->value & DF_NO_HEALTH) )
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->model = "models/objects/trapfx/tris.md2";
+ SpawnItem (self, FindItem ("Health"));
+ self->spawnflags |= DROPPED_ITEM;
+ self->style = HEALTH_IGNORE_MAX;
+ gi.soundindex ("items/s_health.wav");
+ self->classname = "foodcube";
+}
+
+
+void InitItems (void)
+{
+ game.num_items = sizeof(itemlist)/sizeof(itemlist[0]) - 1;
+}
+
+
+
+/*
+===============
+SetItemNames
+
+Called by worldspawn
+===============
+*/
+void SetItemNames (void)
+{
+ int i;
+ gitem_t *it;
+
+ for (i=0 ; i<game.num_items ; i++)
+ {
+ it = &itemlist[i];
+ gi.configstring (CS_ITEMS+i, it->pickup_name);
+ }
+
+ jacket_armor_index = ITEM_INDEX(FindItem("Jacket Armor"));
+ combat_armor_index = ITEM_INDEX(FindItem("Combat Armor"));
+ body_armor_index = ITEM_INDEX(FindItem("Body Armor"));
+ power_screen_index = ITEM_INDEX(FindItem("Power Screen"));
+ power_shield_index = ITEM_INDEX(FindItem("Power Shield"));
+}
--- /dev/null
+++ b/xatrix/g_main.c
@@ -1,0 +1,364 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+game_locals_t game;
+level_locals_t level;
+game_import_t gi;
+game_export_t globals;
+spawn_temp_t st;
+
+int sm_meat_index;
+int snd_fry;
+int meansOfDeath;
+
+edict_t *g_edicts;
+
+cvar_t *deathmatch;
+cvar_t *coop;
+cvar_t *dmflags;
+cvar_t *skill;
+cvar_t *fraglimit;
+cvar_t *timelimit;
+cvar_t *password;
+cvar_t *spectator_password;
+cvar_t *maxclients;
+cvar_t *maxspectators;
+cvar_t *maxentities;
+cvar_t *g_select_empty;
+cvar_t *dedicated;
+
+cvar_t *filterban;
+
+cvar_t *sv_maxvelocity;
+cvar_t *sv_gravity;
+
+cvar_t *sv_rollspeed;
+cvar_t *sv_rollangle;
+cvar_t *gun_x;
+cvar_t *gun_y;
+cvar_t *gun_z;
+
+cvar_t *run_pitch;
+cvar_t *run_roll;
+cvar_t *bob_up;
+cvar_t *bob_pitch;
+cvar_t *bob_roll;
+
+cvar_t *sv_cheats;
+
+cvar_t *flood_msgs;
+cvar_t *flood_persecond;
+cvar_t *flood_waitdelay;
+
+cvar_t *sv_maplist;
+
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
+void ClientThink (edict_t *ent, usercmd_t *cmd);
+qboolean ClientConnect (edict_t *ent, char *userinfo);
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+void ClientDisconnect (edict_t *ent);
+void ClientBegin (edict_t *ent);
+void ClientCommand (edict_t *ent);
+void RunEntity (edict_t *ent);
+void WriteGame (char *filename, qboolean autosave);
+void ReadGame (char *filename);
+void WriteLevel (char *filename);
+void ReadLevel (char *filename);
+void InitGame (void);
+void G_RunFrame (void);
+
+
+//===================================================================
+
+
+void ShutdownGame (void)
+{
+ gi.dprintf ("==== ShutdownGame ====\n");
+
+ gi.FreeTags (TAG_LEVEL);
+ gi.FreeTags (TAG_GAME);
+}
+
+
+/*
+=================
+GetGameAPI
+
+Returns a pointer to the structure with all entry points
+and global variables
+=================
+*/
+game_export_t *GetGameAPI (game_import_t *import)
+{
+ gi = *import;
+
+ globals.apiversion = GAME_API_VERSION;
+ globals.Init = InitGame;
+ globals.Shutdown = ShutdownGame;
+ globals.SpawnEntities = SpawnEntities;
+
+ globals.WriteGame = WriteGame;
+ globals.ReadGame = ReadGame;
+ globals.WriteLevel = WriteLevel;
+ globals.ReadLevel = ReadLevel;
+
+ globals.ClientThink = ClientThink;
+ globals.ClientConnect = ClientConnect;
+ globals.ClientUserinfoChanged = ClientUserinfoChanged;
+ globals.ClientDisconnect = ClientDisconnect;
+ globals.ClientBegin = ClientBegin;
+ globals.ClientCommand = ClientCommand;
+
+ globals.RunFrame = G_RunFrame;
+
+ globals.ServerCommand = ServerCommand;
+
+ globals.edict_size = sizeof(edict_t);
+
+ return &globals;
+}
+
+/*
+=================
+ClientEndServerFrames
+=================
+*/
+void ClientEndServerFrames (void)
+{
+ int i;
+ edict_t *ent;
+
+ // calc the player views now that all pushing
+ // and damage has been added
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse || !ent->client)
+ continue;
+ ClientEndServerFrame (ent);
+ }
+
+}
+
+/*
+=================
+CreateTargetChangeLevel
+
+Returns the created target changelevel
+=================
+*/
+edict_t *CreateTargetChangeLevel(char *map)
+{
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->classname = "target_changelevel";
+ Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
+ ent->map = level.nextmap;
+ return ent;
+}
+
+/*
+=================
+EndDMLevel
+
+The timelimit or fraglimit has been exceeded
+=================
+*/
+void EndDMLevel (void)
+{
+ edict_t *ent;
+ char *s, *t, *f;
+ static const char *seps = " ,\n\r";
+
+ // stay on same level flag
+ if ((int)dmflags->value & DF_SAME_LEVEL)
+ {
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ return;
+ }
+
+ // see if it's in the map list
+ if (*sv_maplist->string) {
+ s = strdup(sv_maplist->string);
+ f = NULL;
+ t = strtok(s, seps);
+ while (t != NULL) {
+ if (cistrcmp(t, level.mapname) == 0) {
+ // it's in the list, go to the next one
+ t = strtok(NULL, seps);
+ if (t == NULL) { // end of list, go to first one
+ if (f == NULL) // there isn't a first one, same level
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ else
+ BeginIntermission (CreateTargetChangeLevel (f) );
+ } else
+ BeginIntermission (CreateTargetChangeLevel (t) );
+ free(s);
+ return;
+ }
+ if (!f)
+ f = t;
+ t = strtok(NULL, seps);
+ }
+ free(s);
+ }
+
+ if (level.nextmap[0]) // go to a specific map
+ BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
+ else { // search for a changelevel
+ ent = G_Find (NULL, FOFS(classname), "target_changelevel");
+ if (!ent)
+ { // the map designer didn't include a changelevel,
+ // so create a fake ent that goes back to the same level
+ BeginIntermission (CreateTargetChangeLevel (level.mapname) );
+ return;
+ }
+ BeginIntermission (ent);
+ }
+}
+
+/*
+=================
+CheckDMRules
+=================
+*/
+void CheckDMRules (void)
+{
+ int i;
+ gclient_t *cl;
+
+ if (level.intermissiontime)
+ return;
+
+ if (!deathmatch->value)
+ return;
+
+ if (timelimit->value)
+ {
+ if (level.time >= timelimit->value*60)
+ {
+ gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+
+ if (fraglimit->value)
+ {
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ cl = game.clients + i;
+ if (!g_edicts[i+1].inuse)
+ continue;
+
+ if (cl->resp.score >= fraglimit->value)
+ {
+ gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
+ EndDMLevel ();
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+ExitLevel
+=============
+*/
+void ExitLevel (void)
+{
+ int i;
+ edict_t *ent;
+ char command [256];
+
+ Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
+ gi.AddCommandString (command);
+ level.changemap = NULL;
+ level.exitintermission = 0;
+ level.intermissiontime = 0;
+ ClientEndServerFrames ();
+
+ // clear some things before going to next level
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = g_edicts + 1 + i;
+ if (!ent->inuse)
+ continue;
+ if (ent->health > ent->client->pers.max_health)
+ ent->health = ent->client->pers.max_health;
+ }
+
+}
+
+/*
+================
+G_RunFrame
+
+Advances the world by 0.1 seconds
+================
+*/
+void G_RunFrame (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.framenum++;
+ level.time = level.framenum*FRAMETIME;
+
+ // choose a client for monsters to target this frame
+ AI_SetSightClient ();
+
+ // exit intermissions
+
+ if (level.exitintermission)
+ {
+ ExitLevel ();
+ return;
+ }
+
+ //
+ // treat each object in turn
+ // even the world gets a chance to think
+ //
+ ent = &g_edicts[0];
+ for (i=0 ; i<globals.num_edicts ; i++, ent++)
+ {
+ if (!ent->inuse)
+ continue;
+
+ level.current_entity = ent;
+
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // if the ground entity moved, make sure we are still on it
+ if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
+ {
+ ent->groundentity = NULL;
+ if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
+ {
+ M_CheckGround (ent);
+ }
+ }
+
+ if (i > 0 && i <= maxclients->value)
+ {
+ ClientBeginServerFrame (ent);
+ continue;
+ }
+
+ G_RunEntity (ent);
+ }
+
+ // see if it is time to end a deathmatch
+ CheckDMRules ();
+
+ // build the playerstate_t structures for all players
+ ClientEndServerFrames ();
+}
+
--- /dev/null
+++ b/xatrix/g_misc.c
@@ -1,0 +1,2177 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+/*QUAKED func_group (0 0 0) ?
+Used to group brushes together just for editor convenience.
+*/
+
+//=====================================================
+
+void Use_Areaportal (edict_t *ent, edict_t *, edict_t *)
+{
+ ent->count ^= 1; // toggle state
+// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count);
+ gi.SetAreaPortalState (ent->style, ent->count);
+}
+
+/*QUAKED func_areaportal (0 0 0) ?
+
+This is a non-visible object that divides the world into
+areas that are seperated when this portal is not activated.
+Usually enclosed in the middle of a door.
+*/
+void SP_func_areaportal (edict_t *ent)
+{
+ ent->use = Use_Areaportal;
+ ent->count = 0; // always start closed;
+}
+
+//=====================================================
+
+
+/*
+=================
+Misc functions
+=================
+*/
+void VelocityForDamage (int damage, vec3_t v)
+{
+ v[0] = 100.0 * crandom();
+ v[1] = 100.0 * crandom();
+ v[2] = 200.0 + 100.0 * qrandom();
+
+ if (damage < 50)
+ VectorScale (v, 0.7, v);
+ else
+ VectorScale (v, 1.2, v);
+}
+
+void ClipGibVelocity (edict_t *ent)
+{
+ if (ent->velocity[0] < -300)
+ ent->velocity[0] = -300;
+ else if (ent->velocity[0] > 300)
+ ent->velocity[0] = 300;
+ if (ent->velocity[1] < -300)
+ ent->velocity[1] = -300;
+ else if (ent->velocity[1] > 300)
+ ent->velocity[1] = 300;
+ if (ent->velocity[2] < 200)
+ ent->velocity[2] = 200; // always some upwards
+ else if (ent->velocity[2] > 500)
+ ent->velocity[2] = 500;
+}
+
+
+/*
+=================
+gibs
+=================
+*/
+void gib_think (edict_t *self)
+{
+ self->s.frame++;
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->s.frame == 10)
+ {
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 8 + qrandom()*10;
+ }
+}
+
+void gib_touch (edict_t *self, edict_t *, cplane_t *plane, csurface_t *)
+{
+ vec3_t normal_angles, right;
+
+ if (!self->groundentity)
+ return;
+
+ self->touch = NULL;
+
+ if (plane)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
+
+ vectoangles (plane->normal, normal_angles);
+ AngleVectors (normal_angles, NULL, right, NULL);
+ vectoangles (right, self->s.angles);
+
+ if (self->s.modelindex == sm_meat_index)
+ {
+ self->s.frame++;
+ self->think = gib_think;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ }
+}
+
+// RAFAEL 24-APR-98
+// removed acid damage
+/*
+// RAFAEL
+void gib_touchacid (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *)
+{
+ vec3_t normal_angles, right;
+
+ if (other->takedamage)
+ {
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+ G_FreeEdict (self);
+ }
+
+ if (!self->groundentity)
+ return;
+
+ if (plane)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
+
+ vectoangles (plane->normal, normal_angles);
+ AngleVectors (normal_angles, NULL, right, NULL);
+ vectoangles (right, self->s.angles);
+
+ if (self->s.modelindex == sm_meat_index)
+ {
+ self->s.frame++;
+ self->think = gib_think;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ }
+}
+*/
+
+void gib_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowGib (edict_t *self, char *gibname, int damage, int type)
+{
+ edict_t *gib;
+ vec3_t vd;
+ vec3_t origin;
+ vec3_t size;
+ float vscale;
+
+ gib = G_Spawn();
+
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ gib->s.origin[0] = origin[0] + crandom() * size[0];
+ gib->s.origin[1] = origin[1] + crandom() * size[1];
+ gib->s.origin[2] = origin[2] + crandom() * size[2];
+
+ gi.setmodel (gib, gibname);
+ gib->solid = SOLID_NOT;
+ gib->s.effects |= EF_GIB;
+ gib->flags |= FL_NO_KNOCKBACK;
+ gib->takedamage = DAMAGE_YES;
+ gib->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ gib->movetype = MOVETYPE_TOSS;
+ gib->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ gib->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, gib->velocity);
+ ClipGibVelocity (gib);
+ gib->avelocity[0] = qrandom()*600;
+ gib->avelocity[1] = qrandom()*600;
+ gib->avelocity[2] = qrandom()*600;
+
+ gib->think = G_FreeEdict;
+ gib->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (gib);
+}
+
+
+
+void ThrowHead (edict_t *self, char *gibname, int damage, int type)
+{
+ vec3_t vd;
+ float vscale;
+
+ self->s.skinnum = 0;
+ self->s.frame = 0;
+ VectorClear (self->mins);
+ VectorClear (self->maxs);
+
+ self->s.modelindex2 = 0;
+ gi.setmodel (self, gibname);
+ self->solid = SOLID_NOT;
+ self->s.effects |= EF_GIB;
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+ self->svflags &= ~SVF_MONSTER;
+ self->takedamage = DAMAGE_YES;
+ self->die = gib_die;
+
+ if (type == GIB_ORGANIC)
+ {
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = gib_touch;
+ vscale = 0.5;
+ }
+ else
+ {
+ self->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, self->velocity);
+ ClipGibVelocity (self);
+
+ self->avelocity[YAW] = crandom()*600;
+
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (self);
+}
+
+
+// RAFAEL
+void ThrowGibACID (edict_t *self, char *gibname, int damage, int type)
+{
+ edict_t *gib;
+ vec3_t vd;
+ vec3_t origin;
+ vec3_t size;
+ float vscale;
+
+ gib = G_Spawn();
+
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ gib->s.origin[0] = origin[0] + crandom() * size[0];
+ gib->s.origin[1] = origin[1] + crandom() * size[1];
+ gib->s.origin[2] = origin[2] + crandom() * size[2];
+
+ // gi.setmodel (gib, gibname);
+ gib->s.modelindex = gi.modelindex (gibname);
+
+ gib->clipmask = MASK_SHOT;
+ gib->solid = SOLID_BBOX;
+
+ gib->s.effects |= EF_GREENGIB;
+ // note to self check this
+ gib->s.renderfx |= RF_FULLBRIGHT;
+ gib->flags |= FL_NO_KNOCKBACK;
+ gib->takedamage = DAMAGE_YES;
+ gib->die = gib_die;
+ gib->dmg = 2;
+
+ if (type == GIB_ORGANIC)
+ {
+ gib->movetype = MOVETYPE_TOSS;
+ // RAFAEL 24-APR-98
+ // removed acid damage
+ //gib->touch = gib_touchacid;
+ vscale = 3.0;
+ }
+ else
+ {
+ gib->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, gib->velocity);
+ ClipGibVelocity (gib);
+ gib->avelocity[0] = qrandom()*600;
+ gib->avelocity[1] = qrandom()*600;
+ gib->avelocity[2] = qrandom()*600;
+
+ gib->think = G_FreeEdict;
+ gib->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (gib);
+}
+
+// RAFAEL
+void ThrowHeadACID (edict_t *self, char *gibname, int damage, int type)
+{
+ vec3_t vd;
+ float vscale;
+
+ self->s.skinnum = 0;
+ self->s.frame = 0;
+ VectorClear (self->mins);
+ VectorClear (self->maxs);
+
+ self->s.modelindex2 = 0;
+ gi.setmodel (self, gibname);
+
+ self->clipmask = MASK_SHOT;
+ self->solid = SOLID_BBOX;
+
+ self->s.effects |= EF_GREENGIB;
+ self->s.effects &= ~EF_FLIES;
+ self->s.effects |= RF_FULLBRIGHT;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+ self->svflags &= ~SVF_MONSTER;
+ self->takedamage = DAMAGE_YES;
+ self->die = gib_die;
+ self->dmg = 2;
+
+ if (type == GIB_ORGANIC)
+ {
+ self->movetype = MOVETYPE_TOSS;
+ // RAFAEL 24-APR-98
+ // removed acid damage
+ // self->touch = gib_touchacid;
+ vscale = 0.5;
+ }
+ else
+ {
+ self->movetype = MOVETYPE_BOUNCE;
+ vscale = 1.0;
+ }
+
+ VelocityForDamage (damage, vd);
+ VectorMA (self->velocity, vscale, vd, self->velocity);
+ ClipGibVelocity (self);
+
+ self->avelocity[YAW] = crandom()*600;
+
+ self->think = G_FreeEdict;
+ self->nextthink = level.time + 10 + qrandom()*10;
+
+ gi.linkentity (self);
+}
+
+
+void ThrowClientHead (edict_t *self, int damage)
+{
+ vec3_t vd;
+ char *gibname;
+
+ if (rand()&1)
+ {
+ gibname = "models/objects/gibs/head2/tris.md2";
+ self->s.skinnum = 1; // second skin is player
+ }
+ else
+ {
+ gibname = "models/objects/gibs/skull/tris.md2";
+ self->s.skinnum = 0;
+ }
+
+ self->s.origin[2] += 32;
+ self->s.frame = 0;
+ gi.setmodel (self, gibname);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 16);
+
+ self->takedamage = DAMAGE_NO;
+ self->solid = SOLID_NOT;
+ self->s.effects = EF_GIB;
+ self->s.sound = 0;
+ self->flags |= FL_NO_KNOCKBACK;
+
+ self->movetype = MOVETYPE_BOUNCE;
+ VelocityForDamage (damage, vd);
+ VectorAdd (self->velocity, vd, self->velocity);
+
+ if (self->client) // bodies in the queue don't have a client anymore
+ {
+ self->client->anim_priority = ANIM_DEATH;
+ self->client->anim_end = self->s.frame;
+ }
+ else
+ {
+ self->think = NULL;
+ self->nextthink = 0;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*
+=================
+debris
+=================
+*/
+void debris_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ G_FreeEdict (self);
+}
+
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin)
+{
+ edict_t *chunk;
+ vec3_t v;
+
+ chunk = G_Spawn();
+ VectorCopy (origin, chunk->s.origin);
+ gi.setmodel (chunk, modelname);
+ v[0] = 100 * crandom();
+ v[1] = 100 * crandom();
+ v[2] = 100 + 100 * crandom();
+ VectorMA (self->velocity, speed, v, chunk->velocity);
+ chunk->movetype = MOVETYPE_BOUNCE;
+ chunk->solid = SOLID_NOT;
+ chunk->avelocity[0] = qrandom()*600;
+ chunk->avelocity[1] = qrandom()*600;
+ chunk->avelocity[2] = qrandom()*600;
+ chunk->think = G_FreeEdict;
+ chunk->nextthink = level.time + 5 + qrandom()*5;
+ chunk->s.frame = 0;
+ chunk->flags = 0;
+ chunk->classname = "debris";
+ chunk->takedamage = DAMAGE_YES;
+ chunk->die = debris_die;
+ gi.linkentity (chunk);
+}
+
+
+void BecomeExplosion1 (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+void BecomeExplosion2 (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION2);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+
+/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
+Target: next path corner
+Pathtarget: gets used when an entity that has
+ this path_corner targeted touches it
+*/
+
+void path_corner_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t v;
+ edict_t *next;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ if (self->target)
+ next = G_PickTarget(self->target);
+ else
+ next = NULL;
+
+ if ((next) && (next->spawnflags & 1))
+ {
+ VectorCopy (next->s.origin, v);
+ v[2] += next->mins[2];
+ v[2] -= other->mins[2];
+ VectorCopy (v, other->s.origin);
+ next = G_PickTarget(next->target);
+ other->s.event = EV_OTHER_TELEPORT;
+ }
+
+ other->goalentity = other->movetarget = next;
+
+ if (self->wait)
+ {
+ other->monsterinfo.pausetime = level.time + self->wait;
+ other->monsterinfo.stand (other);
+ return;
+ }
+
+ if (!other->movetarget)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else
+ {
+ VectorSubtract (other->goalentity->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_path_corner (edict_t *self)
+{
+ if (!self->targetname)
+ {
+ gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = path_corner_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags |= SVF_NOCLIENT;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
+Makes this the target of a monster and it will head here
+when first activated before going after the activator. If
+hold is selected, it will stay here.
+*/
+void point_combat_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *activator;
+
+ if (other->movetarget != self)
+ return;
+
+ if (self->target)
+ {
+ other->target = self->target;
+ other->goalentity = other->movetarget = G_PickTarget(other->target);
+ if (!other->goalentity)
+ {
+ gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target);
+ other->movetarget = self;
+ }
+ self->target = NULL;
+ }
+ else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY)))
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ other->monsterinfo.stand (other);
+ }
+
+ if (other->movetarget == self)
+ {
+ other->target = NULL;
+ other->movetarget = NULL;
+ other->goalentity = other->enemy;
+ other->monsterinfo.aiflags &= ~AI_COMBAT_POINT;
+ }
+
+ if (self->pathtarget)
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ if (other->enemy && other->enemy->client)
+ activator = other->enemy;
+ else if (other->oldenemy && other->oldenemy->client)
+ activator = other->oldenemy;
+ else if (other->activator && other->activator->client)
+ activator = other->activator;
+ else
+ activator = other;
+ G_UseTargets (self, activator);
+ self->target = savetarget;
+ }
+}
+
+void SP_point_combat (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ self->solid = SOLID_TRIGGER;
+ self->touch = point_combat_touch;
+ VectorSet (self->mins, -8, -8, -16);
+ VectorSet (self->maxs, 8, 8, 16);
+ self->svflags = SVF_NOCLIENT;
+ gi.linkentity (self);
+};
+
+
+/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
+Just for the debugging level. Don't use
+*/
+void TH_viewthing(edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 7;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_viewthing(edict_t *ent)
+{
+ gi.dprintf ("viewthing spawned\n");
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.renderfx = RF_FRAMELERP;
+ VectorSet (ent->mins, -16, -16, -24);
+ VectorSet (ent->maxs, 16, 16, 32);
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ gi.linkentity (ent);
+ ent->nextthink = level.time + 0.5;
+ ent->think = TH_viewthing;
+ return;
+}
+
+
+/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for spotlights, etc.
+*/
+void SP_info_null (edict_t *self)
+{
+ G_FreeEdict (self);
+};
+
+
+/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
+Used as a positional target for lightning.
+*/
+void SP_info_notnull (edict_t *self)
+{
+ VectorCopy (self->s.origin, self->absmin);
+ VectorCopy (self->s.origin, self->absmax);
+};
+
+
+/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
+Non-displayed light.
+Default light value is 300.
+Default style is 0.
+If targeted, will toggle between on and off.
+Default _cone value is 10 (used to set size of light for spotlights)
+*/
+
+#define START_OFF 1
+
+static void light_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->spawnflags & START_OFF)
+ {
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ self->spawnflags &= ~START_OFF;
+ }
+ else
+ {
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ self->spawnflags |= START_OFF;
+ }
+}
+
+void SP_light (edict_t *self)
+{
+ // no targeted lights in deathmatch, because they cause global messages
+ if (!self->targetname || deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->style >= 32)
+ {
+ self->use = light_use;
+ if (self->spawnflags & START_OFF)
+ gi.configstring (CS_LIGHTS+self->style, "a");
+ else
+ gi.configstring (CS_LIGHTS+self->style, "m");
+ }
+}
+
+
+/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
+This is just a solid wall if not inhibited
+
+TRIGGER_SPAWN the wall will not be present until triggered
+ it will then blink in to existance; it will
+ kill anything that was in it's way
+
+TOGGLE only valid for TRIGGER_SPAWN walls
+ this allows the wall to be turned on and off
+
+START_ON only valid for TRIGGER_SPAWN walls
+ the wall will initially be present
+*/
+
+void func_wall_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ {
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ KillBox (self);
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+void SP_func_wall (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 8)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 16)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ // just a wall
+ if ((self->spawnflags & 7) == 0)
+ {
+ self->solid = SOLID_BSP;
+ gi.linkentity (self);
+ return;
+ }
+
+ // it must be TRIGGER_SPAWN
+ if (!(self->spawnflags & 1))
+ {
+// gi.dprintf("func_wall missing TRIGGER_SPAWN\n");
+ self->spawnflags |= 1;
+ }
+
+ // yell if the spawnflags are odd
+ if (self->spawnflags & 4)
+ {
+ if (!(self->spawnflags & 2))
+ {
+ gi.dprintf("func_wall START_ON without TOGGLE\n");
+ self->spawnflags |= 2;
+ }
+ }
+
+ self->use = func_wall_use;
+ if (self->spawnflags & 4)
+ {
+ self->solid = SOLID_BSP;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->svflags |= SVF_NOCLIENT;
+ }
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
+This is solid bmodel that will fall if it's support it removed.
+*/
+
+void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *)
+{
+ // only squash thing we fall on top of
+ if (!plane)
+ return;
+ if (plane->normal[2] < 1.0)
+ return;
+ if (other->takedamage == DAMAGE_NO)
+ return;
+ T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
+}
+
+void func_object_release (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->touch = func_object_touch;
+}
+
+void func_object_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ func_object_release (self);
+}
+
+void SP_func_object (edict_t *self)
+{
+ gi.setmodel (self, self->model);
+
+ self->mins[0] += 1;
+ self->mins[1] += 1;
+ self->mins[2] += 1;
+ self->maxs[0] -= 1;
+ self->maxs[1] -= 1;
+ self->maxs[2] -= 1;
+
+ if (!self->dmg)
+ self->dmg = 100;
+
+ if (self->spawnflags == 0)
+ {
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ self->think = func_object_release;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ }
+ else
+ {
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_PUSH;
+ self->use = func_object_use;
+ self->svflags |= SVF_NOCLIENT;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ self->clipmask = MASK_MONSTERSOLID;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
+Any brush that you want to explode or break apart. If you want an
+ex0plosion, set dmg and it will do a radius explosion of that amount
+at the center of the bursh.
+
+If targeted it will not be shootable.
+
+health defaults to 100.
+
+mass defaults to 75. This determines how much debris is emitted when
+it explodes. You get one large chunk per 100 of mass (up to 8) and
+one small chunk per 25 of mass (up to 16). So 800 gives the most.
+*/
+void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int, vec3_t)
+{
+ vec3_t origin;
+ vec3_t chunkorigin;
+ vec3_t size;
+ int count;
+ int mass;
+
+ // bmodel origins are (0 0 0), we need to adjust that here
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+ VectorCopy (origin, self->s.origin);
+
+ self->takedamage = DAMAGE_NO;
+
+ if (self->dmg)
+ T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
+ VectorNormalize (self->velocity);
+ VectorScale (self->velocity, 150, self->velocity);
+
+ // start chunks towards the center
+ VectorScale (size, 0.5, size);
+
+ mass = self->mass;
+ if (!mass)
+ mass = 75;
+
+ // big chunks
+ if (mass >= 100)
+ {
+ count = mass / 100;
+ if (count > 8)
+ count = 8;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin);
+ }
+ }
+
+ // small chunks
+ count = mass / 25;
+ if (count > 16)
+ count = 16;
+ while(count--)
+ {
+ chunkorigin[0] = origin[0] + crandom() * size[0];
+ chunkorigin[1] = origin[1] + crandom() * size[1];
+ chunkorigin[2] = origin[2] + crandom() * size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin);
+ }
+
+ G_UseTargets (self, attacker);
+
+ if (self->dmg)
+ BecomeExplosion1 (self);
+ else
+ G_FreeEdict (self);
+}
+
+void func_explosive_use(edict_t *self, edict_t *other, edict_t *)
+{
+ func_explosive_explode (self, self, other, self->health, vec3_origin);
+}
+
+void func_explosive_spawn (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_BSP;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = NULL;
+ KillBox (self);
+ gi.linkentity (self);
+}
+
+void SP_func_explosive (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+
+ gi.setmodel (self, self->model);
+
+ if (self->spawnflags & 1)
+ {
+ self->svflags |= SVF_NOCLIENT;
+ self->solid = SOLID_NOT;
+ self->use = func_explosive_spawn;
+ }
+ else
+ {
+ self->solid = SOLID_BSP;
+ if (self->targetname)
+ self->use = func_explosive_use;
+ }
+
+ if (self->spawnflags & 2)
+ self->s.effects |= EF_ANIM_ALL;
+ if (self->spawnflags & 4)
+ self->s.effects |= EF_ANIM_ALLFAST;
+
+ if (self->use != func_explosive_use)
+ {
+ if (!self->health)
+ self->health = 100;
+ self->die = func_explosive_explode;
+ self->takedamage = DAMAGE_YES;
+ }
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
+Large exploding box. You can override its mass (100),
+health (80), and dmg (150).
+*/
+
+void barrel_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+
+{
+ float ratio;
+ vec3_t v;
+
+ if ((!other->groundentity) || (other->groundentity == self))
+ return;
+
+ ratio = (float)other->mass / (float)self->mass;
+ VectorSubtract (self->s.origin, other->s.origin, v);
+ M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME);
+}
+
+void barrel_explode (edict_t *self)
+{
+ vec3_t org;
+ float spd;
+ vec3_t save;
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL);
+
+ VectorCopy (self->s.origin, save);
+ VectorMA (self->absmin, 0.5, self->size, self->s.origin);
+
+ // a few big chunks
+ spd = 1.5 * (float)self->dmg / 200.0;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
+
+ // bottom corners
+ spd = 1.75 * (float)self->dmg / 200.0;
+ VectorCopy (self->absmin, org);
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+ VectorCopy (self->absmin, org);
+ org[0] += self->size[0];
+ org[1] += self->size[1];
+ ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
+
+ // a bunch of little chunks
+ spd = 2 * self->dmg / 200;
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self->s.origin[0] + crandom() * self->size[0];
+ org[1] = self->s.origin[1] + crandom() * self->size[1];
+ org[2] = self->s.origin[2] + crandom() * self->size[2];
+ ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
+
+ VectorCopy (save, self->s.origin);
+ if (self->groundentity)
+ BecomeExplosion2 (self);
+ else
+ BecomeExplosion1 (self);
+}
+
+void barrel_delay (edict_t *self, edict_t *, edict_t *attacker, int, vec3_t)
+{
+ self->takedamage = DAMAGE_NO;
+ self->nextthink = level.time + 2 * FRAMETIME;
+ self->think = barrel_explode;
+ self->activator = attacker;
+}
+
+void SP_misc_explobox (edict_t *self)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (self);
+ return;
+ }
+
+ gi.modelindex ("models/objects/debris1/tris.md2");
+ gi.modelindex ("models/objects/debris2/tris.md2");
+ gi.modelindex ("models/objects/debris3/tris.md2");
+
+ self->solid = SOLID_BBOX;
+ self->movetype = MOVETYPE_STEP;
+
+ self->model = "models/objects/barrels/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 40);
+
+ if (!self->mass)
+ self->mass = 400;
+ if (!self->health)
+ self->health = 10;
+ if (!self->dmg)
+ self->dmg = 150;
+
+ self->die = barrel_delay;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.aiflags = AI_NOSTEP;
+
+ self->touch = barrel_touch;
+
+ self->think = M_droptofloor;
+ self->nextthink = level.time + 2 * FRAMETIME;
+
+ gi.linkentity (self);
+}
+
+
+//
+// miscellaneous specialty items
+//
+
+/*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
+*/
+
+void misc_blackhole_use (edict_t *ent, edict_t *, edict_t *)
+{
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ */
+ G_FreeEdict (ent);
+}
+
+void misc_blackhole_think (edict_t *self)
+{
+ if (++self->s.frame < 19)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 0;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_blackhole (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 8);
+ ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2");
+ ent->s.renderfx = RF_TRANSLUCENT;
+ ent->use = misc_blackhole_use;
+ ent->think = misc_blackhole_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
+*/
+
+void misc_eastertank_think (edict_t *self)
+{
+ if (++self->s.frame < 293)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 254;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_eastertank (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, -16);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
+ ent->s.frame = 254;
+ ent->think = misc_eastertank_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick_think (edict_t *self)
+{
+ if (++self->s.frame < 247)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 208;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 208;
+ ent->think = misc_easterchick_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
+*/
+
+
+void misc_easterchick2_think (edict_t *self)
+{
+ if (++self->s.frame < 287)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 248;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void SP_misc_easterchick2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -32, -32, 0);
+ VectorSet (ent->maxs, 32, 32, 32);
+ ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ ent->s.frame = 248;
+ ent->think = misc_easterchick2_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
+Not really a monster, this is the Tank Commander's decapitated body.
+There should be a item_commander_head that has this as it's target.
+*/
+
+void commander_body_think (edict_t *self)
+{
+ if (++self->s.frame < 24)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ self->nextthink = 0;
+
+ if (self->s.frame == 22)
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->think = commander_body_think;
+ self->nextthink = level.time + FRAMETIME;
+ gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0);
+}
+
+void commander_body_drop (edict_t *self)
+{
+ self->movetype = MOVETYPE_TOSS;
+ self->s.origin[2] += 2;
+}
+
+void SP_monster_commander_body (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_BBOX;
+ self->model = "models/monsters/commandr/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ VectorSet (self->mins, -32, -32, 0);
+ VectorSet (self->maxs, 32, 32, 48);
+ self->use = commander_body_use;
+ self->takedamage = DAMAGE_YES;
+ self->flags = FL_GODMODE;
+ self->s.renderfx |= RF_FRAMELERP;
+ gi.linkentity (self);
+
+ gi.soundindex ("tank/thud.wav");
+ gi.soundindex ("tank/pain.wav");
+
+ self->think = commander_body_drop;
+ self->nextthink = level.time + 5 * FRAMETIME;
+}
+
+
+/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
+The origin is the bottom of the banner.
+The banner is 128 tall.
+*/
+void misc_banner_think (edict_t *ent)
+{
+ ent->s.frame = (ent->s.frame + 1) % 16;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_banner (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
+ ent->s.frame = rand() % 16;
+ gi.linkentity (ent);
+
+ ent->think = misc_banner_think;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
+This is the dead player model. Comes in 6 exciting different poses!
+*/
+void misc_deadsoldier_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health > -80)
+ return;
+
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+}
+
+void SP_misc_deadsoldier (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex=gi.modelindex ("models/deadbods/dude/tris.md2");
+
+ // Defaults to frame 0
+ if (ent->spawnflags & 2)
+ ent->s.frame = 1;
+ else if (ent->spawnflags & 4)
+ ent->s.frame = 2;
+ else if (ent->spawnflags & 8)
+ ent->s.frame = 3;
+ else if (ent->spawnflags & 16)
+ ent->s.frame = 4;
+ else if (ent->spawnflags & 32)
+ ent->s.frame = 5;
+ else
+ ent->s.frame = 0;
+
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 16);
+ ent->deadflag = DEAD_DEAD;
+ ent->takedamage = DAMAGE_YES;
+ ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER;
+ ent->die = misc_deadsoldier_die;
+ ent->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
+This is the Viper for the flyby bombing.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast the Viper should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_viper (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_viper_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_crashviper (1 .5 0) (-176 -120 -24) (176 120 72)
+This is a large viper about to crash
+*/
+void SP_misc_crashviper (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_viper_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
+This is a large stationary viper as seen in Paul's intro
+*/
+void SP_misc_bigviper (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -176, -120, -24);
+ VectorSet (ent->maxs, 176, 120, 72);
+ ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
+"dmg" how much boom should the bomb make?
+*/
+void misc_viper_bomb_touch (edict_t *self, edict_t *, cplane_t *, csurface_t *)
+{
+ G_UseTargets (self, self->activator);
+
+ self->s.origin[2] = self->absmin[2] + 1;
+ T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB);
+ BecomeExplosion2 (self);
+}
+
+void misc_viper_bomb_prethink (edict_t *self)
+{
+ vec3_t v;
+ float diff;
+
+ self->groundentity = NULL;
+
+ diff = self->timestamp - level.time;
+ if (diff < -1.0)
+ diff = -1.0;
+
+ VectorScale (self->moveinfo.dir, 1.0 + diff, v);
+ v[2] = diff;
+
+ diff = self->s.angles[2];
+ vectoangles (v, self->s.angles);
+ self->s.angles[2] = diff + 10;
+}
+
+void misc_viper_bomb_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ edict_t *viper;
+
+ self->solid = SOLID_BBOX;
+ self->svflags &= ~SVF_NOCLIENT;
+ self->s.effects |= EF_ROCKET;
+ self->use = NULL;
+ self->movetype = MOVETYPE_TOSS;
+ self->prethink = misc_viper_bomb_prethink;
+ self->touch = misc_viper_bomb_touch;
+ self->activator = activator;
+
+ viper = G_Find (NULL, FOFS(classname), "misc_viper");
+ VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
+
+ self->timestamp = level.time;
+ VectorCopy (viper->moveinfo.dir, self->moveinfo.dir);
+}
+
+
+void SP_misc_viper_bomb (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+
+ self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
+
+ if (!self->dmg)
+ self->dmg = 1000;
+
+ self->use = misc_viper_bomb_use;
+ self->svflags |= SVF_NOCLIENT;
+
+ gi.linkentity (self);
+}
+
+
+// RAFAEL
+/*QUAKED misc_viper_missile (1 0 0) (-8 -8 -8) (8 8 8)
+"dmg" how much boom should the bomb make? the default value is 250
+*/
+
+void misc_viper_missile_use (edict_t *self, edict_t *, edict_t *)
+{
+
+ vec3_t forward, right, up;
+ vec3_t start, dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, up);
+
+ self->enemy = G_Find (NULL, FOFS(targetname), self->target);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ //vec[2] + 16;
+
+ VectorCopy (self->s.origin, start);
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_rocket (self, start, dir, self->dmg, 500, MZ2_CHICK_ROCKET_1);
+
+ self->nextthink = level.time + 0.1;
+ self->think = G_FreeEdict;
+
+
+}
+
+
+void SP_misc_viper_missile (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+
+ if (!self->dmg)
+ self->dmg = 250;
+
+ self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
+
+ self->use = misc_viper_missile_use;
+ self->svflags |= SVF_NOCLIENT;
+
+ gi.linkentity (self);
+}
+
+
+/*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
+This is a Storgg ship for the flybys.
+It is trigger_spawned, so you must have something use it for it to show up.
+There must be a path for it to follow once it is activated.
+
+"speed" How fast it should fly
+*/
+
+extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
+extern void func_train_find (edict_t *self);
+
+void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ self->svflags &= ~SVF_NOCLIENT;
+ self->use = train_use;
+ train_use (self, other, activator);
+}
+
+void SP_misc_strogg_ship (edict_t *ent)
+{
+ if (!ent->target)
+ {
+ gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2");
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_strogg_ship_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ gi.linkentity (ent);
+}
+
+
+// RAFAEL 17-APR-98
+/*QUAKED misc_transport (1 0 0) (-8 -8 -8) (8 8 8) TRIGGER_SPAWN
+Maxx's transport at end of game
+*/
+void SP_misc_transport (edict_t *ent)
+{
+
+ if (!ent->target)
+ {
+ gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->speed)
+ ent->speed = 300;
+
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_NOT;
+ ent->s.modelindex = gi.modelindex ("models/objects/ship/tris.md2");
+
+ VectorSet (ent->mins, -16, -16, 0);
+ VectorSet (ent->maxs, 16, 16, 32);
+
+ ent->think = func_train_find;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->use = misc_strogg_ship_use;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
+
+ if (!(ent->spawnflags & 1))
+ {
+ ent->spawnflags |= 1;
+ }
+
+ gi.linkentity (ent);
+}
+// END 17-APR-98
+
+
+/*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
+*/
+void misc_satellite_dish_think (edict_t *self)
+{
+ self->s.frame++;
+ if (self->s.frame < 38)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void misc_satellite_dish_use (edict_t *self, edict_t *, edict_t *)
+{
+ self->s.frame = 0;
+ self->think = misc_satellite_dish_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void SP_misc_satellite_dish (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ VectorSet (ent->mins, -64, -64, 0);
+ VectorSet (ent->maxs, 64, 64, 128);
+ ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2");
+ ent->use = misc_satellite_dish_use;
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine1 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
+*/
+void SP_light_mine2 (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_BBOX;
+ ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2");
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_arm (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/arm/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_leg (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/leg/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
+Intended for use with the target_spawner
+*/
+void SP_misc_gib_head (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/gibs/head/tris.md2");
+ ent->solid = SOLID_NOT;
+ ent->s.effects |= EF_GIB;
+ ent->takedamage = DAMAGE_YES;
+ ent->die = gib_die;
+ ent->movetype = MOVETYPE_TOSS;
+ ent->svflags |= SVF_MONSTER;
+ ent->deadflag = DEAD_DEAD;
+ ent->avelocity[0] = qrandom()*200;
+ ent->avelocity[1] = qrandom()*200;
+ ent->avelocity[2] = qrandom()*200;
+ ent->think = G_FreeEdict;
+ ent->nextthink = level.time + 30;
+ gi.linkentity (ent);
+}
+
+//=====================================================
+
+/*QUAKED target_character (0 0 1) ?
+used with target_string (must be on same "team")
+"count" is position in the string (starts at 1)
+*/
+
+void SP_target_character (edict_t *self)
+{
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+ self->solid = SOLID_BSP;
+ self->s.frame = 12;
+ gi.linkentity (self);
+ return;
+}
+
+
+/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
+*/
+
+void target_string_use (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *e;
+ int n, l;
+ char c;
+
+ l = strlen(self->message);
+ for (e = self->teammaster; e; e = e->teamchain)
+ {
+ if (!e->count)
+ continue;
+ n = e->count - 1;
+ if (n > l)
+ {
+ e->s.frame = 12;
+ continue;
+ }
+
+ c = self->message[n];
+ if (c >= '0' && c <= '9')
+ e->s.frame = c - '0';
+ else if (c == '-')
+ e->s.frame = 10;
+ else if (c == ':')
+ e->s.frame = 11;
+ else
+ e->s.frame = 12;
+ }
+}
+
+void SP_target_string (edict_t *self)
+{
+ if (!self->message)
+ self->message = "";
+ self->use = target_string_use;
+}
+
+
+/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
+target a target_string with this
+
+The default is to be a time of day clock
+
+TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
+If START_OFF, this entity must be used before it starts
+
+"style" 0 "xx"
+ 1 "xx:xx"
+ 2 "xx:xx:xx"
+*/
+
+#define CLOCK_MESSAGE_SIZE 16
+
+// don't let field width of any clock messages change, or it
+// could cause an overwrite after a game load
+
+static void func_clock_reset (edict_t *self)
+{
+ self->activator = NULL;
+ if (self->spawnflags & 1)
+ {
+ self->health = 0;
+ self->wait = self->count;
+ }
+ else if (self->spawnflags & 2)
+ {
+ self->health = self->count;
+ self->wait = 0;
+ }
+}
+
+static void func_clock_format_countdown (edict_t *self)
+{
+ if (self->style == 0)
+ {
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health);
+ return;
+ }
+
+ if (self->style == 1)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ return;
+ }
+
+ if (self->style == 2)
+ {
+ Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ return;
+ }
+}
+
+void func_clock_think (edict_t *self)
+{
+ Tm *t;
+
+ if (!self->enemy)
+ {
+ self->enemy = G_Find (NULL, FOFS(targetname), self->target);
+ if (!self->enemy)
+ return;
+ }
+
+ if (self->spawnflags & 1)
+ {
+ func_clock_format_countdown (self);
+ self->health++;
+ }
+ else if (self->spawnflags & 2)
+ {
+ func_clock_format_countdown (self);
+ self->health--;
+ }
+ else
+ {
+ t = localtime(time(nil));
+ Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2d:%2d:%2d", t->hour, t->min, t->sec);
+ if (self->message[3] == ' ')
+ self->message[3] = '0';
+ if (self->message[6] == ' ')
+ self->message[6] = '0';
+ }
+
+ self->enemy->message = self->message;
+ self->enemy->use (self->enemy, self, self);
+
+ if (((self->spawnflags & 1) && (self->health > self->wait)) ||
+ ((self->spawnflags & 2) && (self->health < self->wait)))
+ {
+ if (self->pathtarget)
+ {
+ char *savetarget;
+ char *savemessage;
+
+ savetarget = self->target;
+ savemessage = self->message;
+ self->target = self->pathtarget;
+ self->message = NULL;
+ G_UseTargets (self, self->activator);
+ self->target = savetarget;
+ self->message = savemessage;
+ }
+
+ if (!(self->spawnflags & 8))
+ return;
+
+ func_clock_reset (self);
+
+ if (self->spawnflags & 4)
+ return;
+ }
+
+ self->nextthink = level.time + 1;
+}
+
+void func_clock_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ if (!(self->spawnflags & 8))
+ self->use = NULL;
+ if (self->activator)
+ return;
+ self->activator = activator;
+ self->think (self);
+}
+
+void SP_func_clock (edict_t *self)
+{
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 2) && (!self->count))
+ {
+ gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if ((self->spawnflags & 1) && (!self->count))
+ self->count = 60*60;;
+
+ func_clock_reset (self);
+
+ self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
+
+ self->think = func_clock_think;
+
+ if (self->spawnflags & 4)
+ self->use = func_clock_use;
+ else
+ self->nextthink = level.time + 1;
+}
+
+//=================================================================================
+
+void teleporter_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ edict_t *dest;
+ int i;
+
+ if (!other->client)
+ return;
+ dest = G_Find (NULL, FOFS(targetname), self->target);
+ if (!dest)
+ {
+ gi.dprintf ("Couldn't find destination\n");
+ return;
+ }
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ gi.unlinkentity (other);
+
+ VectorCopy (dest->s.origin, other->s.origin);
+ VectorCopy (dest->s.origin, other->s.old_origin);
+ other->s.origin[2] += 10;
+
+ // clear the velocity and hold them in place briefly
+ VectorClear (other->velocity);
+ other->client->ps.pmove.pm_time = 160>>3; // hold time
+ other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+ self->owner->s.event = EV_PLAYER_TELEPORT;
+ other->s.event = EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i=0 ; i<3 ; i++)
+ other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
+
+ VectorClear (other->s.angles);
+ VectorClear (other->client->ps.viewangles);
+ VectorClear (other->client->v_angle);
+
+ // kill anything at the destination
+ KillBox (other);
+
+ gi.linkentity (other);
+}
+
+/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
+Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
+*/
+void SP_misc_teleporter (edict_t *ent)
+{
+ edict_t *trig;
+
+ if (!ent->target)
+ {
+ gi.dprintf ("teleporter without a target.\n");
+ G_FreeEdict (ent);
+ return;
+ }
+
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 1;
+ ent->s.effects = EF_TELEPORTER;
+ ent->s.sound = gi.soundindex ("world/amb10.wav");
+ ent->solid = SOLID_BBOX;
+
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+
+ trig = G_Spawn ();
+ trig->touch = teleporter_touch;
+ trig->solid = SOLID_TRIGGER;
+ trig->target = ent->target;
+ trig->owner = ent;
+ VectorCopy (ent->s.origin, trig->s.origin);
+ VectorSet (trig->mins, -8, -8, 8);
+ VectorSet (trig->maxs, 8, 8, 24);
+ gi.linkentity (trig);
+
+}
+
+/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
+Point teleporters at these.
+*/
+void SP_misc_teleporter_dest (edict_t *ent)
+{
+ gi.setmodel (ent, "models/objects/dmspot/tris.md2");
+ ent->s.skinnum = 0;
+ ent->solid = SOLID_BBOX;
+// ent->s.effects |= EF_FLIES;
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, -16);
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED misc_amb4 (1 0 0) (-16 -16 -16) (16 16 16)
+Mal's amb4 loop entity
+*/
+static int amb4sound;
+
+void amb4_think (edict_t *ent)
+{
+ ent->nextthink = level.time + 2.7;
+ gi.sound(ent, CHAN_VOICE, amb4sound, 1, ATTN_NONE, 0);
+}
+
+void SP_misc_amb4 (edict_t *ent)
+{
+ ent->think = amb4_think;
+ ent->nextthink = level.time + 1;
+ amb4sound = gi.soundindex ("world/amb4.wav");
+ gi.linkentity (ent);
+}
+
+/*QUAKED misc_nuke (1 0 0) (-16 -16 -16) (16 16 16)
+*/
+
+void use_nuke (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *from = g_edicts;
+
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (from == self)
+ continue;
+ if (from->client)
+ {
+ T_Damage (from, self, self, vec3_origin, from->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP);
+ }
+ else if (from->svflags & SVF_MONSTER)
+ {
+ G_FreeEdict (from);
+ }
+ }
+
+ self->use = NULL;
+}
+
+void SP_misc_nuke (edict_t *ent)
+{
+ ent->use = use_nuke;
+}
--- /dev/null
+++ b/xatrix/g_monster.c
@@ -1,0 +1,879 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+//
+// monster weapons
+//
+
+//FIXME mosnters should call these with a totally accurate direction
+// and we can mess it up based on skill. Spread should be for normal
+// and we can tighten or loosen based on skill. We could muck with
+// the damages too, but I'm not sure that's such a good idea.
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
+{
+ fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
+{
+ fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
+{
+ fire_blaster (self, start, dir, damage, speed, effect, false);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+// RAFAEL
+void monster_fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int, int effect)
+{
+ fire_blueblaster (self, start, dir, damage, speed, effect);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (MZ_BLUEHYPERBLASTER);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+// RAFAEL
+void monster_fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
+{
+ fire_ionripper (self, start, dir, damage, speed, effect);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+// RAFAEL
+void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
+{
+ fire_heat (self, start, dir, damage, speed, damage, damage);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+// RAFAEL
+void dabeam_hit (edict_t *self)
+{
+ edict_t *ignore;
+ vec3_t start;
+ vec3_t end;
+ trace_t tr;
+ static vec3_t lmins = {-4, -4, -4};
+ static vec3_t lmaxs = {4, 4, 4};
+
+ /*
+ int count
+ if (self->spawnflags & 0x80000000)
+ count = 8;
+ else
+ count = 4;
+ */
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, self->movedir, end);
+
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
+ T_Damage (tr.ent, self, self->owner, self->movedir, tr.endpos, vec3_origin, self->dmg, skill->value, DAMAGE_ENERGY, MOD_TARGET_LASER);
+
+ if (self->dmg < 0) // healer ray
+ {
+ // when player is at 100 health
+ // just undo health fix
+ // keeping fx
+ if (tr.ent->client && tr.ent->health > 100)
+ tr.ent->health += self->dmg;
+ }
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ if (self->spawnflags & 0x80000000)
+ {
+ self->spawnflags &= ~0x80000000;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (10);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+
+ VectorCopy (tr.endpos, self->s.old_origin);
+ self->nextthink = level.time + 0.1;
+ self->think = G_FreeEdict;
+
+}
+
+// RAFAEL
+void monster_dabeam (edict_t *self)
+{
+ vec3_t last_movedir;
+ vec3_t point;
+
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1;
+
+ self->s.frame = 2;
+
+ if (self->owner->monsterinfo.aiflags & AI_MEDIC)
+ self->s.skinnum = 0xf3f3f1f1;
+ else
+ self->s.skinnum = 0xf2f2f0f0;
+
+ if (self->enemy)
+ {
+ VectorCopy (self->movedir, last_movedir);
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ if (self->owner->monsterinfo.aiflags & AI_MEDIC)
+ point[0] += sin (level.time) * 8;
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ if (!VectorCompare(self->movedir, last_movedir))
+ self->spawnflags |= 0x80000000;
+ }
+ else
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ self->think = dabeam_hit;
+ self->nextthink = level.time + 0.1;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ gi.linkentity (self);
+
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+}
+
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
+{
+ fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
+{
+ fire_rocket (self, start, dir, damage, speed, damage+20, damage);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
+{
+ fire_rail (self, start, aimdir, damage, kick);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int, float damage_radius, int flashtype)
+{
+ fire_bfg (self, start, aimdir, damage, speed, damage_radius);
+
+ gi.WriteByte (svc_muzzleflash2);
+ gi.WriteShort (self - g_edicts);
+ gi.WriteByte (flashtype);
+ gi.multicast (start, MULTICAST_PVS);
+}
+
+
+
+//
+// Monster utility functions
+//
+
+static void M_FliesOff (edict_t *self)
+{
+ self->s.effects &= ~EF_FLIES;
+ self->s.sound = 0;
+}
+
+static void M_FliesOn (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+ self->s.effects |= EF_FLIES;
+ self->s.sound = gi.soundindex ("infantry/inflies1.wav");
+ self->think = M_FliesOff;
+ self->nextthink = level.time + 60;
+}
+
+void M_FlyCheck (edict_t *self)
+{
+ if (self->waterlevel)
+ return;
+
+ if (qrandom() > 0.5)
+ return;
+
+ self->think = M_FliesOn;
+ self->nextthink = level.time + 5 + 10 * qrandom();
+}
+
+void AttackFinished (edict_t *self, float time)
+{
+ self->monsterinfo.attack_finished = level.time + time;
+}
+
+
+void M_CheckGround (edict_t *ent)
+{
+ vec3_t point;
+ trace_t trace;
+
+ if (ent->flags & (FL_SWIM|FL_FLY))
+ return;
+
+ if (ent->velocity[2] > 100)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+
+// if the hull point one-quarter unit down is solid the entity is on ground
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+ point[2] = ent->s.origin[2] - 0.25;
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
+
+ // check steepness
+ if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
+ {
+ ent->groundentity = NULL;
+ return;
+ }
+
+// ent->groundentity = trace.ent;
+// ent->groundentity_linkcount = trace.ent->linkcount;
+// if (!trace.startsolid && !trace.allsolid)
+// VectorCopy (trace.endpos, ent->s.origin);
+ if (!trace.startsolid && !trace.allsolid)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ ent->velocity[2] = 0;
+ }
+}
+
+
+void M_CatagorizePosition (edict_t *ent)
+{
+ vec3_t point;
+ int cont;
+
+//
+// get waterlevel
+//
+ point[0] = ent->s.origin[0];
+ point[1] = ent->s.origin[1];
+ point[2] = ent->s.origin[2] + ent->mins[2] + 1;
+ cont = gi.pointcontents (point);
+
+ if (!(cont & MASK_WATER))
+ {
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ return;
+ }
+
+ ent->watertype = cont;
+ ent->waterlevel = 1;
+ point[2] += 26;
+ cont = gi.pointcontents (point);
+ if (!(cont & MASK_WATER))
+ return;
+
+ ent->waterlevel = 2;
+ point[2] += 22;
+ cont = gi.pointcontents (point);
+ if (cont & MASK_WATER)
+ ent->waterlevel = 3;
+}
+
+
+void M_WorldEffects (edict_t *ent)
+{
+ int dmg;
+
+ if (ent->health > 0)
+ {
+ if (!(ent->flags & FL_SWIM))
+ {
+ if (ent->waterlevel < 3)
+ {
+ ent->air_finished = level.time + 12;
+ }
+ else if (ent->air_finished < level.time)
+ { // drown!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ else
+ {
+ if (ent->waterlevel > 0)
+ {
+ ent->air_finished = level.time + 9;
+ }
+ else if (ent->air_finished < level.time)
+ { // suffocate!
+ if (ent->pain_debounce_time < level.time)
+ {
+ dmg = 2 + 2 * floor(level.time - ent->air_finished);
+ if (dmg > 15)
+ dmg = 15;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ }
+ }
+ }
+
+ if (ent->waterlevel == 0)
+ {
+ if (ent->flags & FL_INWATER)
+ {
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ ent->flags &= ~FL_INWATER;
+ }
+ return;
+ }
+
+ if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 0.2;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
+ }
+ }
+ if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
+ {
+ if (ent->damage_debounce_time < level.time)
+ {
+ ent->damage_debounce_time = level.time + 1;
+ T_Damage (ent, WORLD, WORLD, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+
+ if ( !(ent->flags & FL_INWATER) )
+ {
+ if (!(ent->svflags & SVF_DEADMONSTER))
+ {
+ if (ent->watertype & CONTENTS_LAVA)
+ if (qrandom() <= 0.5)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_SLIME)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (ent->watertype & CONTENTS_WATER)
+ gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ }
+
+ ent->flags |= FL_INWATER;
+ ent->damage_debounce_time = 0;
+ }
+}
+
+
+void M_droptofloor (edict_t *ent)
+{
+ vec3_t end;
+ trace_t trace;
+
+ ent->s.origin[2] += 1;
+ VectorCopy (ent->s.origin, end);
+ end[2] -= 256;
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1 || trace.allsolid)
+ return;
+
+ VectorCopy (trace.endpos, ent->s.origin);
+
+ gi.linkentity (ent);
+ M_CheckGround (ent);
+ M_CatagorizePosition (ent);
+}
+
+
+void M_SetEffects (edict_t *ent)
+{
+ ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
+ ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+
+ if (ent->monsterinfo.aiflags & AI_RESURRECTING)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_RED;
+ }
+
+ if (ent->health <= 0)
+ return;
+
+ if (ent->powerarmor_time > level.time)
+ {
+ if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+}
+
+
+void M_MoveFrame (edict_t *self)
+{
+ mmove_t *move;
+ int index;
+
+ move = self->monsterinfo.currentmove;
+ self->nextthink = level.time + FRAMETIME;
+
+ if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
+ {
+ self->s.frame = self->monsterinfo.nextframe;
+ self->monsterinfo.nextframe = 0;
+ }
+ else
+ {
+ if (self->s.frame == move->lastframe)
+ {
+ if (move->endfunc)
+ {
+ move->endfunc (self);
+
+ // regrab move, endfunc is very likely to change it
+ move = self->monsterinfo.currentmove;
+
+ // check for death
+ if (self->svflags & SVF_DEADMONSTER)
+ return;
+ }
+ }
+
+ if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
+ {
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ self->s.frame = move->firstframe;
+ }
+ else
+ {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ {
+ self->s.frame++;
+ if (self->s.frame > move->lastframe)
+ self->s.frame = move->firstframe;
+ }
+ }
+ }
+
+ index = self->s.frame - move->firstframe;
+ if (move->frame[index].aifunc)
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
+ else
+ move->frame[index].aifunc (self, 0);
+
+ if (move->frame[index].thinkfunc)
+ move->frame[index].thinkfunc (self);
+}
+
+
+void monster_think (edict_t *self)
+{
+ M_MoveFrame (self);
+ if (self->linkcount != self->monsterinfo.linkcount)
+ {
+ self->monsterinfo.linkcount = self->linkcount;
+ M_CheckGround (self);
+ }
+ M_CatagorizePosition (self);
+ M_WorldEffects (self);
+ M_SetEffects (self);
+}
+
+
+/*
+================
+monster_use
+
+Using a monster makes it angry at the current activator
+================
+*/
+void monster_use (edict_t *self, edict_t *, 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 monster_start_go (edict_t *self);
+
+
+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);
+
+ // RAFAEL
+ if (strcmp (self->classname, "monster_fixbot") == 0)
+ {
+ if (self->spawnflags &16 || self->spawnflags &8 || self->spawnflags &4)
+ {
+ self->enemy = NULL;
+ return;
+ }
+ }
+
+ if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
+ {
+ FoundTarget (self);
+ }
+ else
+ {
+ self->enemy = NULL;
+ }
+}
+
+void monster_triggered_spawn_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ // we have a one frame delay here so we don't telefrag the guy who activated us
+ self->think = monster_triggered_spawn;
+ self->nextthink = level.time + FRAMETIME;
+ if (activator->client)
+ self->enemy = activator;
+ self->use = monster_use;
+}
+
+void monster_triggered_start (edict_t *self)
+{
+ self->solid = SOLID_NOT;
+ self->movetype = MOVETYPE_NONE;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+ self->use = monster_triggered_spawn_use;
+}
+
+
+/*
+================
+monster_death_use
+
+When a monster dies, it fires all of its targets with the current
+enemy as activator.
+================
+*/
+void monster_death_use (edict_t *self)
+{
+ self->flags &= ~(FL_FLY|FL_SWIM);
+ self->monsterinfo.aiflags &= AI_GOOD_GUY;
+
+ if (self->item)
+ {
+ Drop_Item (self, self->item);
+ self->item = NULL;
+ }
+
+ if (self->deathtarget)
+ self->target = self->deathtarget;
+
+ if (!self->target)
+ return;
+
+ G_UseTargets (self, self->enemy);
+}
+
+
+//============================================================================
+
+qboolean monster_start (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return false;
+ }
+
+ if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ self->spawnflags &= ~4;
+ self->spawnflags |= 1;
+// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
+ level.total_monsters++;
+
+ self->nextthink = level.time + FRAMETIME;
+ self->svflags |= SVF_MONSTER;
+ self->s.renderfx |= RF_FRAMELERP;
+ self->takedamage = DAMAGE_AIM;
+ self->air_finished = level.time + 12;
+ self->use = monster_use;
+ self->max_health = self->health;
+ self->clipmask = MASK_MONSTERSOLID;
+
+ self->s.skinnum = 0;
+ self->deadflag = DEAD_NO;
+ self->svflags &= ~SVF_DEADMONSTER;
+
+ if (!self->monsterinfo.checkattack)
+ self->monsterinfo.checkattack = M_CheckAttack;
+ VectorCopy (self->s.origin, self->s.old_origin);
+
+ if (st.item)
+ {
+ self->item = FindItemByClassname (st.item);
+ if (!self->item)
+ gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
+ }
+
+ // randomize what frame they start on
+ if (self->monsterinfo.currentmove)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+
+ return true;
+}
+
+void monster_start_go (edict_t *self)
+{
+ vec3_t v;
+
+ if (self->health <= 0)
+ return;
+
+ // check for target to combat_point and change to combattarget
+ if (self->target)
+ {
+ qboolean notcombat;
+ qboolean fixup;
+ edict_t *target;
+
+ target = NULL;
+ notcombat = false;
+ fixup = false;
+ while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") == 0)
+ {
+ self->combattarget = self->target;
+ fixup = true;
+ }
+ else
+ {
+ notcombat = true;
+ }
+ }
+ if (notcombat && self->combattarget)
+ gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
+ if (fixup)
+ self->target = NULL;
+ }
+
+ // validate combattarget
+ if (self->combattarget)
+ {
+ edict_t *target;
+
+ target = NULL;
+ while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
+ {
+ if (strcmp(target->classname, "point_combat") != 0)
+ {
+ gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
+ self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
+ self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
+ (int)target->s.origin[2]);
+ }
+ }
+ }
+
+ if (self->target)
+ {
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if (!self->movetarget)
+ {
+ gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ else if (strcmp (self->movetarget->classname, "path_corner") == 0)
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+ }
+ else
+ {
+ self->goalentity = self->movetarget = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+ }
+ else
+ {
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ }
+
+ self->think = monster_think;
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void walkmonster_start_go (edict_t *self)
+{
+ if (!(self->spawnflags & 2) && level.time < 1)
+ {
+ M_droptofloor (self);
+
+ if (self->groundentity)
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+ }
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 20;
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void walkmonster_start (edict_t *self)
+{
+ self->think = walkmonster_start_go;
+ monster_start (self);
+}
+
+
+void flymonster_start_go (edict_t *self)
+{
+ if (!M_walkmove (self, 0, 0))
+ gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 25;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+
+void flymonster_start (edict_t *self)
+{
+ self->flags |= FL_FLY;
+ self->think = flymonster_start_go;
+ monster_start (self);
+}
+
+
+void swimmonster_start_go (edict_t *self)
+{
+ if (!self->yaw_speed)
+ self->yaw_speed = 10;
+ self->viewheight = 10;
+
+ monster_start_go (self);
+
+ if (self->spawnflags & 2)
+ monster_triggered_start (self);
+}
+
+void swimmonster_start (edict_t *self)
+{
+ self->flags |= FL_SWIM;
+ self->think = swimmonster_start_go;
+ monster_start (self);
+}
--- /dev/null
+++ b/xatrix/g_phys.c
@@ -1,0 +1,958 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*
+
+
+pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
+
+onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
+
+doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
+bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
+corpses are SOLID_NOT and MOVETYPE_TOSS
+crates are SOLID_BBOX and MOVETYPE_TOSS
+walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
+flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
+
+solid_edge items only clip against bsp models.
+
+*/
+
+
+/*
+============
+SV_TestEntityPosition
+
+============
+*/
+edict_t *SV_TestEntityPosition (edict_t *ent)
+{
+ trace_t trace;
+ int mask;
+
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
+
+ if (trace.startsolid)
+ return g_edicts;
+
+ return NULL;
+}
+
+
+/*
+================
+SV_CheckVelocity
+================
+*/
+void SV_CheckVelocity (edict_t *ent)
+{
+ int i;
+
+//
+// bound velocity
+//
+ for (i=0 ; i<3 ; i++)
+ {
+ if (ent->velocity[i] > sv_maxvelocity->value)
+ ent->velocity[i] = sv_maxvelocity->value;
+ else if (ent->velocity[i] < -sv_maxvelocity->value)
+ ent->velocity[i] = -sv_maxvelocity->value;
+ }
+}
+
+/*
+=============
+SV_RunThink
+
+Runs thinking code for this frame if necessary
+=============
+*/
+qboolean SV_RunThink (edict_t *ent)
+{
+ float thinktime;
+
+ thinktime = ent->nextthink;
+ if (thinktime <= 0)
+ return true;
+ if (thinktime > level.time+0.001)
+ return true;
+
+ ent->nextthink = 0;
+ if (!ent->think)
+ gi.error ("NULL ent->think");
+ ent->think (ent);
+
+ return false;
+}
+
+/*
+==================
+SV_Impact
+
+Two entities have touched, so run their touch functions
+==================
+*/
+void SV_Impact (edict_t *e1, trace_t *trace)
+{
+ edict_t *e2;
+// cplane_t backplane;
+
+ e2 = trace->ent;
+
+ if (e1->touch && e1->solid != SOLID_NOT)
+ e1->touch (e1, e2, &trace->plane, trace->surface);
+
+ if (e2->touch && e2->solid != SOLID_NOT)
+ e2->touch (e2, e1, NULL, NULL);
+}
+
+
+/*
+==================
+ClipVelocity
+
+Slide off of the impacting object
+returns the blocked flags (1 = floor, 2 = step / wall)
+==================
+*/
+#define STOP_EPSILON 0.1
+
+int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+{
+ float backoff;
+ float change;
+ int i, blocked;
+
+ blocked = 0;
+ if (normal[2] > 0)
+ blocked |= 1; // floor
+ if (!normal[2])
+ blocked |= 2; // step
+
+ backoff = DotProduct (in, normal) * overbounce;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ change = normal[i]*backoff;
+ out[i] = in[i] - change;
+ if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
+ out[i] = 0;
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_FlyMove
+
+The basic solid body movement clip that slides along multiple planes
+Returns the clipflags if the velocity was modified (hit something solid)
+1 = floor
+2 = wall / step
+4 = dead stop
+============
+*/
+#define MAX_CLIP_PLANES 5
+int SV_FlyMove (edict_t *ent, float time, int mask)
+{
+ edict_t *hit;
+ int bumpcount, numbumps;
+ vec3_t dir;
+ float d;
+ int numplanes;
+ vec3_t planes[MAX_CLIP_PLANES];
+ vec3_t primal_velocity, original_velocity, new_velocity;
+ int i, j;
+ trace_t trace;
+ vec3_t end;
+ float time_left;
+ int blocked;
+
+ numbumps = 4;
+
+ blocked = 0;
+ VectorCopy (ent->velocity, original_velocity);
+ VectorCopy (ent->velocity, primal_velocity);
+ numplanes = 0;
+
+ time_left = time;
+
+ ent->groundentity = NULL;
+ for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ {
+ for (i=0 ; i<3 ; i++)
+ end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
+
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
+
+ if (trace.allsolid)
+ { // entity is trapped in another solid
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ if (trace.fraction > 0)
+ { // actually covered some distance
+ VectorCopy (trace.endpos, ent->s.origin);
+ VectorCopy (ent->velocity, original_velocity);
+ numplanes = 0;
+ }
+
+ if (trace.fraction == 1)
+ break; // moved the entire distance
+
+ hit = trace.ent;
+
+ if (trace.plane.normal[2] > 0.7)
+ {
+ blocked |= 1; // floor
+ if ( hit->solid == SOLID_BSP)
+ {
+ ent->groundentity = hit;
+ ent->groundentity_linkcount = hit->linkcount;
+ }
+ }
+ if (!trace.plane.normal[2])
+ {
+ blocked |= 2; // step
+ }
+
+//
+// run the impact function
+//
+ SV_Impact (ent, &trace);
+ if (!ent->inuse)
+ break; // removed by the impact function
+
+
+ time_left -= time_left * trace.fraction;
+
+ // cliped to another plane
+ if (numplanes >= MAX_CLIP_PLANES)
+ { // this shouldn't really happen
+ VectorCopy (vec3_origin, ent->velocity);
+ return 3;
+ }
+
+ VectorCopy (trace.plane.normal, planes[numplanes]);
+ numplanes++;
+
+//
+// modify original_velocity so it parallels all of the clip planes
+//
+ for (i=0 ; i<numplanes ; i++)
+ {
+ ClipVelocity (original_velocity, planes[i], new_velocity, 1);
+
+ for (j=0 ; j<numplanes ; j++)
+ if ((j != i) && !VectorCompare (planes[i], planes[j]))
+ {
+ if (DotProduct (new_velocity, planes[j]) < 0)
+ break; // not ok
+ }
+ if (j == numplanes)
+ break;
+ }
+
+ if (i != numplanes)
+ { // go along this plane
+ VectorCopy (new_velocity, ent->velocity);
+ }
+ else
+ { // go along the crease
+ if (numplanes != 2)
+ {
+// gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
+ VectorCopy (vec3_origin, ent->velocity);
+ return 7;
+ }
+ CrossProduct (planes[0], planes[1], dir);
+ d = DotProduct (dir, ent->velocity);
+ VectorScale (dir, d, ent->velocity);
+ }
+
+//
+// if original velocity is against the original velocity, stop dead
+// to avoid tiny occilations in sloping corners
+//
+ if (DotProduct (ent->velocity, primal_velocity) <= 0)
+ {
+ VectorCopy (vec3_origin, ent->velocity);
+ return blocked;
+ }
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+SV_AddGravity
+
+============
+*/
+void SV_AddGravity (edict_t *ent)
+{
+ ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
+}
+
+/*
+===============================================================================
+
+PUSHMOVE
+
+===============================================================================
+*/
+
+/*
+============
+SV_PushEntity
+
+Does not change the entities velocity at all
+============
+*/
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
+{
+ trace_t trace;
+ vec3_t start;
+ vec3_t end;
+ int mask;
+
+ VectorCopy (ent->s.origin, start);
+ VectorAdd (start, push, end);
+
+retry:
+ if (ent->clipmask)
+ mask = ent->clipmask;
+ else
+ mask = MASK_SOLID;
+
+ trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
+
+ VectorCopy (trace.endpos, ent->s.origin);
+ gi.linkentity (ent);
+
+ if (trace.fraction != 1.0)
+ {
+ SV_Impact (ent, &trace);
+
+ // if the pushed entity went away and the pusher is still there
+ if (!trace.ent->inuse && ent->inuse)
+ {
+ // move the pusher back and try again
+ VectorCopy (start, ent->s.origin);
+ gi.linkentity (ent);
+ goto retry;
+ }
+ }
+
+ if (ent->inuse)
+ G_TouchTriggers (ent);
+
+ return trace;
+}
+
+
+typedef struct
+{
+ edict_t *ent;
+ vec3_t origin;
+ vec3_t angles;
+ float deltayaw;
+} pushed_t;
+pushed_t pushed[MAX_EDICTS], *pushed_p;
+
+edict_t *obstacle;
+
+/*
+============
+SV_Push
+
+Objects need to be moved back on a failed push,
+otherwise riders would continue to slide.
+============
+*/
+qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
+{
+ int i, e;
+ edict_t *check, *block;
+ vec3_t mins, maxs;
+ pushed_t *p;
+ vec3_t org, org2, move2, forward, right, up;
+
+ // clamp the move to 1/8 units, so the position will
+ // be accurate for client side prediction
+ for (i=0 ; i<3 ; i++)
+ {
+ float temp;
+ temp = move[i]*8.0;
+ if (temp > 0.0)
+ temp += 0.5;
+ else
+ temp -= 0.5;
+ move[i] = 0.125 * (int)temp;
+ }
+
+ // find the bounding box
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = pusher->absmin[i] + move[i];
+ maxs[i] = pusher->absmax[i] + move[i];
+ }
+
+// we need this for pushing things later
+ VectorSubtract (vec3_origin, amove, org);
+ AngleVectors (org, forward, right, up);
+
+// save the pusher's original position
+ pushed_p->ent = pusher;
+ VectorCopy (pusher->s.origin, pushed_p->origin);
+ VectorCopy (pusher->s.angles, pushed_p->angles);
+ if (pusher->client)
+ pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
+ pushed_p++;
+
+// move the pusher to it's final position
+ VectorAdd (pusher->s.origin, move, pusher->s.origin);
+ VectorAdd (pusher->s.angles, amove, pusher->s.angles);
+ gi.linkentity (pusher);
+
+// see if any solid entities are inside the final position
+ check = g_edicts+1;
+ for (e = 1; e < globals.num_edicts; e++, check++)
+ {
+ if (!check->inuse)
+ continue;
+ if (check->movetype == MOVETYPE_PUSH
+ || check->movetype == MOVETYPE_STOP
+ || check->movetype == MOVETYPE_NONE
+ || check->movetype == MOVETYPE_NOCLIP)
+ continue;
+
+ if (!check->area.prev)
+ continue; // not linked in anywhere
+
+ // if the entity is standing on the pusher, it will definitely be moved
+ if (check->groundentity != pusher)
+ {
+ // see if the ent needs to be tested
+ if ( check->absmin[0] >= maxs[0]
+ || check->absmin[1] >= maxs[1]
+ || check->absmin[2] >= maxs[2]
+ || check->absmax[0] <= mins[0]
+ || check->absmax[1] <= mins[1]
+ || check->absmax[2] <= mins[2] )
+ continue;
+
+ // see if the ent's bbox is inside the pusher's final position
+ if (!SV_TestEntityPosition (check))
+ continue;
+ }
+
+ if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
+ {
+ // move this entity
+ pushed_p->ent = check;
+ VectorCopy (check->s.origin, pushed_p->origin);
+ VectorCopy (check->s.angles, pushed_p->angles);
+ pushed_p++;
+
+ // try moving the contacted entity
+ VectorAdd (check->s.origin, move, check->s.origin);
+ if (check->client)
+ { // FIXME: doesn't rotate monsters?
+ check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
+ }
+
+ // figure movement due to the pusher's amove
+ VectorSubtract (check->s.origin, pusher->s.origin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = -DotProduct (org, right);
+ org2[2] = DotProduct (org, up);
+ VectorSubtract (org2, org, move2);
+ VectorAdd (check->s.origin, move2, check->s.origin);
+
+ // may have pushed them off an edge
+ if (check->groundentity != pusher)
+ check->groundentity = NULL;
+
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ { // pushed ok
+ gi.linkentity (check);
+ // impact?
+ continue;
+ }
+
+ // if it is ok to leave in the old position, do it
+ // this is only relevent for riding entities, not pushed
+ // FIXME: this doesn't acount for rotation
+ VectorSubtract (check->s.origin, move, check->s.origin);
+ block = SV_TestEntityPosition (check);
+ if (!block)
+ {
+ pushed_p--;
+ continue;
+ }
+ }
+
+ // save off the obstacle so we can call the block function
+ obstacle = check;
+
+ // move back any entities we already moved
+ // go backwards, so if the same entity was pushed
+ // twice, it goes back to the original position
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ {
+ VectorCopy (p->origin, p->ent->s.origin);
+ VectorCopy (p->angles, p->ent->s.angles);
+ if (p->ent->client)
+ {
+ p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
+ }
+ gi.linkentity (p->ent);
+ }
+ return false;
+ }
+
+//FIXME: is there a better way to handle this?
+ // see if anything we moved has touched a trigger
+ for (p=pushed_p-1 ; p>=pushed ; p--)
+ G_TouchTriggers (p->ent);
+
+ return true;
+}
+
+/*
+================
+SV_Physics_Pusher
+
+Bmodel objects don't interact with each other, but
+push all box objects
+================
+*/
+void SV_Physics_Pusher (edict_t *ent)
+{
+ vec3_t move, amove;
+ edict_t *part, *mv;
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ // make sure all team slaves can move before commiting
+ // any moves or calling any think functions
+ // if the move is blocked, all moved objects will be backed out
+//retry:
+ pushed_p = pushed;
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
+ part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
+ )
+ { // object is moving
+ VectorScale (part->velocity, FRAMETIME, move);
+ VectorScale (part->avelocity, FRAMETIME, amove);
+
+ if (!SV_Push (part, move, amove))
+ break; // move was blocked
+ }
+ }
+ if (pushed_p > &pushed[MAX_EDICTS])
+ gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
+
+ if (part)
+ {
+ // the move failed, bump all nextthink times and back out moves
+ for (mv = ent ; mv ; mv=mv->teamchain)
+ {
+ if (mv->nextthink > 0)
+ mv->nextthink += FRAMETIME;
+ }
+
+ // if the pusher has a "blocked" function, call it
+ // otherwise, just stay in place until the obstacle is gone
+ if (part->blocked)
+ part->blocked (part, obstacle);
+/*
+ // if the pushed entity went away and the pusher is still there
+ if (!obstacle->inuse && part->inuse)
+ goto retry;
+*/
+ }
+ else
+ {
+ // the move succeeded, so call all think functions
+ for (part = ent ; part ; part=part->teamchain)
+ {
+ SV_RunThink (part);
+ }
+ }
+}
+
+//==================================================================
+
+/*
+=============
+SV_Physics_None
+
+Non moving objects can only think
+=============
+*/
+void SV_Physics_None (edict_t *ent)
+{
+// regular thinking
+ SV_RunThink (ent);
+}
+
+/*
+=============
+SV_Physics_Noclip
+
+A moving object that doesn't obey physics
+=============
+*/
+void SV_Physics_Noclip (edict_t *ent)
+{
+// regular thinking
+ if (!SV_RunThink (ent))
+ return;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
+
+ gi.linkentity (ent);
+}
+
+/*
+==============================================================================
+
+TOSS / BOUNCE
+
+==============================================================================
+*/
+
+/*
+=============
+SV_Physics_Toss
+
+Toss, bounce, and fly movement. When onground, do nothing.
+=============
+*/
+void SV_Physics_Toss (edict_t *ent)
+{
+ trace_t trace;
+ vec3_t move;
+ float backoff;
+ edict_t *slave;
+ qboolean wasinwater;
+ qboolean isinwater;
+ vec3_t old_origin;
+
+// regular thinking
+ SV_RunThink (ent);
+
+ // if not a team captain, so movement will be handled elsewhere
+ if ( ent->flags & FL_TEAMSLAVE)
+ return;
+
+ if (ent->velocity[2] > 0)
+ ent->groundentity = NULL;
+
+// check for the groundentity going away
+ if (ent->groundentity)
+ if (!ent->groundentity->inuse)
+ ent->groundentity = NULL;
+
+// if onground, return without moving
+ if ( ent->groundentity )
+ return;
+
+ VectorCopy (ent->s.origin, old_origin);
+
+ SV_CheckVelocity (ent);
+
+// add gravity
+ if (ent->movetype != MOVETYPE_FLY
+ && ent->movetype != MOVETYPE_FLYMISSILE
+ // RAFAEL
+ // move type for rippergun projectile
+ && ent->movetype != MOVETYPE_WALLBOUNCE)
+ SV_AddGravity (ent);
+
+// move angles
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+
+// move origin
+ VectorScale (ent->velocity, FRAMETIME, move);
+ trace = SV_PushEntity (ent, move);
+ if (!ent->inuse)
+ return;
+
+ if (trace.fraction < 1)
+ {
+ // RAFAEL
+ if (ent->movetype == MOVETYPE_WALLBOUNCE)
+ backoff = 2.0;
+ // RAFAEL ( else )
+ else if (ent->movetype == MOVETYPE_BOUNCE)
+ backoff = 1.5;
+ else
+ backoff = 1;
+
+ ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
+
+ // RAFAEL
+ if (ent->movetype == MOVETYPE_WALLBOUNCE)
+ vectoangles (ent->velocity, ent->s.angles);
+
+ // stop if on ground
+ // RAFAEL
+ if (trace.plane.normal[2] > 0.7 && ent->movetype != MOVETYPE_WALLBOUNCE)
+ {
+ if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
+ {
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+ VectorCopy (vec3_origin, ent->velocity);
+ VectorCopy (vec3_origin, ent->avelocity);
+ }
+ }
+
+// if (ent->touch)
+// ent->touch (ent, trace.ent, &trace.plane, trace.surface);
+ }
+
+// check for water transition
+ wasinwater = (ent->watertype & MASK_WATER);
+ ent->watertype = gi.pointcontents (ent->s.origin);
+ isinwater = ent->watertype & MASK_WATER;
+
+ if (isinwater)
+ ent->waterlevel = 1;
+ else
+ ent->waterlevel = 0;
+
+ if (!wasinwater && isinwater)
+ gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+ else if (wasinwater && !isinwater)
+ gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
+
+// move teamslaves
+ for (slave = ent->teamchain; slave; slave = slave->teamchain)
+ {
+ VectorCopy (ent->s.origin, slave->s.origin);
+ gi.linkentity (slave);
+ }
+}
+
+/*
+===============================================================================
+
+STEPPING MOVEMENT
+
+===============================================================================
+*/
+
+/*
+=============
+SV_Physics_Step
+
+Monsters freefall when they don't have a ground entity, otherwise
+all movement is done with discrete steps.
+
+This is also used for objects that have become still on the ground, but
+will fall if the floor is pulled out from under them.
+FIXME: is this true?
+=============
+*/
+
+//FIXME: hacked in for E3 demo
+#define sv_stopspeed 100
+#define sv_friction 6
+#define sv_waterfriction 1
+
+void SV_AddRotationalFriction (edict_t *ent)
+{
+ int n;
+ float adjustment;
+
+ VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
+ adjustment = FRAMETIME * sv_stopspeed * sv_friction;
+ for (n = 0; n < 3; n++)
+ {
+ if (ent->avelocity[n] > 0)
+ {
+ ent->avelocity[n] -= adjustment;
+ if (ent->avelocity[n] < 0)
+ ent->avelocity[n] = 0;
+ }
+ else
+ {
+ ent->avelocity[n] += adjustment;
+ if (ent->avelocity[n] > 0)
+ ent->avelocity[n] = 0;
+ }
+ }
+}
+
+void SV_Physics_Step (edict_t *ent)
+{
+ qboolean wasonground;
+ qboolean hitsound = false;
+ float *vel;
+ float speed, newspeed, control;
+ float friction;
+ edict_t *groundentity;
+ int mask;
+
+ // airborn monsters should always check for ground
+ if (!ent->groundentity)
+ M_CheckGround (ent);
+
+ groundentity = ent->groundentity;
+
+ SV_CheckVelocity (ent);
+
+ if (groundentity)
+ wasonground = true;
+ else
+ wasonground = false;
+
+ if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
+ SV_AddRotationalFriction (ent);
+
+ // add gravity except:
+ // flying monsters
+ // swimming monsters who are in the water
+ if (! wasonground)
+ if (!(ent->flags & FL_FLY))
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
+ {
+ if (ent->velocity[2] < sv_gravity->value*-0.1)
+ hitsound = true;
+ if (ent->waterlevel == 0)
+ SV_AddGravity (ent);
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ friction = sv_friction/3;
+ newspeed = speed - (FRAMETIME * control * friction);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ // friction for flying monsters that have been given vertical velocity
+ if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
+ {
+ speed = fabs(ent->velocity[2]);
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+ ent->velocity[2] *= newspeed;
+ }
+
+ if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
+ {
+ // apply friction
+ // let dead monsters who aren't completely onground slide
+ if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
+ if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
+ {
+ vel = ent->velocity;
+ speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
+ if (speed)
+ {
+ friction = sv_friction;
+
+ control = speed < sv_stopspeed ? sv_stopspeed : speed;
+ newspeed = speed - FRAMETIME*control*friction;
+
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+
+ vel[0] *= newspeed;
+ vel[1] *= newspeed;
+ }
+ }
+
+ if (ent->svflags & SVF_MONSTER)
+ mask = MASK_MONSTERSOLID;
+ else
+ mask = MASK_SOLID;
+ SV_FlyMove (ent, FRAMETIME, mask);
+
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ if (!ent->inuse)
+ return;
+
+ if (ent->groundentity)
+ if (!wasonground)
+ if (hitsound)
+ gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
+ }
+
+// regular thinking
+ SV_RunThink (ent);
+}
+
+//============================================================================
+/*
+================
+G_RunEntity
+
+================
+*/
+void G_RunEntity (edict_t *ent)
+{
+ if (ent->prethink)
+ ent->prethink (ent);
+
+ switch ( (int)ent->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_STOP:
+ SV_Physics_Pusher (ent);
+ break;
+ case MOVETYPE_NONE:
+ SV_Physics_None (ent);
+ break;
+ case MOVETYPE_NOCLIP:
+ SV_Physics_Noclip (ent);
+ break;
+ case MOVETYPE_STEP:
+ SV_Physics_Step (ent);
+ break;
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_FLY:
+ case MOVETYPE_FLYMISSILE:
+ // RAFAEL
+ case MOVETYPE_WALLBOUNCE:
+ SV_Physics_Toss (ent);
+ break;
+ default:
+ gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
+ }
+}
--- /dev/null
+++ b/xatrix/g_save.c
@@ -1,0 +1,753 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define Function(f) {#f, f}
+
+mmove_t mmove_reloc;
+
+field_t fields[] = {
+ {"classname", FOFS(classname), F_LSTRING},
+ {"model", FOFS(model), F_LSTRING},
+ {"spawnflags", FOFS(spawnflags), F_INT},
+ {"speed", FOFS(speed), F_FLOAT},
+ {"accel", FOFS(accel), F_FLOAT},
+ {"decel", FOFS(decel), F_FLOAT},
+ {"target", FOFS(target), F_LSTRING},
+ {"targetname", FOFS(targetname), F_LSTRING},
+ {"pathtarget", FOFS(pathtarget), F_LSTRING},
+ {"deathtarget", FOFS(deathtarget), F_LSTRING},
+ {"killtarget", FOFS(killtarget), F_LSTRING},
+ {"combattarget", FOFS(combattarget), F_LSTRING},
+ {"message", FOFS(message), F_LSTRING},
+ {"team", FOFS(team), F_LSTRING},
+ {"wait", FOFS(wait), F_FLOAT},
+ {"delay", FOFS(delay), F_FLOAT},
+ {"random", FOFS(random), F_FLOAT},
+ {"move_origin", FOFS(move_origin), F_VECTOR},
+ {"move_angles", FOFS(move_angles), F_VECTOR},
+ {"style", FOFS(style), F_INT},
+ {"count", FOFS(count), F_INT},
+ {"health", FOFS(health), F_INT},
+ {"sounds", FOFS(sounds), F_INT},
+ {"light", 0, F_IGNORE},
+ {"dmg", FOFS(dmg), F_INT},
+ {"mass", FOFS(mass), F_INT},
+ {"volume", FOFS(volume), F_FLOAT},
+ {"attenuation", FOFS(attenuation), F_FLOAT},
+ {"map", FOFS(map), F_LSTRING},
+ {"origin", FOFS(s.origin), F_VECTOR},
+ {"angles", FOFS(s.angles), F_VECTOR},
+ {"angle", FOFS(s.angles), F_ANGLEHACK},
+
+ {"goalentity", FOFS(goalentity), F_EDICT, FFL_NOSPAWN},
+ {"movetarget", FOFS(movetarget), F_EDICT, FFL_NOSPAWN},
+ {"enemy", FOFS(enemy), F_EDICT, FFL_NOSPAWN},
+ {"oldenemy", FOFS(oldenemy), F_EDICT, FFL_NOSPAWN},
+ {"activator", FOFS(activator), F_EDICT, FFL_NOSPAWN},
+ {"groundentity", FOFS(groundentity), F_EDICT, FFL_NOSPAWN},
+ {"teamchain", FOFS(teamchain), F_EDICT, FFL_NOSPAWN},
+ {"teammaster", FOFS(teammaster), F_EDICT, FFL_NOSPAWN},
+ {"owner", FOFS(owner), F_EDICT, FFL_NOSPAWN},
+ {"mynoise", FOFS(mynoise), F_EDICT, FFL_NOSPAWN},
+ {"mynoise2", FOFS(mynoise2), F_EDICT, FFL_NOSPAWN},
+ {"target_ent", FOFS(target_ent), F_EDICT, FFL_NOSPAWN},
+ {"chain", FOFS(chain), F_EDICT, FFL_NOSPAWN},
+
+ {"prethink", FOFS(prethink), F_FUNCTION, FFL_NOSPAWN},
+ {"think", FOFS(think), F_FUNCTION, FFL_NOSPAWN},
+ {"blocked", FOFS(blocked), F_FUNCTION, FFL_NOSPAWN},
+ {"touch", FOFS(touch), F_FUNCTION, FFL_NOSPAWN},
+ {"use", FOFS(use), F_FUNCTION, FFL_NOSPAWN},
+ {"pain", FOFS(pain), F_FUNCTION, FFL_NOSPAWN},
+ {"die", FOFS(die), F_FUNCTION, FFL_NOSPAWN},
+
+ {"stand", FOFS(monsterinfo.stand), F_FUNCTION, FFL_NOSPAWN},
+ {"idle", FOFS(monsterinfo.idle), F_FUNCTION, FFL_NOSPAWN},
+ {"search", FOFS(monsterinfo.search), F_FUNCTION, FFL_NOSPAWN},
+ {"walk", FOFS(monsterinfo.walk), F_FUNCTION, FFL_NOSPAWN},
+ {"run", FOFS(monsterinfo.run), F_FUNCTION, FFL_NOSPAWN},
+ {"dodge", FOFS(monsterinfo.dodge), F_FUNCTION, FFL_NOSPAWN},
+ {"attack", FOFS(monsterinfo.attack), F_FUNCTION, FFL_NOSPAWN},
+ {"melee", FOFS(monsterinfo.melee), F_FUNCTION, FFL_NOSPAWN},
+ {"sight", FOFS(monsterinfo.sight), F_FUNCTION, FFL_NOSPAWN},
+ {"checkattack", FOFS(monsterinfo.checkattack), F_FUNCTION, FFL_NOSPAWN},
+ {"currentmove", FOFS(monsterinfo.currentmove), F_MMOVE, FFL_NOSPAWN},
+
+ {"endfunc", FOFS(moveinfo.endfunc), F_FUNCTION, FFL_NOSPAWN},
+
+ // temp spawn vars -- only valid when the spawn function is called
+ {"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP},
+ {"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP},
+ {"height", STOFS(height), F_INT, FFL_SPAWNTEMP},
+ {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP},
+ {"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP},
+ {"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
+
+//need for item field in edict struct, FFL_SPAWNTEMP item will be skipped on saves
+ {"item", FOFS(item), F_ITEM},
+
+ {"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP},
+ {"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP},
+ {"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP},
+ {"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP},
+ {"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP},
+ {"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP},
+ {"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP},
+
+ {0, 0, 0, 0}
+
+};
+
+field_t levelfields[] =
+{
+ {"changemap", LLOFS(changemap), F_LSTRING},
+
+ {"sight_client", LLOFS(sight_client), F_EDICT},
+ {"sight_entity", LLOFS(sight_entity), F_EDICT},
+ {"sound_entity", LLOFS(sound_entity), F_EDICT},
+ {"sound2_entity", LLOFS(sound2_entity), F_EDICT},
+
+ {NULL, 0, F_INT}
+};
+
+field_t clientfields[] =
+{
+ {"pers.weapon", CLOFS(pers.weapon), F_ITEM},
+ {"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM},
+ {"newweapon", CLOFS(newweapon), F_ITEM},
+
+ {NULL, 0, F_INT}
+};
+
+/*
+============
+InitGame
+
+This will be called when the dll is first loaded, which
+only happens when a new game is started or a save game
+is loaded.
+============
+*/
+void InitGame (void)
+{
+ gi.dprintf ("==== InitGame ====\n");
+
+ gun_x = gi.cvar ("gun_x", "0", 0);
+ gun_y = gi.cvar ("gun_y", "0", 0);
+ gun_z = gi.cvar ("gun_z", "0", 0);
+
+ //FIXME: sv_ prefix is wrong for these
+ sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0);
+ sv_rollangle = gi.cvar ("sv_rollangle", "2", 0);
+ sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0);
+ sv_gravity = gi.cvar ("sv_gravity", "800", 0);
+
+ // noset vars
+ dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET);
+
+ // latched vars
+ sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH);
+ gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH);
+ gi.cvar ("gamedate", "May 30 1998" , CVAR_SERVERINFO | CVAR_LATCH);
+
+ maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
+ maxspectators = gi.cvar ("maxspectators", "4", CVAR_SERVERINFO);
+ deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH);
+ coop = gi.cvar ("coop", "0", CVAR_LATCH);
+ skill = gi.cvar ("skill", "1", CVAR_LATCH);
+ maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
+
+ // change anytime vars
+ dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
+ fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
+ timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
+ password = gi.cvar ("password", "", CVAR_USERINFO);
+ spectator_password = gi.cvar ("spectator_password", "", 0);
+ filterban = gi.cvar ("filterban", "1", 0);
+
+ g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE);
+
+ run_pitch = gi.cvar ("run_pitch", "0.002", 0);
+ run_roll = gi.cvar ("run_roll", "0.005", 0);
+ bob_up = gi.cvar ("bob_up", "0.005", 0);
+ bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
+ bob_roll = gi.cvar ("bob_roll", "0.002", 0);
+
+ // flood control
+ flood_msgs = gi.cvar ("flood_msgs", "4", 0);
+ flood_persecond = gi.cvar ("flood_persecond", "4", 0);
+ flood_waitdelay = gi.cvar ("flood_waitdelay", "10", 0);
+
+ // dm map list
+ sv_maplist = gi.cvar ("sv_maplist", "", 0);
+
+ // items
+ InitItems ();
+
+ Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), "");
+
+ Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), "");
+
+ // initialize all entities for this game
+ game.maxentities = maxentities->value;
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+ globals.max_edicts = game.maxentities;
+
+ // initialize all clients for this game
+ game.maxclients = maxclients->value;
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ globals.num_edicts = game.maxclients+1;
+}
+
+//=========================================================
+
+void WriteField1 (FILE *, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ case F_GSTRING:
+ if ( *(char **)p )
+ len = strlen(*(char **)p) + 1;
+ else
+ len = 0;
+ *(int *)p = len;
+ break;
+ case F_EDICT:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(edict_t **)p - g_edicts;
+ *(int *)p = index;
+ break;
+ case F_CLIENT:
+ if ( *(gclient_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gclient_t **)p - game.clients;
+ *(int *)p = index;
+ break;
+ case F_ITEM:
+ if ( *(edict_t **)p == NULL)
+ index = -1;
+ else
+ index = *(gitem_t **)p - itemlist;
+ *(int *)p = index;
+ break;
+
+ //relative to code segment
+ case F_FUNCTION:
+ if (*(byte **)p == NULL)
+ index = 0;
+ else
+ index = *(byte **)p - ((byte *)InitGame);
+ *(int *)p = index;
+ break;
+
+ //relative to data segment
+ case F_MMOVE:
+ if (*(byte **)p == NULL)
+ index = 0;
+ else
+ index = *(byte **)p - (byte *)&mmove_reloc;
+ *(int *)p = index;
+ break;
+
+ default:
+ gi.error ("WriteEdict: unknown field type");
+ }
+}
+
+
+void WriteField2 (FILE *f, field_t *field, byte *base)
+{
+ int len;
+ void *p;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_LSTRING:
+ if ( *(char **)p )
+ {
+ len = strlen(*(char **)p) + 1;
+ fwrite (*(char **)p, len, 1, f);
+ }
+ break;
+ }
+}
+
+void ReadField (FILE *f, field_t *field, byte *base)
+{
+ void *p;
+ int len;
+ int index;
+
+ if (field->flags & FFL_SPAWNTEMP)
+ return;
+
+ p = (void *)(base + field->ofs);
+ switch (field->type)
+ {
+ case F_INT:
+ case F_FLOAT:
+ case F_ANGLEHACK:
+ case F_VECTOR:
+ case F_IGNORE:
+ break;
+
+ case F_LSTRING:
+ len = *(int *)p;
+ if (!len)
+ *(char **)p = NULL;
+ else
+ {
+ *(char **)p = gi.TagMalloc (len, TAG_LEVEL);
+ fread (*(char **)p, len, 1, f);
+ }
+ break;
+ case F_EDICT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(edict_t **)p = NULL;
+ else
+ *(edict_t **)p = &g_edicts[index];
+ break;
+ case F_CLIENT:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gclient_t **)p = NULL;
+ else
+ *(gclient_t **)p = &game.clients[index];
+ break;
+ case F_ITEM:
+ index = *(int *)p;
+ if ( index == -1 )
+ *(gitem_t **)p = NULL;
+ else
+ *(gitem_t **)p = &itemlist[index];
+ break;
+
+ //relative to code segment
+ case F_FUNCTION:
+ index = *(int *)p;
+ if ( index == 0 )
+ *(byte **)p = NULL;
+ else
+ *(byte **)p = ((byte *)InitGame) + index;
+ break;
+
+ //relative to data segment
+ case F_MMOVE:
+ index = *(int *)p;
+ if (index == 0)
+ *(byte **)p = NULL;
+ else
+ *(byte **)p = (byte *)&mmove_reloc + index;
+ break;
+
+ default:
+ gi.error ("ReadEdict: unknown field type");
+ }
+}
+
+//=========================================================
+
+/*
+==============
+WriteClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+ gclient_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *client;
+
+ // change the pointers to lengths or indexes
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=clientfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)client);
+ }
+}
+
+/*
+==============
+ReadClient
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadClient (FILE *f, gclient_t *client)
+{
+ field_t *field;
+
+ fread (client, sizeof(*client), 1, f);
+
+ for (field=clientfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)client);
+ }
+}
+
+/*
+============
+WriteGame
+
+This will be called whenever the game goes to a new level,
+and when the user explicitly saves the game.
+
+Game information include cross level data, like multi level
+triggers, help computer info, and all client states.
+
+A single player death will automatically restore from the
+last save position.
+============
+*/
+void WriteGame (char *filename, qboolean autosave)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ if (!autosave)
+ SaveClientData ();
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ memset (str, 0, sizeof(str));
+ strcpy (str, "May 30 1998");
+ fwrite (str, sizeof(str), 1, f);
+
+ game.autosaved = autosave;
+ fwrite (&game, sizeof(game), 1, f);
+ game.autosaved = false;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ WriteClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+void ReadGame (char *filename)
+{
+ FILE *f;
+ int i;
+ char str[16];
+
+ gi.FreeTags (TAG_GAME);
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ fread (str, sizeof(str), 1, f);
+ if (strcmp (str, "May 30 1998"))
+ {
+ fclose (f);
+ gi.error ("Savegame from an older version.\n");
+ }
+
+ g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
+ globals.edicts = g_edicts;
+
+ fread (&game, sizeof(game), 1, f);
+ game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
+ for (i=0 ; i<game.maxclients ; i++)
+ ReadClient (f, &game.clients[i]);
+
+ fclose (f);
+}
+
+//==========================================================
+
+
+/*
+==============
+WriteEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+ edict_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = *ent;
+
+ // change the pointers to lengths or indexes
+ for (field=fields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=fields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)ent);
+ }
+
+}
+
+/*
+==============
+WriteLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void WriteLevelLocals (FILE *f)
+{
+ field_t *field;
+ level_locals_t temp;
+
+ // all of the ints, floats, and vectors stay as they are
+ temp = level;
+
+ // change the pointers to lengths or indexes
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField1 (f, field, (byte *)&temp);
+ }
+
+ // write the block
+ fwrite (&temp, sizeof(temp), 1, f);
+
+ // now write any allocated data following the edict
+ for (field=levelfields ; field->name ; field++)
+ {
+ WriteField2 (f, field, (byte *)&level);
+ }
+}
+
+
+/*
+==============
+ReadEdict
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadEdict (FILE *f, edict_t *ent)
+{
+ field_t *field;
+
+ fread (ent, sizeof(*ent), 1, f);
+
+ for (field=fields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)ent);
+ }
+}
+
+/*
+==============
+ReadLevelLocals
+
+All pointer variables (except function pointers) must be handled specially.
+==============
+*/
+void ReadLevelLocals (FILE *f)
+{
+ field_t *field;
+
+ fread (&level, sizeof(level), 1, f);
+
+ for (field=levelfields ; field->name ; field++)
+ {
+ ReadField (f, field, (byte *)&level);
+ }
+}
+
+/*
+=================
+WriteLevel
+
+=================
+*/
+void WriteLevel (char *filename)
+{
+ int i;
+ edict_t *ent;
+ FILE *f;
+ void *base;
+
+ f = fopen (filename, "wb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // write out edict size for checking
+ i = sizeof(edict_t);
+ fwrite (&i, sizeof(i), 1, f);
+
+ // write out a function pointer for checking
+ base = (void *)InitGame;
+ fwrite (&base, sizeof(base), 1, f);
+
+ // write out level_locals_t
+ WriteLevelLocals (f);
+
+ // write out all the entities
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+ if (!ent->inuse)
+ continue;
+ fwrite (&i, sizeof(i), 1, f);
+ WriteEdict (f, ent);
+ }
+ i = -1;
+ fwrite (&i, sizeof(i), 1, f);
+
+ fclose (f);
+}
+
+
+/*
+=================
+ReadLevel
+
+SpawnEntities will allready have been called on the
+level the same way it was when the level was saved.
+
+That is necessary to get the baselines
+set up identically.
+
+The server will have cleared all of the world links before
+calling ReadLevel.
+
+No clients are connected yet.
+=================
+*/
+void ReadLevel (char *filename)
+{
+ int entnum;
+ FILE *f;
+ int i;
+ void *base;
+ edict_t *ent;
+
+ f = fopen (filename, "rb");
+ if (!f)
+ gi.error ("Couldn't open %s", filename);
+
+ // free any dynamic memory allocated by loading the level
+ // base state
+ gi.FreeTags (TAG_LEVEL);
+
+ // wipe all the entities
+ memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0]));
+ globals.num_edicts = maxclients->value+1;
+
+ // check edict size
+ fread (&i, sizeof(i), 1, f);
+ if (i != sizeof(edict_t))
+ {
+ fclose (f);
+ gi.error ("ReadLevel: mismatched edict size");
+ }
+
+ // check function pointer base address
+ fread (&base, sizeof(base), 1, f);
+#ifdef _WIN32
+ if (base != (void *)InitGame)
+ {
+ fclose (f);
+ gi.error ("ReadLevel: function pointers have moved");
+ }
+#else
+ gi.dprintf("Function offsets %d\n", ((byte *)base) - ((byte *)InitGame));
+#endif
+
+ // load the level locals
+ ReadLevelLocals (f);
+
+ // load all the entities
+ while (1)
+ {
+ if (fread (&entnum, sizeof(entnum), 1, f) != 1)
+ {
+ fclose (f);
+ gi.error ("ReadLevel: failed to read entnum");
+ }
+ if (entnum == -1)
+ break;
+ if (entnum >= globals.num_edicts)
+ globals.num_edicts = entnum+1;
+
+ ent = &g_edicts[entnum];
+ ReadEdict (f, ent);
+
+ // let the server rebuild world links for this ent
+ memset (&ent->area, 0, sizeof(ent->area));
+ gi.linkentity (ent);
+ }
+
+ fclose (f);
+
+ // mark all clients as unconnected
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ ent = &g_edicts[i+1];
+ ent->client = game.clients + i;
+ ent->client->pers.connected = false;
+ }
+
+ // do any load time things at this point
+ for (i=0 ; i<globals.num_edicts ; i++)
+ {
+ ent = &g_edicts[i];
+
+ if (!ent->inuse)
+ continue;
+
+ // fire any cross-level triggers
+ if (ent->classname)
+ if (strcmp(ent->classname, "target_crosslevel_target") == 0)
+ ent->nextthink = level.time + ent->delay;
+ }
+}
--- /dev/null
+++ b/xatrix/g_spawn.c
@@ -1,0 +1,1023 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+typedef struct
+{
+ char *name;
+ void (*spawn)(edict_t *ent);
+} spawn_t;
+
+
+void SP_item_health (edict_t *self);
+void SP_item_health_small (edict_t *self);
+void SP_item_health_large (edict_t *self);
+void SP_item_health_mega (edict_t *self);
+
+void SP_info_player_start (edict_t *ent);
+void SP_info_player_deathmatch (edict_t *ent);
+void SP_info_player_coop (edict_t *ent);
+void SP_info_player_intermission (edict_t *ent);
+
+void SP_func_plat (edict_t *ent);
+void SP_func_rotating (edict_t *ent);
+void SP_func_button (edict_t *ent);
+void SP_func_door (edict_t *ent);
+void SP_func_door_secret (edict_t *ent);
+void SP_func_door_rotating (edict_t *ent);
+void SP_func_water (edict_t *ent);
+void SP_func_train (edict_t *ent);
+void SP_func_conveyor (edict_t *self);
+void SP_func_wall (edict_t *self);
+void SP_func_object (edict_t *self);
+void SP_func_explosive (edict_t *self);
+void SP_func_timer (edict_t *self);
+void SP_func_areaportal (edict_t *ent);
+void SP_func_clock (edict_t *ent);
+void SP_func_killbox (edict_t *ent);
+
+void SP_trigger_always (edict_t *ent);
+void SP_trigger_once (edict_t *ent);
+void SP_trigger_multiple (edict_t *ent);
+void SP_trigger_relay (edict_t *ent);
+void SP_trigger_push (edict_t *ent);
+void SP_trigger_hurt (edict_t *ent);
+void SP_trigger_key (edict_t *ent);
+void SP_trigger_counter (edict_t *ent);
+void SP_trigger_elevator (edict_t *ent);
+void SP_trigger_gravity (edict_t *ent);
+void SP_trigger_monsterjump (edict_t *ent);
+
+void SP_target_temp_entity (edict_t *ent);
+void SP_target_speaker (edict_t *ent);
+void SP_target_explosion (edict_t *ent);
+void SP_target_changelevel (edict_t *ent);
+void SP_target_secret (edict_t *ent);
+void SP_target_goal (edict_t *ent);
+void SP_target_splash (edict_t *ent);
+void SP_target_spawner (edict_t *ent);
+void SP_target_blaster (edict_t *ent);
+void SP_target_crosslevel_trigger (edict_t *ent);
+void SP_target_crosslevel_target (edict_t *ent);
+void SP_target_laser (edict_t *self);
+void SP_target_help (edict_t *ent);
+void SP_target_actor (edict_t *ent);
+void SP_target_lightramp (edict_t *self);
+void SP_target_earthquake (edict_t *ent);
+void SP_target_character (edict_t *ent);
+void SP_target_string (edict_t *ent);
+
+void SP_worldspawn (edict_t *ent);
+void SP_viewthing (edict_t *ent);
+
+void SP_light (edict_t *self);
+void SP_light_mine1 (edict_t *ent);
+void SP_light_mine2 (edict_t *ent);
+void SP_info_null (edict_t *self);
+void SP_info_notnull (edict_t *self);
+void SP_path_corner (edict_t *self);
+void SP_point_combat (edict_t *self);
+
+void SP_misc_explobox (edict_t *self);
+void SP_misc_banner (edict_t *self);
+void SP_misc_satellite_dish (edict_t *self);
+void SP_misc_actor (edict_t *self);
+void SP_misc_gib_arm (edict_t *self);
+void SP_misc_gib_leg (edict_t *self);
+void SP_misc_gib_head (edict_t *self);
+void SP_misc_insane (edict_t *self);
+void SP_misc_deadsoldier (edict_t *self);
+void SP_misc_viper (edict_t *self);
+void SP_misc_viper_bomb (edict_t *self);
+void SP_misc_bigviper (edict_t *self);
+void SP_misc_strogg_ship (edict_t *self);
+void SP_misc_teleporter (edict_t *self);
+void SP_misc_teleporter_dest (edict_t *self);
+void SP_misc_blackhole (edict_t *self);
+void SP_misc_eastertank (edict_t *self);
+void SP_misc_easterchick (edict_t *self);
+void SP_misc_easterchick2 (edict_t *self);
+
+void SP_monster_berserk (edict_t *self);
+void SP_monster_gladiator (edict_t *self);
+void SP_monster_gunner (edict_t *self);
+void SP_monster_infantry (edict_t *self);
+void SP_monster_soldier_light (edict_t *self);
+void SP_monster_soldier (edict_t *self);
+void SP_monster_soldier_ss (edict_t *self);
+void SP_monster_tank (edict_t *self);
+void SP_monster_medic (edict_t *self);
+void SP_monster_flipper (edict_t *self);
+void SP_monster_chick (edict_t *self);
+void SP_monster_parasite (edict_t *self);
+void SP_monster_flyer (edict_t *self);
+void SP_monster_brain (edict_t *self);
+void SP_monster_floater (edict_t *self);
+void SP_monster_hover (edict_t *self);
+void SP_monster_mutant (edict_t *self);
+void SP_monster_supertank (edict_t *self);
+void SP_monster_boss2 (edict_t *self);
+void SP_monster_jorg (edict_t *self);
+void SP_monster_boss3_stand (edict_t *self);
+
+void SP_monster_commander_body (edict_t *self);
+
+void SP_turret_breach (edict_t *self);
+void SP_turret_base (edict_t *self);
+void SP_turret_driver (edict_t *self);
+
+// RAFAEL 14-APR-98
+void SP_monster_soldier_hypergun (edict_t *self);
+void SP_monster_soldier_lasergun (edict_t *self);
+void SP_monster_soldier_ripper (edict_t *self);
+void SP_monster_fixbot (edict_t *self);
+void SP_monster_gekk (edict_t *self);
+void SP_monster_chick_heat (edict_t *self);
+void SP_monster_gladb (edict_t *self);
+void SP_monster_boss5 (edict_t *self);
+void SP_rotating_light (edict_t *self);
+void SP_object_repair (edict_t *self);
+void SP_misc_crashviper (edict_t *ent);
+void SP_misc_viper_missile (edict_t *self);
+void SP_misc_amb4 (edict_t *ent);
+void SP_target_mal_laser (edict_t *ent);
+void SP_misc_transport (edict_t *ent);
+// END 14-APR-98
+
+void SP_misc_nuke (edict_t *ent);
+
+
+spawn_t spawns[] = {
+ {"item_health", SP_item_health},
+ {"item_health_small", SP_item_health_small},
+ {"item_health_large", SP_item_health_large},
+ {"item_health_mega", SP_item_health_mega},
+
+ {"info_player_start", SP_info_player_start},
+ {"info_player_deathmatch", SP_info_player_deathmatch},
+ {"info_player_coop", SP_info_player_coop},
+ {"info_player_intermission", SP_info_player_intermission},
+
+ {"func_plat", SP_func_plat},
+ {"func_button", SP_func_button},
+ {"func_door", SP_func_door},
+ {"func_door_secret", SP_func_door_secret},
+ {"func_door_rotating", SP_func_door_rotating},
+ {"func_rotating", SP_func_rotating},
+ {"func_train", SP_func_train},
+ {"func_water", SP_func_water},
+ {"func_conveyor", SP_func_conveyor},
+ {"func_areaportal", SP_func_areaportal},
+ {"func_clock", SP_func_clock},
+ {"func_wall", SP_func_wall},
+ {"func_object", SP_func_object},
+ {"func_timer", SP_func_timer},
+ {"func_explosive", SP_func_explosive},
+ {"func_killbox", SP_func_killbox},
+
+ // RAFAEL
+ {"func_object_repair", SP_object_repair},
+ {"rotating_light", SP_rotating_light},
+
+ {"trigger_always", SP_trigger_always},
+ {"trigger_once", SP_trigger_once},
+ {"trigger_multiple", SP_trigger_multiple},
+ {"trigger_relay", SP_trigger_relay},
+ {"trigger_push", SP_trigger_push},
+ {"trigger_hurt", SP_trigger_hurt},
+ {"trigger_key", SP_trigger_key},
+ {"trigger_counter", SP_trigger_counter},
+ {"trigger_elevator", SP_trigger_elevator},
+ {"trigger_gravity", SP_trigger_gravity},
+ {"trigger_monsterjump", SP_trigger_monsterjump},
+
+ {"target_temp_entity", SP_target_temp_entity},
+ {"target_speaker", SP_target_speaker},
+ {"target_explosion", SP_target_explosion},
+ {"target_changelevel", SP_target_changelevel},
+ {"target_secret", SP_target_secret},
+ {"target_goal", SP_target_goal},
+ {"target_splash", SP_target_splash},
+ {"target_spawner", SP_target_spawner},
+ {"target_blaster", SP_target_blaster},
+ {"target_crosslevel_trigger", SP_target_crosslevel_trigger},
+ {"target_crosslevel_target", SP_target_crosslevel_target},
+ {"target_laser", SP_target_laser},
+ {"target_help", SP_target_help},
+ {"target_actor", SP_target_actor},
+ {"target_lightramp", SP_target_lightramp},
+ {"target_earthquake", SP_target_earthquake},
+ {"target_character", SP_target_character},
+ {"target_string", SP_target_string},
+
+ // RAFAEL 15-APR-98
+ {"target_mal_laser", SP_target_mal_laser},
+
+
+ {"worldspawn", SP_worldspawn},
+ {"viewthing", SP_viewthing},
+
+ {"light", SP_light},
+ {"light_mine1", SP_light_mine1},
+ {"light_mine2", SP_light_mine2},
+ {"info_null", SP_info_null},
+ {"func_group", SP_info_null},
+ {"info_notnull", SP_info_notnull},
+ {"path_corner", SP_path_corner},
+ {"point_combat", SP_point_combat},
+
+ {"misc_explobox", SP_misc_explobox},
+ {"misc_banner", SP_misc_banner},
+ {"misc_satellite_dish", SP_misc_satellite_dish},
+ {"misc_actor", SP_misc_actor},
+ {"misc_gib_arm", SP_misc_gib_arm},
+ {"misc_gib_leg", SP_misc_gib_leg},
+ {"misc_gib_head", SP_misc_gib_head},
+ {"misc_insane", SP_misc_insane},
+ {"misc_deadsoldier", SP_misc_deadsoldier},
+ {"misc_viper", SP_misc_viper},
+ {"misc_viper_bomb", SP_misc_viper_bomb},
+ {"misc_bigviper", SP_misc_bigviper},
+ {"misc_strogg_ship", SP_misc_strogg_ship},
+ {"misc_teleporter", SP_misc_teleporter},
+ {"misc_teleporter_dest", SP_misc_teleporter_dest},
+ {"misc_blackhole", SP_misc_blackhole},
+ {"misc_eastertank", SP_misc_eastertank},
+ {"misc_easterchick", SP_misc_easterchick},
+ {"misc_easterchick2", SP_misc_easterchick2},
+ // RAFAEL
+ {"misc_crashviper", SP_misc_crashviper},
+ {"misc_viper_missile", SP_misc_viper_missile},
+ {"misc_amb4", SP_misc_amb4},
+ // RAFAEL 17-APR-98
+ {"misc_transport", SP_misc_transport},
+ // END 17-APR-98
+ // RAFAEL 12-MAY-98
+ {"misc_nuke", SP_misc_nuke},
+
+ {"monster_berserk", SP_monster_berserk},
+ {"monster_gladiator", SP_monster_gladiator},
+ {"monster_gunner", SP_monster_gunner},
+ {"monster_infantry", SP_monster_infantry},
+ {"monster_soldier_light", SP_monster_soldier_light},
+ {"monster_soldier", SP_monster_soldier},
+ {"monster_soldier_ss", SP_monster_soldier_ss},
+ {"monster_tank", SP_monster_tank},
+ {"monster_tank_commander", SP_monster_tank},
+ {"monster_medic", SP_monster_medic},
+ {"monster_flipper", SP_monster_flipper},
+ {"monster_chick", SP_monster_chick},
+ {"monster_parasite", SP_monster_parasite},
+ {"monster_flyer", SP_monster_flyer},
+ {"monster_brain", SP_monster_brain},
+ {"monster_floater", SP_monster_floater},
+ {"monster_hover", SP_monster_hover},
+ {"monster_mutant", SP_monster_mutant},
+ {"monster_supertank", SP_monster_supertank},
+ {"monster_boss2", SP_monster_boss2},
+ {"monster_boss3_stand", SP_monster_boss3_stand},
+ {"monster_jorg", SP_monster_jorg},
+
+ {"monster_commander_body", SP_monster_commander_body},
+
+ // RAFAEL 14-APR-98
+ {"monster_soldier_hypergun", SP_monster_soldier_hypergun},
+ {"monster_soldier_lasergun", SP_monster_soldier_lasergun},
+ {"monster_soldier_ripper", SP_monster_soldier_ripper},
+ {"monster_fixbot", SP_monster_fixbot},
+ {"monster_gekk", SP_monster_gekk},
+ {"monster_chick_heat", SP_monster_chick_heat},
+ {"monster_gladb", SP_monster_gladb},
+ {"monster_boss5", SP_monster_boss5},
+ // END 14-APR-98
+
+ {"turret_breach", SP_turret_breach},
+ {"turret_base", SP_turret_base},
+ {"turret_driver", SP_turret_driver},
+
+ {NULL, NULL}
+};
+
+/*
+===============
+ED_CallSpawn
+
+Finds the spawn function for the entity and calls it
+===============
+*/
+void ED_CallSpawn (edict_t *ent)
+{
+ spawn_t *s;
+ gitem_t *item;
+ int i;
+
+ if (!ent->classname)
+ {
+ gi.dprintf ("ED_CallSpawn: NULL classname\n");
+ return;
+ }
+
+ // check item spawn functions
+ for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
+ {
+ if (!item->classname)
+ continue;
+ if (!strcmp(item->classname, ent->classname))
+ { // found it
+ SpawnItem (ent, item);
+ return;
+ }
+ }
+
+ // check normal spawn functions
+ for (s=spawns ; s->name ; s++)
+ {
+ if (!strcmp(s->name, ent->classname))
+ { // found it
+ s->spawn (ent);
+ return;
+ }
+ }
+ gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
+}
+
+/*
+=============
+ED_NewString
+=============
+*/
+char *ED_NewString (char *string)
+{
+ char *newb, *new_p;
+ int i,l;
+
+ l = strlen(string) + 1;
+
+ newb = gi.TagMalloc (l, TAG_LEVEL);
+
+ new_p = newb;
+
+ for (i=0 ; i< l ; i++)
+ {
+ if (string[i] == '\\' && i < l-1)
+ {
+ i++;
+ if (string[i] == 'n')
+ *new_p++ = '\n';
+ else
+ *new_p++ = '\\';
+ }
+ else
+ *new_p++ = string[i];
+ }
+
+ return newb;
+}
+
+
+
+
+/*
+===============
+ED_ParseField
+
+Takes a key/value pair and sets the binary values
+in an edict
+===============
+*/
+void ED_ParseField (char *key, char *value, edict_t *ent)
+{
+ field_t *f;
+ byte *b;
+ float v;
+ vec3_t vec;
+
+ for (f=fields ; f->name ; f++)
+ {
+ if (!(f->flags & FFL_NOSPAWN) && !cistrcmp(f->name, key))
+ { // found it
+ if (f->flags & FFL_SPAWNTEMP)
+ b = (byte *)&st;
+ else
+ b = (byte *)ent;
+
+ switch (f->type)
+ {
+ case F_LSTRING:
+ *(char **)(b+f->ofs) = ED_NewString (value);
+ break;
+ case F_VECTOR:
+ sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
+ ((float *)(b+f->ofs))[0] = vec[0];
+ ((float *)(b+f->ofs))[1] = vec[1];
+ ((float *)(b+f->ofs))[2] = vec[2];
+ break;
+ case F_INT:
+ *(int *)(b+f->ofs) = atoi(value);
+ break;
+ case F_FLOAT:
+ *(float *)(b+f->ofs) = atof(value);
+ break;
+ case F_ANGLEHACK:
+ v = atof(value);
+ ((float *)(b+f->ofs))[0] = 0;
+ ((float *)(b+f->ofs))[1] = v;
+ ((float *)(b+f->ofs))[2] = 0;
+ break;
+ case F_IGNORE:
+ break;
+ }
+ return;
+ }
+ }
+ gi.dprintf ("%s is not a field\n", key);
+}
+
+/*
+====================
+ED_ParseEdict
+
+Parses an edict out of the given string, returning the new position
+ed should be a properly initialized empty edict.
+====================
+*/
+char *ED_ParseEdict (char *data, edict_t *ent)
+{
+ qboolean init;
+ char keyname[256];
+ char *com_token;
+
+ init = false;
+ memset (&st, 0, sizeof(st));
+
+// go through all the dictionary pairs
+ while (1)
+ {
+ // parse key
+ com_token = COM_Parse (&data);
+ if (com_token[0] == '}')
+ break;
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ strncpy (keyname, com_token, sizeof(keyname)-1);
+
+ // parse value
+ com_token = COM_Parse (&data);
+ if (!data)
+ gi.error ("ED_ParseEntity: EOF without closing brace");
+
+ if (com_token[0] == '}')
+ gi.error ("ED_ParseEntity: closing brace without data");
+
+ init = true;
+
+ // keynames with a leading underscore are used for utility comments,
+ // and are immediately discarded by quake
+ if (keyname[0] == '_')
+ continue;
+
+ ED_ParseField (keyname, com_token, ent);
+ }
+
+ if (!init)
+ memset (ent, 0, sizeof(*ent));
+
+ return data;
+}
+
+
+/*
+================
+G_FindTeams
+
+Chain together all entities with a matching team field.
+
+All but the first will have the FL_TEAMSLAVE flag set.
+All but the last will have the teamchain field set to the next one
+================
+*/
+void G_FindTeams (void)
+{
+ edict_t *e, *e2, *chain;
+ int i, j;
+ int c, c2;
+
+ c = 0;
+ c2 = 0;
+ for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->team)
+ continue;
+ if (e->flags & FL_TEAMSLAVE)
+ continue;
+ chain = e;
+ e->teammaster = e;
+ c++;
+ c2++;
+ for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
+ {
+ if (!e2->inuse)
+ continue;
+ if (!e2->team)
+ continue;
+ if (e2->flags & FL_TEAMSLAVE)
+ continue;
+ if (!strcmp(e->team, e2->team))
+ {
+ c2++;
+ chain->teamchain = e2;
+ e2->teammaster = e;
+ chain = e2;
+ e2->flags |= FL_TEAMSLAVE;
+ }
+ }
+ }
+
+ gi.dprintf ("%i teams with %i entities\n", c, c2);
+}
+
+/*
+==============
+SpawnEntities
+
+Creates a server's entity / program execution context by
+parsing textual entity definitions out of an ent file.
+==============
+*/
+void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
+{
+ edict_t *ent;
+ int inhibit;
+ char *com_token;
+ int i;
+ float skill_level;
+
+ skill_level = floor (skill->value);
+ if (skill_level < 0)
+ skill_level = 0;
+ if (skill_level > 3)
+ skill_level = 3;
+ if (skill->value != skill_level)
+ gi.cvar_forceset("skill", va("%f", skill_level));
+
+ SaveClientData ();
+
+ gi.FreeTags (TAG_LEVEL);
+
+ memset (&level, 0, sizeof(level));
+ memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
+
+ strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
+ strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
+
+ // set client fields on player ents
+ for (i=0 ; i<game.maxclients ; i++)
+ g_edicts[i+1].client = game.clients + i;
+
+ ent = NULL;
+ inhibit = 0;
+
+// parse ents
+ while (1)
+ {
+ // parse the opening brace
+ com_token = COM_Parse (&entities);
+ if (!entities)
+ break;
+ if (com_token[0] != '{')
+ gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
+
+ if (!ent)
+ ent = g_edicts;
+ else
+ ent = G_Spawn ();
+ entities = ED_ParseEdict (entities, ent);
+
+ // yet another map hack
+ if (!cistrcmp(level.mapname, "command") && !cistrcmp(ent->classname, "trigger_once") && !cistrcmp(ent->model, "*27"))
+ ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
+
+ // remove things (except the world) from different skill levels or deathmatch
+ if (ent != g_edicts)
+ {
+ if (deathmatch->value)
+ {
+ if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+ else
+ {
+ if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
+ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
+ ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
+ (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
+ )
+ {
+ G_FreeEdict (ent);
+ inhibit++;
+ continue;
+ }
+ }
+
+ ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
+ }
+
+ ED_CallSpawn (ent);
+ }
+
+ gi.dprintf ("%i entities inhibited\n", inhibit);
+
+#ifdef DEBUG
+ i = 1;
+ ent = EDICT_NUM(i);
+ while (i < globals.num_edicts) {
+ if (ent->inuse != 0 || ent->inuse != 1)
+ Com_DPrintf("Invalid entity %d\n", i);
+ i++, ent++;
+ }
+#endif
+
+ G_FindTeams ();
+
+ PlayerTrail_Init ();
+}
+
+
+//===================================================================
+
+/*
+ // cursor positioning
+ xl <value>
+ xr <value>
+ yb <value>
+ yt <value>
+ xv <value>
+ yv <value>
+
+ // drawing
+ statpic <name>
+ pic <stat>
+ num <fieldwidth> <stat>
+ string <stat>
+
+ // control
+ if <stat>
+ ifeq <stat> <value>
+ ifbit <stat> <value>
+ endif
+
+*/
+
+char *single_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 262 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+;
+
+char *dm_statusbar =
+"yb -24 "
+
+// health
+"xv 0 "
+"hnum "
+"xv 50 "
+"pic 0 "
+
+// ammo
+"if 2 "
+" xv 100 "
+" anum "
+" xv 150 "
+" pic 2 "
+"endif "
+
+// armor
+"if 4 "
+" xv 200 "
+" rnum "
+" xv 250 "
+" pic 4 "
+"endif "
+
+// selected item
+"if 6 "
+" xv 296 "
+" pic 6 "
+"endif "
+
+"yb -50 "
+
+// picked up item
+"if 7 "
+" xv 0 "
+" pic 7 "
+" xv 26 "
+" yb -42 "
+" stat_string 8 "
+" yb -50 "
+"endif "
+
+// timer
+"if 9 "
+" xv 246 "
+" num 2 10 "
+" xv 296 "
+" pic 9 "
+"endif "
+
+// help / weapon icon
+"if 11 "
+" xv 148 "
+" pic 11 "
+"endif "
+
+// frags
+"xr -50 "
+"yt 2 "
+"num 3 14 "
+
+// spectator
+"if 17 "
+ "xv 0 "
+ "yb -58 "
+ "string2 \"SPECTATOR MODE\" "
+"endif "
+
+// chase camera
+"if 16 "
+ "xv 0 "
+ "yb -68 "
+ "string \"Chasing\" "
+ "xv 64 "
+ "stat_string 16 "
+"endif "
+;
+
+
+/*QUAKED worldspawn (0 0 0) ?
+
+Only used for the world.
+"sky" environment map name
+"skyaxis" vector axis for rotating sky
+"skyrotate" speed of rotation in degrees/second
+"sounds" music cd track number
+"gravity" 800 is default gravity
+"message" text to print at user logon
+*/
+void SP_worldspawn (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_PUSH;
+ ent->solid = SOLID_BSP;
+ ent->inuse = true; // since the world doesn't use G_Spawn()
+ ent->s.modelindex = 1; // world model is always index 1
+
+ //---------------
+
+ // reserve some spots for dead player bodies for coop / deathmatch
+ InitBodyQue ();
+
+ // set configstrings for items
+ SetItemNames ();
+
+ if (st.nextmap)
+ strcpy (level.nextmap, st.nextmap);
+
+ // make some data visible to the server
+
+ if (ent->message && ent->message[0])
+ {
+ gi.configstring (CS_NAME, ent->message);
+ strncpy (level.level_name, ent->message, sizeof(level.level_name));
+ }
+ else
+ strncpy (level.level_name, level.mapname, sizeof(level.level_name));
+
+ if (st.sky && st.sky[0])
+ gi.configstring (CS_SKY, st.sky);
+ else
+ gi.configstring (CS_SKY, "unit1_");
+
+ gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
+
+ gi.configstring (CS_SKYAXIS, va("%f %f %f",
+ st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
+
+ gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
+
+ gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
+
+ // status bar program
+ if (deathmatch->value)
+ gi.configstring (CS_STATUSBAR, dm_statusbar);
+ else
+ gi.configstring (CS_STATUSBAR, single_statusbar);
+
+ //---------------
+
+
+ // help icon for statusbar
+ gi.imageindex ("i_help");
+ level.pic_health = gi.imageindex ("i_health");
+ gi.imageindex ("help");
+ gi.imageindex ("field_3");
+
+ if (!st.gravity)
+ gi.cvar_set("sv_gravity", "800");
+ else
+ gi.cvar_set("sv_gravity", st.gravity);
+
+ snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
+
+ PrecacheItem (FindItem ("Blaster"));
+
+ gi.soundindex ("player/lava1.wav");
+ gi.soundindex ("player/lava2.wav");
+
+ gi.soundindex ("misc/pc_up.wav");
+ gi.soundindex ("misc/talk1.wav");
+
+ gi.soundindex ("misc/udeath.wav");
+
+ // gibs
+ gi.soundindex ("items/respawn1.wav");
+
+ // sexed sounds
+ gi.soundindex ("*death1.wav");
+ gi.soundindex ("*death2.wav");
+ gi.soundindex ("*death3.wav");
+ gi.soundindex ("*death4.wav");
+ gi.soundindex ("*fall1.wav");
+ gi.soundindex ("*fall2.wav");
+ gi.soundindex ("*gurp1.wav"); // drowning damage
+ gi.soundindex ("*gurp2.wav");
+ gi.soundindex ("*jump1.wav"); // player jump
+ gi.soundindex ("*pain25_1.wav");
+ gi.soundindex ("*pain25_2.wav");
+ gi.soundindex ("*pain50_1.wav");
+ gi.soundindex ("*pain50_2.wav");
+ gi.soundindex ("*pain75_1.wav");
+ gi.soundindex ("*pain75_2.wav");
+ gi.soundindex ("*pain100_1.wav");
+ gi.soundindex ("*pain100_2.wav");
+
+ // sexed models
+ // THIS ORDER MUST MATCH THE DEFINES IN g_local.h
+ // you can add more, max 19 (pete change)
+ // these models are only loaded in coop or deathmatch. not singleplayer.
+ if (coop->value || deathmatch->value)
+ {
+ gi.modelindex ("#w_blaster.md2");
+ gi.modelindex ("#w_shotgun.md2");
+ gi.modelindex ("#w_sshotgun.md2");
+ gi.modelindex ("#w_machinegun.md2");
+ gi.modelindex ("#w_chaingun.md2");
+ gi.modelindex ("#a_grenades.md2");
+ gi.modelindex ("#w_glauncher.md2");
+ gi.modelindex ("#w_rlauncher.md2");
+ gi.modelindex ("#w_hyperblaster.md2");
+ gi.modelindex ("#w_railgun.md2");
+ gi.modelindex ("#w_bfg.md2");
+
+ gi.modelindex ("#w_phalanx.md2");
+ gi.modelindex ("#w_ripper.md2");
+ }
+
+ //-------------------
+
+ gi.soundindex ("player/gasp1.wav"); // gasping for air
+ gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
+
+ gi.soundindex ("player/watr_in.wav"); // feet hitting water
+ gi.soundindex ("player/watr_out.wav"); // feet leaving water
+
+ gi.soundindex ("player/watr_un.wav"); // head going underwater
+
+ gi.soundindex ("player/u_breath1.wav");
+ gi.soundindex ("player/u_breath2.wav");
+
+ gi.soundindex ("items/pkup.wav"); // bonus item pickup
+ gi.soundindex ("world/land.wav"); // landing thud
+ gi.soundindex ("misc/h2ohit1.wav"); // landing splash
+
+ gi.soundindex ("items/damage.wav");
+ gi.soundindex ("items/protect.wav");
+ gi.soundindex ("items/protect4.wav");
+ gi.soundindex ("weapons/noammo.wav");
+
+ gi.soundindex ("infantry/inflies1.wav");
+
+ sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
+ gi.modelindex ("models/objects/gibs/arm/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone/tris.md2");
+ gi.modelindex ("models/objects/gibs/bone2/tris.md2");
+ gi.modelindex ("models/objects/gibs/chest/tris.md2");
+ gi.modelindex ("models/objects/gibs/skull/tris.md2");
+ gi.modelindex ("models/objects/gibs/head2/tris.md2");
+
+//
+// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
+//
+
+ // 0 normal
+ gi.configstring(CS_LIGHTS+0, "m");
+
+ // 1 FLICKER (first variety)
+ gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
+
+ // 2 SLOW STRONG PULSE
+ gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
+
+ // 3 CANDLE (first variety)
+ gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
+
+ // 4 FAST STROBE
+ gi.configstring(CS_LIGHTS+4, "mamamamamama");
+
+ // 5 GENTLE PULSE 1
+ gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
+
+ // 6 FLICKER (second variety)
+ gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
+
+ // 7 CANDLE (second variety)
+ gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
+
+ // 8 CANDLE (third variety)
+ gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
+
+ // 9 SLOW STROBE (fourth variety)
+ gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
+
+ // 10 FLUORESCENT FLICKER
+ gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
+
+ // 11 SLOW PULSE NOT FADE TO BLACK
+ gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
+
+ // styles 32-62 are assigned by the light program for switchable lights
+
+ // 63 testing
+ gi.configstring(CS_LIGHTS+63, "a");
+}
+
--- /dev/null
+++ b/xatrix/g_svcmds.c
@@ -1,0 +1,284 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void Svcmd_Test_f (void)
+{
+ gi.cprintf (NULL, PRINT_HIGH, "Svcmd_Test_f()\n");
+}
+
+/*
+==============================================================================
+
+PACKET FILTERING
+
+
+You can add or remove addresses from the filter list with:
+
+addip <ip>
+removeip <ip>
+
+The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40".
+
+Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host.
+
+listip
+Prints the current list of filters.
+
+writeip
+Dumps "addip <ip>" commands to listip.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion.
+
+filterban <0 or 1>
+
+If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting.
+
+If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network.
+
+
+==============================================================================
+*/
+
+typedef struct
+{
+ unsigned mask;
+ unsigned compare;
+} ipfilter_t;
+
+#define MAX_IPFILTERS 1024
+
+ipfilter_t ipfilters[MAX_IPFILTERS];
+int numipfilters;
+
+/*
+=================
+StringToFilter
+=================
+*/
+static qboolean StringToFilter (char *s, ipfilter_t *f)
+{
+ char num[128];
+ int i, j;
+ byte b[4];
+ byte m[4];
+
+ for (i=0 ; i<4 ; i++)
+ {
+ b[i] = 0;
+ m[i] = 0;
+ }
+
+ for (i=0 ; i<4 ; i++)
+ {
+ if (*s < '0' || *s > '9')
+ {
+ gi.cprintf(NULL, PRINT_HIGH, "Bad filter address: %s\n", s);
+ return false;
+ }
+
+ j = 0;
+ while (*s >= '0' && *s <= '9')
+ {
+ num[j++] = *s++;
+ }
+ num[j] = 0;
+ b[i] = atoi(num);
+ if (b[i] != 0)
+ m[i] = 255;
+
+ if (!*s)
+ break;
+ s++;
+ }
+
+ f->mask = *(unsigned *)m;
+ f->compare = *(unsigned *)b;
+
+ return true;
+}
+
+/*
+=================
+SV_FilterPacket
+=================
+*/
+qboolean SV_FilterPacket (char *from)
+{
+ int i;
+ unsigned in;
+ byte m[4];
+ char *p;
+
+ i = 0;
+ p = from;
+ while (*p && i < 4) {
+ m[i] = 0;
+ while (*p >= '0' && *p <= '9') {
+ m[i] = m[i]*10 + (*p - '0');
+ p++;
+ }
+ if (!*p || *p == ':')
+ break;
+ i++, p++;
+ }
+
+ in = *(unsigned *)m;
+
+ for (i=0 ; i<numipfilters ; i++)
+ if ( (in & ipfilters[i].mask) == ipfilters[i].compare)
+ return (int)filterban->value;
+
+ return (int)!filterban->value;
+}
+
+
+/*
+=================
+SV_AddIP_f
+=================
+*/
+void SVCmd_AddIP_f (void)
+{
+ int i;
+
+ if (gi.argc() < 3) {
+ gi.cprintf(NULL, PRINT_HIGH, "Usage: addip <ip-mask>\n");
+ return;
+ }
+
+ for (i=0 ; i<numipfilters ; i++)
+ if (ipfilters[i].compare == 0xffffffff)
+ break; // free spot
+ if (i == numipfilters)
+ {
+ if (numipfilters == MAX_IPFILTERS)
+ {
+ gi.cprintf (NULL, PRINT_HIGH, "IP filter list is full\n");
+ return;
+ }
+ numipfilters++;
+ }
+
+ if (!StringToFilter (gi.argv(2), &ipfilters[i]))
+ ipfilters[i].compare = 0xffffffff;
+}
+
+/*
+=================
+SV_RemoveIP_f
+=================
+*/
+void SVCmd_RemoveIP_f (void)
+{
+ ipfilter_t f;
+ int i, j;
+
+ if (gi.argc() < 3) {
+ gi.cprintf(NULL, PRINT_HIGH, "Usage: sv removeip <ip-mask>\n");
+ return;
+ }
+
+ if (!StringToFilter (gi.argv(2), &f))
+ return;
+
+ for (i=0 ; i<numipfilters ; i++)
+ if (ipfilters[i].mask == f.mask
+ && ipfilters[i].compare == f.compare)
+ {
+ for (j=i+1 ; j<numipfilters ; j++)
+ ipfilters[j-1] = ipfilters[j];
+ numipfilters--;
+ gi.cprintf (NULL, PRINT_HIGH, "Removed.\n");
+ return;
+ }
+ gi.cprintf (NULL, PRINT_HIGH, "Didn't find %s.\n", gi.argv(2));
+}
+
+/*
+=================
+SV_ListIP_f
+=================
+*/
+void SVCmd_ListIP_f (void)
+{
+ int i;
+ byte b[4];
+
+ gi.cprintf (NULL, PRINT_HIGH, "Filter list:\n");
+ for (i=0 ; i<numipfilters ; i++)
+ {
+ *(unsigned *)b = ipfilters[i].compare;
+ gi.cprintf (NULL, PRINT_HIGH, "%3i.%3i.%3i.%3i\n", b[0], b[1], b[2], b[3]);
+ }
+}
+
+/*
+=================
+SV_WriteIP_f
+=================
+*/
+void SVCmd_WriteIP_f (void)
+{
+ FILE *f;
+ char name[MAX_OSPATH];
+ byte b[4];
+ int i;
+ cvar_t *game;
+
+ game = gi.cvar("game", "", 0);
+
+ if (!*game->string)
+ sprintf (name, "%s/listip.cfg", GAMEVERSION);
+ else
+ sprintf (name, "%s/listip.cfg", game->string);
+
+ gi.cprintf (NULL, PRINT_HIGH, "Writing %s.\n", name);
+
+ f = fopen (name, "wb");
+ if (!f)
+ {
+ gi.cprintf (NULL, PRINT_HIGH, "Couldn't open %s\n", name);
+ return;
+ }
+
+ fprintf(f, "set filterban %d\n", (int)filterban->value);
+
+ for (i=0 ; i<numipfilters ; i++)
+ {
+ *(unsigned *)b = ipfilters[i].compare;
+ fprintf (f, "sv addip %i.%i.%i.%i\n", b[0], b[1], b[2], b[3]);
+ }
+
+ fclose (f);
+}
+
+/*
+=================
+ServerCommand
+
+ServerCommand will be called when an "sv" command is issued.
+The game can issue gi.argc() / gi.argv() commands to get the rest
+of the parameters
+=================
+*/
+void ServerCommand (void)
+{
+ char *cmd;
+
+ cmd = gi.argv(1);
+ if (cistrcmp (cmd, "test") == 0)
+ Svcmd_Test_f ();
+ else if (cistrcmp (cmd, "addip") == 0)
+ SVCmd_AddIP_f ();
+ else if (cistrcmp (cmd, "removeip") == 0)
+ SVCmd_RemoveIP_f ();
+ else if (cistrcmp (cmd, "listip") == 0)
+ SVCmd_ListIP_f ();
+ else if (cistrcmp (cmd, "writeip") == 0)
+ SVCmd_WriteIP_f ();
+ else
+ gi.cprintf (NULL, PRINT_HIGH, "Unknown server command \"%s\"\n", cmd);
+}
+
--- /dev/null
+++ b/xatrix/g_target.c
@@ -1,0 +1,888 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
+Fire an origin based temp entity event to the clients.
+"style" type byte
+*/
+void Use_Target_Tent (edict_t *ent, edict_t *, edict_t *)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (ent->style);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+}
+
+void SP_target_temp_entity (edict_t *ent)
+{
+ ent->use = Use_Target_Tent;
+}
+
+
+//==========================================================
+
+//==========================================================
+
+/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
+"noise" wav file to play
+"attenuation"
+-1 = none, send to whole level
+1 = normal fighting sounds
+2 = idle sound level
+3 = ambient sound level
+"volume" 0.0 to 1.0
+
+Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
+
+Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
+Multiple identical looping sounds will just increase volume without any speed cost.
+*/
+void Use_Target_Speaker (edict_t *ent, edict_t *, edict_t *)
+{
+ int chan;
+
+ if (ent->spawnflags & 3)
+ { // looping sound toggles
+ if (ent->s.sound)
+ ent->s.sound = 0; // turn it off
+ else
+ ent->s.sound = ent->noise_index; // start it
+ }
+ else
+ { // normal sound
+ if (ent->spawnflags & 4)
+ chan = CHAN_VOICE|CHAN_RELIABLE;
+ else
+ chan = CHAN_VOICE;
+ // use a positioned_sound, because this entity won't normally be
+ // sent to any clients because it is invisible
+ gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
+ }
+}
+
+void SP_target_speaker (edict_t *ent)
+{
+ char buffer[MAX_QPATH];
+
+ if(!st.noise)
+ {
+ gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
+ return;
+ }
+ if (!strstr (st.noise, ".wav"))
+ Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
+ else
+ strncpy (buffer, st.noise, sizeof(buffer));
+ ent->noise_index = gi.soundindex (buffer);
+
+ if (!ent->volume)
+ ent->volume = 1.0;
+
+ if (!ent->attenuation)
+ ent->attenuation = 1.0;
+ else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
+ ent->attenuation = 0;
+
+ // check for prestarted looping sound
+ if (ent->spawnflags & 1)
+ ent->s.sound = ent->noise_index;
+
+ ent->use = Use_Target_Speaker;
+
+ // must link the entity so we get areas and clusters so
+ // the server can determine who to send updates to
+ gi.linkentity (ent);
+}
+
+
+//==========================================================
+
+void Use_Target_Help (edict_t *ent, edict_t *, edict_t *)
+{
+ if (ent->spawnflags & 1)
+ strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
+ else
+ strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
+
+ game.helpchanged++;
+}
+
+/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
+When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
+*/
+void SP_target_help(edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!ent->message)
+ {
+ gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+ ent->use = Use_Target_Help;
+}
+
+//==========================================================
+
+/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a secret found.
+These are single use targets.
+*/
+void use_target_secret (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_secrets++;
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_secret (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_secret;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_secrets++;
+ // map bug hack
+ if (!cistrcmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
+ ent->message = "You have found a secret area.";
+}
+
+//==========================================================
+
+/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
+Counts a goal completed.
+These are single use targets.
+*/
+void use_target_goal (edict_t *ent, edict_t *, edict_t *activator)
+{
+ gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
+
+ level.found_goals++;
+
+ if (level.found_goals == level.total_goals)
+ gi.configstring (CS_CDTRACK, "0");
+
+ G_UseTargets (ent, activator);
+ G_FreeEdict (ent);
+}
+
+void SP_target_goal (edict_t *ent)
+{
+ if (deathmatch->value)
+ { // auto-remove for deathmatch
+ G_FreeEdict (ent);
+ return;
+ }
+
+ ent->use = use_target_goal;
+ if (!st.noise)
+ st.noise = "misc/secret.wav";
+ ent->noise_index = gi.soundindex (st.noise);
+ ent->svflags = SVF_NOCLIENT;
+ level.total_goals++;
+}
+
+//==========================================================
+
+
+/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
+Spawns an explosion temporary entity when used.
+
+"delay" wait this long before going off
+"dmg" how much radius damage should be done, defaults to 0
+*/
+void target_explosion_explode (edict_t *self)
+{
+ float save;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+
+ T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
+
+ save = self->delay;
+ self->delay = 0;
+ G_UseTargets (self, self->activator);
+ self->delay = save;
+}
+
+void use_target_explosion (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+
+ if (!self->delay)
+ {
+ target_explosion_explode (self);
+ return;
+ }
+
+ self->think = target_explosion_explode;
+ self->nextthink = level.time + self->delay;
+}
+
+void SP_target_explosion (edict_t *ent)
+{
+ ent->use = use_target_explosion;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
+Changes level to "map" when fired
+*/
+void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
+{
+ if (level.intermissiontime)
+ return; // already activated
+
+ if (!deathmatch->value && !coop->value)
+ {
+ if (g_edicts[1].health <= 0)
+ return;
+ }
+
+ // if noexit, do a ton of damage to other
+ if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != WORLD)
+ {
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
+ return;
+ }
+
+ // if multiplayer, let everyone know who hit the exit
+ if (deathmatch->value)
+ {
+ if (activator && activator->client)
+ gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
+ }
+
+ // if going to a new unit, clear cross triggers
+ if (strstr(self->map, "*"))
+ game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
+
+ BeginIntermission (self);
+}
+
+void SP_target_changelevel (edict_t *ent)
+{
+ if (!ent->map)
+ {
+ gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
+ G_FreeEdict (ent);
+ return;
+ }
+
+ // ugly hack because *SOMEBODY* screwed up their map
+ if((cistrcmp(level.mapname, "fact1") == 0) && (cistrcmp(ent->map, "fact3") == 0))
+ ent->map = "fact3$secret1";
+
+ ent->use = use_target_changelevel;
+ ent->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
+Creates a particle splash effect when used.
+
+Set "sounds" to one of the following:
+ 1) sparks
+ 2) blue water
+ 3) brown water
+ 4) slime
+ 5) lava
+ 6) blood
+
+"count" how many pixels in the splash
+"dmg" if set, does a radius damage at this location when it splashes
+ useful for lava/sparks
+*/
+
+void use_target_splash (edict_t *self, edict_t *, edict_t *activator)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (self->count);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (self->movedir);
+ gi.WriteByte (self->sounds);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ if (self->dmg)
+ T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
+}
+
+void SP_target_splash (edict_t *self)
+{
+ self->use = use_target_splash;
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ if (!self->count)
+ self->count = 32;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) 1 2 3 4 5 6
+Set target to the type of entity you want spawned.
+Useful for spawning monsters and gibs in the factory levels.
+
+For monsters:
+ Set direction to the facing you want it to have.
+
+For gibs:
+ Set direction if you want it moving and
+ speed how fast it should be moving otherwise it
+ will just be dropped
+*/
+void ED_CallSpawn (edict_t *ent);
+
+void use_target_spawner (edict_t *self, edict_t *, edict_t *)
+{
+ edict_t *ent;
+
+ ent = G_Spawn();
+ ent->classname = self->target;
+ ent->flags = self->flags;
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (self->s.angles, ent->s.angles);
+ ED_CallSpawn (ent);
+ gi.unlinkentity (ent);
+ KillBox (ent);
+ gi.linkentity (ent);
+ if (self->speed)
+ VectorCopy (self->movedir, ent->velocity);
+}
+
+void SP_target_spawner (edict_t *self)
+{
+ self->use = use_target_spawner;
+ self->svflags = SVF_NOCLIENT;
+ if (self->speed)
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ VectorScale (self->movedir, self->speed, self->movedir);
+ }
+}
+
+//==========================================================
+
+/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
+Fires a blaster bolt in the set direction when triggered.
+
+dmg default is 15
+speed default is 1000
+*/
+
+void use_target_blaster (edict_t *self, edict_t *, edict_t *)
+{
+ /*
+ int effect;
+
+ if (self->spawnflags & 2)
+ effect = 0;
+ else if (self->spawnflags & 1)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = EF_BLASTER;
+ */
+
+ fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
+ gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
+}
+
+void SP_target_blaster (edict_t *self)
+{
+ self->use = use_target_blaster;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->noise_index = gi.soundindex ("weapons/laser2.wav");
+
+ if (!self->dmg)
+ self->dmg = 15;
+ if (!self->speed)
+ self->speed = 1000;
+
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+//==========================================================
+
+/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
+*/
+void trigger_crosslevel_trigger_use (edict_t *self, edict_t *, edict_t *)
+{
+ game.serverflags |= self->spawnflags;
+ G_FreeEdict (self);
+}
+
+void SP_target_crosslevel_trigger (edict_t *self)
+{
+ self->svflags = SVF_NOCLIENT;
+ self->use = trigger_crosslevel_trigger_use;
+}
+
+/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
+killtarget also work.
+
+"delay" delay before using targets if the trigger has been activated (default 1)
+*/
+void target_crosslevel_target_think (edict_t *self)
+{
+ if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
+ {
+ G_UseTargets (self, self);
+ G_FreeEdict (self);
+ }
+}
+
+void SP_target_crosslevel_target (edict_t *self)
+{
+ if (! self->delay)
+ self->delay = 1;
+ self->svflags = SVF_NOCLIENT;
+
+ self->think = target_crosslevel_target_think;
+ self->nextthink = level.time + self->delay;
+}
+
+//==========================================================
+
+/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
+When triggered, fires a laser. You can either set a target
+or a direction.
+*/
+
+void target_laser_think (edict_t *self)
+{
+ edict_t *ignore;
+ vec3_t start;
+ vec3_t end;
+ trace_t tr;
+ vec3_t point;
+ vec3_t last_movedir;
+ int count;
+
+ if (self->spawnflags & 0x80000000)
+ count = 8;
+ else
+ count = 4;
+
+ if (self->enemy)
+ {
+ VectorCopy (self->movedir, last_movedir);
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
+ VectorSubtract (point, self->s.origin, self->movedir);
+ VectorNormalize (self->movedir);
+ if (!VectorCompare(self->movedir, last_movedir))
+ self->spawnflags |= 0x80000000;
+ }
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, self->movedir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
+ T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ if (self->spawnflags & 0x80000000)
+ {
+ self->spawnflags &= ~0x80000000;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (count);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ VectorCopy (tr.endpos, self->s.old_origin);
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_laser_on (edict_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+ target_laser_think (self);
+}
+
+void target_laser_off (edict_t *self)
+{
+ self->spawnflags &= ~1;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+}
+
+void target_laser_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ if (self->spawnflags & 1)
+ target_laser_off (self);
+ else
+ target_laser_on (self);
+}
+
+void target_laser_start (edict_t *self)
+{
+ edict_t *ent;
+
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if (self->spawnflags & 64)
+ self->s.frame = 16;
+ else
+ self->s.frame = 4;
+
+ // set the color
+ if (self->spawnflags & 2)
+ self->s.skinnum = 0xf2f2f0f0;
+ else if (self->spawnflags & 4)
+ self->s.skinnum = 0xd0d1d2d3;
+ else if (self->spawnflags & 8)
+ self->s.skinnum = 0xf3f3f1f1;
+ else if (self->spawnflags & 16)
+ self->s.skinnum = 0xdcdddedf;
+ else if (self->spawnflags & 32)
+ self->s.skinnum = 0xe0e1e2e3;
+
+ if (!self->enemy)
+ {
+ if (self->target)
+ {
+ ent = G_Find (NULL, FOFS(targetname), self->target);
+ if (!ent)
+ gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
+ self->enemy = ent;
+ }
+ else
+ {
+ G_SetMovedir (self->s.angles, self->movedir);
+ }
+ }
+ self->use = target_laser_use;
+ self->think = target_laser_think;
+
+ if (!self->dmg)
+ self->dmg = 1;
+
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ gi.linkentity (self);
+
+ if (self->spawnflags & 1)
+ target_laser_on (self);
+ else
+ target_laser_off (self);
+}
+
+void SP_target_laser (edict_t *self)
+{
+ // let everything else get spawned before we start firing
+ self->think = target_laser_start;
+ self->nextthink = level.time + 1;
+}
+
+
+// RAFAEL 15-APR-98
+/*QUAKED target_mal_laser (1 0 0) (-4 -4 -4) (4 4 4) START_ON RED GREEN BLUE YELLOW ORANGE FAT
+Mal's laser
+*/
+void target_mal_laser_on (edict_t *self)
+{
+ if (!self->activator)
+ self->activator = self;
+ self->spawnflags |= 0x80000001;
+ self->svflags &= ~SVF_NOCLIENT;
+ // target_laser_think (self);
+ self->nextthink = level.time + self->wait + self->delay;
+}
+
+void target_mal_laser_off (edict_t *self)
+{
+ self->spawnflags &= ~1;
+ self->svflags |= SVF_NOCLIENT;
+ self->nextthink = 0;
+}
+
+void target_mal_laser_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->activator = activator;
+ if (self->spawnflags & 1)
+ target_mal_laser_off (self);
+ else
+ target_mal_laser_on (self);
+}
+
+void mal_laser_think (edict_t *self)
+{
+ target_laser_think (self);
+ self->nextthink = level.time + self->wait + 0.1;
+ self->spawnflags |= 0x80000000;
+}
+
+void SP_target_mal_laser (edict_t *self)
+{
+ self->movetype = MOVETYPE_NONE;
+ self->solid = SOLID_NOT;
+ self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
+ self->s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if (self->spawnflags & 64)
+ self->s.frame = 16;
+ else
+ self->s.frame = 4;
+
+ // set the color
+ if (self->spawnflags & 2)
+ self->s.skinnum = 0xf2f2f0f0;
+ else if (self->spawnflags & 4)
+ self->s.skinnum = 0xd0d1d2d3;
+ else if (self->spawnflags & 8)
+ self->s.skinnum = 0xf3f3f1f1;
+ else if (self->spawnflags & 16)
+ self->s.skinnum = 0xdcdddedf;
+ else if (self->spawnflags & 32)
+ self->s.skinnum = 0xe0e1e2e3;
+
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ if (!self->delay)
+ self->delay = 0.1;
+
+ if (!self->wait)
+ self->wait = 0.1;
+
+ if (!self->dmg)
+ self->dmg = 5;
+
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+
+ self->nextthink = level.time + self->delay;
+ self->think = mal_laser_think;
+
+ self->use = target_mal_laser_use;
+
+ gi.linkentity (self);
+
+ if (self->spawnflags & 1)
+ target_mal_laser_on (self);
+ else
+ target_mal_laser_off (self);
+}
+// END 15-APR-98
+
+//==========================================================
+
+/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
+speed How many seconds the ramping will take
+message two letters; starting lightlevel and ending lightlevel
+*/
+
+void target_lightramp_think (edict_t *self)
+{
+ char style[2];
+
+ style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
+ style[1] = 0;
+ gi.configstring (CS_LIGHTS+self->enemy->style, style);
+
+ if ((level.time - self->timestamp) < self->speed)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else if (self->spawnflags & 1)
+ {
+ char temp;
+
+ temp = self->movedir[0];
+ self->movedir[0] = self->movedir[1];
+ self->movedir[1] = temp;
+ self->movedir[2] *= -1;
+ }
+}
+
+void target_lightramp_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (!self->enemy)
+ {
+ edict_t *e;
+
+ // check all the targets
+ e = NULL;
+ while (1)
+ {
+ e = G_Find (e, FOFS(targetname), self->target);
+ if (!e)
+ break;
+ if (strcmp(e->classname, "light") != 0)
+ {
+ gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
+ gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
+ }
+ else
+ {
+ self->enemy = e;
+ }
+ }
+
+ if (!self->enemy)
+ {
+ gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+ }
+
+ self->timestamp = level.time;
+ target_lightramp_think (self);
+}
+
+void SP_target_lightramp (edict_t *self)
+{
+ if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
+ {
+ gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->svflags |= SVF_NOCLIENT;
+ self->use = target_lightramp_use;
+ self->think = target_lightramp_think;
+
+ self->movedir[0] = self->message[0] - 'a';
+ self->movedir[1] = self->message[1] - 'a';
+ self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
+}
+
+//==========================================================
+
+/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
+When triggered, this initiates a level-wide earthquake.
+All players and monsters are affected.
+"speed" severity of the quake (default:200)
+"count" duration of the quake (default:5)
+*/
+
+void target_earthquake_think (edict_t *self)
+{
+ int i;
+ edict_t *e;
+
+ if (self->last_move_time < level.time)
+ {
+ gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
+ self->last_move_time = level.time + 0.5;
+ }
+
+ for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
+ {
+ if (!e->inuse)
+ continue;
+ if (!e->client)
+ continue;
+ if (!e->groundentity)
+ continue;
+
+ e->groundentity = NULL;
+ e->velocity[0] += crandom()* 150;
+ e->velocity[1] += crandom()* 150;
+ e->velocity[2] = self->speed * (100.0 / e->mass);
+ }
+
+ if (level.time < self->timestamp)
+ self->nextthink = level.time + FRAMETIME;
+}
+
+void target_earthquake_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ self->timestamp = level.time + self->count;
+ self->nextthink = level.time + FRAMETIME;
+ self->activator = activator;
+ self->last_move_time = 0;
+}
+
+void SP_target_earthquake (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+
+ if (!self->count)
+ self->count = 5;
+
+ if (!self->speed)
+ self->speed = 200;
+
+ self->svflags |= SVF_NOCLIENT;
+ self->think = target_earthquake_think;
+ self->use = target_earthquake_use;
+
+ self->noise_index = gi.soundindex ("world/quake.wav");
+}
--- /dev/null
+++ b/xatrix/g_trigger.c
@@ -1,0 +1,694 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void InitTrigger (edict_t *self)
+{
+ if (!VectorCompare (self->s.angles, vec3_origin))
+ G_SetMovedir (self->s.angles, self->movedir);
+
+ self->solid = SOLID_TRIGGER;
+ self->movetype = MOVETYPE_NONE;
+ gi.setmodel (self, self->model);
+ self->svflags = SVF_NOCLIENT;
+}
+
+
+// the wait time has passed, so set back up for another activation
+void multi_wait (edict_t *ent)
+{
+ ent->nextthink = 0;
+}
+
+
+// the trigger was just activated
+// ent->activator should be set to the activator so it can be held through a delay
+// so wait for the delay time before firing
+void multi_trigger (edict_t *ent)
+{
+ if (ent->nextthink)
+ return; // already been triggered
+
+ G_UseTargets (ent, ent->activator);
+
+ if (ent->wait > 0)
+ {
+ ent->think = multi_wait;
+ ent->nextthink = level.time + ent->wait;
+ }
+ else
+ { // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent->touch = NULL;
+ ent->nextthink = level.time + FRAMETIME;
+ ent->think = G_FreeEdict;
+ }
+}
+
+void Use_Multi (edict_t *ent, edict_t *, edict_t *activator)
+{
+ ent->activator = activator;
+ multi_trigger (ent);
+}
+
+void Touch_Multi (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if(other->client)
+ {
+ if (self->spawnflags & 2)
+ return;
+ }
+ else if (other->svflags & SVF_MONSTER)
+ {
+ if (!(self->spawnflags & 1))
+ return;
+ }
+ else
+ return;
+
+ if (!VectorCompare(self->movedir, vec3_origin))
+ {
+ vec3_t forward;
+
+ AngleVectors(other->s.angles, forward, NULL, NULL);
+ if (_DotProduct(forward, self->movedir) < 0)
+ return;
+ }
+
+ self->activator = other;
+ multi_trigger (self);
+}
+
+/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
+Variable sized repeatable trigger. Must be targeted at one or more entities.
+If "delay" is set, the trigger waits some time after activating before firing.
+"wait" : Seconds between triggerings. (.2 default)
+sounds
+1) secret
+2) beep beep
+3) large switch
+4)
+set "message" to text string
+*/
+void trigger_enable (edict_t *self, edict_t *, edict_t *)
+{
+ self->solid = SOLID_TRIGGER;
+ self->use = Use_Multi;
+ gi.linkentity (self);
+}
+
+void SP_trigger_multiple (edict_t *ent)
+{
+ if (ent->sounds == 1)
+ ent->noise_index = gi.soundindex ("misc/secret.wav");
+ else if (ent->sounds == 2)
+ ent->noise_index = gi.soundindex ("misc/talk.wav");
+ else if (ent->sounds == 3)
+ ent->noise_index = gi.soundindex ("misc/trigger1.wav");
+
+ if (!ent->wait)
+ ent->wait = 0.2;
+ ent->touch = Touch_Multi;
+ ent->movetype = MOVETYPE_NONE;
+ ent->svflags |= SVF_NOCLIENT;
+
+
+ if (ent->spawnflags & 4)
+ {
+ ent->solid = SOLID_NOT;
+ ent->use = trigger_enable;
+ }
+ else
+ {
+ ent->solid = SOLID_TRIGGER;
+ ent->use = Use_Multi;
+ }
+
+ if (!VectorCompare(ent->s.angles, vec3_origin))
+ G_SetMovedir (ent->s.angles, ent->movedir);
+
+ gi.setmodel (ent, ent->model);
+ gi.linkentity (ent);
+}
+
+
+/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
+Triggers once, then removes itself.
+You must set the key "target" to the name of another object in the level that has a matching "targetname".
+
+If TRIGGERED, this trigger must be triggered before it is live.
+
+sounds
+ 1) secret
+ 2) beep beep
+ 3) large switch
+ 4)
+
+"message" string to be displayed when triggered
+*/
+
+void SP_trigger_once(edict_t *ent)
+{
+ // make old maps work because I messed up on flag assignments here
+ // triggered was on bit 1 when it should have been on bit 4
+ if (ent->spawnflags & 1)
+ {
+ vec3_t v;
+
+ VectorMA (ent->mins, 0.5, ent->size, v);
+ ent->spawnflags &= ~1;
+ ent->spawnflags |= 4;
+ gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
+ }
+
+ ent->wait = -1;
+ SP_trigger_multiple (ent);
+}
+
+/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This fixed size trigger cannot be touched, it can only be fired by other events.
+*/
+void trigger_relay_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ G_UseTargets (self, activator);
+}
+
+void SP_trigger_relay (edict_t *self)
+{
+ self->use = trigger_relay_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_key
+
+==============================================================================
+*/
+
+/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
+A relay trigger that only fires it's targets if player has the proper key.
+Use "item" to specify the required key, for example "key_data_cd"
+*/
+void trigger_key_use (edict_t *self, edict_t *, edict_t *activator)
+{
+ int index;
+
+ if (!self->item)
+ return;
+ if (!activator->client)
+ return;
+
+ index = ITEM_INDEX(self->item);
+ if (!activator->client->pers.inventory[index])
+ {
+ if (level.time < self->touch_debounce_time)
+ return;
+ self->touch_debounce_time = level.time + 5.0;
+ gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
+ return;
+ }
+
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
+ if (coop->value)
+ {
+ int player;
+ edict_t *ent;
+
+ if (strcmp(self->item->classname, "key_power_cube") == 0)
+ {
+ int cube;
+
+ for (cube = 0; cube < 8; cube++)
+ if (activator->client->pers.power_cubes & (1 << cube))
+ break;
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ if (ent->client->pers.power_cubes & (1 << cube))
+ {
+ ent->client->pers.inventory[index]--;
+ ent->client->pers.power_cubes &= ~(1 << cube);
+ }
+ }
+ }
+ else
+ {
+ for (player = 1; player <= game.maxclients; player++)
+ {
+ ent = &g_edicts[player];
+ if (!ent->inuse)
+ continue;
+ if (!ent->client)
+ continue;
+ ent->client->pers.inventory[index] = 0;
+ }
+ }
+ }
+ else
+ {
+ activator->client->pers.inventory[index]--;
+ }
+
+ G_UseTargets (self, activator);
+
+ self->use = NULL;
+}
+
+void SP_trigger_key (edict_t *self)
+{
+ if (!st.item)
+ {
+ gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
+ return;
+ }
+ self->item = FindItemByClassname (st.item);
+
+ if (!self->item)
+ {
+ gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
+ return;
+ }
+
+ gi.soundindex ("misc/keytry.wav");
+ gi.soundindex ("misc/keyuse.wav");
+
+ self->use = trigger_key_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_counter
+
+==============================================================================
+*/
+
+/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
+Acts as an intermediary for an action that takes multiple inputs.
+
+If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
+
+After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
+*/
+
+void trigger_counter_use(edict_t *self, edict_t *, edict_t *activator)
+{
+ if (self->count == 0)
+ return;
+
+ self->count--;
+
+ if (self->count)
+ {
+ if (! (self->spawnflags & 1))
+ {
+ gi.centerprintf(activator, "%i more to go...", self->count);
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ if (! (self->spawnflags & 1))
+ {
+ gi.centerprintf(activator, "Sequence completed!");
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ self->activator = activator;
+ multi_trigger (self);
+}
+
+void SP_trigger_counter (edict_t *self)
+{
+ self->wait = -1;
+ if (!self->count)
+ self->count = 2;
+
+ self->use = trigger_counter_use;
+}
+
+
+/*
+==============================================================================
+
+trigger_always
+
+==============================================================================
+*/
+
+/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+This trigger will always fire. It is activated by the world.
+*/
+void SP_trigger_always (edict_t *ent)
+{
+ // we must have some delay to make sure our use targets are present
+ if (ent->delay < 0.2)
+ ent->delay = 0.2;
+ G_UseTargets(ent, ent);
+}
+
+
+/*
+==============================================================================
+
+trigger_push
+
+==============================================================================
+*/
+/*
+#define PUSH_ONCE 1
+
+static int windsound;
+
+void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (strcmp(other->classname, "grenade") == 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+ }
+ else if (other->health > 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+
+ if (other->client)
+ {
+ // don't take falling damage immediately from this
+ VectorCopy (other->velocity, other->client->oldvelocity);
+ if (other->fly_sound_debounce_time < level.time)
+ {
+ other->fly_sound_debounce_time = level.time + 1.5;
+ gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
+ }
+ }
+ }
+ if (self->spawnflags & PUSH_ONCE)
+ G_FreeEdict (self);
+}
+
+void SP_trigger_push (edict_t *self)
+{
+ InitTrigger (self);
+ windsound = gi.soundindex ("misc/windfly.wav");
+ self->touch = trigger_push_touch;
+ if (!self->speed)
+ self->speed = 1000;
+ gi.linkentity (self);
+}
+*/
+
+// RAFAEL
+#define PUSH_ONCE 1
+
+static int windsound;
+
+void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (strcmp(other->classname, "grenade") == 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+ }
+ else if (other->health > 0)
+ {
+ VectorScale (self->movedir, self->speed * 10, other->velocity);
+
+ if (other->client)
+ {
+ // don't take falling damage immediately from this
+ VectorCopy (other->velocity, other->client->oldvelocity);
+ if (other->fly_sound_debounce_time < level.time)
+ {
+ other->fly_sound_debounce_time = level.time + 1.5;
+ gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
+ }
+ }
+ }
+ if (self->spawnflags & PUSH_ONCE)
+ G_FreeEdict (self);
+}
+
+
+/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE PUSH_PLUS PUSH_RAMP
+Pushes the player
+"speed" defaults to 1000
+"wait" defaults to 10 must use PUSH_PLUS used for on
+*/
+
+void trigger_push_active (edict_t *self);
+
+void trigger_effect (edict_t *self)
+{
+ vec3_t origin;
+ vec3_t size;
+ int i;
+
+ VectorScale (self->size, 0.5, size);
+ VectorAdd (self->absmin, size, origin);
+
+ for (i=0; i<10; i++)
+ {
+ origin[2] += (self->speed * 0.01) * (i + qrandom());
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_TUNNEL_SPARKS);
+ gi.WriteByte (1);
+ gi.WritePosition (origin);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0x74 + (rand()&7));
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+}
+
+void trigger_push_inactive (edict_t *self)
+{
+ if (self->delay > level.time)
+ {
+ self->nextthink = level.time + 0.1;
+ }
+ else
+ {
+ self->touch = trigger_push_touch;
+ self->think = trigger_push_active;
+ self->nextthink = level.time + 0.1;
+ self->delay = self->nextthink + self->wait;
+ }
+}
+
+void trigger_push_active (edict_t *self)
+{
+ if (self->delay > level.time)
+ {
+ self->nextthink = level.time + 0.1;
+ trigger_effect (self);
+ }
+ else
+ {
+ self->touch = NULL;
+ self->think = trigger_push_inactive;
+ self->nextthink = level.time + 0.1;
+ self->delay = self->nextthink + self->wait;
+ }
+}
+
+void SP_trigger_push (edict_t *self)
+{
+ InitTrigger (self);
+ windsound = gi.soundindex ("misc/windfly.wav");
+ self->touch = trigger_push_touch;
+
+ if (self->spawnflags & 2)
+ {
+ if (!self->wait)
+ self->wait = 10;
+
+ self->think = trigger_push_active;
+ self->nextthink = level.time + 0.1;
+ self->delay = self->nextthink + self->wait;
+ }
+
+ if (!self->speed)
+ self->speed = 1000;
+
+ gi.linkentity (self);
+
+}
+
+/*
+==============================================================================
+
+trigger_hurt
+
+==============================================================================
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
+Any entity that touches this will be hurt.
+
+It does dmg points of damage each server frame
+
+SILENT supresses playing the sound
+SLOW changes the damage rate to once per second
+NO_PROTECTION *nothing* stops the damage
+
+"dmg" default 5 (whole numbers only)
+
+*/
+void hurt_use (edict_t *self, edict_t *, edict_t *)
+{
+ if (self->solid == SOLID_NOT)
+ self->solid = SOLID_TRIGGER;
+ else
+ self->solid = SOLID_NOT;
+ gi.linkentity (self);
+
+ if (!(self->spawnflags & 2))
+ self->use = NULL;
+}
+
+
+void hurt_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ int dflags;
+
+ if (!other->takedamage)
+ return;
+
+ if (self->timestamp > level.time)
+ return;
+
+ if (self->spawnflags & 16)
+ self->timestamp = level.time + 1;
+ else
+ self->timestamp = level.time + FRAMETIME;
+
+ if (!(self->spawnflags & 4))
+ {
+ if ((level.framenum % 10) == 0)
+ gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
+ }
+
+ if (self->spawnflags & 8)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
+}
+
+void SP_trigger_hurt (edict_t *self)
+{
+ InitTrigger (self);
+
+ self->noise_index = gi.soundindex ("world/electro.wav");
+ self->touch = hurt_touch;
+
+ if (!self->dmg)
+ self->dmg = 5;
+
+ if (self->spawnflags & 1)
+ self->solid = SOLID_NOT;
+ else
+ self->solid = SOLID_TRIGGER;
+
+ if (self->spawnflags & 2)
+ self->use = hurt_use;
+
+ gi.linkentity (self);
+}
+
+
+/*
+==============================================================================
+
+trigger_gravity
+
+==============================================================================
+*/
+
+/*QUAKED trigger_gravity (.5 .5 .5) ?
+Changes the touching entites gravity to
+the value of "gravity". 1.0 is standard
+gravity for the level.
+*/
+
+void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ other->gravity = self->gravity;
+}
+
+void SP_trigger_gravity (edict_t *self)
+{
+ if (st.gravity == 0)
+ {
+ gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ InitTrigger (self);
+ self->gravity = atoi(st.gravity);
+ self->touch = trigger_gravity_touch;
+}
+
+
+/*
+==============================================================================
+
+trigger_monsterjump
+
+==============================================================================
+*/
+
+/*QUAKED trigger_monsterjump (.5 .5 .5) ?
+Walking monsters that touch this will jump in the direction of the trigger's angle
+"speed" default to 200, the speed thrown forward
+"height" default to 200, the speed thrown upwards
+*/
+
+void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (other->flags & (FL_FLY | FL_SWIM) )
+ return;
+ if (other->svflags & SVF_DEADMONSTER)
+ return;
+ if ( !(other->svflags & SVF_MONSTER))
+ return;
+
+// set XY even if not on ground, so the jump will clear lips
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (!other->groundentity)
+ return;
+
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+}
+
+void SP_trigger_monsterjump (edict_t *self)
+{
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ InitTrigger (self);
+ self->touch = trigger_monsterjump_touch;
+ self->movedir[2] = st.height;
+}
+
--- /dev/null
+++ b/xatrix/g_turret.c
@@ -1,0 +1,415 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void AnglesNormalize(vec3_t vec)
+{
+ while(vec[0] > 360)
+ vec[0] -= 360;
+ while(vec[0] < 0)
+ vec[0] += 360;
+ while(vec[1] > 360)
+ vec[1] -= 360;
+ while(vec[1] < 0)
+ vec[1] += 360;
+}
+
+float SnapToEights(float x)
+{
+ x *= 8.0;
+ if (x > 0.0)
+ x += 0.5;
+ else
+ x -= 0.5;
+ return 0.125 * (int)x;
+}
+
+
+void turret_blocked(edict_t *self, edict_t *other)
+{
+ edict_t *attacker;
+
+ if (other->takedamage)
+ {
+ if (self->teammaster->owner)
+ attacker = self->teammaster->owner;
+ else
+ attacker = self->teammaster;
+ T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
+ }
+}
+
+/*QUAKED turret_breach (0 0 0) ?
+This portion of the turret can change both pitch and yaw.
+The model should be made with a flat pitch.
+It (and the associated base) need to be oriented towards 0.
+Use "angle" to set the starting angle.
+
+"speed" default 50
+"dmg" default 10
+"angle" point this forward
+"target" point this at an info_notnull at the muzzle tip
+"minpitch" min acceptable pitch angle : default -30
+"maxpitch" max acceptable pitch angle : default 30
+"minyaw" min acceptable yaw angle : default 0
+"maxyaw" max acceptable yaw angle : default 360
+*/
+
+void turret_breach_fire (edict_t *self)
+{
+ vec3_t f, r, u;
+ vec3_t start;
+ int damage;
+ int speed;
+
+ AngleVectors (self->s.angles, f, r, u);
+ VectorMA (self->s.origin, self->move_origin[0], f, start);
+ VectorMA (start, self->move_origin[1], r, start);
+ VectorMA (start, self->move_origin[2], u, start);
+
+ damage = 100 + qrandom() * 50;
+ speed = 550 + 50 * skill->value;
+ fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
+ gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
+}
+
+void turret_breach_think (edict_t *self)
+{
+ edict_t *ent;
+ vec3_t current_angles;
+ vec3_t delta;
+
+ VectorCopy (self->s.angles, current_angles);
+ AnglesNormalize(current_angles);
+
+ AnglesNormalize(self->move_angles);
+ if (self->move_angles[PITCH] > 180)
+ self->move_angles[PITCH] -= 360;
+
+ // clamp angles to mins & maxs
+ if (self->move_angles[PITCH] > self->pos1[PITCH])
+ self->move_angles[PITCH] = self->pos1[PITCH];
+ else if (self->move_angles[PITCH] < self->pos2[PITCH])
+ self->move_angles[PITCH] = self->pos2[PITCH];
+
+ if ((self->move_angles[YAW] < self->pos1[YAW]) || (self->move_angles[YAW] > self->pos2[YAW]))
+ {
+ float dmin, dmax;
+
+ dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
+ if (dmin < -180)
+ dmin += 360;
+ else if (dmin > 180)
+ dmin -= 360;
+ dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
+ if (dmax < -180)
+ dmax += 360;
+ else if (dmax > 180)
+ dmax -= 360;
+ if (fabs(dmin) < fabs(dmax))
+ self->move_angles[YAW] = self->pos1[YAW];
+ else
+ self->move_angles[YAW] = self->pos2[YAW];
+ }
+
+ VectorSubtract (self->move_angles, current_angles, delta);
+ if (delta[0] < -180)
+ delta[0] += 360;
+ else if (delta[0] > 180)
+ delta[0] -= 360;
+ if (delta[1] < -180)
+ delta[1] += 360;
+ else if (delta[1] > 180)
+ delta[1] -= 360;
+ delta[2] = 0;
+
+ if (delta[0] > self->speed * FRAMETIME)
+ delta[0] = self->speed * FRAMETIME;
+ if (delta[0] < -1 * self->speed * FRAMETIME)
+ delta[0] = -1 * self->speed * FRAMETIME;
+ if (delta[1] > self->speed * FRAMETIME)
+ delta[1] = self->speed * FRAMETIME;
+ if (delta[1] < -1 * self->speed * FRAMETIME)
+ delta[1] = -1 * self->speed * FRAMETIME;
+
+ VectorScale (delta, 1.0/FRAMETIME, self->avelocity);
+
+ self->nextthink = level.time + FRAMETIME;
+
+ for (ent = self->teammaster; ent; ent = ent->teamchain)
+ ent->avelocity[1] = self->avelocity[1];
+
+ // if we have adriver, adjust his velocities
+ if (self->owner)
+ {
+ float angle;
+ float target_z;
+ float diff;
+ vec3_t target;
+ vec3_t dir;
+
+ // angular is easy, just copy ours
+ self->owner->avelocity[0] = self->avelocity[0];
+ self->owner->avelocity[1] = self->avelocity[1];
+
+ // x & y
+ angle = self->s.angles[1] + self->owner->move_origin[1];
+ angle *= (M_PI*2 / 360);
+ target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
+ target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
+ target[2] = self->owner->s.origin[2];
+
+ VectorSubtract (target, self->owner->s.origin, dir);
+ self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
+ self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
+
+ // z
+ angle = self->s.angles[PITCH] * (M_PI*2 / 360);
+ target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
+
+ diff = target_z - self->owner->s.origin[2];
+ self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
+
+ if (self->spawnflags & 65536)
+ {
+ turret_breach_fire (self);
+ self->spawnflags &= ~65536;
+ }
+ }
+}
+
+void turret_breach_finish_init (edict_t *self)
+{
+ // get and save info for muzzle location
+ if (!self->target)
+ {
+ gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
+ }
+ else
+ {
+ self->target_ent = G_PickTarget (self->target);
+ VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
+ G_FreeEdict(self->target_ent);
+ }
+
+ self->teammaster->dmg = self->dmg;
+ self->think = turret_breach_think;
+ self->think (self);
+}
+
+void SP_turret_breach (edict_t *self)
+{
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+
+ if (!self->speed)
+ self->speed = 50;
+ if (!self->dmg)
+ self->dmg = 10;
+
+ if (!st.minpitch)
+ st.minpitch = -30;
+ if (!st.maxpitch)
+ st.maxpitch = 30;
+ if (!st.maxyaw)
+ st.maxyaw = 360;
+
+ self->pos1[PITCH] = -1 * st.minpitch;
+ self->pos1[YAW] = st.minyaw;
+ self->pos2[PITCH] = -1 * st.maxpitch;
+ self->pos2[YAW] = st.maxyaw;
+
+ self->ideal_yaw = self->s.angles[YAW];
+ self->move_angles[YAW] = self->ideal_yaw;
+
+ self->blocked = turret_blocked;
+
+ self->think = turret_breach_finish_init;
+ self->nextthink = level.time + FRAMETIME;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED turret_base (0 0 0) ?
+This portion of the turret changes yaw only.
+MUST be teamed with a turret_breach.
+*/
+
+void SP_turret_base (edict_t *self)
+{
+ self->solid = SOLID_BSP;
+ self->movetype = MOVETYPE_PUSH;
+ gi.setmodel (self, self->model);
+ self->blocked = turret_blocked;
+ gi.linkentity (self);
+}
+
+
+/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
+Must NOT be on the team with the rest of the turret parts.
+Instead it must target the turret_breach.
+*/
+
+void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t);
+void infantry_stand (edict_t *self);
+void monster_use (edict_t *self, edict_t *other, edict_t *activator);
+
+void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ edict_t *ent;
+
+ // level the gun
+ self->target_ent->move_angles[0] = 0;
+
+ // remove the driver from the end of them team chain
+ for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
+ ;
+ ent->teamchain = NULL;
+ self->teammaster = NULL;
+ self->flags &= ~FL_TEAMSLAVE;
+
+ self->target_ent->owner = NULL;
+ self->target_ent->teammaster->owner = NULL;
+
+ infantry_die (self, inflictor, attacker, damage, 0.0);
+}
+
+qboolean FindTarget (edict_t *self);
+
+void turret_driver_think (edict_t *self)
+{
+ vec3_t target;
+ vec3_t dir;
+ float reaction_time;
+
+ self->nextthink = level.time + FRAMETIME;
+
+ if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
+ self->enemy = NULL;
+
+ if (!self->enemy)
+ {
+ if (!FindTarget (self))
+ return;
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ else
+ {
+ if (visible (self, self->enemy))
+ {
+ if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
+ {
+ self->monsterinfo.trail_time = level.time;
+ self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
+ }
+ }
+ else
+ {
+ self->monsterinfo.aiflags |= AI_LOST_SIGHT;
+ return;
+ }
+ }
+
+ // let the turret know where we want it to aim
+ VectorCopy (self->enemy->s.origin, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, self->target_ent->s.origin, dir);
+ vectoangles (dir, self->target_ent->move_angles);
+
+ // decide if we should shoot
+ if (level.time < self->monsterinfo.attack_finished)
+ return;
+
+ reaction_time = (3 - skill->value) * 1.0;
+ if ((level.time - self->monsterinfo.trail_time) < reaction_time)
+ return;
+
+ self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
+ //FIXME how do we really want to pass this along?
+ self->target_ent->spawnflags |= 65536;
+}
+
+void turret_driver_link (edict_t *self)
+{
+ vec3_t vec;
+ edict_t *ent;
+
+ self->think = turret_driver_think;
+ self->nextthink = level.time + FRAMETIME;
+
+ self->target_ent = G_PickTarget (self->target);
+ self->target_ent->owner = self;
+ self->target_ent->teammaster->owner = self;
+ VectorCopy (self->target_ent->s.angles, self->s.angles);
+
+ vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
+ vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
+ vec[2] = 0;
+ self->move_origin[0] = VectorLength(vec);
+
+ VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
+ vectoangles (vec, vec);
+ AnglesNormalize(vec);
+ self->move_origin[1] = vec[1];
+
+ self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
+
+ // add the driver to the end of them team chain
+ for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
+ ;
+ ent->teamchain = self;
+ self->teammaster = self->target_ent->teammaster;
+ self->flags |= FL_TEAMSLAVE;
+}
+
+void SP_turret_driver (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_PUSH;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = 0;
+ self->mass = 200;
+ self->viewheight = 24;
+
+ self->die = turret_driver_die;
+ self->monsterinfo.stand = infantry_stand;
+
+ self->flags |= FL_NO_KNOCKBACK;
+
+ level.total_monsters++;
+
+ self->svflags |= SVF_MONSTER;
+ self->s.renderfx |= RF_FRAMELERP;
+ self->takedamage = DAMAGE_AIM;
+ self->use = monster_use;
+ self->clipmask = MASK_MONSTERSOLID;
+ VectorCopy (self->s.origin, self->s.old_origin);
+ self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
+
+ if (st.item)
+ {
+ self->item = FindItemByClassname (st.item);
+ if (!self->item)
+ gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
+ }
+
+ self->think = turret_driver_link;
+ self->nextthink = level.time + FRAMETIME;
+
+ gi.linkentity (self);
+}
--- /dev/null
+++ b/xatrix/g_utils.c
@@ -1,0 +1,551 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
+ result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
+ result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
+}
+
+
+/*
+=============
+G_Find
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+edict_t *G_Find (edict_t *from, int fieldofs, char *match)
+{
+ char *s;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+
+ for ( ; from < &g_edicts[globals.num_edicts] ; from++)
+ {
+ if (!from->inuse)
+ continue;
+ s = *(char **) ((byte *)from + fieldofs);
+ if (!s)
+ continue;
+ if (!cistrcmp (s, match))
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=================
+findradius
+
+Returns entities that have origins within a spherical area
+
+findradius (origin, radius)
+=================
+*/
+edict_t *findradius (edict_t *from, vec3_t org, float rad)
+{
+ vec3_t eorg;
+ int j;
+
+ if (!from)
+ from = g_edicts;
+ else
+ from++;
+ for ( ; from < &g_edicts[globals.num_edicts]; from++)
+ {
+ if (!from->inuse)
+ continue;
+ if (from->solid == SOLID_NOT)
+ continue;
+ for (j=0 ; j<3 ; j++)
+ eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
+ if (VectorLength(eorg) > rad)
+ continue;
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=============
+G_PickTarget
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the edict after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+#define MAXCHOICES 8
+
+edict_t *G_PickTarget (char *targetname)
+{
+ edict_t *ent = NULL;
+ int num_choices = 0;
+ edict_t *choice[MAXCHOICES];
+
+ if (!targetname)
+ {
+ gi.dprintf("G_PickTarget called with NULL targetname\n");
+ return NULL;
+ }
+
+ while(1)
+ {
+ ent = G_Find (ent, FOFS(targetname), targetname);
+ if (!ent)
+ break;
+ choice[num_choices++] = ent;
+ if (num_choices == MAXCHOICES)
+ break;
+ }
+
+ if (!num_choices)
+ {
+ gi.dprintf("G_PickTarget: target %s not found\n", targetname);
+ return NULL;
+ }
+
+ return choice[rand() % num_choices];
+}
+
+
+
+void Think_Delay (edict_t *ent)
+{
+ G_UseTargets (ent, ent->activator);
+ G_FreeEdict (ent);
+}
+
+/*
+==============================
+G_UseTargets
+
+the global "activator" should be set to the entity that initiated the firing.
+
+If self.delay is set, a DelayedUse entity will be created that will actually
+do the SUB_UseTargets after that many seconds have passed.
+
+Centerprints any self.message to the activator.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void G_UseTargets (edict_t *ent, edict_t *activator)
+{
+ edict_t *t;
+
+//
+// check for a delay
+//
+ if (ent->delay)
+ {
+ // create a temp object to fire at a later time
+ t = G_Spawn();
+ t->classname = "DelayedUse";
+ t->nextthink = level.time + ent->delay;
+ t->think = Think_Delay;
+ t->activator = activator;
+ if (!activator)
+ gi.dprintf ("Think_Delay with no activator\n");
+ t->message = ent->message;
+ t->target = ent->target;
+ t->killtarget = ent->killtarget;
+ return;
+ }
+
+
+//
+// print the message
+//
+ if ((ent->message) && !(activator->svflags & SVF_MONSTER))
+ {
+ gi.centerprintf (activator, "%s", ent->message);
+ if (ent->noise_index)
+ gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
+ else
+ gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+
+//
+// kill killtargets
+//
+ if (ent->killtarget)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
+ {
+ G_FreeEdict (t);
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using killtargets\n");
+ return;
+ }
+ }
+ }
+
+//
+// fire targets
+//
+ if (ent->target)
+ {
+ t = NULL;
+ while ((t = G_Find (t, FOFS(targetname), ent->target)))
+ {
+ // doors fire area portals in a specific way
+ if (!cistrcmp(t->classname, "func_areaportal") &&
+ (!cistrcmp(ent->classname, "func_door") || !cistrcmp(ent->classname, "func_door_rotating")))
+ continue;
+
+ if (t == ent)
+ {
+ gi.dprintf ("WARNING: Entity used itself.\n");
+ }
+ else
+ {
+ if (t->use)
+ t->use (t, ent, activator);
+ }
+ if (!ent->inuse)
+ {
+ gi.dprintf("entity was removed while using targets\n");
+ return;
+ }
+ }
+ }
+}
+
+
+/*
+=============
+TempVector
+
+This is just a convenience function
+for making temporary vectors for function calls
+=============
+*/
+float *tv (float x, float y, float z)
+{
+ static int index;
+ static vec3_t vecs[8];
+ float *v;
+
+ // use an array so that multiple tempvectors won't collide
+ // for a while
+ v = vecs[index];
+ index = (index + 1)&7;
+
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+
+ return v;
+}
+
+
+/*
+=============
+VectorToString
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *vtos (vec3_t v)
+{
+ static int index;
+ static char str[8][32];
+ char *s;
+
+ // use an array so that multiple vtos won't collide
+ s = str[index];
+ index = (index + 1)&7;
+
+ Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
+
+ return s;
+}
+
+
+vec3_t VEC_UP = {0, -1, 0};
+vec3_t MOVEDIR_UP = {0, 0, 1};
+vec3_t VEC_DOWN = {0, -2, 0};
+vec3_t MOVEDIR_DOWN = {0, 0, -1};
+
+void G_SetMovedir (vec3_t angles, vec3_t movedir)
+{
+ if (VectorCompare (angles, VEC_UP))
+ {
+ VectorCopy (MOVEDIR_UP, movedir);
+ }
+ else if (VectorCompare (angles, VEC_DOWN))
+ {
+ VectorCopy (MOVEDIR_DOWN, movedir);
+ }
+ else
+ {
+ AngleVectors (angles, movedir, NULL, NULL);
+ }
+
+ VectorClear (angles);
+}
+
+
+float vectoyaw (vec3_t vec)
+{
+ float yaw;
+
+ if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
+ {
+ yaw = 0;
+ if (vec[YAW] > 0)
+ yaw = 90;
+ else if (vec[YAW] < 0)
+ yaw = -90;
+ }
+ else
+ {
+ yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+ }
+
+ return yaw;
+}
+
+
+void vectoangles (vec3_t value1, vec3_t angles)
+{
+ float forward;
+ float yaw, pitch;
+
+ if (value1[1] == 0 && value1[0] == 0)
+ {
+ yaw = 0;
+ if (value1[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ if (value1[0])
+ yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
+ else if (value1[1] > 0)
+ yaw = 90;
+ else
+ yaw = -90;
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
+ pitch = (int) (atan2(value1[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
+ }
+
+ angles[PITCH] = -pitch;
+ angles[YAW] = yaw;
+ angles[ROLL] = 0;
+}
+
+char *G_CopyString (char *in)
+{
+ char *out;
+
+ out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
+ strcpy (out, in);
+ return out;
+}
+
+
+void G_InitEdict (edict_t *e)
+{
+ e->inuse = true;
+ e->classname = "noclass";
+ e->gravity = 1.0;
+ e->s.number = e - g_edicts;
+}
+
+/*
+=================
+G_Spawn
+
+Either finds a free edict, or allocates a new one.
+Try to avoid reusing an entity that was recently freed, because it
+can cause the client to think the entity morphed into something else
+instead of being removed and recreated, which can cause interpolated
+angles and bad trails.
+=================
+*/
+edict_t *G_Spawn (void)
+{
+ int i;
+ edict_t *e;
+
+ e = &g_edicts[(int)maxclients->value+1];
+ for ( i=maxclients->value+1 ; i<globals.num_edicts ; i++, e++)
+ {
+ // the first couple seconds of server time can involve a lot of
+ // freeing and allocating, so relax the replacement policy
+ if (!e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
+ {
+ G_InitEdict (e);
+ return e;
+ }
+ }
+
+ if (i == game.maxentities)
+ gi.error ("ED_Alloc: no free edicts");
+
+ globals.num_edicts++;
+ G_InitEdict (e);
+ return e;
+}
+
+/*
+=================
+G_FreeEdict
+
+Marks the edict as free
+=================
+*/
+void G_FreeEdict (edict_t *ed)
+{
+ gi.unlinkentity (ed); // unlink from world
+
+ if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
+ {
+// gi.dprintf("tried to free special edict\n");
+ return;
+ }
+
+ memset (ed, 0, sizeof(*ed));
+ ed->classname = "freed";
+ ed->freetime = level.time;
+ ed->inuse = false;
+}
+
+
+/*
+============
+G_TouchTriggers
+
+============
+*/
+void G_TouchTriggers (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ // dead things don't activate triggers!
+ if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
+ return;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_TRIGGERS);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (!hit->touch)
+ continue;
+ hit->touch (hit, ent, NULL, NULL);
+ }
+}
+
+/*
+============
+G_TouchSolids
+
+Call after linking a new trigger in during gameplay
+to force all entities it covers to immediately touch it
+============
+*/
+void G_TouchSolids (edict_t *ent)
+{
+ int i, num;
+ edict_t *touch[MAX_EDICTS], *hit;
+
+ num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
+ , MAX_EDICTS, AREA_SOLID);
+
+ // be careful, it is possible to have an entity in this
+ // list removed before we get to it (killtriggered)
+ for (i=0 ; i<num ; i++)
+ {
+ hit = touch[i];
+ if (!hit->inuse)
+ continue;
+ if (ent->touch)
+ ent->touch (hit, ent, NULL, NULL);
+ if (!ent->inuse)
+ break;
+ }
+}
+
+
+
+
+/*
+==============================================================================
+
+Kill box
+
+==============================================================================
+*/
+
+/*
+=================
+KillBox
+
+Kills all entities that would touch the proposed new positioning
+of ent. Ent should be unlinked before calling this!
+=================
+*/
+qboolean KillBox (edict_t *ent)
+{
+ trace_t tr;
+
+ while (1)
+ {
+ tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
+ if (!tr.ent)
+ break;
+
+ // nail it
+ T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
+
+ // if we didn't kill it, fail
+ if (tr.ent->solid)
+ return false;
+ }
+
+ return true; // all clear
+}
--- /dev/null
+++ b/xatrix/g_weapon.c
@@ -1,0 +1,1493 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+/*
+=================
+check_dodge
+
+This is a support routine used when a client is firing
+a non-instant attack weapon. It checks to see if a
+monster's dodge function should be called.
+=================
+*/
+static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
+{
+ vec3_t end;
+ vec3_t v;
+ trace_t tr;
+ float eta;
+
+ // easy mode only ducks one quarter the time
+ if (skill->value == 0)
+ {
+ if (qrandom() > 0.25)
+ return;
+ }
+ VectorMA (start, 8192, dir, end);
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
+ {
+ VectorSubtract (tr.endpos, start, v);
+ eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
+ tr.ent->monsterinfo.dodge (tr.ent, self, eta);
+ }
+}
+
+
+/*
+=================
+fire_hit
+
+Used for all impact (hit/punch/slash) attacks
+=================
+*/
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t v;
+ vec3_t point;
+ float range;
+ vec3_t dir;
+
+ //see if enemy is in range
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ range = VectorLength(dir);
+ if (range > aim[0])
+ return false;
+
+ if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
+ {
+ // the hit is straight on so back the range up to the edge of their bbox
+ range -= self->enemy->maxs[0];
+ }
+ else
+ {
+ // this is a side hit so adjust the "right" value out to the edge of their bbox
+ if (aim[1] < 0)
+ aim[1] = self->enemy->mins[0];
+ else
+ aim[1] = self->enemy->maxs[0];
+ }
+
+ VectorMA (self->s.origin, range, dir, point);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
+ if (tr.fraction < 1)
+ {
+ if (!tr.ent->takedamage)
+ return false;
+ // if it will hit any client/monster then hit the one we wanted to hit
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
+ tr.ent = self->enemy;
+ }
+
+ AngleVectors(self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, range, forward, point);
+ VectorMA (point, aim[1], right, point);
+ VectorMA (point, aim[2], up, point);
+ VectorSubtract (point, self->enemy->s.origin, dir);
+
+ // do the damage
+ T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
+
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ return false;
+
+ // do our special form of knockback here
+ VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
+ VectorSubtract (v, point, v);
+ VectorNormalize (v);
+ VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
+ if (self->enemy->velocity[2] > 0)
+ self->enemy->groundentity = NULL;
+ return true;
+}
+
+
+/*
+=================
+fire_lead
+
+This is an internal support routine used for bullet/pellet based weapons.
+=================
+*/
+static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ float r;
+ float u;
+ vec3_t water_start;
+ qboolean water = false;
+ int content_mask = MASK_SHOT | MASK_WATER;
+
+ tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*hspread;
+ u = crandom()*vspread;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+ water = true;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ int color;
+
+ water = true;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ if (tr.contents & CONTENTS_WATER)
+ {
+ if (strcmp(tr.surface->name, "*brwater") == 0)
+ color = SPLASH_BROWN_WATER;
+ else
+ color = SPLASH_BLUE_WATER;
+ }
+ else if (tr.contents & CONTENTS_SLIME)
+ color = SPLASH_SLIME;
+ else if (tr.contents & CONTENTS_LAVA)
+ color = SPLASH_LAVA;
+ else
+ color = SPLASH_UNKNOWN;
+
+ if (color != SPLASH_UNKNOWN)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (8);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (color);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+
+ // change bullet's course when it enters water
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, dir);
+ AngleVectors (dir, forward, right, up);
+ r = crandom()*hspread*2;
+ u = crandom()*vspread*2;
+ VectorMA (water_start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ }
+
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
+ }
+ else
+ {
+ if (strncmp (tr.surface->name, "sky", 3) != 0)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_impact);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if (water)
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+}
+
+
+/*
+=================
+fire_bullet
+
+Fires a single round. Used for machinegun and chaingun. Would be fine for
+pistols, rifles, etc....
+=================
+*/
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
+{
+ fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_shotgun
+
+Shoots shotgun pellets. Used by shotgun and super shotgun.
+=================
+*/
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
+{
+ int i;
+
+ for (i = 0; i < count; i++)
+ fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
+}
+
+
+/*
+=================
+fire_blaster
+
+Fires a single blaster bolt. Used by the blaster and hyper blaster.
+=================
+*/
+void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ int mod;
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ if (self->spawnflags & 1)
+ mod = MOD_HYPERBLASTER;
+ else
+ mod = MOD_BLASTER;
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
+ }
+ else
+ {
+ gi.WriteByte (svc_temp_entity);
+ // RAFAEL
+ //if (self->s.effects & TE_BLUEHYPERBLASTER)
+ // gi.WriteByte (TE_BLUEHYPERBLASTER);
+ //else
+ gi.WriteByte (TE_BLASTER);
+ gi.WritePosition (self->s.origin);
+ if (!plane)
+ gi.WriteDir (vec3_origin);
+ else
+ gi.WriteDir (plane->normal);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+ }
+
+ G_FreeEdict (self);
+}
+
+void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->svflags = SVF_DEADMONSTER;
+ // yes, I know it looks weird that projectiles are deadmonsters
+ // what this means is that when prediction is used against the object
+ // (blaster/hyperblaster shots), the player won't be solid clipped against
+ // the object. Right now trying to run into a firing hyperblaster
+ // is very jerky since you are predicted 'against' the shots.
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+ bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
+ bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
+ bolt->owner = self;
+ bolt->touch = blaster_touch;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ if (hyper)
+ bolt->spawnflags = 1;
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+}
+
+// RAFAEL
+void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
+{
+ edict_t *bolt;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn ();
+ VectorCopy (start, bolt->s.origin);
+ VectorCopy (start, bolt->s.old_origin);
+ vectoangles (dir, bolt->s.angles);
+ VectorScale (dir, speed, bolt->velocity);
+ bolt->movetype = MOVETYPE_FLYMISSILE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->solid = SOLID_BBOX;
+ bolt->s.effects |= effect;
+ VectorClear (bolt->mins);
+ VectorClear (bolt->maxs);
+
+ bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
+ bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
+ bolt->owner = self;
+ bolt->touch = blaster_touch;
+ bolt->nextthink = level.time + 2;
+ bolt->think = G_FreeEdict;
+ bolt->dmg = damage;
+ bolt->classname = "bolt";
+ gi.linkentity (bolt);
+
+ if (self->client)
+ check_dodge (self, bolt->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
+
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
+ bolt->touch (bolt, tr.ent, NULL, NULL);
+ }
+
+}
+
+/*
+=================
+fire_grenade
+=================
+*/
+static void Grenade_Explode (edict_t *ent)
+{
+ vec3_t origin;
+ int mod;
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ //FIXME: if we are onground then raise our Z just a bit since we are a point?
+ if (ent->enemy)
+ {
+ float points;
+ vec3_t v;
+ vec3_t dir;
+
+ VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
+ VectorMA (ent->enemy->s.origin, 0.5, v, v);
+ VectorSubtract (ent->s.origin, v, v);
+ points = ent->dmg - 0.5 * VectorLength (v);
+ VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
+ if (ent->spawnflags & 1)
+ mod = MOD_HANDGRENADE;
+ else
+ mod = MOD_GRENADE;
+ T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
+ }
+
+ if (ent->spawnflags & 2)
+ mod = MOD_HELD_GRENADE;
+ else if (ent->spawnflags & 1)
+ mod = MOD_HG_SPLASH;
+ else
+ mod = MOD_G_SPLASH;
+ T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
+
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ }
+ else
+ {
+ if (ent->groundentity)
+ gi.WriteByte (TE_GRENADE_EXPLOSION);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ }
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *, csurface_t *surf)
+{
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (!other->takedamage)
+ {
+ if (ent->spawnflags & 1)
+ {
+ if (qrandom() > 0.5)
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ ent->enemy = other;
+ Grenade_Explode (ent);
+}
+
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "grenade";
+
+ gi.linkentity (grenade);
+}
+
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
+{
+ edict_t *grenade;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ grenade = G_Spawn();
+ VectorCopy (start, grenade->s.origin);
+ VectorScale (aimdir, speed, grenade->velocity);
+ VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
+ VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
+ VectorSet (grenade->avelocity, 300, 300, 300);
+ grenade->movetype = MOVETYPE_BOUNCE;
+ grenade->clipmask = MASK_SHOT;
+ grenade->solid = SOLID_BBOX;
+ grenade->s.effects |= EF_GRENADE;
+ VectorClear (grenade->mins);
+ VectorClear (grenade->maxs);
+ grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
+ grenade->owner = self;
+ grenade->touch = Grenade_Touch;
+ grenade->nextthink = level.time + timer;
+ grenade->think = Grenade_Explode;
+ grenade->dmg = damage;
+ grenade->dmg_radius = damage_radius;
+ grenade->classname = "hgrenade";
+ if (held)
+ grenade->spawnflags = 3;
+ else
+ grenade->spawnflags = 1;
+ grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
+
+ if (timer <= 0.0)
+ Grenade_Explode (grenade);
+ else
+ {
+ gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
+ gi.linkentity (grenade);
+ }
+}
+
+
+/*
+=================
+fire_rocket
+=================
+*/
+void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t origin;
+ int n;
+
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
+ }
+ else
+ {
+ // don't throw any debris in net games
+ if (!deathmatch->value && !coop->value)
+ {
+ if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
+ {
+ n = rand() % 5;
+ while(n--)
+ ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
+ }
+ }
+ }
+
+ T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
+
+ gi.WriteByte (svc_temp_entity);
+ if (ent->waterlevel)
+ gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
+ else
+ gi.WriteByte (TE_ROCKET_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+
+ G_FreeEdict (ent);
+}
+
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *rocket;
+
+ rocket = G_Spawn();
+ VectorCopy (start, rocket->s.origin);
+ VectorCopy (dir, rocket->movedir);
+ vectoangles (dir, rocket->s.angles);
+ VectorScale (dir, speed, rocket->velocity);
+ rocket->movetype = MOVETYPE_FLYMISSILE;
+ rocket->clipmask = MASK_SHOT;
+ rocket->solid = SOLID_BBOX;
+ rocket->s.effects |= EF_ROCKET;
+ VectorClear (rocket->mins);
+ VectorClear (rocket->maxs);
+ rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
+ rocket->owner = self;
+ rocket->touch = rocket_touch;
+ rocket->nextthink = level.time + 8000/speed;
+ rocket->think = G_FreeEdict;
+ rocket->dmg = damage;
+ rocket->radius_dmg = radius_damage;
+ rocket->dmg_radius = damage_radius;
+ rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
+ rocket->classname = "rocket";
+
+ if (self->client)
+ check_dodge (self, rocket->s.origin, dir, speed);
+
+ gi.linkentity (rocket);
+}
+
+
+/*
+=================
+fire_rail
+=================
+*/
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
+{
+ vec3_t from;
+ vec3_t end;
+ trace_t tr;
+ edict_t *ignore;
+ int mask;
+ qboolean water;
+
+ VectorMA (start, 8192, aimdir, end);
+ VectorCopy (start, from);
+ ignore = self;
+ water = false;
+ mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
+ while (ignore)
+ {
+ tr = gi.trace (from, NULL, NULL, end, ignore, mask);
+
+ if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
+ {
+ mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
+ water = true;
+ }
+ else
+ {
+ //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
+ if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
+ (tr.ent->solid == SOLID_BBOX))
+ ignore = tr.ent;
+ else
+ ignore = NULL;
+
+ if ((tr.ent != self) && (tr.ent->takedamage))
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
+ }
+
+ VectorCopy (tr.endpos, from);
+ }
+
+ // send gun puff / flash
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+// gi.multicast (start, MULTICAST_PHS);
+ if (water)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_RAILTRAIL);
+ gi.WritePosition (start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (tr.endpos, MULTICAST_PHS);
+ }
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+}
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+void bfg_explode (edict_t *self)
+{
+ edict_t *ent;
+ float points;
+ vec3_t v;
+ float dist;
+
+ if (self->s.frame == 0)
+ {
+ // the BFG effect
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
+ {
+ if (!ent->takedamage)
+ continue;
+ if (ent == self->owner)
+ continue;
+ if (!CanDamage (ent, self))
+ continue;
+ if (!CanDamage (ent, self->owner))
+ continue;
+
+ VectorAdd (ent->mins, ent->maxs, v);
+ VectorMA (ent->s.origin, 0.5, v, v);
+ VectorSubtract (self->s.origin, v, v);
+ dist = VectorLength(v);
+ points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
+ if (ent == self->owner)
+ points = points * 0.5;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_EXPLOSION);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PHS);
+ T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
+ }
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+ self->s.frame++;
+ if (self->s.frame == 5)
+ self->think = G_FreeEdict;
+}
+
+void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ // core explosion - prevents firing it into the wall/floor
+ if (other->takedamage)
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
+ T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
+ self->solid = SOLID_NOT;
+ self->touch = NULL;
+ VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
+ VectorClear (self->velocity);
+ self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
+ self->s.frame = 0;
+ self->s.sound = 0;
+ self->s.effects &= ~EF_ANIM_ALLFAST;
+ self->think = bfg_explode;
+ self->nextthink = level.time + FRAMETIME;
+ self->enemy = other;
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_BIGEXPLOSION);
+ gi.WritePosition (self->s.origin);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+}
+
+
+void bfg_think (edict_t *self)
+{
+ edict_t *ent;
+ edict_t *ignore;
+ vec3_t point;
+ vec3_t dir;
+ vec3_t start;
+ vec3_t end;
+ int dmg;
+ trace_t tr;
+
+ if (deathmatch->value)
+ dmg = 5;
+ else
+ dmg = 10;
+
+ ent = NULL;
+ while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
+ {
+ if (ent == self)
+ continue;
+
+ if (ent == self->owner)
+ continue;
+
+ if (!ent->takedamage)
+ continue;
+
+ if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
+ continue;
+
+ VectorMA (ent->absmin, 0.5, ent->size, point);
+
+ VectorSubtract (point, self->s.origin, dir);
+ VectorNormalize (dir);
+
+ ignore = self;
+ VectorCopy (self->s.origin, start);
+ VectorMA (start, 2048, dir, end);
+ while(1)
+ {
+ tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
+
+ if (!tr.ent)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
+ T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
+
+ // if we hit something that's not a monster or player we're done
+ if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_LASER_SPARKS);
+ gi.WriteByte (4);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (self->s.skinnum);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ break;
+ }
+
+ ignore = tr.ent;
+ VectorCopy (tr.endpos, start);
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BFG_LASER);
+ gi.WritePosition (self->s.origin);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (self->s.origin, MULTICAST_PHS);
+ }
+
+ self->nextthink = level.time + FRAMETIME;
+}
+
+
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
+{
+ edict_t *bfg;
+
+ bfg = G_Spawn();
+ VectorCopy (start, bfg->s.origin);
+ VectorCopy (dir, bfg->movedir);
+ vectoangles (dir, bfg->s.angles);
+ VectorScale (dir, speed, bfg->velocity);
+ bfg->movetype = MOVETYPE_FLYMISSILE;
+ bfg->clipmask = MASK_SHOT;
+ bfg->solid = SOLID_BBOX;
+ bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
+ VectorClear (bfg->mins);
+ VectorClear (bfg->maxs);
+ bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
+ bfg->owner = self;
+ bfg->touch = bfg_touch;
+ bfg->nextthink = level.time + 8000/speed;
+ bfg->think = G_FreeEdict;
+ bfg->radius_dmg = damage;
+ bfg->dmg_radius = damage_radius;
+ bfg->classname = "bfg blast";
+ bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
+
+ bfg->think = bfg_think;
+ bfg->nextthink = level.time + FRAMETIME;
+ bfg->teammaster = bfg;
+ bfg->teamchain = NULL;
+
+ if (self->client)
+ check_dodge (self, bfg->s.origin, dir, speed);
+
+ gi.linkentity (bfg);
+}
+
+
+// RAFAEL
+
+/*
+ fire_ionripper
+*/
+
+void ionripper_sparks (edict_t *self)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WELDING_SPARKS);
+ gi.WriteByte (0);
+ gi.WritePosition (self->s.origin);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0xe4 + (rand()&3));
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (self);
+}
+
+// RAFAEL
+void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
+
+ }
+ else
+ {
+ return;
+ }
+
+ G_FreeEdict (self);
+}
+
+
+// RAFAEL
+void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
+{
+ edict_t *ion;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ ion = G_Spawn ();
+ VectorCopy (start, ion->s.origin);
+ VectorCopy (start, ion->s.old_origin);
+ vectoangles (dir, ion->s.angles);
+ VectorScale (dir, speed, ion->velocity);
+
+ ion->movetype = MOVETYPE_WALLBOUNCE;
+ ion->clipmask = MASK_SHOT;
+ ion->solid = SOLID_BBOX;
+ ion->s.effects |= effect;
+
+ ion->s.renderfx |= RF_FULLBRIGHT;
+
+ VectorClear (ion->mins);
+ VectorClear (ion->maxs);
+ ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
+ ion->s.sound = gi.soundindex ("misc/lasfly.wav");
+ ion->owner = self;
+ ion->touch = ionripper_touch;
+ ion->nextthink = level.time + 3;
+ ion->think = ionripper_sparks;
+ ion->dmg = damage;
+ ion->dmg_radius = 100;
+ gi.linkentity (ion);
+
+ if (self->client)
+ check_dodge (self, ion->s.origin, dir, speed);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (ion->s.origin, -10, dir, ion->s.origin);
+ ion->touch (ion, tr.ent, NULL, NULL);
+ }
+
+}
+
+
+// RAFAEL
+/*
+fire_heat
+*/
+
+
+void heat_think (edict_t *self)
+{
+ edict_t *target = NULL;
+ edict_t *aquire = NULL;
+ vec3_t vec;
+ vec3_t oldang;
+ int len;
+ int oldlen = 0;
+
+ VectorClear (vec);
+
+ // aquire new target
+ while (( target = findradius (target, self->s.origin, 1024)) != NULL)
+ {
+
+ if (self->owner == target)
+ continue;
+ if (!target->svflags & SVF_MONSTER)
+ continue;
+ if (!target->client)
+ continue;
+ if (target->health <= 0)
+ continue;
+ if (!visible (self, target))
+ continue;
+
+ // if we need to reduce the tracking cone
+ /*
+ {
+ vec3_t vec;
+ float dot;
+ vec3_t forward;
+
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorSubtract (target->s.origin, self->s.origin, vec);
+ VectorNormalize (vec);
+ dot = DotProduct (vec, forward);
+
+ if (dot > 0.6)
+ continue;
+ }
+ */
+
+ if (!infront (self, target))
+ continue;
+
+ VectorSubtract (self->s.origin, target->s.origin, vec);
+ len = VectorLength (vec);
+
+ if (aquire == NULL || len < oldlen)
+ {
+ aquire = target;
+ self->target_ent = aquire;
+ oldlen = len;
+ }
+ }
+
+ if (aquire != NULL)
+ {
+ VectorCopy (self->s.angles, oldang);
+ VectorSubtract (aquire->s.origin, self->s.origin, vec);
+
+ vectoangles (vec, self->s.angles);
+
+ VectorNormalize (vec);
+ VectorCopy (vec, self->movedir);
+ VectorScale (vec, 500, self->velocity);
+ }
+
+ self->nextthink = level.time + 0.1;
+}
+
+// RAFAEL
+void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *heat;
+
+ heat = G_Spawn();
+ VectorCopy (start, heat->s.origin);
+ VectorCopy (dir, heat->movedir);
+ vectoangles (dir, heat->s.angles);
+ VectorScale (dir, speed, heat->velocity);
+ heat->movetype = MOVETYPE_FLYMISSILE;
+ heat->clipmask = MASK_SHOT;
+ heat->solid = SOLID_BBOX;
+ heat->s.effects |= EF_ROCKET;
+ VectorClear (heat->mins);
+ VectorClear (heat->maxs);
+ heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
+ heat->owner = self;
+ heat->touch = rocket_touch;
+
+ heat->nextthink = level.time + 0.1;
+ heat->think = heat_think;
+
+ heat->dmg = damage;
+ heat->radius_dmg = radius_damage;
+ heat->dmg_radius = damage_radius;
+ heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
+
+ if (self->client)
+ check_dodge (self, heat->s.origin, dir, speed);
+
+ gi.linkentity (heat);
+}
+
+
+
+// RAFAEL
+
+/*
+ fire_plasma
+*/
+
+void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t origin;
+
+ if (other == ent->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (ent);
+ return;
+ }
+
+ if (ent->owner->client)
+ PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
+
+ // calculate position for the explosion entity
+ VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
+
+ if (other->takedamage)
+ {
+ T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
+ }
+
+ T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PLASMA_EXPLOSION);
+ gi.WritePosition (origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ G_FreeEdict (ent);
+}
+
+
+// RAFAEL
+void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
+{
+ edict_t *plasma;
+
+ plasma = G_Spawn();
+ VectorCopy (start, plasma->s.origin);
+ VectorCopy (dir, plasma->movedir);
+ vectoangles (dir, plasma->s.angles);
+ VectorScale (dir, speed, plasma->velocity);
+ plasma->movetype = MOVETYPE_FLYMISSILE;
+ plasma->clipmask = MASK_SHOT;
+ plasma->solid = SOLID_BBOX;
+
+ VectorClear (plasma->mins);
+ VectorClear (plasma->maxs);
+
+ plasma->owner = self;
+ plasma->touch = plasma_touch;
+ plasma->nextthink = level.time + 8000/speed;
+ plasma->think = G_FreeEdict;
+ plasma->dmg = damage;
+ plasma->radius_dmg = radius_damage;
+ plasma->dmg_radius = damage_radius;
+ plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
+
+ plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
+ plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
+
+ if (self->client)
+ check_dodge (self, plasma->s.origin, dir, speed);
+
+ gi.linkentity (plasma);
+
+
+}
+
+// RAFAEL
+extern void SP_item_foodcube (edict_t *best);
+// RAFAEL
+static void Trap_Think (edict_t *ent)
+{
+ edict_t *target = NULL;
+ edict_t *best = NULL;
+ vec3_t vec;
+ int len, i;
+ int oldlen = 8000;
+ vec3_t forward, right, up;
+
+ if (ent->timestamp < level.time)
+ {
+ BecomeExplosion1(ent);
+ // note to self
+ // cause explosion damage???
+ return;
+ }
+
+ ent->nextthink = level.time + 0.1;
+
+ if (!ent->groundentity)
+ return;
+
+ // ok lets do the blood effect
+ if (ent->s.frame > 4)
+ {
+ if (ent->s.frame == 5)
+ {
+ if (ent->wait == 64)
+ gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0);
+
+ ent->wait -= 2;
+ ent->delay += level.time;
+
+ for (i=0; i<3; i++)
+ {
+
+ best = G_Spawn();
+
+ if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
+ {
+ best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
+ best->s.effects |= TE_GREENBLOOD;
+ }
+ else if (ent->mass > 200)
+ {
+ best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
+ best->s.effects |= TE_BLOOD;
+ }
+ else
+ {
+ best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
+ best->s.effects |= TE_BLOOD;
+ }
+
+ AngleVectors (ent->s.angles, forward, right, up);
+
+ RotatePointAroundVector( vec, up, right, ((360.0/3)* i)+ent->delay);
+ VectorMA (vec, ent->wait/2, vec, vec);
+ VectorAdd(vec, ent->s.origin, vec);
+ VectorAdd(vec, forward, best->s.origin);
+
+ best->s.origin[2] = ent->s.origin[2] + ent->wait;
+
+ VectorCopy (ent->s.angles, best->s.angles);
+
+ best->solid = SOLID_NOT;
+ best->s.effects |= EF_GIB;
+ best->takedamage = DAMAGE_YES;
+
+ best->movetype = MOVETYPE_TOSS;
+ best->svflags |= SVF_MONSTER;
+ best->deadflag = DEAD_DEAD;
+
+ VectorClear (best->mins);
+ VectorClear (best->maxs);
+
+ best->watertype = gi.pointcontents(best->s.origin);
+ if (best->watertype & MASK_WATER)
+ best->waterlevel = 1;
+
+ best->nextthink = level.time + 0.1;
+ best->think = G_FreeEdict;
+ gi.linkentity (best);
+ }
+
+ if (ent->wait < 19)
+ ent->s.frame ++;
+
+ return;
+ }
+ ent->s.frame ++;
+ if (ent->s.frame == 8)
+ {
+ ent->nextthink = level.time + 1.0;
+ ent->think = G_FreeEdict;
+
+ best = G_Spawn ();
+ SP_item_foodcube (best);
+ VectorCopy (ent->s.origin, best->s.origin);
+ best->s.origin[2]+= 16;
+ best->velocity[2] = 400;
+ best->count = ent->mass;
+ gi.linkentity (best);
+ return;
+ }
+ return;
+ }
+
+ ent->s.effects &= ~EF_TRAP;
+ if (ent->s.frame >= 4)
+ {
+ ent->s.effects |= EF_TRAP;
+ VectorClear (ent->mins);
+ VectorClear (ent->maxs);
+
+ }
+
+ if (ent->s.frame < 4)
+ ent->s.frame++;
+
+ while ((target = findradius(target, ent->s.origin, 256)) != NULL)
+ {
+ if (target == ent)
+ continue;
+ if (!(target->svflags & SVF_MONSTER) && !target->client)
+ continue;
+ // if (target == ent->owner)
+ // continue;
+ if (target->health <= 0)
+ continue;
+ if (!visible (ent, target))
+ continue;
+ if (!best)
+ {
+ best = target;
+ continue;
+ }
+ VectorSubtract (ent->s.origin, target->s.origin, vec);
+ len = VectorLength (vec);
+ if (len < oldlen)
+ {
+ oldlen = len;
+ best = target;
+ }
+ }
+
+ // pull the enemy in
+ if (best)
+ {
+ vec3_t forward;
+
+ if (best->groundentity)
+ {
+ best->s.origin[2] += 1;
+ best->groundentity = NULL;
+ }
+ VectorSubtract (ent->s.origin, best->s.origin, vec);
+ len = VectorLength (vec);
+ if (best->client)
+ {
+ VectorNormalize (vec);
+ VectorMA (best->velocity, 250, vec, best->velocity);
+ }
+ else
+ {
+ best->ideal_yaw = vectoyaw(vec);
+ M_ChangeYaw (best);
+ AngleVectors (best->s.angles, forward, NULL, NULL);
+ VectorScale (forward, 256, best->velocity);
+ }
+
+ gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapsuck.wav"), 1, ATTN_IDLE, 0);
+
+ if (len < 32)
+ {
+ if (best->mass < 400)
+ {
+ T_Damage (best, ent, ent->owner, vec3_origin, best->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP);
+ ent->enemy = best;
+ ent->wait = 64;
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+ ent->timestamp = level.time + 30;
+ if (deathmatch->value)
+ ent->mass = best->mass/4;
+ else
+ ent->mass = best->mass/10;
+ // ok spawn the food cube
+ ent->s.frame = 5;
+ }
+ else
+ {
+ BecomeExplosion1(ent);
+ // note to self
+ // cause explosion damage???
+ return;
+ }
+
+ }
+ }
+
+
+}
+
+
+// RAFAEL
+void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
+{
+ edict_t *trap;
+ vec3_t dir;
+ vec3_t forward, right, up;
+
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ trap = G_Spawn();
+ VectorCopy (start, trap->s.origin);
+ VectorScale (aimdir, speed, trap->velocity);
+ VectorMA (trap->velocity, 200 + crandom() * 10.0, up, trap->velocity);
+ VectorMA (trap->velocity, crandom() * 10.0, right, trap->velocity);
+ VectorSet (trap->avelocity, 0, 300, 0);
+ trap->movetype = MOVETYPE_BOUNCE;
+ trap->clipmask = MASK_SHOT;
+ trap->solid = SOLID_BBOX;
+// VectorClear (trap->mins);
+// VectorClear (trap->maxs);
+ VectorSet (trap->mins, -4, -4, 0);
+ VectorSet (trap->maxs, 4, 4, 8);
+ trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
+ trap->owner = self;
+ trap->nextthink = level.time + 1.0;
+ trap->think = Trap_Think;
+ trap->dmg = damage;
+ trap->dmg_radius = damage_radius;
+ trap->classname = "htrap";
+ // RAFAEL 16-APR-98
+ trap->s.sound = gi.soundindex ("weapons/traploop.wav");
+ // END 16-APR-98
+ if (held)
+ trap->spawnflags = 3;
+ else
+ trap->spawnflags = 1;
+
+ if (timer <= 0.0)
+ Grenade_Explode (trap);
+ else
+ {
+ // gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_NORM, 0);
+ gi.linkentity (trap);
+ }
+
+ trap->timestamp = level.time + 30;
+
+}
--- /dev/null
+++ b/xatrix/game.h
@@ -1,0 +1,1289 @@
+
+// game.h -- game dll information visible to server
+
+#define GAME_API_VERSION 3
+
+// edict->svflags
+
+#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
+#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
+#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
+
+// edict->solid values
+
+typedef enum
+{
+SOLID_NOT, // no interaction with other objects
+SOLID_TRIGGER, // only touch when inside, after moving
+SOLID_BBOX, // touch on edge
+SOLID_BSP // bsp clip, touch on edge
+} solid_t;
+
+//===============================================================
+
+// link_t is only used for entity area links now
+typedef struct link_s
+{
+ struct link_s *prev, *next;
+} link_t;
+
+#define MAX_ENT_CLUSTERS 16
+
+
+typedef struct edict_t edict_t; // this is in dat.h too, should be removed
+typedef struct gclient_t gclient_t;
+
+
+
+//
+// functions provided by the main engine
+//
+typedef struct
+{
+ // special messages
+ void (*bprintf) (int printlevel, char *fmt, ...);
+ void (*dprintf) (char *fmt, ...);
+ void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
+ void (*centerprintf) (edict_t *ent, char *fmt, ...);
+ void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
+ void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
+
+ // config strings hold all the index strings, the lightstyles,
+ // and misc data like the sky definition and cdtrack.
+ // All of the current configstrings are sent to clients when
+ // they connect, and changes are sent to all connected clients.
+ void (*configstring) (int num, char *string);
+
+ void (*error) (char *fmt, ...);
+
+ // the *index functions create configstrings and some internal server state
+ int (*modelindex) (char *name);
+ int (*soundindex) (char *name);
+ int (*imageindex) (char *name);
+
+ void (*setmodel) (edict_t *ent, char *name);
+
+ // collision detection
+ trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
+ int (*pointcontents) (vec3_t point);
+ qboolean (*inPVS) (vec3_t p1, vec3_t p2);
+ qboolean (*inPHS) (vec3_t p1, vec3_t p2);
+ void (*SetAreaPortalState) (int portalnum, qboolean open);
+ qboolean (*AreasConnected) (int area1, int area2);
+
+ // an entity will never be sent to a client or used for collision
+ // if it is not passed to linkentity. If the size, position, or
+ // solidity changes, it must be relinked.
+ void (*linkentity) (edict_t *ent);
+ void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
+ int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
+ void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
+
+ // network messaging
+ void (*multicast) (vec3_t origin, multicast_t to);
+ void (*unicast) (edict_t *ent, qboolean reliable);
+ void (*WriteChar) (int c);
+ void (*WriteByte) (int c);
+ void (*WriteShort) (int c);
+ void (*WriteLong) (int c);
+ void (*WriteFloat) (float f);
+ void (*WriteString) (char *s);
+ void (*WritePosition) (vec3_t pos); // some fractional bits
+ void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
+ void (*WriteAngle) (float f);
+
+ // managed memory allocation
+ void *(*TagMalloc) (int size, int tag);
+ void (*TagFree) (void *block);
+ void (*FreeTags) (int tag);
+
+ // console variable interaction
+ cvar_t *(*cvar) (char *var_name, char *value, int flags);
+ cvar_t *(*cvar_set) (char *var_name, char *value);
+ cvar_t *(*cvar_forceset) (char *var_name, char *value);
+
+ // ClientCommand and ServerCommand parameter access
+ int (*argc) (void);
+ char *(*argv) (int n);
+ char *(*args) (void); // concatenation of all argv >= 1
+
+ // add commands to the server console as if they were typed in
+ // for map changing, etc
+ void (*AddCommandString) (char *text);
+
+ void (*DebugGraph) (float value, int color);
+} game_import_t;
+
+//
+// functions exported by the game subsystem
+//
+typedef struct
+{
+ int apiversion;
+
+ // the init function will only be called when a game starts,
+ // not each time a level is loaded. Persistant data for clients
+ // and the server can be allocated in init
+ void (*Init) (void);
+ void (*Shutdown) (void);
+
+ // each new level entered will cause a call to SpawnEntities
+ void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
+
+ // Read/Write Game is for storing persistant cross level information
+ // about the world state and the clients.
+ // WriteGame is called every time a level is exited.
+ // ReadGame is called on a loadgame.
+ void (*WriteGame) (char *filename, qboolean autosave);
+ void (*ReadGame) (char *filename);
+
+ // ReadLevel is called after the default map information has been
+ // loaded with SpawnEntities
+ void (*WriteLevel) (char *filename);
+ void (*ReadLevel) (char *filename);
+
+ qboolean (*ClientConnect) (edict_t *ent, char *userinfo);
+ void (*ClientBegin) (edict_t *ent);
+ void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
+ void (*ClientDisconnect) (edict_t *ent);
+ void (*ClientCommand) (edict_t *ent);
+ void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
+
+ void (*RunFrame) (void);
+
+ // ServerCommand will be called when an "sv <command>" command is issued on the
+ // server console.
+ // The game can issue gi.argc() / gi.argv() commands to get the rest
+ // of the parameters
+ void (*ServerCommand) (void);
+
+ //
+ // global variables shared between game and server
+ //
+
+ // The edict array is allocated in the game dll so it
+ // can vary in size from one game to another.
+ //
+ // The size will be fixed when ge->Init() is called
+ edict_t *edicts;
+ int edict_size;
+ int num_edicts; // current number, <= max_edicts
+ int max_edicts;
+} game_export_t;
+
+game_export_t *GetGameAPI (game_import_t *import);
+
+
+// the "gameversion" client command will print this plus compile date
+#define GAMEVERSION "baseq2"
+
+//==================================================================
+
+// view pitching times
+#define DAMAGE_TIME 0.5
+#define FALL_TIME 0.3
+
+
+// edict->spawnflags
+// these are set with checkboxes on each entity in the map editor
+#define SPAWNFLAG_NOT_EASY 0x00000100
+#define SPAWNFLAG_NOT_MEDIUM 0x00000200
+#define SPAWNFLAG_NOT_HARD 0x00000400
+#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
+#define SPAWNFLAG_NOT_COOP 0x00001000
+
+// edict->flags
+#define FL_FLY 0x00000001
+#define FL_SWIM 0x00000002 // implied immunity to drowining
+#define FL_IMMUNE_LASER 0x00000004
+#define FL_INWATER 0x00000008
+#define FL_GODMODE 0x00000010
+#define FL_NOTARGET 0x00000020
+#define FL_IMMUNE_SLIME 0x00000040
+#define FL_IMMUNE_LAVA 0x00000080
+#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
+#define FL_WATERJUMP 0x00000200 // player jumping out of water
+#define FL_TEAMSLAVE 0x00000400 // not the first on the team
+#define FL_NO_KNOCKBACK 0x00000800
+#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
+#define FL_RESPAWN 0x80000000 // used for item respawning
+
+
+#define FRAMETIME 0.1
+
+// memory tags to allow dynamic memory to be cleaned up
+#define TAG_GAME 765 // clear when unloading the dll
+#define TAG_LEVEL 766 // clear when loading a new level
+
+
+#define MELEE_DISTANCE 80
+
+#define BODY_QUEUE_SIZE 8
+
+typedef enum
+{
+ DAMAGE_NO,
+ DAMAGE_YES, // will take damage if hit
+ DAMAGE_AIM // auto targeting recognizes this
+} damage_t;
+
+typedef enum
+{
+ WEAPON_READY,
+ WEAPON_ACTIVATING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING
+} weaponstate_t;
+
+typedef enum
+{
+ AMMO_BULLETS,
+ AMMO_SHELLS,
+ AMMO_ROCKETS,
+ AMMO_GRENADES,
+ AMMO_CELLS,
+ AMMO_SLUGS,
+ // RAFAEL
+ AMMO_MAGSLUG,
+ AMMO_TRAP
+} ammo_t;
+
+
+//deadflag
+#define DEAD_NO 0
+#define DEAD_DYING 1
+#define DEAD_DEAD 2
+#define DEAD_RESPAWNABLE 3
+
+//range
+#define RANGE_MELEE 0
+#define RANGE_NEAR 1
+#define RANGE_MID 2
+#define RANGE_FAR 3
+
+//gib types
+#define GIB_ORGANIC 0
+#define GIB_METALLIC 1
+
+//monster ai flags
+#define AI_STAND_GROUND 0x00000001
+#define AI_TEMP_STAND_GROUND 0x00000002
+#define AI_SOUND_TARGET 0x00000004
+#define AI_LOST_SIGHT 0x00000008
+#define AI_PURSUIT_LAST_SEEN 0x00000010
+#define AI_PURSUE_NEXT 0x00000020
+#define AI_PURSUE_TEMP 0x00000040
+#define AI_HOLD_FRAME 0x00000080
+#define AI_GOOD_GUY 0x00000100
+#define AI_BRUTAL 0x00000200
+#define AI_NOSTEP 0x00000400
+#define AI_DUCKED 0x00000800
+#define AI_COMBAT_POINT 0x00001000
+#define AI_MEDIC 0x00002000
+#define AI_RESURRECTING 0x00004000
+
+//monster attack state
+#define AS_STRAIGHT 1
+#define AS_SLIDING 2
+#define AS_MELEE 3
+#define AS_MISSILE 4
+
+// armor types
+#define ARMOR_NONE 0
+#define ARMOR_JACKET 1
+#define ARMOR_COMBAT 2
+#define ARMOR_BODY 3
+#define ARMOR_SHARD 4
+
+// power armor types
+#define POWER_ARMOR_NONE 0
+#define POWER_ARMOR_SCREEN 1
+#define POWER_ARMOR_SHIELD 2
+
+// handedness values
+#define RIGHT_HANDED 0
+#define LEFT_HANDED 1
+#define CENTER_HANDED 2
+
+
+// game.serverflags values
+#define SFL_CROSS_TRIGGER_1 0x00000001
+#define SFL_CROSS_TRIGGER_2 0x00000002
+#define SFL_CROSS_TRIGGER_3 0x00000004
+#define SFL_CROSS_TRIGGER_4 0x00000008
+#define SFL_CROSS_TRIGGER_5 0x00000010
+#define SFL_CROSS_TRIGGER_6 0x00000020
+#define SFL_CROSS_TRIGGER_7 0x00000040
+#define SFL_CROSS_TRIGGER_8 0x00000080
+#define SFL_CROSS_TRIGGER_MASK 0x000000ff
+
+
+// noise types for PlayerNoise
+#define PNOISE_SELF 0
+#define PNOISE_WEAPON 1
+#define PNOISE_IMPACT 2
+
+
+// edict->movetype values
+typedef enum
+{
+MOVETYPE_NONE, // never moves
+MOVETYPE_NOCLIP, // origin and angles change with no interaction
+MOVETYPE_PUSH, // no clip to world, push on box contact
+MOVETYPE_STOP, // no clip to world, stops on box contact
+
+MOVETYPE_WALK, // gravity
+MOVETYPE_STEP, // gravity, special edge handling
+MOVETYPE_FLY,
+MOVETYPE_TOSS, // gravity
+MOVETYPE_FLYMISSILE, // extra size to monsters
+MOVETYPE_BOUNCE, // added this (the comma at the end of line)
+// RAFAEL
+MOVETYPE_WALLBOUNCE
+} movetype_t;
+
+
+
+typedef struct
+{
+ int base_count;
+ int max_count;
+ float normal_protection;
+ float energy_protection;
+ int armor;
+} gitem_armor_t;
+
+
+// gitem_t->flags
+#define IT_WEAPON 1 // use makes active weapon
+#define IT_AMMO 2
+#define IT_ARMOR 4
+#define IT_STAY_COOP 8
+#define IT_KEY 16
+#define IT_POWERUP 32
+
+// gitem_t->weapmodel for weapons indicates model index
+#define WEAP_BLASTER 1
+#define WEAP_SHOTGUN 2
+#define WEAP_SUPERSHOTGUN 3
+#define WEAP_MACHINEGUN 4
+#define WEAP_CHAINGUN 5
+#define WEAP_GRENADES 6
+#define WEAP_GRENADELAUNCHER 7
+#define WEAP_ROCKETLAUNCHER 8
+#define WEAP_HYPERBLASTER 9
+#define WEAP_RAILGUN 10
+#define WEAP_BFG 11
+#define WEAP_PHALANX 12
+#define WEAP_BOOMER 13
+
+typedef struct gitem_t gitem_t;
+typedef struct gitem_t
+{
+ char *classname; // spawning name
+ qboolean (*pickup)(edict_t *ent, edict_t *other);
+ void (*use)(edict_t *ent, gitem_t *item);
+ void (*drop)(edict_t *ent, gitem_t *item);
+ void (*weaponthink)(struct edict_t *ent);
+ char *pickup_sound;
+ char *world_model;
+ int world_model_flags;
+ char *view_model;
+
+ // client side info
+ char *icon;
+ char *pickup_name; // for printing on pickup
+ int count_width; // number of digits to display by icon
+
+ int quantity; // for ammo how much, for weapons how much is used per shot
+ char *ammo; // for weapons
+ int flags; // IT_* flags
+
+ int weapmodel; // weapon model index (for weapons)
+
+ void *info;
+ int tag;
+
+ char *precaches; // string of all models, sounds, and images this item will use
+} gitem_t;
+
+
+
+//
+// this structure is left intact through an entire game
+// it should be initialized at dll load time, and read/written to
+// the server.ssv file for savegames
+//
+typedef struct
+{
+ char helpmessage1[512];
+ char helpmessage2[512];
+ int helpchanged; // flash F1 icon if non 0, play sound
+ // and increment only if 1, 2, or 3
+
+ gclient_t *clients; // [maxclients]
+
+ // can't store spawnpoint in level, because
+ // it would get overwritten by the savegame restore
+ char spawnpoint[512]; // needed for coop respawns
+
+ // store latched cvars here that we want to get at often
+ int maxclients;
+ int maxentities;
+
+ // cross level triggers
+ int serverflags;
+
+ // items
+ int num_items;
+
+ qboolean autosaved;
+} game_locals_t;
+
+
+//
+// this structure is cleared as each map is entered
+// it is read/written to the level.sav file for savegames
+//
+typedef struct
+{
+ int framenum;
+ float time;
+
+ char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
+ char mapname[MAX_QPATH]; // the server name (base1, etc)
+ char nextmap[MAX_QPATH]; // go here when fraglimit is hit
+
+ // intermission state
+ float intermissiontime; // time the intermission was started
+ char *changemap;
+ int exitintermission;
+ vec3_t intermission_origin;
+ vec3_t intermission_angle;
+
+ edict_t *sight_client; // changed once each frame for coop games
+
+ edict_t *sight_entity;
+ int sight_entity_framenum;
+ edict_t *sound_entity;
+ int sound_entity_framenum;
+ edict_t *sound2_entity;
+ int sound2_entity_framenum;
+
+ int pic_health;
+
+ int total_secrets;
+ int found_secrets;
+
+ int total_goals;
+ int found_goals;
+
+ int total_monsters;
+ int killed_monsters;
+
+ edict_t *current_entity; // entity running from G_RunFrame
+ int body_que; // dead bodies
+
+ int power_cubes; // ugly necessity for coop
+} level_locals_t;
+
+
+// spawn_temp_t is only used to hold entity field values that
+// can be set from the editor, but aren't actualy present
+// in edict_t during gameplay
+typedef struct
+{
+ // world vars
+ char *sky;
+ float skyrotate;
+ vec3_t skyaxis;
+ char *nextmap;
+
+ int lip;
+ int distance;
+ int height;
+ char *noise;
+ float pausetime;
+ char *item;
+ char *gravity;
+
+ float minyaw;
+ float maxyaw;
+ float minpitch;
+ float maxpitch;
+} spawn_temp_t;
+
+
+typedef struct
+{
+ // fixed data
+ vec3_t start_origin;
+ vec3_t start_angles;
+ vec3_t end_origin;
+ vec3_t end_angles;
+
+ int sound_start;
+ int sound_middle;
+ int sound_end;
+
+ float accel;
+ float speed;
+ float decel;
+ float distance;
+
+ float wait;
+
+ // state data
+ int state;
+ vec3_t dir;
+ float current_speed;
+ float move_speed;
+ float next_speed;
+ float remaining_distance;
+ float decel_distance;
+ void (*endfunc)(edict_t *);
+} moveinfo_t;
+
+
+typedef struct
+{
+ void (*aifunc)(edict_t *self, float dist);
+ float dist;
+ void (*thinkfunc)(edict_t *self);
+} mframe_t;
+
+typedef struct
+{
+ int firstframe;
+ int lastframe;
+ mframe_t *frame;
+ void (*endfunc)(edict_t *self);
+} mmove_t;
+
+typedef struct
+{
+ mmove_t *currentmove;
+ int aiflags;
+ int nextframe;
+ float scale;
+
+ void (*stand)(edict_t *self);
+ void (*idle)(edict_t *self);
+ void (*search)(edict_t *self);
+ void (*walk)(edict_t *self);
+ void (*run)(edict_t *self);
+ void (*dodge)(edict_t *self, edict_t *other, float eta);
+ void (*attack)(edict_t *self);
+ void (*melee)(edict_t *self);
+ void (*sight)(edict_t *self, edict_t *other);
+ qboolean (*checkattack)(edict_t *self);
+
+ float pausetime;
+ float attack_finished;
+
+ vec3_t saved_goal;
+ float search_time;
+ float trail_time;
+ vec3_t last_sighting;
+ int attack_state;
+ int lefty;
+ float idle_time;
+ int linkcount;
+
+ int power_armor_type;
+ int power_armor_power;
+} monsterinfo_t;
+
+
+
+extern game_locals_t game;
+extern level_locals_t level;
+extern game_import_t gi;
+extern game_export_t globals;
+extern spawn_temp_t st;
+
+extern int sm_meat_index;
+extern int snd_fry;
+
+// means of death
+#define MOD_UNKNOWN 0
+#define MOD_BLASTER 1
+#define MOD_SHOTGUN 2
+#define MOD_SSHOTGUN 3
+#define MOD_MACHINEGUN 4
+#define MOD_CHAINGUN 5
+#define MOD_GRENADE 6
+#define MOD_G_SPLASH 7
+#define MOD_ROCKET 8
+#define MOD_R_SPLASH 9
+#define MOD_HYPERBLASTER 10
+#define MOD_RAILGUN 11
+#define MOD_BFG_LASER 12
+#define MOD_BFG_BLAST 13
+#define MOD_BFG_EFFECT 14
+#define MOD_HANDGRENADE 15
+#define MOD_HG_SPLASH 16
+#define MOD_WATER 17
+#define MOD_SLIME 18
+#define MOD_LAVA 19
+#define MOD_CRUSH 20
+#define MOD_TELEFRAG 21
+#define MOD_FALLING 22
+#define MOD_SUICIDE 23
+#define MOD_HELD_GRENADE 24
+#define MOD_EXPLOSIVE 25
+#define MOD_BARREL 26
+#define MOD_BOMB 27
+#define MOD_EXIT 28
+#define MOD_SPLASH 29
+#define MOD_TARGET_LASER 30
+#define MOD_TRIGGER_HURT 31
+#define MOD_HIT 32
+#define MOD_TARGET_BLASTER 33
+// RAFAEL 14-APR-98
+#define MOD_RIPPER 34
+#define MOD_PHALANX 35
+#define MOD_BRAINTENTACLE 36
+#define MOD_BLASTOFF 37
+#define MOD_GEKK 38
+#define MOD_TRAP 39
+// END 14-APR-98
+#define MOD_FRIENDLY_FIRE 0x8000000
+
+extern int meansOfDeath;
+
+
+extern edict_t *g_edicts;
+
+#define FOFS(x) (int)&(((edict_t *)0)->x)
+#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
+#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
+#define CLOFS(x) (int)&(((gclient_t *)0)->x)
+
+#define qrandom() ((rand () & 0x7fff) / ((float)0x7fff))
+#define crandom() (2.0 * (qrandom() - 0.5))
+
+extern cvar_t *maxentities;
+extern cvar_t *deathmatch;
+extern cvar_t *coop;
+extern cvar_t *dmflags;
+extern cvar_t *skill;
+extern cvar_t *fraglimit;
+extern cvar_t *timelimit;
+extern cvar_t *password;
+extern cvar_t *spectator_password;
+extern cvar_t *g_select_empty;
+extern cvar_t *dedicated;
+
+extern cvar_t *filterban;
+
+extern cvar_t *sv_gravity;
+extern cvar_t *sv_maxvelocity;
+
+extern cvar_t *gun_x, *gun_y, *gun_z;
+extern cvar_t *sv_rollspeed;
+extern cvar_t *sv_rollangle;
+
+extern cvar_t *run_pitch;
+extern cvar_t *run_roll;
+extern cvar_t *bob_up;
+extern cvar_t *bob_pitch;
+extern cvar_t *bob_roll;
+
+extern cvar_t *sv_cheats;
+extern cvar_t *maxclients;
+extern cvar_t *maxspectators;
+
+extern cvar_t *flood_msgs;
+extern cvar_t *flood_persecond;
+extern cvar_t *flood_waitdelay;
+
+extern cvar_t *sv_maplist;
+
+#define WORLD (&g_edicts[0])
+
+// item spawnflags
+#define ITEM_TRIGGER_SPAWN 0x00000001
+#define ITEM_NO_TOUCH 0x00000002
+// 6 bits reserved for editor flags
+// 8 bits used as power cube id bits for coop games
+#define DROPPED_ITEM 0x00010000
+#define DROPPED_PLAYER_ITEM 0x00020000
+#define ITEM_TARGETS_USED 0x00040000
+
+//
+// fields are needed for spawning from the entity string
+// and saving / loading games
+//
+#define FFL_SPAWNTEMP 1
+#define FFL_NOSPAWN 2
+
+typedef enum {
+ F_INT,
+ F_FLOAT,
+ F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
+ F_GSTRING, // string on disk, pointer in memory, TAG_GAME
+ F_VECTOR,
+ F_ANGLEHACK,
+ F_EDICT, // index on disk, pointer in memory
+ F_ITEM, // index on disk, pointer in memory
+ F_CLIENT, // index on disk, pointer in memory
+ F_FUNCTION,
+ F_MMOVE,
+ F_IGNORE
+} fieldtype_t;
+
+typedef struct
+{
+ char *name;
+ int ofs;
+ fieldtype_t type;
+ int flags;
+} field_t;
+
+
+extern field_t fields[];
+extern gitem_t itemlist[];
+
+
+//
+// g_cmds.c
+//
+void Cmd_Help_f (edict_t *ent);
+void Cmd_Score_f (edict_t *ent);
+
+//
+// g_items.c
+//
+void PrecacheItem (gitem_t *it);
+void InitItems (void);
+void SetItemNames (void);
+gitem_t *FindItem (char *pickup_name);
+gitem_t *FindItemByClassname (char *classname);
+#define ITEM_INDEX(x) ((x)-itemlist)
+edict_t *Drop_Item (edict_t *ent, gitem_t *item);
+void SetRespawn (edict_t *ent, float delay);
+void ChangeWeapon (edict_t *ent);
+void SpawnItem (edict_t *ent, gitem_t *item);
+void Think_Weapon (edict_t *ent);
+int ArmorIndex (edict_t *ent);
+int PowerArmorType (edict_t *ent);
+gitem_t *GetItemByIndex (int index);
+qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+//
+// g_utils.c
+//
+qboolean KillBox (edict_t *ent);
+void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
+edict_t *G_Find (edict_t *from, int fieldofs, char *match);
+edict_t *findradius (edict_t *from, vec3_t org, float rad);
+edict_t *G_PickTarget (char *targetname);
+void G_UseTargets (edict_t *ent, edict_t *activator);
+void G_SetMovedir (vec3_t angles, vec3_t movedir);
+
+void G_InitEdict (edict_t *e);
+edict_t *G_Spawn (void);
+void G_FreeEdict (edict_t *e);
+
+void G_TouchTriggers (edict_t *ent);
+void G_TouchSolids (edict_t *ent);
+
+char *G_CopyString (char *in);
+
+float *tv (float x, float y, float z);
+char *vtos (vec3_t v);
+
+float vectoyaw (vec3_t vec);
+void vectoangles (vec3_t vec, vec3_t angles);
+
+//
+// g_combat.c
+//
+qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
+qboolean CanDamage (edict_t *targ, edict_t *inflictor);
+void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
+void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
+
+// damage flags
+#define DAMAGE_RADIUS 0x00000001 // damage was indirect
+#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
+#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
+#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
+#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
+#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
+
+#define DEFAULT_BULLET_HSPREAD 300
+#define DEFAULT_BULLET_VSPREAD 500
+#define DEFAULT_SHOTGUN_HSPREAD 1000
+#define DEFAULT_SHOTGUN_VSPREAD 500
+#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
+#define DEFAULT_SHOTGUN_COUNT 12
+#define DEFAULT_SSHOTGUN_COUNT 20
+
+//
+// g_monster.c
+//
+void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
+void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
+void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
+void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
+void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
+void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
+// RAFAEL
+void monster_fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
+void monster_dabeam (edict_t *self);
+void monster_fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
+
+
+void M_droptofloor (edict_t *ent);
+void monster_think (edict_t *self);
+void walkmonster_start (edict_t *self);
+void swimmonster_start (edict_t *self);
+void flymonster_start (edict_t *self);
+void AttackFinished (edict_t *self, float time);
+void monster_death_use (edict_t *self);
+void M_CatagorizePosition (edict_t *ent);
+qboolean M_CheckAttack (edict_t *self);
+void M_FlyCheck (edict_t *self);
+void M_CheckGround (edict_t *ent);
+
+//
+// g_misc.c
+//
+void ThrowHead (edict_t *self, char *gibname, int damage, int type);
+void ThrowClientHead (edict_t *self, int damage);
+void ThrowGib (edict_t *self, char *gibname, int damage, int type);
+void BecomeExplosion1(edict_t *self);
+// RAFAEL
+void ThrowHeadACID (edict_t *self, char *gibname, int damage, int type);
+void ThrowGibACID (edict_t *self, char *gibname, int damage, int type);
+
+//
+// g_ai.c
+//
+void AI_SetSightClient (void);
+
+void ai_stand (edict_t *self, float dist);
+void ai_move (edict_t *self, float dist);
+void ai_walk (edict_t *self, float dist);
+void ai_turn (edict_t *self, float dist);
+void ai_run (edict_t *self, float dist);
+void ai_charge (edict_t *self, float dist);
+int range (edict_t *self, edict_t *other);
+
+void FoundTarget (edict_t *self);
+qboolean infront (edict_t *self, edict_t *other);
+qboolean visible (edict_t *self, edict_t *other);
+qboolean FacingIdeal(edict_t *self);
+
+//
+// g_weapon.c
+//
+void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
+qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
+void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
+void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
+void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
+void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
+void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
+void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
+void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
+void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
+// RAFAEL
+void fire_ionripper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
+void fire_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
+void fire_blueblaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect);
+void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
+void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
+
+//
+// g_ptrail.c
+//
+void PlayerTrail_Init (void);
+void PlayerTrail_Add (vec3_t spot);
+void PlayerTrail_New (vec3_t spot);
+edict_t *PlayerTrail_PickFirst (edict_t *self);
+edict_t *PlayerTrail_PickNext (edict_t *self);
+edict_t *PlayerTrail_LastSpot (void);
+
+//
+// g_client.c
+//
+void respawn (edict_t *ent);
+void BeginIntermission (edict_t *targ);
+void PutClientInServer (edict_t *ent);
+void InitClientPersistant (gclient_t *client);
+void InitClientResp (gclient_t *client);
+void InitBodyQue (void);
+void ClientBeginServerFrame (edict_t *ent);
+
+//
+// g_player.c
+//
+void player_pain (edict_t *self, edict_t *other, float kick, int damage);
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+//
+// g_svcmds.c
+//
+void ServerCommand (void);
+qboolean SV_FilterPacket (char *from);
+
+//
+// p_view.c
+//
+void ClientEndServerFrame (edict_t *ent);
+
+//
+// p_hud.c
+//
+void MoveClientToIntermission (edict_t *client);
+void G_SetStats (edict_t *ent);
+void G_SetSpectatorStats (edict_t *ent);
+void G_CheckChaseStats (edict_t *ent);
+void ValidateSelectedItem (edict_t *ent);
+void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
+
+//
+// g_pweapon.c
+//
+void PlayerNoise(edict_t *who, vec3_t where, int type);
+
+//
+// m_move.c
+//
+qboolean M_CheckBottom (edict_t *ent);
+qboolean M_walkmove (edict_t *ent, float yaw, float dist);
+void M_MoveToGoal (edict_t *ent, float dist);
+void M_ChangeYaw (edict_t *ent);
+
+//
+// g_phys.c
+//
+void G_RunEntity (edict_t *ent);
+
+//
+// g_main.c
+//
+void SaveClientData (void);
+void FetchClientEntData (edict_t *ent);
+
+//
+// g_chase.c
+//
+void UpdateChaseCam(edict_t *ent);
+void ChaseNext(edict_t *ent);
+void ChasePrev(edict_t *ent);
+void GetChaseTarget(edict_t *ent);
+
+//============================================================================
+
+// client_t->anim_priority
+#define ANIM_BASIC 0 // stand / run
+#define ANIM_WAVE 1
+#define ANIM_JUMP 2
+#define ANIM_PAIN 3
+#define ANIM_ATTACK 4
+#define ANIM_DEATH 5
+#define ANIM_REVERSE 6
+
+
+// client data that stays across multiple level loads
+typedef struct
+{
+ char userinfo[MAX_INFO_STRING];
+ char netname[16];
+ int hand;
+
+ qboolean connected; // a loadgame will leave valid entities that
+ // just don't have a connection yet
+
+ // values saved and restored from edicts when changing levels
+ int health;
+ int max_health;
+ int savedFlags;
+
+ int selected_item;
+ int inventory[MAX_ITEMS];
+
+ // ammo capacities
+ int max_bullets;
+ int max_shells;
+ int max_rockets;
+ int max_grenades;
+ int max_cells;
+ int max_slugs;
+ // RAFAEL
+ int max_magslug;
+ int max_trap;
+
+ gitem_t *weapon;
+ gitem_t *lastweapon;
+
+ int power_cubes; // used for tracking the cubes in coop games
+ int score; // for calculating total unit score in coop games
+
+ int game_helpchanged;
+ int helpchanged;
+
+ qboolean spectator; // client is a spectator
+} client_persistant_t;
+
+// client data that stays across deathmatch respawns
+typedef struct
+{
+ client_persistant_t coop_respawn; // what to set client->pers to on a respawn
+ int enterframe; // level.framenum the client entered the game
+ int score; // frags, etc
+ vec3_t cmd_angles; // angles sent over in the last command
+
+ qboolean spectator; // client is a spectator
+} client_respawn_t;
+
+// this structure is cleared on each PutClientInServer(),
+// except for 'client->pers'
+struct gclient_t
+{
+ // known to server
+ player_state_t ps; // communicated by server to clients
+ int ping;
+
+ // private to game
+ client_persistant_t pers;
+ client_respawn_t resp;
+ pmove_state_t old_pmove; // for detecting out-of-pmove changes
+
+ qboolean showscores; // set layout stat
+ qboolean showinventory; // set layout stat
+ qboolean showhelp;
+ qboolean showhelpicon;
+
+ int ammo_index;
+
+ int buttons;
+ int oldbuttons;
+ int latched_buttons;
+
+ qboolean weapon_thunk;
+
+ gitem_t *newweapon;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ int damage_armor; // damage absorbed by armor
+ int damage_parmor; // damage absorbed by power armor
+ int damage_blood; // damage taken out of health
+ int damage_knockback; // impact damage
+ vec3_t damage_from; // origin for vector calculation
+
+ float killer_yaw; // when dead, look at killer
+
+ weaponstate_t weaponstate;
+ vec3_t kick_angles; // weapon kicks
+ vec3_t kick_origin;
+ float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
+ float fall_time, fall_value; // for view drop on fall
+ float damage_alpha;
+ float bonus_alpha;
+ vec3_t damage_blend;
+ vec3_t v_angle; // aiming direction
+ float bobtime; // so off-ground doesn't change it
+ vec3_t oldviewangles;
+ vec3_t oldvelocity;
+
+ float next_drown_time;
+ int old_waterlevel;
+ int breather_sound;
+
+ int machinegun_shots; // for weapon raising
+
+ // animation vars
+ int anim_end;
+ int anim_priority;
+ qboolean anim_duck;
+ qboolean anim_run;
+
+ // powerup timers
+ float quad_framenum;
+ float invincible_framenum;
+ float breather_framenum;
+ float enviro_framenum;
+
+ qboolean grenade_blew_up;
+ float grenade_time;
+ // RAFAEL
+ float quadfire_framenum;
+ qboolean trap_blew_up;
+ float trap_time;
+
+ int silencer_shots;
+ int weapon_sound;
+
+ float pickup_msg_time;
+
+ float flood_locktill; // locked from talking
+ float flood_when[10]; // when messages were said
+ int flood_whenhead; // head pointer for when said
+
+ float respawn_time; // can respawn when time > this
+
+ edict_t *chase_target; // player we are chasing
+ qboolean update_chase; // need to update chase info?
+};
+
+
+struct edict_t
+{
+ entity_state_t s;
+ gclient_t *client; // NULL if not a player
+ // the server expects the first part
+ // of gclient_t to be a player_state_t
+ // but the rest of it is opaque
+
+ qboolean inuse;
+ int linkcount;
+
+ // FIXME: move these fields to a server private sv_entity_t
+ link_t area; // linked to a division node or leaf
+
+ int num_clusters; // if -1, use headnode instead
+ int clusternums[MAX_ENT_CLUSTERS];
+ int headnode; // unused if num_clusters != -1
+ int areanum, areanum2;
+
+ //================================
+
+ int svflags;
+ vec3_t mins, maxs;
+ vec3_t absmin, absmax, size;
+ solid_t solid;
+ int clipmask;
+ edict_t *owner;
+
+
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+
+ //================================
+ int movetype;
+ int flags;
+
+ char *model;
+ float freetime; // sv.time when the object was freed
+
+ //
+ // only used locally in game, not by server
+ //
+ char *message;
+ char *classname;
+ int spawnflags;
+
+ float timestamp;
+
+ float angle; // set in qe3, -1 = up, -2 = down
+ char *target;
+ char *targetname;
+ char *killtarget;
+ char *team;
+ char *pathtarget;
+ char *deathtarget;
+ char *combattarget;
+ edict_t *target_ent;
+
+ float speed, accel, decel;
+ vec3_t movedir;
+ vec3_t pos1, pos2;
+
+ vec3_t velocity;
+ vec3_t avelocity;
+ int mass;
+ float air_finished;
+ float gravity; // per entity gravity multiplier (1.0 is normal)
+ // use for lowgrav artifact, flares
+
+ edict_t *goalentity;
+ edict_t *movetarget;
+ float yaw_speed;
+ float ideal_yaw;
+
+ float nextthink;
+ void (*prethink) (edict_t *ent);
+ void (*think)(edict_t *self);
+ void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
+ void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
+ void (*use)(edict_t *self, edict_t *other, edict_t *activator);
+ void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
+ void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+ float touch_debounce_time; // are all these legit? do we need more/less of them?
+ float pain_debounce_time;
+ float damage_debounce_time;
+ float fly_sound_debounce_time; //move to clientinfo
+ float last_move_time;
+
+ int health;
+ int max_health;
+ int gib_health;
+ int deadflag;
+ qboolean show_hostile;
+
+ float powerarmor_time;
+
+ char *map; // target_changelevel
+
+ int viewheight; // height above origin where eyesight is determined
+ int takedamage;
+ int dmg;
+ int radius_dmg;
+ float dmg_radius;
+ int sounds; //make this a spawntemp var?
+ int count;
+
+ edict_t *chain;
+ edict_t *enemy;
+ edict_t *oldenemy;
+ edict_t *activator;
+ edict_t *groundentity;
+ int groundentity_linkcount;
+ edict_t *teamchain;
+ edict_t *teammaster;
+
+ edict_t *mynoise; // can go in client only
+ edict_t *mynoise2;
+
+ int noise_index;
+ int noise_index2;
+ float volume;
+ float attenuation;
+
+ // timing variables
+ float wait;
+ float delay; // before firing targets
+ float random;
+
+ float teleport_time;
+
+ int watertype;
+ int waterlevel;
+
+ vec3_t move_origin;
+ vec3_t move_angles;
+
+ // move this to clientinfo?
+ int light_level;
+
+ int style; // also used as areaportal number
+
+ gitem_t *item; // for bonus items
+
+ // common data blocks
+ moveinfo_t moveinfo;
+ monsterinfo_t monsterinfo;
+
+ // RAFAEL
+ int orders;
+};
--- /dev/null
+++ b/xatrix/m_actor.c
@@ -1,0 +1,592 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_actor.h"
+
+#define MAX_ACTOR_NAMES 8
+char *actor_names[MAX_ACTOR_NAMES] =
+{
+ "Hellrot",
+ "Tokay",
+ "Killme",
+ "Disruptor",
+ "Adrianator",
+ "Rambear",
+ "Titus",
+ "Bitterman"
+};
+
+
+mframe_t actor_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
+
+void actor_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_stand;
+
+ // randomize on startup
+ if (level.time < 1.0)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+}
+
+
+mframe_t actor_frames_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
+
+void actor_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_walk;
+}
+
+
+mframe_t actor_frames_run [] =
+{
+ ai_run, 4, NULL,
+ ai_run, 15, NULL,
+ ai_run, 15, NULL,
+ ai_run, 8, NULL,
+ ai_run, 20, NULL,
+ ai_run, 15, NULL,
+ ai_run, 8, NULL,
+ ai_run, 17, NULL,
+ ai_run, 12, NULL,
+ ai_run, -2, NULL,
+ ai_run, -2, NULL,
+ ai_run, -1, NULL
+};
+mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
+
+void actor_run (edict_t *self)
+{
+ if ((level.time < self->pain_debounce_time) && (!self->enemy))
+ {
+ if (self->movetarget)
+ actor_walk(self);
+ else
+ actor_stand(self);
+ return;
+ }
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ actor_stand(self);
+ return;
+ }
+
+ self->monsterinfo.currentmove = &actor_move_run;
+}
+
+
+mframe_t actor_frames_pain1 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL
+};
+mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
+
+mframe_t actor_frames_pain2 [] =
+{
+ ai_move, -4, NULL,
+ ai_move, 4, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
+
+mframe_t actor_frames_pain3 [] =
+{
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
+
+mframe_t actor_frames_flipoff [] =
+{
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL
+};
+mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
+
+mframe_t actor_frames_taunt [] =
+{
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL,
+ ai_turn, 0, NULL
+};
+mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
+
+char *messages[] =
+{
+ "Watch it",
+ "#$@*&",
+ "Idiot",
+ "Check your targets"
+};
+
+void actor_pain (edict_t *self, edict_t *other, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+// gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
+
+ if ((other->client) && (qrandom() < 0.4))
+ {
+ vec3_t v;
+ char *name;
+
+ VectorSubtract (other->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw (v);
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &actor_move_flipoff;
+ else
+ self->monsterinfo.currentmove = &actor_move_taunt;
+ name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
+ gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
+ return;
+ }
+
+ n = rand() % 3;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_pain1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &actor_move_pain2;
+ else
+ self->monsterinfo.currentmove = &actor_move_pain3;
+}
+
+
+void actorMachineGun (edict_t *self)
+{
+ vec3_t start, target;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
+ if (self->enemy)
+ {
+ if (self->enemy->health > 0)
+ {
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ }
+ else
+ {
+ VectorCopy (self->enemy->absmin, target);
+ target[2] += (self->enemy->size[2] / 2);
+ }
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ }
+ else
+ {
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ }
+ monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
+}
+
+
+void actor_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t actor_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -13, NULL,
+ ai_move, 14, NULL,
+ ai_move, 3, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL
+};
+mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
+
+mframe_t actor_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 7, NULL,
+ ai_move, -6, NULL,
+ ai_move, -5, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -9, NULL,
+ ai_move, -13, NULL,
+ ai_move, -13, NULL,
+ ai_move, 0, NULL
+};
+mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
+
+void actor_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= -80)
+ {
+// gi.sound (self, CHAN_VOICE, actor.sound_gib, 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+// gi.sound (self, CHAN_VOICE, actor.sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 2;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_death1;
+ else
+ self->monsterinfo.currentmove = &actor_move_death2;
+}
+
+
+void actor_fire (edict_t *self)
+{
+ actorMachineGun (self);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t actor_frames_attack [] =
+{
+ ai_charge, -2, actor_fire,
+ ai_charge, -2, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL
+};
+mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
+
+void actor_attack(edict_t *self)
+{
+ int n;
+
+ self->monsterinfo.currentmove = &actor_move_attack;
+ n = (rand() & 15) + 3 + 7;
+ self->monsterinfo.pausetime = level.time + n * FRAMETIME;
+}
+
+
+void actor_use (edict_t *self, edict_t *, edict_t *)
+{
+ vec3_t v;
+
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
+ {
+ gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+}
+
+
+/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
+*/
+
+void SP_misc_actor (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->targetname)
+ {
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("players/male/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ if (!self->health)
+ self->health = 100;
+ self->mass = 200;
+
+ self->pain = actor_pain;
+ self->die = actor_die;
+
+ self->monsterinfo.stand = actor_stand;
+ self->monsterinfo.walk = actor_walk;
+ self->monsterinfo.run = actor_run;
+ self->monsterinfo.attack = actor_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+
+ self->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &actor_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+
+ // actors always start in a dormant state, they *must* be used to get going
+ self->use = actor_use;
+}
+
+
+/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
+JUMP jump in set direction upon reaching this target
+SHOOT take a single shot at the pathtarget
+ATTACK attack pathtarget until it or actor is dead
+
+"target" next target_actor
+"pathtarget" target of any action to be taken at this point
+"wait" amount of time actor should pause at this point
+"message" actor will "say" this to the player
+
+for JUMP only:
+"speed" speed thrown forward (default 200)
+"height" speed thrown upwards (default 200)
+*/
+
+void target_actor_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ vec3_t v;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ other->goalentity = other->movetarget = NULL;
+
+ if (self->message)
+ {
+ int n;
+ edict_t *ent;
+
+ for (n = 1; n <= game.maxclients; n++)
+ {
+ ent = &g_edicts[n];
+ if (!ent->inuse)
+ continue;
+ gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message);
+ }
+ }
+
+ if (self->spawnflags & 1) //jump
+ {
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (other->groundentity)
+ {
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+ gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ if (self->spawnflags & 2) //shoot
+ {
+ }
+ else if (self->spawnflags & 4) //attack
+ {
+ other->enemy = G_PickTarget(self->pathtarget);
+ if (other->enemy)
+ {
+ other->goalentity = other->enemy;
+ if (self->spawnflags & 32)
+ other->monsterinfo.aiflags |= AI_BRUTAL;
+ if (self->spawnflags & 16)
+ {
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ actor_stand (other);
+ }
+ else
+ {
+ actor_run (other);
+ }
+ }
+ }
+
+ if (!(self->spawnflags & 6) && (self->pathtarget))
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ other->movetarget = G_PickTarget(self->target);
+
+ if (!other->goalentity)
+ other->goalentity = other->movetarget;
+
+ if (!other->movetarget && !other->enemy)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else if (other->movetarget == other->goalentity)
+ {
+ VectorSubtract (other->movetarget->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_target_actor (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin));
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = target_actor_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags = SVF_NOCLIENT;
+
+ if (self->spawnflags & 1)
+ {
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movedir[2] = st.height;
+ }
+
+ gi.linkentity (self);
+}
--- /dev/null
+++ b/xatrix/m_actor.h
@@ -1,0 +1,487 @@
+// G:\quake2\baseq2\models/player_y
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak01 0
+#define FRAME_attak02 1
+#define FRAME_attak03 2
+#define FRAME_attak04 3
+#define FRAME_death101 4
+#define FRAME_death102 5
+#define FRAME_death103 6
+#define FRAME_death104 7
+#define FRAME_death105 8
+#define FRAME_death106 9
+#define FRAME_death107 10
+#define FRAME_death201 11
+#define FRAME_death202 12
+#define FRAME_death203 13
+#define FRAME_death204 14
+#define FRAME_death205 15
+#define FRAME_death206 16
+#define FRAME_death207 17
+#define FRAME_death208 18
+#define FRAME_death209 19
+#define FRAME_death210 20
+#define FRAME_death211 21
+#define FRAME_death212 22
+#define FRAME_death213 23
+#define FRAME_death301 24
+#define FRAME_death302 25
+#define FRAME_death303 26
+#define FRAME_death304 27
+#define FRAME_death305 28
+#define FRAME_death306 29
+#define FRAME_death307 30
+#define FRAME_death308 31
+#define FRAME_death309 32
+#define FRAME_death310 33
+#define FRAME_death311 34
+#define FRAME_death312 35
+#define FRAME_death313 36
+#define FRAME_death314 37
+#define FRAME_death315 38
+#define FRAME_flip01 39
+#define FRAME_flip02 40
+#define FRAME_flip03 41
+#define FRAME_flip04 42
+#define FRAME_flip05 43
+#define FRAME_flip06 44
+#define FRAME_flip07 45
+#define FRAME_flip08 46
+#define FRAME_flip09 47
+#define FRAME_flip10 48
+#define FRAME_flip11 49
+#define FRAME_flip12 50
+#define FRAME_flip13 51
+#define FRAME_flip14 52
+#define FRAME_grenad01 53
+#define FRAME_grenad02 54
+#define FRAME_grenad03 55
+#define FRAME_grenad04 56
+#define FRAME_grenad05 57
+#define FRAME_grenad06 58
+#define FRAME_grenad07 59
+#define FRAME_grenad08 60
+#define FRAME_grenad09 61
+#define FRAME_grenad10 62
+#define FRAME_grenad11 63
+#define FRAME_grenad12 64
+#define FRAME_grenad13 65
+#define FRAME_grenad14 66
+#define FRAME_grenad15 67
+#define FRAME_jump01 68
+#define FRAME_jump02 69
+#define FRAME_jump03 70
+#define FRAME_jump04 71
+#define FRAME_jump05 72
+#define FRAME_jump06 73
+#define FRAME_pain101 74
+#define FRAME_pain102 75
+#define FRAME_pain103 76
+#define FRAME_pain201 77
+#define FRAME_pain202 78
+#define FRAME_pain203 79
+#define FRAME_pain301 80
+#define FRAME_pain302 81
+#define FRAME_pain303 82
+#define FRAME_push01 83
+#define FRAME_push02 84
+#define FRAME_push03 85
+#define FRAME_push04 86
+#define FRAME_push05 87
+#define FRAME_push06 88
+#define FRAME_push07 89
+#define FRAME_push08 90
+#define FRAME_push09 91
+#define FRAME_run01 92
+#define FRAME_run02 93
+#define FRAME_run03 94
+#define FRAME_run04 95
+#define FRAME_run05 96
+#define FRAME_run06 97
+#define FRAME_run07 98
+#define FRAME_run08 99
+#define FRAME_run09 100
+#define FRAME_run10 101
+#define FRAME_run11 102
+#define FRAME_run12 103
+#define FRAME_runs01 104
+#define FRAME_runs02 105
+#define FRAME_runs03 106
+#define FRAME_runs04 107
+#define FRAME_runs05 108
+#define FRAME_runs06 109
+#define FRAME_runs07 110
+#define FRAME_runs08 111
+#define FRAME_runs09 112
+#define FRAME_runs10 113
+#define FRAME_runs11 114
+#define FRAME_runs12 115
+#define FRAME_salute01 116
+#define FRAME_salute02 117
+#define FRAME_salute03 118
+#define FRAME_salute04 119
+#define FRAME_salute05 120
+#define FRAME_salute06 121
+#define FRAME_salute07 122
+#define FRAME_salute08 123
+#define FRAME_salute09 124
+#define FRAME_salute10 125
+#define FRAME_salute11 126
+#define FRAME_salute12 127
+#define FRAME_stand101 128
+#define FRAME_stand102 129
+#define FRAME_stand103 130
+#define FRAME_stand104 131
+#define FRAME_stand105 132
+#define FRAME_stand106 133
+#define FRAME_stand107 134
+#define FRAME_stand108 135
+#define FRAME_stand109 136
+#define FRAME_stand110 137
+#define FRAME_stand111 138
+#define FRAME_stand112 139
+#define FRAME_stand113 140
+#define FRAME_stand114 141
+#define FRAME_stand115 142
+#define FRAME_stand116 143
+#define FRAME_stand117 144
+#define FRAME_stand118 145
+#define FRAME_stand119 146
+#define FRAME_stand120 147
+#define FRAME_stand121 148
+#define FRAME_stand122 149
+#define FRAME_stand123 150
+#define FRAME_stand124 151
+#define FRAME_stand125 152
+#define FRAME_stand126 153
+#define FRAME_stand127 154
+#define FRAME_stand128 155
+#define FRAME_stand129 156
+#define FRAME_stand130 157
+#define FRAME_stand131 158
+#define FRAME_stand132 159
+#define FRAME_stand133 160
+#define FRAME_stand134 161
+#define FRAME_stand135 162
+#define FRAME_stand136 163
+#define FRAME_stand137 164
+#define FRAME_stand138 165
+#define FRAME_stand139 166
+#define FRAME_stand140 167
+#define FRAME_stand201 168
+#define FRAME_stand202 169
+#define FRAME_stand203 170
+#define FRAME_stand204 171
+#define FRAME_stand205 172
+#define FRAME_stand206 173
+#define FRAME_stand207 174
+#define FRAME_stand208 175
+#define FRAME_stand209 176
+#define FRAME_stand210 177
+#define FRAME_stand211 178
+#define FRAME_stand212 179
+#define FRAME_stand213 180
+#define FRAME_stand214 181
+#define FRAME_stand215 182
+#define FRAME_stand216 183
+#define FRAME_stand217 184
+#define FRAME_stand218 185
+#define FRAME_stand219 186
+#define FRAME_stand220 187
+#define FRAME_stand221 188
+#define FRAME_stand222 189
+#define FRAME_stand223 190
+#define FRAME_swim01 191
+#define FRAME_swim02 192
+#define FRAME_swim03 193
+#define FRAME_swim04 194
+#define FRAME_swim05 195
+#define FRAME_swim06 196
+#define FRAME_swim07 197
+#define FRAME_swim08 198
+#define FRAME_swim09 199
+#define FRAME_swim10 200
+#define FRAME_swim11 201
+#define FRAME_swim12 202
+#define FRAME_sw_atk01 203
+#define FRAME_sw_atk02 204
+#define FRAME_sw_atk03 205
+#define FRAME_sw_atk04 206
+#define FRAME_sw_atk05 207
+#define FRAME_sw_atk06 208
+#define FRAME_sw_pan01 209
+#define FRAME_sw_pan02 210
+#define FRAME_sw_pan03 211
+#define FRAME_sw_pan04 212
+#define FRAME_sw_pan05 213
+#define FRAME_sw_std01 214
+#define FRAME_sw_std02 215
+#define FRAME_sw_std03 216
+#define FRAME_sw_std04 217
+#define FRAME_sw_std05 218
+#define FRAME_sw_std06 219
+#define FRAME_sw_std07 220
+#define FRAME_sw_std08 221
+#define FRAME_sw_std09 222
+#define FRAME_sw_std10 223
+#define FRAME_sw_std11 224
+#define FRAME_sw_std12 225
+#define FRAME_sw_std13 226
+#define FRAME_sw_std14 227
+#define FRAME_sw_std15 228
+#define FRAME_sw_std16 229
+#define FRAME_sw_std17 230
+#define FRAME_sw_std18 231
+#define FRAME_sw_std19 232
+#define FRAME_sw_std20 233
+#define FRAME_taunt01 234
+#define FRAME_taunt02 235
+#define FRAME_taunt03 236
+#define FRAME_taunt04 237
+#define FRAME_taunt05 238
+#define FRAME_taunt06 239
+#define FRAME_taunt07 240
+#define FRAME_taunt08 241
+#define FRAME_taunt09 242
+#define FRAME_taunt10 243
+#define FRAME_taunt11 244
+#define FRAME_taunt12 245
+#define FRAME_taunt13 246
+#define FRAME_taunt14 247
+#define FRAME_taunt15 248
+#define FRAME_taunt16 249
+#define FRAME_taunt17 250
+#define FRAME_walk01 251
+#define FRAME_walk02 252
+#define FRAME_walk03 253
+#define FRAME_walk04 254
+#define FRAME_walk05 255
+#define FRAME_walk06 256
+#define FRAME_walk07 257
+#define FRAME_walk08 258
+#define FRAME_walk09 259
+#define FRAME_walk10 260
+#define FRAME_walk11 261
+#define FRAME_wave01 262
+#define FRAME_wave02 263
+#define FRAME_wave03 264
+#define FRAME_wave04 265
+#define FRAME_wave05 266
+#define FRAME_wave06 267
+#define FRAME_wave07 268
+#define FRAME_wave08 269
+#define FRAME_wave09 270
+#define FRAME_wave10 271
+#define FRAME_wave11 272
+#define FRAME_wave12 273
+#define FRAME_wave13 274
+#define FRAME_wave14 275
+#define FRAME_wave15 276
+#define FRAME_wave16 277
+#define FRAME_wave17 278
+#define FRAME_wave18 279
+#define FRAME_wave19 280
+#define FRAME_wave20 281
+#define FRAME_wave21 282
+#define FRAME_bl_atk01 283
+#define FRAME_bl_atk02 284
+#define FRAME_bl_atk03 285
+#define FRAME_bl_atk04 286
+#define FRAME_bl_atk05 287
+#define FRAME_bl_atk06 288
+#define FRAME_bl_flp01 289
+#define FRAME_bl_flp02 290
+#define FRAME_bl_flp13 291
+#define FRAME_bl_flp14 292
+#define FRAME_bl_flp15 293
+#define FRAME_bl_jmp01 294
+#define FRAME_bl_jmp02 295
+#define FRAME_bl_jmp03 296
+#define FRAME_bl_jmp04 297
+#define FRAME_bl_jmp05 298
+#define FRAME_bl_jmp06 299
+#define FRAME_bl_pn101 300
+#define FRAME_bl_pn102 301
+#define FRAME_bl_pn103 302
+#define FRAME_bl_pn201 303
+#define FRAME_bl_pn202 304
+#define FRAME_bl_pn203 305
+#define FRAME_bl_pn301 306
+#define FRAME_bl_pn302 307
+#define FRAME_bl_pn303 308
+#define FRAME_bl_psh08 309
+#define FRAME_bl_psh09 310
+#define FRAME_bl_run01 311
+#define FRAME_bl_run02 312
+#define FRAME_bl_run03 313
+#define FRAME_bl_run04 314
+#define FRAME_bl_run05 315
+#define FRAME_bl_run06 316
+#define FRAME_bl_run07 317
+#define FRAME_bl_run08 318
+#define FRAME_bl_run09 319
+#define FRAME_bl_run10 320
+#define FRAME_bl_run11 321
+#define FRAME_bl_run12 322
+#define FRAME_bl_rns03 323
+#define FRAME_bl_rns04 324
+#define FRAME_bl_rns05 325
+#define FRAME_bl_rns06 326
+#define FRAME_bl_rns07 327
+#define FRAME_bl_rns08 328
+#define FRAME_bl_rns09 329
+#define FRAME_bl_sal10 330
+#define FRAME_bl_sal11 331
+#define FRAME_bl_sal12 332
+#define FRAME_bl_std01 333
+#define FRAME_bl_std02 334
+#define FRAME_bl_std03 335
+#define FRAME_bl_std04 336
+#define FRAME_bl_std05 337
+#define FRAME_bl_std06 338
+#define FRAME_bl_std07 339
+#define FRAME_bl_std08 340
+#define FRAME_bl_std09 341
+#define FRAME_bl_std10 342
+#define FRAME_bl_std11 343
+#define FRAME_bl_std12 344
+#define FRAME_bl_std13 345
+#define FRAME_bl_std14 346
+#define FRAME_bl_std15 347
+#define FRAME_bl_std16 348
+#define FRAME_bl_std17 349
+#define FRAME_bl_std18 350
+#define FRAME_bl_std19 351
+#define FRAME_bl_std20 352
+#define FRAME_bl_std21 353
+#define FRAME_bl_std22 354
+#define FRAME_bl_std23 355
+#define FRAME_bl_std24 356
+#define FRAME_bl_std25 357
+#define FRAME_bl_std26 358
+#define FRAME_bl_std27 359
+#define FRAME_bl_std28 360
+#define FRAME_bl_std29 361
+#define FRAME_bl_std30 362
+#define FRAME_bl_std31 363
+#define FRAME_bl_std32 364
+#define FRAME_bl_std33 365
+#define FRAME_bl_std34 366
+#define FRAME_bl_std35 367
+#define FRAME_bl_std36 368
+#define FRAME_bl_std37 369
+#define FRAME_bl_std38 370
+#define FRAME_bl_std39 371
+#define FRAME_bl_std40 372
+#define FRAME_bl_swm01 373
+#define FRAME_bl_swm02 374
+#define FRAME_bl_swm03 375
+#define FRAME_bl_swm04 376
+#define FRAME_bl_swm05 377
+#define FRAME_bl_swm06 378
+#define FRAME_bl_swm07 379
+#define FRAME_bl_swm08 380
+#define FRAME_bl_swm09 381
+#define FRAME_bl_swm10 382
+#define FRAME_bl_swm11 383
+#define FRAME_bl_swm12 384
+#define FRAME_bl_swk01 385
+#define FRAME_bl_swk02 386
+#define FRAME_bl_swk03 387
+#define FRAME_bl_swk04 388
+#define FRAME_bl_swk05 389
+#define FRAME_bl_swk06 390
+#define FRAME_bl_swp01 391
+#define FRAME_bl_swp02 392
+#define FRAME_bl_swp03 393
+#define FRAME_bl_swp04 394
+#define FRAME_bl_swp05 395
+#define FRAME_bl_sws01 396
+#define FRAME_bl_sws02 397
+#define FRAME_bl_sws03 398
+#define FRAME_bl_sws04 399
+#define FRAME_bl_sws05 400
+#define FRAME_bl_sws06 401
+#define FRAME_bl_sws07 402
+#define FRAME_bl_sws08 403
+#define FRAME_bl_sws09 404
+#define FRAME_bl_sws10 405
+#define FRAME_bl_sws11 406
+#define FRAME_bl_sws12 407
+#define FRAME_bl_sws13 408
+#define FRAME_bl_sws14 409
+#define FRAME_bl_tau14 410
+#define FRAME_bl_tau15 411
+#define FRAME_bl_tau16 412
+#define FRAME_bl_tau17 413
+#define FRAME_bl_wlk01 414
+#define FRAME_bl_wlk02 415
+#define FRAME_bl_wlk03 416
+#define FRAME_bl_wlk04 417
+#define FRAME_bl_wlk05 418
+#define FRAME_bl_wlk06 419
+#define FRAME_bl_wlk07 420
+#define FRAME_bl_wlk08 421
+#define FRAME_bl_wlk09 422
+#define FRAME_bl_wlk10 423
+#define FRAME_bl_wlk11 424
+#define FRAME_bl_wav19 425
+#define FRAME_bl_wav20 426
+#define FRAME_bl_wav21 427
+#define FRAME_cr_atk01 428
+#define FRAME_cr_atk02 429
+#define FRAME_cr_atk03 430
+#define FRAME_cr_atk04 431
+#define FRAME_cr_atk05 432
+#define FRAME_cr_atk06 433
+#define FRAME_cr_atk07 434
+#define FRAME_cr_atk08 435
+#define FRAME_cr_pan01 436
+#define FRAME_cr_pan02 437
+#define FRAME_cr_pan03 438
+#define FRAME_cr_pan04 439
+#define FRAME_cr_std01 440
+#define FRAME_cr_std02 441
+#define FRAME_cr_std03 442
+#define FRAME_cr_std04 443
+#define FRAME_cr_std05 444
+#define FRAME_cr_std06 445
+#define FRAME_cr_std07 446
+#define FRAME_cr_std08 447
+#define FRAME_cr_wlk01 448
+#define FRAME_cr_wlk02 449
+#define FRAME_cr_wlk03 450
+#define FRAME_cr_wlk04 451
+#define FRAME_cr_wlk05 452
+#define FRAME_cr_wlk06 453
+#define FRAME_cr_wlk07 454
+#define FRAME_crbl_a01 455
+#define FRAME_crbl_a02 456
+#define FRAME_crbl_a03 457
+#define FRAME_crbl_a04 458
+#define FRAME_crbl_a05 459
+#define FRAME_crbl_a06 460
+#define FRAME_crbl_a07 461
+#define FRAME_crbl_p01 462
+#define FRAME_crbl_p02 463
+#define FRAME_crbl_p03 464
+#define FRAME_crbl_p04 465
+#define FRAME_crbl_s01 466
+#define FRAME_crbl_s02 467
+#define FRAME_crbl_s03 468
+#define FRAME_crbl_s04 469
+#define FRAME_crbl_s05 470
+#define FRAME_crbl_s06 471
+#define FRAME_crbl_s07 472
+#define FRAME_crbl_s08 473
+#define FRAME_crbl_w01 474
+#define FRAME_crbl_w02 475
+#define FRAME_crbl_w03 476
+#define FRAME_crbl_w04 477
+#define FRAME_crbl_w05 478
+#define FRAME_crbl_w06 479
+#define FRAME_crbl_w07 480
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_berserk.c
@@ -1,0 +1,434 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_berserk.h"
+
+
+static int sound_pain;
+static int sound_die;
+static int sound_idle;
+static int sound_punch;
+static int sound_sight;
+static int sound_search;
+
+void berserk_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void berserk_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+void berserk_fidget (edict_t *self);
+mframe_t berserk_frames_stand [] =
+{
+ ai_stand, 0, berserk_fidget,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
+
+void berserk_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_stand;
+}
+
+mframe_t berserk_frames_stand_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
+
+void berserk_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() > 0.15)
+ return;
+
+ self->monsterinfo.currentmove = &berserk_move_stand_fidget;
+ gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+mframe_t berserk_frames_walk [] =
+{
+ ai_walk, 9.1, NULL,
+ ai_walk, 6.3, NULL,
+ ai_walk, 4.9, NULL,
+ ai_walk, 6.7, NULL,
+ ai_walk, 6.0, NULL,
+ ai_walk, 8.2, NULL,
+ ai_walk, 7.2, NULL,
+ ai_walk, 6.1, NULL,
+ ai_walk, 4.9, NULL,
+ ai_walk, 4.7, NULL,
+ ai_walk, 4.7, NULL,
+ ai_walk, 4.8, NULL
+};
+mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
+
+void berserk_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_walk;
+}
+
+/*
+
+ *****************************
+ SKIPPED THIS FOR NOW!
+ *****************************
+
+ Running -> Arm raised in air
+
+void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
+void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
+void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
+void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
+void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
+void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
+// running with arm in air : start loop
+void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
+void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
+void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
+void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
+void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
+void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
+// running with arm in air : end loop
+*/
+
+
+mframe_t berserk_frames_run1 [] =
+{
+ ai_run, 21, NULL,
+ ai_run, 11, NULL,
+ ai_run, 21, NULL,
+ ai_run, 25, NULL,
+ ai_run, 18, NULL,
+ ai_run, 19, NULL
+};
+mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
+
+void berserk_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ else
+ self->monsterinfo.currentmove = &berserk_move_run1;
+}
+
+
+void berserk_attack_spike (edict_t *self)
+{
+ static vec3_t aim = {MELEE_DISTANCE, 0, -24};
+ fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
+}
+
+
+void berserk_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
+}
+
+mframe_t berserk_frames_attack_spike [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_swing,
+ ai_charge, 0, berserk_attack_spike,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
+
+
+void berserk_attack_club (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
+}
+
+mframe_t berserk_frames_attack_club [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, berserk_attack_club,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
+
+
+void berserk_strike (edict_t *)
+{
+ //FIXME play impact sound
+}
+
+
+mframe_t berserk_frames_attack_strike [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_swing,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, berserk_strike,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 9.7, NULL,
+ ai_move, 13.6, NULL
+};
+
+mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
+
+
+void berserk_melee (edict_t *self)
+{
+ if ((rand() % 2) == 0)
+ self->monsterinfo.currentmove = &berserk_move_attack_spike;
+ else
+ self->monsterinfo.currentmove = &berserk_move_attack_club;
+}
+
+
+/*
+void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
+void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
+void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
+void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
+void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
+void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
+void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
+void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
+void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
+void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
+void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
+void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
+void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
+void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
+void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
+void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
+void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
+void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
+*/
+
+
+mframe_t berserk_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
+
+
+mframe_t berserk_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
+
+void berserk_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if ((damage < 20) || (qrandom() < 0.5))
+ self->monsterinfo.currentmove = &berserk_move_pain1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_pain2;
+}
+
+
+void berserk_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+mframe_t berserk_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+
+};
+mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
+
+
+mframe_t berserk_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
+
+
+void berserk_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ if (damage >= 50)
+ self->monsterinfo.currentmove = &berserk_move_death1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_death2;
+}
+
+
+/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_berserk (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // pre-caches
+ sound_pain = gi.soundindex ("berserk/berpain2.wav");
+ sound_die = gi.soundindex ("berserk/berdeth2.wav");
+ sound_idle = gi.soundindex ("berserk/beridle1.wav");
+ sound_punch = gi.soundindex ("berserk/attack.wav");
+ sound_search = gi.soundindex ("berserk/bersrch1.wav");
+ sound_sight = gi.soundindex ("berserk/sight.wav");
+
+ self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 240;
+ self->gib_health = -60;
+ self->mass = 250;
+
+ self->pain = berserk_pain;
+ self->die = berserk_die;
+
+ self->monsterinfo.stand = berserk_stand;
+ self->monsterinfo.walk = berserk_walk;
+ self->monsterinfo.run = berserk_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = berserk_melee;
+ self->monsterinfo.sight = berserk_sight;
+ self->monsterinfo.search = berserk_search;
+
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ gi.linkentity (self);
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_berserk.h
@@ -1,0 +1,250 @@
+// G:\quake2\baseq2\models/monsters/berserk
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_standb1 5
+#define FRAME_standb2 6
+#define FRAME_standb3 7
+#define FRAME_standb4 8
+#define FRAME_standb5 9
+#define FRAME_standb6 10
+#define FRAME_standb7 11
+#define FRAME_standb8 12
+#define FRAME_standb9 13
+#define FRAME_standb10 14
+#define FRAME_standb11 15
+#define FRAME_standb12 16
+#define FRAME_standb13 17
+#define FRAME_standb14 18
+#define FRAME_standb15 19
+#define FRAME_standb16 20
+#define FRAME_standb17 21
+#define FRAME_standb18 22
+#define FRAME_standb19 23
+#define FRAME_standb20 24
+#define FRAME_walkc1 25
+#define FRAME_walkc2 26
+#define FRAME_walkc3 27
+#define FRAME_walkc4 28
+#define FRAME_walkc5 29
+#define FRAME_walkc6 30
+#define FRAME_walkc7 31
+#define FRAME_walkc8 32
+#define FRAME_walkc9 33
+#define FRAME_walkc10 34
+#define FRAME_walkc11 35
+#define FRAME_run1 36
+#define FRAME_run2 37
+#define FRAME_run3 38
+#define FRAME_run4 39
+#define FRAME_run5 40
+#define FRAME_run6 41
+#define FRAME_att_a1 42
+#define FRAME_att_a2 43
+#define FRAME_att_a3 44
+#define FRAME_att_a4 45
+#define FRAME_att_a5 46
+#define FRAME_att_a6 47
+#define FRAME_att_a7 48
+#define FRAME_att_a8 49
+#define FRAME_att_a9 50
+#define FRAME_att_a10 51
+#define FRAME_att_a11 52
+#define FRAME_att_a12 53
+#define FRAME_att_a13 54
+#define FRAME_att_b1 55
+#define FRAME_att_b2 56
+#define FRAME_att_b3 57
+#define FRAME_att_b4 58
+#define FRAME_att_b5 59
+#define FRAME_att_b6 60
+#define FRAME_att_b7 61
+#define FRAME_att_b8 62
+#define FRAME_att_b9 63
+#define FRAME_att_b10 64
+#define FRAME_att_b11 65
+#define FRAME_att_b12 66
+#define FRAME_att_b13 67
+#define FRAME_att_b14 68
+#define FRAME_att_b15 69
+#define FRAME_att_b16 70
+#define FRAME_att_b17 71
+#define FRAME_att_b18 72
+#define FRAME_att_b19 73
+#define FRAME_att_b20 74
+#define FRAME_att_b21 75
+#define FRAME_att_c1 76
+#define FRAME_att_c2 77
+#define FRAME_att_c3 78
+#define FRAME_att_c4 79
+#define FRAME_att_c5 80
+#define FRAME_att_c6 81
+#define FRAME_att_c7 82
+#define FRAME_att_c8 83
+#define FRAME_att_c9 84
+#define FRAME_att_c10 85
+#define FRAME_att_c11 86
+#define FRAME_att_c12 87
+#define FRAME_att_c13 88
+#define FRAME_att_c14 89
+#define FRAME_att_c15 90
+#define FRAME_att_c16 91
+#define FRAME_att_c17 92
+#define FRAME_att_c18 93
+#define FRAME_att_c19 94
+#define FRAME_att_c20 95
+#define FRAME_att_c21 96
+#define FRAME_att_c22 97
+#define FRAME_att_c23 98
+#define FRAME_att_c24 99
+#define FRAME_att_c25 100
+#define FRAME_att_c26 101
+#define FRAME_att_c27 102
+#define FRAME_att_c28 103
+#define FRAME_att_c29 104
+#define FRAME_att_c30 105
+#define FRAME_att_c31 106
+#define FRAME_att_c32 107
+#define FRAME_att_c33 108
+#define FRAME_att_c34 109
+#define FRAME_r_att1 110
+#define FRAME_r_att2 111
+#define FRAME_r_att3 112
+#define FRAME_r_att4 113
+#define FRAME_r_att5 114
+#define FRAME_r_att6 115
+#define FRAME_r_att7 116
+#define FRAME_r_att8 117
+#define FRAME_r_att9 118
+#define FRAME_r_att10 119
+#define FRAME_r_att11 120
+#define FRAME_r_att12 121
+#define FRAME_r_att13 122
+#define FRAME_r_att14 123
+#define FRAME_r_att15 124
+#define FRAME_r_att16 125
+#define FRAME_r_att17 126
+#define FRAME_r_att18 127
+#define FRAME_r_attb1 128
+#define FRAME_r_attb2 129
+#define FRAME_r_attb3 130
+#define FRAME_r_attb4 131
+#define FRAME_r_attb5 132
+#define FRAME_r_attb6 133
+#define FRAME_r_attb7 134
+#define FRAME_r_attb8 135
+#define FRAME_r_attb9 136
+#define FRAME_r_attb10 137
+#define FRAME_r_attb11 138
+#define FRAME_r_attb12 139
+#define FRAME_r_attb13 140
+#define FRAME_r_attb14 141
+#define FRAME_r_attb15 142
+#define FRAME_r_attb16 143
+#define FRAME_r_attb17 144
+#define FRAME_r_attb18 145
+#define FRAME_slam1 146
+#define FRAME_slam2 147
+#define FRAME_slam3 148
+#define FRAME_slam4 149
+#define FRAME_slam5 150
+#define FRAME_slam6 151
+#define FRAME_slam7 152
+#define FRAME_slam8 153
+#define FRAME_slam9 154
+#define FRAME_slam10 155
+#define FRAME_slam11 156
+#define FRAME_slam12 157
+#define FRAME_slam13 158
+#define FRAME_slam14 159
+#define FRAME_slam15 160
+#define FRAME_slam16 161
+#define FRAME_slam17 162
+#define FRAME_slam18 163
+#define FRAME_slam19 164
+#define FRAME_slam20 165
+#define FRAME_slam21 166
+#define FRAME_slam22 167
+#define FRAME_slam23 168
+#define FRAME_duck1 169
+#define FRAME_duck2 170
+#define FRAME_duck3 171
+#define FRAME_duck4 172
+#define FRAME_duck5 173
+#define FRAME_duck6 174
+#define FRAME_duck7 175
+#define FRAME_duck8 176
+#define FRAME_duck9 177
+#define FRAME_duck10 178
+#define FRAME_fall1 179
+#define FRAME_fall2 180
+#define FRAME_fall3 181
+#define FRAME_fall4 182
+#define FRAME_fall5 183
+#define FRAME_fall6 184
+#define FRAME_fall7 185
+#define FRAME_fall8 186
+#define FRAME_fall9 187
+#define FRAME_fall10 188
+#define FRAME_fall11 189
+#define FRAME_fall12 190
+#define FRAME_fall13 191
+#define FRAME_fall14 192
+#define FRAME_fall15 193
+#define FRAME_fall16 194
+#define FRAME_fall17 195
+#define FRAME_fall18 196
+#define FRAME_fall19 197
+#define FRAME_fall20 198
+#define FRAME_painc1 199
+#define FRAME_painc2 200
+#define FRAME_painc3 201
+#define FRAME_painc4 202
+#define FRAME_painb1 203
+#define FRAME_painb2 204
+#define FRAME_painb3 205
+#define FRAME_painb4 206
+#define FRAME_painb5 207
+#define FRAME_painb6 208
+#define FRAME_painb7 209
+#define FRAME_painb8 210
+#define FRAME_painb9 211
+#define FRAME_painb10 212
+#define FRAME_painb11 213
+#define FRAME_painb12 214
+#define FRAME_painb13 215
+#define FRAME_painb14 216
+#define FRAME_painb15 217
+#define FRAME_painb16 218
+#define FRAME_painb17 219
+#define FRAME_painb18 220
+#define FRAME_painb19 221
+#define FRAME_painb20 222
+#define FRAME_death1 223
+#define FRAME_death2 224
+#define FRAME_death3 225
+#define FRAME_death4 226
+#define FRAME_death5 227
+#define FRAME_death6 228
+#define FRAME_death7 229
+#define FRAME_death8 230
+#define FRAME_death9 231
+#define FRAME_death10 232
+#define FRAME_death11 233
+#define FRAME_death12 234
+#define FRAME_death13 235
+#define FRAME_deathc1 236
+#define FRAME_deathc2 237
+#define FRAME_deathc3 238
+#define FRAME_deathc4 239
+#define FRAME_deathc5 240
+#define FRAME_deathc6 241
+#define FRAME_deathc7 242
+#define FRAME_deathc8 243
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_boss2.c
@@ -1,0 +1,654 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss2.h"
+
+void BossExplode (edict_t *self);
+
+qboolean infront (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+
+void boss2_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+}
+
+void boss2_run (edict_t *self);
+void boss2_stand (edict_t *self);
+void boss2_dead (edict_t *self);
+void boss2_attack (edict_t *self);
+void boss2_attack_mg (edict_t *self);
+void boss2_reattack_mg (edict_t *self);
+void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+void Boss2Rocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+//1
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
+
+//2
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
+
+//3
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
+
+//4
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
+}
+
+void boss2_firebullet_right (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
+}
+
+void boss2_firebullet_left (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
+}
+
+void Boss2MachineGun (edict_t *self)
+{
+/* vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+ flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+*/
+ boss2_firebullet_left(self);
+ boss2_firebullet_right(self);
+}
+
+
+mframe_t boss2_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
+
+mframe_t boss2_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
+
+mframe_t boss2_frames_walk [] =
+{
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL
+};
+mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
+
+
+mframe_t boss2_frames_run [] =
+{
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL
+};
+mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
+
+mframe_t boss2_frames_attack_pre_mg [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, boss2_attack_mg
+};
+mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
+
+
+// Loop this
+mframe_t boss2_frames_attack_mg [] =
+{
+ ai_charge, 1, Boss2MachineGun,
+ ai_charge, 1, Boss2MachineGun,
+ ai_charge, 1, Boss2MachineGun,
+ ai_charge, 1, Boss2MachineGun,
+ ai_charge, 1, Boss2MachineGun,
+ ai_charge, 1, boss2_reattack_mg
+};
+mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
+
+mframe_t boss2_frames_attack_post_mg [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
+
+mframe_t boss2_frames_attack_rocket [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_move, -20, Boss2Rocket,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
+
+mframe_t boss2_frames_pain_heavy [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
+
+mframe_t boss2_frames_pain_light [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
+
+mframe_t boss2_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode
+};
+mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
+
+void boss2_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_stand;
+}
+
+void boss2_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &boss2_move_stand;
+ else
+ self->monsterinfo.currentmove = &boss2_move_run;
+}
+
+void boss2_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_walk;
+}
+
+void boss2_attack (edict_t *self)
+{
+ vec3_t vec;
+ float range;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ if (range <= 125)
+ {
+ self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
+ }
+ else
+ {
+ if (qrandom() <= 0.6)
+ self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_rocket;
+ }
+}
+
+void boss2_attack_mg (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss2_move_attack_mg;
+}
+
+void boss2_reattack_mg (edict_t *self)
+{
+ if ( infront(self, self->enemy) )
+ if (qrandom() <= 0.7)
+ self->monsterinfo.currentmove = &boss2_move_attack_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
+ else
+ self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
+}
+
+
+void boss2_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+// American wanted these at no attenuation
+ if (damage < 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_light;
+ }
+ else if (damage < 30)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_light;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ self->monsterinfo.currentmove = &boss2_move_pain_heavy;
+ }
+}
+
+void boss2_dead (edict_t *self)
+{
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void boss2_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &boss2_move_death;
+/*
+ int n;
+
+ self->s.sound = 0;
+ // check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &boss2_move_death;
+*/
+}
+
+qboolean Boss2_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.8;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+
+/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_boss2 (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
+ sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
+ sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
+ sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
+ sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+
+ self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
+ VectorSet (self->mins, -56, -56, 0);
+ VectorSet (self->maxs, 56, 56, 80);
+
+ self->health = 2000;
+ self->gib_health = -200;
+ self->mass = 1000;
+
+ self->flags |= FL_IMMUNE_LASER;
+
+ self->pain = boss2_pain;
+ self->die = boss2_die;
+
+ self->monsterinfo.stand = boss2_stand;
+ self->monsterinfo.walk = boss2_walk;
+ self->monsterinfo.run = boss2_run;
+ self->monsterinfo.attack = boss2_attack;
+ self->monsterinfo.search = boss2_search;
+ self->monsterinfo.checkattack = Boss2_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &boss2_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_boss2.h
@@ -1,0 +1,187 @@
+// G:\quake2\baseq2\models/monsters/boss2
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand30 0
+#define FRAME_stand31 1
+#define FRAME_stand32 2
+#define FRAME_stand33 3
+#define FRAME_stand34 4
+#define FRAME_stand35 5
+#define FRAME_stand36 6
+#define FRAME_stand37 7
+#define FRAME_stand38 8
+#define FRAME_stand39 9
+#define FRAME_stand40 10
+#define FRAME_stand41 11
+#define FRAME_stand42 12
+#define FRAME_stand43 13
+#define FRAME_stand44 14
+#define FRAME_stand45 15
+#define FRAME_stand46 16
+#define FRAME_stand47 17
+#define FRAME_stand48 18
+#define FRAME_stand49 19
+#define FRAME_stand50 20
+#define FRAME_stand1 21
+#define FRAME_stand2 22
+#define FRAME_stand3 23
+#define FRAME_stand4 24
+#define FRAME_stand5 25
+#define FRAME_stand6 26
+#define FRAME_stand7 27
+#define FRAME_stand8 28
+#define FRAME_stand9 29
+#define FRAME_stand10 30
+#define FRAME_stand11 31
+#define FRAME_stand12 32
+#define FRAME_stand13 33
+#define FRAME_stand14 34
+#define FRAME_stand15 35
+#define FRAME_stand16 36
+#define FRAME_stand17 37
+#define FRAME_stand18 38
+#define FRAME_stand19 39
+#define FRAME_stand20 40
+#define FRAME_stand21 41
+#define FRAME_stand22 42
+#define FRAME_stand23 43
+#define FRAME_stand24 44
+#define FRAME_stand25 45
+#define FRAME_stand26 46
+#define FRAME_stand27 47
+#define FRAME_stand28 48
+#define FRAME_stand29 49
+#define FRAME_walk1 50
+#define FRAME_walk2 51
+#define FRAME_walk3 52
+#define FRAME_walk4 53
+#define FRAME_walk5 54
+#define FRAME_walk6 55
+#define FRAME_walk7 56
+#define FRAME_walk8 57
+#define FRAME_walk9 58
+#define FRAME_walk10 59
+#define FRAME_walk11 60
+#define FRAME_walk12 61
+#define FRAME_walk13 62
+#define FRAME_walk14 63
+#define FRAME_walk15 64
+#define FRAME_walk16 65
+#define FRAME_walk17 66
+#define FRAME_walk18 67
+#define FRAME_walk19 68
+#define FRAME_walk20 69
+#define FRAME_attack1 70
+#define FRAME_attack2 71
+#define FRAME_attack3 72
+#define FRAME_attack4 73
+#define FRAME_attack5 74
+#define FRAME_attack6 75
+#define FRAME_attack7 76
+#define FRAME_attack8 77
+#define FRAME_attack9 78
+#define FRAME_attack10 79
+#define FRAME_attack11 80
+#define FRAME_attack12 81
+#define FRAME_attack13 82
+#define FRAME_attack14 83
+#define FRAME_attack15 84
+#define FRAME_attack16 85
+#define FRAME_attack17 86
+#define FRAME_attack18 87
+#define FRAME_attack19 88
+#define FRAME_attack20 89
+#define FRAME_attack21 90
+#define FRAME_attack22 91
+#define FRAME_attack23 92
+#define FRAME_attack24 93
+#define FRAME_attack25 94
+#define FRAME_attack26 95
+#define FRAME_attack27 96
+#define FRAME_attack28 97
+#define FRAME_attack29 98
+#define FRAME_attack30 99
+#define FRAME_attack31 100
+#define FRAME_attack32 101
+#define FRAME_attack33 102
+#define FRAME_attack34 103
+#define FRAME_attack35 104
+#define FRAME_attack36 105
+#define FRAME_attack37 106
+#define FRAME_attack38 107
+#define FRAME_attack39 108
+#define FRAME_attack40 109
+#define FRAME_pain2 110
+#define FRAME_pain3 111
+#define FRAME_pain4 112
+#define FRAME_pain5 113
+#define FRAME_pain6 114
+#define FRAME_pain7 115
+#define FRAME_pain8 116
+#define FRAME_pain9 117
+#define FRAME_pain10 118
+#define FRAME_pain11 119
+#define FRAME_pain12 120
+#define FRAME_pain13 121
+#define FRAME_pain14 122
+#define FRAME_pain15 123
+#define FRAME_pain16 124
+#define FRAME_pain17 125
+#define FRAME_pain18 126
+#define FRAME_pain19 127
+#define FRAME_pain20 128
+#define FRAME_pain21 129
+#define FRAME_pain22 130
+#define FRAME_pain23 131
+#define FRAME_death2 132
+#define FRAME_death3 133
+#define FRAME_death4 134
+#define FRAME_death5 135
+#define FRAME_death6 136
+#define FRAME_death7 137
+#define FRAME_death8 138
+#define FRAME_death9 139
+#define FRAME_death10 140
+#define FRAME_death11 141
+#define FRAME_death12 142
+#define FRAME_death13 143
+#define FRAME_death14 144
+#define FRAME_death15 145
+#define FRAME_death16 146
+#define FRAME_death17 147
+#define FRAME_death18 148
+#define FRAME_death19 149
+#define FRAME_death20 150
+#define FRAME_death21 151
+#define FRAME_death22 152
+#define FRAME_death23 153
+#define FRAME_death24 154
+#define FRAME_death25 155
+#define FRAME_death26 156
+#define FRAME_death27 157
+#define FRAME_death28 158
+#define FRAME_death29 159
+#define FRAME_death30 160
+#define FRAME_death31 161
+#define FRAME_death32 162
+#define FRAME_death33 163
+#define FRAME_death34 164
+#define FRAME_death35 165
+#define FRAME_death36 166
+#define FRAME_death37 167
+#define FRAME_death38 168
+#define FRAME_death39 169
+#define FRAME_death40 170
+#define FRAME_death41 171
+#define FRAME_death42 172
+#define FRAME_death43 173
+#define FRAME_death44 174
+#define FRAME_death45 175
+#define FRAME_death46 176
+#define FRAME_death47 177
+#define FRAME_death48 178
+#define FRAME_death49 179
+#define FRAME_death50 180
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_boss3.c
@@ -1,0 +1,53 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss32.h"
+
+void Use_Boss3 (edict_t *ent, edict_t *, edict_t *)
+{
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent->s.origin);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ G_FreeEdict (ent);
+}
+
+void Think_Boss3Stand (edict_t *ent)
+{
+ if (ent->s.frame == FRAME_stand260)
+ ent->s.frame = FRAME_stand201;
+ else
+ ent->s.frame++;
+ ent->nextthink = level.time + FRAMETIME;
+}
+
+/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
+
+Just stands and cycles in one place until targeted, then teleports away.
+*/
+void SP_monster_boss3_stand (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->model = "models/monsters/boss3/rider/tris.md2";
+ self->s.modelindex = gi.modelindex (self->model);
+ self->s.frame = FRAME_stand201;
+
+ gi.soundindex ("misc/bigtele.wav");
+
+ VectorSet (self->mins, -32, -32, 0);
+ VectorSet (self->maxs, 32, 32, 90);
+
+ self->use = Use_Boss3;
+ self->think = Think_Boss3Stand;
+ self->nextthink = level.time + FRAMETIME;
+ gi.linkentity (self);
+}
--- /dev/null
+++ b/xatrix/m_boss31.c
@@ -1,0 +1,720 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss31.h"
+
+extern SP_monster_makron (edict_t *self);
+qboolean visible (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_idle;
+static int sound_death;
+static int sound_search1;
+static int sound_search2;
+static int sound_search3;
+static int sound_attack1;
+static int sound_attack2;
+static int sound_firegun;
+static int sound_step_left;
+static int sound_step_right;
+static int sound_death_hit;
+
+void BossExplode (edict_t *self);
+void MakronToss (edict_t *self);
+
+
+void jorg_search (edict_t *self)
+{
+ float r;
+
+ r = qrandom();
+
+ if (r <= 0.3)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else if (r <= 0.6)
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
+}
+
+
+void jorg_dead (edict_t *self);
+void jorgBFG (edict_t *self);
+void jorgMachineGun (edict_t *self);
+void jorg_firebullet (edict_t *self);
+void jorg_reattack1(edict_t *self);
+void jorg_attack1(edict_t *self);
+void jorg_idle(edict_t *self);
+void jorg_step_left(edict_t *self);
+void jorg_step_right(edict_t *self);
+void jorg_death_hit(edict_t *self);
+
+//
+// stand
+//
+
+mframe_t jorg_frames_stand []=
+{
+ ai_stand, 0, jorg_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 19, NULL,
+ ai_stand, 11, jorg_step_left,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 6, NULL,
+ ai_stand, 9, jorg_step_right,
+ ai_stand, 0, NULL, // 40
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, -17, jorg_step_left,
+ ai_stand, 0, NULL,
+ ai_stand, -12, NULL, // 50
+ ai_stand, -14, jorg_step_right // 51
+};
+mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};
+
+void jorg_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
+}
+
+void jorg_death_hit (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
+}
+
+
+void jorg_step_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
+}
+
+void jorg_step_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
+}
+
+
+void jorg_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_stand;
+}
+
+mframe_t jorg_frames_run [] =
+{
+ ai_run, 17, jorg_step_left,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 12, NULL,
+ ai_run, 8, NULL,
+ ai_run, 10, NULL,
+ ai_run, 33, jorg_step_right,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL
+};
+mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};
+
+//
+// walk
+//
+
+mframe_t jorg_frames_start_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 15, NULL
+};
+mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};
+
+mframe_t jorg_frames_walk [] =
+{
+ ai_walk, 17, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 33, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 9, NULL
+};
+mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};
+
+mframe_t jorg_frames_end_walk [] =
+{
+ ai_walk, 11, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, -8, NULL
+};
+mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};
+
+void jorg_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_walk;
+}
+
+void jorg_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &jorg_move_stand;
+ else
+ self->monsterinfo.currentmove = &jorg_move_run;
+}
+
+mframe_t jorg_frames_pain3 [] =
+{
+ ai_move, -28, NULL,
+ ai_move, -6, NULL,
+ ai_move, -3, jorg_step_left,
+ ai_move, -9, NULL,
+ ai_move, 0, jorg_step_right,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, 1, NULL,
+ ai_move, -11, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 10, NULL,
+ ai_move, 11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 10, NULL,
+ ai_move, 3, NULL,
+ ai_move, 10, NULL,
+ ai_move, 7, jorg_step_left,
+ ai_move, 17, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, jorg_step_right
+};
+mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};
+
+mframe_t jorg_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};
+
+mframe_t jorg_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};
+
+mframe_t jorg_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 30
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 40
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, MakronToss,
+ ai_move, 0, BossExplode // 50
+};
+mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};
+
+mframe_t jorg_frames_attack2 []=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, jorgBFG,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};
+
+mframe_t jorg_frames_start_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};
+
+mframe_t jorg_frames_attack1[]=
+{
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet,
+ ai_charge, 0, jorg_firebullet
+};
+mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};
+
+mframe_t jorg_frames_end_attack1[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};
+
+void jorg_reattack1(edict_t *self)
+{
+ if (visible(self, self->enemy))
+ if (qrandom() < 0.9)
+ self->monsterinfo.currentmove = &jorg_move_attack1;
+ else
+ {
+ self->s.sound = 0;
+ self->monsterinfo.currentmove = &jorg_move_end_attack1;
+ }
+ else
+ {
+ self->s.sound = 0;
+ self->monsterinfo.currentmove = &jorg_move_end_attack1;
+ }
+}
+
+void jorg_attack1(edict_t *self)
+{
+ self->monsterinfo.currentmove = &jorg_move_attack1;
+}
+
+void jorg_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ self->s.sound = 0;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames if he takes little damage
+ if (damage <= 40)
+ if (qrandom()<=0.6)
+ return;
+
+ /*
+ If he's entering his attack1 or using attack1, lessen the chance of him
+ going into pain
+ */
+
+ if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
+ if (qrandom() <= 0.005)
+ return;
+
+ if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
+ if (qrandom() <= 0.00005)
+ return;
+
+
+ if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
+ if (qrandom() <= 0.005)
+ return;
+
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 50)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain1;
+ }
+ else if (damage <= 100)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain2;
+ }
+ else
+ {
+ if (qrandom() <= 0.3)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_pain3;
+ }
+ }
+};
+
+void jorgBFG (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
+ /*void monster_fire_bfg (edict_t *self,
+ vec3_t start,
+ vec3_t aimdir,
+ int damage,
+ int speed,
+ int kick,
+ float damage_radius,
+ int flashtype)*/
+ monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
+}
+
+void jorg_firebullet_right (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
+}
+
+void jorg_firebullet_left (edict_t *self)
+{
+ vec3_t forward, right, target;
+ vec3_t start;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
+
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
+}
+
+void jorg_firebullet (edict_t *self)
+{
+ jorg_firebullet_left(self);
+ jorg_firebullet_right(self);
+};
+
+void jorg_attack(edict_t *self)
+{
+ vec3_t vec;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+
+ if (qrandom() <= 0.75)
+ {
+ gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
+ self->s.sound = gi.soundindex ("boss3/w_loop.wav");
+ self->monsterinfo.currentmove = &jorg_move_start_attack1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &jorg_move_attack2;
+ }
+}
+
+void jorg_dead (edict_t */*self*/)
+{
+/*
+ edict_t *tempent;
+ //VectorSet (self->mins, -16, -16, -24);
+ //VectorSet (self->maxs, 16, 16, -8);
+
+ // Jorg is on modelindex2. Do not clear him.
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->nextthink = 0;
+ gi.linkentity (self);
+
+ tempent = G_Spawn();
+ VectorCopy (self->s.origin, tempent->s.origin);
+ VectorCopy (self->s.angles, tempent->s.angles);
+ tempent->killtarget = self->killtarget;
+ tempent->target = self->target;
+ tempent->activator = self->enemy;
+ self->killtarget = 0;
+ self->target = 0;
+ SP_monster_makron (tempent);
+*/
+}
+
+
+void jorg_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->s.sound = 0;
+ self->count = 0;
+ self->monsterinfo.currentmove = &jorg_move_death;
+}
+
+qboolean Jorg_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.2;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+void MakronPrecache (void);
+
+/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_jorg (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
+ sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
+ sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
+ sound_death = gi.soundindex ("boss3/bs3deth1.wav");
+ sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
+ sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
+ sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
+ sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
+ sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
+ sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
+ sound_step_left = gi.soundindex ("boss3/step1.wav");
+ sound_step_right = gi.soundindex ("boss3/step2.wav");
+ sound_firegun = gi.soundindex ("boss3/xfire.wav");
+ sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
+
+ MakronPrecache ();
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
+ VectorSet (self->mins, -80, -80, 0);
+ VectorSet (self->maxs, 80, 80, 140);
+
+ self->health = 3000;
+ self->gib_health = -2000;
+ self->mass = 1000;
+
+ self->pain = jorg_pain;
+ self->die = jorg_die;
+ self->monsterinfo.stand = jorg_stand;
+ self->monsterinfo.walk = jorg_walk;
+ self->monsterinfo.run = jorg_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = jorg_attack;
+ self->monsterinfo.search = jorg_search;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+ self->monsterinfo.checkattack = Jorg_CheckAttack;
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &jorg_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+}
--- /dev/null
+++ b/xatrix/m_boss31.h
@@ -1,0 +1,194 @@
+// G:\quake2\baseq2\models/monsters/boss3/jorg
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak201 18
+#define FRAME_attak202 19
+#define FRAME_attak203 20
+#define FRAME_attak204 21
+#define FRAME_attak205 22
+#define FRAME_attak206 23
+#define FRAME_attak207 24
+#define FRAME_attak208 25
+#define FRAME_attak209 26
+#define FRAME_attak210 27
+#define FRAME_attak211 28
+#define FRAME_attak212 29
+#define FRAME_attak213 30
+#define FRAME_death01 31
+#define FRAME_death02 32
+#define FRAME_death03 33
+#define FRAME_death04 34
+#define FRAME_death05 35
+#define FRAME_death06 36
+#define FRAME_death07 37
+#define FRAME_death08 38
+#define FRAME_death09 39
+#define FRAME_death10 40
+#define FRAME_death11 41
+#define FRAME_death12 42
+#define FRAME_death13 43
+#define FRAME_death14 44
+#define FRAME_death15 45
+#define FRAME_death16 46
+#define FRAME_death17 47
+#define FRAME_death18 48
+#define FRAME_death19 49
+#define FRAME_death20 50
+#define FRAME_death21 51
+#define FRAME_death22 52
+#define FRAME_death23 53
+#define FRAME_death24 54
+#define FRAME_death25 55
+#define FRAME_death26 56
+#define FRAME_death27 57
+#define FRAME_death28 58
+#define FRAME_death29 59
+#define FRAME_death30 60
+#define FRAME_death31 61
+#define FRAME_death32 62
+#define FRAME_death33 63
+#define FRAME_death34 64
+#define FRAME_death35 65
+#define FRAME_death36 66
+#define FRAME_death37 67
+#define FRAME_death38 68
+#define FRAME_death39 69
+#define FRAME_death40 70
+#define FRAME_death41 71
+#define FRAME_death42 72
+#define FRAME_death43 73
+#define FRAME_death44 74
+#define FRAME_death45 75
+#define FRAME_death46 76
+#define FRAME_death47 77
+#define FRAME_death48 78
+#define FRAME_death49 79
+#define FRAME_death50 80
+#define FRAME_pain101 81
+#define FRAME_pain102 82
+#define FRAME_pain103 83
+#define FRAME_pain201 84
+#define FRAME_pain202 85
+#define FRAME_pain203 86
+#define FRAME_pain301 87
+#define FRAME_pain302 88
+#define FRAME_pain303 89
+#define FRAME_pain304 90
+#define FRAME_pain305 91
+#define FRAME_pain306 92
+#define FRAME_pain307 93
+#define FRAME_pain308 94
+#define FRAME_pain309 95
+#define FRAME_pain310 96
+#define FRAME_pain311 97
+#define FRAME_pain312 98
+#define FRAME_pain313 99
+#define FRAME_pain314 100
+#define FRAME_pain315 101
+#define FRAME_pain316 102
+#define FRAME_pain317 103
+#define FRAME_pain318 104
+#define FRAME_pain319 105
+#define FRAME_pain320 106
+#define FRAME_pain321 107
+#define FRAME_pain322 108
+#define FRAME_pain323 109
+#define FRAME_pain324 110
+#define FRAME_pain325 111
+#define FRAME_stand01 112
+#define FRAME_stand02 113
+#define FRAME_stand03 114
+#define FRAME_stand04 115
+#define FRAME_stand05 116
+#define FRAME_stand06 117
+#define FRAME_stand07 118
+#define FRAME_stand08 119
+#define FRAME_stand09 120
+#define FRAME_stand10 121
+#define FRAME_stand11 122
+#define FRAME_stand12 123
+#define FRAME_stand13 124
+#define FRAME_stand14 125
+#define FRAME_stand15 126
+#define FRAME_stand16 127
+#define FRAME_stand17 128
+#define FRAME_stand18 129
+#define FRAME_stand19 130
+#define FRAME_stand20 131
+#define FRAME_stand21 132
+#define FRAME_stand22 133
+#define FRAME_stand23 134
+#define FRAME_stand24 135
+#define FRAME_stand25 136
+#define FRAME_stand26 137
+#define FRAME_stand27 138
+#define FRAME_stand28 139
+#define FRAME_stand29 140
+#define FRAME_stand30 141
+#define FRAME_stand31 142
+#define FRAME_stand32 143
+#define FRAME_stand33 144
+#define FRAME_stand34 145
+#define FRAME_stand35 146
+#define FRAME_stand36 147
+#define FRAME_stand37 148
+#define FRAME_stand38 149
+#define FRAME_stand39 150
+#define FRAME_stand40 151
+#define FRAME_stand41 152
+#define FRAME_stand42 153
+#define FRAME_stand43 154
+#define FRAME_stand44 155
+#define FRAME_stand45 156
+#define FRAME_stand46 157
+#define FRAME_stand47 158
+#define FRAME_stand48 159
+#define FRAME_stand49 160
+#define FRAME_stand50 161
+#define FRAME_stand51 162
+#define FRAME_walk01 163
+#define FRAME_walk02 164
+#define FRAME_walk03 165
+#define FRAME_walk04 166
+#define FRAME_walk05 167
+#define FRAME_walk06 168
+#define FRAME_walk07 169
+#define FRAME_walk08 170
+#define FRAME_walk09 171
+#define FRAME_walk10 172
+#define FRAME_walk11 173
+#define FRAME_walk12 174
+#define FRAME_walk13 175
+#define FRAME_walk14 176
+#define FRAME_walk15 177
+#define FRAME_walk16 178
+#define FRAME_walk17 179
+#define FRAME_walk18 180
+#define FRAME_walk19 181
+#define FRAME_walk20 182
+#define FRAME_walk21 183
+#define FRAME_walk22 184
+#define FRAME_walk23 185
+#define FRAME_walk24 186
+#define FRAME_walk25 187
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_boss32.c
@@ -1,0 +1,885 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_boss32.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+void MakronRailgun (edict_t *self);
+void MakronSaveloc (edict_t *self);
+void MakronHyperblaster (edict_t *self);
+void makron_step_left (edict_t *self);
+void makron_step_right (edict_t *self);
+void makronBFG (edict_t *self);
+void makron_dead (edict_t *self);
+
+static int sound_pain4;
+static int sound_pain5;
+static int sound_pain6;
+static int sound_death;
+static int sound_step_left;
+static int sound_step_right;
+static int sound_attack_bfg;
+static int sound_brainsplorch;
+static int sound_prerailgun;
+static int sound_popup;
+static int sound_taunt1;
+static int sound_taunt2;
+static int sound_taunt3;
+static int sound_hit;
+
+void makron_taunt (edict_t *self)
+{
+ float r;
+
+ r=qrandom();
+ if (r <= 0.3)
+ gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
+ else if (r <= 0.6)
+ gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
+ else
+ gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
+}
+
+//
+// stand
+//
+
+mframe_t makron_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 40
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 50
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL // 60
+};
+mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};
+
+void makron_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &makron_move_stand;
+}
+
+mframe_t makron_frames_run [] =
+{
+ ai_run, 3, makron_step_left,
+ ai_run, 12, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, makron_step_right,
+ ai_run, 6, NULL,
+ ai_run, 12, NULL,
+ ai_run, 9, NULL,
+ ai_run, 6, NULL,
+ ai_run, 12, NULL
+};
+mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
+
+void makron_hit (edict_t *self)
+{
+ gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0);
+}
+
+void makron_popup (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0);
+}
+
+void makron_step_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
+}
+
+void makron_step_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
+}
+
+void makron_brainsplorch (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0);
+}
+
+void makron_prerailgun (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0);
+}
+
+
+mframe_t makron_frames_walk [] =
+{
+ ai_walk, 3, makron_step_left,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 8, makron_step_right,
+ ai_walk, 6, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 12, NULL
+};
+mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
+
+void makron_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &makron_move_walk;
+}
+
+void makron_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &makron_move_stand;
+ else
+ self->monsterinfo.currentmove = &makron_move_run;
+}
+
+mframe_t makron_frames_pain6 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, makron_popup,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, makron_taunt,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};
+
+mframe_t makron_frames_pain5 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};
+
+mframe_t makron_frames_pain4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};
+
+mframe_t makron_frames_death2 [] =
+{
+ ai_move, -15, NULL,
+ ai_move, 3, NULL,
+ ai_move, -12, NULL,
+ ai_move, 0, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 10
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 11, NULL,
+ ai_move, 12, NULL,
+ ai_move, 11, makron_step_right,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 20
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 30
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 5, NULL,
+ ai_move, 7, NULL,
+ ai_move, 6, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, 2, NULL, // 40
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 50
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, makron_step_right,
+ ai_move, -4, NULL,
+ ai_move, -4, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 60
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -5, NULL,
+ ai_move, -3, makron_step_right,
+ ai_move, -8, NULL,
+ ai_move, -3, makron_step_left,
+ ai_move, -7, NULL,
+ ai_move, -4, NULL,
+ ai_move, -4, makron_step_right, // 70
+ ai_move, -6, NULL,
+ ai_move, -7, NULL,
+ ai_move, 0, makron_step_left,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 80
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL, // 90
+ ai_move, 27, makron_hit,
+ ai_move, 26, NULL,
+ ai_move, 0, makron_brainsplorch,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL // 95
+};
+mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};
+
+mframe_t makron_frames_death3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};
+
+mframe_t makron_frames_sight [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};
+
+void makronBFG (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
+ monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
+}
+
+
+mframe_t makron_frames_attack3 []=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, makronBFG, // FIXME: BFG Attack here
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};
+
+mframe_t makron_frames_attack4[]=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, MakronHyperblaster, // fire
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};
+
+mframe_t makron_frames_attack5[]=
+{
+ ai_charge, 0, makron_prerailgun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, MakronSaveloc,
+ ai_move, 0, MakronRailgun, // Fire railgun
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};
+
+void MakronSaveloc (edict_t *self)
+{
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+};
+
+// FIXME: He's not firing from the proper Z
+void MakronRailgun (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start);
+
+ // calc direction to where we targted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
+}
+
+// FIXME: This is all wrong. He's not firing at the proper angles.
+void MakronHyperblaster (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, vec);
+ vectoangles (vec, vec);
+ dir[0] = vec[0];
+ }
+ else
+ {
+ dir[0] = 0;
+ }
+ if (self->s.frame <= FRAME_attak413)
+ dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
+ else
+ dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, NULL, NULL);
+
+ monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
+}
+
+
+void makron_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames
+ if (damage <=25)
+ if (qrandom()<0.2)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+
+ if (damage <= 40)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain4;
+ }
+ else if (damage <= 110)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain5;
+ }
+ else
+ {
+ if (damage <= 150)
+ if (qrandom() <= 0.45)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain6;
+ }
+ else
+ if (qrandom() <= 0.35)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
+ self->monsterinfo.currentmove = &makron_move_pain6;
+ }
+ }
+};
+
+void makron_sight(edict_t *self, edict_t *)
+{
+ self->monsterinfo.currentmove = &makron_move_sight;
+};
+
+void makron_attack(edict_t *self)
+{
+ vec3_t vec;
+ float r;
+
+ r = qrandom();
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+
+ if (r <= 0.3)
+ self->monsterinfo.currentmove = &makron_move_attack3;
+ else if (r <= 0.6)
+ self->monsterinfo.currentmove = &makron_move_attack4;
+ else
+ self->monsterinfo.currentmove = &makron_move_attack5;
+}
+
+/*
+---
+Makron Torso. This needs to be spawned in
+---
+*/
+
+void makron_torso_think (edict_t *self)
+{
+ if (++self->s.frame < 365)
+ self->nextthink = level.time + FRAMETIME;
+ else
+ {
+ self->s.frame = 346;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+void makron_torso (edict_t *ent)
+{
+ ent->movetype = MOVETYPE_NONE;
+ ent->solid = SOLID_NOT;
+ VectorSet (ent->mins, -8, -8, 0);
+ VectorSet (ent->maxs, 8, 8, 8);
+ ent->s.frame = 346;
+ ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ ent->think = makron_torso_think;
+ ent->nextthink = level.time + 2 * FRAMETIME;
+ ent->s.sound = gi.soundindex ("makron/spine.wav");
+ gi.linkentity (ent);
+}
+
+
+//
+// death
+//
+
+void makron_dead (edict_t *self)
+{
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void makron_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ edict_t *tempent;
+
+ int n;
+
+ self->s.sound = 0;
+ // check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 1 /*4*/; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ tempent = G_Spawn();
+ VectorCopy (self->s.origin, tempent->s.origin);
+ VectorCopy (self->s.angles, tempent->s.angles);
+ tempent->s.origin[1] -= 84;
+ makron_torso (tempent);
+
+ self->monsterinfo.currentmove = &makron_move_death2;
+
+}
+
+qboolean Makron_CheckAttack (edict_t *self)
+{
+ vec3_t spot1, spot2;
+ vec3_t temp;
+ float chance;
+ trace_t tr;
+ int enemy_range;
+ float enemy_yaw;
+
+ if (self->enemy->health > 0)
+ {
+ // see if any entities are in the way of the shot
+ VectorCopy (self->s.origin, spot1);
+ spot1[2] += self->viewheight;
+ VectorCopy (self->enemy->s.origin, spot2);
+ spot2[2] += self->enemy->viewheight;
+
+ tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+
+ // do we have a clear shot?
+ if (tr.ent != self->enemy)
+ return false;
+ }
+
+ enemy_range = range(self, self->enemy);
+ VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ enemy_yaw = vectoyaw(temp);
+
+ self->ideal_yaw = enemy_yaw;
+
+
+ // melee attack
+ if (enemy_range == RANGE_MELEE)
+ {
+ if (self->monsterinfo.melee)
+ self->monsterinfo.attack_state = AS_MELEE;
+ else
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+// missile attack
+ if (!self->monsterinfo.attack)
+ return false;
+
+ if (level.time < self->monsterinfo.attack_finished)
+ return false;
+
+ if (enemy_range == RANGE_FAR)
+ return false;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MELEE)
+ {
+ chance = 0.8;
+ }
+ else if (enemy_range == RANGE_NEAR)
+ {
+ chance = 0.4;
+ }
+ else if (enemy_range == RANGE_MID)
+ {
+ chance = 0.2;
+ }
+ else
+ {
+ return false;
+ }
+
+ if (qrandom () < chance)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ self->monsterinfo.attack_finished = level.time + 2*qrandom();
+ return true;
+ }
+
+ if (self->flags & FL_FLY)
+ {
+ if (qrandom() < 0.3)
+ self->monsterinfo.attack_state = AS_SLIDING;
+ else
+ self->monsterinfo.attack_state = AS_STRAIGHT;
+ }
+
+ return false;
+}
+
+
+//
+// monster_makron
+//
+
+void MakronPrecache (void)
+{
+ sound_pain4 = gi.soundindex ("makron/pain3.wav");
+ sound_pain5 = gi.soundindex ("makron/pain2.wav");
+ sound_pain6 = gi.soundindex ("makron/pain1.wav");
+ sound_death = gi.soundindex ("makron/death.wav");
+ sound_step_left = gi.soundindex ("makron/step1.wav");
+ sound_step_right = gi.soundindex ("makron/step2.wav");
+ sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav");
+ sound_brainsplorch = gi.soundindex ("makron/brain1.wav");
+ sound_prerailgun = gi.soundindex ("makron/rail_up.wav");
+ sound_popup = gi.soundindex ("makron/popup.wav");
+ sound_taunt1 = gi.soundindex ("makron/voice4.wav");
+ sound_taunt2 = gi.soundindex ("makron/voice3.wav");
+ sound_taunt3 = gi.soundindex ("makron/voice.wav");
+ sound_hit = gi.soundindex ("makron/bhit.wav");
+
+ gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+}
+
+/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_makron (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ MakronPrecache ();
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
+ VectorSet (self->mins, -30, -30, 0);
+ VectorSet (self->maxs, 30, 30, 90);
+
+ self->health = 3000;
+ self->gib_health = -2000;
+ self->mass = 500;
+
+ self->pain = makron_pain;
+ self->die = makron_die;
+ self->monsterinfo.stand = makron_stand;
+ self->monsterinfo.walk = makron_walk;
+ self->monsterinfo.run = makron_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = makron_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = makron_sight;
+ self->monsterinfo.checkattack = Makron_CheckAttack;
+
+ gi.linkentity (self);
+
+// self->monsterinfo.currentmove = &makron_move_stand;
+ self->monsterinfo.currentmove = &makron_move_sight;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+}
+
+
+/*
+=================
+MakronSpawn
+
+=================
+*/
+void MakronSpawn (edict_t *self)
+{
+ vec3_t vec;
+ edict_t *player;
+
+ SP_monster_makron (self);
+
+ // jump at player
+ player = level.sight_client;
+ if (!player)
+ return;
+
+ VectorSubtract (player->s.origin, self->s.origin, vec);
+ self->s.angles[YAW] = vectoyaw(vec);
+ VectorNormalize (vec);
+ VectorMA (vec3_origin, 400, vec, self->velocity);
+ self->velocity[2] = 200;
+ self->groundentity = NULL;
+}
+
+/*
+=================
+MakronToss
+
+Jorg is just about dead, so set up to launch Makron out
+=================
+*/
+void MakronToss (edict_t *self)
+{
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->nextthink = level.time + 0.8;
+ ent->think = MakronSpawn;
+ ent->target = self->target;
+ VectorCopy (self->s.origin, ent->s.origin);
+}
--- /dev/null
+++ b/xatrix/m_boss32.h
@@ -1,0 +1,497 @@
+// G:\quake2\baseq2\models/monsters/boss3/rider
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak201 18
+#define FRAME_attak202 19
+#define FRAME_attak203 20
+#define FRAME_attak204 21
+#define FRAME_attak205 22
+#define FRAME_attak206 23
+#define FRAME_attak207 24
+#define FRAME_attak208 25
+#define FRAME_attak209 26
+#define FRAME_attak210 27
+#define FRAME_attak211 28
+#define FRAME_attak212 29
+#define FRAME_attak213 30
+#define FRAME_death01 31
+#define FRAME_death02 32
+#define FRAME_death03 33
+#define FRAME_death04 34
+#define FRAME_death05 35
+#define FRAME_death06 36
+#define FRAME_death07 37
+#define FRAME_death08 38
+#define FRAME_death09 39
+#define FRAME_death10 40
+#define FRAME_death11 41
+#define FRAME_death12 42
+#define FRAME_death13 43
+#define FRAME_death14 44
+#define FRAME_death15 45
+#define FRAME_death16 46
+#define FRAME_death17 47
+#define FRAME_death18 48
+#define FRAME_death19 49
+#define FRAME_death20 50
+#define FRAME_death21 51
+#define FRAME_death22 52
+#define FRAME_death23 53
+#define FRAME_death24 54
+#define FRAME_death25 55
+#define FRAME_death26 56
+#define FRAME_death27 57
+#define FRAME_death28 58
+#define FRAME_death29 59
+#define FRAME_death30 60
+#define FRAME_death31 61
+#define FRAME_death32 62
+#define FRAME_death33 63
+#define FRAME_death34 64
+#define FRAME_death35 65
+#define FRAME_death36 66
+#define FRAME_death37 67
+#define FRAME_death38 68
+#define FRAME_death39 69
+#define FRAME_death40 70
+#define FRAME_death41 71
+#define FRAME_death42 72
+#define FRAME_death43 73
+#define FRAME_death44 74
+#define FRAME_death45 75
+#define FRAME_death46 76
+#define FRAME_death47 77
+#define FRAME_death48 78
+#define FRAME_death49 79
+#define FRAME_death50 80
+#define FRAME_pain101 81
+#define FRAME_pain102 82
+#define FRAME_pain103 83
+#define FRAME_pain201 84
+#define FRAME_pain202 85
+#define FRAME_pain203 86
+#define FRAME_pain301 87
+#define FRAME_pain302 88
+#define FRAME_pain303 89
+#define FRAME_pain304 90
+#define FRAME_pain305 91
+#define FRAME_pain306 92
+#define FRAME_pain307 93
+#define FRAME_pain308 94
+#define FRAME_pain309 95
+#define FRAME_pain310 96
+#define FRAME_pain311 97
+#define FRAME_pain312 98
+#define FRAME_pain313 99
+#define FRAME_pain314 100
+#define FRAME_pain315 101
+#define FRAME_pain316 102
+#define FRAME_pain317 103
+#define FRAME_pain318 104
+#define FRAME_pain319 105
+#define FRAME_pain320 106
+#define FRAME_pain321 107
+#define FRAME_pain322 108
+#define FRAME_pain323 109
+#define FRAME_pain324 110
+#define FRAME_pain325 111
+#define FRAME_stand01 112
+#define FRAME_stand02 113
+#define FRAME_stand03 114
+#define FRAME_stand04 115
+#define FRAME_stand05 116
+#define FRAME_stand06 117
+#define FRAME_stand07 118
+#define FRAME_stand08 119
+#define FRAME_stand09 120
+#define FRAME_stand10 121
+#define FRAME_stand11 122
+#define FRAME_stand12 123
+#define FRAME_stand13 124
+#define FRAME_stand14 125
+#define FRAME_stand15 126
+#define FRAME_stand16 127
+#define FRAME_stand17 128
+#define FRAME_stand18 129
+#define FRAME_stand19 130
+#define FRAME_stand20 131
+#define FRAME_stand21 132
+#define FRAME_stand22 133
+#define FRAME_stand23 134
+#define FRAME_stand24 135
+#define FRAME_stand25 136
+#define FRAME_stand26 137
+#define FRAME_stand27 138
+#define FRAME_stand28 139
+#define FRAME_stand29 140
+#define FRAME_stand30 141
+#define FRAME_stand31 142
+#define FRAME_stand32 143
+#define FRAME_stand33 144
+#define FRAME_stand34 145
+#define FRAME_stand35 146
+#define FRAME_stand36 147
+#define FRAME_stand37 148
+#define FRAME_stand38 149
+#define FRAME_stand39 150
+#define FRAME_stand40 151
+#define FRAME_stand41 152
+#define FRAME_stand42 153
+#define FRAME_stand43 154
+#define FRAME_stand44 155
+#define FRAME_stand45 156
+#define FRAME_stand46 157
+#define FRAME_stand47 158
+#define FRAME_stand48 159
+#define FRAME_stand49 160
+#define FRAME_stand50 161
+#define FRAME_stand51 162
+#define FRAME_walk01 163
+#define FRAME_walk02 164
+#define FRAME_walk03 165
+#define FRAME_walk04 166
+#define FRAME_walk05 167
+#define FRAME_walk06 168
+#define FRAME_walk07 169
+#define FRAME_walk08 170
+#define FRAME_walk09 171
+#define FRAME_walk10 172
+#define FRAME_walk11 173
+#define FRAME_walk12 174
+#define FRAME_walk13 175
+#define FRAME_walk14 176
+#define FRAME_walk15 177
+#define FRAME_walk16 178
+#define FRAME_walk17 179
+#define FRAME_walk18 180
+#define FRAME_walk19 181
+#define FRAME_walk20 182
+#define FRAME_walk21 183
+#define FRAME_walk22 184
+#define FRAME_walk23 185
+#define FRAME_walk24 186
+#define FRAME_walk25 187
+#define FRAME_active01 188
+#define FRAME_active02 189
+#define FRAME_active03 190
+#define FRAME_active04 191
+#define FRAME_active05 192
+#define FRAME_active06 193
+#define FRAME_active07 194
+#define FRAME_active08 195
+#define FRAME_active09 196
+#define FRAME_active10 197
+#define FRAME_active11 198
+#define FRAME_active12 199
+#define FRAME_active13 200
+#define FRAME_attak301 201
+#define FRAME_attak302 202
+#define FRAME_attak303 203
+#define FRAME_attak304 204
+#define FRAME_attak305 205
+#define FRAME_attak306 206
+#define FRAME_attak307 207
+#define FRAME_attak308 208
+#define FRAME_attak401 209
+#define FRAME_attak402 210
+#define FRAME_attak403 211
+#define FRAME_attak404 212
+#define FRAME_attak405 213
+#define FRAME_attak406 214
+#define FRAME_attak407 215
+#define FRAME_attak408 216
+#define FRAME_attak409 217
+#define FRAME_attak410 218
+#define FRAME_attak411 219
+#define FRAME_attak412 220
+#define FRAME_attak413 221
+#define FRAME_attak414 222
+#define FRAME_attak415 223
+#define FRAME_attak416 224
+#define FRAME_attak417 225
+#define FRAME_attak418 226
+#define FRAME_attak419 227
+#define FRAME_attak420 228
+#define FRAME_attak421 229
+#define FRAME_attak422 230
+#define FRAME_attak423 231
+#define FRAME_attak424 232
+#define FRAME_attak425 233
+#define FRAME_attak426 234
+#define FRAME_attak501 235
+#define FRAME_attak502 236
+#define FRAME_attak503 237
+#define FRAME_attak504 238
+#define FRAME_attak505 239
+#define FRAME_attak506 240
+#define FRAME_attak507 241
+#define FRAME_attak508 242
+#define FRAME_attak509 243
+#define FRAME_attak510 244
+#define FRAME_attak511 245
+#define FRAME_attak512 246
+#define FRAME_attak513 247
+#define FRAME_attak514 248
+#define FRAME_attak515 249
+#define FRAME_attak516 250
+#define FRAME_death201 251
+#define FRAME_death202 252
+#define FRAME_death203 253
+#define FRAME_death204 254
+#define FRAME_death205 255
+#define FRAME_death206 256
+#define FRAME_death207 257
+#define FRAME_death208 258
+#define FRAME_death209 259
+#define FRAME_death210 260
+#define FRAME_death211 261
+#define FRAME_death212 262
+#define FRAME_death213 263
+#define FRAME_death214 264
+#define FRAME_death215 265
+#define FRAME_death216 266
+#define FRAME_death217 267
+#define FRAME_death218 268
+#define FRAME_death219 269
+#define FRAME_death220 270
+#define FRAME_death221 271
+#define FRAME_death222 272
+#define FRAME_death223 273
+#define FRAME_death224 274
+#define FRAME_death225 275
+#define FRAME_death226 276
+#define FRAME_death227 277
+#define FRAME_death228 278
+#define FRAME_death229 279
+#define FRAME_death230 280
+#define FRAME_death231 281
+#define FRAME_death232 282
+#define FRAME_death233 283
+#define FRAME_death234 284
+#define FRAME_death235 285
+#define FRAME_death236 286
+#define FRAME_death237 287
+#define FRAME_death238 288
+#define FRAME_death239 289
+#define FRAME_death240 290
+#define FRAME_death241 291
+#define FRAME_death242 292
+#define FRAME_death243 293
+#define FRAME_death244 294
+#define FRAME_death245 295
+#define FRAME_death246 296
+#define FRAME_death247 297
+#define FRAME_death248 298
+#define FRAME_death249 299
+#define FRAME_death250 300
+#define FRAME_death251 301
+#define FRAME_death252 302
+#define FRAME_death253 303
+#define FRAME_death254 304
+#define FRAME_death255 305
+#define FRAME_death256 306
+#define FRAME_death257 307
+#define FRAME_death258 308
+#define FRAME_death259 309
+#define FRAME_death260 310
+#define FRAME_death261 311
+#define FRAME_death262 312
+#define FRAME_death263 313
+#define FRAME_death264 314
+#define FRAME_death265 315
+#define FRAME_death266 316
+#define FRAME_death267 317
+#define FRAME_death268 318
+#define FRAME_death269 319
+#define FRAME_death270 320
+#define FRAME_death271 321
+#define FRAME_death272 322
+#define FRAME_death273 323
+#define FRAME_death274 324
+#define FRAME_death275 325
+#define FRAME_death276 326
+#define FRAME_death277 327
+#define FRAME_death278 328
+#define FRAME_death279 329
+#define FRAME_death280 330
+#define FRAME_death281 331
+#define FRAME_death282 332
+#define FRAME_death283 333
+#define FRAME_death284 334
+#define FRAME_death285 335
+#define FRAME_death286 336
+#define FRAME_death287 337
+#define FRAME_death288 338
+#define FRAME_death289 339
+#define FRAME_death290 340
+#define FRAME_death291 341
+#define FRAME_death292 342
+#define FRAME_death293 343
+#define FRAME_death294 344
+#define FRAME_death295 345
+#define FRAME_death301 346
+#define FRAME_death302 347
+#define FRAME_death303 348
+#define FRAME_death304 349
+#define FRAME_death305 350
+#define FRAME_death306 351
+#define FRAME_death307 352
+#define FRAME_death308 353
+#define FRAME_death309 354
+#define FRAME_death310 355
+#define FRAME_death311 356
+#define FRAME_death312 357
+#define FRAME_death313 358
+#define FRAME_death314 359
+#define FRAME_death315 360
+#define FRAME_death316 361
+#define FRAME_death317 362
+#define FRAME_death318 363
+#define FRAME_death319 364
+#define FRAME_death320 365
+#define FRAME_jump01 366
+#define FRAME_jump02 367
+#define FRAME_jump03 368
+#define FRAME_jump04 369
+#define FRAME_jump05 370
+#define FRAME_jump06 371
+#define FRAME_jump07 372
+#define FRAME_jump08 373
+#define FRAME_jump09 374
+#define FRAME_jump10 375
+#define FRAME_jump11 376
+#define FRAME_jump12 377
+#define FRAME_jump13 378
+#define FRAME_pain401 379
+#define FRAME_pain402 380
+#define FRAME_pain403 381
+#define FRAME_pain404 382
+#define FRAME_pain501 383
+#define FRAME_pain502 384
+#define FRAME_pain503 385
+#define FRAME_pain504 386
+#define FRAME_pain601 387
+#define FRAME_pain602 388
+#define FRAME_pain603 389
+#define FRAME_pain604 390
+#define FRAME_pain605 391
+#define FRAME_pain606 392
+#define FRAME_pain607 393
+#define FRAME_pain608 394
+#define FRAME_pain609 395
+#define FRAME_pain610 396
+#define FRAME_pain611 397
+#define FRAME_pain612 398
+#define FRAME_pain613 399
+#define FRAME_pain614 400
+#define FRAME_pain615 401
+#define FRAME_pain616 402
+#define FRAME_pain617 403
+#define FRAME_pain618 404
+#define FRAME_pain619 405
+#define FRAME_pain620 406
+#define FRAME_pain621 407
+#define FRAME_pain622 408
+#define FRAME_pain623 409
+#define FRAME_pain624 410
+#define FRAME_pain625 411
+#define FRAME_pain626 412
+#define FRAME_pain627 413
+#define FRAME_stand201 414
+#define FRAME_stand202 415
+#define FRAME_stand203 416
+#define FRAME_stand204 417
+#define FRAME_stand205 418
+#define FRAME_stand206 419
+#define FRAME_stand207 420
+#define FRAME_stand208 421
+#define FRAME_stand209 422
+#define FRAME_stand210 423
+#define FRAME_stand211 424
+#define FRAME_stand212 425
+#define FRAME_stand213 426
+#define FRAME_stand214 427
+#define FRAME_stand215 428
+#define FRAME_stand216 429
+#define FRAME_stand217 430
+#define FRAME_stand218 431
+#define FRAME_stand219 432
+#define FRAME_stand220 433
+#define FRAME_stand221 434
+#define FRAME_stand222 435
+#define FRAME_stand223 436
+#define FRAME_stand224 437
+#define FRAME_stand225 438
+#define FRAME_stand226 439
+#define FRAME_stand227 440
+#define FRAME_stand228 441
+#define FRAME_stand229 442
+#define FRAME_stand230 443
+#define FRAME_stand231 444
+#define FRAME_stand232 445
+#define FRAME_stand233 446
+#define FRAME_stand234 447
+#define FRAME_stand235 448
+#define FRAME_stand236 449
+#define FRAME_stand237 450
+#define FRAME_stand238 451
+#define FRAME_stand239 452
+#define FRAME_stand240 453
+#define FRAME_stand241 454
+#define FRAME_stand242 455
+#define FRAME_stand243 456
+#define FRAME_stand244 457
+#define FRAME_stand245 458
+#define FRAME_stand246 459
+#define FRAME_stand247 460
+#define FRAME_stand248 461
+#define FRAME_stand249 462
+#define FRAME_stand250 463
+#define FRAME_stand251 464
+#define FRAME_stand252 465
+#define FRAME_stand253 466
+#define FRAME_stand254 467
+#define FRAME_stand255 468
+#define FRAME_stand256 469
+#define FRAME_stand257 470
+#define FRAME_stand258 471
+#define FRAME_stand259 472
+#define FRAME_stand260 473
+#define FRAME_walk201 474
+#define FRAME_walk202 475
+#define FRAME_walk203 476
+#define FRAME_walk204 477
+#define FRAME_walk205 478
+#define FRAME_walk206 479
+#define FRAME_walk207 480
+#define FRAME_walk208 481
+#define FRAME_walk209 482
+#define FRAME_walk210 483
+#define FRAME_walk211 484
+#define FRAME_walk212 485
+#define FRAME_walk213 486
+#define FRAME_walk214 487
+#define FRAME_walk215 488
+#define FRAME_walk216 489
+#define FRAME_walk217 490
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_boss5.c
@@ -1,0 +1,701 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_supertank.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+static int sound_search2;
+
+static int tread_sound;
+
+void BossExplode2 (edict_t *self);
+
+void TreadSound2 (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
+}
+
+void boss5_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+}
+
+
+void boss5_dead (edict_t *self);
+void boss5Rocket (edict_t *self);
+void boss5MachineGun (edict_t *self);
+void boss5_reattack1(edict_t *self);
+
+
+//
+// stand
+//
+
+mframe_t boss5_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t boss5_move_stand = {FRAME_stand_1, FRAME_stand_60, boss5_frames_stand, NULL};
+
+void boss5_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss5_move_stand;
+}
+
+
+mframe_t boss5_frames_run [] =
+{
+ ai_run, 12, TreadSound2,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL
+};
+mmove_t boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL};
+
+//
+// walk
+//
+
+
+mframe_t boss5_frames_forward [] =
+{
+ ai_walk, 4, TreadSound2,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t boss5_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_forward, NULL};
+
+void boss5_forward (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss5_move_forward;
+}
+
+void boss5_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &boss5_move_forward;
+}
+
+void boss5_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &boss5_move_stand;
+ else
+ self->monsterinfo.currentmove = &boss5_move_run;
+}
+
+mframe_t boss5_frames_turn_right [] =
+{
+ ai_move, 0, TreadSound2,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_turn_right = {FRAME_right_1, FRAME_right_18, boss5_frames_turn_right, boss5_run};
+
+mframe_t boss5_frames_turn_left [] =
+{
+ ai_move, 0, TreadSound2,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_turn_left = {FRAME_left_1, FRAME_left_18, boss5_frames_turn_left, boss5_run};
+
+
+mframe_t boss5_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, boss5_frames_pain3, boss5_run};
+
+mframe_t boss5_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, boss5_frames_pain2, boss5_run};
+
+mframe_t boss5_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, boss5_frames_pain1, boss5_run};
+
+mframe_t boss5_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode2
+};
+mmove_t boss5_move_death = {FRAME_death_1, FRAME_death_24, boss5_frames_death1, boss5_dead};
+
+mframe_t boss5_frames_backward[] =
+{
+ ai_walk, 0, TreadSound2,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t boss5_move_backward = {FRAME_backwd_1, FRAME_backwd_18, boss5_frames_backward, NULL};
+
+mframe_t boss5_frames_attack4[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, boss5_frames_attack4, boss5_run};
+
+mframe_t boss5_frames_attack3[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, boss5_frames_attack3, boss5_run};
+
+mframe_t boss5_frames_attack2[]=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, boss5Rocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, boss5Rocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, boss5Rocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, boss5_frames_attack2, boss5_run};
+
+mframe_t boss5_frames_attack1[]=
+{
+ ai_charge, 0, boss5MachineGun,
+ ai_charge, 0, boss5MachineGun,
+ ai_charge, 0, boss5MachineGun,
+ ai_charge, 0, boss5MachineGun,
+ ai_charge, 0, boss5MachineGun,
+ ai_charge, 0, boss5MachineGun,
+
+};
+mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1};
+
+mframe_t boss5_frames_end_attack1[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t boss5_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, boss5_frames_end_attack1, boss5_run};
+
+
+void boss5_reattack1(edict_t *self)
+{
+ if (visible(self, self->enemy))
+ if (qrandom() < 0.9)
+ self->monsterinfo.currentmove = &boss5_move_attack1;
+ else
+ self->monsterinfo.currentmove = &boss5_move_end_attack1;
+ else
+ self->monsterinfo.currentmove = &boss5_move_end_attack1;
+}
+
+void boss5_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames
+ if (damage <=25)
+ if (qrandom()<0.2)
+ return;
+
+ // Don't go into pain if he's firing his rockets
+ if (skill->value >= 2)
+ if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (damage <= 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &boss5_move_pain1;
+ }
+ else if (damage <= 25)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &boss5_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &boss5_move_pain3;
+ }
+};
+
+
+void boss5Rocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak2_8)
+ flash_number = MZ2_SUPERTANK_ROCKET_1;
+ else if (self->s.frame == FRAME_attak2_11)
+ flash_number = MZ2_SUPERTANK_ROCKET_2;
+ else // (self->s.frame == FRAME_attak2_14)
+ flash_number = MZ2_SUPERTANK_ROCKET_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_rocket (self, start, dir, 50, 500, flash_number);
+
+}
+
+void boss5MachineGun (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
+
+ //FIXME!!!
+ dir[0] = 0;
+ dir[1] = self->s.angles[1];
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ VectorMA (vec, 0, self->enemy->velocity, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, forward);
+ VectorNormalize (forward);
+ }
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+
+void boss5_attack(edict_t *self)
+{
+ vec3_t vec;
+ float range;
+ //float r;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ //r = random();
+
+ // Attack 1 == Chaingun
+ // Attack 2 == Rocket Launcher
+
+ if (range <= 160)
+ {
+ self->monsterinfo.currentmove = &boss5_move_attack1;
+ }
+ else
+ { // fire rockets more often at distance
+ if (qrandom() < 0.3)
+ self->monsterinfo.currentmove = &boss5_move_attack1;
+ else
+ self->monsterinfo.currentmove = &boss5_move_attack2;
+ }
+}
+
+
+//
+// death
+//
+
+void boss5_dead (edict_t *self)
+{
+ /*
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ */
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void BossExplode2 (edict_t *self)
+{
+ vec3_t org;
+ int n;
+
+ self->think = BossExplode2;
+ VectorCopy (self->s.origin, org);
+ org[2] += 24 + (rand()&15);
+ switch (self->count++)
+ {
+ case 0:
+ org[0] -= 24;
+ org[1] -= 24;
+ break;
+ case 1:
+ org[0] += 24;
+ org[1] += 24;
+ break;
+ case 2:
+ org[0] += 24;
+ org[1] -= 24;
+ break;
+ case 3:
+ org[0] -= 24;
+ org[1] += 24;
+ break;
+ case 4:
+ org[0] -= 48;
+ org[1] -= 48;
+ break;
+ case 5:
+ org[0] += 48;
+ org[1] += 48;
+ break;
+ case 6:
+ org[0] -= 48;
+ org[1] += 48;
+ break;
+ case 7:
+ org[0] += 48;
+ org[1] -= 48;
+ break;
+ case 8:
+ self->s.sound = 0;
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
+ for (n= 0; n < 8; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (org);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ self->nextthink = level.time + 0.1;
+}
+
+
+void boss5_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &boss5_move_death;
+}
+
+//
+// monster_boss5
+//
+
+/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_boss5 (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
+ sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
+ sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
+ sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
+ sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
+ sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");
+
+// self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
+ tread_sound = gi.soundindex ("bosstank/btkengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss5/tris.md2");
+ VectorSet (self->mins, -64, -64, 0);
+ VectorSet (self->maxs, 64, 64, 112);
+
+ self->health = 1500;
+ self->gib_health = -500;
+ self->mass = 800;
+
+ self->pain = boss5_pain;
+ self->die = boss5_die;
+ self->monsterinfo.stand = boss5_stand;
+ self->monsterinfo.walk = boss5_walk;
+ self->monsterinfo.run = boss5_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = boss5_attack;
+ self->monsterinfo.search = boss5_search;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &boss5_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ // RAFAEL
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 400;
+
+
+ walkmonster_start(self);
+}
--- /dev/null
+++ b/xatrix/m_brain.c
@@ -1,0 +1,889 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_brain.h"
+
+
+static int sound_chest_open;
+static int sound_tentacles_extend;
+static int sound_tentacles_retract;
+static int sound_death;
+static int sound_idle1;
+static int sound_idle2;
+static int sound_idle3;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+static int sound_search;
+static int sound_melee1;
+static int sound_melee2;
+static int sound_melee3;
+
+
+void brain_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void brain_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+void brain_run (edict_t *self);
+void brain_dead (edict_t *self);
+
+
+//
+// STAND
+//
+
+mframe_t brain_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
+
+void brain_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &brain_move_stand;
+}
+
+
+//
+// IDLE
+//
+
+mframe_t brain_frames_idle [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
+
+void brain_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
+ self->monsterinfo.currentmove = &brain_move_idle;
+}
+
+
+//
+// WALK
+//
+mframe_t brain_frames_walk1 [] =
+{
+ ai_walk, 7, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, -4, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, 2, NULL
+};
+mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
+
+// walk2 is FUBAR, do not use
+/*
+void brain_walk2_cycle (edict_t *self)
+{
+ if (qrandom() > 0.1)
+ self->monsterinfo.nextframe = FRAME_walk220;
+}
+
+mframe_t brain_frames_walk2 [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, -2, NULL,
+ ai_walk, -4, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 0, NULL,
+
+ ai_walk, -2, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 10, NULL, // Cycle Start
+
+ ai_walk, -1, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, -3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0, NULL,
+
+ ai_walk, 4, brain_walk2_cycle,
+ ai_walk, -1, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, -8, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, -1, NULL,
+ ai_walk, -5, NULL
+};
+mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
+*/
+
+void brain_walk (edict_t *self)
+{
+// if (random() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_walk1;
+// else
+// self->monsterinfo.currentmove = &brain_move_walk2;
+}
+
+
+
+mframe_t brain_frames_defense [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
+
+mframe_t brain_frames_pain3 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -4, NULL
+};
+mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
+
+mframe_t brain_frames_pain2 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, -2, NULL
+};
+mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
+
+mframe_t brain_frames_pain1 [] =
+{
+ ai_move, -6, NULL,
+ ai_move, -2, NULL,
+ ai_move, -6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 7, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, -1, NULL
+};
+mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
+
+
+//
+// DUCK
+//
+
+void brain_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ gi.linkentity (self);
+}
+
+void brain_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void brain_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+mframe_t brain_frames_duck [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -2, brain_duck_down,
+ ai_move, 17, brain_duck_hold,
+ ai_move, -3, NULL,
+ ai_move, -1, brain_duck_up,
+ ai_move, -5, NULL,
+ ai_move, -6, NULL,
+ ai_move, -6, NULL
+};
+mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
+
+void brain_dodge (edict_t *self, edict_t *attacker, float eta)
+{
+ if (qrandom() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.pausetime = level.time + eta + 0.5;
+ self->monsterinfo.currentmove = &brain_move_duck;
+}
+
+
+mframe_t brain_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 9, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
+
+mframe_t brain_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 9, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
+
+
+//
+// MELEE
+//
+
+void brain_swing_right (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
+}
+
+void brain_hit_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 40))
+ gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
+}
+
+void brain_swing_left (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
+}
+
+void brain_hit_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 40))
+ gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
+}
+
+mframe_t brain_frames_attack1 [] =
+{
+ ai_charge, 8, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -3, brain_swing_right,
+ ai_charge, 0, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, -7, brain_hit_right,
+ ai_charge, 0, NULL,
+ ai_charge, 6, brain_swing_left,
+ ai_charge, 1, NULL,
+ ai_charge, 2, brain_hit_left,
+ ai_charge, -3, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -11,NULL
+};
+mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
+
+void brain_chest_open (edict_t *self)
+{
+ self->spawnflags &= ~65536;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
+ gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
+}
+
+void brain_tentacle_attack (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
+ self->spawnflags |= 65536;
+ gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
+}
+
+void brain_chest_closed (edict_t *self)
+{
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ if (self->spawnflags & 65536)
+ {
+ self->spawnflags &= ~65536;
+ self->monsterinfo.currentmove = &brain_move_attack1;
+ }
+}
+
+mframe_t brain_frames_attack2 [] =
+{
+ ai_charge, 5, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 0, brain_chest_open,
+ ai_charge, 0, NULL,
+ ai_charge, 13, brain_tentacle_attack,
+ ai_charge, 0, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -9, brain_chest_closed,
+ ai_charge, 0, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, -6, NULL
+};
+mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
+
+void brain_melee(edict_t *self)
+{
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_attack1;
+ else
+ self->monsterinfo.currentmove = &brain_move_attack2;
+}
+
+static qboolean brain_tounge_attack_ok (vec3_t start, vec3_t end)
+{
+ vec3_t dir, angles;
+
+ // check for max distance
+ VectorSubtract (start, end, dir);
+ if (VectorLength(dir) > 512)
+ return false;
+
+ // check for min/max pitch
+ vectoangles (dir, angles);
+ if (angles[0] < -180)
+ angles[0] += 360;
+ if (fabs(angles[0]) > 30)
+ return false;
+
+ return true;
+}
+
+void brain_tounge_attack (edict_t *self)
+{
+ vec3_t offset, start, f, r, end, dir;
+ trace_t tr;
+ int damage;
+
+ AngleVectors (self->s.angles, f, r, NULL);
+ // VectorSet (offset, 24, 0, 6);
+ VectorSet (offset, 24, 0, 16);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ if (!brain_tounge_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!brain_tounge_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!brain_tounge_attack_ok(start, end))
+ return;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ return;
+
+ damage = 5;
+ gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PARASITE_ATTACK);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (start);
+ gi.WritePosition (end);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ VectorSubtract (start, end, dir);
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_BRAINTENTACLE);
+
+ // pull the enemy in
+ {
+ vec3_t forward;
+ self->s.origin[2] += 1;
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ VectorScale (forward, -1200, self->enemy->velocity);
+ }
+
+}
+
+// Brian right eye center
+
+struct r_eyeball
+{
+ float x;
+ float y;
+ float z;
+} brain_reye [11] = {
+ { 0.746700, 0.238370, 34.167690 },
+ { -1.076390, 0.238370, 33.386372 },
+ { -1.335500, 5.334300, 32.177170 },
+ { -0.175360, 8.846370, 30.635479 },
+ { -2.757590, 7.804610, 30.150860 },
+ { -5.575090, 5.152840, 30.056160 },
+ { -7.017550, 3.262470, 30.552521 },
+ { -7.915740, 0.638800, 33.176189 },
+ { -3.915390, 8.285730, 33.976349 },
+ { -0.913540, 10.933030, 34.141811 },
+ { -0.369900, 8.923900, 34.189079 }
+};
+
+
+
+// Brain left eye center
+struct l_eyeball
+{
+ float x;
+ float y;
+ float z;
+} brain_leye [11] = {
+ { -3.364710, 0.327750, 33.938381 },
+ { -5.140450, 0.493480, 32.659851 },
+ { -5.341980, 5.646980, 31.277901 },
+ { -4.134480, 9.277440, 29.925621 },
+ { -6.598340, 6.815090, 29.322620 },
+ { -8.610840, 2.529650, 29.251591 },
+ { -9.231360, 0.093280, 29.747959 },
+ { -11.004110, 1.936930, 32.395260 },
+ { -7.878310, 7.648190, 33.148151 },
+ { -4.947370, 11.430050, 33.313610 },
+ { -4.332820, 9.444570, 33.526340 }
+};
+
+// note to self
+// need to get an x,y,z offset for
+// each frame of the run cycle
+void brain_laserbeam (edict_t *self)
+{
+
+ vec3_t forward, right, up;
+ vec3_t tempang, start;
+ vec3_t dir, angles, end;
+ edict_t *ent;
+
+ // RAFAEL
+ // cant call sound this frequent
+ if (qrandom() > 0.8)
+ gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);
+
+ // check for max distance
+
+ VectorCopy (self->s.origin, start);
+ VectorCopy (self->enemy->s.origin, end);
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, angles);
+
+ // dis is my right eye
+ ent = G_Spawn ();
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (angles, tempang);
+ AngleVectors (tempang, forward, right, up);
+ VectorCopy (tempang, ent->s.angles);
+ VectorCopy (ent->s.origin, start);
+ VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].x, right, start);
+ VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].y, forward, start);
+ VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].z, up, start);
+ VectorCopy (start, ent->s.origin);
+ ent->enemy = self->enemy;
+ ent->owner = self;
+ ent->dmg = 1;
+ monster_dabeam (ent);
+
+ // dis is me left eye
+ ent = G_Spawn ();
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (angles, tempang);
+ AngleVectors (tempang, forward, right, up);
+ VectorCopy (tempang, ent->s.angles);
+ VectorCopy (ent->s.origin, start);
+ VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].x, right, start);
+ VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].y, forward, start);
+ VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].z, up, start);
+ VectorCopy (start, ent->s.origin);
+ ent->enemy = self->enemy;
+ ent->owner = self;
+ ent->dmg = 1;
+ monster_dabeam (ent);
+
+}
+
+void brain_laserbeam_reattack (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ if (visible (self, self->enemy))
+ if (self->enemy->health > 0)
+ self->s.frame = FRAME_walk101;
+}
+
+
+mframe_t brain_frames_attack3 [] =
+{
+ ai_charge, 5, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 0, brain_chest_open,
+ ai_charge, 0, brain_tounge_attack,
+ ai_charge, 13, NULL,
+ ai_charge, 0, brain_tentacle_attack,
+ ai_charge, 2, NULL,
+ ai_charge, 0, brain_tounge_attack,
+ ai_charge, -9, brain_chest_closed,
+ ai_charge, 0, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, -6, NULL
+};
+mmove_t brain_move_attack3 = {FRAME_attak201, FRAME_attak217, brain_frames_attack3, brain_run};
+
+mframe_t brain_frames_attack4 [] =
+{
+ ai_charge, 9, brain_laserbeam,
+ ai_charge, 2, brain_laserbeam,
+ ai_charge, 3, brain_laserbeam,
+ ai_charge, 3, brain_laserbeam,
+ ai_charge, 1, brain_laserbeam,
+ ai_charge, 0, brain_laserbeam,
+ ai_charge, 0, brain_laserbeam,
+ ai_charge, 10, brain_laserbeam,
+ ai_charge, -4, brain_laserbeam,
+ ai_charge, -1, brain_laserbeam,
+ ai_charge, 2, brain_laserbeam_reattack
+};
+mmove_t brain_move_attack4 = {FRAME_walk101, FRAME_walk111, brain_frames_attack4, brain_run};
+
+
+// RAFAEL
+void brain_attack (edict_t *self)
+{
+ int r;
+
+ if (qrandom() < 0.8)
+ {
+ r = range (self, self->enemy);
+ if (r == RANGE_NEAR)
+ {
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &brain_move_attack3;
+ else
+ self->monsterinfo.currentmove = &brain_move_attack4;
+ }
+ else if (r > RANGE_NEAR)
+ self->monsterinfo.currentmove = &brain_move_attack4;
+ }
+
+}
+
+//
+// RUN
+//
+
+mframe_t brain_frames_run [] =
+{
+ ai_run, 9, NULL,
+ ai_run, 2, NULL,
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, 10, NULL,
+ ai_run, -4, NULL,
+ ai_run, -1, NULL,
+ ai_run, 2, NULL
+};
+mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
+
+void brain_run (edict_t *self)
+{
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &brain_move_stand;
+ else
+ self->monsterinfo.currentmove = &brain_move_run;
+}
+
+
+void brain_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ r = qrandom();
+ if (r < 0.33)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain1;
+ }
+ else if (r < 0.66)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &brain_move_pain3;
+ }
+}
+
+void brain_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+
+void brain_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ self->s.effects = 0;
+ self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &brain_move_death1;
+ else
+ self->monsterinfo.currentmove = &brain_move_death2;
+}
+
+/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_brain (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
+ sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
+ sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
+ sound_death = gi.soundindex ("brain/brndeth1.wav");
+ sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
+ sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
+ sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
+ sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
+ sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
+ sound_sight = gi.soundindex ("brain/brnsght1.wav");
+ sound_search = gi.soundindex ("brain/brnsrch1.wav");
+ sound_melee1 = gi.soundindex ("brain/melee1.wav");
+ sound_melee2 = gi.soundindex ("brain/melee2.wav");
+ sound_melee3 = gi.soundindex ("brain/melee3.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 300;
+ self->gib_health = -150;
+ self->mass = 400;
+
+ self->pain = brain_pain;
+ self->die = brain_die;
+
+ self->monsterinfo.stand = brain_stand;
+ self->monsterinfo.walk = brain_walk;
+ self->monsterinfo.run = brain_run;
+ self->monsterinfo.dodge = brain_dodge;
+ self->monsterinfo.attack = brain_attack;
+ self->monsterinfo.melee = brain_melee;
+ self->monsterinfo.sight = brain_sight;
+ self->monsterinfo.search = brain_search;
+ self->monsterinfo.idle = brain_idle;
+
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
+ self->monsterinfo.power_armor_power = 100;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &brain_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_brain.h
@@ -1,0 +1,228 @@
+// G:\quake2\baseq2\models/monsters/brain
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_walk101 0
+#define FRAME_walk102 1
+#define FRAME_walk103 2
+#define FRAME_walk104 3
+#define FRAME_walk105 4
+#define FRAME_walk106 5
+#define FRAME_walk107 6
+#define FRAME_walk108 7
+#define FRAME_walk109 8
+#define FRAME_walk110 9
+#define FRAME_walk111 10
+#define FRAME_walk112 11
+#define FRAME_walk113 12
+#define FRAME_walk201 13
+#define FRAME_walk202 14
+#define FRAME_walk203 15
+#define FRAME_walk204 16
+#define FRAME_walk205 17
+#define FRAME_walk206 18
+#define FRAME_walk207 19
+#define FRAME_walk208 20
+#define FRAME_walk209 21
+#define FRAME_walk210 22
+#define FRAME_walk211 23
+#define FRAME_walk212 24
+#define FRAME_walk213 25
+#define FRAME_walk214 26
+#define FRAME_walk215 27
+#define FRAME_walk216 28
+#define FRAME_walk217 29
+#define FRAME_walk218 30
+#define FRAME_walk219 31
+#define FRAME_walk220 32
+#define FRAME_walk221 33
+#define FRAME_walk222 34
+#define FRAME_walk223 35
+#define FRAME_walk224 36
+#define FRAME_walk225 37
+#define FRAME_walk226 38
+#define FRAME_walk227 39
+#define FRAME_walk228 40
+#define FRAME_walk229 41
+#define FRAME_walk230 42
+#define FRAME_walk231 43
+#define FRAME_walk232 44
+#define FRAME_walk233 45
+#define FRAME_walk234 46
+#define FRAME_walk235 47
+#define FRAME_walk236 48
+#define FRAME_walk237 49
+#define FRAME_walk238 50
+#define FRAME_walk239 51
+#define FRAME_walk240 52
+#define FRAME_attak101 53
+#define FRAME_attak102 54
+#define FRAME_attak103 55
+#define FRAME_attak104 56
+#define FRAME_attak105 57
+#define FRAME_attak106 58
+#define FRAME_attak107 59
+#define FRAME_attak108 60
+#define FRAME_attak109 61
+#define FRAME_attak110 62
+#define FRAME_attak111 63
+#define FRAME_attak112 64
+#define FRAME_attak113 65
+#define FRAME_attak114 66
+#define FRAME_attak115 67
+#define FRAME_attak116 68
+#define FRAME_attak117 69
+#define FRAME_attak118 70
+#define FRAME_attak201 71
+#define FRAME_attak202 72
+#define FRAME_attak203 73
+#define FRAME_attak204 74
+#define FRAME_attak205 75
+#define FRAME_attak206 76
+#define FRAME_attak207 77
+#define FRAME_attak208 78
+#define FRAME_attak209 79
+#define FRAME_attak210 80
+#define FRAME_attak211 81
+#define FRAME_attak212 82
+#define FRAME_attak213 83
+#define FRAME_attak214 84
+#define FRAME_attak215 85
+#define FRAME_attak216 86
+#define FRAME_attak217 87
+#define FRAME_pain101 88
+#define FRAME_pain102 89
+#define FRAME_pain103 90
+#define FRAME_pain104 91
+#define FRAME_pain105 92
+#define FRAME_pain106 93
+#define FRAME_pain107 94
+#define FRAME_pain108 95
+#define FRAME_pain109 96
+#define FRAME_pain110 97
+#define FRAME_pain111 98
+#define FRAME_pain112 99
+#define FRAME_pain113 100
+#define FRAME_pain114 101
+#define FRAME_pain115 102
+#define FRAME_pain116 103
+#define FRAME_pain117 104
+#define FRAME_pain118 105
+#define FRAME_pain119 106
+#define FRAME_pain120 107
+#define FRAME_pain121 108
+#define FRAME_pain201 109
+#define FRAME_pain202 110
+#define FRAME_pain203 111
+#define FRAME_pain204 112
+#define FRAME_pain205 113
+#define FRAME_pain206 114
+#define FRAME_pain207 115
+#define FRAME_pain208 116
+#define FRAME_pain301 117
+#define FRAME_pain302 118
+#define FRAME_pain303 119
+#define FRAME_pain304 120
+#define FRAME_pain305 121
+#define FRAME_pain306 122
+#define FRAME_death101 123
+#define FRAME_death102 124
+#define FRAME_death103 125
+#define FRAME_death104 126
+#define FRAME_death105 127
+#define FRAME_death106 128
+#define FRAME_death107 129
+#define FRAME_death108 130
+#define FRAME_death109 131
+#define FRAME_death110 132
+#define FRAME_death111 133
+#define FRAME_death112 134
+#define FRAME_death113 135
+#define FRAME_death114 136
+#define FRAME_death115 137
+#define FRAME_death116 138
+#define FRAME_death117 139
+#define FRAME_death118 140
+#define FRAME_death201 141
+#define FRAME_death202 142
+#define FRAME_death203 143
+#define FRAME_death204 144
+#define FRAME_death205 145
+#define FRAME_duck01 146
+#define FRAME_duck02 147
+#define FRAME_duck03 148
+#define FRAME_duck04 149
+#define FRAME_duck05 150
+#define FRAME_duck06 151
+#define FRAME_duck07 152
+#define FRAME_duck08 153
+#define FRAME_defens01 154
+#define FRAME_defens02 155
+#define FRAME_defens03 156
+#define FRAME_defens04 157
+#define FRAME_defens05 158
+#define FRAME_defens06 159
+#define FRAME_defens07 160
+#define FRAME_defens08 161
+#define FRAME_stand01 162
+#define FRAME_stand02 163
+#define FRAME_stand03 164
+#define FRAME_stand04 165
+#define FRAME_stand05 166
+#define FRAME_stand06 167
+#define FRAME_stand07 168
+#define FRAME_stand08 169
+#define FRAME_stand09 170
+#define FRAME_stand10 171
+#define FRAME_stand11 172
+#define FRAME_stand12 173
+#define FRAME_stand13 174
+#define FRAME_stand14 175
+#define FRAME_stand15 176
+#define FRAME_stand16 177
+#define FRAME_stand17 178
+#define FRAME_stand18 179
+#define FRAME_stand19 180
+#define FRAME_stand20 181
+#define FRAME_stand21 182
+#define FRAME_stand22 183
+#define FRAME_stand23 184
+#define FRAME_stand24 185
+#define FRAME_stand25 186
+#define FRAME_stand26 187
+#define FRAME_stand27 188
+#define FRAME_stand28 189
+#define FRAME_stand29 190
+#define FRAME_stand30 191
+#define FRAME_stand31 192
+#define FRAME_stand32 193
+#define FRAME_stand33 194
+#define FRAME_stand34 195
+#define FRAME_stand35 196
+#define FRAME_stand36 197
+#define FRAME_stand37 198
+#define FRAME_stand38 199
+#define FRAME_stand39 200
+#define FRAME_stand40 201
+#define FRAME_stand41 202
+#define FRAME_stand42 203
+#define FRAME_stand43 204
+#define FRAME_stand44 205
+#define FRAME_stand45 206
+#define FRAME_stand46 207
+#define FRAME_stand47 208
+#define FRAME_stand48 209
+#define FRAME_stand49 210
+#define FRAME_stand50 211
+#define FRAME_stand51 212
+#define FRAME_stand52 213
+#define FRAME_stand53 214
+#define FRAME_stand54 215
+#define FRAME_stand55 216
+#define FRAME_stand56 217
+#define FRAME_stand57 218
+#define FRAME_stand58 219
+#define FRAME_stand59 220
+#define FRAME_stand60 221
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_chick.c
@@ -1,0 +1,665 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_chick.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+void chick_stand (edict_t *self);
+void chick_run (edict_t *self);
+void chick_reslash(edict_t *self);
+void chick_rerocket(edict_t *self);
+void chick_attack1(edict_t *self);
+
+static int sound_missile_prelaunch;
+static int sound_missile_launch;
+static int sound_melee_swing;
+static int sound_melee_hit;
+static int sound_missile_reload;
+static int sound_death1;
+static int sound_death2;
+static int sound_fall_down;
+static int sound_idle1;
+static int sound_idle2;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_sight;
+static int sound_search;
+
+
+void ChickMoan (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
+}
+
+mframe_t chick_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, ChickMoan,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t chick_move_fidget = {FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand};
+
+void chick_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() <= 0.3)
+ self->monsterinfo.currentmove = &chick_move_fidget;
+}
+
+mframe_t chick_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, chick_fidget,
+
+};
+mmove_t chick_move_stand = {FRAME_stand101, FRAME_stand130, chick_frames_stand, NULL};
+
+void chick_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_stand;
+}
+
+mframe_t chick_frames_start_run [] =
+{
+ ai_run, 1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL,
+ ai_run, -1, NULL,
+ ai_run, -1, NULL,
+ ai_run, 0, NULL,
+ ai_run, 1, NULL,
+ ai_run, 3, NULL,
+ ai_run, 6, NULL,
+ ai_run, 3, NULL
+};
+mmove_t chick_move_start_run = {FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run};
+
+mframe_t chick_frames_run [] =
+{
+ ai_run, 6, NULL,
+ ai_run, 8, NULL,
+ ai_run, 13, NULL,
+ ai_run, 5, NULL,
+ ai_run, 7, NULL,
+ ai_run, 4, NULL,
+ ai_run, 11, NULL,
+ ai_run, 5, NULL,
+ ai_run, 9, NULL,
+ ai_run, 7, NULL
+
+};
+
+mmove_t chick_move_run = {FRAME_walk11, FRAME_walk20, chick_frames_run, NULL};
+
+mframe_t chick_frames_walk [] =
+{
+ ai_walk, 6, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 13, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 11, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 7, NULL
+};
+
+mmove_t chick_move_walk = {FRAME_walk11, FRAME_walk20, chick_frames_walk, NULL};
+
+void chick_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_walk;
+}
+
+void chick_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &chick_move_stand;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &chick_move_walk ||
+ self->monsterinfo.currentmove == &chick_move_start_run)
+ {
+ self->monsterinfo.currentmove = &chick_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_start_run;
+ }
+}
+
+mframe_t chick_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t chick_move_pain1 = {FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run};
+
+mframe_t chick_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t chick_move_pain2 = {FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run};
+
+mframe_t chick_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, 3, NULL,
+ ai_move, 11, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -3, NULL,
+ ai_move, -4, NULL,
+ ai_move, 5, NULL,
+ ai_move, 7, NULL,
+ ai_move, -2, NULL,
+ ai_move, 3, NULL,
+ ai_move, -5, NULL,
+ ai_move, -2, NULL,
+ ai_move, -8, NULL,
+ ai_move, 2, NULL
+};
+mmove_t chick_move_pain3 = {FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run};
+
+void chick_pain (edict_t *self, edict_t *, float, int damage)
+{
+ float r;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ r = qrandom();
+ if (r < 0.33)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else if (r < 0.66)
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
+
+ if (damage <= 10)
+ self->monsterinfo.currentmove = &chick_move_pain1;
+ else if (damage <= 25)
+ self->monsterinfo.currentmove = &chick_move_pain2;
+ else
+ self->monsterinfo.currentmove = &chick_move_pain3;
+}
+
+void chick_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 16);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t chick_frames_death2 [] =
+{
+ ai_move, -6, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 10, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, -3, NULL,
+ ai_move, -5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 15, NULL,
+ ai_move, 14, NULL,
+ ai_move, 1, NULL
+};
+mmove_t chick_move_death2 = {FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead};
+
+mframe_t chick_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, 4, NULL,
+ ai_move, 11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+
+};
+mmove_t chick_move_death1 = {FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead};
+
+void chick_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 2;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &chick_move_death1;
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_death2;
+ gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
+ }
+}
+
+
+void chick_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void chick_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void chick_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+mframe_t chick_frames_duck [] =
+{
+ ai_move, 0, chick_duck_down,
+ ai_move, 1, NULL,
+ ai_move, 4, chick_duck_hold,
+ ai_move, -4, NULL,
+ ai_move, -5, chick_duck_up,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL
+};
+mmove_t chick_move_duck = {FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run};
+
+void chick_dodge (edict_t *self, edict_t *attacker, float)
+{
+ if (qrandom() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &chick_move_duck;
+}
+
+void ChickSlash (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
+ gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
+ fire_hit (self, aim, (10 + (rand() %6)), 100);
+}
+
+
+void ChickRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ if (self->s.skinnum > 1)
+ monster_fire_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);
+ else
+ monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);
+
+}
+
+void Chick_PreAttack1 (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0);
+}
+
+void ChickReload (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t chick_frames_start_attack1 [] =
+{
+ ai_charge, 0, Chick_PreAttack1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, chick_attack1
+};
+mmove_t chick_move_start_attack1 = {FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, NULL};
+
+
+mframe_t chick_frames_attack1 [] =
+{
+ ai_charge, 19, ChickRocket,
+ ai_charge, -6, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -7, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 10, ChickReload,
+ ai_charge, 4, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 3, chick_rerocket
+
+};
+mmove_t chick_move_attack1 = {FRAME_attak114, FRAME_attak127, chick_frames_attack1, NULL};
+
+mframe_t chick_frames_end_attack1 [] =
+{
+ ai_charge, -3, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, -4, NULL,
+ ai_charge, -2, NULL
+};
+mmove_t chick_move_end_attack1 = {FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run};
+
+void chick_rerocket(edict_t *self)
+{
+ if (self->enemy->health > 0)
+ {
+ if (range (self, self->enemy) > RANGE_MELEE)
+ if ( visible (self, self->enemy) )
+ if (qrandom() <= 0.6)
+ {
+ self->monsterinfo.currentmove = &chick_move_attack1;
+ return;
+ }
+ }
+ self->monsterinfo.currentmove = &chick_move_end_attack1;
+}
+
+void chick_attack1(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_attack1;
+}
+
+mframe_t chick_frames_slash [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 7, ChickSlash,
+ ai_charge, -7, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, -2, chick_reslash
+};
+mmove_t chick_move_slash = {FRAME_attak204, FRAME_attak212, chick_frames_slash, NULL};
+
+mframe_t chick_frames_end_slash [] =
+{
+ ai_charge, -6, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t chick_move_end_slash = {FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run};
+
+
+void chick_reslash(edict_t *self)
+{
+ if (self->enemy->health > 0)
+ {
+ if (range (self, self->enemy) == RANGE_MELEE)
+ if (qrandom() <= 0.9)
+ {
+ self->monsterinfo.currentmove = &chick_move_slash;
+ return;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &chick_move_end_slash;
+ return;
+ }
+ }
+ self->monsterinfo.currentmove = &chick_move_end_slash;
+}
+
+void chick_slash(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_slash;
+}
+
+
+mframe_t chick_frames_start_slash [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 3, NULL
+};
+mmove_t chick_move_start_slash = {FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash};
+
+
+
+void chick_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_start_slash;
+}
+
+
+void chick_attack(edict_t *self)
+{
+ self->monsterinfo.currentmove = &chick_move_start_attack1;
+}
+
+void chick_sight(edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+
+/*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_chick (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_missile_prelaunch = gi.soundindex ("chick/chkatck1.wav");
+ sound_missile_launch = gi.soundindex ("chick/chkatck2.wav");
+ sound_melee_swing = gi.soundindex ("chick/chkatck3.wav");
+ sound_melee_hit = gi.soundindex ("chick/chkatck4.wav");
+ sound_missile_reload = gi.soundindex ("chick/chkatck5.wav");
+ sound_death1 = gi.soundindex ("chick/chkdeth1.wav");
+ sound_death2 = gi.soundindex ("chick/chkdeth2.wav");
+ sound_fall_down = gi.soundindex ("chick/chkfall1.wav");
+ sound_idle1 = gi.soundindex ("chick/chkidle1.wav");
+ sound_idle2 = gi.soundindex ("chick/chkidle2.wav");
+ sound_pain1 = gi.soundindex ("chick/chkpain1.wav");
+ sound_pain2 = gi.soundindex ("chick/chkpain2.wav");
+ sound_pain3 = gi.soundindex ("chick/chkpain3.wav");
+ sound_sight = gi.soundindex ("chick/chksght1.wav");
+ sound_search = gi.soundindex ("chick/chksrch1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 56);
+
+ self->health = 175;
+ self->gib_health = -70;
+ self->mass = 200;
+
+ self->pain = chick_pain;
+ self->die = chick_die;
+
+ self->monsterinfo.stand = chick_stand;
+ self->monsterinfo.walk = chick_walk;
+ self->monsterinfo.run = chick_run;
+ self->monsterinfo.dodge = chick_dodge;
+ self->monsterinfo.attack = chick_attack;
+ self->monsterinfo.melee = chick_melee;
+ self->monsterinfo.sight = chick_sight;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &chick_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
+
+
+/*QUAKED monster_chick_heat (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_chick_heat (edict_t *self)
+{
+ SP_monster_chick (self);
+ self->s.skinnum = 3;
+}
--- /dev/null
+++ b/xatrix/m_chick.h
@@ -1,0 +1,294 @@
+// G:\quake2\baseq2\models/monsters/bitch
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak113 12
+#define FRAME_attak114 13
+#define FRAME_attak115 14
+#define FRAME_attak116 15
+#define FRAME_attak117 16
+#define FRAME_attak118 17
+#define FRAME_attak119 18
+#define FRAME_attak120 19
+#define FRAME_attak121 20
+#define FRAME_attak122 21
+#define FRAME_attak123 22
+#define FRAME_attak124 23
+#define FRAME_attak125 24
+#define FRAME_attak126 25
+#define FRAME_attak127 26
+#define FRAME_attak128 27
+#define FRAME_attak129 28
+#define FRAME_attak130 29
+#define FRAME_attak131 30
+#define FRAME_attak132 31
+#define FRAME_attak201 32
+#define FRAME_attak202 33
+#define FRAME_attak203 34
+#define FRAME_attak204 35
+#define FRAME_attak205 36
+#define FRAME_attak206 37
+#define FRAME_attak207 38
+#define FRAME_attak208 39
+#define FRAME_attak209 40
+#define FRAME_attak210 41
+#define FRAME_attak211 42
+#define FRAME_attak212 43
+#define FRAME_attak213 44
+#define FRAME_attak214 45
+#define FRAME_attak215 46
+#define FRAME_attak216 47
+#define FRAME_death101 48
+#define FRAME_death102 49
+#define FRAME_death103 50
+#define FRAME_death104 51
+#define FRAME_death105 52
+#define FRAME_death106 53
+#define FRAME_death107 54
+#define FRAME_death108 55
+#define FRAME_death109 56
+#define FRAME_death110 57
+#define FRAME_death111 58
+#define FRAME_death112 59
+#define FRAME_death201 60
+#define FRAME_death202 61
+#define FRAME_death203 62
+#define FRAME_death204 63
+#define FRAME_death205 64
+#define FRAME_death206 65
+#define FRAME_death207 66
+#define FRAME_death208 67
+#define FRAME_death209 68
+#define FRAME_death210 69
+#define FRAME_death211 70
+#define FRAME_death212 71
+#define FRAME_death213 72
+#define FRAME_death214 73
+#define FRAME_death215 74
+#define FRAME_death216 75
+#define FRAME_death217 76
+#define FRAME_death218 77
+#define FRAME_death219 78
+#define FRAME_death220 79
+#define FRAME_death221 80
+#define FRAME_death222 81
+#define FRAME_death223 82
+#define FRAME_duck01 83
+#define FRAME_duck02 84
+#define FRAME_duck03 85
+#define FRAME_duck04 86
+#define FRAME_duck05 87
+#define FRAME_duck06 88
+#define FRAME_duck07 89
+#define FRAME_pain101 90
+#define FRAME_pain102 91
+#define FRAME_pain103 92
+#define FRAME_pain104 93
+#define FRAME_pain105 94
+#define FRAME_pain201 95
+#define FRAME_pain202 96
+#define FRAME_pain203 97
+#define FRAME_pain204 98
+#define FRAME_pain205 99
+#define FRAME_pain301 100
+#define FRAME_pain302 101
+#define FRAME_pain303 102
+#define FRAME_pain304 103
+#define FRAME_pain305 104
+#define FRAME_pain306 105
+#define FRAME_pain307 106
+#define FRAME_pain308 107
+#define FRAME_pain309 108
+#define FRAME_pain310 109
+#define FRAME_pain311 110
+#define FRAME_pain312 111
+#define FRAME_pain313 112
+#define FRAME_pain314 113
+#define FRAME_pain315 114
+#define FRAME_pain316 115
+#define FRAME_pain317 116
+#define FRAME_pain318 117
+#define FRAME_pain319 118
+#define FRAME_pain320 119
+#define FRAME_pain321 120
+#define FRAME_stand101 121
+#define FRAME_stand102 122
+#define FRAME_stand103 123
+#define FRAME_stand104 124
+#define FRAME_stand105 125
+#define FRAME_stand106 126
+#define FRAME_stand107 127
+#define FRAME_stand108 128
+#define FRAME_stand109 129
+#define FRAME_stand110 130
+#define FRAME_stand111 131
+#define FRAME_stand112 132
+#define FRAME_stand113 133
+#define FRAME_stand114 134
+#define FRAME_stand115 135
+#define FRAME_stand116 136
+#define FRAME_stand117 137
+#define FRAME_stand118 138
+#define FRAME_stand119 139
+#define FRAME_stand120 140
+#define FRAME_stand121 141
+#define FRAME_stand122 142
+#define FRAME_stand123 143
+#define FRAME_stand124 144
+#define FRAME_stand125 145
+#define FRAME_stand126 146
+#define FRAME_stand127 147
+#define FRAME_stand128 148
+#define FRAME_stand129 149
+#define FRAME_stand130 150
+#define FRAME_stand201 151
+#define FRAME_stand202 152
+#define FRAME_stand203 153
+#define FRAME_stand204 154
+#define FRAME_stand205 155
+#define FRAME_stand206 156
+#define FRAME_stand207 157
+#define FRAME_stand208 158
+#define FRAME_stand209 159
+#define FRAME_stand210 160
+#define FRAME_stand211 161
+#define FRAME_stand212 162
+#define FRAME_stand213 163
+#define FRAME_stand214 164
+#define FRAME_stand215 165
+#define FRAME_stand216 166
+#define FRAME_stand217 167
+#define FRAME_stand218 168
+#define FRAME_stand219 169
+#define FRAME_stand220 170
+#define FRAME_stand221 171
+#define FRAME_stand222 172
+#define FRAME_stand223 173
+#define FRAME_stand224 174
+#define FRAME_stand225 175
+#define FRAME_stand226 176
+#define FRAME_stand227 177
+#define FRAME_stand228 178
+#define FRAME_stand229 179
+#define FRAME_stand230 180
+#define FRAME_walk01 181
+#define FRAME_walk02 182
+#define FRAME_walk03 183
+#define FRAME_walk04 184
+#define FRAME_walk05 185
+#define FRAME_walk06 186
+#define FRAME_walk07 187
+#define FRAME_walk08 188
+#define FRAME_walk09 189
+#define FRAME_walk10 190
+#define FRAME_walk11 191
+#define FRAME_walk12 192
+#define FRAME_walk13 193
+#define FRAME_walk14 194
+#define FRAME_walk15 195
+#define FRAME_walk16 196
+#define FRAME_walk17 197
+#define FRAME_walk18 198
+#define FRAME_walk19 199
+#define FRAME_walk20 200
+#define FRAME_walk21 201
+#define FRAME_walk22 202
+#define FRAME_walk23 203
+#define FRAME_walk24 204
+#define FRAME_walk25 205
+#define FRAME_walk26 206
+#define FRAME_walk27 207
+#define FRAME_recln201 208
+#define FRAME_recln202 209
+#define FRAME_recln203 210
+#define FRAME_recln204 211
+#define FRAME_recln205 212
+#define FRAME_recln206 213
+#define FRAME_recln207 214
+#define FRAME_recln208 215
+#define FRAME_recln209 216
+#define FRAME_recln210 217
+#define FRAME_recln211 218
+#define FRAME_recln212 219
+#define FRAME_recln213 220
+#define FRAME_recln214 221
+#define FRAME_recln215 222
+#define FRAME_recln216 223
+#define FRAME_recln217 224
+#define FRAME_recln218 225
+#define FRAME_recln219 226
+#define FRAME_recln220 227
+#define FRAME_recln221 228
+#define FRAME_recln222 229
+#define FRAME_recln223 230
+#define FRAME_recln224 231
+#define FRAME_recln225 232
+#define FRAME_recln226 233
+#define FRAME_recln227 234
+#define FRAME_recln228 235
+#define FRAME_recln229 236
+#define FRAME_recln230 237
+#define FRAME_recln231 238
+#define FRAME_recln232 239
+#define FRAME_recln233 240
+#define FRAME_recln234 241
+#define FRAME_recln235 242
+#define FRAME_recln236 243
+#define FRAME_recln237 244
+#define FRAME_recln238 245
+#define FRAME_recln239 246
+#define FRAME_recln240 247
+#define FRAME_recln101 248
+#define FRAME_recln102 249
+#define FRAME_recln103 250
+#define FRAME_recln104 251
+#define FRAME_recln105 252
+#define FRAME_recln106 253
+#define FRAME_recln107 254
+#define FRAME_recln108 255
+#define FRAME_recln109 256
+#define FRAME_recln110 257
+#define FRAME_recln111 258
+#define FRAME_recln112 259
+#define FRAME_recln113 260
+#define FRAME_recln114 261
+#define FRAME_recln115 262
+#define FRAME_recln116 263
+#define FRAME_recln117 264
+#define FRAME_recln118 265
+#define FRAME_recln119 266
+#define FRAME_recln120 267
+#define FRAME_recln121 268
+#define FRAME_recln122 269
+#define FRAME_recln123 270
+#define FRAME_recln124 271
+#define FRAME_recln125 272
+#define FRAME_recln126 273
+#define FRAME_recln127 274
+#define FRAME_recln128 275
+#define FRAME_recln129 276
+#define FRAME_recln130 277
+#define FRAME_recln131 278
+#define FRAME_recln132 279
+#define FRAME_recln133 280
+#define FRAME_recln134 281
+#define FRAME_recln135 282
+#define FRAME_recln136 283
+#define FRAME_recln137 284
+#define FRAME_recln138 285
+#define FRAME_recln139 286
+#define FRAME_recln140 287
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_fixbot.c
@@ -1,0 +1,1317 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_fixbot.h"
+
+
+#define MZ2_fixbot_BLASTER_1 MZ2_HOVER_BLASTER_1
+
+qboolean visible (edict_t *self, edict_t *other);
+qboolean infront (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_die;
+static int sound_weld1;
+static int sound_weld2;
+static int sound_weld3;
+
+void fixbot_run (edict_t *self);
+void fixbot_stand (edict_t *self);
+void fixbot_dead (edict_t *self);
+void fixbot_attack (edict_t *self);
+void fixbot_fire_blaster (edict_t *self);
+void fixbot_fire_welder (edict_t *self);
+void fixbot_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+void use_scanner (edict_t *self);
+void change_to_roam (edict_t *self);
+void fly_vertical (edict_t *self);
+
+extern mmove_t fixbot_move_forward;
+extern mmove_t fixbot_move_stand;
+extern mmove_t fixbot_move_stand2;
+extern mmove_t fixbot_move_roamgoal;
+
+extern mmove_t fixbot_move_weld_start;
+extern mmove_t fixbot_move_weld;
+extern mmove_t fixbot_move_weld_end;
+extern mmove_t fixbot_move_takeoff;
+extern mmove_t fixbot_move_landing;
+extern mmove_t fixbot_move_turn;
+
+extern void roam_goal (edict_t *self);
+void ED_CallSpawn (edict_t *ent);
+
+edict_t *fixbot_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)
+ continue;
+ if (!visible(self, ent))
+ continue;
+ if (!best)
+ {
+ best = ent;
+ continue;
+ }
+ if (ent->max_health <= best->max_health)
+ continue;
+ best = ent;
+ }
+
+ return best;
+}
+
+
+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);
+}
+
+void landing_goal (edict_t *self)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t end;
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->classname = "bot_goal";
+ ent->solid = SOLID_BBOX;
+ ent->owner = self;
+ gi.linkentity (ent);
+
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, 24);
+
+ AngleVectors (self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, 32, forward, end);
+ VectorMA (self->s.origin, -8096, up, end);
+
+ tr = gi.trace (self->s.origin, ent->mins, ent->maxs, end, self, MASK_MONSTERSOLID);
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ self->goalentity = self->enemy = ent;
+ self->monsterinfo.currentmove = &fixbot_move_landing;
+
+
+}
+
+
+void takeoff_goal (edict_t *self)
+{
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t end;
+ edict_t *ent;
+
+ ent = G_Spawn ();
+ ent->classname = "bot_goal";
+ ent->solid = SOLID_BBOX;
+ ent->owner = self;
+ gi.linkentity (ent);
+
+ VectorSet (ent->mins, -32, -32, -24);
+ VectorSet (ent->maxs, 32, 32, 24);
+
+
+ AngleVectors (self->s.angles, forward, right, up);
+ VectorMA (self->s.origin, 32, forward, end);
+ VectorMA (self->s.origin, 128, up, end);
+
+ tr = gi.trace (self->s.origin, ent->mins, ent->maxs, end, self, MASK_MONSTERSOLID);
+
+ VectorCopy (tr.endpos, ent->s.origin);
+
+ self->goalentity = self->enemy = ent;
+ self->monsterinfo.currentmove = &fixbot_move_takeoff;
+
+
+}
+
+void change_to_roam (edict_t *self)
+{
+
+ if (fixbot_search(self))
+ return;
+
+ self->monsterinfo.currentmove = &fixbot_move_roamgoal;
+
+
+ if (self->spawnflags & 16)
+ {
+ landing_goal (self);
+ self->monsterinfo.currentmove = &fixbot_move_landing;
+ self->spawnflags &= ~16;
+ self->spawnflags = 32;
+ }
+ if (self->spawnflags & 8)
+ {
+ takeoff_goal (self);
+ self->monsterinfo.currentmove = &fixbot_move_takeoff;
+ self->spawnflags &= ~8;
+ self->spawnflags = 32;
+ }
+ if (self->spawnflags & 4)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_roamgoal;
+ self->spawnflags &= ~4;
+ self->spawnflags = 32;
+ }
+ if (!self->spawnflags)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_stand2;
+ }
+
+}
+
+
+void roam_goal (edict_t *self)
+{
+
+ trace_t tr;
+ vec3_t forward, right, up;
+ vec3_t end;
+ edict_t *ent;
+ vec3_t dang;
+ int len, oldlen, i;
+ vec3_t vec;
+ vec3_t whichvec;
+
+ ent = G_Spawn ();
+ ent->classname = "bot_goal";
+ ent->solid = SOLID_BBOX;
+ ent->owner = self;
+ gi.linkentity (ent);
+
+ oldlen = 0;
+ for (i=0; i<12; i++)
+ {
+
+ VectorCopy (self->s.angles, dang);
+
+ if (i < 6)
+ dang[YAW] += 30 * i;
+ else
+ dang[YAW] -= 30 * (i-6);
+
+ AngleVectors (dang, forward, right, up);
+ VectorMA (self->s.origin, 8192, forward, end);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, end, self, MASK_SHOT);
+
+ VectorSubtract (self->s.origin, tr.endpos, vec);
+ len = VectorNormalize (vec);
+
+ if (len > oldlen)
+ {
+ oldlen=len;
+ VectorCopy (tr.endpos, whichvec);
+ }
+
+ }
+
+ VectorCopy (whichvec, ent->s.origin);
+ self->goalentity = self->enemy = ent;
+
+ self->monsterinfo.currentmove = &fixbot_move_turn;
+
+
+}
+
+void use_scanner (edict_t *self)
+{
+ edict_t *ent = NULL;
+
+ float radius = 1024;
+ vec3_t vec;
+
+ int len;
+
+ while ((ent = findradius(ent, self->s.origin, radius)) != NULL)
+ {
+ if (ent->health >= 100)
+ {
+ if (strcmp (ent->classname, "object_repair") == 0)
+ {
+ if (visible(self, ent))
+ {
+ // remove the old one
+ if (strcmp (self->goalentity->classname, "bot_goal") == 0)
+ {
+ self->goalentity->nextthink = level.time + 0.1;
+ self->goalentity->think = G_FreeEdict;
+ }
+
+ self->goalentity = self->enemy = ent;
+
+ VectorSubtract (self->s.origin, self->goalentity->s.origin, vec);
+ len = VectorNormalize (vec);
+
+ if (len < 32)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_weld_start;
+ return;
+ }
+ return;
+ }
+ }
+ }
+ }
+
+ VectorSubtract (self->s.origin, self->goalentity->s.origin, vec);
+ len = VectorLength (vec);
+
+ if (len < 32)
+ {
+ if (strcmp (self->goalentity->classname, "object_repair") == 0)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_weld_start;
+ }
+ else
+ {
+ self->goalentity->nextthink = level.time + 0.1;
+ self->goalentity->think = G_FreeEdict;
+ self->goalentity = self->enemy = NULL;
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ }
+ return;
+ }
+
+ VectorSubtract (self->s.origin, self->s.old_origin, vec);
+ len = VectorLength (vec);
+
+ /*
+ bot is stuck get new goalentity
+ */
+ if (len == 0)
+ {
+ if (strcmp (self->goalentity->classname , "object_repair") == 0)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ }
+ else
+ {
+ self->goalentity->nextthink = level.time + 0.1;
+ self->goalentity->think = G_FreeEdict;
+ self->goalentity = self->enemy = NULL;
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ }
+ }
+
+}
+
+
+/*
+ when the bot has found a landing pad
+ it will proceed to its goalentity
+ just above the landing pad and
+ decend translated along the z the current
+ frames are at 10fps
+*/
+void blastoff (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread)
+{
+ trace_t tr;
+ vec3_t dir;
+ vec3_t forward, right, up;
+ vec3_t end;
+ float r;
+ float u;
+ vec3_t water_start;
+ qboolean water = false;
+ int content_mask = MASK_SHOT | MASK_WATER;
+
+ hspread+= (self->s.frame - FRAME_takeoff_01);
+ vspread+= (self->s.frame - FRAME_takeoff_01);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
+ if (!(tr.fraction < 1.0))
+ {
+ vectoangles (aimdir, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*hspread;
+ u = crandom()*vspread;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ if (gi.pointcontents (start) & MASK_WATER)
+ {
+ water = true;
+ VectorCopy (start, water_start);
+ content_mask &= ~MASK_WATER;
+ }
+
+ tr = gi.trace (start, NULL, NULL, end, self, content_mask);
+
+ // see if we hit water
+ if (tr.contents & MASK_WATER)
+ {
+ int color;
+
+ water = true;
+ VectorCopy (tr.endpos, water_start);
+
+ if (!VectorCompare (start, tr.endpos))
+ {
+ if (tr.contents & CONTENTS_WATER)
+ {
+ if (strcmp(tr.surface->name, "*brwater") == 0)
+ color = SPLASH_BROWN_WATER;
+ else
+ color = SPLASH_BLUE_WATER;
+ }
+ else if (tr.contents & CONTENTS_SLIME)
+ color = SPLASH_SLIME;
+ else if (tr.contents & CONTENTS_LAVA)
+ color = SPLASH_LAVA;
+ else
+ color = SPLASH_UNKNOWN;
+
+ if (color != SPLASH_UNKNOWN)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (8);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.WriteByte (color);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+ }
+
+ // change bullet's course when it enters water
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, dir);
+ AngleVectors (dir, forward, right, up);
+ r = crandom()*hspread*2;
+ u = crandom()*vspread*2;
+ VectorMA (water_start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+ }
+
+ // re-trace ignoring water this time
+ tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
+ }
+ }
+
+ // send gun puff / flash
+ if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
+ {
+ if (tr.fraction < 1.0)
+ {
+ if (tr.ent->takedamage)
+ {
+ T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, MOD_BLASTOFF);
+ }
+ else
+ {
+ if (strncmp (tr.surface->name, "sky", 3) != 0)
+ {
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (te_impact);
+ gi.WritePosition (tr.endpos);
+ gi.WriteDir (tr.plane.normal);
+ gi.multicast (tr.endpos, MULTICAST_PVS);
+
+ if (self->client)
+ PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
+ }
+ }
+ }
+ }
+
+ // if went through water, determine where the end and make a bubble trail
+ if (water)
+ {
+ vec3_t pos;
+
+ VectorSubtract (tr.endpos, water_start, dir);
+ VectorNormalize (dir);
+ VectorMA (tr.endpos, -2, dir, pos);
+ if (gi.pointcontents (pos) & MASK_WATER)
+ VectorCopy (pos, tr.endpos);
+ else
+ tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
+
+ VectorAdd (water_start, tr.endpos, pos);
+ VectorScale (pos, 0.5, pos);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BUBBLETRAIL);
+ gi.WritePosition (water_start);
+ gi.WritePosition (tr.endpos);
+ gi.multicast (pos, MULTICAST_PVS);
+ }
+}
+
+
+void fly_vertical (edict_t *self)
+{
+ int i;
+ vec3_t v;
+ vec3_t forward, right, up;
+ vec3_t start;
+ vec3_t tempvec;
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+
+ if (self->s.frame == FRAME_landing_58 || self->s.frame == FRAME_takeoff_16)
+ {
+ self->goalentity->nextthink = level.time + 0.1;
+ self->goalentity->think = G_FreeEdict;
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ self->goalentity = self->enemy = NULL;
+ }
+
+ // kick up some particles
+ VectorCopy (self->s.angles, tempvec);
+ tempvec[PITCH] += 90;
+
+ AngleVectors (tempvec, forward, right, up);
+ VectorCopy (self->s.origin, start);
+
+ for (i=0; i< 10; i++)
+ blastoff (self, start, forward, 2, 1, TE_SHOTGUN, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD);
+
+ // needs sound
+}
+
+
+void fly_vertical2 (edict_t *self)
+{
+ vec3_t v;
+ int len;
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ len = VectorLength (v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+
+ if (len < 32)
+ {
+ self->goalentity->nextthink = level.time + 0.1;
+ self->goalentity->think = G_FreeEdict;
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ self->goalentity = self->enemy = NULL;
+ }
+
+ // needs sound
+}
+
+mframe_t fixbot_frames_landing [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2,
+ ai_move, 0, fly_vertical2
+};
+mmove_t fixbot_move_landing = { FRAME_landing_01, FRAME_landing_58, fixbot_frames_landing, NULL };
+
+/*
+ generic ambient stand
+*/
+mframe_t fixbot_frames_stand [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, change_to_roam
+
+};
+mmove_t fixbot_move_stand = {FRAME_ambient_01, FRAME_ambient_19, fixbot_frames_stand, NULL};
+
+mframe_t fixbot_frames_stand2 [] =
+{
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+
+};
+mmove_t fixbot_move_stand2 = {FRAME_ambient_01, FRAME_ambient_19, fixbot_frames_stand2, NULL};
+
+
+/*
+ will need the pickup offset for the front pincers
+ object will need to stop forward of the object
+ and take the object with it ( this may require a variant of liftoff and landing )
+*/
+mframe_t fixbot_frames_pickup [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+
+};
+mmove_t fixbot_move_pickup = { FRAME_pickup_01, FRAME_pickup_27, fixbot_frames_pickup, NULL};
+
+/*
+ generic frame to move bot
+*/
+mframe_t fixbot_frames_roamgoal [] =
+{
+ ai_move, 0, roam_goal
+};
+mmove_t fixbot_move_roamgoal = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_roamgoal, NULL};
+
+
+void ai_facing (edict_t *self, float)
+{
+ vec3_t v;
+
+ if (infront (self, self->goalentity))
+ self->monsterinfo.currentmove = &fixbot_move_forward;
+ else
+ {
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+ }
+
+};
+
+mframe_t fixbot_frames_turn [] =
+{
+ ai_facing, 0, NULL
+};
+mmove_t fixbot_move_turn = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_turn, NULL};
+
+
+void go_roam (edict_t *self)
+{
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+}
+
+
+/*
+ takeoff
+*/
+mframe_t fixbot_frames_takeoff [] =
+{
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical,
+ ai_move, 0.01, fly_vertical
+};
+mmove_t fixbot_move_takeoff = {FRAME_takeoff_01, FRAME_takeoff_16, fixbot_frames_takeoff, NULL};
+
+
+/* findout what this is */
+mframe_t fixbot_frames_paina [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t fixbot_move_paina = {FRAME_paina_01, FRAME_paina_06, fixbot_frames_paina, fixbot_run};
+
+/* findout what this is */
+mframe_t fixbot_frames_painb [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t fixbot_move_painb = {FRAME_painb_01, FRAME_painb_08, fixbot_frames_painb, fixbot_run};
+
+/*
+ backup from pain
+ call a generic painsound
+ some spark effects
+*/
+mframe_t fixbot_frames_pain3 [] =
+{
+ ai_move, -1, NULL
+};
+mmove_t fixbot_move_pain3 = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_pain3, fixbot_run};
+
+/*
+ bot has compleated landing
+ and is now on the grownd
+ ( may need second land if the bot is releasing jib into jib vat )
+*/
+mframe_t fixbot_frames_land [] =
+{
+ ai_move, 0, NULL
+};
+mmove_t fixbot_move_land = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_land, NULL};
+
+
+void M_MoveToGoal (edict_t *ent, float dist);
+
+void ai_movetogoal (edict_t *self, float dist)
+{
+ M_MoveToGoal (self, dist);
+}
+/*
+
+*/
+mframe_t fixbot_frames_forward [] =
+{
+ ai_movetogoal, 5, use_scanner
+};
+mmove_t fixbot_move_forward = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_forward, NULL};
+
+
+/*
+
+*/
+mframe_t fixbot_frames_walk [] =
+{
+ ai_walk, 5, NULL
+};
+mmove_t fixbot_move_walk = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_walk, NULL};
+
+
+/*
+
+*/
+mframe_t fixbot_frames_run [] =
+{
+ ai_run, 10, NULL
+};
+mmove_t fixbot_move_run = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_run, NULL};
+
+/*
+ raf
+ note to self
+ they could have a timer that will cause
+ the bot to explode on countdown
+*/
+mframe_t fixbot_frames_death1 [] =
+{
+ ai_move, 0, NULL
+};
+mmove_t fixbot_move_death1 = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_death1, fixbot_dead};
+
+//
+mframe_t fixbot_frames_backward [] =
+{
+ ai_move, 0, NULL
+};
+mmove_t fixbot_move_backward = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_backward, NULL};
+
+//
+mframe_t fixbot_frames_start_attack [] =
+{
+ ai_charge, 0, NULL
+};
+mmove_t fixbot_move_start_attack = {FRAME_freeze_01, FRAME_freeze_01, fixbot_frames_start_attack, fixbot_attack};
+
+/*
+ TBD:
+ need to get laser attack anim
+ attack with the laser blast
+*/
+mframe_t fixbot_frames_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -10, fixbot_fire_blaster
+};
+mmove_t fixbot_move_attack1 = {FRAME_shoot_01, FRAME_shoot_06, fixbot_frames_attack1, NULL};
+
+
+int check_telefrag (edict_t *self)
+{
+ vec3_t start = { 0, 0, 0 };
+ vec3_t forward, right, up;
+ trace_t tr;
+
+ AngleVectors (self->enemy->s.angles, forward, right, up);
+ VectorMA (start, 48, up, start);
+ tr = gi.trace (self->enemy->s.origin, self->enemy->mins, self->enemy->maxs, start, self, MASK_MONSTERSOLID);
+ if (tr.ent->takedamage)
+ {
+ tr.ent->health = -1000;
+ return (0);
+ }
+
+ return (1);
+}
+
+void fixbot_fire_laser (edict_t *self)
+{
+
+ vec3_t forward, right, up;
+ vec3_t tempang, start;
+ vec3_t dir, angles, end;
+ edict_t *ent;
+
+ // critter dun got blown up while bein' fixed
+ if (self->enemy->health <= self->enemy->gib_health)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+ return;
+ }
+
+ gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);
+
+ VectorCopy (self->s.origin, start);
+ VectorCopy (self->enemy->s.origin, end);
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, angles);
+
+ ent = G_Spawn ();
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (angles, tempang);
+ AngleVectors (tempang, forward, right, up);
+ VectorCopy (tempang, ent->s.angles);
+ VectorCopy (ent->s.origin, start);
+
+ VectorMA (start, 16, forward, start);
+
+ VectorCopy (start, ent->s.origin);
+ ent->enemy = self->enemy;
+ ent->owner = self;
+ ent->dmg = -1;
+ monster_dabeam (ent);
+
+ if (self->enemy->health > (self->enemy->mass/10))
+ {
+ // sorry guys but had to fix the problem this way
+ // if it doesn't do this then two creatures can share the same space
+ // and its real bad.
+ if (check_telefrag (self))
+ {
+ 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;
+ self->s.origin[2] += 1;
+
+ self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
+
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ self->monsterinfo.aiflags &= ~AI_MEDIC;
+
+ }
+ }
+ else
+ self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
+}
+
+mframe_t fixbot_frames_laserattack [] =
+{
+ ai_charge, 0, fixbot_fire_laser,
+ ai_charge, 0, fixbot_fire_laser,
+ ai_charge, 0, fixbot_fire_laser,
+ ai_charge, 0, fixbot_fire_laser,
+ ai_charge, 0, fixbot_fire_laser,
+ ai_charge, 0, fixbot_fire_laser
+};
+mmove_t fixbot_move_laserattack = {FRAME_shoot_01, FRAME_shoot_06, fixbot_frames_laserattack, NULL};
+
+
+/*
+ need to get forward translation data
+ for the charge attack
+*/
+mframe_t fixbot_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+ ai_charge, -10, NULL,
+
+ ai_charge, 0, fixbot_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+
+ ai_charge, 0, NULL
+};
+mmove_t fixbot_move_attack2 = {FRAME_charging_01, FRAME_charging_31, fixbot_frames_attack2, fixbot_run};
+
+void weldstate (edict_t *self)
+{
+ if (self->s.frame == FRAME_weldstart_10)
+ self->monsterinfo.currentmove = &fixbot_move_weld;
+ else if (self->s.frame == FRAME_weldmiddle_07)
+ {
+ if (self->goalentity->health < 0)
+ {
+ self->enemy->owner = NULL;
+ self->monsterinfo.currentmove = &fixbot_move_weld_end;
+ }
+ else
+ self->goalentity->health-=10;
+ }
+ else
+ {
+ self->goalentity = self->enemy = NULL;
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ }
+}
+
+void ai_move2 (edict_t *self, float dist)
+{
+ vec3_t v;
+
+ if (dist)
+ M_walkmove (self, self->s.angles[YAW], dist);
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw(v);
+ M_ChangeYaw (self);
+};
+
+mframe_t fixbot_frames_weld_start [] =
+{
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, NULL,
+ ai_move2, 0, weldstate
+};
+mmove_t fixbot_move_weld_start = {FRAME_weldstart_01, FRAME_weldstart_10, fixbot_frames_weld_start, NULL};
+
+mframe_t fixbot_frames_weld [] =
+{
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, fixbot_fire_welder,
+ ai_move2, 0, weldstate
+};
+mmove_t fixbot_move_weld = {FRAME_weldmiddle_01, FRAME_weldmiddle_07, fixbot_frames_weld, NULL};
+
+mframe_t fixbot_frames_weld_end [] =
+{
+ ai_move2, -2, NULL,
+ ai_move2, -2, NULL,
+ ai_move2, -2, NULL,
+ ai_move2, -2, NULL,
+ ai_move2, -2, NULL,
+ ai_move2, -2, NULL,
+ ai_move2, -2, weldstate
+};
+mmove_t fixbot_move_weld_end = {FRAME_weldend_01, FRAME_weldend_07, fixbot_frames_weld_end, NULL};
+
+
+void fixbot_fire_welder (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t end;
+ vec3_t dir;
+ vec3_t vec;
+ float r;
+
+ if (!self->enemy)
+ return;
+
+
+ vec[0]=24.0;
+ vec[1]=-0.8;
+ vec[2]=-10.0;
+
+ AngleVectors (self->s.angles, forward, right, up);
+ G_ProjectSource (self->s.origin, vec, forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+
+ VectorSubtract (end, start, dir);
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_WELDING_SPARKS);
+ gi.WriteByte (10);
+ gi.WritePosition (start);
+ gi.WriteDir (vec3_origin);
+ gi.WriteByte (0xe0 + (rand()&7));
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+
+ if (qrandom() > 0.8)
+ {
+ r = qrandom();
+
+ if (r < 0.33)
+ gi.sound (self, CHAN_VOICE, sound_weld1, 1, ATTN_IDLE, 0);
+ else if (r < 0.66)
+ gi.sound (self, CHAN_VOICE, sound_weld2, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_weld3, 1, ATTN_IDLE, 0);
+ }
+}
+
+void fixbot_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t end;
+ vec3_t dir;
+
+ if (!visible(self, self->enemy))
+ {
+ self->monsterinfo.currentmove = &fixbot_move_run;
+ }
+
+ AngleVectors (self->s.angles, forward, right, up);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_fixbot_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 15, 1000, MZ2_fixbot_BLASTER_1, EF_BLASTER);
+
+}
+
+void fixbot_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+}
+
+void fixbot_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ else
+ self->monsterinfo.currentmove = &fixbot_move_run;
+}
+
+void fixbot_walk (edict_t *self)
+{
+ vec3_t vec;
+ int len;
+
+ if (strcmp (self->goalentity->classname, "object_repair") == 0)
+ {
+ VectorSubtract (self->s.origin, self->goalentity->s.origin, vec);
+ len = VectorLength (vec);
+ if (len < 32)
+ {
+ self->monsterinfo.currentmove = &fixbot_move_weld_start;
+ return;
+ }
+ }
+ self->monsterinfo.currentmove = &fixbot_move_walk;
+}
+
+void fixbot_start_attack (edict_t *self)
+{
+ self->monsterinfo.currentmove = &fixbot_move_start_attack;
+}
+
+void fixbot_attack(edict_t *self)
+{
+ vec3_t vec;
+ int len;
+
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ if (!visible (self, self->goalentity))
+ return;
+ VectorSubtract (self->s.origin, self->enemy->s.origin, vec);
+ len = VectorLength(vec);
+ if (len > 128)
+ return;
+ else
+ self->monsterinfo.currentmove = &fixbot_move_laserattack;
+ }
+ else
+ self->monsterinfo.currentmove = &fixbot_move_attack2;
+
+}
+
+
+void fixbot_pain (edict_t *self, edict_t *, float, int damage)
+{
+// if (self->health < (self->max_health / 2))
+// self->s.skinnum = 1;
+ // gi.dprintf("pain\n");
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+
+ if (damage <= 10)
+ self->monsterinfo.currentmove = &fixbot_move_pain3;
+ else if (damage <= 25)
+ self->monsterinfo.currentmove = &fixbot_move_painb;
+ else
+ self->monsterinfo.currentmove = &fixbot_move_paina;
+}
+
+void fixbot_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void fixbot_die(edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ BecomeExplosion1(self);
+
+ // shards
+
+}
+
+/*QUAKED monster_fixbot (1 .5 0) (-32 -32 -24) (32 32 24) Ambush Trigger_Spawn Fixit Takeoff Landing
+*/
+void SP_monster_fixbot (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("flyer/flypain1.wav");
+ sound_die = gi.soundindex ("flyer/flydeth1.wav");
+
+ sound_weld1 = gi.soundindex ("misc/welder1.wav");
+ sound_weld2 = gi.soundindex ("misc/welder2.wav");
+ sound_weld3 = gi.soundindex ("misc/welder3.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/fixbot/tris.md2");
+
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 24);
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 150;
+ self->mass = 150;
+
+ self->pain = fixbot_pain;
+ self->die = fixbot_die;
+
+ self->monsterinfo.stand = fixbot_stand;
+ self->monsterinfo.walk = fixbot_walk;
+ self->monsterinfo.run = fixbot_run;
+ self->monsterinfo.attack = fixbot_attack;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &fixbot_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+
+}
+
+
--- /dev/null
+++ b/xatrix/m_fixbot.h
@@ -1,0 +1,218 @@
+// ./fixbot
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_charging_01 0
+#define FRAME_charging_02 1
+#define FRAME_charging_03 2
+#define FRAME_charging_04 3
+#define FRAME_charging_05 4
+#define FRAME_charging_06 5
+#define FRAME_charging_07 6
+#define FRAME_charging_08 7
+#define FRAME_charging_09 8
+#define FRAME_charging_10 9
+#define FRAME_charging_11 10
+#define FRAME_charging_12 11
+#define FRAME_charging_13 12
+#define FRAME_charging_14 13
+#define FRAME_charging_15 14
+#define FRAME_charging_16 15
+#define FRAME_charging_17 16
+#define FRAME_charging_18 17
+#define FRAME_charging_19 18
+#define FRAME_charging_20 19
+#define FRAME_charging_21 20
+#define FRAME_charging_22 21
+#define FRAME_charging_23 22
+#define FRAME_charging_24 23
+#define FRAME_charging_25 24
+#define FRAME_charging_26 25
+#define FRAME_charging_27 26
+#define FRAME_charging_28 27
+#define FRAME_charging_29 28
+#define FRAME_charging_30 29
+#define FRAME_charging_31 30
+#define FRAME_landing_01 31
+#define FRAME_landing_02 32
+#define FRAME_landing_03 33
+#define FRAME_landing_04 34
+#define FRAME_landing_05 35
+#define FRAME_landing_06 36
+#define FRAME_landing_07 37
+#define FRAME_landing_08 38
+#define FRAME_landing_09 39
+#define FRAME_landing_10 40
+#define FRAME_landing_11 41
+#define FRAME_landing_12 42
+#define FRAME_landing_13 43
+#define FRAME_landing_14 44
+#define FRAME_landing_15 45
+#define FRAME_landing_16 46
+#define FRAME_landing_17 47
+#define FRAME_landing_18 48
+#define FRAME_landing_19 49
+#define FRAME_landing_20 50
+#define FRAME_landing_21 51
+#define FRAME_landing_22 52
+#define FRAME_landing_23 53
+#define FRAME_landing_24 54
+#define FRAME_landing_25 55
+#define FRAME_landing_26 56
+#define FRAME_landing_27 57
+#define FRAME_landing_28 58
+#define FRAME_landing_29 59
+#define FRAME_landing_30 60
+#define FRAME_landing_31 61
+#define FRAME_landing_32 62
+#define FRAME_landing_33 63
+#define FRAME_landing_34 64
+#define FRAME_landing_35 65
+#define FRAME_landing_36 66
+#define FRAME_landing_37 67
+#define FRAME_landing_38 68
+#define FRAME_landing_39 69
+#define FRAME_landing_40 70
+#define FRAME_landing_41 71
+#define FRAME_landing_42 72
+#define FRAME_landing_43 73
+#define FRAME_landing_44 74
+#define FRAME_landing_45 75
+#define FRAME_landing_46 76
+#define FRAME_landing_47 77
+#define FRAME_landing_48 78
+#define FRAME_landing_49 79
+#define FRAME_landing_50 80
+#define FRAME_landing_51 81
+#define FRAME_landing_52 82
+#define FRAME_landing_53 83
+#define FRAME_landing_54 84
+#define FRAME_landing_55 85
+#define FRAME_landing_56 86
+#define FRAME_landing_57 87
+#define FRAME_landing_58 88
+#define FRAME_pushback_01 89
+#define FRAME_pushback_02 90
+#define FRAME_pushback_03 91
+#define FRAME_pushback_04 92
+#define FRAME_pushback_05 93
+#define FRAME_pushback_06 94
+#define FRAME_pushback_07 95
+#define FRAME_pushback_08 96
+#define FRAME_pushback_09 97
+#define FRAME_pushback_10 98
+#define FRAME_pushback_11 99
+#define FRAME_pushback_12 100
+#define FRAME_pushback_13 101
+#define FRAME_pushback_14 102
+#define FRAME_pushback_15 103
+#define FRAME_pushback_16 104
+#define FRAME_takeoff_01 105
+#define FRAME_takeoff_02 106
+#define FRAME_takeoff_03 107
+#define FRAME_takeoff_04 108
+#define FRAME_takeoff_05 109
+#define FRAME_takeoff_06 110
+#define FRAME_takeoff_07 111
+#define FRAME_takeoff_08 112
+#define FRAME_takeoff_09 113
+#define FRAME_takeoff_10 114
+#define FRAME_takeoff_11 115
+#define FRAME_takeoff_12 116
+#define FRAME_takeoff_13 117
+#define FRAME_takeoff_14 118
+#define FRAME_takeoff_15 119
+#define FRAME_takeoff_16 120
+#define FRAME_ambient_01 121
+#define FRAME_ambient_02 122
+#define FRAME_ambient_03 123
+#define FRAME_ambient_04 124
+#define FRAME_ambient_05 125
+#define FRAME_ambient_06 126
+#define FRAME_ambient_07 127
+#define FRAME_ambient_08 128
+#define FRAME_ambient_09 129
+#define FRAME_ambient_10 130
+#define FRAME_ambient_11 131
+#define FRAME_ambient_12 132
+#define FRAME_ambient_13 133
+#define FRAME_ambient_14 134
+#define FRAME_ambient_15 135
+#define FRAME_ambient_16 136
+#define FRAME_ambient_17 137
+#define FRAME_ambient_18 138
+#define FRAME_ambient_19 139
+#define FRAME_paina_01 140
+#define FRAME_paina_02 141
+#define FRAME_paina_03 142
+#define FRAME_paina_04 143
+#define FRAME_paina_05 144
+#define FRAME_paina_06 145
+#define FRAME_painb_01 146
+#define FRAME_painb_02 147
+#define FRAME_painb_03 148
+#define FRAME_painb_04 149
+#define FRAME_painb_05 150
+#define FRAME_painb_06 151
+#define FRAME_painb_07 152
+#define FRAME_painb_08 153
+#define FRAME_pickup_01 154
+#define FRAME_pickup_02 155
+#define FRAME_pickup_03 156
+#define FRAME_pickup_04 157
+#define FRAME_pickup_05 158
+#define FRAME_pickup_06 159
+#define FRAME_pickup_07 160
+#define FRAME_pickup_08 161
+#define FRAME_pickup_09 162
+#define FRAME_pickup_10 163
+#define FRAME_pickup_11 164
+#define FRAME_pickup_12 165
+#define FRAME_pickup_13 166
+#define FRAME_pickup_14 167
+#define FRAME_pickup_15 168
+#define FRAME_pickup_16 169
+#define FRAME_pickup_17 170
+#define FRAME_pickup_18 171
+#define FRAME_pickup_19 172
+#define FRAME_pickup_20 173
+#define FRAME_pickup_21 174
+#define FRAME_pickup_22 175
+#define FRAME_pickup_23 176
+#define FRAME_pickup_24 177
+#define FRAME_pickup_25 178
+#define FRAME_pickup_26 179
+#define FRAME_pickup_27 180
+#define FRAME_freeze_01 181
+#define FRAME_shoot_01 182
+#define FRAME_shoot_02 183
+#define FRAME_shoot_03 184
+#define FRAME_shoot_04 185
+#define FRAME_shoot_05 186
+#define FRAME_shoot_06 187
+#define FRAME_weldstart_01 188
+#define FRAME_weldstart_02 189
+#define FRAME_weldstart_03 190
+#define FRAME_weldstart_04 191
+#define FRAME_weldstart_05 192
+#define FRAME_weldstart_06 193
+#define FRAME_weldstart_07 194
+#define FRAME_weldstart_08 195
+#define FRAME_weldstart_09 196
+#define FRAME_weldstart_10 197
+#define FRAME_weldmiddle_01 198
+#define FRAME_weldmiddle_02 199
+#define FRAME_weldmiddle_03 200
+#define FRAME_weldmiddle_04 201
+#define FRAME_weldmiddle_05 202
+#define FRAME_weldmiddle_06 203
+#define FRAME_weldmiddle_07 204
+#define FRAME_weldend_01 205
+#define FRAME_weldend_02 206
+#define FRAME_weldend_03 207
+#define FRAME_weldend_04 208
+#define FRAME_weldend_05 209
+#define FRAME_weldend_06 210
+#define FRAME_weldend_07 211
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_flash.c
@@ -1,0 +1,471 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+// this file is included in both the game dll and quake2,
+// the game needs it to source shot locations, the client
+// needs it to position muzzle flashes
+vec3_t monster_flash_offset [] =
+{
+// flash 0 is not used
+ 0.0, 0.0, 0.0,
+
+// MZ2_TANK_BLASTER_1 1
+ 20.7, -18.5, 28.7,
+// MZ2_TANK_BLASTER_2 2
+ 16.6, -21.5, 30.1,
+// MZ2_TANK_BLASTER_3 3
+ 11.8, -23.9, 32.1,
+// MZ2_TANK_MACHINEGUN_1 4
+ 22.9, -0.7, 25.3,
+// MZ2_TANK_MACHINEGUN_2 5
+ 22.2, 6.2, 22.3,
+// MZ2_TANK_MACHINEGUN_3 6
+ 19.4, 13.1, 18.6,
+// MZ2_TANK_MACHINEGUN_4 7
+ 19.4, 18.8, 18.6,
+// MZ2_TANK_MACHINEGUN_5 8
+ 17.9, 25.0, 18.6,
+// MZ2_TANK_MACHINEGUN_6 9
+ 14.1, 30.5, 20.6,
+// MZ2_TANK_MACHINEGUN_7 10
+ 9.3, 35.3, 22.1,
+// MZ2_TANK_MACHINEGUN_8 11
+ 4.7, 38.4, 22.1,
+// MZ2_TANK_MACHINEGUN_9 12
+ -1.1, 40.4, 24.1,
+// MZ2_TANK_MACHINEGUN_10 13
+ -6.5, 41.2, 24.1,
+// MZ2_TANK_MACHINEGUN_11 14
+ 3.2, 40.1, 24.7,
+// MZ2_TANK_MACHINEGUN_12 15
+ 11.7, 36.7, 26.0,
+// MZ2_TANK_MACHINEGUN_13 16
+ 18.9, 31.3, 26.0,
+// MZ2_TANK_MACHINEGUN_14 17
+ 24.4, 24.4, 26.4,
+// MZ2_TANK_MACHINEGUN_15 18
+ 27.1, 17.1, 27.2,
+// MZ2_TANK_MACHINEGUN_16 19
+ 28.5, 9.1, 28.0,
+// MZ2_TANK_MACHINEGUN_17 20
+ 27.1, 2.2, 28.0,
+// MZ2_TANK_MACHINEGUN_18 21
+ 24.9, -2.8, 28.0,
+// MZ2_TANK_MACHINEGUN_19 22
+ 21.6, -7.0, 26.4,
+// MZ2_TANK_ROCKET_1 23
+ 6.2, 29.1, 49.1,
+// MZ2_TANK_ROCKET_2 24
+ 6.9, 23.8, 49.1,
+// MZ2_TANK_ROCKET_3 25
+ 8.3, 17.8, 49.5,
+
+// MZ2_INFANTRY_MACHINEGUN_1 26
+ 26.6, 7.1, 13.1,
+// MZ2_INFANTRY_MACHINEGUN_2 27
+ 18.2, 7.5, 15.4,
+// MZ2_INFANTRY_MACHINEGUN_3 28
+ 17.2, 10.3, 17.9,
+// MZ2_INFANTRY_MACHINEGUN_4 29
+ 17.0, 12.8, 20.1,
+// MZ2_INFANTRY_MACHINEGUN_5 30
+ 15.1, 14.1, 21.8,
+// MZ2_INFANTRY_MACHINEGUN_6 31
+ 11.8, 17.2, 23.1,
+// MZ2_INFANTRY_MACHINEGUN_7 32
+ 11.4, 20.2, 21.0,
+// MZ2_INFANTRY_MACHINEGUN_8 33
+ 9.0, 23.0, 18.9,
+// MZ2_INFANTRY_MACHINEGUN_9 34
+ 13.9, 18.6, 17.7,
+// MZ2_INFANTRY_MACHINEGUN_10 35
+ 15.4, 15.6, 15.8,
+// MZ2_INFANTRY_MACHINEGUN_11 36
+ 10.2, 15.2, 25.1,
+// MZ2_INFANTRY_MACHINEGUN_12 37
+ -1.9, 15.1, 28.2,
+// MZ2_INFANTRY_MACHINEGUN_13 38
+ -12.4, 13.0, 20.2,
+
+// MZ2_SOLDIER_BLASTER_1 39
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_2 40
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_1 41
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_2 42
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_1 43
+ 10.6 * 1.2, 7.7 * 1.2, 7.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_2 44
+ 21.1 * 1.2, 3.6 * 1.2, 19.0 * 1.2,
+
+// MZ2_GUNNER_MACHINEGUN_1 45
+ 30.1 * 1.15, 3.9 * 1.15, 19.6 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_2 46
+ 29.1 * 1.15, 2.5 * 1.15, 20.7 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_3 47
+ 28.2 * 1.15, 2.5 * 1.15, 22.2 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_4 48
+ 28.2 * 1.15, 3.6 * 1.15, 22.0 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_5 49
+ 26.9 * 1.15, 2.0 * 1.15, 23.4 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_6 50
+ 26.5 * 1.15, 0.6 * 1.15, 20.8 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_7 51
+ 26.9 * 1.15, 0.5 * 1.15, 21.5 * 1.15,
+// MZ2_GUNNER_MACHINEGUN_8 52
+ 29.0 * 1.15, 2.4 * 1.15, 19.5 * 1.15,
+// MZ2_GUNNER_GRENADE_1 53
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_2 54
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_3 55
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+// MZ2_GUNNER_GRENADE_4 56
+ 4.6 * 1.15, -16.8 * 1.15, 7.3 * 1.15,
+
+// MZ2_CHICK_ROCKET_1 57
+// -24.8, -9.0, 39.0,
+ 24.8, -9.0, 39.0, // PGM - this was incorrect in Q2
+
+// MZ2_FLYER_BLASTER_1 58
+ 12.1, 13.4, -14.5,
+// MZ2_FLYER_BLASTER_2 59
+ 12.1, -7.4, -14.5,
+
+// MZ2_MEDIC_BLASTER_1 60
+ 12.1, 5.4, 16.5,
+
+// MZ2_GLADIATOR_RAILGUN_1 61
+ 30.0, 18.0, 28.0,
+
+// MZ2_HOVER_BLASTER_1 62
+ 32.5, -0.8, 10.0,
+
+// MZ2_ACTOR_MACHINEGUN_1 63
+ 18.4, 7.4, 9.6,
+
+// MZ2_SUPERTANK_MACHINEGUN_1 64
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_2 65
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_3 66
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_4 67
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_5 68
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_MACHINEGUN_6 69
+ 30.0, 30.0, 88.5,
+// MZ2_SUPERTANK_ROCKET_1 70
+ 16.0, -22.5, 91.2,
+// MZ2_SUPERTANK_ROCKET_2 71
+ 16.0, -33.4, 86.7,
+// MZ2_SUPERTANK_ROCKET_3 72
+ 16.0, -42.8, 83.3,
+
+// --- Start Xian Stuff ---
+// MZ2_BOSS2_MACHINEGUN_L1 73
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L2 74
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L3 75
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L4 76
+ 32, -40, 70,
+// MZ2_BOSS2_MACHINEGUN_L5 77
+ 32, -40, 70,
+// --- End Xian Stuff
+
+// MZ2_BOSS2_ROCKET_1 78
+ 22.0, 16.0, 10.0,
+// MZ2_BOSS2_ROCKET_2 79
+ 22.0, 8.0, 10.0,
+// MZ2_BOSS2_ROCKET_3 80
+ 22.0, -8.0, 10.0,
+// MZ2_BOSS2_ROCKET_4 81
+ 22.0, -16.0, 10.0,
+
+// MZ2_FLOAT_BLASTER_1 82
+ 32.5, -0.8, 10,
+
+// MZ2_SOLDIER_BLASTER_3 83
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_3 84
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_3 85
+ 20.8 * 1.2, 10.1 * 1.2, -2.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_4 86
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_4 87
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_4 88
+ 7.6 * 1.2, 9.3 * 1.2, 0.8 * 1.2,
+// MZ2_SOLDIER_BLASTER_5 89
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_5 90
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_5 91
+ 30.5 * 1.2, 9.9 * 1.2, -18.7 * 1.2,
+// MZ2_SOLDIER_BLASTER_6 92
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_6 93
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_6 94
+ 27.6 * 1.2, 3.4 * 1.2, -10.4 * 1.2,
+// MZ2_SOLDIER_BLASTER_7 95
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_7 96
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_7 97
+ 28.9 * 1.2, 4.6 * 1.2, -8.1 * 1.2,
+// MZ2_SOLDIER_BLASTER_8 98
+// 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+ 31.5 * 1.2, 9.6 * 1.2, 10.1 * 1.2,
+// MZ2_SOLDIER_SHOTGUN_8 99
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+// MZ2_SOLDIER_MACHINEGUN_8 100
+ 34.5 * 1.2, 9.6 * 1.2, 6.1 * 1.2,
+
+// --- Xian shit below ---
+// MZ2_MAKRON_BFG 101
+ 17, -19.5, 62.9,
+// MZ2_MAKRON_BLASTER_1 102
+ -3.6, -24.1, 59.5,
+// MZ2_MAKRON_BLASTER_2 103
+ -1.6, -19.3, 59.5,
+// MZ2_MAKRON_BLASTER_3 104
+ -0.1, -14.4, 59.5,
+// MZ2_MAKRON_BLASTER_4 105
+ 2.0, -7.6, 59.5,
+// MZ2_MAKRON_BLASTER_5 106
+ 3.4, 1.3, 59.5,
+// MZ2_MAKRON_BLASTER_6 107
+ 3.7, 11.1, 59.5,
+// MZ2_MAKRON_BLASTER_7 108
+ -0.3, 22.3, 59.5,
+// MZ2_MAKRON_BLASTER_8 109
+ -6, 33, 59.5,
+// MZ2_MAKRON_BLASTER_9 110
+ -9.3, 36.4, 59.5,
+// MZ2_MAKRON_BLASTER_10 111
+ -7, 35, 59.5,
+// MZ2_MAKRON_BLASTER_11 112
+ -2.1, 29, 59.5,
+// MZ2_MAKRON_BLASTER_12 113
+ 3.9, 17.3, 59.5,
+// MZ2_MAKRON_BLASTER_13 114
+ 6.1, 5.8, 59.5,
+// MZ2_MAKRON_BLASTER_14 115
+ 5.9, -4.4, 59.5,
+// MZ2_MAKRON_BLASTER_15 116
+ 4.2, -14.1, 59.5,
+// MZ2_MAKRON_BLASTER_16 117
+ 2.4, -18.8, 59.5,
+// MZ2_MAKRON_BLASTER_17 118
+ -1.8, -25.5, 59.5,
+// MZ2_MAKRON_RAILGUN_1 119
+ -17.3, 7.8, 72.4,
+
+// MZ2_JORG_MACHINEGUN_L1 120
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L2 121
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L3 122
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L4 123
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L5 124
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_L6 125
+ 78.5, -47.1, 96,
+// MZ2_JORG_MACHINEGUN_R1 126
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R2 127
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R3 128
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R4 129
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R5 130
+ 78.5, 46.7, 96,
+// MZ2_JORG_MACHINEGUN_R6 131
+ 78.5, 46.7, 96,
+// MZ2_JORG_BFG_1 132
+ 6.3, -9, 111.2,
+
+// MZ2_BOSS2_MACHINEGUN_R1 73
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R2 74
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R3 75
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R4 76
+ 32, 40, 70,
+// MZ2_BOSS2_MACHINEGUN_R5 77
+ 32, 40, 70,
+
+// --- End Xian Shit ---
+
+// ROGUE
+// note that the above really ends at 137
+// carrier machineguns
+// MZ2_CARRIER_MACHINEGUN_L1
+ 56, -32, 32,
+// MZ2_CARRIER_MACHINEGUN_R1
+ 56, 32, 32,
+// MZ2_CARRIER_GRENADE
+ 42, 24, 50,
+// MZ2_TURRET_MACHINEGUN 141
+ 16, 0, 0,
+// MZ2_TURRET_ROCKET 142
+ 16, 0, 0,
+// MZ2_TURRET_BLASTER 143
+ 16, 0, 0,
+// MZ2_STALKER_BLASTER 144
+ 24, 0, 6,
+// MZ2_DAEDALUS_BLASTER 145
+ 32.5, -0.8, 10.0,
+// MZ2_MEDIC_BLASTER_2 146
+ 12.1, 5.4, 16.5,
+// MZ2_CARRIER_RAILGUN 147
+ 32, 0, 6,
+// MZ2_WIDOW_DISRUPTOR 148
+ 57.72, 14.50, 88.81,
+// MZ2_WIDOW_BLASTER 149
+ 56, 32, 32,
+// MZ2_WIDOW_RAIL 150
+ 62, -20, 84,
+// MZ2_WIDOW_PLASMABEAM 151 // PMM - not used!
+ 32, 0, 6,
+// MZ2_CARRIER_MACHINEGUN_L2 152
+ 61, -32, 12,
+// MZ2_CARRIER_MACHINEGUN_R2 153
+ 61, 32, 12,
+// MZ2_WIDOW_RAIL_LEFT 154
+ 17, -62, 91,
+// MZ2_WIDOW_RAIL_RIGHT 155
+ 68, 12, 86,
+// MZ2_WIDOW_BLASTER_SWEEP1 156 pmm - the sweeps need to be in sequential order
+ 47.5, 56, 89,
+// MZ2_WIDOW_BLASTER_SWEEP2 157
+ 54, 52, 91,
+// MZ2_WIDOW_BLASTER_SWEEP3 158
+ 58, 40, 91,
+// MZ2_WIDOW_BLASTER_SWEEP4 159
+ 68, 30, 88,
+// MZ2_WIDOW_BLASTER_SWEEP5 160
+ 74, 20, 88,
+// MZ2_WIDOW_BLASTER_SWEEP6 161
+ 73, 11, 87,
+// MZ2_WIDOW_BLASTER_SWEEP7 162
+ 73, 3, 87,
+// MZ2_WIDOW_BLASTER_SWEEP8 163
+ 70, -12, 87,
+// MZ2_WIDOW_BLASTER_SWEEP9 164
+ 67, -20, 90,
+// MZ2_WIDOW_BLASTER_100 165
+ -20, 76, 90,
+// MZ2_WIDOW_BLASTER_90 166
+ -8, 74, 90,
+// MZ2_WIDOW_BLASTER_80 167
+ 0, 72, 90,
+// MZ2_WIDOW_BLASTER_70 168 d06
+ 10, 71, 89,
+// MZ2_WIDOW_BLASTER_60 169 d07
+ 23, 70, 87,
+// MZ2_WIDOW_BLASTER_50 170 d08
+ 32, 64, 85,
+// MZ2_WIDOW_BLASTER_40 171
+ 40, 58, 84,
+// MZ2_WIDOW_BLASTER_30 172 d10
+ 48, 50, 83,
+// MZ2_WIDOW_BLASTER_20 173
+ 54, 42, 82,
+// MZ2_WIDOW_BLASTER_10 174 d12
+ 56, 34, 82,
+// MZ2_WIDOW_BLASTER_0 175
+ 58, 26, 82,
+// MZ2_WIDOW_BLASTER_10L 176 d14
+ 60, 16, 82,
+// MZ2_WIDOW_BLASTER_20L 177
+ 59, 6, 81,
+// MZ2_WIDOW_BLASTER_30L 178 d16
+ 58, -2, 80,
+// MZ2_WIDOW_BLASTER_40L 179
+ 57, -10, 79,
+// MZ2_WIDOW_BLASTER_50L 180 d18
+ 54, -18, 78,
+// MZ2_WIDOW_BLASTER_60L 181
+ 42, -32, 80,
+// MZ2_WIDOW_BLASTER_70L 182 d20
+ 36, -40, 78,
+// MZ2_WIDOW_RUN_1 183
+ 68.4, 10.88, 82.08,
+// MZ2_WIDOW_RUN_2 184
+ 68.51, 8.64, 85.14,
+// MZ2_WIDOW_RUN_3 185
+ 68.66, 6.38, 88.78,
+// MZ2_WIDOW_RUN_4 186
+ 68.73, 5.1, 84.47,
+// MZ2_WIDOW_RUN_5 187
+ 68.82, 4.79, 80.52,
+// MZ2_WIDOW_RUN_6 188
+ 68.77, 6.11, 85.37,
+// MZ2_WIDOW_RUN_7 189
+ 68.67, 7.99, 90.24,
+// MZ2_WIDOW_RUN_8 190
+ 68.55, 9.54, 87.36,
+// MZ2_CARRIER_ROCKET_1 191
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_2 192
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_3 193
+ 0, 0, -5,
+// MZ2_CARRIER_ROCKET_4 194
+ 0, 0, -5,
+// MZ2_WIDOW2_BEAMER_1 195
+// 72.13, -17.63, 93.77,
+ 69.00, -17.63, 93.77,
+// MZ2_WIDOW2_BEAMER_2 196
+// 71.46, -17.08, 89.82,
+ 69.00, -17.08, 89.82,
+// MZ2_WIDOW2_BEAMER_3 197
+// 71.47, -18.40, 90.70,
+ 69.00, -18.40, 90.70,
+// MZ2_WIDOW2_BEAMER_4 198
+// 71.96, -18.34, 94.32,
+ 69.00, -18.34, 94.32,
+// MZ2_WIDOW2_BEAMER_5 199
+// 72.25, -18.30, 97.98,
+ 69.00, -18.30, 97.98,
+// MZ2_WIDOW2_BEAM_SWEEP_1 200
+ 45.04, -59.02, 92.24,
+// MZ2_WIDOW2_BEAM_SWEEP_2 201
+ 50.68, -54.70, 91.96,
+// MZ2_WIDOW2_BEAM_SWEEP_3 202
+ 56.57, -47.72, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_4 203
+ 61.75, -38.75, 91.38,
+// MZ2_WIDOW2_BEAM_SWEEP_5 204
+ 65.55, -28.76, 91.24,
+// MZ2_WIDOW2_BEAM_SWEEP_6 205
+ 67.79, -18.90, 91.22,
+// MZ2_WIDOW2_BEAM_SWEEP_7 206
+ 68.60, -9.52, 91.23,
+// MZ2_WIDOW2_BEAM_SWEEP_8 207
+ 68.08, 0.18, 91.32,
+// MZ2_WIDOW2_BEAM_SWEEP_9 208
+ 66.14, 9.79, 91.44,
+// MZ2_WIDOW2_BEAM_SWEEP_10 209
+ 62.77, 18.91, 91.65,
+// MZ2_WIDOW2_BEAM_SWEEP_11 210
+ 58.29, 27.11, 92.00,
+
+// end of table
+ 0.0, 0.0, 0.0
+};
--- /dev/null
+++ b/xatrix/m_flipper.c
@@ -1,0 +1,380 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_flipper.h"
+
+
+static int sound_chomp;
+static int sound_attack;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_death;
+static int sound_idle;
+static int sound_search;
+static int sound_sight;
+
+
+void flipper_stand (edict_t *self);
+
+mframe_t flipper_frames_stand [] =
+{
+ ai_stand, 0, NULL
+};
+
+mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL};
+
+void flipper_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_stand;
+}
+
+#define FLIPPER_RUN_SPEED 24
+
+mframe_t flipper_frames_run [] =
+{
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 6
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 10
+
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL, // 20
+
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL,
+ ai_run, FLIPPER_RUN_SPEED, NULL // 29
+};
+mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL};
+
+void flipper_run_loop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_run_loop;
+}
+
+mframe_t flipper_frames_run_start [] =
+{
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL
+};
+mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop};
+
+void flipper_run (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_run_start;
+}
+
+/* Standard Swimming */
+mframe_t flipper_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL};
+
+void flipper_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_walk;
+}
+
+mframe_t flipper_frames_start_run [] =
+{
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, NULL,
+ ai_run, 8, flipper_run
+};
+mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL};
+
+void flipper_start_run (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_start_run;
+}
+
+mframe_t flipper_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run};
+
+mframe_t flipper_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run};
+
+void flipper_bite (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ fire_hit (self, aim, 5, 0);
+}
+
+void flipper_preattack (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
+}
+
+mframe_t flipper_frames_attack [] =
+{
+ ai_charge, 0, flipper_preattack,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flipper_bite,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flipper_bite,
+ ai_charge, 0, NULL
+};
+mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run};
+
+void flipper_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &flipper_move_attack;
+}
+
+void flipper_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = (rand() + 1) % 2;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flipper_move_pain1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flipper_move_pain2;
+ }
+}
+
+void flipper_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t flipper_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead};
+
+void flipper_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void flipper_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &flipper_move_death;
+}
+
+/*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_flipper (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("flipper/flppain1.wav");
+ sound_pain2 = gi.soundindex ("flipper/flppain2.wav");
+ sound_death = gi.soundindex ("flipper/flpdeth1.wav");
+ sound_chomp = gi.soundindex ("flipper/flpatck1.wav");
+ sound_attack = gi.soundindex ("flipper/flpatck2.wav");
+ sound_idle = gi.soundindex ("flipper/flpidle1.wav");
+ sound_search = gi.soundindex ("flipper/flpsrch1.wav");
+ sound_sight = gi.soundindex ("flipper/flpsght1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2");
+ VectorSet (self->mins, -16, -16, 0);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 50;
+ self->gib_health = -30;
+ self->mass = 100;
+
+ self->pain = flipper_pain;
+ self->die = flipper_die;
+
+ self->monsterinfo.stand = flipper_stand;
+ self->monsterinfo.walk = flipper_walk;
+ self->monsterinfo.run = flipper_start_run;
+ self->monsterinfo.melee = flipper_melee;
+ self->monsterinfo.sight = flipper_sight;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &flipper_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ swimmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_flipper.h
@@ -1,0 +1,166 @@
+// G:\quake2\baseq2\models/monsters/flipper
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_flpbit01 0
+#define FRAME_flpbit02 1
+#define FRAME_flpbit03 2
+#define FRAME_flpbit04 3
+#define FRAME_flpbit05 4
+#define FRAME_flpbit06 5
+#define FRAME_flpbit07 6
+#define FRAME_flpbit08 7
+#define FRAME_flpbit09 8
+#define FRAME_flpbit10 9
+#define FRAME_flpbit11 10
+#define FRAME_flpbit12 11
+#define FRAME_flpbit13 12
+#define FRAME_flpbit14 13
+#define FRAME_flpbit15 14
+#define FRAME_flpbit16 15
+#define FRAME_flpbit17 16
+#define FRAME_flpbit18 17
+#define FRAME_flpbit19 18
+#define FRAME_flpbit20 19
+#define FRAME_flptal01 20
+#define FRAME_flptal02 21
+#define FRAME_flptal03 22
+#define FRAME_flptal04 23
+#define FRAME_flptal05 24
+#define FRAME_flptal06 25
+#define FRAME_flptal07 26
+#define FRAME_flptal08 27
+#define FRAME_flptal09 28
+#define FRAME_flptal10 29
+#define FRAME_flptal11 30
+#define FRAME_flptal12 31
+#define FRAME_flptal13 32
+#define FRAME_flptal14 33
+#define FRAME_flptal15 34
+#define FRAME_flptal16 35
+#define FRAME_flptal17 36
+#define FRAME_flptal18 37
+#define FRAME_flptal19 38
+#define FRAME_flptal20 39
+#define FRAME_flptal21 40
+#define FRAME_flphor01 41
+#define FRAME_flphor02 42
+#define FRAME_flphor03 43
+#define FRAME_flphor04 44
+#define FRAME_flphor05 45
+#define FRAME_flphor06 46
+#define FRAME_flphor07 47
+#define FRAME_flphor08 48
+#define FRAME_flphor09 49
+#define FRAME_flphor10 50
+#define FRAME_flphor11 51
+#define FRAME_flphor12 52
+#define FRAME_flphor13 53
+#define FRAME_flphor14 54
+#define FRAME_flphor15 55
+#define FRAME_flphor16 56
+#define FRAME_flphor17 57
+#define FRAME_flphor18 58
+#define FRAME_flphor19 59
+#define FRAME_flphor20 60
+#define FRAME_flphor21 61
+#define FRAME_flphor22 62
+#define FRAME_flphor23 63
+#define FRAME_flphor24 64
+#define FRAME_flpver01 65
+#define FRAME_flpver02 66
+#define FRAME_flpver03 67
+#define FRAME_flpver04 68
+#define FRAME_flpver05 69
+#define FRAME_flpver06 70
+#define FRAME_flpver07 71
+#define FRAME_flpver08 72
+#define FRAME_flpver09 73
+#define FRAME_flpver10 74
+#define FRAME_flpver11 75
+#define FRAME_flpver12 76
+#define FRAME_flpver13 77
+#define FRAME_flpver14 78
+#define FRAME_flpver15 79
+#define FRAME_flpver16 80
+#define FRAME_flpver17 81
+#define FRAME_flpver18 82
+#define FRAME_flpver19 83
+#define FRAME_flpver20 84
+#define FRAME_flpver21 85
+#define FRAME_flpver22 86
+#define FRAME_flpver23 87
+#define FRAME_flpver24 88
+#define FRAME_flpver25 89
+#define FRAME_flpver26 90
+#define FRAME_flpver27 91
+#define FRAME_flpver28 92
+#define FRAME_flpver29 93
+#define FRAME_flppn101 94
+#define FRAME_flppn102 95
+#define FRAME_flppn103 96
+#define FRAME_flppn104 97
+#define FRAME_flppn105 98
+#define FRAME_flppn201 99
+#define FRAME_flppn202 100
+#define FRAME_flppn203 101
+#define FRAME_flppn204 102
+#define FRAME_flppn205 103
+#define FRAME_flpdth01 104
+#define FRAME_flpdth02 105
+#define FRAME_flpdth03 106
+#define FRAME_flpdth04 107
+#define FRAME_flpdth05 108
+#define FRAME_flpdth06 109
+#define FRAME_flpdth07 110
+#define FRAME_flpdth08 111
+#define FRAME_flpdth09 112
+#define FRAME_flpdth10 113
+#define FRAME_flpdth11 114
+#define FRAME_flpdth12 115
+#define FRAME_flpdth13 116
+#define FRAME_flpdth14 117
+#define FRAME_flpdth15 118
+#define FRAME_flpdth16 119
+#define FRAME_flpdth17 120
+#define FRAME_flpdth18 121
+#define FRAME_flpdth19 122
+#define FRAME_flpdth20 123
+#define FRAME_flpdth21 124
+#define FRAME_flpdth22 125
+#define FRAME_flpdth23 126
+#define FRAME_flpdth24 127
+#define FRAME_flpdth25 128
+#define FRAME_flpdth26 129
+#define FRAME_flpdth27 130
+#define FRAME_flpdth28 131
+#define FRAME_flpdth29 132
+#define FRAME_flpdth30 133
+#define FRAME_flpdth31 134
+#define FRAME_flpdth32 135
+#define FRAME_flpdth33 136
+#define FRAME_flpdth34 137
+#define FRAME_flpdth35 138
+#define FRAME_flpdth36 139
+#define FRAME_flpdth37 140
+#define FRAME_flpdth38 141
+#define FRAME_flpdth39 142
+#define FRAME_flpdth40 143
+#define FRAME_flpdth41 144
+#define FRAME_flpdth42 145
+#define FRAME_flpdth43 146
+#define FRAME_flpdth44 147
+#define FRAME_flpdth45 148
+#define FRAME_flpdth46 149
+#define FRAME_flpdth47 150
+#define FRAME_flpdth48 151
+#define FRAME_flpdth49 152
+#define FRAME_flpdth50 153
+#define FRAME_flpdth51 154
+#define FRAME_flpdth52 155
+#define FRAME_flpdth53 156
+#define FRAME_flpdth54 157
+#define FRAME_flpdth55 158
+#define FRAME_flpdth56 159
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_float.c
@@ -1,0 +1,640 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_float.h"
+
+
+static int sound_attack2;
+static int sound_attack3;
+static int sound_death1;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+
+
+void floater_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void floater_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//void floater_stand1 (edict_t *self);
+void floater_dead (edict_t *self);
+void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void floater_run (edict_t *self);
+void floater_wham (edict_t *self);
+void floater_zap (edict_t *self);
+
+
+void floater_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
+}
+
+
+mframe_t floater_frames_stand1 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
+
+mframe_t floater_frames_stand2 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
+
+void floater_stand (edict_t *self)
+{
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_stand2;
+}
+
+mframe_t floater_frames_activate [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
+
+mframe_t floater_frames_attack1 [] =
+{
+ ai_charge, 0, NULL, // Blaster attack
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, floater_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL // -- LOOP Ends
+};
+mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
+
+mframe_t floater_frames_attack2 [] =
+{
+ ai_charge, 0, NULL, // Claws
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_wham, // WHAM (0, -45, 29.6) -- LOOP Starts
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // -- LOOP Ends
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
+
+mframe_t floater_frames_attack3 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, floater_zap, // -- LOOP Starts
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // -- LOOP Ends
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
+
+mframe_t floater_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
+
+mframe_t floater_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
+
+mframe_t floater_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
+
+mframe_t floater_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
+
+mframe_t floater_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
+
+mframe_t floater_frames_run [] =
+{
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL,
+ ai_run, 13, NULL
+};
+mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
+
+void floater_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_run;
+}
+
+void floater_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &floater_move_walk;
+}
+
+void floater_wham (edict_t *self)
+{
+ static vec3_t aim = {MELEE_DISTANCE, 0, 0};
+ gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
+ fire_hit (self, aim, 5 + rand() % 6, -50);
+}
+
+void floater_zap (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t origin;
+ vec3_t dir;
+ vec3_t offset;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ //FIXME use a flash and replace these two lines with the commented one
+ VectorSet (offset, 18.5, -0.9, 10);
+ G_ProjectSource (self->s.origin, offset, forward, right, origin);
+// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
+
+ gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
+
+ //FIXME use the flash, Luke
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_SPLASH);
+ gi.WriteByte (32);
+ gi.WritePosition (origin);
+ gi.WriteDir (dir);
+ gi.WriteByte (1); //sparks
+ gi.multicast (origin, MULTICAST_PVS);
+
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
+}
+
+void floater_attack(edict_t *self)
+{
+ self->monsterinfo.currentmove = &floater_move_attack1;
+}
+
+
+void floater_melee(edict_t *self)
+{
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &floater_move_attack3;
+ else
+ self->monsterinfo.currentmove = &floater_move_attack2;
+}
+
+
+void floater_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = (rand() + 1) % 3;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &floater_move_pain1;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &floater_move_pain2;
+ }
+}
+
+void floater_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+void floater_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ BecomeExplosion1(self);
+}
+
+/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_floater (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
+ sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
+ sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
+ sound_idle = gi.soundindex ("floater/fltidle1.wav");
+ sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
+ sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
+ sound_sight = gi.soundindex ("floater/fltsght1.wav");
+
+ gi.soundindex ("floater/fltatck1.wav");
+
+ self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+ self->health = 200;
+ self->gib_health = -80;
+ self->mass = 300;
+
+ self->pain = floater_pain;
+ self->die = floater_die;
+
+ self->monsterinfo.stand = floater_stand;
+ self->monsterinfo.walk = floater_walk;
+ self->monsterinfo.run = floater_run;
+// self->monsterinfo.dodge = floater_dodge;
+ self->monsterinfo.attack = floater_attack;
+ self->monsterinfo.melee = floater_melee;
+ self->monsterinfo.sight = floater_sight;
+ self->monsterinfo.idle = floater_idle;
+
+ gi.linkentity (self);
+
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_stand2;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_float.h
@@ -1,0 +1,254 @@
+// G:\quake2\baseq2\models/monsters/float
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_actvat01 0
+#define FRAME_actvat02 1
+#define FRAME_actvat03 2
+#define FRAME_actvat04 3
+#define FRAME_actvat05 4
+#define FRAME_actvat06 5
+#define FRAME_actvat07 6
+#define FRAME_actvat08 7
+#define FRAME_actvat09 8
+#define FRAME_actvat10 9
+#define FRAME_actvat11 10
+#define FRAME_actvat12 11
+#define FRAME_actvat13 12
+#define FRAME_actvat14 13
+#define FRAME_actvat15 14
+#define FRAME_actvat16 15
+#define FRAME_actvat17 16
+#define FRAME_actvat18 17
+#define FRAME_actvat19 18
+#define FRAME_actvat20 19
+#define FRAME_actvat21 20
+#define FRAME_actvat22 21
+#define FRAME_actvat23 22
+#define FRAME_actvat24 23
+#define FRAME_actvat25 24
+#define FRAME_actvat26 25
+#define FRAME_actvat27 26
+#define FRAME_actvat28 27
+#define FRAME_actvat29 28
+#define FRAME_actvat30 29
+#define FRAME_actvat31 30
+#define FRAME_attak101 31
+#define FRAME_attak102 32
+#define FRAME_attak103 33
+#define FRAME_attak104 34
+#define FRAME_attak105 35
+#define FRAME_attak106 36
+#define FRAME_attak107 37
+#define FRAME_attak108 38
+#define FRAME_attak109 39
+#define FRAME_attak110 40
+#define FRAME_attak111 41
+#define FRAME_attak112 42
+#define FRAME_attak113 43
+#define FRAME_attak114 44
+#define FRAME_attak201 45
+#define FRAME_attak202 46
+#define FRAME_attak203 47
+#define FRAME_attak204 48
+#define FRAME_attak205 49
+#define FRAME_attak206 50
+#define FRAME_attak207 51
+#define FRAME_attak208 52
+#define FRAME_attak209 53
+#define FRAME_attak210 54
+#define FRAME_attak211 55
+#define FRAME_attak212 56
+#define FRAME_attak213 57
+#define FRAME_attak214 58
+#define FRAME_attak215 59
+#define FRAME_attak216 60
+#define FRAME_attak217 61
+#define FRAME_attak218 62
+#define FRAME_attak219 63
+#define FRAME_attak220 64
+#define FRAME_attak221 65
+#define FRAME_attak222 66
+#define FRAME_attak223 67
+#define FRAME_attak224 68
+#define FRAME_attak225 69
+#define FRAME_attak301 70
+#define FRAME_attak302 71
+#define FRAME_attak303 72
+#define FRAME_attak304 73
+#define FRAME_attak305 74
+#define FRAME_attak306 75
+#define FRAME_attak307 76
+#define FRAME_attak308 77
+#define FRAME_attak309 78
+#define FRAME_attak310 79
+#define FRAME_attak311 80
+#define FRAME_attak312 81
+#define FRAME_attak313 82
+#define FRAME_attak314 83
+#define FRAME_attak315 84
+#define FRAME_attak316 85
+#define FRAME_attak317 86
+#define FRAME_attak318 87
+#define FRAME_attak319 88
+#define FRAME_attak320 89
+#define FRAME_attak321 90
+#define FRAME_attak322 91
+#define FRAME_attak323 92
+#define FRAME_attak324 93
+#define FRAME_attak325 94
+#define FRAME_attak326 95
+#define FRAME_attak327 96
+#define FRAME_attak328 97
+#define FRAME_attak329 98
+#define FRAME_attak330 99
+#define FRAME_attak331 100
+#define FRAME_attak332 101
+#define FRAME_attak333 102
+#define FRAME_attak334 103
+#define FRAME_death01 104
+#define FRAME_death02 105
+#define FRAME_death03 106
+#define FRAME_death04 107
+#define FRAME_death05 108
+#define FRAME_death06 109
+#define FRAME_death07 110
+#define FRAME_death08 111
+#define FRAME_death09 112
+#define FRAME_death10 113
+#define FRAME_death11 114
+#define FRAME_death12 115
+#define FRAME_death13 116
+#define FRAME_pain101 117
+#define FRAME_pain102 118
+#define FRAME_pain103 119
+#define FRAME_pain104 120
+#define FRAME_pain105 121
+#define FRAME_pain106 122
+#define FRAME_pain107 123
+#define FRAME_pain201 124
+#define FRAME_pain202 125
+#define FRAME_pain203 126
+#define FRAME_pain204 127
+#define FRAME_pain205 128
+#define FRAME_pain206 129
+#define FRAME_pain207 130
+#define FRAME_pain208 131
+#define FRAME_pain301 132
+#define FRAME_pain302 133
+#define FRAME_pain303 134
+#define FRAME_pain304 135
+#define FRAME_pain305 136
+#define FRAME_pain306 137
+#define FRAME_pain307 138
+#define FRAME_pain308 139
+#define FRAME_pain309 140
+#define FRAME_pain310 141
+#define FRAME_pain311 142
+#define FRAME_pain312 143
+#define FRAME_stand101 144
+#define FRAME_stand102 145
+#define FRAME_stand103 146
+#define FRAME_stand104 147
+#define FRAME_stand105 148
+#define FRAME_stand106 149
+#define FRAME_stand107 150
+#define FRAME_stand108 151
+#define FRAME_stand109 152
+#define FRAME_stand110 153
+#define FRAME_stand111 154
+#define FRAME_stand112 155
+#define FRAME_stand113 156
+#define FRAME_stand114 157
+#define FRAME_stand115 158
+#define FRAME_stand116 159
+#define FRAME_stand117 160
+#define FRAME_stand118 161
+#define FRAME_stand119 162
+#define FRAME_stand120 163
+#define FRAME_stand121 164
+#define FRAME_stand122 165
+#define FRAME_stand123 166
+#define FRAME_stand124 167
+#define FRAME_stand125 168
+#define FRAME_stand126 169
+#define FRAME_stand127 170
+#define FRAME_stand128 171
+#define FRAME_stand129 172
+#define FRAME_stand130 173
+#define FRAME_stand131 174
+#define FRAME_stand132 175
+#define FRAME_stand133 176
+#define FRAME_stand134 177
+#define FRAME_stand135 178
+#define FRAME_stand136 179
+#define FRAME_stand137 180
+#define FRAME_stand138 181
+#define FRAME_stand139 182
+#define FRAME_stand140 183
+#define FRAME_stand141 184
+#define FRAME_stand142 185
+#define FRAME_stand143 186
+#define FRAME_stand144 187
+#define FRAME_stand145 188
+#define FRAME_stand146 189
+#define FRAME_stand147 190
+#define FRAME_stand148 191
+#define FRAME_stand149 192
+#define FRAME_stand150 193
+#define FRAME_stand151 194
+#define FRAME_stand152 195
+#define FRAME_stand201 196
+#define FRAME_stand202 197
+#define FRAME_stand203 198
+#define FRAME_stand204 199
+#define FRAME_stand205 200
+#define FRAME_stand206 201
+#define FRAME_stand207 202
+#define FRAME_stand208 203
+#define FRAME_stand209 204
+#define FRAME_stand210 205
+#define FRAME_stand211 206
+#define FRAME_stand212 207
+#define FRAME_stand213 208
+#define FRAME_stand214 209
+#define FRAME_stand215 210
+#define FRAME_stand216 211
+#define FRAME_stand217 212
+#define FRAME_stand218 213
+#define FRAME_stand219 214
+#define FRAME_stand220 215
+#define FRAME_stand221 216
+#define FRAME_stand222 217
+#define FRAME_stand223 218
+#define FRAME_stand224 219
+#define FRAME_stand225 220
+#define FRAME_stand226 221
+#define FRAME_stand227 222
+#define FRAME_stand228 223
+#define FRAME_stand229 224
+#define FRAME_stand230 225
+#define FRAME_stand231 226
+#define FRAME_stand232 227
+#define FRAME_stand233 228
+#define FRAME_stand234 229
+#define FRAME_stand235 230
+#define FRAME_stand236 231
+#define FRAME_stand237 232
+#define FRAME_stand238 233
+#define FRAME_stand239 234
+#define FRAME_stand240 235
+#define FRAME_stand241 236
+#define FRAME_stand242 237
+#define FRAME_stand243 238
+#define FRAME_stand244 239
+#define FRAME_stand245 240
+#define FRAME_stand246 241
+#define FRAME_stand247 242
+#define FRAME_stand248 243
+#define FRAME_stand249 244
+#define FRAME_stand250 245
+#define FRAME_stand251 246
+#define FRAME_stand252 247
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_flyer.c
@@ -1,0 +1,603 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_flyer.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+static int nextmove; // Used for start/stop frames
+
+static int sound_sight;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_slash;
+static int sound_sproing;
+static int sound_die;
+
+
+void flyer_check_melee(edict_t *self);
+void flyer_loop_melee (edict_t *self);
+void flyer_melee (edict_t *self);
+void flyer_setstart (edict_t *self);
+void flyer_stand (edict_t *self);
+void flyer_nextmove (edict_t *self);
+
+
+void flyer_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void flyer_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void flyer_pop_blades (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_sproing, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t flyer_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t flyer_move_stand = {FRAME_stand01, FRAME_stand45, flyer_frames_stand, NULL};
+
+
+mframe_t flyer_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t flyer_move_walk = {FRAME_stand01, FRAME_stand45, flyer_frames_walk, NULL};
+
+mframe_t flyer_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL
+};
+mmove_t flyer_move_run = {FRAME_stand01, FRAME_stand45, flyer_frames_run, NULL};
+
+void flyer_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &flyer_move_stand;
+ else
+ self->monsterinfo.currentmove = &flyer_move_run;
+}
+
+void flyer_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_walk;
+}
+
+void flyer_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_stand;
+}
+
+mframe_t flyer_frames_start [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, flyer_nextmove
+};
+mmove_t flyer_move_start = {FRAME_start01, FRAME_start06, flyer_frames_start, NULL};
+
+mframe_t flyer_frames_stop [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, flyer_nextmove
+};
+mmove_t flyer_move_stop = {FRAME_stop01, FRAME_stop07, flyer_frames_stop, NULL};
+
+void flyer_stop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_stop;
+}
+
+void flyer_start (edict_t *self)
+{
+ self->monsterinfo.currentmove = &flyer_move_start;
+}
+
+
+mframe_t flyer_frames_rollright [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_rollright = {FRAME_rollr01, FRAME_rollr09, flyer_frames_rollright, NULL};
+
+mframe_t flyer_frames_rollleft [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_rollleft = {FRAME_rollf01, FRAME_rollf09, flyer_frames_rollleft, NULL};
+
+mframe_t flyer_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain3 = {FRAME_pain301, FRAME_pain304, flyer_frames_pain3, flyer_run};
+
+mframe_t flyer_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain2 = {FRAME_pain201, FRAME_pain204, flyer_frames_pain2, flyer_run};
+
+mframe_t flyer_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_pain1 = {FRAME_pain101, FRAME_pain109, flyer_frames_pain1, flyer_run};
+
+mframe_t flyer_frames_defense [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // Hold this frame
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_defense = {FRAME_defens01, FRAME_defens06, flyer_frames_defense, NULL};
+
+mframe_t flyer_frames_bankright [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_bankright = {FRAME_bankr01, FRAME_bankr07, flyer_frames_bankright, NULL};
+
+mframe_t flyer_frames_bankleft [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t flyer_move_bankleft = {FRAME_bankl01, FRAME_bankl07, flyer_frames_bankleft, NULL};
+
+
+void flyer_fire (edict_t *self, int flash_number)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if ((self->s.frame == FRAME_attak204) || (self->s.frame == FRAME_attak207) || (self->s.frame == FRAME_attak210))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, flash_number, effect);
+}
+
+void flyer_fireleft (edict_t *self)
+{
+ flyer_fire (self, MZ2_FLYER_BLASTER_1);
+}
+
+void flyer_fireright (edict_t *self)
+{
+ flyer_fire (self, MZ2_FLYER_BLASTER_2);
+}
+
+
+mframe_t flyer_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, -10, flyer_fireleft, // left gun
+ ai_charge, -10, flyer_fireright, // right gun
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_attack2 = {FRAME_attak201, FRAME_attak217, flyer_frames_attack2, flyer_run};
+
+
+void flyer_slash_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 0);
+ fire_hit (self, aim, 5, 0);
+ gi.sound (self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
+}
+
+void flyer_slash_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 0);
+ fire_hit (self, aim, 5, 0);
+ gi.sound (self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
+}
+
+mframe_t flyer_frames_start_melee [] =
+{
+ ai_charge, 0, flyer_pop_blades,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_start_melee = {FRAME_attak101, FRAME_attak106, flyer_frames_start_melee, flyer_loop_melee};
+
+mframe_t flyer_frames_end_melee [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t flyer_move_end_melee = {FRAME_attak119, FRAME_attak121, flyer_frames_end_melee, flyer_run};
+
+
+mframe_t flyer_frames_loop_melee [] =
+{
+ ai_charge, 0, NULL, // Loop Start
+ ai_charge, 0, NULL,
+ ai_charge, 0, flyer_slash_left, // Left Wing Strike
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, flyer_slash_right, // Right Wing Strike
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL // Loop Ends
+
+};
+mmove_t flyer_move_loop_melee = {FRAME_attak107, FRAME_attak118, flyer_frames_loop_melee, flyer_check_melee};
+
+void flyer_loop_melee (edict_t *self)
+{
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ self->monsterinfo.currentmove = &flyer_move_loop_melee;
+}
+
+
+
+void flyer_attack (edict_t *self)
+{
+/* if (random() <= 0.5)
+ self->monsterinfo.currentmove = &flyer_move_attack1;
+ else */
+ self->monsterinfo.currentmove = &flyer_move_attack2;
+}
+
+void flyer_setstart (edict_t *self)
+{
+ nextmove = ACTION_run;
+ self->monsterinfo.currentmove = &flyer_move_start;
+}
+
+void flyer_nextmove (edict_t *self)
+{
+ if (nextmove == ACTION_attack1)
+ self->monsterinfo.currentmove = &flyer_move_start_melee;
+ else if (nextmove == ACTION_attack2)
+ self->monsterinfo.currentmove = &flyer_move_attack2;
+ else if (nextmove == ACTION_run)
+ self->monsterinfo.currentmove = &flyer_move_run;
+}
+
+void flyer_melee (edict_t *self)
+{
+// flyer.nextmove = ACTION_attack1;
+// self->monsterinfo.currentmove = &flyer_move_stop;
+ self->monsterinfo.currentmove = &flyer_move_start_melee;
+}
+
+void flyer_check_melee(edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ if (qrandom() <= 0.8)
+ self->monsterinfo.currentmove = &flyer_move_loop_melee;
+ else
+ self->monsterinfo.currentmove = &flyer_move_end_melee;
+ else
+ self->monsterinfo.currentmove = &flyer_move_end_melee;
+}
+
+void flyer_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = rand() % 3;
+ if (n == 0)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain1;
+ }
+ else if (n == 1)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &flyer_move_pain3;
+ }
+}
+
+
+void flyer_die(edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ BecomeExplosion1(self);
+}
+
+
+/*QUAKED monster_flyer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_flyer (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // fix a map bug in jail5.bsp
+ if (!cistrcmp(level.mapname, "jail5") && (self->s.origin[2] == -104))
+ {
+ self->targetname = self->target;
+ self->target = NULL;
+ }
+
+ sound_sight = gi.soundindex ("flyer/flysght1.wav");
+ sound_idle = gi.soundindex ("flyer/flysrch1.wav");
+ sound_pain1 = gi.soundindex ("flyer/flypain1.wav");
+ sound_pain2 = gi.soundindex ("flyer/flypain2.wav");
+ sound_slash = gi.soundindex ("flyer/flyatck2.wav");
+ sound_sproing = gi.soundindex ("flyer/flyatck1.wav");
+ sound_die = gi.soundindex ("flyer/flydeth1.wav");
+
+ gi.soundindex ("flyer/flyatck3.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/flyer/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->s.sound = gi.soundindex ("flyer/flyidle1.wav");
+
+ self->health = 50;
+ self->mass = 50;
+
+ self->pain = flyer_pain;
+ self->die = flyer_die;
+
+ self->monsterinfo.stand = flyer_stand;
+ self->monsterinfo.walk = flyer_walk;
+ self->monsterinfo.run = flyer_run;
+ self->monsterinfo.attack = flyer_attack;
+ self->monsterinfo.melee = flyer_melee;
+ self->monsterinfo.sight = flyer_sight;
+ self->monsterinfo.idle = flyer_idle;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &flyer_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_flyer.h
@@ -1,0 +1,163 @@
+// G:\quake2\baseq2\models/monsters/flyer
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define ACTION_nothing 0
+#define ACTION_attack1 1
+#define ACTION_attack2 2
+#define ACTION_run 3
+#define ACTION_walk 4
+
+#define FRAME_start01 0
+#define FRAME_start02 1
+#define FRAME_start03 2
+#define FRAME_start04 3
+#define FRAME_start05 4
+#define FRAME_start06 5
+#define FRAME_stop01 6
+#define FRAME_stop02 7
+#define FRAME_stop03 8
+#define FRAME_stop04 9
+#define FRAME_stop05 10
+#define FRAME_stop06 11
+#define FRAME_stop07 12
+#define FRAME_stand01 13
+#define FRAME_stand02 14
+#define FRAME_stand03 15
+#define FRAME_stand04 16
+#define FRAME_stand05 17
+#define FRAME_stand06 18
+#define FRAME_stand07 19
+#define FRAME_stand08 20
+#define FRAME_stand09 21
+#define FRAME_stand10 22
+#define FRAME_stand11 23
+#define FRAME_stand12 24
+#define FRAME_stand13 25
+#define FRAME_stand14 26
+#define FRAME_stand15 27
+#define FRAME_stand16 28
+#define FRAME_stand17 29
+#define FRAME_stand18 30
+#define FRAME_stand19 31
+#define FRAME_stand20 32
+#define FRAME_stand21 33
+#define FRAME_stand22 34
+#define FRAME_stand23 35
+#define FRAME_stand24 36
+#define FRAME_stand25 37
+#define FRAME_stand26 38
+#define FRAME_stand27 39
+#define FRAME_stand28 40
+#define FRAME_stand29 41
+#define FRAME_stand30 42
+#define FRAME_stand31 43
+#define FRAME_stand32 44
+#define FRAME_stand33 45
+#define FRAME_stand34 46
+#define FRAME_stand35 47
+#define FRAME_stand36 48
+#define FRAME_stand37 49
+#define FRAME_stand38 50
+#define FRAME_stand39 51
+#define FRAME_stand40 52
+#define FRAME_stand41 53
+#define FRAME_stand42 54
+#define FRAME_stand43 55
+#define FRAME_stand44 56
+#define FRAME_stand45 57
+#define FRAME_attak101 58
+#define FRAME_attak102 59
+#define FRAME_attak103 60
+#define FRAME_attak104 61
+#define FRAME_attak105 62
+#define FRAME_attak106 63
+#define FRAME_attak107 64
+#define FRAME_attak108 65
+#define FRAME_attak109 66
+#define FRAME_attak110 67
+#define FRAME_attak111 68
+#define FRAME_attak112 69
+#define FRAME_attak113 70
+#define FRAME_attak114 71
+#define FRAME_attak115 72
+#define FRAME_attak116 73
+#define FRAME_attak117 74
+#define FRAME_attak118 75
+#define FRAME_attak119 76
+#define FRAME_attak120 77
+#define FRAME_attak121 78
+#define FRAME_attak201 79
+#define FRAME_attak202 80
+#define FRAME_attak203 81
+#define FRAME_attak204 82
+#define FRAME_attak205 83
+#define FRAME_attak206 84
+#define FRAME_attak207 85
+#define FRAME_attak208 86
+#define FRAME_attak209 87
+#define FRAME_attak210 88
+#define FRAME_attak211 89
+#define FRAME_attak212 90
+#define FRAME_attak213 91
+#define FRAME_attak214 92
+#define FRAME_attak215 93
+#define FRAME_attak216 94
+#define FRAME_attak217 95
+#define FRAME_bankl01 96
+#define FRAME_bankl02 97
+#define FRAME_bankl03 98
+#define FRAME_bankl04 99
+#define FRAME_bankl05 100
+#define FRAME_bankl06 101
+#define FRAME_bankl07 102
+#define FRAME_bankr01 103
+#define FRAME_bankr02 104
+#define FRAME_bankr03 105
+#define FRAME_bankr04 106
+#define FRAME_bankr05 107
+#define FRAME_bankr06 108
+#define FRAME_bankr07 109
+#define FRAME_rollf01 110
+#define FRAME_rollf02 111
+#define FRAME_rollf03 112
+#define FRAME_rollf04 113
+#define FRAME_rollf05 114
+#define FRAME_rollf06 115
+#define FRAME_rollf07 116
+#define FRAME_rollf08 117
+#define FRAME_rollf09 118
+#define FRAME_rollr01 119
+#define FRAME_rollr02 120
+#define FRAME_rollr03 121
+#define FRAME_rollr04 122
+#define FRAME_rollr05 123
+#define FRAME_rollr06 124
+#define FRAME_rollr07 125
+#define FRAME_rollr08 126
+#define FRAME_rollr09 127
+#define FRAME_defens01 128
+#define FRAME_defens02 129
+#define FRAME_defens03 130
+#define FRAME_defens04 131
+#define FRAME_defens05 132
+#define FRAME_defens06 133
+#define FRAME_pain101 134
+#define FRAME_pain102 135
+#define FRAME_pain103 136
+#define FRAME_pain104 137
+#define FRAME_pain105 138
+#define FRAME_pain106 139
+#define FRAME_pain107 140
+#define FRAME_pain108 141
+#define FRAME_pain109 142
+#define FRAME_pain201 143
+#define FRAME_pain202 144
+#define FRAME_pain203 145
+#define FRAME_pain204 146
+#define FRAME_pain301 147
+#define FRAME_pain302 148
+#define FRAME_pain303 149
+#define FRAME_pain304 150
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_gekk.c
@@ -1,0 +1,1579 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gekk.h"
+
+static int sound_swing;
+static int sound_hit;
+static int sound_hit2;
+static int sound_death;
+static int sound_pain1;
+static int sound_sight;
+static int sound_search;
+static int sound_step1;
+static int sound_step2;
+static int sound_step3;
+static int sound_thud;
+static int sound_chantlow;
+static int sound_chantmid;
+static int sound_chanthigh;
+
+void gekk_swim (edict_t *self);
+
+extern void gekk_jump_takeoff (edict_t *self);
+extern void gekk_jump_takeoff2 (edict_t *self);
+extern void gekk_check_landing (edict_t *self);
+extern void gekk_check_landing2 (edict_t *self);
+extern void gekk_stop_skid (edict_t *self);
+
+extern void water_to_land (edict_t *self);
+extern void land_to_water (edict_t *self);
+
+extern void gekk_check_underwater (edict_t *self);
+extern void gekk_bite (edict_t *self);
+
+extern void gekk_hit_left (edict_t *self);
+extern void gekk_hit_right (edict_t *self);
+extern void gekk_run_start (edict_t *self);
+
+extern mmove_t gekk_move_attack1;
+extern mmove_t gekk_move_attack2;
+extern mmove_t gekk_move_chant;
+extern mmove_t gekk_move_swim_start;
+extern mmove_t gekk_move_swim_loop;
+extern mmove_t gekk_move_spit;
+extern mmove_t gekk_move_run_start;
+
+extern qboolean gekk_check_jump (edict_t *self);
+
+//
+// CHECKATTACK
+//
+
+qboolean gekk_check_melee (edict_t *self)
+{
+ if (!self->enemy && self->enemy->health <= 0)
+ return false;
+
+ if (range (self, self->enemy) == RANGE_MELEE)
+ return true;
+ return false;
+}
+
+qboolean gekk_check_jump (edict_t *self)
+{
+ vec3_t v;
+ float distance;
+
+ if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
+ return false;
+
+ if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
+ return false;
+
+ v[0] = self->s.origin[0] - self->enemy->s.origin[0];
+ v[1] = self->s.origin[1] - self->enemy->s.origin[1];
+ v[2] = 0;
+ distance = VectorLength(v);
+
+ if (distance < 100)
+ {
+ return false;
+ }
+ if (distance > 100)
+ {
+ if (qrandom() < 0.9)
+ return false;
+ }
+
+ return true;
+}
+
+qboolean gekk_check_jump_close (edict_t *self)
+{
+ vec3_t v;
+ float distance;
+
+ v[0] = self->s.origin[0] - self->enemy->s.origin[0];
+ v[1] = self->s.origin[1] - self->enemy->s.origin[1];
+ v[2] = 0;
+
+ distance = VectorLength(v);
+
+ if (distance < 100)
+ {
+ if (self->s.origin[2] < self->enemy->s.origin[2])
+ return true;
+ else
+ return false;
+ }
+
+ return true;
+}
+
+
+qboolean gekk_checkattack (edict_t *self)
+{
+ if (!self->enemy || self->enemy->health <= 0)
+ return false;
+
+ if (gekk_check_melee(self))
+ {
+ self->monsterinfo.attack_state = AS_MELEE;
+ return true;
+ }
+
+ if (gekk_check_jump(self))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ if (gekk_check_jump_close (self) && !self->waterlevel)
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ return true;
+ }
+
+ return false;
+}
+
+
+//
+// SOUNDS
+//
+
+void gekk_step (edict_t *self)
+{
+ int n;
+ n = (rand() + 1) % 3;
+ if (n == 0)
+ gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
+ else if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
+}
+
+void gekk_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gekk_search (edict_t *self)
+{
+ float r;
+
+ if (self->spawnflags & 8)
+ {
+ r = qrandom();
+ if (r < 0.33)
+ gi.sound (self, CHAN_VOICE, sound_chantlow, 1, ATTN_NORM, 0);
+ else if (r < 0.66)
+ gi.sound (self, CHAN_VOICE, sound_chantmid, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_chanthigh, 1, ATTN_NORM, 0);
+ }
+ else
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+
+
+ self->health += 10 + (10 * qrandom());
+ if (self->health > self->max_health)
+ self->health = self->max_health;
+
+ if (self->health < (self->max_health /4))
+ self->s.skinnum = 2;
+ else if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+ else
+ self->s.skinnum = 0;
+}
+
+void gekk_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
+}
+
+extern mmove_t gekk_move_run;
+void gekk_face (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gekk_move_run;
+}
+
+//
+// STAND
+//
+
+void ai_stand2 (edict_t *self, float dist)
+{
+ if (self->spawnflags & 8)
+ {
+ ai_move (self, dist);
+ if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
+ {
+ if (self->monsterinfo.idle_time)
+ {
+ self->monsterinfo.idle (self);
+ self->monsterinfo.idle_time = level.time + 15 + qrandom() * 15;
+ }
+ else
+ {
+ self->monsterinfo.idle_time = level.time + qrandom() * 15;
+ }
+ }
+ }
+ else
+ ai_stand (self, dist);
+}
+
+mframe_t gekk_frames_stand [] =
+{
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL, // 10
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL, // 20
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL, // 30
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+
+ ai_stand2, 0, gekk_check_underwater,
+};
+mmove_t gekk_move_stand = {FRAME_stand_01, FRAME_stand_39, gekk_frames_stand, NULL};
+
+mframe_t gekk_frames_standunderwater[] =
+{
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+
+ ai_stand2, 0, gekk_check_underwater
+};
+
+mmove_t gekk_move_standunderwater = {FRAME_amb_01, FRAME_amb_04, gekk_frames_standunderwater, NULL};
+
+
+void gekk_swim_loop (edict_t *self)
+{
+ self->flags |= FL_SWIM;
+ self->monsterinfo.currentmove = &gekk_move_swim_loop;
+}
+
+mframe_t gekk_frames_swim [] =
+{
+ ai_run, 16, NULL,
+ ai_run, 16, NULL,
+ ai_run, 16, NULL,
+
+ ai_run, 16, gekk_swim
+};
+mmove_t gekk_move_swim_loop = {FRAME_amb_01, FRAME_amb_04, gekk_frames_swim, gekk_swim_loop};
+
+mframe_t gekk_frames_swim_start [] =
+{
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 16, NULL,
+ ai_run, 16, NULL,
+ ai_run, 16, NULL,
+ ai_run, 18, NULL,
+ ai_run, 18, gekk_hit_left,
+ ai_run, 18, NULL,
+
+ ai_run, 20, NULL,
+ ai_run, 20, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 24, gekk_hit_right,
+ ai_run, 24, NULL,
+ ai_run, 26, NULL,
+ ai_run, 26, NULL,
+ ai_run, 24, NULL,
+ ai_run, 24, NULL,
+
+ ai_run, 22, gekk_bite,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 22, NULL,
+ ai_run, 18, NULL,
+ ai_run, 18, NULL,
+
+ ai_run, 18, NULL,
+ ai_run, 18, NULL
+};
+mmove_t gekk_move_swim_start = {FRAME_swim_01, FRAME_swim_32, gekk_frames_swim_start, gekk_swim_loop};
+
+void gekk_swim (edict_t *self)
+{
+
+ if (gekk_checkattack)
+ if (!self->enemy->waterlevel && qrandom() > 0.7)
+ water_to_land (self);
+ else
+ self->monsterinfo.currentmove = &gekk_move_swim_start;
+}
+
+
+void gekk_stand (edict_t *self)
+{
+ if (self->waterlevel)
+ self->monsterinfo.currentmove = &gekk_move_standunderwater;
+ else
+ self->monsterinfo.currentmove = &gekk_move_stand;
+}
+
+void gekk_chant (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gekk_move_chant;
+}
+
+//
+// IDLE
+//
+
+void gekk_idle_loop (edict_t *self)
+{
+ if (qrandom() > 0.75 && self->health < self->max_health)
+ self->monsterinfo.nextframe = FRAME_idle_01;
+}
+
+mframe_t gekk_frames_idle [] =
+{
+ ai_stand2, 0, gekk_search,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, NULL,
+
+ ai_stand2, 0, NULL,
+ ai_stand2, 0, gekk_idle_loop
+};
+mmove_t gekk_move_idle = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_stand};
+mmove_t gekk_move_idle2 = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_face};
+
+mframe_t gekk_frames_idle2 [] =
+{
+ ai_move, 0, gekk_search,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, gekk_idle_loop
+};
+mmove_t gekk_move_chant = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle2, gekk_chant};
+
+
+void gekk_idle (edict_t *self)
+{
+ if (!self->waterlevel)
+ self->monsterinfo.currentmove = &gekk_move_idle;
+ else
+ self->monsterinfo.currentmove = &gekk_move_swim_start;
+ // gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//
+// WALK
+//
+
+void gekk_walk (edict_t *self);
+mframe_t gekk_frames_walk[] =
+{
+ ai_walk, 3.849, gekk_check_underwater, // frame 0
+ ai_walk, 19.606, NULL, // frame 1
+ ai_walk, 25.583, NULL, // frame 2
+ ai_walk, 34.625, gekk_step, // frame 3
+ ai_walk, 27.365, NULL, // frame 4
+ ai_walk, 28.480, NULL, // frame 5
+};
+
+mmove_t gekk_move_walk = {FRAME_run_01, FRAME_run_06, gekk_frames_walk, NULL};
+
+void gekk_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gekk_move_walk;
+}
+
+
+//
+// RUN
+//
+
+void gekk_run_start (edict_t *self)
+{
+ if (self->waterlevel)
+ {
+ self->monsterinfo.currentmove = &gekk_move_swim_start;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &gekk_move_run_start;
+ }
+}
+
+void gekk_run (edict_t *self)
+{
+
+ if (self->waterlevel)
+ {
+ self->monsterinfo.currentmove = &gekk_move_swim_start;
+ return;
+ }
+ else
+ {
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gekk_move_stand;
+ else
+ self->monsterinfo.currentmove = &gekk_move_run;
+ }
+
+}
+mframe_t gekk_frames_run[] =
+{
+ ai_run, 3.849, gekk_check_underwater, // frame 0
+ ai_run, 19.606, NULL, // frame 1
+ ai_run, 25.583, NULL, // frame 2
+ ai_run, 34.625, gekk_step, // frame 3
+ ai_run, 27.365, NULL, // frame 4
+ ai_run, 28.480, NULL, // frame 5
+};
+mmove_t gekk_move_run = {FRAME_run_01, FRAME_run_06, gekk_frames_run, NULL};
+
+mframe_t gekk_frames_run_st[] =
+{
+ ai_run, 0.212, NULL, // frame 0
+ ai_run, 19.753, NULL, // frame 1
+};
+mmove_t gekk_move_run_start = {FRAME_stand_01, FRAME_stand_02, gekk_frames_run_st, gekk_run};
+
+//
+// MELEE
+//
+
+void gekk_hit_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void gekk_hit_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
+ if (fire_hit (self, aim, (15 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void gekk_check_refire (edict_t *self)
+{
+ if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
+ return;
+
+ if (qrandom() < (skill->value * 0.1))
+ {
+ if (range (self, self->enemy) == RANGE_MELEE)
+ {
+ if (self->s.frame == FRAME_clawatk3_09)
+ self->monsterinfo.currentmove = &gekk_move_attack2;
+ else if (self->s.frame == FRAME_clawatk5_09)
+ self->monsterinfo.currentmove = &gekk_move_attack1;
+ }
+ }
+
+}
+
+
+void loogie_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+
+ if (other == self->owner)
+ return;
+
+ if (surf && (surf->flags & SURF_SKY))
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (self->owner->client)
+ PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
+
+ if (other->takedamage)
+ T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_GEKK);
+
+ G_FreeEdict (self);
+};
+
+
+
+void fire_loogie (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed)
+{
+ edict_t *loogie;
+ trace_t tr;
+
+ VectorNormalize (dir);
+
+ loogie = G_Spawn();
+ VectorCopy (start, loogie->s.origin);
+ VectorCopy (start, loogie->s.old_origin);
+ vectoangles (dir, loogie->s.angles);
+ VectorScale (dir, speed, loogie->velocity);
+ loogie->movetype = MOVETYPE_FLYMISSILE;
+ loogie->clipmask = MASK_SHOT;
+ loogie->solid = SOLID_BBOX;
+ loogie->s.effects |= RF_FULLBRIGHT;
+ VectorClear (loogie->mins);
+ VectorClear (loogie->maxs);
+
+ loogie->s.modelindex = gi.modelindex ("models/objects/loogy/tris.md2");
+ loogie->owner = self;
+ loogie->touch = loogie_touch;
+ loogie->nextthink = level.time + 2;
+ loogie->think = G_FreeEdict;
+ loogie->dmg = damage;
+ gi.linkentity (loogie);
+
+ tr = gi.trace (self->s.origin, NULL, NULL, loogie->s.origin, loogie, MASK_SHOT);
+ if (tr.fraction < 1.0)
+ {
+ VectorMA (loogie->s.origin, -10, dir, loogie->s.origin);
+ loogie->touch (loogie, tr.ent, NULL, NULL);
+ }
+
+}
+
+void loogie (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t end;
+ vec3_t dir;
+ vec3_t gekkoffset;
+
+ VectorSet (gekkoffset, -18, -0.8, 24);
+
+ if (!self->enemy || self->enemy->health <= 0)
+ return;
+
+ AngleVectors (self->s.angles, forward, right, up);
+ G_ProjectSource (self->s.origin, gekkoffset, forward, right, start);
+
+ VectorMA (start, 2, up, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ fire_loogie (self, start, dir, 5, 550);
+
+}
+
+void reloogie (edict_t *self)
+{
+ if (qrandom() > 0.8 && self->health < self->max_health)
+ {
+ self->monsterinfo.currentmove = &gekk_move_idle2;
+ return;
+ }
+
+ if (self->enemy->health >= 0)
+ if (qrandom() > 0.7 && (range(self, self->enemy) == RANGE_NEAR))
+ self->monsterinfo.currentmove = &gekk_move_spit;
+}
+
+
+mframe_t gekk_frames_spit [] =
+{
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+
+ ai_charge, 0.000, loogie,
+ ai_charge, 0.000, reloogie
+};
+mmove_t gekk_move_spit = {FRAME_spit_01, FRAME_spit_07, gekk_frames_spit, gekk_run_start};
+
+
+mframe_t gekk_frames_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+
+ ai_charge, 0, gekk_hit_left,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gekk_check_refire
+
+};
+mmove_t gekk_move_attack1 = {FRAME_clawatk3_01, FRAME_clawatk3_09, gekk_frames_attack1, gekk_run_start};
+
+mframe_t gekk_frames_attack2[] =
+{
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, gekk_hit_left,
+
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, gekk_hit_right,
+
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, NULL,
+ ai_charge, 0.000, gekk_check_refire
+
+};
+mmove_t gekk_move_attack2 = {FRAME_clawatk5_01, FRAME_clawatk5_09, gekk_frames_attack2, gekk_run_start};
+
+void gekk_check_underwater (edict_t *self)
+{
+ if (self->waterlevel)
+ {
+ land_to_water (self);
+ }
+}
+
+mframe_t gekk_frames_leapatk[] =
+{
+ ai_charge, 0.000, NULL, // frame 0
+ ai_charge, -0.387, NULL, // frame 1
+ ai_charge, -1.113, NULL, // frame 2
+ ai_charge, -0.237, NULL, // frame 3
+ ai_charge, 6.720, gekk_jump_takeoff, // frame 4 last frame on ground
+ ai_charge, 6.414, NULL, // frame 5 leaves ground
+ ai_charge, 0.163, NULL, // frame 6
+ ai_charge, 28.316, NULL, // frame 7
+ ai_charge, 24.198, NULL, // frame 8
+ ai_charge, 31.742, NULL, // frame 9
+ ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air
+ ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground
+ ai_charge, 20.122, gekk_stop_skid, // frame 12
+ ai_charge, -1.042, gekk_stop_skid, // frame 13
+ ai_charge, 2.556, gekk_stop_skid, // frame 14
+ ai_charge, 0.544, gekk_stop_skid, // frame 15
+ ai_charge, 1.862, gekk_stop_skid, // frame 16
+ ai_charge, 1.224, gekk_stop_skid, // frame 17
+
+ ai_charge, -0.457, gekk_check_underwater, // frame 18
+};
+mmove_t gekk_move_leapatk = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk, gekk_run_start};
+
+
+mframe_t gekk_frames_leapatk2[] =
+{
+ ai_charge, 0.000, NULL, // frame 0
+ ai_charge, -0.387, NULL, // frame 1
+ ai_charge, -1.113, NULL, // frame 2
+ ai_charge, -0.237, NULL, // frame 3
+ ai_charge, 6.720, gekk_jump_takeoff2, // frame 4 last frame on ground
+ ai_charge, 6.414, NULL, // frame 5 leaves ground
+ ai_charge, 0.163, NULL, // frame 6
+ ai_charge, 28.316, NULL, // frame 7
+ ai_charge, 24.198, NULL, // frame 8
+ ai_charge, 31.742, NULL, // frame 9
+ ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air
+ ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground
+ ai_charge, 20.122, gekk_stop_skid, // frame 12
+ ai_charge, -1.042, gekk_stop_skid, // frame 13
+ ai_charge, 2.556, gekk_stop_skid, // frame 14
+ ai_charge, 0.544, gekk_stop_skid, // frame 15
+ ai_charge, 1.862, gekk_stop_skid, // frame 16
+ ai_charge, 1.224, gekk_stop_skid, // frame 17
+
+ ai_charge, -0.457, gekk_check_underwater, // frame 18
+};
+mmove_t gekk_move_leapatk2 = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk2, gekk_run_start};
+
+
+void gekk_bite (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ fire_hit (self, aim, 5, 0);
+}
+
+void gekk_preattack (edict_t *)
+{
+ // underwater attack sound
+ // gi.sound (self, CHAN_WEAPON, something something underwater sound, 1, ATTN_NORM, 0);
+ return;
+}
+
+
+mframe_t gekk_frames_attack [] =
+{
+ ai_charge, 16, gekk_preattack,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, gekk_bite,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, gekk_bite,
+
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, gekk_hit_left,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, NULL,
+ ai_charge, 16, gekk_hit_right,
+ ai_charge, 16, NULL,
+
+ ai_charge, 16, NULL
+
+};
+mmove_t gekk_move_attack = {FRAME_attack_01, FRAME_attack_21, gekk_frames_attack, gekk_run_start};
+
+void gekk_melee (edict_t *self)
+{
+
+ float r;
+
+ if (self->waterlevel)
+ {
+ self->monsterinfo.currentmove = &gekk_move_attack;
+ }
+ else
+ {
+ r = qrandom();
+
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &gekk_move_attack1;
+ else
+ self->monsterinfo.currentmove = &gekk_move_attack2;
+
+ }
+
+}
+
+
+//
+// ATTACK
+//
+
+void gekk_jump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->health <= 0)
+ {
+ self->touch = NULL;
+ return;
+ }
+
+ if (other->takedamage)
+ {
+ if (VectorLength(self->velocity) > 200)
+ {
+ vec3_t point;
+ vec3_t normal;
+ int damage;
+
+ VectorCopy (self->velocity, normal);
+ VectorNormalize(normal);
+ VectorMA (self->s.origin, self->maxs[0], normal, point);
+ damage = 10 + 10 * qrandom();
+ T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_GEKK);
+ }
+ }
+
+ if (!M_CheckBottom (self))
+ {
+ if (self->groundentity)
+ {
+ self->monsterinfo.nextframe = FRAME_leapatk_11;
+ self->touch = NULL;
+ }
+ return;
+ }
+
+ self->touch = NULL;
+}
+
+void gekk_jump_takeoff (edict_t *self)
+{
+ vec3_t forward;
+
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ self->s.origin[2] += 1;
+
+ // high jump
+ if (gekk_check_jump (self))
+ {
+ VectorScale (forward, 700, self->velocity);
+ self->velocity[2] = 250;
+ }
+ else
+ {
+ VectorScale (forward, 250, self->velocity);
+ self->velocity[2] = 400;
+ }
+
+
+ self->groundentity = NULL;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->monsterinfo.attack_finished = level.time + 3;
+ self->touch = gekk_jump_touch;
+}
+
+void gekk_jump_takeoff2 (edict_t *self)
+{
+ vec3_t forward;
+
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ self->s.origin[2] = self->enemy->s.origin[2];
+
+ if (gekk_check_jump (self))
+ {
+ VectorScale (forward, 300, self->velocity);
+ self->velocity[2] = 250;
+ }
+ else
+ {
+ VectorScale (forward, 150, self->velocity);
+ self->velocity[2] = 300;
+ }
+
+ self->groundentity = NULL;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->monsterinfo.attack_finished = level.time + 3;
+ self->touch = gekk_jump_touch;
+
+}
+
+void gekk_stop_skid (edict_t *self)
+{
+ if (self->groundentity)
+ {
+ VectorClear (self->velocity);
+ }
+}
+
+void gekk_check_landing (edict_t *self)
+{
+ if (self->groundentity)
+ {
+ gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
+ self->monsterinfo.attack_finished = 0;
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+
+ VectorClear (self->velocity);
+
+ return;
+ }
+
+ // note to self
+ // causing skid
+ if (level.time > self->monsterinfo.attack_finished)
+ self->monsterinfo.nextframe = FRAME_leapatk_11;
+ else
+ {
+ self->monsterinfo.nextframe = FRAME_leapatk_12;
+ }
+}
+
+void gekk_jump (edict_t *self)
+{
+
+ if (self->flags & FL_SWIM || self->waterlevel)
+ {
+ return;
+ }
+ else
+ {
+ //if (random() > 0.8 && self->health < self->max_health)
+ // self->monsterinfo.currentmove = &gekk_move_idle2;
+ //else
+ {
+ if (qrandom() > 0.5 && (range (self, self->enemy) >= RANGE_NEAR))
+ self->monsterinfo.currentmove = &gekk_move_spit;
+ else if (qrandom() > 0.8)
+ self->monsterinfo.currentmove = &gekk_move_spit;
+ else
+ self->monsterinfo.currentmove = &gekk_move_leapatk;
+
+ }
+ }
+}
+
+//
+// PAIN
+//
+
+mframe_t gekk_frames_pain[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+};
+mmove_t gekk_move_pain = {FRAME_pain_01, FRAME_pain_06, gekk_frames_pain, gekk_run_start};
+
+mframe_t gekk_frames_pain1[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+ ai_move, 0.000, NULL, // frame 6
+ ai_move, 0.000, NULL, // frame 7
+ ai_move, 0.000, NULL, // frame 8
+ ai_move, 0.000, NULL, // frame 9
+
+ ai_move, 0.000, gekk_check_underwater
+};
+mmove_t gekk_move_pain1 = {FRAME_pain3_01, FRAME_pain3_11, gekk_frames_pain1, gekk_run_start};
+
+mframe_t gekk_frames_pain2[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+ ai_move, 0.000, NULL, // frame 6
+ ai_move, 0.000, NULL, // frame 7
+ ai_move, 0.000, NULL, // frame 8
+ ai_move, 0.000, NULL, // frame 9
+
+ ai_move, 0.000, NULL, // frame 10
+ ai_move, 0.000, NULL, // frame 11
+ ai_move, 0.000, gekk_check_underwater,
+};
+mmove_t gekk_move_pain2 = {FRAME_pain4_01, FRAME_pain4_13, gekk_frames_pain2, gekk_run_start};
+
+void gekk_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+
+ if (self->spawnflags & 8)
+ {
+ self->spawnflags &= ~8;
+ return;
+ }
+
+ if (self->health < (self->max_health /4))
+ self->s.skinnum = 2;
+ else if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+
+ if (self->waterlevel)
+ {
+ if (!self->flags & FL_SWIM)
+ self->flags |= FL_SWIM;
+
+ self->monsterinfo.currentmove = &gekk_move_pain;
+ }
+ else
+ {
+ r = qrandom();
+
+ if (r > 0.5)
+ self->monsterinfo.currentmove = &gekk_move_pain1;
+ else
+ self->monsterinfo.currentmove = &gekk_move_pain2;
+ }
+}
+
+
+//
+// DEATH
+//
+
+void gekk_dead (edict_t *self)
+{
+ // fix this because of no blocking problem
+ if (self->waterlevel)
+ {
+ return;
+ }
+ else
+ {
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+ }
+
+
+}
+
+void gekk_gibfest (edict_t *self)
+{
+
+ int damage = 20;
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+
+ ThrowGibACID (self, "models/objects/gekkgib/pelvis/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/torso/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/claw/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC);
+
+ ThrowHeadACID (self, "models/objects/gekkgib/head/tris.md2", damage, GIB_ORGANIC);
+
+
+ self->deadflag = DEAD_DEAD;
+
+}
+
+void isgibfest (edict_t *self)
+{
+ if (qrandom() > 0.9)
+ gekk_gibfest (self);
+}
+
+mframe_t gekk_frames_death1[] =
+{
+
+ ai_move, -5.151, NULL, // frame 0
+ ai_move, -12.223, NULL, // frame 1
+ ai_move, -11.484, NULL, // frame 2
+ ai_move, -17.952, NULL, // frame 3
+ ai_move, -6.953, NULL, // frame 4
+ ai_move, -7.393, NULL, // frame 5
+ ai_move, -10.713, NULL, // frame 6
+ ai_move, -17.464, NULL, // frame 7
+ ai_move, -11.678, NULL, // frame 8
+ ai_move, -11.678, NULL // frame 9
+};
+mmove_t gekk_move_death1 = {FRAME_death1_01, FRAME_death1_10, gekk_frames_death1, gekk_dead};
+
+mframe_t gekk_frames_death3[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.022, NULL, // frame 1
+ ai_move, 0.169, NULL, // frame 2
+ ai_move, -0.710, NULL, // frame 3
+ ai_move, -13.446, NULL, // frame 4
+ ai_move, -7.654, isgibfest, // frame 5
+ ai_move, -31.951, NULL, // frame 6
+
+};
+mmove_t gekk_move_death3 = {FRAME_death3_01, FRAME_death3_07, gekk_frames_death3, gekk_dead};
+
+mframe_t gekk_frames_death4[] =
+{
+ ai_move, 5.103, NULL, // frame 0
+ ai_move, -4.808, NULL, // frame 1
+ ai_move, -10.509, NULL, // frame 2
+ ai_move, -9.899, NULL, // frame 3
+ ai_move, 4.033, isgibfest, // frame 4
+ ai_move, -5.197, NULL, // frame 5
+ ai_move, -0.919, NULL, // frame 6
+ ai_move, -8.821, NULL, // frame 7
+ ai_move, -5.626, NULL, // frame 8
+ ai_move, -8.865, isgibfest, // frame 9
+ ai_move, -0.845, NULL, // frame 10
+ ai_move, 1.986, NULL, // frame 11
+ ai_move, 0.170, NULL, // frame 12
+ ai_move, 1.339, isgibfest, // frame 13
+ ai_move, -0.922, NULL, // frame 14
+ ai_move, 0.818, NULL, // frame 15
+ ai_move, -1.288, NULL, // frame 16
+ ai_move, -1.408, isgibfest, // frame 17
+ ai_move, -7.787, NULL, // frame 18
+ ai_move, -3.995, NULL, // frame 19
+ ai_move, -4.604, NULL, // frame 20
+ ai_move, -1.715, isgibfest, // frame 21
+ ai_move, -0.564, NULL, // frame 22
+ ai_move, -0.597, NULL, // frame 23
+ ai_move, 0.074, NULL, // frame 24
+ ai_move, -0.309, isgibfest, // frame 25
+ ai_move, -0.395, NULL, // frame 26
+ ai_move, -0.501, NULL, // frame 27
+ ai_move, -0.325, NULL, // frame 28
+ ai_move, -0.931, isgibfest, // frame 29
+ ai_move, -1.433, NULL, // frame 30
+ ai_move, -1.626, NULL, // frame 31
+ ai_move, 4.680, NULL, // frame 32
+ ai_move, 0.560, NULL, // frame 33
+ ai_move, -0.549, gekk_gibfest // frame 34
+};
+mmove_t gekk_move_death4 = {FRAME_death4_01, FRAME_death4_35, gekk_frames_death4, gekk_dead};
+
+mframe_t gekk_frames_wdeath[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+ ai_move, 0.000, NULL, // frame 6
+ ai_move, 0.000, NULL, // frame 7
+ ai_move, 0.000, NULL, // frame 8
+ ai_move, 0.000, NULL, // frame 9
+ ai_move, 0.000, NULL, // frame 10
+ ai_move, 0.000, NULL, // frame 11
+ ai_move, 0.000, NULL, // frame 12
+ ai_move, 0.000, NULL, // frame 13
+ ai_move, 0.000, NULL, // frame 14
+ ai_move, 0.000, NULL, // frame 15
+ ai_move, 0.000, NULL, // frame 16
+ ai_move, 0.000, NULL, // frame 17
+ ai_move, 0.000, NULL, // frame 18
+ ai_move, 0.000, NULL, // frame 19
+ ai_move, 0.000, NULL, // frame 20
+ ai_move, 0.000, NULL, // frame 21
+ ai_move, 0.000, NULL, // frame 22
+ ai_move, 0.000, NULL, // frame 23
+ ai_move, 0.000, NULL, // frame 24
+ ai_move, 0.000, NULL, // frame 25
+ ai_move, 0.000, NULL, // frame 26
+ ai_move, 0.000, NULL, // frame 27
+ ai_move, 0.000, NULL, // frame 28
+ ai_move, 0.000, NULL, // frame 29
+ ai_move, 0.000, NULL, // frame 30
+ ai_move, 0.000, NULL, // frame 31
+ ai_move, 0.000, NULL, // frame 32
+ ai_move, 0.000, NULL, // frame 33
+ ai_move, 0.000, NULL, // frame 34
+ ai_move, 0.000, NULL, // frame 35
+ ai_move, 0.000, NULL, // frame 36
+ ai_move, 0.000, NULL, // frame 37
+ ai_move, 0.000, NULL, // frame 38
+ ai_move, 0.000, NULL, // frame 39
+ ai_move, 0.000, NULL, // frame 40
+ ai_move, 0.000, NULL, // frame 41
+ ai_move, 0.000, NULL, // frame 42
+ ai_move, 0.000, NULL, // frame 43
+ ai_move, 0.000, NULL // frame 44
+};
+mmove_t gekk_move_wdeath = {FRAME_wdeath_01, FRAME_wdeath_45, gekk_frames_wdeath, gekk_dead};
+
+void gekk_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+
+ float r;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+
+ ThrowGibACID (self, "models/objects/gekkgib/pelvis/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/torso/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/claw/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC);
+ ThrowGibACID (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC);
+
+ ThrowHeadACID (self, "models/objects/gekkgib/head/tris.md2", damage, GIB_ORGANIC);
+
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum = 2;
+
+ if (self->waterlevel)
+ self->monsterinfo.currentmove = &gekk_move_wdeath;
+ else
+ {
+ r = qrandom();
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &gekk_move_death1;
+ else if (r > 0.33)
+ self->monsterinfo.currentmove = &gekk_move_death3;
+ else
+ self->monsterinfo.currentmove = &gekk_move_death4;
+
+ }
+
+}
+
+
+/*
+ duck
+*/
+void gekk_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void gekk_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+
+void gekk_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t gekk_frames_lduck[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+ ai_move, 0.000, NULL, // frame 6
+ ai_move, 0.000, NULL, // frame 7
+ ai_move, 0.000, NULL, // frame 8
+ ai_move, 0.000, NULL, // frame 9
+
+ ai_move, 0.000, NULL, // frame 10
+ ai_move, 0.000, NULL, // frame 11
+ ai_move, 0.000, NULL // frame 12
+
+};
+mmove_t gekk_move_lduck = {FRAME_lduck_01, FRAME_lduck_13, gekk_frames_lduck, gekk_run_start};
+
+mframe_t gekk_frames_rduck[] =
+{
+ ai_move, 0.000, NULL, // frame 0
+ ai_move, 0.000, NULL, // frame 1
+ ai_move, 0.000, NULL, // frame 2
+ ai_move, 0.000, NULL, // frame 3
+ ai_move, 0.000, NULL, // frame 4
+ ai_move, 0.000, NULL, // frame 5
+ ai_move, 0.000, NULL, // frame 6
+ ai_move, 0.000, NULL, // frame 7
+ ai_move, 0.000, NULL, // frame 8
+ ai_move, 0.000, NULL, // frame 9
+ ai_move, 0.000, NULL, // frame 10
+ ai_move, 0.000, NULL, // frame 11
+ ai_move, 0.000, NULL // frame 12
+
+};
+mmove_t gekk_move_rduck = {FRAME_rduck_01, FRAME_rduck_13, gekk_frames_rduck, gekk_run_start};
+
+
+void gekk_dodge (edict_t *self, edict_t *attacker, float eta)
+{
+ float r;
+
+ r = qrandom();
+ if (r > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ if (self->waterlevel)
+ {
+ self->monsterinfo.currentmove = &gekk_move_attack;
+ return;
+ }
+
+ if (skill->value == 0)
+ {
+ r = qrandom();
+ if (r > 0.5)
+ self->monsterinfo.currentmove = &gekk_move_lduck;
+ else
+ self->monsterinfo.currentmove = &gekk_move_rduck;
+ return;
+ }
+
+ self->monsterinfo.pausetime = level.time + eta + 0.3;
+ r = qrandom();
+
+ if (skill->value == 1)
+ {
+ if (r > 0.33)
+ {
+ r = qrandom();
+ if (r > 0.5)
+ self->monsterinfo.currentmove = &gekk_move_lduck;
+ else
+ self->monsterinfo.currentmove = &gekk_move_rduck;
+ }
+ else
+ {
+ r = qrandom();
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &gekk_move_attack1;
+ else
+ self->monsterinfo.currentmove = &gekk_move_attack2;
+
+ }
+ return;
+ }
+
+ if (skill->value == 2)
+ {
+ if (r > 0.66)
+ {
+ r = qrandom();
+ if (r > 0.5)
+ self->monsterinfo.currentmove = &gekk_move_lduck;
+ else
+ self->monsterinfo.currentmove = &gekk_move_rduck;
+ }
+ else
+ {
+ r = qrandom();
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &gekk_move_attack1;
+ else
+ self->monsterinfo.currentmove = &gekk_move_attack2;
+ }
+ return;
+ }
+
+ r = qrandom();
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &gekk_move_attack1;
+ else
+ self->monsterinfo.currentmove = &gekk_move_attack2;
+
+
+}
+
+//
+// SPAWN
+//
+
+/*QUAKED monster_gekk (1 .5 0) (-24 -24 -24) (24 24 24) Ambush Trigger_Spawn Sight Chant
+*/
+void SP_monster_gekk (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_swing = gi.soundindex ("gek/gk_atck1.wav");
+ sound_hit = gi.soundindex ("gek/gk_atck2.wav");
+ sound_hit2 = gi.soundindex ("gek/gk_atck3.wav");
+ sound_death = gi.soundindex ("gek/gk_deth1.wav");
+ sound_pain1 = gi.soundindex ("gek/gk_pain1.wav");
+ sound_sight = gi.soundindex ("gek/gk_sght1.wav");
+ sound_search = gi.soundindex ("gek/gk_idle1.wav");
+ sound_step1 = gi.soundindex ("gek/gk_step1.wav");
+ sound_step2 = gi.soundindex ("gek/gk_step2.wav");
+ sound_step3 = gi.soundindex ("gek/gk_step3.wav");
+ sound_thud = gi.soundindex ("mutant/thud1.wav");
+
+ sound_chantlow = gi.soundindex ("gek/gek_low.wav");
+ sound_chantmid = gi.soundindex ("gek/gek_mid.wav");
+ sound_chanthigh = gi.soundindex ("gek/gek_high.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gekk/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 24);
+
+ gi.modelindex ("models/objects/gekkgib/pelvis/tris.md2");
+ gi.modelindex ("models/objects/gekkgib/arm/tris.md2");
+ gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
+ gi.modelindex ("models/objects/gekkgib/claw/tris.md2");
+ gi.modelindex ("models/objects/gekkgib/leg/tris.md2");
+ gi.modelindex ("models/objects/gekkgib/head/tris.md2");
+
+ self->health = 125;
+ self->gib_health = -30;
+ self->mass = 300;
+
+ self->pain = gekk_pain;
+ self->die = gekk_die;
+
+ self->monsterinfo.stand = gekk_stand;
+
+ self->monsterinfo.walk = gekk_walk;
+ self->monsterinfo.run = gekk_run_start;
+ self->monsterinfo.dodge = gekk_dodge;
+ self->monsterinfo.attack = gekk_jump;
+ self->monsterinfo.melee = gekk_melee;
+ self->monsterinfo.sight = gekk_sight;
+
+ self->monsterinfo.search = gekk_search;
+ self->monsterinfo.idle = gekk_idle;
+ self->monsterinfo.checkattack = gekk_checkattack;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &gekk_move_stand;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+ walkmonster_start (self);
+
+ if (self->spawnflags & 8)
+ self->monsterinfo.currentmove = &gekk_move_chant;
+
+}
+
+
+void water_to_land (edict_t *self)
+{
+ self->flags &= ~FL_SWIM;
+ self->yaw_speed = 20;
+ self->viewheight = 25;
+
+ self->monsterinfo.currentmove = &gekk_move_leapatk2;
+
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 24);
+}
+
+void land_to_water (edict_t *self)
+{
+ self->flags |= FL_SWIM;
+ self->yaw_speed = 10;
+ self->viewheight = 10;
+
+ self->monsterinfo.currentmove = &gekk_move_swim_start;
+
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 16);
+}
--- /dev/null
+++ b/xatrix/m_gekk.h
@@ -1,0 +1,356 @@
+// ./gekk
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand_01 0
+#define FRAME_stand_02 1
+#define FRAME_stand_03 2
+#define FRAME_stand_04 3
+#define FRAME_stand_05 4
+#define FRAME_stand_06 5
+#define FRAME_stand_07 6
+#define FRAME_stand_08 7
+#define FRAME_stand_09 8
+#define FRAME_stand_10 9
+#define FRAME_stand_11 10
+#define FRAME_stand_12 11
+#define FRAME_stand_13 12
+#define FRAME_stand_14 13
+#define FRAME_stand_15 14
+#define FRAME_stand_16 15
+#define FRAME_stand_17 16
+#define FRAME_stand_18 17
+#define FRAME_stand_19 18
+#define FRAME_stand_20 19
+#define FRAME_stand_21 20
+#define FRAME_stand_22 21
+#define FRAME_stand_23 22
+#define FRAME_stand_24 23
+#define FRAME_stand_25 24
+#define FRAME_stand_26 25
+#define FRAME_stand_27 26
+#define FRAME_stand_28 27
+#define FRAME_stand_29 28
+#define FRAME_stand_30 29
+#define FRAME_stand_31 30
+#define FRAME_stand_32 31
+#define FRAME_stand_33 32
+#define FRAME_stand_34 33
+#define FRAME_stand_35 34
+#define FRAME_stand_36 35
+#define FRAME_stand_37 36
+#define FRAME_stand_38 37
+#define FRAME_stand_39 38
+#define FRAME_run_01 39
+#define FRAME_run_02 40
+#define FRAME_run_03 41
+#define FRAME_run_04 42
+#define FRAME_run_05 43
+#define FRAME_run_06 44
+#define FRAME_clawatk3_01 45
+#define FRAME_clawatk3_02 46
+#define FRAME_clawatk3_03 47
+#define FRAME_clawatk3_04 48
+#define FRAME_clawatk3_05 49
+#define FRAME_clawatk3_06 50
+#define FRAME_clawatk3_07 51
+#define FRAME_clawatk3_08 52
+#define FRAME_clawatk3_09 53
+#define FRAME_clawatk4_01 54
+#define FRAME_clawatk4_02 55
+#define FRAME_clawatk4_03 56
+#define FRAME_clawatk4_04 57
+#define FRAME_clawatk4_05 58
+#define FRAME_clawatk4_06 59
+#define FRAME_clawatk4_07 60
+#define FRAME_clawatk4_08 61
+#define FRAME_clawatk5_01 62
+#define FRAME_clawatk5_02 63
+#define FRAME_clawatk5_03 64
+#define FRAME_clawatk5_04 65
+#define FRAME_clawatk5_05 66
+#define FRAME_clawatk5_06 67
+#define FRAME_clawatk5_07 68
+#define FRAME_clawatk5_08 69
+#define FRAME_clawatk5_09 70
+#define FRAME_leapatk_01 71
+#define FRAME_leapatk_02 72
+#define FRAME_leapatk_03 73
+#define FRAME_leapatk_04 74
+#define FRAME_leapatk_05 75
+#define FRAME_leapatk_06 76
+#define FRAME_leapatk_07 77
+#define FRAME_leapatk_08 78
+#define FRAME_leapatk_09 79
+#define FRAME_leapatk_10 80
+#define FRAME_leapatk_11 81
+#define FRAME_leapatk_12 82
+#define FRAME_leapatk_13 83
+#define FRAME_leapatk_14 84
+#define FRAME_leapatk_15 85
+#define FRAME_leapatk_16 86
+#define FRAME_leapatk_17 87
+#define FRAME_leapatk_18 88
+#define FRAME_leapatk_19 89
+#define FRAME_pain3_01 90
+#define FRAME_pain3_02 91
+#define FRAME_pain3_03 92
+#define FRAME_pain3_04 93
+#define FRAME_pain3_05 94
+#define FRAME_pain3_06 95
+#define FRAME_pain3_07 96
+#define FRAME_pain3_08 97
+#define FRAME_pain3_09 98
+#define FRAME_pain3_10 99
+#define FRAME_pain3_11 100
+#define FRAME_pain4_01 101
+#define FRAME_pain4_02 102
+#define FRAME_pain4_03 103
+#define FRAME_pain4_04 104
+#define FRAME_pain4_05 105
+#define FRAME_pain4_06 106
+#define FRAME_pain4_07 107
+#define FRAME_pain4_08 108
+#define FRAME_pain4_09 109
+#define FRAME_pain4_10 110
+#define FRAME_pain4_11 111
+#define FRAME_pain4_12 112
+#define FRAME_pain4_13 113
+#define FRAME_death1_01 114
+#define FRAME_death1_02 115
+#define FRAME_death1_03 116
+#define FRAME_death1_04 117
+#define FRAME_death1_05 118
+#define FRAME_death1_06 119
+#define FRAME_death1_07 120
+#define FRAME_death1_08 121
+#define FRAME_death1_09 122
+#define FRAME_death1_10 123
+#define FRAME_death2_01 124
+#define FRAME_death2_02 125
+#define FRAME_death2_03 126
+#define FRAME_death2_04 127
+#define FRAME_death2_05 128
+#define FRAME_death2_06 129
+#define FRAME_death2_07 130
+#define FRAME_death2_08 131
+#define FRAME_death2_09 132
+#define FRAME_death2_10 133
+#define FRAME_death2_11 134
+#define FRAME_death3_01 135
+#define FRAME_death3_02 136
+#define FRAME_death3_03 137
+#define FRAME_death3_04 138
+#define FRAME_death3_05 139
+#define FRAME_death3_06 140
+#define FRAME_death3_07 141
+#define FRAME_death4_01 142
+#define FRAME_death4_02 143
+#define FRAME_death4_03 144
+#define FRAME_death4_04 145
+#define FRAME_death4_05 146
+#define FRAME_death4_06 147
+#define FRAME_death4_07 148
+#define FRAME_death4_08 149
+#define FRAME_death4_09 150
+#define FRAME_death4_10 151
+#define FRAME_death4_11 152
+#define FRAME_death4_12 153
+#define FRAME_death4_13 154
+#define FRAME_death4_14 155
+#define FRAME_death4_15 156
+#define FRAME_death4_16 157
+#define FRAME_death4_17 158
+#define FRAME_death4_18 159
+#define FRAME_death4_19 160
+#define FRAME_death4_20 161
+#define FRAME_death4_21 162
+#define FRAME_death4_22 163
+#define FRAME_death4_23 164
+#define FRAME_death4_24 165
+#define FRAME_death4_25 166
+#define FRAME_death4_26 167
+#define FRAME_death4_27 168
+#define FRAME_death4_28 169
+#define FRAME_death4_29 170
+#define FRAME_death4_30 171
+#define FRAME_death4_31 172
+#define FRAME_death4_32 173
+#define FRAME_death4_33 174
+#define FRAME_death4_34 175
+#define FRAME_death4_35 176
+#define FRAME_rduck_01 177
+#define FRAME_rduck_02 178
+#define FRAME_rduck_03 179
+#define FRAME_rduck_04 180
+#define FRAME_rduck_05 181
+#define FRAME_rduck_06 182
+#define FRAME_rduck_07 183
+#define FRAME_rduck_08 184
+#define FRAME_rduck_09 185
+#define FRAME_rduck_10 186
+#define FRAME_rduck_11 187
+#define FRAME_rduck_12 188
+#define FRAME_rduck_13 189
+#define FRAME_lduck_01 190
+#define FRAME_lduck_02 191
+#define FRAME_lduck_03 192
+#define FRAME_lduck_04 193
+#define FRAME_lduck_05 194
+#define FRAME_lduck_06 195
+#define FRAME_lduck_07 196
+#define FRAME_lduck_08 197
+#define FRAME_lduck_09 198
+#define FRAME_lduck_10 199
+#define FRAME_lduck_11 200
+#define FRAME_lduck_12 201
+#define FRAME_lduck_13 202
+#define FRAME_idle_01 203
+#define FRAME_idle_02 204
+#define FRAME_idle_03 205
+#define FRAME_idle_04 206
+#define FRAME_idle_05 207
+#define FRAME_idle_06 208
+#define FRAME_idle_07 209
+#define FRAME_idle_08 210
+#define FRAME_idle_09 211
+#define FRAME_idle_10 212
+#define FRAME_idle_11 213
+#define FRAME_idle_12 214
+#define FRAME_idle_13 215
+#define FRAME_idle_14 216
+#define FRAME_idle_15 217
+#define FRAME_idle_16 218
+#define FRAME_idle_17 219
+#define FRAME_idle_18 220
+#define FRAME_idle_19 221
+#define FRAME_idle_20 222
+#define FRAME_idle_21 223
+#define FRAME_idle_22 224
+#define FRAME_idle_23 225
+#define FRAME_idle_24 226
+#define FRAME_idle_25 227
+#define FRAME_idle_26 228
+#define FRAME_idle_27 229
+#define FRAME_idle_28 230
+#define FRAME_idle_29 231
+#define FRAME_idle_30 232
+#define FRAME_idle_31 233
+#define FRAME_idle_32 234
+#define FRAME_spit_01 235
+#define FRAME_spit_02 236
+#define FRAME_spit_03 237
+#define FRAME_spit_04 238
+#define FRAME_spit_05 239
+#define FRAME_spit_06 240
+#define FRAME_spit_07 241
+#define FRAME_amb_01 242
+#define FRAME_amb_02 243
+#define FRAME_amb_03 244
+#define FRAME_amb_04 245
+#define FRAME_wdeath_01 246
+#define FRAME_wdeath_02 247
+#define FRAME_wdeath_03 248
+#define FRAME_wdeath_04 249
+#define FRAME_wdeath_05 250
+#define FRAME_wdeath_06 251
+#define FRAME_wdeath_07 252
+#define FRAME_wdeath_08 253
+#define FRAME_wdeath_09 254
+#define FRAME_wdeath_10 255
+#define FRAME_wdeath_11 256
+#define FRAME_wdeath_12 257
+#define FRAME_wdeath_13 258
+#define FRAME_wdeath_14 259
+#define FRAME_wdeath_15 260
+#define FRAME_wdeath_16 261
+#define FRAME_wdeath_17 262
+#define FRAME_wdeath_18 263
+#define FRAME_wdeath_19 264
+#define FRAME_wdeath_20 265
+#define FRAME_wdeath_21 266
+#define FRAME_wdeath_22 267
+#define FRAME_wdeath_23 268
+#define FRAME_wdeath_24 269
+#define FRAME_wdeath_25 270
+#define FRAME_wdeath_26 271
+#define FRAME_wdeath_27 272
+#define FRAME_wdeath_28 273
+#define FRAME_wdeath_29 274
+#define FRAME_wdeath_30 275
+#define FRAME_wdeath_31 276
+#define FRAME_wdeath_32 277
+#define FRAME_wdeath_33 278
+#define FRAME_wdeath_34 279
+#define FRAME_wdeath_35 280
+#define FRAME_wdeath_36 281
+#define FRAME_wdeath_37 282
+#define FRAME_wdeath_38 283
+#define FRAME_wdeath_39 284
+#define FRAME_wdeath_40 285
+#define FRAME_wdeath_41 286
+#define FRAME_wdeath_42 287
+#define FRAME_wdeath_43 288
+#define FRAME_wdeath_44 289
+#define FRAME_wdeath_45 290
+#define FRAME_swim_01 291
+#define FRAME_swim_02 292
+#define FRAME_swim_03 293
+#define FRAME_swim_04 294
+#define FRAME_swim_05 295
+#define FRAME_swim_06 296
+#define FRAME_swim_07 297
+#define FRAME_swim_08 298
+#define FRAME_swim_09 299
+#define FRAME_swim_10 300
+#define FRAME_swim_11 301
+#define FRAME_swim_12 302
+#define FRAME_swim_13 303
+#define FRAME_swim_14 304
+#define FRAME_swim_15 305
+#define FRAME_swim_16 306
+#define FRAME_swim_17 307
+#define FRAME_swim_18 308
+#define FRAME_swim_19 309
+#define FRAME_swim_20 310
+#define FRAME_swim_21 311
+#define FRAME_swim_22 312
+#define FRAME_swim_23 313
+#define FRAME_swim_24 314
+#define FRAME_swim_25 315
+#define FRAME_swim_26 316
+#define FRAME_swim_27 317
+#define FRAME_swim_28 318
+#define FRAME_swim_29 319
+#define FRAME_swim_30 320
+#define FRAME_swim_31 321
+#define FRAME_swim_32 322
+#define FRAME_attack_01 323
+#define FRAME_attack_02 324
+#define FRAME_attack_03 325
+#define FRAME_attack_04 326
+#define FRAME_attack_05 327
+#define FRAME_attack_06 328
+#define FRAME_attack_07 329
+#define FRAME_attack_08 330
+#define FRAME_attack_09 331
+#define FRAME_attack_10 332
+#define FRAME_attack_11 333
+#define FRAME_attack_12 334
+#define FRAME_attack_13 335
+#define FRAME_attack_14 336
+#define FRAME_attack_15 337
+#define FRAME_attack_16 338
+#define FRAME_attack_17 339
+#define FRAME_attack_18 340
+#define FRAME_attack_19 341
+#define FRAME_attack_20 342
+#define FRAME_attack_21 343
+#define FRAME_pain_01 344
+#define FRAME_pain_02 345
+#define FRAME_pain_03 346
+#define FRAME_pain_04 347
+#define FRAME_pain_05 348
+#define FRAME_pain_06 349
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_gladb.c
@@ -1,0 +1,375 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gladiator.h"
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_gun;
+static int sound_cleaver_swing;
+static int sound_cleaver_hit;
+static int sound_cleaver_miss;
+static int sound_idle;
+static int sound_search;
+static int sound_sight;
+
+
+void gladb_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void gladb_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gladb_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+void gladb_cleaver_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladb_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t gladb_move_stand = {FRAME_stand1, FRAME_stand7, gladb_frames_stand, NULL};
+
+void gladb_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladb_move_stand;
+}
+
+
+mframe_t gladb_frames_walk [] =
+{
+ ai_walk, 15, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 8, NULL
+};
+mmove_t gladb_move_walk = {FRAME_walk1, FRAME_walk16, gladb_frames_walk, NULL};
+
+void gladb_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladb_move_walk;
+}
+
+
+mframe_t gladb_frames_run [] =
+{
+ ai_run, 23, NULL,
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 21, NULL,
+ ai_run, 12, NULL,
+ ai_run, 13, NULL
+};
+mmove_t gladb_move_run = {FRAME_run1, FRAME_run6, gladb_frames_run, NULL};
+
+void gladb_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gladb_move_stand;
+ else
+ self->monsterinfo.currentmove = &gladb_move_run;
+}
+
+
+void GladbMelee (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ if (fire_hit (self, aim, (20 + (rand() %5)), 300))
+ gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladb_frames_attack_melee [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladb_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GladbMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladb_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GladbMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gladb_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladb_frames_attack_melee, gladb_run};
+
+void gladb_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladb_move_attack_melee;
+}
+
+
+void gladbGun (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
+
+ // calc direction to where we targted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ fire_plasma (self, start, dir, 100, 725, 60, 60);
+}
+
+void gladbGun_check (edict_t *self)
+{
+ if (skill->value == 3)
+ gladbGun (self);
+}
+
+mframe_t gladb_frames_attack_gun [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladbGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladbGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladbGun_check
+};
+mmove_t gladb_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladb_run};
+
+void gladb_attack(edict_t *self)
+{
+ float range;
+ vec3_t v;
+
+ // a small safe zone
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ range = VectorLength(v);
+ if (range <= (MELEE_DISTANCE + 32))
+ return;
+
+ // charge up the railgun
+ gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+ self->monsterinfo.currentmove = &gladb_move_attack_gun;
+}
+
+
+mframe_t gladb_frames_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladb_move_pain = {FRAME_pain1, FRAME_pain6, gladb_frames_pain, gladb_run};
+
+mframe_t gladb_frames_pain_air [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladb_move_pain_air = {FRAME_painup1, FRAME_painup7, gladb_frames_pain_air, gladb_run};
+
+void gladb_pain (edict_t *self, edict_t *, float, int)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladb_move_pain))
+ self->monsterinfo.currentmove = &gladb_move_pain_air;
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ if (self->velocity[2] > 100)
+ self->monsterinfo.currentmove = &gladb_move_pain_air;
+ else
+ self->monsterinfo.currentmove = &gladb_move_pain;
+
+}
+
+
+void gladb_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t gladb_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladb_move_death = {FRAME_death1, FRAME_death22, gladb_frames_death, gladb_dead};
+
+void gladb_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &gladb_move_death;
+}
+
+
+/*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_gladb (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+
+ sound_pain1 = gi.soundindex ("gladiator/pain.wav");
+ sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
+ sound_die = gi.soundindex ("gladiator/glddeth2.wav");
+ // note to self
+ // need to change to PHALANX sound
+ sound_gun = gi.soundindex ("weapons/plasshot.wav");
+
+ sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
+ sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
+ sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
+ sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
+ sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
+ sound_sight = gi.soundindex ("gladiator/sight.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gladb/tris.md2");
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 64);
+
+ self->health = 800;
+ self->gib_health = -175;
+ self->mass = 350;
+
+ self->pain = gladb_pain;
+ self->die = gladb_die;
+
+ self->monsterinfo.stand = gladb_stand;
+ self->monsterinfo.walk = gladb_walk;
+ self->monsterinfo.run = gladb_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = gladb_attack;
+ self->monsterinfo.melee = gladb_melee;
+ self->monsterinfo.sight = gladb_sight;
+ self->monsterinfo.idle = gladb_idle;
+ self->monsterinfo.search = gladb_search;
+
+ gi.linkentity (self);
+ self->monsterinfo.currentmove = &gladb_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 400;
+
+
+ walkmonster_start (self);
+}
+
--- /dev/null
+++ b/xatrix/m_gladiator.c
@@ -1,0 +1,365 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gladiator.h"
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_gun;
+static int sound_cleaver_swing;
+static int sound_cleaver_hit;
+static int sound_cleaver_miss;
+static int sound_idle;
+static int sound_search;
+static int sound_sight;
+
+
+void gladiator_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void gladiator_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gladiator_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+void gladiator_cleaver_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladiator_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
+
+void gladiator_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+}
+
+
+mframe_t gladiator_frames_walk [] =
+{
+ ai_walk, 15, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 8, NULL
+};
+mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
+
+void gladiator_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_walk;
+}
+
+
+mframe_t gladiator_frames_run [] =
+{
+ ai_run, 23, NULL,
+ ai_run, 14, NULL,
+ ai_run, 14, NULL,
+ ai_run, 21, NULL,
+ ai_run, 12, NULL,
+ ai_run, 13, NULL
+};
+mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
+
+void gladiator_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+ else
+ self->monsterinfo.currentmove = &gladiator_move_run;
+}
+
+
+void GaldiatorMelee (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ if (fire_hit (self, aim, (20 + (rand() %5)), 300))
+ gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
+}
+
+mframe_t gladiator_frames_attack_melee [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladiator_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GaldiatorMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, gladiator_cleaver_swing,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GaldiatorMelee,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
+
+void gladiator_melee(edict_t *self)
+{
+ self->monsterinfo.currentmove = &gladiator_move_attack_melee;
+}
+
+
+void GladiatorGun (edict_t *self)
+{
+ vec3_t start;
+ vec3_t dir;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
+
+ // calc direction to where we targted
+ VectorSubtract (self->pos1, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
+}
+
+mframe_t gladiator_frames_attack_gun [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GladiatorGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
+
+void gladiator_attack(edict_t *self)
+{
+ float range;
+ vec3_t v;
+
+ // a small safe zone
+ VectorSubtract (self->s.origin, self->enemy->s.origin, v);
+ range = VectorLength(v);
+ if (range <= (MELEE_DISTANCE + 32))
+ return;
+
+ // charge up the railgun
+ gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
+ VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
+ self->pos1[2] += self->enemy->viewheight;
+ self->monsterinfo.currentmove = &gladiator_move_attack_gun;
+}
+
+
+mframe_t gladiator_frames_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
+
+mframe_t gladiator_frames_pain_air [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
+
+void gladiator_pain (edict_t *self, edict_t *, float, int)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
+ self->monsterinfo.currentmove = &gladiator_move_pain_air;
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (self->velocity[2] > 100)
+ self->monsterinfo.currentmove = &gladiator_move_pain_air;
+ else
+ self->monsterinfo.currentmove = &gladiator_move_pain;
+
+}
+
+
+void gladiator_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t gladiator_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
+
+void gladiator_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &gladiator_move_death;
+}
+
+
+/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_gladiator (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+
+ sound_pain1 = gi.soundindex ("gladiator/pain.wav");
+ sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
+ sound_die = gi.soundindex ("gladiator/glddeth2.wav");
+ sound_gun = gi.soundindex ("gladiator/railgun.wav");
+ sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
+ sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
+ sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
+ sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
+ sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
+ sound_sight = gi.soundindex ("gladiator/sight.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 64);
+
+ self->health = 400;
+ self->gib_health = -175;
+ self->mass = 400;
+
+ self->pain = gladiator_pain;
+ self->die = gladiator_die;
+
+ self->monsterinfo.stand = gladiator_stand;
+ self->monsterinfo.walk = gladiator_walk;
+ self->monsterinfo.run = gladiator_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = gladiator_attack;
+ self->monsterinfo.melee = gladiator_melee;
+ self->monsterinfo.sight = gladiator_sight;
+ self->monsterinfo.idle = gladiator_idle;
+ self->monsterinfo.search = gladiator_search;
+
+ gi.linkentity (self);
+ self->monsterinfo.currentmove = &gladiator_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
+
--- /dev/null
+++ b/xatrix/m_gladiator.h
@@ -1,0 +1,96 @@
+// G:\quake2\baseq2\models/monsters/gladiatr
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_stand6 5
+#define FRAME_stand7 6
+#define FRAME_walk1 7
+#define FRAME_walk2 8
+#define FRAME_walk3 9
+#define FRAME_walk4 10
+#define FRAME_walk5 11
+#define FRAME_walk6 12
+#define FRAME_walk7 13
+#define FRAME_walk8 14
+#define FRAME_walk9 15
+#define FRAME_walk10 16
+#define FRAME_walk11 17
+#define FRAME_walk12 18
+#define FRAME_walk13 19
+#define FRAME_walk14 20
+#define FRAME_walk15 21
+#define FRAME_walk16 22
+#define FRAME_run1 23
+#define FRAME_run2 24
+#define FRAME_run3 25
+#define FRAME_run4 26
+#define FRAME_run5 27
+#define FRAME_run6 28
+#define FRAME_melee1 29
+#define FRAME_melee2 30
+#define FRAME_melee3 31
+#define FRAME_melee4 32
+#define FRAME_melee5 33
+#define FRAME_melee6 34
+#define FRAME_melee7 35
+#define FRAME_melee8 36
+#define FRAME_melee9 37
+#define FRAME_melee10 38
+#define FRAME_melee11 39
+#define FRAME_melee12 40
+#define FRAME_melee13 41
+#define FRAME_melee14 42
+#define FRAME_melee15 43
+#define FRAME_melee16 44
+#define FRAME_melee17 45
+#define FRAME_attack1 46
+#define FRAME_attack2 47
+#define FRAME_attack3 48
+#define FRAME_attack4 49
+#define FRAME_attack5 50
+#define FRAME_attack6 51
+#define FRAME_attack7 52
+#define FRAME_attack8 53
+#define FRAME_attack9 54
+#define FRAME_pain1 55
+#define FRAME_pain2 56
+#define FRAME_pain3 57
+#define FRAME_pain4 58
+#define FRAME_pain5 59
+#define FRAME_pain6 60
+#define FRAME_death1 61
+#define FRAME_death2 62
+#define FRAME_death3 63
+#define FRAME_death4 64
+#define FRAME_death5 65
+#define FRAME_death6 66
+#define FRAME_death7 67
+#define FRAME_death8 68
+#define FRAME_death9 69
+#define FRAME_death10 70
+#define FRAME_death11 71
+#define FRAME_death12 72
+#define FRAME_death13 73
+#define FRAME_death14 74
+#define FRAME_death15 75
+#define FRAME_death16 76
+#define FRAME_death17 77
+#define FRAME_death18 78
+#define FRAME_death19 79
+#define FRAME_death20 80
+#define FRAME_death21 81
+#define FRAME_death22 82
+#define FRAME_painup1 83
+#define FRAME_painup2 84
+#define FRAME_painup3 85
+#define FRAME_painup4 86
+#define FRAME_painup5 87
+#define FRAME_painup6 88
+#define FRAME_painup7 89
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_gunner.c
@@ -1,0 +1,605 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_gunner.h"
+
+
+static int sound_pain;
+static int sound_pain2;
+static int sound_death;
+static int sound_idle;
+static int sound_open;
+static int sound_search;
+static int sound_sight;
+
+
+void gunner_idlesound (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void gunner_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void gunner_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+qboolean visible (edict_t *self, edict_t *other);
+void GunnerGrenade (edict_t *self);
+void GunnerFire (edict_t *self);
+void gunner_fire_chain(edict_t *self);
+void gunner_refire_chain(edict_t *self);
+
+
+void gunner_stand (edict_t *self);
+
+mframe_t gunner_frames_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_idlesound,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
+
+void gunner_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (qrandom() <= 0.05)
+ self->monsterinfo.currentmove = &gunner_move_fidget;
+}
+
+mframe_t gunner_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, gunner_fidget
+};
+mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
+
+void gunner_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_stand;
+}
+
+
+mframe_t gunner_frames_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
+
+void gunner_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_walk;
+}
+
+mframe_t gunner_frames_run [] =
+{
+ ai_run, 26, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL,
+ ai_run, 9, NULL,
+ ai_run, 15, NULL,
+ ai_run, 10, NULL,
+ ai_run, 13, NULL,
+ ai_run, 6, NULL
+};
+
+mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
+
+void gunner_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &gunner_move_stand;
+ else
+ self->monsterinfo.currentmove = &gunner_move_run;
+}
+
+mframe_t gunner_frames_runandshoot [] =
+{
+ ai_run, 32, NULL,
+ ai_run, 15, NULL,
+ ai_run, 10, NULL,
+ ai_run, 18, NULL,
+ ai_run, 8, NULL,
+ ai_run, 20, NULL
+};
+
+mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
+
+void gunner_runandshoot (edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_runandshoot;
+}
+
+mframe_t gunner_frames_pain3 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL
+};
+mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
+
+mframe_t gunner_frames_pain2 [] =
+{
+ ai_move, -2, NULL,
+ ai_move, 11, NULL,
+ ai_move, 6, NULL,
+ ai_move, 2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -7, NULL,
+ ai_move, -2, NULL,
+ ai_move, -7, NULL
+};
+mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
+
+mframe_t gunner_frames_pain1 [] =
+{
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, -5, NULL,
+ ai_move, 3, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
+
+void gunner_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (rand()&1)
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 10)
+ self->monsterinfo.currentmove = &gunner_move_pain3;
+ else if (damage <= 25)
+ self->monsterinfo.currentmove = &gunner_move_pain2;
+ else
+ self->monsterinfo.currentmove = &gunner_move_pain1;
+}
+
+void gunner_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t gunner_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -7, NULL,
+ ai_move, -3, NULL,
+ ai_move, -5, NULL,
+ ai_move, 8, NULL,
+ ai_move, 6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
+
+void gunner_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &gunner_move_death;
+}
+
+
+void gunner_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ if (skill->value >= 2)
+ {
+ if (qrandom() > 0.5)
+ GunnerGrenade (self);
+ }
+
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void gunner_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void gunner_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+mframe_t gunner_frames_duck [] =
+{
+ ai_move, 1, gunner_duck_down,
+ ai_move, 1, NULL,
+ ai_move, 1, gunner_duck_hold,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, gunner_duck_up,
+ ai_move, -1, NULL
+};
+mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
+
+void gunner_dodge (edict_t *self, edict_t *attacker, float)
+{
+ if (qrandom() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &gunner_move_duck;
+}
+
+
+void gunner_opengun (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
+}
+
+void GunnerFire (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t target;
+ vec3_t aim;
+ int flash_number;
+
+ flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ // project enemy back a bit and target there
+ VectorCopy (self->enemy->s.origin, target);
+ VectorMA (target, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+
+ VectorSubtract (target, start, aim);
+ VectorNormalize (aim);
+ monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+void GunnerGrenade (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t aim;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak105)
+ flash_number = MZ2_GUNNER_GRENADE_1;
+ else if (self->s.frame == FRAME_attak108)
+ flash_number = MZ2_GUNNER_GRENADE_2;
+ else if (self->s.frame == FRAME_attak111)
+ flash_number = MZ2_GUNNER_GRENADE_3;
+ else // (self->s.frame == FRAME_attak114)
+ flash_number = MZ2_GUNNER_GRENADE_4;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ //FIXME : do a spread -225 -75 75 225 degrees around forward
+ VectorCopy (forward, aim);
+
+ monster_fire_grenade (self, start, aim, 50, 600, flash_number);
+}
+
+mframe_t gunner_frames_attack_chain [] =
+{
+ /*
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ */
+ ai_charge, 0, gunner_opengun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
+
+mframe_t gunner_frames_fire_chain [] =
+{
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire,
+ ai_charge, 0, GunnerFire
+};
+mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
+
+mframe_t gunner_frames_endfire_chain [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
+
+mframe_t gunner_frames_attack_grenade [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, GunnerGrenade,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
+
+void gunner_attack(edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ {
+ self->monsterinfo.currentmove = &gunner_move_attack_chain;
+ }
+ else
+ {
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &gunner_move_attack_grenade;
+ else
+ self->monsterinfo.currentmove = &gunner_move_attack_chain;
+ }
+}
+
+void gunner_fire_chain(edict_t *self)
+{
+ self->monsterinfo.currentmove = &gunner_move_fire_chain;
+}
+
+void gunner_refire_chain(edict_t *self)
+{
+ if (self->enemy->health > 0)
+ if ( visible (self, self->enemy) )
+ if (qrandom() <= 0.5)
+ {
+ self->monsterinfo.currentmove = &gunner_move_fire_chain;
+ return;
+ }
+ self->monsterinfo.currentmove = &gunner_move_endfire_chain;
+}
+
+/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_gunner (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_death = gi.soundindex ("gunner/death1.wav");
+ sound_pain = gi.soundindex ("gunner/gunpain2.wav");
+ sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
+ sound_idle = gi.soundindex ("gunner/gunidle1.wav");
+ sound_open = gi.soundindex ("gunner/gunatck1.wav");
+ sound_search = gi.soundindex ("gunner/gunsrch1.wav");
+ sound_sight = gi.soundindex ("gunner/sight1.wav");
+
+ gi.soundindex ("gunner/gunatck2.wav");
+ gi.soundindex ("gunner/gunatck3.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 175;
+ self->gib_health = -70;
+ self->mass = 200;
+
+ self->pain = gunner_pain;
+ self->die = gunner_die;
+
+ self->monsterinfo.stand = gunner_stand;
+ self->monsterinfo.walk = gunner_walk;
+ self->monsterinfo.run = gunner_run;
+ self->monsterinfo.dodge = gunner_dodge;
+ self->monsterinfo.attack = gunner_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = gunner_sight;
+ self->monsterinfo.search = gunner_search;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &gunner_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_gunner.h
@@ -1,0 +1,215 @@
+// G:\quake2\baseq2\models/gunner
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_stand41 40
+#define FRAME_stand42 41
+#define FRAME_stand43 42
+#define FRAME_stand44 43
+#define FRAME_stand45 44
+#define FRAME_stand46 45
+#define FRAME_stand47 46
+#define FRAME_stand48 47
+#define FRAME_stand49 48
+#define FRAME_stand50 49
+#define FRAME_stand51 50
+#define FRAME_stand52 51
+#define FRAME_stand53 52
+#define FRAME_stand54 53
+#define FRAME_stand55 54
+#define FRAME_stand56 55
+#define FRAME_stand57 56
+#define FRAME_stand58 57
+#define FRAME_stand59 58
+#define FRAME_stand60 59
+#define FRAME_stand61 60
+#define FRAME_stand62 61
+#define FRAME_stand63 62
+#define FRAME_stand64 63
+#define FRAME_stand65 64
+#define FRAME_stand66 65
+#define FRAME_stand67 66
+#define FRAME_stand68 67
+#define FRAME_stand69 68
+#define FRAME_stand70 69
+#define FRAME_walk01 70
+#define FRAME_walk02 71
+#define FRAME_walk03 72
+#define FRAME_walk04 73
+#define FRAME_walk05 74
+#define FRAME_walk06 75
+#define FRAME_walk07 76
+#define FRAME_walk08 77
+#define FRAME_walk09 78
+#define FRAME_walk10 79
+#define FRAME_walk11 80
+#define FRAME_walk12 81
+#define FRAME_walk13 82
+#define FRAME_walk14 83
+#define FRAME_walk15 84
+#define FRAME_walk16 85
+#define FRAME_walk17 86
+#define FRAME_walk18 87
+#define FRAME_walk19 88
+#define FRAME_walk20 89
+#define FRAME_walk21 90
+#define FRAME_walk22 91
+#define FRAME_walk23 92
+#define FRAME_walk24 93
+#define FRAME_run01 94
+#define FRAME_run02 95
+#define FRAME_run03 96
+#define FRAME_run04 97
+#define FRAME_run05 98
+#define FRAME_run06 99
+#define FRAME_run07 100
+#define FRAME_run08 101
+#define FRAME_runs01 102
+#define FRAME_runs02 103
+#define FRAME_runs03 104
+#define FRAME_runs04 105
+#define FRAME_runs05 106
+#define FRAME_runs06 107
+#define FRAME_attak101 108
+#define FRAME_attak102 109
+#define FRAME_attak103 110
+#define FRAME_attak104 111
+#define FRAME_attak105 112
+#define FRAME_attak106 113
+#define FRAME_attak107 114
+#define FRAME_attak108 115
+#define FRAME_attak109 116
+#define FRAME_attak110 117
+#define FRAME_attak111 118
+#define FRAME_attak112 119
+#define FRAME_attak113 120
+#define FRAME_attak114 121
+#define FRAME_attak115 122
+#define FRAME_attak116 123
+#define FRAME_attak117 124
+#define FRAME_attak118 125
+#define FRAME_attak119 126
+#define FRAME_attak120 127
+#define FRAME_attak121 128
+#define FRAME_attak201 129
+#define FRAME_attak202 130
+#define FRAME_attak203 131
+#define FRAME_attak204 132
+#define FRAME_attak205 133
+#define FRAME_attak206 134
+#define FRAME_attak207 135
+#define FRAME_attak208 136
+#define FRAME_attak209 137
+#define FRAME_attak210 138
+#define FRAME_attak211 139
+#define FRAME_attak212 140
+#define FRAME_attak213 141
+#define FRAME_attak214 142
+#define FRAME_attak215 143
+#define FRAME_attak216 144
+#define FRAME_attak217 145
+#define FRAME_attak218 146
+#define FRAME_attak219 147
+#define FRAME_attak220 148
+#define FRAME_attak221 149
+#define FRAME_attak222 150
+#define FRAME_attak223 151
+#define FRAME_attak224 152
+#define FRAME_attak225 153
+#define FRAME_attak226 154
+#define FRAME_attak227 155
+#define FRAME_attak228 156
+#define FRAME_attak229 157
+#define FRAME_attak230 158
+#define FRAME_pain101 159
+#define FRAME_pain102 160
+#define FRAME_pain103 161
+#define FRAME_pain104 162
+#define FRAME_pain105 163
+#define FRAME_pain106 164
+#define FRAME_pain107 165
+#define FRAME_pain108 166
+#define FRAME_pain109 167
+#define FRAME_pain110 168
+#define FRAME_pain111 169
+#define FRAME_pain112 170
+#define FRAME_pain113 171
+#define FRAME_pain114 172
+#define FRAME_pain115 173
+#define FRAME_pain116 174
+#define FRAME_pain117 175
+#define FRAME_pain118 176
+#define FRAME_pain201 177
+#define FRAME_pain202 178
+#define FRAME_pain203 179
+#define FRAME_pain204 180
+#define FRAME_pain205 181
+#define FRAME_pain206 182
+#define FRAME_pain207 183
+#define FRAME_pain208 184
+#define FRAME_pain301 185
+#define FRAME_pain302 186
+#define FRAME_pain303 187
+#define FRAME_pain304 188
+#define FRAME_pain305 189
+#define FRAME_death01 190
+#define FRAME_death02 191
+#define FRAME_death03 192
+#define FRAME_death04 193
+#define FRAME_death05 194
+#define FRAME_death06 195
+#define FRAME_death07 196
+#define FRAME_death08 197
+#define FRAME_death09 198
+#define FRAME_death10 199
+#define FRAME_death11 200
+#define FRAME_duck01 201
+#define FRAME_duck02 202
+#define FRAME_duck03 203
+#define FRAME_duck04 204
+#define FRAME_duck05 205
+#define FRAME_duck06 206
+#define FRAME_duck07 207
+#define FRAME_duck08 208
+
+#define MODEL_SCALE 1.150000
--- /dev/null
+++ b/xatrix/m_hover.c
@@ -1,0 +1,597 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_hover.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_death1;
+static int sound_death2;
+static int sound_sight;
+static int sound_search1;
+static int sound_search2;
+
+
+void hover_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void hover_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+}
+
+
+void hover_run (edict_t *self);
+void hover_stand (edict_t *self);
+void hover_dead (edict_t *self);
+void hover_attack (edict_t *self);
+void hover_reattack (edict_t *self);
+void hover_fire_blaster (edict_t *self);
+void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+
+mframe_t hover_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL};
+
+mframe_t hover_frames_stop1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL};
+
+mframe_t hover_frames_stop2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL};
+
+mframe_t hover_frames_takeoff [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 5, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -6, NULL,
+ ai_move, -9, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL};
+
+mframe_t hover_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run};
+
+mframe_t hover_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run};
+
+mframe_t hover_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, -8, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 7, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 5, NULL,
+ ai_move, 3, NULL,
+ ai_move, 4, NULL
+};
+mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run};
+
+mframe_t hover_frames_land [] =
+{
+ ai_move, 0, NULL
+};
+mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL};
+
+mframe_t hover_frames_forward [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL};
+
+mframe_t hover_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL};
+
+mframe_t hover_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL,
+ ai_run, 10, NULL
+};
+mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL};
+
+mframe_t hover_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -10,NULL,
+ ai_move, 3, NULL,
+ ai_move, 5, NULL,
+ ai_move, 4, NULL,
+ ai_move, 7, NULL
+};
+mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead};
+
+mframe_t hover_frames_backward [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL};
+
+mframe_t hover_frames_start_attack [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack};
+
+mframe_t hover_frames_attack1 [] =
+{
+ ai_charge, -10, hover_fire_blaster,
+ ai_charge, -10, hover_fire_blaster,
+ ai_charge, 0, hover_reattack,
+};
+mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL};
+
+
+mframe_t hover_frames_end_attack [] =
+{
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run};
+
+void hover_reattack (edict_t *self)
+{
+ if (self->enemy->health > 0 )
+ if (visible (self, self->enemy) )
+ if (qrandom() <= 0.6)
+ {
+ self->monsterinfo.currentmove = &hover_move_attack1;
+ return;
+ }
+ self->monsterinfo.currentmove = &hover_move_end_attack;
+}
+
+
+void hover_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if (self->s.frame == FRAME_attak104)
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect);
+}
+
+
+void hover_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_stand;
+}
+
+void hover_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &hover_move_stand;
+ else
+ self->monsterinfo.currentmove = &hover_move_run;
+}
+
+void hover_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_walk;
+}
+
+void hover_start_attack (edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_start_attack;
+}
+
+void hover_attack(edict_t *self)
+{
+ self->monsterinfo.currentmove = &hover_move_attack1;
+}
+
+
+void hover_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 25)
+ {
+ if (qrandom() < 0.5)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain3;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain2;
+ }
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &hover_move_pain1;
+ }
+}
+
+void hover_deadthink (edict_t *self)
+{
+ if (!self->groundentity && level.time < self->timestamp)
+ {
+ self->nextthink = level.time + FRAMETIME;
+ return;
+ }
+ BecomeExplosion1(self);
+}
+
+void hover_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->think = hover_deadthink;
+ self->nextthink = level.time + FRAMETIME;
+ self->timestamp = level.time + 15;
+ gi.linkentity (self);
+}
+
+void hover_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = &hover_move_death1;
+}
+
+/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_hover (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("hover/hovpain1.wav");
+ sound_pain2 = gi.soundindex ("hover/hovpain2.wav");
+ sound_death1 = gi.soundindex ("hover/hovdeth1.wav");
+ sound_death2 = gi.soundindex ("hover/hovdeth2.wav");
+ sound_sight = gi.soundindex ("hover/hovsght1.wav");
+ sound_search1 = gi.soundindex ("hover/hovsrch1.wav");
+ sound_search2 = gi.soundindex ("hover/hovsrch2.wav");
+
+ gi.soundindex ("hover/hovatck1.wav");
+
+ self->s.sound = gi.soundindex ("hover/hovidle1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+ self->health = 240;
+ self->gib_health = -100;
+ self->mass = 150;
+
+ self->pain = hover_pain;
+ self->die = hover_die;
+
+ self->monsterinfo.stand = hover_stand;
+ self->monsterinfo.walk = hover_walk;
+ self->monsterinfo.run = hover_run;
+// self->monsterinfo.dodge = hover_dodge;
+ self->monsterinfo.attack = hover_start_attack;
+ self->monsterinfo.sight = hover_sight;
+ self->monsterinfo.search = hover_search;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &hover_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_hover.h
@@ -1,0 +1,211 @@
+// G:\quake2\baseq2\models/monsters/hover
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_forwrd01 30
+#define FRAME_forwrd02 31
+#define FRAME_forwrd03 32
+#define FRAME_forwrd04 33
+#define FRAME_forwrd05 34
+#define FRAME_forwrd06 35
+#define FRAME_forwrd07 36
+#define FRAME_forwrd08 37
+#define FRAME_forwrd09 38
+#define FRAME_forwrd10 39
+#define FRAME_forwrd11 40
+#define FRAME_forwrd12 41
+#define FRAME_forwrd13 42
+#define FRAME_forwrd14 43
+#define FRAME_forwrd15 44
+#define FRAME_forwrd16 45
+#define FRAME_forwrd17 46
+#define FRAME_forwrd18 47
+#define FRAME_forwrd19 48
+#define FRAME_forwrd20 49
+#define FRAME_forwrd21 50
+#define FRAME_forwrd22 51
+#define FRAME_forwrd23 52
+#define FRAME_forwrd24 53
+#define FRAME_forwrd25 54
+#define FRAME_forwrd26 55
+#define FRAME_forwrd27 56
+#define FRAME_forwrd28 57
+#define FRAME_forwrd29 58
+#define FRAME_forwrd30 59
+#define FRAME_forwrd31 60
+#define FRAME_forwrd32 61
+#define FRAME_forwrd33 62
+#define FRAME_forwrd34 63
+#define FRAME_forwrd35 64
+#define FRAME_stop101 65
+#define FRAME_stop102 66
+#define FRAME_stop103 67
+#define FRAME_stop104 68
+#define FRAME_stop105 69
+#define FRAME_stop106 70
+#define FRAME_stop107 71
+#define FRAME_stop108 72
+#define FRAME_stop109 73
+#define FRAME_stop201 74
+#define FRAME_stop202 75
+#define FRAME_stop203 76
+#define FRAME_stop204 77
+#define FRAME_stop205 78
+#define FRAME_stop206 79
+#define FRAME_stop207 80
+#define FRAME_stop208 81
+#define FRAME_takeof01 82
+#define FRAME_takeof02 83
+#define FRAME_takeof03 84
+#define FRAME_takeof04 85
+#define FRAME_takeof05 86
+#define FRAME_takeof06 87
+#define FRAME_takeof07 88
+#define FRAME_takeof08 89
+#define FRAME_takeof09 90
+#define FRAME_takeof10 91
+#define FRAME_takeof11 92
+#define FRAME_takeof12 93
+#define FRAME_takeof13 94
+#define FRAME_takeof14 95
+#define FRAME_takeof15 96
+#define FRAME_takeof16 97
+#define FRAME_takeof17 98
+#define FRAME_takeof18 99
+#define FRAME_takeof19 100
+#define FRAME_takeof20 101
+#define FRAME_takeof21 102
+#define FRAME_takeof22 103
+#define FRAME_takeof23 104
+#define FRAME_takeof24 105
+#define FRAME_takeof25 106
+#define FRAME_takeof26 107
+#define FRAME_takeof27 108
+#define FRAME_takeof28 109
+#define FRAME_takeof29 110
+#define FRAME_takeof30 111
+#define FRAME_land01 112
+#define FRAME_pain101 113
+#define FRAME_pain102 114
+#define FRAME_pain103 115
+#define FRAME_pain104 116
+#define FRAME_pain105 117
+#define FRAME_pain106 118
+#define FRAME_pain107 119
+#define FRAME_pain108 120
+#define FRAME_pain109 121
+#define FRAME_pain110 122
+#define FRAME_pain111 123
+#define FRAME_pain112 124
+#define FRAME_pain113 125
+#define FRAME_pain114 126
+#define FRAME_pain115 127
+#define FRAME_pain116 128
+#define FRAME_pain117 129
+#define FRAME_pain118 130
+#define FRAME_pain119 131
+#define FRAME_pain120 132
+#define FRAME_pain121 133
+#define FRAME_pain122 134
+#define FRAME_pain123 135
+#define FRAME_pain124 136
+#define FRAME_pain125 137
+#define FRAME_pain126 138
+#define FRAME_pain127 139
+#define FRAME_pain128 140
+#define FRAME_pain201 141
+#define FRAME_pain202 142
+#define FRAME_pain203 143
+#define FRAME_pain204 144
+#define FRAME_pain205 145
+#define FRAME_pain206 146
+#define FRAME_pain207 147
+#define FRAME_pain208 148
+#define FRAME_pain209 149
+#define FRAME_pain210 150
+#define FRAME_pain211 151
+#define FRAME_pain212 152
+#define FRAME_pain301 153
+#define FRAME_pain302 154
+#define FRAME_pain303 155
+#define FRAME_pain304 156
+#define FRAME_pain305 157
+#define FRAME_pain306 158
+#define FRAME_pain307 159
+#define FRAME_pain308 160
+#define FRAME_pain309 161
+#define FRAME_death101 162
+#define FRAME_death102 163
+#define FRAME_death103 164
+#define FRAME_death104 165
+#define FRAME_death105 166
+#define FRAME_death106 167
+#define FRAME_death107 168
+#define FRAME_death108 169
+#define FRAME_death109 170
+#define FRAME_death110 171
+#define FRAME_death111 172
+#define FRAME_backwd01 173
+#define FRAME_backwd02 174
+#define FRAME_backwd03 175
+#define FRAME_backwd04 176
+#define FRAME_backwd05 177
+#define FRAME_backwd06 178
+#define FRAME_backwd07 179
+#define FRAME_backwd08 180
+#define FRAME_backwd09 181
+#define FRAME_backwd10 182
+#define FRAME_backwd11 183
+#define FRAME_backwd12 184
+#define FRAME_backwd13 185
+#define FRAME_backwd14 186
+#define FRAME_backwd15 187
+#define FRAME_backwd16 188
+#define FRAME_backwd17 189
+#define FRAME_backwd18 190
+#define FRAME_backwd19 191
+#define FRAME_backwd20 192
+#define FRAME_backwd21 193
+#define FRAME_backwd22 194
+#define FRAME_backwd23 195
+#define FRAME_backwd24 196
+#define FRAME_attak101 197
+#define FRAME_attak102 198
+#define FRAME_attak103 199
+#define FRAME_attak104 200
+#define FRAME_attak105 201
+#define FRAME_attak106 202
+#define FRAME_attak107 203
+#define FRAME_attak108 204
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_infantry.c
@@ -1,0 +1,588 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_infantry.h"
+
+void InfantryMachineGun (edict_t *self);
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die1;
+static int sound_die2;
+
+static int sound_gunshot;
+static int sound_weapon_cock;
+static int sound_punch_swing;
+static int sound_punch_hit;
+static int sound_sight;
+static int sound_search;
+static int sound_idle;
+
+
+mframe_t infantry_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
+
+void infantry_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_stand;
+}
+
+
+mframe_t infantry_frames_fidget [] =
+{
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 3, NULL,
+ ai_stand, 6, NULL,
+ ai_stand, 3, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -2, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -3, NULL,
+ ai_stand, -2, NULL
+};
+mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
+
+void infantry_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_fidget;
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+mframe_t infantry_frames_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL
+};
+mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
+
+void infantry_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &infantry_move_walk;
+}
+
+mframe_t infantry_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 20, NULL,
+ ai_run, 5, NULL,
+ ai_run, 7, NULL,
+ ai_run, 30, NULL,
+ ai_run, 35, NULL,
+ ai_run, 2, NULL,
+ ai_run, 6, NULL
+};
+mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
+
+void infantry_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &infantry_move_stand;
+ else
+ self->monsterinfo.currentmove = &infantry_move_run;
+}
+
+
+mframe_t infantry_frames_pain1 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 2, NULL
+};
+mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
+
+mframe_t infantry_frames_pain2 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL,
+ ai_move, 2, NULL
+};
+mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
+
+void infantry_pain (edict_t *self, edict_t *, float, int)
+{
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ n = rand() % 2;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &infantry_move_pain1;
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &infantry_move_pain2;
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ }
+}
+
+
+vec3_t aimangles[] =
+{
+ 0.0, 5.0, 0.0,
+ 10.0, 15.0, 0.0,
+ 20.0, 25.0, 0.0,
+ 25.0, 35.0, 0.0,
+ 30.0, 40.0, 0.0,
+ 30.0, 45.0, 0.0,
+ 25.0, 50.0, 0.0,
+ 20.0, 40.0, 0.0,
+ 15.0, 35.0, 0.0,
+ 40.0, 35.0, 0.0,
+ 70.0, 35.0, 0.0,
+ 90.0, 35.0, 0.0
+};
+
+void InfantryMachineGun (edict_t *self)
+{
+ vec3_t start, target;
+ vec3_t forward, right;
+ vec3_t vec;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak103)
+ {
+ flash_number = MZ2_INFANTRY_MACHINEGUN_1;
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ }
+ else
+ {
+ AngleVectors (self->s.angles, forward, right, NULL);
+ }
+ }
+ else
+ {
+ flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
+ AngleVectors (vec, forward, NULL, NULL);
+ }
+
+ monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+void infantry_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void infantry_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ gi.linkentity (self);
+
+ M_FlyCheck (self);
+}
+
+mframe_t infantry_frames_death1 [] =
+{
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -4, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, -2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 9, NULL,
+ ai_move, 9, NULL,
+ ai_move, 5, NULL,
+ ai_move, -3, NULL,
+ ai_move, -3, NULL
+};
+mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
+
+// Off with his head
+mframe_t infantry_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 5, NULL,
+ ai_move, -1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 4, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, -3, InfantryMachineGun,
+ ai_move, -1, InfantryMachineGun,
+ ai_move, -2, InfantryMachineGun,
+ ai_move, 0, InfantryMachineGun,
+ ai_move, 2, InfantryMachineGun,
+ ai_move, 2, InfantryMachineGun,
+ ai_move, 3, InfantryMachineGun,
+ ai_move, -10, InfantryMachineGun,
+ ai_move, -7, InfantryMachineGun,
+ ai_move, -8, InfantryMachineGun,
+ ai_move, -6, NULL,
+ ai_move, 4, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
+
+mframe_t infantry_frames_death3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -6, NULL,
+ ai_move, -11, NULL,
+ ai_move, -3, NULL,
+ ai_move, -11, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
+
+
+void infantry_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 3;
+ if (n == 0)
+ {
+ self->monsterinfo.currentmove = &infantry_move_death1;
+ gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
+ }
+ else if (n == 1)
+ {
+ self->monsterinfo.currentmove = &infantry_move_death2;
+ gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &infantry_move_death3;
+ gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
+ }
+}
+
+
+void infantry_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void infantry_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void infantry_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+mframe_t infantry_frames_duck [] =
+{
+ ai_move, -2, infantry_duck_down,
+ ai_move, -5, infantry_duck_hold,
+ ai_move, 3, NULL,
+ ai_move, 4, infantry_duck_up,
+ ai_move, 0, NULL
+};
+mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
+
+void infantry_dodge (edict_t *self, edict_t *attacker, float)
+{
+ if (qrandom() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &infantry_move_duck;
+}
+
+
+void infantry_set_firetime (edict_t *self)
+{
+ int n;
+
+ n = (rand() & 15) + 5;
+ self->monsterinfo.pausetime = level.time + n * FRAMETIME;
+}
+
+void infantry_cock_gun (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
+}
+
+void infantry_fire (edict_t *self)
+{
+ InfantryMachineGun (self);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t infantry_frames_attack1 [] =
+{
+ ai_charge, 10, infantry_set_firetime,
+ ai_charge, 6, NULL,
+ ai_charge, 0, infantry_fire,
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, -7, NULL,
+ ai_charge, -6, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 0, infantry_cock_gun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -1, NULL
+};
+mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
+
+
+void infantry_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
+}
+
+void infantry_smack (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, 0, 0);
+ if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
+ gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
+}
+
+mframe_t infantry_frames_attack2 [] =
+{
+ ai_charge, 3, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 0, infantry_swing,
+ ai_charge, 8, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 8, infantry_smack,
+ ai_charge, 6, NULL,
+ ai_charge, 3, NULL,
+};
+mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
+
+void infantry_attack(edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ self->monsterinfo.currentmove = &infantry_move_attack2;
+ else
+ self->monsterinfo.currentmove = &infantry_move_attack1;
+}
+
+
+/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_infantry (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
+ sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
+ sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
+ sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
+
+ sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
+ sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
+ sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
+ sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
+
+ sound_sight = gi.soundindex ("infantry/infsght1.wav");
+ sound_search = gi.soundindex ("infantry/infsrch1.wav");
+ sound_idle = gi.soundindex ("infantry/infidle1.wav");
+
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = -40;
+ self->mass = 200;
+
+ self->pain = infantry_pain;
+ self->die = infantry_die;
+
+ self->monsterinfo.stand = infantry_stand;
+ self->monsterinfo.walk = infantry_walk;
+ self->monsterinfo.run = infantry_run;
+ self->monsterinfo.dodge = infantry_dodge;
+ self->monsterinfo.attack = infantry_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = infantry_sight;
+ self->monsterinfo.idle = infantry_fidget;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &infantry_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_infantry.h
@@ -1,0 +1,213 @@
+// G:\quake2\baseq2\models/monsters/infantry
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_gun02 0
+#define FRAME_stand01 1
+#define FRAME_stand02 2
+#define FRAME_stand03 3
+#define FRAME_stand04 4
+#define FRAME_stand05 5
+#define FRAME_stand06 6
+#define FRAME_stand07 7
+#define FRAME_stand08 8
+#define FRAME_stand09 9
+#define FRAME_stand10 10
+#define FRAME_stand11 11
+#define FRAME_stand12 12
+#define FRAME_stand13 13
+#define FRAME_stand14 14
+#define FRAME_stand15 15
+#define FRAME_stand16 16
+#define FRAME_stand17 17
+#define FRAME_stand18 18
+#define FRAME_stand19 19
+#define FRAME_stand20 20
+#define FRAME_stand21 21
+#define FRAME_stand22 22
+#define FRAME_stand23 23
+#define FRAME_stand24 24
+#define FRAME_stand25 25
+#define FRAME_stand26 26
+#define FRAME_stand27 27
+#define FRAME_stand28 28
+#define FRAME_stand29 29
+#define FRAME_stand30 30
+#define FRAME_stand31 31
+#define FRAME_stand32 32
+#define FRAME_stand33 33
+#define FRAME_stand34 34
+#define FRAME_stand35 35
+#define FRAME_stand36 36
+#define FRAME_stand37 37
+#define FRAME_stand38 38
+#define FRAME_stand39 39
+#define FRAME_stand40 40
+#define FRAME_stand41 41
+#define FRAME_stand42 42
+#define FRAME_stand43 43
+#define FRAME_stand44 44
+#define FRAME_stand45 45
+#define FRAME_stand46 46
+#define FRAME_stand47 47
+#define FRAME_stand48 48
+#define FRAME_stand49 49
+#define FRAME_stand50 50
+#define FRAME_stand51 51
+#define FRAME_stand52 52
+#define FRAME_stand53 53
+#define FRAME_stand54 54
+#define FRAME_stand55 55
+#define FRAME_stand56 56
+#define FRAME_stand57 57
+#define FRAME_stand58 58
+#define FRAME_stand59 59
+#define FRAME_stand60 60
+#define FRAME_stand61 61
+#define FRAME_stand62 62
+#define FRAME_stand63 63
+#define FRAME_stand64 64
+#define FRAME_stand65 65
+#define FRAME_stand66 66
+#define FRAME_stand67 67
+#define FRAME_stand68 68
+#define FRAME_stand69 69
+#define FRAME_stand70 70
+#define FRAME_stand71 71
+#define FRAME_walk01 72
+#define FRAME_walk02 73
+#define FRAME_walk03 74
+#define FRAME_walk04 75
+#define FRAME_walk05 76
+#define FRAME_walk06 77
+#define FRAME_walk07 78
+#define FRAME_walk08 79
+#define FRAME_walk09 80
+#define FRAME_walk10 81
+#define FRAME_walk11 82
+#define FRAME_walk12 83
+#define FRAME_walk13 84
+#define FRAME_walk14 85
+#define FRAME_walk15 86
+#define FRAME_walk16 87
+#define FRAME_walk17 88
+#define FRAME_walk18 89
+#define FRAME_walk19 90
+#define FRAME_walk20 91
+#define FRAME_run01 92
+#define FRAME_run02 93
+#define FRAME_run03 94
+#define FRAME_run04 95
+#define FRAME_run05 96
+#define FRAME_run06 97
+#define FRAME_run07 98
+#define FRAME_run08 99
+#define FRAME_pain101 100
+#define FRAME_pain102 101
+#define FRAME_pain103 102
+#define FRAME_pain104 103
+#define FRAME_pain105 104
+#define FRAME_pain106 105
+#define FRAME_pain107 106
+#define FRAME_pain108 107
+#define FRAME_pain109 108
+#define FRAME_pain110 109
+#define FRAME_pain201 110
+#define FRAME_pain202 111
+#define FRAME_pain203 112
+#define FRAME_pain204 113
+#define FRAME_pain205 114
+#define FRAME_pain206 115
+#define FRAME_pain207 116
+#define FRAME_pain208 117
+#define FRAME_pain209 118
+#define FRAME_pain210 119
+#define FRAME_duck01 120
+#define FRAME_duck02 121
+#define FRAME_duck03 122
+#define FRAME_duck04 123
+#define FRAME_duck05 124
+#define FRAME_death101 125
+#define FRAME_death102 126
+#define FRAME_death103 127
+#define FRAME_death104 128
+#define FRAME_death105 129
+#define FRAME_death106 130
+#define FRAME_death107 131
+#define FRAME_death108 132
+#define FRAME_death109 133
+#define FRAME_death110 134
+#define FRAME_death111 135
+#define FRAME_death112 136
+#define FRAME_death113 137
+#define FRAME_death114 138
+#define FRAME_death115 139
+#define FRAME_death116 140
+#define FRAME_death117 141
+#define FRAME_death118 142
+#define FRAME_death119 143
+#define FRAME_death120 144
+#define FRAME_death201 145
+#define FRAME_death202 146
+#define FRAME_death203 147
+#define FRAME_death204 148
+#define FRAME_death205 149
+#define FRAME_death206 150
+#define FRAME_death207 151
+#define FRAME_death208 152
+#define FRAME_death209 153
+#define FRAME_death210 154
+#define FRAME_death211 155
+#define FRAME_death212 156
+#define FRAME_death213 157
+#define FRAME_death214 158
+#define FRAME_death215 159
+#define FRAME_death216 160
+#define FRAME_death217 161
+#define FRAME_death218 162
+#define FRAME_death219 163
+#define FRAME_death220 164
+#define FRAME_death221 165
+#define FRAME_death222 166
+#define FRAME_death223 167
+#define FRAME_death224 168
+#define FRAME_death225 169
+#define FRAME_death301 170
+#define FRAME_death302 171
+#define FRAME_death303 172
+#define FRAME_death304 173
+#define FRAME_death305 174
+#define FRAME_death306 175
+#define FRAME_death307 176
+#define FRAME_death308 177
+#define FRAME_death309 178
+#define FRAME_block01 179
+#define FRAME_block02 180
+#define FRAME_block03 181
+#define FRAME_block04 182
+#define FRAME_block05 183
+#define FRAME_attak101 184
+#define FRAME_attak102 185
+#define FRAME_attak103 186
+#define FRAME_attak104 187
+#define FRAME_attak105 188
+#define FRAME_attak106 189
+#define FRAME_attak107 190
+#define FRAME_attak108 191
+#define FRAME_attak109 192
+#define FRAME_attak110 193
+#define FRAME_attak111 194
+#define FRAME_attak112 195
+#define FRAME_attak113 196
+#define FRAME_attak114 197
+#define FRAME_attak115 198
+#define FRAME_attak201 199
+#define FRAME_attak202 200
+#define FRAME_attak203 201
+#define FRAME_attak204 202
+#define FRAME_attak205 203
+#define FRAME_attak206 204
+#define FRAME_attak207 205
+#define FRAME_attak208 206
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_insane.c
@@ -1,0 +1,670 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_insane.h"
+
+
+static int sound_fist;
+static int sound_shake;
+static int sound_moan;
+static int sound_scream[8];
+
+void insane_fist (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_fist, 1, ATTN_IDLE, 0);
+}
+
+void insane_shake (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_shake, 1, ATTN_IDLE, 0);
+}
+
+void insane_moan (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_moan, 1, ATTN_IDLE, 0);
+}
+
+void insane_scream (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_scream[rand()%8], 1, ATTN_IDLE, 0);
+}
+
+
+void insane_stand (edict_t *self);
+void insane_dead (edict_t *self);
+void insane_cross (edict_t *self);
+void insane_walk (edict_t *self);
+void insane_run (edict_t *self);
+void insane_checkdown (edict_t *self);
+void insane_checkup (edict_t *self);
+void insane_onground (edict_t *self);
+
+
+mframe_t insane_frames_stand_normal [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, insane_checkdown
+};
+mmove_t insane_move_stand_normal = {FRAME_stand60, FRAME_stand65, insane_frames_stand_normal, insane_stand};
+
+mframe_t insane_frames_stand_insane [] =
+{
+ ai_stand, 0, insane_shake,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, insane_checkdown
+};
+mmove_t insane_move_stand_insane = {FRAME_stand65, FRAME_stand94, insane_frames_stand_insane, insane_stand};
+
+mframe_t insane_frames_uptodown [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 2.7, NULL,
+ ai_move, 4.1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 7.6, NULL,
+ ai_move, 3.6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_uptodown = {FRAME_stand1, FRAME_stand40, insane_frames_uptodown, insane_onground};
+
+
+mframe_t insane_frames_downtoup [] =
+{
+ ai_move, -0.7, NULL, // 41
+ ai_move, -1.2, NULL, // 42
+ ai_move, -1.5, NULL, // 43
+ ai_move, -4.5, NULL, // 44
+ ai_move, -3.5, NULL, // 45
+ ai_move, -0.2, NULL, // 46
+ ai_move, 0, NULL, // 47
+ ai_move, -1.3, NULL, // 48
+ ai_move, -3, NULL, // 49
+ ai_move, -2, NULL, // 50
+ ai_move, 0, NULL, // 51
+ ai_move, 0, NULL, // 52
+ ai_move, 0, NULL, // 53
+ ai_move, -3.3, NULL, // 54
+ ai_move, -1.6, NULL, // 55
+ ai_move, -0.3, NULL, // 56
+ ai_move, 0, NULL, // 57
+ ai_move, 0, NULL, // 58
+ ai_move, 0, NULL // 59
+};
+mmove_t insane_move_downtoup = {FRAME_stand41, FRAME_stand59, insane_frames_downtoup, insane_stand};
+
+mframe_t insane_frames_jumpdown [] =
+{
+ ai_move, 0.2, NULL,
+ ai_move, 11.5, NULL,
+ ai_move, 5.1, NULL,
+ ai_move, 7.1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_jumpdown = {FRAME_stand96, FRAME_stand100, insane_frames_jumpdown, insane_onground};
+
+
+mframe_t insane_frames_down [] =
+{
+ ai_move, 0, NULL, // 100
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 110
+ ai_move, -1.7, NULL,
+ ai_move, -1.6, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_fist,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 120
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 130
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 140
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL, // 150
+ ai_move, 0.5, NULL,
+ ai_move, 0, NULL,
+ ai_move, -0.2, insane_scream,
+ ai_move, 0, NULL,
+ ai_move, 0.2, NULL,
+ ai_move, 0.4, NULL,
+ ai_move, 0.6, NULL,
+ ai_move, 0.8, NULL,
+ ai_move, 0.7, NULL,
+ ai_move, 0, insane_checkup // 160
+};
+mmove_t insane_move_down = {FRAME_stand100, FRAME_stand160, insane_frames_down, insane_onground};
+
+mframe_t insane_frames_walk_normal [] =
+{
+ ai_walk, 0, insane_scream,
+ ai_walk, 2.5, NULL,
+ ai_walk, 3.5, NULL,
+ ai_walk, 1.7, NULL,
+ ai_walk, 2.3, NULL,
+ ai_walk, 2.4, NULL,
+ ai_walk, 2.2, NULL,
+ ai_walk, 4.2, NULL,
+ ai_walk, 5.6, NULL,
+ ai_walk, 3.3, NULL,
+ ai_walk, 2.4, NULL,
+ ai_walk, 0.9, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t insane_move_walk_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_walk};
+mmove_t insane_move_run_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_run};
+
+mframe_t insane_frames_walk_insane [] =
+{
+ ai_walk, 0, insane_scream, // walk 1
+ ai_walk, 3.4, NULL, // walk 2
+ ai_walk, 3.6, NULL, // 3
+ ai_walk, 2.9, NULL, // 4
+ ai_walk, 2.2, NULL, // 5
+ ai_walk, 2.6, NULL, // 6
+ ai_walk, 0, NULL, // 7
+ ai_walk, 0.7, NULL, // 8
+ ai_walk, 4.8, NULL, // 9
+ ai_walk, 5.3, NULL, // 10
+ ai_walk, 1.1, NULL, // 11
+ ai_walk, 2, NULL, // 12
+ ai_walk, 0.5, NULL, // 13
+ ai_walk, 0, NULL, // 14
+ ai_walk, 0, NULL, // 15
+ ai_walk, 4.9, NULL, // 16
+ ai_walk, 6.7, NULL, // 17
+ ai_walk, 3.8, NULL, // 18
+ ai_walk, 2, NULL, // 19
+ ai_walk, 0.2, NULL, // 20
+ ai_walk, 0, NULL, // 21
+ ai_walk, 3.4, NULL, // 22
+ ai_walk, 6.4, NULL, // 23
+ ai_walk, 5, NULL, // 24
+ ai_walk, 1.8, NULL, // 25
+ ai_walk, 0, NULL // 26
+};
+mmove_t insane_move_walk_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_walk};
+mmove_t insane_move_run_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_run};
+
+mframe_t insane_frames_stand_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_stand_pain = {FRAME_st_pain2, FRAME_st_pain12, insane_frames_stand_pain, insane_run};
+
+mframe_t insane_frames_stand_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_stand_death = {FRAME_st_death2, FRAME_st_death18, insane_frames_stand_death, insane_dead};
+
+mframe_t insane_frames_crawl [] =
+{
+ ai_walk, 0, insane_scream,
+ ai_walk, 1.5, NULL,
+ ai_walk, 2.1, NULL,
+ ai_walk, 3.6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 0.9, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 3.4, NULL,
+ ai_walk, 2.4, NULL
+};
+mmove_t insane_move_crawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
+mmove_t insane_move_runcrawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL};
+
+mframe_t insane_frames_crawl_pain [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_crawl_pain = {FRAME_cr_pain2, FRAME_cr_pain10, insane_frames_crawl_pain, insane_run};
+
+mframe_t insane_frames_crawl_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_crawl_death = {FRAME_cr_death10, FRAME_cr_death16, insane_frames_crawl_death, insane_dead};
+
+mframe_t insane_frames_cross [] =
+{
+ ai_move, 0, insane_moan,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_cross = {FRAME_cross1, FRAME_cross15, insane_frames_cross, insane_cross};
+
+mframe_t insane_frames_struggle_cross [] =
+{
+ ai_move, 0, insane_scream,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t insane_move_struggle_cross = {FRAME_cross16, FRAME_cross30, insane_frames_struggle_cross, insane_cross};
+
+void insane_cross (edict_t *self)
+{
+ if (qrandom() < 0.8)
+ self->monsterinfo.currentmove = &insane_move_cross;
+ else
+ self->monsterinfo.currentmove = &insane_move_struggle_cross;
+}
+
+void insane_walk (edict_t *self)
+{
+ if ( self->spawnflags & 16 ) // Hold Ground?
+ if (self->s.frame == FRAME_cr_pain10)
+ {
+ self->monsterinfo.currentmove = &insane_move_down;
+ return;
+ }
+ if (self->spawnflags & 4)
+ self->monsterinfo.currentmove = &insane_move_crawl;
+ else
+ if (qrandom() <= 0.5)
+ self->monsterinfo.currentmove = &insane_move_walk_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_walk_insane;
+}
+
+void insane_run (edict_t *self)
+{
+ if ( self->spawnflags & 16 ) // Hold Ground?
+ if (self->s.frame == FRAME_cr_pain10)
+ {
+ self->monsterinfo.currentmove = &insane_move_down;
+ return;
+ }
+ if (self->spawnflags & 4) // Crawling?
+ self->monsterinfo.currentmove = &insane_move_runcrawl;
+ else
+ if (qrandom() <= 0.5) // Else, mix it up
+ self->monsterinfo.currentmove = &insane_move_run_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_run_insane;
+}
+
+
+void insane_pain (edict_t *self, edict_t *, float, int)
+{
+ int l,r;
+
+// if (self->health < (self->max_health / 2))
+// self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ r = 1 + (rand()&1);
+ if (self->health < 25)
+ l = 25;
+ else if (self->health < 50)
+ l = 50;
+ else if (self->health < 75)
+ l = 75;
+ else
+ l = 100;
+ gi.sound (self, CHAN_VOICE, gi.soundindex (va("player/male/pain%i_%i.wav", l, r)), 1, ATTN_IDLE, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ // Don't go into pain frames if crucified.
+ if (self->spawnflags & 8)
+ {
+ self->monsterinfo.currentmove = &insane_move_struggle_cross;
+ return;
+ }
+
+ if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
+ {
+ self->monsterinfo.currentmove = &insane_move_crawl_pain;
+ }
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_pain;
+
+}
+
+void insane_onground (edict_t *self)
+{
+ self->monsterinfo.currentmove = &insane_move_down;
+}
+
+void insane_checkdown (edict_t *self)
+{
+// if ( (self->s.frame == FRAME_stand94) || (self->s.frame == FRAME_stand65) )
+ if (self->spawnflags & 32) // Always stand
+ return;
+ if (qrandom() < 0.3)
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_uptodown;
+ else
+ self->monsterinfo.currentmove = &insane_move_jumpdown;
+}
+
+void insane_checkup (edict_t *self)
+{
+ // If Hold_Ground and Crawl are set
+ if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
+ return;
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_downtoup;
+
+}
+
+void insane_stand (edict_t *self)
+{
+ if (self->spawnflags & 8) // If crucified
+ {
+ self->monsterinfo.currentmove = &insane_move_cross;
+ self->monsterinfo.aiflags |= AI_STAND_GROUND;
+ }
+ // If Hold_Ground and Crawl are set
+ else if ( (self->spawnflags & 4) && (self->spawnflags & 16) )
+ self->monsterinfo.currentmove = &insane_move_down;
+ else
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &insane_move_stand_normal;
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_insane;
+}
+
+void insane_dead (edict_t *self)
+{
+ if (self->spawnflags & 8)
+ {
+ self->flags |= FL_FLY;
+ }
+ else
+ {
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ }
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void insane_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_IDLE, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("player/male/death%i.wav", (rand()%4)+1)), 1, ATTN_IDLE, 0);
+
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ if (self->spawnflags & 8)
+ {
+ insane_dead (self);
+ }
+ else
+ {
+ if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) )
+ self->monsterinfo.currentmove = &insane_move_crawl_death;
+ else
+ self->monsterinfo.currentmove = &insane_move_stand_death;
+ }
+}
+
+
+/*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
+*/
+void SP_misc_insane (edict_t *self)
+{
+// static int skin = 0; //@@
+
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_fist = gi.soundindex ("insane/insane11.wav");
+ sound_shake = gi.soundindex ("insane/insane5.wav");
+ sound_moan = gi.soundindex ("insane/insane7.wav");
+ sound_scream[0] = gi.soundindex ("insane/insane1.wav");
+ sound_scream[1] = gi.soundindex ("insane/insane2.wav");
+ sound_scream[2] = gi.soundindex ("insane/insane3.wav");
+ sound_scream[3] = gi.soundindex ("insane/insane4.wav");
+ sound_scream[4] = gi.soundindex ("insane/insane6.wav");
+ sound_scream[5] = gi.soundindex ("insane/insane8.wav");
+ sound_scream[6] = gi.soundindex ("insane/insane9.wav");
+ sound_scream[7] = gi.soundindex ("insane/insane10.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("models/monsters/insane/tris.md2");
+
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ self->health = 100;
+ self->gib_health = -50;
+ self->mass = 300;
+
+ self->pain = insane_pain;
+ self->die = insane_die;
+
+ self->monsterinfo.stand = insane_stand;
+ self->monsterinfo.walk = insane_walk;
+ self->monsterinfo.run = insane_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+ self->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+//@@
+// self->s.skinnum = skin;
+// skin++;
+// if (skin > 12)
+// skin = 0;
+
+ gi.linkentity (self);
+
+ if (self->spawnflags & 16) // Stand Ground
+ self->monsterinfo.aiflags |= AI_STAND_GROUND;
+
+ self->monsterinfo.currentmove = &insane_move_stand_normal;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ if (self->spawnflags & 8) // Crucified ?
+ {
+ VectorSet (self->mins, -16, 0, 0);
+ VectorSet (self->maxs, 16, 8, 32);
+ self->flags |= FL_NO_KNOCKBACK;
+ flymonster_start (self);
+ }
+ else
+ {
+ walkmonster_start (self);
+ self->s.skinnum = rand()%3;
+ }
+}
--- /dev/null
+++ b/xatrix/m_insane.h
@@ -1,0 +1,288 @@
+// G:\quake2\baseq2\models/monsters/insane
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand1 0
+#define FRAME_stand2 1
+#define FRAME_stand3 2
+#define FRAME_stand4 3
+#define FRAME_stand5 4
+#define FRAME_stand6 5
+#define FRAME_stand7 6
+#define FRAME_stand8 7
+#define FRAME_stand9 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_stand41 40
+#define FRAME_stand42 41
+#define FRAME_stand43 42
+#define FRAME_stand44 43
+#define FRAME_stand45 44
+#define FRAME_stand46 45
+#define FRAME_stand47 46
+#define FRAME_stand48 47
+#define FRAME_stand49 48
+#define FRAME_stand50 49
+#define FRAME_stand51 50
+#define FRAME_stand52 51
+#define FRAME_stand53 52
+#define FRAME_stand54 53
+#define FRAME_stand55 54
+#define FRAME_stand56 55
+#define FRAME_stand57 56
+#define FRAME_stand58 57
+#define FRAME_stand59 58
+#define FRAME_stand60 59
+#define FRAME_stand61 60
+#define FRAME_stand62 61
+#define FRAME_stand63 62
+#define FRAME_stand64 63
+#define FRAME_stand65 64
+#define FRAME_stand66 65
+#define FRAME_stand67 66
+#define FRAME_stand68 67
+#define FRAME_stand69 68
+#define FRAME_stand70 69
+#define FRAME_stand71 70
+#define FRAME_stand72 71
+#define FRAME_stand73 72
+#define FRAME_stand74 73
+#define FRAME_stand75 74
+#define FRAME_stand76 75
+#define FRAME_stand77 76
+#define FRAME_stand78 77
+#define FRAME_stand79 78
+#define FRAME_stand80 79
+#define FRAME_stand81 80
+#define FRAME_stand82 81
+#define FRAME_stand83 82
+#define FRAME_stand84 83
+#define FRAME_stand85 84
+#define FRAME_stand86 85
+#define FRAME_stand87 86
+#define FRAME_stand88 87
+#define FRAME_stand89 88
+#define FRAME_stand90 89
+#define FRAME_stand91 90
+#define FRAME_stand92 91
+#define FRAME_stand93 92
+#define FRAME_stand94 93
+#define FRAME_stand95 94
+#define FRAME_stand96 95
+#define FRAME_stand97 96
+#define FRAME_stand98 97
+#define FRAME_stand99 98
+#define FRAME_stand100 99
+#define FRAME_stand101 100
+#define FRAME_stand102 101
+#define FRAME_stand103 102
+#define FRAME_stand104 103
+#define FRAME_stand105 104
+#define FRAME_stand106 105
+#define FRAME_stand107 106
+#define FRAME_stand108 107
+#define FRAME_stand109 108
+#define FRAME_stand110 109
+#define FRAME_stand111 110
+#define FRAME_stand112 111
+#define FRAME_stand113 112
+#define FRAME_stand114 113
+#define FRAME_stand115 114
+#define FRAME_stand116 115
+#define FRAME_stand117 116
+#define FRAME_stand118 117
+#define FRAME_stand119 118
+#define FRAME_stand120 119
+#define FRAME_stand121 120
+#define FRAME_stand122 121
+#define FRAME_stand123 122
+#define FRAME_stand124 123
+#define FRAME_stand125 124
+#define FRAME_stand126 125
+#define FRAME_stand127 126
+#define FRAME_stand128 127
+#define FRAME_stand129 128
+#define FRAME_stand130 129
+#define FRAME_stand131 130
+#define FRAME_stand132 131
+#define FRAME_stand133 132
+#define FRAME_stand134 133
+#define FRAME_stand135 134
+#define FRAME_stand136 135
+#define FRAME_stand137 136
+#define FRAME_stand138 137
+#define FRAME_stand139 138
+#define FRAME_stand140 139
+#define FRAME_stand141 140
+#define FRAME_stand142 141
+#define FRAME_stand143 142
+#define FRAME_stand144 143
+#define FRAME_stand145 144
+#define FRAME_stand146 145
+#define FRAME_stand147 146
+#define FRAME_stand148 147
+#define FRAME_stand149 148
+#define FRAME_stand150 149
+#define FRAME_stand151 150
+#define FRAME_stand152 151
+#define FRAME_stand153 152
+#define FRAME_stand154 153
+#define FRAME_stand155 154
+#define FRAME_stand156 155
+#define FRAME_stand157 156
+#define FRAME_stand158 157
+#define FRAME_stand159 158
+#define FRAME_stand160 159
+#define FRAME_walk27 160
+#define FRAME_walk28 161
+#define FRAME_walk29 162
+#define FRAME_walk30 163
+#define FRAME_walk31 164
+#define FRAME_walk32 165
+#define FRAME_walk33 166
+#define FRAME_walk34 167
+#define FRAME_walk35 168
+#define FRAME_walk36 169
+#define FRAME_walk37 170
+#define FRAME_walk38 171
+#define FRAME_walk39 172
+#define FRAME_walk1 173
+#define FRAME_walk2 174
+#define FRAME_walk3 175
+#define FRAME_walk4 176
+#define FRAME_walk5 177
+#define FRAME_walk6 178
+#define FRAME_walk7 179
+#define FRAME_walk8 180
+#define FRAME_walk9 181
+#define FRAME_walk10 182
+#define FRAME_walk11 183
+#define FRAME_walk12 184
+#define FRAME_walk13 185
+#define FRAME_walk14 186
+#define FRAME_walk15 187
+#define FRAME_walk16 188
+#define FRAME_walk17 189
+#define FRAME_walk18 190
+#define FRAME_walk19 191
+#define FRAME_walk20 192
+#define FRAME_walk21 193
+#define FRAME_walk22 194
+#define FRAME_walk23 195
+#define FRAME_walk24 196
+#define FRAME_walk25 197
+#define FRAME_walk26 198
+#define FRAME_st_pain2 199
+#define FRAME_st_pain3 200
+#define FRAME_st_pain4 201
+#define FRAME_st_pain5 202
+#define FRAME_st_pain6 203
+#define FRAME_st_pain7 204
+#define FRAME_st_pain8 205
+#define FRAME_st_pain9 206
+#define FRAME_st_pain10 207
+#define FRAME_st_pain11 208
+#define FRAME_st_pain12 209
+#define FRAME_st_death2 210
+#define FRAME_st_death3 211
+#define FRAME_st_death4 212
+#define FRAME_st_death5 213
+#define FRAME_st_death6 214
+#define FRAME_st_death7 215
+#define FRAME_st_death8 216
+#define FRAME_st_death9 217
+#define FRAME_st_death10 218
+#define FRAME_st_death11 219
+#define FRAME_st_death12 220
+#define FRAME_st_death13 221
+#define FRAME_st_death14 222
+#define FRAME_st_death15 223
+#define FRAME_st_death16 224
+#define FRAME_st_death17 225
+#define FRAME_st_death18 226
+#define FRAME_crawl1 227
+#define FRAME_crawl2 228
+#define FRAME_crawl3 229
+#define FRAME_crawl4 230
+#define FRAME_crawl5 231
+#define FRAME_crawl6 232
+#define FRAME_crawl7 233
+#define FRAME_crawl8 234
+#define FRAME_crawl9 235
+#define FRAME_cr_pain2 236
+#define FRAME_cr_pain3 237
+#define FRAME_cr_pain4 238
+#define FRAME_cr_pain5 239
+#define FRAME_cr_pain6 240
+#define FRAME_cr_pain7 241
+#define FRAME_cr_pain8 242
+#define FRAME_cr_pain9 243
+#define FRAME_cr_pain10 244
+#define FRAME_cr_death10 245
+#define FRAME_cr_death11 246
+#define FRAME_cr_death12 247
+#define FRAME_cr_death13 248
+#define FRAME_cr_death14 249
+#define FRAME_cr_death15 250
+#define FRAME_cr_death16 251
+#define FRAME_cross1 252
+#define FRAME_cross2 253
+#define FRAME_cross3 254
+#define FRAME_cross4 255
+#define FRAME_cross5 256
+#define FRAME_cross6 257
+#define FRAME_cross7 258
+#define FRAME_cross8 259
+#define FRAME_cross9 260
+#define FRAME_cross10 261
+#define FRAME_cross11 262
+#define FRAME_cross12 263
+#define FRAME_cross13 264
+#define FRAME_cross14 265
+#define FRAME_cross15 266
+#define FRAME_cross16 267
+#define FRAME_cross17 268
+#define FRAME_cross18 269
+#define FRAME_cross19 270
+#define FRAME_cross20 271
+#define FRAME_cross21 272
+#define FRAME_cross22 273
+#define FRAME_cross23 274
+#define FRAME_cross24 275
+#define FRAME_cross25 276
+#define FRAME_cross26 277
+#define FRAME_cross27 278
+#define FRAME_cross28 279
+#define FRAME_cross29 280
+#define FRAME_cross30 281
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_medic.c
@@ -1,0 +1,746 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_medic.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+
+static int sound_idle1;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_sight;
+static int sound_search;
+static int sound_hook_launch;
+static int sound_hook_hit;
+static int sound_hook_heal;
+static int sound_hook_retract;
+
+
+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)
+ continue;
+ if (!visible(self, ent))
+ continue;
+ if (!best)
+ {
+ best = ent;
+ continue;
+ }
+ if (ent->max_health <= best->max_health)
+ continue;
+ best = ent;
+ }
+
+ return best;
+}
+
+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 medic_search (edict_t *self)
+{
+ edict_t *ent;
+
+ 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);
+ }
+ }
+}
+
+void medic_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+
+mframe_t medic_frames_stand [] =
+{
+ ai_stand, 0, medic_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+};
+mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
+
+void medic_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &medic_move_stand;
+}
+
+
+mframe_t medic_frames_walk [] =
+{
+ ai_walk, 6.2, NULL,
+ ai_walk, 18.1, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 11, NULL,
+ ai_walk, 11.6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 9.9, NULL,
+ ai_walk, 14, NULL,
+ ai_walk, 9.3, NULL
+};
+mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
+
+void medic_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &medic_move_walk;
+}
+
+
+mframe_t medic_frames_run [] =
+{
+ ai_run, 18, NULL,
+ ai_run, 22.5, NULL,
+ ai_run, 25.4, NULL,
+ ai_run, 23.4, NULL,
+ ai_run, 24, NULL,
+ ai_run, 35.6, NULL
+
+};
+mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
+
+void medic_run (edict_t *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->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;
+}
+
+
+mframe_t medic_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
+
+mframe_t medic_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
+
+void medic_pain (edict_t *self, edict_t *, float, int)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (qrandom() < 0.5)
+ {
+ self->monsterinfo.currentmove = &medic_move_pain1;
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &medic_move_pain2;
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ }
+}
+
+void medic_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
+ effect = EF_BLASTER;
+ else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
+}
+
+
+void medic_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t medic_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
+
+void medic_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ // if we had a pending patient, free him up for another medic
+ if ((self->enemy) && (self->enemy->owner == self))
+ self->enemy->owner = NULL;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &medic_move_death;
+}
+
+
+void medic_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void medic_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+void medic_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+mframe_t medic_frames_duck [] =
+{
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, medic_duck_down,
+ ai_move, -1, medic_duck_hold,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, medic_duck_up,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL
+};
+mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
+
+void medic_dodge (edict_t *self, edict_t *attacker, float)
+{
+ if (qrandom() > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ self->monsterinfo.currentmove = &medic_move_duck;
+}
+
+mframe_t medic_frames_attackHyperBlaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, medic_fire_blaster
+};
+mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
+
+
+void medic_continue (edict_t *self)
+{
+ if (visible (self, self->enemy) )
+ if (qrandom() <= 0.95)
+ self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
+}
+
+
+mframe_t medic_frames_attackBlaster [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_fire_blaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
+};
+mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
+
+
+void medic_hook_launch (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
+}
+
+void ED_CallSpawn (edict_t *ent);
+
+static vec3_t medic_cable_offsets[] =
+{
+ 45.0, -9.2, 15.5,
+ 48.4, -9.7, 15.2,
+ 47.8, -9.8, 15.8,
+ 47.3, -9.3, 14.3,
+ 45.4, -10.1, 13.1,
+ 41.9, -12.7, 12.0,
+ 37.8, -15.8, 11.2,
+ 34.3, -18.4, 10.7,
+ 32.7, -19.7, 10.4,
+ 32.7, -19.7, 10.4
+};
+
+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->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);
+}
+
+void medic_hook_retract (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
+ self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
+}
+
+mframe_t medic_frames_attackCable [] =
+{
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 5, NULL,
+ ai_move, 4.4, NULL,
+ ai_charge, 4.7, NULL,
+ ai_charge, 5, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 0, NULL,
+ ai_move, 0, medic_hook_launch,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, 0, medic_cable_attack,
+ ai_move, -15, medic_hook_retract,
+ ai_move, -1.5, NULL,
+ ai_move, -1.2, NULL,
+ ai_move, -3, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0.3, NULL,
+ ai_move, 0.7, NULL,
+ ai_move, 1.2, NULL,
+ ai_move, 1.3, NULL
+};
+mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
+
+
+void medic_attack(edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ self->monsterinfo.currentmove = &medic_move_attackCable;
+ else
+ self->monsterinfo.currentmove = &medic_move_attackBlaster;
+}
+
+qboolean medic_checkattack (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_MEDIC)
+ {
+ medic_attack(self);
+ return true;
+ }
+
+ return M_CheckAttack (self);
+}
+
+
+/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_medic (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_idle1 = gi.soundindex ("medic/idle.wav");
+ sound_pain1 = gi.soundindex ("medic/medpain1.wav");
+ sound_pain2 = gi.soundindex ("medic/medpain2.wav");
+ sound_die = gi.soundindex ("medic/meddeth1.wav");
+ sound_sight = gi.soundindex ("medic/medsght1.wav");
+ sound_search = gi.soundindex ("medic/medsrch1.wav");
+ sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
+ sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
+ sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
+ sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
+
+ gi.soundindex ("medic/medatck1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
+ VectorSet (self->mins, -24, -24, -24);
+ VectorSet (self->maxs, 24, 24, 32);
+
+ self->health = 300;
+ self->gib_health = -130;
+ self->mass = 400;
+
+ self->pain = medic_pain;
+ self->die = medic_die;
+
+ self->monsterinfo.stand = medic_stand;
+ self->monsterinfo.walk = medic_walk;
+ self->monsterinfo.run = medic_run;
+ self->monsterinfo.dodge = medic_dodge;
+ self->monsterinfo.attack = medic_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = medic_sight;
+ self->monsterinfo.idle = medic_idle;
+ self->monsterinfo.search = medic_search;
+ self->monsterinfo.checkattack = medic_checkattack;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &medic_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_medic.h
@@ -1,0 +1,243 @@
+// G:\quake2\baseq2\models/monsters/medic
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_walk1 0
+#define FRAME_walk2 1
+#define FRAME_walk3 2
+#define FRAME_walk4 3
+#define FRAME_walk5 4
+#define FRAME_walk6 5
+#define FRAME_walk7 6
+#define FRAME_walk8 7
+#define FRAME_walk9 8
+#define FRAME_walk10 9
+#define FRAME_walk11 10
+#define FRAME_walk12 11
+#define FRAME_wait1 12
+#define FRAME_wait2 13
+#define FRAME_wait3 14
+#define FRAME_wait4 15
+#define FRAME_wait5 16
+#define FRAME_wait6 17
+#define FRAME_wait7 18
+#define FRAME_wait8 19
+#define FRAME_wait9 20
+#define FRAME_wait10 21
+#define FRAME_wait11 22
+#define FRAME_wait12 23
+#define FRAME_wait13 24
+#define FRAME_wait14 25
+#define FRAME_wait15 26
+#define FRAME_wait16 27
+#define FRAME_wait17 28
+#define FRAME_wait18 29
+#define FRAME_wait19 30
+#define FRAME_wait20 31
+#define FRAME_wait21 32
+#define FRAME_wait22 33
+#define FRAME_wait23 34
+#define FRAME_wait24 35
+#define FRAME_wait25 36
+#define FRAME_wait26 37
+#define FRAME_wait27 38
+#define FRAME_wait28 39
+#define FRAME_wait29 40
+#define FRAME_wait30 41
+#define FRAME_wait31 42
+#define FRAME_wait32 43
+#define FRAME_wait33 44
+#define FRAME_wait34 45
+#define FRAME_wait35 46
+#define FRAME_wait36 47
+#define FRAME_wait37 48
+#define FRAME_wait38 49
+#define FRAME_wait39 50
+#define FRAME_wait40 51
+#define FRAME_wait41 52
+#define FRAME_wait42 53
+#define FRAME_wait43 54
+#define FRAME_wait44 55
+#define FRAME_wait45 56
+#define FRAME_wait46 57
+#define FRAME_wait47 58
+#define FRAME_wait48 59
+#define FRAME_wait49 60
+#define FRAME_wait50 61
+#define FRAME_wait51 62
+#define FRAME_wait52 63
+#define FRAME_wait53 64
+#define FRAME_wait54 65
+#define FRAME_wait55 66
+#define FRAME_wait56 67
+#define FRAME_wait57 68
+#define FRAME_wait58 69
+#define FRAME_wait59 70
+#define FRAME_wait60 71
+#define FRAME_wait61 72
+#define FRAME_wait62 73
+#define FRAME_wait63 74
+#define FRAME_wait64 75
+#define FRAME_wait65 76
+#define FRAME_wait66 77
+#define FRAME_wait67 78
+#define FRAME_wait68 79
+#define FRAME_wait69 80
+#define FRAME_wait70 81
+#define FRAME_wait71 82
+#define FRAME_wait72 83
+#define FRAME_wait73 84
+#define FRAME_wait74 85
+#define FRAME_wait75 86
+#define FRAME_wait76 87
+#define FRAME_wait77 88
+#define FRAME_wait78 89
+#define FRAME_wait79 90
+#define FRAME_wait80 91
+#define FRAME_wait81 92
+#define FRAME_wait82 93
+#define FRAME_wait83 94
+#define FRAME_wait84 95
+#define FRAME_wait85 96
+#define FRAME_wait86 97
+#define FRAME_wait87 98
+#define FRAME_wait88 99
+#define FRAME_wait89 100
+#define FRAME_wait90 101
+#define FRAME_run1 102
+#define FRAME_run2 103
+#define FRAME_run3 104
+#define FRAME_run4 105
+#define FRAME_run5 106
+#define FRAME_run6 107
+#define FRAME_paina1 108
+#define FRAME_paina2 109
+#define FRAME_paina3 110
+#define FRAME_paina4 111
+#define FRAME_paina5 112
+#define FRAME_paina6 113
+#define FRAME_paina7 114
+#define FRAME_paina8 115
+#define FRAME_painb1 116
+#define FRAME_painb2 117
+#define FRAME_painb3 118
+#define FRAME_painb4 119
+#define FRAME_painb5 120
+#define FRAME_painb6 121
+#define FRAME_painb7 122
+#define FRAME_painb8 123
+#define FRAME_painb9 124
+#define FRAME_painb10 125
+#define FRAME_painb11 126
+#define FRAME_painb12 127
+#define FRAME_painb13 128
+#define FRAME_painb14 129
+#define FRAME_painb15 130
+#define FRAME_duck1 131
+#define FRAME_duck2 132
+#define FRAME_duck3 133
+#define FRAME_duck4 134
+#define FRAME_duck5 135
+#define FRAME_duck6 136
+#define FRAME_duck7 137
+#define FRAME_duck8 138
+#define FRAME_duck9 139
+#define FRAME_duck10 140
+#define FRAME_duck11 141
+#define FRAME_duck12 142
+#define FRAME_duck13 143
+#define FRAME_duck14 144
+#define FRAME_duck15 145
+#define FRAME_duck16 146
+#define FRAME_death1 147
+#define FRAME_death2 148
+#define FRAME_death3 149
+#define FRAME_death4 150
+#define FRAME_death5 151
+#define FRAME_death6 152
+#define FRAME_death7 153
+#define FRAME_death8 154
+#define FRAME_death9 155
+#define FRAME_death10 156
+#define FRAME_death11 157
+#define FRAME_death12 158
+#define FRAME_death13 159
+#define FRAME_death14 160
+#define FRAME_death15 161
+#define FRAME_death16 162
+#define FRAME_death17 163
+#define FRAME_death18 164
+#define FRAME_death19 165
+#define FRAME_death20 166
+#define FRAME_death21 167
+#define FRAME_death22 168
+#define FRAME_death23 169
+#define FRAME_death24 170
+#define FRAME_death25 171
+#define FRAME_death26 172
+#define FRAME_death27 173
+#define FRAME_death28 174
+#define FRAME_death29 175
+#define FRAME_death30 176
+#define FRAME_attack1 177
+#define FRAME_attack2 178
+#define FRAME_attack3 179
+#define FRAME_attack4 180
+#define FRAME_attack5 181
+#define FRAME_attack6 182
+#define FRAME_attack7 183
+#define FRAME_attack8 184
+#define FRAME_attack9 185
+#define FRAME_attack10 186
+#define FRAME_attack11 187
+#define FRAME_attack12 188
+#define FRAME_attack13 189
+#define FRAME_attack14 190
+#define FRAME_attack15 191
+#define FRAME_attack16 192
+#define FRAME_attack17 193
+#define FRAME_attack18 194
+#define FRAME_attack19 195
+#define FRAME_attack20 196
+#define FRAME_attack21 197
+#define FRAME_attack22 198
+#define FRAME_attack23 199
+#define FRAME_attack24 200
+#define FRAME_attack25 201
+#define FRAME_attack26 202
+#define FRAME_attack27 203
+#define FRAME_attack28 204
+#define FRAME_attack29 205
+#define FRAME_attack30 206
+#define FRAME_attack31 207
+#define FRAME_attack32 208
+#define FRAME_attack33 209
+#define FRAME_attack34 210
+#define FRAME_attack35 211
+#define FRAME_attack36 212
+#define FRAME_attack37 213
+#define FRAME_attack38 214
+#define FRAME_attack39 215
+#define FRAME_attack40 216
+#define FRAME_attack41 217
+#define FRAME_attack42 218
+#define FRAME_attack43 219
+#define FRAME_attack44 220
+#define FRAME_attack45 221
+#define FRAME_attack46 222
+#define FRAME_attack47 223
+#define FRAME_attack48 224
+#define FRAME_attack49 225
+#define FRAME_attack50 226
+#define FRAME_attack51 227
+#define FRAME_attack52 228
+#define FRAME_attack53 229
+#define FRAME_attack54 230
+#define FRAME_attack55 231
+#define FRAME_attack56 232
+#define FRAME_attack57 233
+#define FRAME_attack58 234
+#define FRAME_attack59 235
+#define FRAME_attack60 236
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_move.c
@@ -1,0 +1,568 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define STEPSIZE 18
+
+/*
+=============
+M_CheckBottom
+
+Returns false if any part of the bottom of the entity is off an edge that
+is not a staircase.
+
+=============
+*/
+int c_yes, c_no;
+
+qboolean M_CheckBottom (edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (ent->s.origin, ent->mins, mins);
+ VectorAdd (ent->s.origin, ent->maxs, maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+ start[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (gi.pointcontents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ stop[2] = start[2] - 2*STEPSIZE;
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
+
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+ }
+
+ c_yes++;
+ return true;
+}
+
+
+/*
+=============
+SV_movestep
+
+Called by monster program code.
+The move will be adjusted for slopes and stairs, but if the move isn't
+possible, no move is done, false is returned, and
+pr_global_struct->trace_normal is set to the normal of the blocking wall
+=============
+*/
+//FIXME since we need to test end position contents here, can we avoid doing
+//it again later in catagorize position?
+qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+{
+ float dz;
+ vec3_t oldorg, neworg, end;
+ trace_t trace;
+ int i;
+ float stepsize;
+ vec3_t test;
+ int contents;
+
+// try the move
+ VectorCopy (ent->s.origin, oldorg);
+ VectorAdd (ent->s.origin, move, neworg);
+
+// flying monsters don't step up
+ if ( ent->flags & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (ent->s.origin, move, neworg);
+ if (i == 0 && ent->enemy)
+ {
+ if (!ent->goalentity)
+ ent->goalentity = ent->enemy;
+ dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
+ if (ent->goalentity->client)
+ {
+ if (dz > 40)
+ neworg[2] -= 8;
+ if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
+ if (dz < 30)
+ neworg[2] += 8;
+ }
+ else
+ {
+ // RAFAEL
+ if (strcmp (ent->classname , "monster_fixbot") == 0)
+ {
+ if (ent->s.frame >= 105 && ent->s.frame <= 120)
+ {
+ if (dz > 12)
+ neworg[2] --;
+ else if (dz < -12)
+ neworg[2] ++;
+ }
+ else if (ent->s.frame >= 31 && ent->s.frame <= 88)
+ {
+ if (dz > 12)
+ neworg[2] -= 12;
+ else if (dz < -12)
+ neworg[2] += 12;
+ }
+ else
+ {
+ if (dz > 12)
+ neworg[2] -= 8;
+ else if (dz < -12)
+ neworg[2] += 8;
+ }
+ }
+ // RAFAEL ( else )
+ else
+ {
+ if (dz > 8)
+ neworg[2] -= 8;
+ else if (dz > 0)
+ neworg[2] -= dz;
+ else if (dz < -8)
+ neworg[2] += 8;
+ else
+ neworg[2] += dz;
+ }
+ }
+ }
+ trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
+
+ // fly monsters don't enter water voluntarily
+ if (ent->flags & FL_FLY)
+ {
+ if (!ent->waterlevel)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (contents & MASK_WATER)
+ return false;
+ }
+ }
+
+ // swim monsters don't exit water voluntarily
+ if (ent->flags & FL_SWIM)
+ {
+ if (ent->waterlevel < 2)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+ if (!(contents & MASK_WATER))
+ return false;
+ }
+ }
+
+ if (trace.fraction == 1)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+
+ if (!ent->enemy)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
+ stepsize = STEPSIZE;
+ else
+ stepsize = 1;
+
+ neworg[2] += stepsize;
+ VectorCopy (neworg, end);
+ end[2] -= stepsize*2;
+
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+
+ if (trace.allsolid)
+ return false;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= stepsize;
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+ if (trace.allsolid || trace.startsolid)
+ return false;
+ }
+
+
+ // don't go in to water
+ if (ent->waterlevel == 0)
+ {
+ test[0] = trace.endpos[0];
+ test[1] = trace.endpos[1];
+ test[2] = trace.endpos[2] + ent->mins[2] + 1;
+ contents = gi.pointcontents(test);
+
+ if (contents & MASK_WATER)
+ return false;
+ }
+
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ VectorAdd (ent->s.origin, move, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ ent->groundentity = NULL;
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, ent->s.origin);
+
+ if (!M_CheckBottom (ent))
+ {
+ if ( ent->flags & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+ }
+ VectorCopy (oldorg, ent->s.origin);
+ return false;
+ }
+
+ if ( ent->flags & FL_PARTIALGROUND )
+ {
+ ent->flags &= ~FL_PARTIALGROUND;
+ }
+ ent->groundentity = trace.ent;
+ ent->groundentity_linkcount = trace.ent->linkcount;
+
+// the move is ok
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return true;
+}
+
+
+//============================================================================
+
+/*
+===============
+M_ChangeYaw
+
+===============
+*/
+void M_ChangeYaw (edict_t *ent)
+{
+ float ideal;
+ float current;
+ float move;
+ float speed;
+
+ current = anglemod(ent->s.angles[YAW]);
+ ideal = ent->ideal_yaw;
+
+ if (current == ideal)
+ return;
+
+ move = ideal - current;
+ speed = ent->yaw_speed;
+ if (ideal > current)
+ {
+ if (move >= 180)
+ move = move - 360;
+ }
+ else
+ {
+ if (move <= -180)
+ move = move + 360;
+ }
+ if (move > 0)
+ {
+ if (move > speed)
+ move = speed;
+ }
+ else
+ {
+ if (move < -speed)
+ move = -speed;
+ }
+
+ ent->s.angles[YAW] = anglemod (current + move);
+}
+
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ ent->ideal_yaw = yaw;
+ M_ChangeYaw (ent);
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (ent->s.origin, oldorigin);
+ if (SV_movestep (ent, move, false))
+ {
+ delta = ent->s.angles[YAW] - ent->ideal_yaw;
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, ent->s.origin);
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return true;
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (edict_t *ent)
+{
+ ent->flags |= FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ //FIXME: how did we get here with no enemy
+ if (!enemy)
+ return;
+
+ olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
+ turnaround = anglemod(olddir - 180);
+
+ deltax = enemy->s.origin[0] - actor->s.origin[0];
+ deltay = enemy->s.origin[1] - actor->s.origin[1];
+ if (deltax>10)
+ d[1]= 0;
+ else if (deltax<-10)
+ d[1]= 180;
+ else
+ d[1]= DI_NODIR;
+ if (deltay<-10)
+ d[2]= 270;
+ else if (deltay>10)
+ d[2]= 90;
+ else
+ d[2]= DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ if (d[1] == 0)
+ tdir = d[2] == 90 ? 45 : 315;
+ else
+ tdir = d[2] == 90 ? 135 : 215;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]!=DI_NODIR && d[1]!=turnaround
+ && SV_StepDirection(actor, d[1], dist))
+ return;
+
+ if (d[2]!=DI_NODIR && d[2]!=turnaround
+ && SV_StepDirection(actor, d[2], dist))
+ return;
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
+ return;
+
+ if (rand()&1) /*randomly determine direction of search*/
+ {
+ for (tdir=0 ; tdir<=315 ; tdir += 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+ else
+ {
+ for (tdir=315 ; tdir >=0 ; tdir -= 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+
+ if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
+ return;
+
+ actor->ideal_yaw = olddir; // can't move
+
+// if a bridge was pulled out from underneath a monster, it may not have
+// a valid standing position at all
+
+ if (!M_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->absmin[i] > ent->absmax[i] + dist)
+ return false;
+ if (goal->absmax[i] < ent->absmin[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+
+/*
+======================
+M_MoveToGoal
+======================
+*/
+void M_MoveToGoal (edict_t *ent, float dist)
+{
+ edict_t *goal;
+
+ goal = ent->goalentity;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return;
+
+// if the next step hits the enemy, return immediately
+ if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
+ return;
+
+// bump around...
+ if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
+ {
+ if (ent->inuse)
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+
+
+/*
+===============
+M_walkmove
+===============
+*/
+qboolean M_walkmove (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move;
+
+ if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
+ return false;
+
+ yaw = yaw*M_PI*2 / 360;
+
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ return SV_movestep(ent, move, true);
+}
--- /dev/null
+++ b/xatrix/m_mutant.c
@@ -1,0 +1,640 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_mutant.h"
+
+
+static int sound_swing;
+static int sound_hit;
+static int sound_hit2;
+static int sound_death;
+static int sound_idle;
+static int sound_pain1;
+static int sound_pain2;
+static int sound_sight;
+static int sound_search;
+static int sound_step1;
+static int sound_step2;
+static int sound_step3;
+static int sound_thud;
+
+//
+// SOUNDS
+//
+
+void mutant_step (edict_t *self)
+{
+ int n;
+ n = (rand() + 1) % 3;
+ if (n == 0)
+ gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
+ else if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
+}
+
+void mutant_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void mutant_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+void mutant_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
+}
+
+
+//
+// STAND
+//
+
+mframe_t mutant_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 10
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 20
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 30
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 40
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // 50
+
+ ai_stand, 0, NULL
+};
+mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};
+
+void mutant_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_stand;
+}
+
+
+//
+// IDLE
+//
+
+void mutant_idle_loop (edict_t *self)
+{
+ if (qrandom() < 0.75)
+ self->monsterinfo.nextframe = FRAME_stand155;
+}
+
+mframe_t mutant_frames_idle [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL, // scratch loop start
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, mutant_idle_loop, // scratch loop end
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};
+
+void mutant_idle (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_idle;
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//
+// WALK
+//
+
+void mutant_walk (edict_t *self);
+
+mframe_t mutant_frames_walk [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 13, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 16, NULL,
+ ai_walk, 15, NULL,
+ ai_walk, 6, NULL
+};
+mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};
+
+void mutant_walk_loop (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_walk;
+}
+
+mframe_t mutant_frames_start_walk [] =
+{
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, -2, NULL,
+ ai_walk, 1, NULL
+};
+mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};
+
+void mutant_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_start_walk;
+}
+
+
+//
+// RUN
+//
+
+mframe_t mutant_frames_run [] =
+{
+ ai_run, 40, NULL,
+ ai_run, 40, mutant_step,
+ ai_run, 24, NULL,
+ ai_run, 5, mutant_step,
+ ai_run, 17, NULL,
+ ai_run, 10, NULL
+};
+mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};
+
+void mutant_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &mutant_move_stand;
+ else
+ self->monsterinfo.currentmove = &mutant_move_run;
+}
+
+
+//
+// MELEE
+//
+
+void mutant_hit_left (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void mutant_hit_right (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
+ if (fire_hit (self, aim, (10 + (rand() %5)), 100))
+ gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
+}
+
+void mutant_check_refire (edict_t *self)
+{
+ if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attack09;
+}
+
+mframe_t mutant_frames_attack [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, mutant_hit_left,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, mutant_hit_right,
+ ai_charge, 0, mutant_check_refire
+};
+mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};
+
+void mutant_melee (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_attack;
+}
+
+
+//
+// ATTACK
+//
+
+void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
+{
+ if (self->health <= 0)
+ {
+ self->touch = NULL;
+ return;
+ }
+
+ if (other->takedamage)
+ {
+ if (VectorLength(self->velocity) > 400)
+ {
+ vec3_t point;
+ vec3_t normal;
+ int damage;
+
+ VectorCopy (self->velocity, normal);
+ VectorNormalize(normal);
+ VectorMA (self->s.origin, self->maxs[0], normal, point);
+ damage = 40 + 10 * qrandom();
+ T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
+ }
+ }
+
+ if (!M_CheckBottom (self))
+ {
+ if (self->groundentity)
+ {
+ self->monsterinfo.nextframe = FRAME_attack02;
+ self->touch = NULL;
+ }
+ return;
+ }
+
+ self->touch = NULL;
+}
+
+void mutant_jump_takeoff (edict_t *self)
+{
+ vec3_t forward;
+
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ self->s.origin[2] += 1;
+ VectorScale (forward, 600, self->velocity);
+ self->velocity[2] = 250;
+ self->groundentity = NULL;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->monsterinfo.attack_finished = level.time + 3;
+ self->touch = mutant_jump_touch;
+}
+
+void mutant_check_landing (edict_t *self)
+{
+ if (self->groundentity)
+ {
+ gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
+ self->monsterinfo.attack_finished = 0;
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ return;
+ }
+
+ if (level.time > self->monsterinfo.attack_finished)
+ self->monsterinfo.nextframe = FRAME_attack02;
+ else
+ self->monsterinfo.nextframe = FRAME_attack05;
+}
+
+mframe_t mutant_frames_jump [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 17, NULL,
+ ai_charge, 15, mutant_jump_takeoff,
+ ai_charge, 15, NULL,
+ ai_charge, 15, mutant_check_landing,
+ ai_charge, 0, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};
+
+void mutant_jump (edict_t *self)
+{
+ self->monsterinfo.currentmove = &mutant_move_jump;
+}
+
+
+//
+// CHECKATTACK
+//
+
+qboolean mutant_check_melee (edict_t *self)
+{
+ if (range (self, self->enemy) == RANGE_MELEE)
+ return true;
+ return false;
+}
+
+qboolean mutant_check_jump (edict_t *self)
+{
+ vec3_t v;
+ float distance;
+
+ if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
+ return false;
+
+ if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
+ return false;
+
+ v[0] = self->s.origin[0] - self->enemy->s.origin[0];
+ v[1] = self->s.origin[1] - self->enemy->s.origin[1];
+ v[2] = 0;
+ distance = VectorLength(v);
+
+ if (distance < 100)
+ return false;
+ if (distance > 100)
+ {
+ if (qrandom() < 0.9)
+ return false;
+ }
+
+ return true;
+}
+
+qboolean mutant_checkattack (edict_t *self)
+{
+ if (!self->enemy || self->enemy->health <= 0)
+ return false;
+
+ if (mutant_check_melee(self))
+ {
+ self->monsterinfo.attack_state = AS_MELEE;
+ return true;
+ }
+
+ if (mutant_check_jump(self))
+ {
+ self->monsterinfo.attack_state = AS_MISSILE;
+ // FIXME play a jump sound here
+ return true;
+ }
+
+ return false;
+}
+
+
+//
+// PAIN
+//
+
+mframe_t mutant_frames_pain1 [] =
+{
+ ai_move, 4, NULL,
+ ai_move, -3, NULL,
+ ai_move, -8, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL
+};
+mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};
+
+mframe_t mutant_frames_pain2 [] =
+{
+ ai_move, -24,NULL,
+ ai_move, 11, NULL,
+ ai_move, 5, NULL,
+ ai_move, -2, NULL,
+ ai_move, 6, NULL,
+ ai_move, 4, NULL
+};
+mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};
+
+mframe_t mutant_frames_pain3 [] =
+{
+ ai_move, -22,NULL,
+ ai_move, 3, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL
+};
+mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};
+
+void mutant_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+ if (r < 0.33)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain1;
+ }
+ else if (r < 0.66)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ self->monsterinfo.currentmove = &mutant_move_pain3;
+ }
+}
+
+
+//
+// DEATH
+//
+
+void mutant_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ gi.linkentity (self);
+
+ M_FlyCheck (self);
+}
+
+mframe_t mutant_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};
+
+mframe_t mutant_frames_death2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};
+
+void mutant_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum = 1;
+
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &mutant_move_death1;
+ else
+ self->monsterinfo.currentmove = &mutant_move_death2;
+}
+
+
+//
+// SPAWN
+//
+
+/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_mutant (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_swing = gi.soundindex ("mutant/mutatck1.wav");
+ sound_hit = gi.soundindex ("mutant/mutatck2.wav");
+ sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
+ sound_death = gi.soundindex ("mutant/mutdeth1.wav");
+ sound_idle = gi.soundindex ("mutant/mutidle1.wav");
+ sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
+ sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
+ sound_sight = gi.soundindex ("mutant/mutsght1.wav");
+ sound_search = gi.soundindex ("mutant/mutsrch1.wav");
+ sound_step1 = gi.soundindex ("mutant/step1.wav");
+ sound_step2 = gi.soundindex ("mutant/step2.wav");
+ sound_step3 = gi.soundindex ("mutant/step3.wav");
+ sound_thud = gi.soundindex ("mutant/thud1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
+ VectorSet (self->mins, -32, -32, -24);
+ VectorSet (self->maxs, 32, 32, 48);
+
+ self->health = 300;
+ self->gib_health = -120;
+ self->mass = 300;
+
+ self->pain = mutant_pain;
+ self->die = mutant_die;
+
+ self->monsterinfo.stand = mutant_stand;
+ self->monsterinfo.walk = mutant_walk;
+ self->monsterinfo.run = mutant_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = mutant_jump;
+ self->monsterinfo.melee = mutant_melee;
+ self->monsterinfo.sight = mutant_sight;
+ self->monsterinfo.search = mutant_search;
+ self->monsterinfo.idle = mutant_idle;
+ self->monsterinfo.checkattack = mutant_checkattack;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &mutant_move_stand;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_mutant.h
@@ -1,0 +1,155 @@
+// G:\quake2\baseq2\models/monsters/mutant
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attack01 0
+#define FRAME_attack02 1
+#define FRAME_attack03 2
+#define FRAME_attack04 3
+#define FRAME_attack05 4
+#define FRAME_attack06 5
+#define FRAME_attack07 6
+#define FRAME_attack08 7
+#define FRAME_attack09 8
+#define FRAME_attack10 9
+#define FRAME_attack11 10
+#define FRAME_attack12 11
+#define FRAME_attack13 12
+#define FRAME_attack14 13
+#define FRAME_attack15 14
+#define FRAME_death101 15
+#define FRAME_death102 16
+#define FRAME_death103 17
+#define FRAME_death104 18
+#define FRAME_death105 19
+#define FRAME_death106 20
+#define FRAME_death107 21
+#define FRAME_death108 22
+#define FRAME_death109 23
+#define FRAME_death201 24
+#define FRAME_death202 25
+#define FRAME_death203 26
+#define FRAME_death204 27
+#define FRAME_death205 28
+#define FRAME_death206 29
+#define FRAME_death207 30
+#define FRAME_death208 31
+#define FRAME_death209 32
+#define FRAME_death210 33
+#define FRAME_pain101 34
+#define FRAME_pain102 35
+#define FRAME_pain103 36
+#define FRAME_pain104 37
+#define FRAME_pain105 38
+#define FRAME_pain201 39
+#define FRAME_pain202 40
+#define FRAME_pain203 41
+#define FRAME_pain204 42
+#define FRAME_pain205 43
+#define FRAME_pain206 44
+#define FRAME_pain301 45
+#define FRAME_pain302 46
+#define FRAME_pain303 47
+#define FRAME_pain304 48
+#define FRAME_pain305 49
+#define FRAME_pain306 50
+#define FRAME_pain307 51
+#define FRAME_pain308 52
+#define FRAME_pain309 53
+#define FRAME_pain310 54
+#define FRAME_pain311 55
+#define FRAME_run03 56
+#define FRAME_run04 57
+#define FRAME_run05 58
+#define FRAME_run06 59
+#define FRAME_run07 60
+#define FRAME_run08 61
+#define FRAME_stand101 62
+#define FRAME_stand102 63
+#define FRAME_stand103 64
+#define FRAME_stand104 65
+#define FRAME_stand105 66
+#define FRAME_stand106 67
+#define FRAME_stand107 68
+#define FRAME_stand108 69
+#define FRAME_stand109 70
+#define FRAME_stand110 71
+#define FRAME_stand111 72
+#define FRAME_stand112 73
+#define FRAME_stand113 74
+#define FRAME_stand114 75
+#define FRAME_stand115 76
+#define FRAME_stand116 77
+#define FRAME_stand117 78
+#define FRAME_stand118 79
+#define FRAME_stand119 80
+#define FRAME_stand120 81
+#define FRAME_stand121 82
+#define FRAME_stand122 83
+#define FRAME_stand123 84
+#define FRAME_stand124 85
+#define FRAME_stand125 86
+#define FRAME_stand126 87
+#define FRAME_stand127 88
+#define FRAME_stand128 89
+#define FRAME_stand129 90
+#define FRAME_stand130 91
+#define FRAME_stand131 92
+#define FRAME_stand132 93
+#define FRAME_stand133 94
+#define FRAME_stand134 95
+#define FRAME_stand135 96
+#define FRAME_stand136 97
+#define FRAME_stand137 98
+#define FRAME_stand138 99
+#define FRAME_stand139 100
+#define FRAME_stand140 101
+#define FRAME_stand141 102
+#define FRAME_stand142 103
+#define FRAME_stand143 104
+#define FRAME_stand144 105
+#define FRAME_stand145 106
+#define FRAME_stand146 107
+#define FRAME_stand147 108
+#define FRAME_stand148 109
+#define FRAME_stand149 110
+#define FRAME_stand150 111
+#define FRAME_stand151 112
+#define FRAME_stand152 113
+#define FRAME_stand153 114
+#define FRAME_stand154 115
+#define FRAME_stand155 116
+#define FRAME_stand156 117
+#define FRAME_stand157 118
+#define FRAME_stand158 119
+#define FRAME_stand159 120
+#define FRAME_stand160 121
+#define FRAME_stand161 122
+#define FRAME_stand162 123
+#define FRAME_stand163 124
+#define FRAME_stand164 125
+#define FRAME_walk01 126
+#define FRAME_walk02 127
+#define FRAME_walk03 128
+#define FRAME_walk04 129
+#define FRAME_walk05 130
+#define FRAME_walk06 131
+#define FRAME_walk07 132
+#define FRAME_walk08 133
+#define FRAME_walk09 134
+#define FRAME_walk10 135
+#define FRAME_walk11 136
+#define FRAME_walk12 137
+#define FRAME_walk13 138
+#define FRAME_walk14 139
+#define FRAME_walk15 140
+#define FRAME_walk16 141
+#define FRAME_walk17 142
+#define FRAME_walk18 143
+#define FRAME_walk19 144
+#define FRAME_walk20 145
+#define FRAME_walk21 146
+#define FRAME_walk22 147
+#define FRAME_walk23 148
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_parasite.c
@@ -1,0 +1,529 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_parasite.h"
+
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_die;
+static int sound_launch;
+static int sound_impact;
+static int sound_suck;
+static int sound_reelin;
+static int sound_sight;
+static int sound_tap;
+static int sound_scratch;
+static int sound_search;
+
+
+void parasite_stand (edict_t *self);
+void parasite_start_run (edict_t *self);
+void parasite_run (edict_t *self);
+void parasite_walk (edict_t *self);
+void parasite_start_walk (edict_t *self);
+void parasite_end_fidget (edict_t *self);
+void parasite_do_fidget (edict_t *self);
+void parasite_refidget (edict_t *self);
+
+
+void parasite_launch (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_launch, 1, ATTN_NORM, 0);
+}
+
+void parasite_reel_in (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_reelin, 1, ATTN_NORM, 0);
+}
+
+void parasite_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void parasite_tap (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_tap, 1, ATTN_IDLE, 0);
+}
+
+void parasite_scratch (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_scratch, 1, ATTN_IDLE, 0);
+}
+
+void parasite_search (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_search, 1, ATTN_IDLE, 0);
+}
+
+
+mframe_t parasite_frames_start_fidget [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_start_fidget = {FRAME_stand18, FRAME_stand21, parasite_frames_start_fidget, parasite_do_fidget};
+
+mframe_t parasite_frames_fidget [] =
+{
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_fidget = {FRAME_stand22, FRAME_stand27, parasite_frames_fidget, parasite_refidget};
+
+mframe_t parasite_frames_end_fidget [] =
+{
+ ai_stand, 0, parasite_scratch,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t parasite_move_end_fidget = {FRAME_stand28, FRAME_stand35, parasite_frames_end_fidget, parasite_stand};
+
+void parasite_end_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_end_fidget;
+}
+
+void parasite_do_fidget (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_fidget;
+}
+
+void parasite_refidget (edict_t *self)
+{
+ if (qrandom() <= 0.8)
+ self->monsterinfo.currentmove = ¶site_move_fidget;
+ else
+ self->monsterinfo.currentmove = ¶site_move_end_fidget;
+}
+
+void parasite_idle (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_start_fidget;
+}
+
+
+mframe_t parasite_frames_stand [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap,
+ ai_stand, 0, NULL,
+ ai_stand, 0, parasite_tap
+};
+mmove_t parasite_move_stand = {FRAME_stand01, FRAME_stand17, parasite_frames_stand, parasite_stand};
+
+void parasite_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_stand;
+}
+
+
+mframe_t parasite_frames_run [] =
+{
+ ai_run, 30, NULL,
+ ai_run, 30, NULL,
+ ai_run, 22, NULL,
+ ai_run, 19, NULL,
+ ai_run, 24, NULL,
+ ai_run, 28, NULL,
+ ai_run, 25, NULL
+};
+mmove_t parasite_move_run = {FRAME_run03, FRAME_run09, parasite_frames_run, NULL};
+
+mframe_t parasite_frames_start_run [] =
+{
+ ai_run, 0, NULL,
+ ai_run, 30, NULL,
+};
+mmove_t parasite_move_start_run = {FRAME_run01, FRAME_run02, parasite_frames_start_run, parasite_run};
+
+mframe_t parasite_frames_stop_run [] =
+{
+ ai_run, 20, NULL,
+ ai_run, 20, NULL,
+ ai_run, 12, NULL,
+ ai_run, 10, NULL,
+ ai_run, 0, NULL,
+ ai_run, 0, NULL
+};
+mmove_t parasite_move_stop_run = {FRAME_run10, FRAME_run15, parasite_frames_stop_run, NULL};
+
+void parasite_start_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ else
+ self->monsterinfo.currentmove = ¶site_move_start_run;
+}
+
+void parasite_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ else
+ self->monsterinfo.currentmove = ¶site_move_run;
+}
+
+
+mframe_t parasite_frames_walk [] =
+{
+ ai_walk, 30, NULL,
+ ai_walk, 30, NULL,
+ ai_walk, 22, NULL,
+ ai_walk, 19, NULL,
+ ai_walk, 24, NULL,
+ ai_walk, 28, NULL,
+ ai_walk, 25, NULL
+};
+mmove_t parasite_move_walk = {FRAME_run03, FRAME_run09, parasite_frames_walk, parasite_walk};
+
+mframe_t parasite_frames_start_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 30, parasite_walk
+};
+mmove_t parasite_move_start_walk = {FRAME_run01, FRAME_run02, parasite_frames_start_walk, NULL};
+
+mframe_t parasite_frames_stop_walk [] =
+{
+ ai_walk, 20, NULL,
+ ai_walk, 20, NULL,
+ ai_walk, 12, NULL,
+ ai_walk, 10, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t parasite_move_stop_walk = {FRAME_run10, FRAME_run15, parasite_frames_stop_walk, NULL};
+
+void parasite_start_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_start_walk;
+}
+
+void parasite_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = ¶site_move_walk;
+}
+
+
+mframe_t parasite_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 6, NULL,
+ ai_move, 16, NULL,
+ ai_move, -6, NULL,
+ ai_move, -7, NULL,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_pain1 = {FRAME_pain101, FRAME_pain111, parasite_frames_pain1, parasite_start_run};
+
+void parasite_pain (edict_t *self, edict_t *, float, int)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
+
+ self->monsterinfo.currentmove = ¶site_move_pain1;
+}
+
+
+static qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end)
+{
+ vec3_t dir, angles;
+
+ // check for max distance
+ VectorSubtract (start, end, dir);
+ if (VectorLength(dir) > 256)
+ return false;
+
+ // check for min/max pitch
+ vectoangles (dir, angles);
+ if (angles[0] < -180)
+ angles[0] += 360;
+ if (fabs(angles[0]) > 30)
+ return false;
+
+ return true;
+}
+
+void parasite_drain_attack (edict_t *self)
+{
+ vec3_t offset, start, f, r, end, dir;
+ trace_t tr;
+ int damage;
+
+ AngleVectors (self->s.angles, f, r, NULL);
+ VectorSet (offset, 24, 0, 6);
+ G_ProjectSource (self->s.origin, offset, f, r, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
+ if (!parasite_drain_attack_ok(start, end))
+ {
+ end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
+ if (!parasite_drain_attack_ok(start, end))
+ return;
+ }
+ }
+ VectorCopy (self->enemy->s.origin, end);
+
+ tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
+ if (tr.ent != self->enemy)
+ return;
+
+ if (self->s.frame == FRAME_drain03)
+ {
+ damage = 5;
+ gi.sound (self->enemy, CHAN_AUTO, sound_impact, 1, ATTN_NORM, 0);
+ }
+ else
+ {
+ if (self->s.frame == FRAME_drain04)
+ gi.sound (self, CHAN_WEAPON, sound_suck, 1, ATTN_NORM, 0);
+ damage = 2;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_PARASITE_ATTACK);
+ gi.WriteShort (self - g_edicts);
+ gi.WritePosition (start);
+ gi.WritePosition (end);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ VectorSubtract (start, end, dir);
+ T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN);
+}
+
+mframe_t parasite_frames_drain [] =
+{
+ ai_charge, 0, parasite_launch,
+ ai_charge, 0, NULL,
+ ai_charge, 15, parasite_drain_attack, // Target hits
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, -3, parasite_drain_attack, // drain
+ ai_charge, -2, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_drain_attack, // drain
+ ai_charge, -1, parasite_drain_attack, // drain
+ ai_charge, 0, parasite_reel_in, // let go
+ ai_charge, -2, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t parasite_move_drain = {FRAME_drain01, FRAME_drain18, parasite_frames_drain, parasite_start_run};
+
+
+mframe_t parasite_frames_break [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, -3, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 9, NULL,
+ ai_charge, 6, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 9, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -18, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // airborne
+ ai_charge, 0, NULL, // airborne
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 0, NULL, // slides
+ ai_charge, 4, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -5, NULL,
+ ai_charge, 1, NULL
+};
+mmove_t parasite_move_break = {FRAME_break01, FRAME_break32, parasite_frames_break, parasite_start_run};
+
+/*
+===
+Break Stuff Ends
+===
+*/
+
+void parasite_attack (edict_t *self)
+{
+// if (random() <= 0.2)
+// self->monsterinfo.currentmove = ¶site_move_break;
+// else
+ self->monsterinfo.currentmove = ¶site_move_drain;
+}
+
+
+
+/*
+===
+Death Stuff Starts
+===
+*/
+
+void parasite_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t parasite_frames_death [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t parasite_move_death = {FRAME_death101, FRAME_death107, parasite_frames_death, parasite_dead};
+
+void parasite_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 2; n++)
+ ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.currentmove = ¶site_move_death;
+}
+
+/*
+===
+End Death Stuff
+===
+*/
+
+/*QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_parasite (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("parasite/parpain1.wav");
+ sound_pain2 = gi.soundindex ("parasite/parpain2.wav");
+ sound_die = gi.soundindex ("parasite/pardeth1.wav");
+ sound_launch = gi.soundindex("parasite/paratck1.wav");
+ sound_impact = gi.soundindex("parasite/paratck2.wav");
+ sound_suck = gi.soundindex("parasite/paratck3.wav");
+ sound_reelin = gi.soundindex("parasite/paratck4.wav");
+ sound_sight = gi.soundindex("parasite/parsght1.wav");
+ sound_tap = gi.soundindex("parasite/paridle1.wav");
+ sound_scratch = gi.soundindex("parasite/paridle2.wav");
+ sound_search = gi.soundindex("parasite/parsrch1.wav");
+
+ self->s.modelindex = gi.modelindex ("models/monsters/parasite/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 24);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 175;
+ self->gib_health = -50;
+ self->mass = 250;
+
+ self->pain = parasite_pain;
+ self->die = parasite_die;
+
+ self->monsterinfo.stand = parasite_stand;
+ self->monsterinfo.walk = parasite_start_walk;
+ self->monsterinfo.run = parasite_start_run;
+ self->monsterinfo.attack = parasite_attack;
+ self->monsterinfo.sight = parasite_sight;
+ self->monsterinfo.idle = parasite_idle;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = ¶site_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+}
--- /dev/null
+++ b/xatrix/m_parasite.h
@@ -1,0 +1,124 @@
+// G:\quake2\baseq2\models/monsters/parasite
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_break01 0
+#define FRAME_break02 1
+#define FRAME_break03 2
+#define FRAME_break04 3
+#define FRAME_break05 4
+#define FRAME_break06 5
+#define FRAME_break07 6
+#define FRAME_break08 7
+#define FRAME_break09 8
+#define FRAME_break10 9
+#define FRAME_break11 10
+#define FRAME_break12 11
+#define FRAME_break13 12
+#define FRAME_break14 13
+#define FRAME_break15 14
+#define FRAME_break16 15
+#define FRAME_break17 16
+#define FRAME_break18 17
+#define FRAME_break19 18
+#define FRAME_break20 19
+#define FRAME_break21 20
+#define FRAME_break22 21
+#define FRAME_break23 22
+#define FRAME_break24 23
+#define FRAME_break25 24
+#define FRAME_break26 25
+#define FRAME_break27 26
+#define FRAME_break28 27
+#define FRAME_break29 28
+#define FRAME_break30 29
+#define FRAME_break31 30
+#define FRAME_break32 31
+#define FRAME_death101 32
+#define FRAME_death102 33
+#define FRAME_death103 34
+#define FRAME_death104 35
+#define FRAME_death105 36
+#define FRAME_death106 37
+#define FRAME_death107 38
+#define FRAME_drain01 39
+#define FRAME_drain02 40
+#define FRAME_drain03 41
+#define FRAME_drain04 42
+#define FRAME_drain05 43
+#define FRAME_drain06 44
+#define FRAME_drain07 45
+#define FRAME_drain08 46
+#define FRAME_drain09 47
+#define FRAME_drain10 48
+#define FRAME_drain11 49
+#define FRAME_drain12 50
+#define FRAME_drain13 51
+#define FRAME_drain14 52
+#define FRAME_drain15 53
+#define FRAME_drain16 54
+#define FRAME_drain17 55
+#define FRAME_drain18 56
+#define FRAME_pain101 57
+#define FRAME_pain102 58
+#define FRAME_pain103 59
+#define FRAME_pain104 60
+#define FRAME_pain105 61
+#define FRAME_pain106 62
+#define FRAME_pain107 63
+#define FRAME_pain108 64
+#define FRAME_pain109 65
+#define FRAME_pain110 66
+#define FRAME_pain111 67
+#define FRAME_run01 68
+#define FRAME_run02 69
+#define FRAME_run03 70
+#define FRAME_run04 71
+#define FRAME_run05 72
+#define FRAME_run06 73
+#define FRAME_run07 74
+#define FRAME_run08 75
+#define FRAME_run09 76
+#define FRAME_run10 77
+#define FRAME_run11 78
+#define FRAME_run12 79
+#define FRAME_run13 80
+#define FRAME_run14 81
+#define FRAME_run15 82
+#define FRAME_stand01 83
+#define FRAME_stand02 84
+#define FRAME_stand03 85
+#define FRAME_stand04 86
+#define FRAME_stand05 87
+#define FRAME_stand06 88
+#define FRAME_stand07 89
+#define FRAME_stand08 90
+#define FRAME_stand09 91
+#define FRAME_stand10 92
+#define FRAME_stand11 93
+#define FRAME_stand12 94
+#define FRAME_stand13 95
+#define FRAME_stand14 96
+#define FRAME_stand15 97
+#define FRAME_stand16 98
+#define FRAME_stand17 99
+#define FRAME_stand18 100
+#define FRAME_stand19 101
+#define FRAME_stand20 102
+#define FRAME_stand21 103
+#define FRAME_stand22 104
+#define FRAME_stand23 105
+#define FRAME_stand24 106
+#define FRAME_stand25 107
+#define FRAME_stand26 108
+#define FRAME_stand27 109
+#define FRAME_stand28 110
+#define FRAME_stand29 111
+#define FRAME_stand30 112
+#define FRAME_stand31 113
+#define FRAME_stand32 114
+#define FRAME_stand33 115
+#define FRAME_stand34 116
+#define FRAME_stand35 117
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_player.h
@@ -1,0 +1,205 @@
+// G:\quake2\baseq2\models/player_x/frames
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_stand31 30
+#define FRAME_stand32 31
+#define FRAME_stand33 32
+#define FRAME_stand34 33
+#define FRAME_stand35 34
+#define FRAME_stand36 35
+#define FRAME_stand37 36
+#define FRAME_stand38 37
+#define FRAME_stand39 38
+#define FRAME_stand40 39
+#define FRAME_run1 40
+#define FRAME_run2 41
+#define FRAME_run3 42
+#define FRAME_run4 43
+#define FRAME_run5 44
+#define FRAME_run6 45
+#define FRAME_attack1 46
+#define FRAME_attack2 47
+#define FRAME_attack3 48
+#define FRAME_attack4 49
+#define FRAME_attack5 50
+#define FRAME_attack6 51
+#define FRAME_attack7 52
+#define FRAME_attack8 53
+#define FRAME_pain101 54
+#define FRAME_pain102 55
+#define FRAME_pain103 56
+#define FRAME_pain104 57
+#define FRAME_pain201 58
+#define FRAME_pain202 59
+#define FRAME_pain203 60
+#define FRAME_pain204 61
+#define FRAME_pain301 62
+#define FRAME_pain302 63
+#define FRAME_pain303 64
+#define FRAME_pain304 65
+#define FRAME_jump1 66
+#define FRAME_jump2 67
+#define FRAME_jump3 68
+#define FRAME_jump4 69
+#define FRAME_jump5 70
+#define FRAME_jump6 71
+#define FRAME_flip01 72
+#define FRAME_flip02 73
+#define FRAME_flip03 74
+#define FRAME_flip04 75
+#define FRAME_flip05 76
+#define FRAME_flip06 77
+#define FRAME_flip07 78
+#define FRAME_flip08 79
+#define FRAME_flip09 80
+#define FRAME_flip10 81
+#define FRAME_flip11 82
+#define FRAME_flip12 83
+#define FRAME_salute01 84
+#define FRAME_salute02 85
+#define FRAME_salute03 86
+#define FRAME_salute04 87
+#define FRAME_salute05 88
+#define FRAME_salute06 89
+#define FRAME_salute07 90
+#define FRAME_salute08 91
+#define FRAME_salute09 92
+#define FRAME_salute10 93
+#define FRAME_salute11 94
+#define FRAME_taunt01 95
+#define FRAME_taunt02 96
+#define FRAME_taunt03 97
+#define FRAME_taunt04 98
+#define FRAME_taunt05 99
+#define FRAME_taunt06 100
+#define FRAME_taunt07 101
+#define FRAME_taunt08 102
+#define FRAME_taunt09 103
+#define FRAME_taunt10 104
+#define FRAME_taunt11 105
+#define FRAME_taunt12 106
+#define FRAME_taunt13 107
+#define FRAME_taunt14 108
+#define FRAME_taunt15 109
+#define FRAME_taunt16 110
+#define FRAME_taunt17 111
+#define FRAME_wave01 112
+#define FRAME_wave02 113
+#define FRAME_wave03 114
+#define FRAME_wave04 115
+#define FRAME_wave05 116
+#define FRAME_wave06 117
+#define FRAME_wave07 118
+#define FRAME_wave08 119
+#define FRAME_wave09 120
+#define FRAME_wave10 121
+#define FRAME_wave11 122
+#define FRAME_point01 123
+#define FRAME_point02 124
+#define FRAME_point03 125
+#define FRAME_point04 126
+#define FRAME_point05 127
+#define FRAME_point06 128
+#define FRAME_point07 129
+#define FRAME_point08 130
+#define FRAME_point09 131
+#define FRAME_point10 132
+#define FRAME_point11 133
+#define FRAME_point12 134
+#define FRAME_crstnd01 135
+#define FRAME_crstnd02 136
+#define FRAME_crstnd03 137
+#define FRAME_crstnd04 138
+#define FRAME_crstnd05 139
+#define FRAME_crstnd06 140
+#define FRAME_crstnd07 141
+#define FRAME_crstnd08 142
+#define FRAME_crstnd09 143
+#define FRAME_crstnd10 144
+#define FRAME_crstnd11 145
+#define FRAME_crstnd12 146
+#define FRAME_crstnd13 147
+#define FRAME_crstnd14 148
+#define FRAME_crstnd15 149
+#define FRAME_crstnd16 150
+#define FRAME_crstnd17 151
+#define FRAME_crstnd18 152
+#define FRAME_crstnd19 153
+#define FRAME_crwalk1 154
+#define FRAME_crwalk2 155
+#define FRAME_crwalk3 156
+#define FRAME_crwalk4 157
+#define FRAME_crwalk5 158
+#define FRAME_crwalk6 159
+#define FRAME_crattak1 160
+#define FRAME_crattak2 161
+#define FRAME_crattak3 162
+#define FRAME_crattak4 163
+#define FRAME_crattak5 164
+#define FRAME_crattak6 165
+#define FRAME_crattak7 166
+#define FRAME_crattak8 167
+#define FRAME_crattak9 168
+#define FRAME_crpain1 169
+#define FRAME_crpain2 170
+#define FRAME_crpain3 171
+#define FRAME_crpain4 172
+#define FRAME_crdeath1 173
+#define FRAME_crdeath2 174
+#define FRAME_crdeath3 175
+#define FRAME_crdeath4 176
+#define FRAME_crdeath5 177
+#define FRAME_death101 178
+#define FRAME_death102 179
+#define FRAME_death103 180
+#define FRAME_death104 181
+#define FRAME_death105 182
+#define FRAME_death106 183
+#define FRAME_death201 184
+#define FRAME_death202 185
+#define FRAME_death203 186
+#define FRAME_death204 187
+#define FRAME_death205 188
+#define FRAME_death206 189
+#define FRAME_death301 190
+#define FRAME_death302 191
+#define FRAME_death303 192
+#define FRAME_death304 193
+#define FRAME_death305 194
+#define FRAME_death306 195
+#define FRAME_death307 196
+#define FRAME_death308 197
+
+#define MODEL_SCALE 1.000000
+
--- /dev/null
+++ b/xatrix/m_rider.h
@@ -1,0 +1,66 @@
+// G:\quake2\baseq2\models/monsters/boss3/rider
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_stand201 0
+#define FRAME_stand202 1
+#define FRAME_stand203 2
+#define FRAME_stand204 3
+#define FRAME_stand205 4
+#define FRAME_stand206 5
+#define FRAME_stand207 6
+#define FRAME_stand208 7
+#define FRAME_stand209 8
+#define FRAME_stand210 9
+#define FRAME_stand211 10
+#define FRAME_stand212 11
+#define FRAME_stand213 12
+#define FRAME_stand214 13
+#define FRAME_stand215 14
+#define FRAME_stand216 15
+#define FRAME_stand217 16
+#define FRAME_stand218 17
+#define FRAME_stand219 18
+#define FRAME_stand220 19
+#define FRAME_stand221 20
+#define FRAME_stand222 21
+#define FRAME_stand223 22
+#define FRAME_stand224 23
+#define FRAME_stand225 24
+#define FRAME_stand226 25
+#define FRAME_stand227 26
+#define FRAME_stand228 27
+#define FRAME_stand229 28
+#define FRAME_stand230 29
+#define FRAME_stand231 30
+#define FRAME_stand232 31
+#define FRAME_stand233 32
+#define FRAME_stand234 33
+#define FRAME_stand235 34
+#define FRAME_stand236 35
+#define FRAME_stand237 36
+#define FRAME_stand238 37
+#define FRAME_stand239 38
+#define FRAME_stand240 39
+#define FRAME_stand241 40
+#define FRAME_stand242 41
+#define FRAME_stand243 42
+#define FRAME_stand244 43
+#define FRAME_stand245 44
+#define FRAME_stand246 45
+#define FRAME_stand247 46
+#define FRAME_stand248 47
+#define FRAME_stand249 48
+#define FRAME_stand250 49
+#define FRAME_stand251 50
+#define FRAME_stand252 51
+#define FRAME_stand253 52
+#define FRAME_stand254 53
+#define FRAME_stand255 54
+#define FRAME_stand256 55
+#define FRAME_stand257 56
+#define FRAME_stand258 57
+#define FRAME_stand259 58
+#define FRAME_stand260 59
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_soldier.c
@@ -1,0 +1,2597 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_soldier.h"
+
+
+static int sound_idle;
+static int sound_sight1;
+static int sound_sight2;
+static int sound_pain_light;
+static int sound_pain;
+static int sound_pain_ss;
+static int sound_death_light;
+static int sound_death;
+static int sound_death_ss;
+static int sound_cock;
+
+
+void soldier_idle (edict_t *self)
+{
+ if (qrandom() > 0.8)
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void soldier_cock (edict_t *self)
+{
+ if (self->s.frame == FRAME_stand322)
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
+}
+
+
+// STAND
+
+void soldier_stand (edict_t *self);
+
+mframe_t soldier_frames_stand1 [] =
+{
+ ai_stand, 0, soldier_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};
+
+mframe_t soldier_frames_stand3 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, soldier_cock,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};
+
+/*
+mframe_t soldier_frames_stand4 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 4, NULL,
+ ai_stand, 1, NULL,
+ ai_stand, -1, NULL,
+ ai_stand, -2, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
+*/
+
+void soldier_stand (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (qrandom() < 0.8))
+ self->monsterinfo.currentmove = &soldier_move_stand1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_stand3;
+}
+
+
+//
+// WALK
+//
+
+void soldier_walk1_random (edict_t *self)
+{
+ if (qrandom() > 0.1)
+ self->monsterinfo.nextframe = FRAME_walk101;
+}
+
+mframe_t soldier_frames_walk1 [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, -1, soldier_walk1_random,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};
+
+mframe_t soldier_frames_walk2 [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 7, NULL
+};
+mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};
+
+void soldier_walk (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldier_move_walk1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_walk2;
+}
+
+
+//
+// RUN
+//
+
+void soldier_run (edict_t *self);
+
+mframe_t soldier_frames_start_run [] =
+{
+ ai_run, 7, NULL,
+ ai_run, 5, NULL
+};
+mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};
+
+mframe_t soldier_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 11, NULL,
+ ai_run, 11, NULL,
+ ai_run, 16, NULL,
+ ai_run, 10, NULL,
+ ai_run, 15, NULL
+};
+mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};
+
+void soldier_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &soldier_move_stand1;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &soldier_move_walk1 ||
+ self->monsterinfo.currentmove == &soldier_move_walk2 ||
+ self->monsterinfo.currentmove == &soldier_move_start_run)
+ {
+ self->monsterinfo.currentmove = &soldier_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldier_move_start_run;
+ }
+}
+
+
+//
+// PAIN
+//
+
+mframe_t soldier_frames_pain1 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};
+
+mframe_t soldier_frames_pain2 [] =
+{
+ ai_move, -13, NULL,
+ ai_move, -1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};
+
+mframe_t soldier_frames_pain3 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, 10, NULL,
+ ai_move, -4, NULL,
+ ai_move, -1, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};
+
+mframe_t soldier_frames_pain4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -6, NULL,
+ ai_move, 8, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL,
+ ai_move, 2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};
+
+
+void soldier_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3)))
+ self->monsterinfo.currentmove = &soldier_move_pain4;
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ n = self->s.skinnum | 1;
+ if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
+ else if (n == 3)
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
+
+ if (self->velocity[2] > 100)
+ {
+ self->monsterinfo.currentmove = &soldier_move_pain4;
+ return;
+ }
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+
+ if (r < 0.33)
+ self->monsterinfo.currentmove = &soldier_move_pain1;
+ else if (r < 0.66)
+ self->monsterinfo.currentmove = &soldier_move_pain2;
+ else
+ self->monsterinfo.currentmove = &soldier_move_pain3;
+}
+
+
+//
+// ATTACK
+//
+
+static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8};
+static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8};
+static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8};
+
+void soldier_fire (edict_t *self, int flash_number)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t aim;
+ vec3_t dir;
+ vec3_t end;
+ float r, u;
+ int flash_index;
+
+ if (self->s.skinnum < 2)
+ flash_index = blaster_flash[flash_number];
+ else if (self->s.skinnum < 4)
+ flash_index = shotgun_flash[flash_number];
+ else
+ flash_index = machinegun_flash[flash_number];
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
+
+ if (flash_number == 5 || flash_number == 6)
+ {
+ VectorCopy (forward, aim);
+ }
+ else
+ {
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, aim);
+ vectoangles (aim, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*1000;
+ u = crandom()*500;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ VectorSubtract (end, start, aim);
+ VectorNormalize (aim);
+ }
+
+ if (self->s.skinnum <= 1)
+ {
+ monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER);
+ }
+ else if (self->s.skinnum <= 3)
+ {
+ monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
+ }
+ else
+ {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;
+
+ monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ }
+}
+
+// ATTACK1 (blaster/shotgun)
+
+void soldier_fire1 (edict_t *self)
+{
+ soldier_fire (self, 0);
+}
+
+void soldier_attack1_refire1 (edict_t *self)
+{
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+ else
+ self->monsterinfo.nextframe = FRAME_attak110;
+}
+
+void soldier_attack1_refire2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+}
+
+mframe_t soldier_frames_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack1_refire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_cock,
+ ai_charge, 0, soldier_attack1_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run};
+
+// ATTACK2 (blaster/shotgun)
+
+void soldier_fire2 (edict_t *self)
+{
+ soldier_fire (self, 1);
+}
+
+void soldier_attack2_refire1 (edict_t *self)
+{
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak204;
+ else
+ self->monsterinfo.nextframe = FRAME_attak216;
+}
+
+void soldier_attack2_refire2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak204;
+}
+
+mframe_t soldier_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack2_refire1,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_cock,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack2_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run};
+
+// ATTACK3 (duck and shoot)
+
+void soldier_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void soldier_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+void soldier_fire3 (edict_t *self)
+{
+ soldier_duck_down (self);
+ soldier_fire (self, 2);
+}
+
+void soldier_attack3_refire (edict_t *self)
+{
+ if ((level.time + 0.4) < self->monsterinfo.pausetime)
+ self->monsterinfo.nextframe = FRAME_attak303;
+}
+
+mframe_t soldier_frames_attack3 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire3,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack3_refire,
+ ai_charge, 0, soldier_duck_up,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};
+
+// ATTACK4 (machinegun)
+
+void soldier_fire4 (edict_t *self)
+{
+ soldier_fire (self, 3);
+//
+// if (self->enemy->health <= 0)
+// return;
+//
+// if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+// self->monsterinfo.nextframe = FRAME_attak402;
+}
+
+mframe_t soldier_frames_attack4 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire4,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};
+
+/*
+// ATTACK5 (prone)
+
+void soldier_fire5 (edict_t *self)
+{
+ soldier_fire (self, 4);
+}
+
+void soldier_attack5_refire (edict_t *self)
+{
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak505;
+}
+
+mframe_t soldier_frames_attack5 [] =
+{
+ ai_charge, 8, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_fire5,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldier_attack5_refire
+};
+mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
+*/
+
+// ATTACK6 (run & shoot)
+
+void soldier_fire8 (edict_t *self)
+{
+ soldier_fire (self, 7);
+}
+
+void soldier_attack6_refire (edict_t *self)
+{
+ if (self->enemy->health <= 0)
+ return;
+
+ if (range(self, self->enemy) < RANGE_MID)
+ return;
+
+ if (skill->value == 3)
+ self->monsterinfo.nextframe = FRAME_runs03;
+}
+
+mframe_t soldier_frames_attack6 [] =
+{
+ ai_charge, 10, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 11, soldier_fire8,
+ ai_charge, 13, NULL,
+ ai_charge, 18, NULL,
+ ai_charge, 15, NULL,
+ ai_charge, 14, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 17, soldier_attack6_refire
+};
+mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};
+
+void soldier_attack(edict_t *self)
+{
+ if (self->s.skinnum < 4)
+ {
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldier_move_attack1;
+ else
+ self->monsterinfo.currentmove = &soldier_move_attack2;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldier_move_attack4;
+ }
+}
+
+
+//
+// SIGHT
+//
+
+void soldier_sight(edict_t *self, edict_t *)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
+
+ if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
+ {
+ if (qrandom() > 0.5)
+ self->monsterinfo.currentmove = &soldier_move_attack6;
+ }
+}
+
+//
+// DUCK
+//
+
+void soldier_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t soldier_frames_duck [] =
+{
+ ai_move, 5, soldier_duck_down,
+ ai_move, -1, soldier_duck_hold,
+ ai_move, 1, NULL,
+ ai_move, 0, soldier_duck_up,
+ ai_move, 5, NULL
+};
+mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};
+
+void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
+{
+ float r;
+
+ r = qrandom();
+ if (r > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ return;
+ }
+
+ self->monsterinfo.pausetime = level.time + eta + 0.3;
+ r = qrandom();
+
+ if (skill->value == 1)
+ {
+ if (r > 0.33)
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ else
+ self->monsterinfo.currentmove = &soldier_move_attack3;
+ return;
+ }
+
+ if (skill->value >= 2)
+ {
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &soldier_move_duck;
+ else
+ self->monsterinfo.currentmove = &soldier_move_attack3;
+ return;
+ }
+
+ self->monsterinfo.currentmove = &soldier_move_attack3;
+}
+
+
+//
+// DEATH
+//
+
+void soldier_fire6 (edict_t *self)
+{
+ soldier_fire (self, 5);
+}
+
+void soldier_fire7 (edict_t *self)
+{
+ soldier_fire (self, 6);
+}
+
+void soldier_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t soldier_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, soldier_fire6,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, soldier_fire7,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};
+
+mframe_t soldier_frames_death2 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};
+
+mframe_t soldier_frames_death3 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+};
+mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};
+
+mframe_t soldier_frames_death4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead};
+
+mframe_t soldier_frames_death5 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};
+
+mframe_t soldier_frames_death6 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};
+
+void soldier_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t point)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 3; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum |= 1;
+
+ if (self->s.skinnum == 1)
+ gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
+ else if (self->s.skinnum == 3)
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ else // (self->s.skinnum == 5)
+ gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
+
+ if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
+ {
+ // head shot
+ self->monsterinfo.currentmove = &soldier_move_death3;
+ return;
+ }
+
+ n = rand() % 5;
+ if (n == 0)
+ self->monsterinfo.currentmove = &soldier_move_death1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &soldier_move_death2;
+ else if (n == 2)
+ self->monsterinfo.currentmove = &soldier_move_death4;
+ else if (n == 3)
+ self->monsterinfo.currentmove = &soldier_move_death5;
+ else
+ self->monsterinfo.currentmove = &soldier_move_death6;
+}
+
+
+//
+// SPAWN
+//
+
+void SP_monster_soldier_x (edict_t *self)
+{
+
+ self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
+ self->monsterinfo.scale = MODEL_SCALE;
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ sound_idle = gi.soundindex ("soldier/solidle1.wav");
+ sound_sight1 = gi.soundindex ("soldier/solsght1.wav");
+ sound_sight2 = gi.soundindex ("soldier/solsrch1.wav");
+ sound_cock = gi.soundindex ("infantry/infatck3.wav");
+
+ self->mass = 100;
+
+ self->pain = soldier_pain;
+ self->die = soldier_die;
+
+ self->monsterinfo.stand = soldier_stand;
+ self->monsterinfo.walk = soldier_walk;
+ self->monsterinfo.run = soldier_run;
+ self->monsterinfo.dodge = soldier_dodge;
+ self->monsterinfo.attack = soldier_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = soldier_sight;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.stand (self);
+
+ walkmonster_start (self);
+}
+
+
+/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier_light (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
+ sound_death_light = gi.soundindex ("soldier/soldeth2.wav");
+ gi.modelindex ("models/objects/laser/tris.md2");
+ gi.soundindex ("misc/lasfly.wav");
+ gi.soundindex ("soldier/solatck2.wav");
+
+ self->s.skinnum = 0;
+ self->health = 20;
+ self->gib_health = -30;
+}
+
+/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain = gi.soundindex ("soldier/solpain1.wav");
+ sound_death = gi.soundindex ("soldier/soldeth1.wav");
+ gi.soundindex ("soldier/solatck1.wav");
+
+ self->s.skinnum = 2;
+ self->health = 30;
+ self->gib_health = -30;
+}
+
+/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier_ss (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_x (self);
+
+ sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
+ sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
+ gi.soundindex ("soldier/solatck3.wav");
+
+ self->s.skinnum = 4;
+ self->health = 40;
+ self->gib_health = -30;
+}
+
+void soldierh_idle (edict_t *self)
+{
+ if (qrandom() > 0.8)
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+void soldierh_cock (edict_t *self)
+{
+ if (self->s.frame == FRAME_stand322)
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
+ else
+ gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
+}
+
+
+// STAND
+
+void soldierh_stand (edict_t *self);
+
+mframe_t soldierh_frames_stand1 [] =
+{
+ ai_stand, 0, soldierh_idle,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldierh_move_stand1 = {FRAME_stand101, FRAME_stand130, soldierh_frames_stand1, soldierh_stand};
+
+mframe_t soldierh_frames_stand3 [] =
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, soldierh_cock,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t soldierh_move_stand3 = {FRAME_stand301, FRAME_stand339, soldierh_frames_stand3, soldierh_stand};
+
+
+void soldierh_stand (edict_t *self)
+{
+ if ((self->monsterinfo.currentmove == &soldierh_move_stand3) || (qrandom() < 0.8))
+ self->monsterinfo.currentmove = &soldierh_move_stand1;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_stand3;
+}
+
+
+//
+// WALK
+//
+
+void soldierh_walk1_random (edict_t *self)
+{
+ if (qrandom() > 0.1)
+ self->monsterinfo.nextframe = FRAME_walk101;
+}
+
+mframe_t soldierh_frames_walk1 [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, -1, soldierh_walk1_random,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t soldierh_move_walk1 = {FRAME_walk101, FRAME_walk133, soldierh_frames_walk1, NULL};
+
+mframe_t soldierh_frames_walk2 [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 9, NULL,
+ ai_walk, 8, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 1, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 7, NULL
+};
+mmove_t soldierh_move_walk2 = {FRAME_walk209, FRAME_walk218, soldierh_frames_walk2, NULL};
+
+void soldierh_walk (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldierh_move_walk1;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_walk2;
+}
+
+
+//
+// RUN
+//
+
+void soldierh_run (edict_t *self);
+
+mframe_t soldierh_frames_start_run [] =
+{
+ ai_run, 7, NULL,
+ ai_run, 5, NULL
+};
+mmove_t soldierh_move_start_run = {FRAME_run01, FRAME_run02, soldierh_frames_start_run, soldierh_run};
+
+mframe_t soldierh_frames_run [] =
+{
+ ai_run, 10, NULL,
+ ai_run, 11, NULL,
+ ai_run, 11, NULL,
+ ai_run, 16, NULL,
+ ai_run, 10, NULL,
+ ai_run, 15, NULL
+};
+mmove_t soldierh_move_run = {FRAME_run03, FRAME_run08, soldierh_frames_run, NULL};
+
+void soldierh_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &soldierh_move_stand1;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &soldierh_move_walk1 ||
+ self->monsterinfo.currentmove == &soldierh_move_walk2 ||
+ self->monsterinfo.currentmove == &soldierh_move_start_run)
+ {
+ self->monsterinfo.currentmove = &soldierh_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldierh_move_start_run;
+ }
+}
+
+
+//
+// PAIN
+//
+
+mframe_t soldierh_frames_pain1 [] =
+{
+ ai_move, -3, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_pain1 = {FRAME_pain101, FRAME_pain105, soldierh_frames_pain1, soldierh_run};
+
+mframe_t soldierh_frames_pain2 [] =
+{
+ ai_move, -13, NULL,
+ ai_move, -1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldierh_move_pain2 = {FRAME_pain201, FRAME_pain207, soldierh_frames_pain2, soldierh_run};
+
+mframe_t soldierh_frames_pain3 [] =
+{
+ ai_move, -8, NULL,
+ ai_move, 10, NULL,
+ ai_move, -4, NULL,
+ ai_move, -1, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 4, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL
+};
+mmove_t soldierh_move_pain3 = {FRAME_pain301, FRAME_pain318, soldierh_frames_pain3, soldierh_run};
+
+mframe_t soldierh_frames_pain4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -6, NULL,
+ ai_move, 8, NULL,
+ ai_move, 4, NULL,
+ ai_move, 1, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 5, NULL,
+ ai_move, 2, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_pain4 = {FRAME_pain401, FRAME_pain417, soldierh_frames_pain4, soldierh_run};
+
+void soldierh_pain (edict_t *self, edict_t *, float, int)
+{
+ float r;
+ int n;
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1;
+
+ if (level.time < self->pain_debounce_time)
+ {
+ if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldierh_move_pain1) || (self->monsterinfo.currentmove == &soldierh_move_pain2) || (self->monsterinfo.currentmove == &soldierh_move_pain3)))
+ self->monsterinfo.currentmove = &soldierh_move_pain4;
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+
+ n = self->s.skinnum | 1;
+ if (n == 1)
+ gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
+ else if (n == 3)
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
+
+ if (self->velocity[2] > 100)
+ {
+ self->monsterinfo.currentmove = &soldierh_move_pain4;
+ return;
+ }
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ r = qrandom();
+
+ if (r < 0.33)
+ self->monsterinfo.currentmove = &soldierh_move_pain1;
+ else if (r < 0.66)
+ self->monsterinfo.currentmove = &soldierh_move_pain2;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_pain3;
+}
+
+
+//
+// ATTACK
+//
+
+extern void brain_dabeam (edict_t *self);
+
+void soldierh_laserbeam (edict_t *self, int flash_index)
+{
+
+ vec3_t forward, right, up;
+ vec3_t tempang, start;
+ vec3_t dir, angles, end;
+ vec3_t tempvec;
+ edict_t *ent;
+
+ // RAFAEL
+ // this sound can't be called this frequent
+ if (qrandom() > 0.8)
+ gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);
+
+ VectorCopy (self->s.origin, start);
+ VectorCopy (self->enemy->s.origin, end);
+ VectorSubtract (end, start, dir);
+ vectoangles (dir, angles);
+ VectorCopy (monster_flash_offset[flash_index], tempvec);
+
+ ent = G_Spawn ();
+ VectorCopy (self->s.origin, ent->s.origin);
+ VectorCopy (angles, tempang);
+ AngleVectors (tempang, forward, right, up);
+ VectorCopy (tempang, ent->s.angles);
+ VectorCopy (ent->s.origin, start);
+
+ if (flash_index == 85)
+ {
+ VectorMA (start, tempvec[0]-14, right, start);
+ VectorMA (start, tempvec[2]+8, up, start);
+ VectorMA (start, tempvec[1], forward, start);
+ }
+ else
+ {
+ VectorMA (start, tempvec[0]+2, right, start);
+ VectorMA (start, tempvec[2]+8, up, start);
+ VectorMA (start, tempvec[1], forward, start);
+ }
+
+ VectorCopy (start, ent->s.origin);
+ ent->enemy = self->enemy;
+ ent->owner = self;
+
+ ent->dmg = 1;
+
+ monster_dabeam (ent);
+
+}
+
+
+void soldierh_fire (edict_t *self, int flash_number)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t aim;
+ vec3_t dir;
+ vec3_t end;
+ float r, u;
+ int flash_index;
+
+ if (self->s.skinnum < 2)
+ flash_index = blaster_flash[flash_number]; // ripper
+ else if (self->s.skinnum < 4)
+ flash_index = blaster_flash[flash_number]; // hyperblaster
+ else
+ flash_index = machinegun_flash[flash_number]; // laserbeam
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
+
+ if (flash_number == 5 || flash_number == 6)
+ {
+ VectorCopy (forward, aim);
+ }
+ else
+ {
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, aim);
+ vectoangles (aim, dir);
+ AngleVectors (dir, forward, right, up);
+
+ r = crandom()*100;
+ u = crandom()*50;
+ VectorMA (start, 8192, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ VectorSubtract (end, start, aim);
+ VectorNormalize (aim);
+ }
+
+ if (self->s.skinnum <= 1)
+ {
+ // RAFAEL 24-APR-98
+ // droped the damage from 15 to 5
+ monster_fire_ionripper (self, start, aim, 5, 600, flash_index, EF_IONRIPPER);
+
+ }
+ else if (self->s.skinnum <= 3)
+ {
+
+ monster_fire_blueblaster (self, start, aim, 1, 600, MZ_BLUEHYPERBLASTER, EF_BLUEHYPERBLASTER);
+
+ }
+ else
+ {
+ if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
+ self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;
+
+ soldierh_laserbeam (self, flash_index);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+ }
+}
+
+// ATTACK1 (blaster/shotgun)
+
+void soldierh_hyper_refire1 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+ else if (self->s.skinnum < 4)
+ {
+ if (qrandom() < 0.7)
+ self->s.frame = FRAME_attak103;
+ else
+ gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ }
+}
+
+void soldierh_ripper1 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ soldierh_fire (self, 0);
+ else if (self->s.skinnum < 4)
+ soldierh_fire (self, 0);
+}
+
+
+void soldierh_fire1 (edict_t *self)
+{
+ soldierh_fire (self, 0);
+}
+
+void soldierh_attack1_refire1 (edict_t *self)
+{
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+ else
+ self->monsterinfo.nextframe = FRAME_attak110;
+}
+
+void soldierh_attack1_refire2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak102;
+}
+
+void soldierh_hyper_sound (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+ else if (self->s.skinnum < 4)
+ gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbl1a.wav"), 1, ATTN_NORM, 0);
+ else
+ return;
+}
+
+mframe_t soldierh_frames_attack1 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_hyper_sound,
+ ai_charge, 0, soldierh_fire1,
+ ai_charge, 0, soldierh_ripper1,
+ ai_charge, 0, soldierh_ripper1,
+ ai_charge, 0, soldierh_attack1_refire1,
+ ai_charge, 0, soldierh_hyper_refire1,
+ ai_charge, 0, soldierh_cock,
+ ai_charge, 0, soldierh_attack1_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldierh_move_attack1 = {FRAME_attak101, FRAME_attak112, soldierh_frames_attack1, soldierh_run};
+
+// ATTACK2 (blaster/shotgun)
+
+void soldierh_hyper_refire2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+ else if (self->s.skinnum < 4)
+ {
+ if (qrandom() < 0.7)
+ self->s.frame = FRAME_attak205;
+ else
+ gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ }
+}
+
+void soldierh_ripper2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ soldierh_fire (self, 1);
+ else if (self->s.skinnum < 4)
+ soldierh_fire (self, 1);
+}
+
+void soldierh_fire2 (edict_t *self)
+{
+ soldierh_fire (self, 1);
+}
+
+
+void soldierh_attack2_refire1 (edict_t *self)
+{
+ if (self->s.skinnum > 1)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
+ self->monsterinfo.nextframe = FRAME_attak204;
+ else
+ self->monsterinfo.nextframe = FRAME_attak216;
+}
+
+void soldierh_attack2_refire2 (edict_t *self)
+{
+ if (self->s.skinnum < 2)
+ return;
+
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) && self->s.skinnum < 4)
+ self->monsterinfo.nextframe = FRAME_attak204;
+}
+
+mframe_t soldierh_frames_attack2 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_hyper_sound,
+ ai_charge, 0, soldierh_fire2,
+ ai_charge, 0, soldierh_ripper2,
+ ai_charge, 0, soldierh_ripper2,
+ ai_charge, 0, soldierh_attack2_refire1,
+ ai_charge, 0, soldierh_hyper_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_cock,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_attack2_refire2,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldierh_move_attack2 = {FRAME_attak201, FRAME_attak218, soldierh_frames_attack2, soldierh_run};
+
+// ATTACK3 (duck and shoot)
+
+void soldierh_duck_down (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_DUCKED)
+ return;
+ self->monsterinfo.aiflags |= AI_DUCKED;
+ self->maxs[2] -= 32;
+ self->takedamage = DAMAGE_YES;
+ self->monsterinfo.pausetime = level.time + 1;
+ gi.linkentity (self);
+}
+
+void soldierh_duck_up (edict_t *self)
+{
+ self->monsterinfo.aiflags &= ~AI_DUCKED;
+ self->maxs[2] += 32;
+ self->takedamage = DAMAGE_AIM;
+ gi.linkentity (self);
+}
+
+void soldierh_fire3 (edict_t *self)
+{
+ soldierh_duck_down (self);
+ soldierh_fire (self, 2);
+}
+
+void soldierh_attack3_refire (edict_t *self)
+{
+ if ((level.time + 0.4) < self->monsterinfo.pausetime)
+ self->monsterinfo.nextframe = FRAME_attak303;
+}
+
+mframe_t soldierh_frames_attack3 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_fire3,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_attack3_refire,
+ ai_charge, 0, soldierh_duck_up,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldierh_move_attack3 = {FRAME_attak301, FRAME_attak309, soldierh_frames_attack3, soldierh_run};
+
+// ATTACK4 (machinegun)
+
+void soldierh_fire4 (edict_t *self)
+{
+ soldierh_fire (self, 3);
+//
+// if (self->enemy->health <= 0)
+// return;
+//
+// if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+// self->monsterinfo.nextframe = FRAME_attak402;
+}
+
+mframe_t soldierh_frames_attack4 [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_fire4,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t soldierh_move_attack4 = {FRAME_attak401, FRAME_attak406, soldierh_frames_attack4, soldierh_run};
+
+/*
+// ATTACK5 (prone)
+
+void soldierh_fire5 (edict_t *self)
+{
+ soldierh_fire (self, 4);
+}
+
+void soldierh_attack5_refire (edict_t *self)
+{
+ if (self->enemy->health <= 0)
+ return;
+
+ if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
+ self->monsterinfo.nextframe = FRAME_attak505;
+}
+
+mframe_t soldierh_frames_attack5 [] =
+{
+ ai_charge, 8, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_fire5,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, soldierh_attack5_refire
+};
+mmove_t soldierh_move_attack5 = {FRAME_attak501, FRAME_attak508, soldierh_frames_attack5, soldierh_run};
+*/
+
+// ATTACK6 (run & shoot)
+
+void soldierh_fire8 (edict_t *self)
+{
+ soldierh_fire (self, 7);
+}
+
+void soldierh_attack6_refire (edict_t *self)
+{
+ if (self->enemy->health <= 0)
+ return;
+
+ if (range(self, self->enemy) < RANGE_MID)
+ return;
+
+ if (skill->value == 3)
+ self->monsterinfo.nextframe = FRAME_runs03;
+}
+
+mframe_t soldierh_frames_attack6 [] =
+{
+ ai_charge, 10, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 11, soldierh_fire8,
+ ai_charge, 13, NULL,
+ ai_charge, 18, NULL,
+ ai_charge, 15, NULL,
+ ai_charge, 14, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, 8, NULL,
+ ai_charge, 11, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 12, NULL,
+ ai_charge, 17, soldierh_attack6_refire
+};
+mmove_t soldierh_move_attack6 = {FRAME_runs01, FRAME_runs14, soldierh_frames_attack6, soldierh_run};
+
+void soldierh_attack(edict_t *self)
+{
+ if (self->s.skinnum < 4)
+ {
+ if (qrandom() < 0.5)
+ self->monsterinfo.currentmove = &soldierh_move_attack1;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_attack2;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &soldierh_move_attack4;
+ }
+}
+
+
+//
+// SIGHT
+//
+
+void soldierh_sight(edict_t *self, edict_t *)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
+
+ if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
+ {
+ if (qrandom() > 0.5)
+ {
+ if (self->s.skinnum < 4)
+ self->monsterinfo.currentmove = &soldierh_move_attack6;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_attack4;
+ }
+ }
+}
+
+//
+// DUCK
+//
+
+void soldierh_duck_hold (edict_t *self)
+{
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t soldierh_frames_duck [] =
+{
+ ai_move, 5, soldierh_duck_down,
+ ai_move, -1, soldierh_duck_hold,
+ ai_move, 1, NULL,
+ ai_move, 0, soldierh_duck_up,
+ ai_move, 5, NULL
+};
+mmove_t soldierh_move_duck = {FRAME_duck01, FRAME_duck05, soldierh_frames_duck, soldierh_run};
+
+void soldierh_dodge (edict_t *self, edict_t *attacker, float eta)
+{
+ float r;
+
+ r = qrandom();
+ if (r > 0.25)
+ return;
+
+ if (!self->enemy)
+ self->enemy = attacker;
+
+ if (skill->value == 0)
+ {
+ self->monsterinfo.currentmove = &soldierh_move_duck;
+ return;
+ }
+
+ self->monsterinfo.pausetime = level.time + eta + 0.3;
+ r = qrandom();
+
+ if (skill->value == 1)
+ {
+ if (r > 0.33)
+ self->monsterinfo.currentmove = &soldierh_move_duck;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_attack3;
+ return;
+ }
+
+ if (skill->value >= 2)
+ {
+ if (r > 0.66)
+ self->monsterinfo.currentmove = &soldierh_move_duck;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_attack3;
+ return;
+ }
+
+ self->monsterinfo.currentmove = &soldierh_move_attack3;
+}
+
+
+//
+// DEATH
+//
+
+void soldierh_fire6 (edict_t *self)
+{
+
+ // no fire laser
+ if (self->s.skinnum < 4)
+ soldierh_fire (self, 5);
+
+}
+
+void soldierh_fire7 (edict_t *self)
+{
+
+ // no fire laser
+ if (self->s.skinnum < 4)
+ soldierh_fire (self, 6);
+
+}
+
+void soldierh_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t soldierh_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, soldierh_fire6,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, soldierh_fire7,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_death1 = {FRAME_death101, FRAME_death136, soldierh_frames_death1, soldierh_dead};
+
+mframe_t soldierh_frames_death2 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_death2 = {FRAME_death201, FRAME_death235, soldierh_frames_death2, soldierh_dead};
+
+mframe_t soldierh_frames_death3 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+};
+mmove_t soldierh_move_death3 = {FRAME_death301, FRAME_death345, soldierh_frames_death3, soldierh_dead};
+
+mframe_t soldierh_frames_death4 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_death4 = {FRAME_death401, FRAME_death453, soldierh_frames_death4, soldierh_dead};
+
+mframe_t soldierh_frames_death5 [] =
+{
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_death5 = {FRAME_death501, FRAME_death524, soldierh_frames_death5, soldierh_dead};
+
+mframe_t soldierh_frames_death6 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t soldierh_move_death6 = {FRAME_death601, FRAME_death610, soldierh_frames_death6, soldierh_dead};
+
+void soldierh_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t point)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 3; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+ self->s.skinnum |= 1;
+
+ if (self->s.skinnum == 1)
+ gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
+ else if (self->s.skinnum == 3)
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ else // (self->s.skinnum == 5)
+ gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
+
+ if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
+ {
+ // head shot
+ self->monsterinfo.currentmove = &soldierh_move_death3;
+ return;
+ }
+
+ n = rand() % 5;
+ if (n == 0)
+ self->monsterinfo.currentmove = &soldierh_move_death1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &soldierh_move_death2;
+ else if (n == 2)
+ self->monsterinfo.currentmove = &soldierh_move_death4;
+ else if (n == 3)
+ self->monsterinfo.currentmove = &soldierh_move_death5;
+ else
+ self->monsterinfo.currentmove = &soldierh_move_death6;
+}
+
+
+//
+// SPAWN
+//
+
+void SP_monster_soldier_h (edict_t *self)
+{
+
+ self->s.modelindex = gi.modelindex ("models/monsters/soldierh/tris.md2");
+ self->monsterinfo.scale = MODEL_SCALE;
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ sound_idle = gi.soundindex ("soldier/solidle1.wav");
+ sound_sight1 = gi.soundindex ("soldier/solsght1.wav");
+ sound_sight2 = gi.soundindex ("soldier/solsrch1.wav");
+ sound_cock = gi.soundindex ("infantry/infatck3.wav");
+
+ self->mass = 100;
+
+ self->pain = soldierh_pain;
+ self->die = soldierh_die;
+
+ self->monsterinfo.stand = soldierh_stand;
+ self->monsterinfo.walk = soldierh_walk;
+ self->monsterinfo.run = soldierh_run;
+ self->monsterinfo.dodge = soldierh_dodge;
+ self->monsterinfo.attack = soldierh_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = soldierh_sight;
+
+ gi.linkentity (self);
+
+ // self->monsterinfo.stand (self);
+ self->monsterinfo.currentmove = &soldierh_move_stand3;
+
+ walkmonster_start (self);
+}
+
+
+/*QUAKED monster_soldier_ripper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier_ripper (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_h (self);
+
+ sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
+ sound_death_light = gi.soundindex ("soldier/soldeth2.wav");
+
+ gi.modelindex ("models/objects/boomrang/tris.md2");
+ gi.soundindex ("misc/lasfly.wav");
+ gi.soundindex ("soldier/solatck2.wav");
+
+ self->s.skinnum = 0;
+ self->health = 50;
+ self->gib_health = -30;
+}
+
+/*QUAKED monster_soldier_hypergun (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier_hypergun (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_h (self);
+
+ gi.modelindex ("models/objects/blaser/tris.md2");
+ sound_pain = gi.soundindex ("soldier/solpain1.wav");
+ sound_death = gi.soundindex ("soldier/soldeth1.wav");
+ gi.soundindex ("soldier/solatck1.wav");
+
+ self->s.skinnum = 2;
+ self->health = 60;
+ self->gib_health = -30;
+}
+
+/*QUAKED monster_soldier_lasergun (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_soldier_lasergun (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ SP_monster_soldier_h (self);
+
+ sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
+ sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
+ gi.soundindex ("soldier/solatck3.wav");
+
+ self->s.skinnum = 4;
+ self->health = 70;
+ self->gib_health = -30;
+
+}
+
+// END 13-APR-98
--- /dev/null
+++ b/xatrix/m_soldier.h
@@ -1,0 +1,481 @@
+// G:\quake2\baseq2\models/monsters/soldier
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak101 0
+#define FRAME_attak102 1
+#define FRAME_attak103 2
+#define FRAME_attak104 3
+#define FRAME_attak105 4
+#define FRAME_attak106 5
+#define FRAME_attak107 6
+#define FRAME_attak108 7
+#define FRAME_attak109 8
+#define FRAME_attak110 9
+#define FRAME_attak111 10
+#define FRAME_attak112 11
+#define FRAME_attak201 12
+#define FRAME_attak202 13
+#define FRAME_attak203 14
+#define FRAME_attak204 15
+#define FRAME_attak205 16
+#define FRAME_attak206 17
+#define FRAME_attak207 18
+#define FRAME_attak208 19
+#define FRAME_attak209 20
+#define FRAME_attak210 21
+#define FRAME_attak211 22
+#define FRAME_attak212 23
+#define FRAME_attak213 24
+#define FRAME_attak214 25
+#define FRAME_attak215 26
+#define FRAME_attak216 27
+#define FRAME_attak217 28
+#define FRAME_attak218 29
+#define FRAME_attak301 30
+#define FRAME_attak302 31
+#define FRAME_attak303 32
+#define FRAME_attak304 33
+#define FRAME_attak305 34
+#define FRAME_attak306 35
+#define FRAME_attak307 36
+#define FRAME_attak308 37
+#define FRAME_attak309 38
+#define FRAME_attak401 39
+#define FRAME_attak402 40
+#define FRAME_attak403 41
+#define FRAME_attak404 42
+#define FRAME_attak405 43
+#define FRAME_attak406 44
+#define FRAME_duck01 45
+#define FRAME_duck02 46
+#define FRAME_duck03 47
+#define FRAME_duck04 48
+#define FRAME_duck05 49
+#define FRAME_pain101 50
+#define FRAME_pain102 51
+#define FRAME_pain103 52
+#define FRAME_pain104 53
+#define FRAME_pain105 54
+#define FRAME_pain201 55
+#define FRAME_pain202 56
+#define FRAME_pain203 57
+#define FRAME_pain204 58
+#define FRAME_pain205 59
+#define FRAME_pain206 60
+#define FRAME_pain207 61
+#define FRAME_pain301 62
+#define FRAME_pain302 63
+#define FRAME_pain303 64
+#define FRAME_pain304 65
+#define FRAME_pain305 66
+#define FRAME_pain306 67
+#define FRAME_pain307 68
+#define FRAME_pain308 69
+#define FRAME_pain309 70
+#define FRAME_pain310 71
+#define FRAME_pain311 72
+#define FRAME_pain312 73
+#define FRAME_pain313 74
+#define FRAME_pain314 75
+#define FRAME_pain315 76
+#define FRAME_pain316 77
+#define FRAME_pain317 78
+#define FRAME_pain318 79
+#define FRAME_pain401 80
+#define FRAME_pain402 81
+#define FRAME_pain403 82
+#define FRAME_pain404 83
+#define FRAME_pain405 84
+#define FRAME_pain406 85
+#define FRAME_pain407 86
+#define FRAME_pain408 87
+#define FRAME_pain409 88
+#define FRAME_pain410 89
+#define FRAME_pain411 90
+#define FRAME_pain412 91
+#define FRAME_pain413 92
+#define FRAME_pain414 93
+#define FRAME_pain415 94
+#define FRAME_pain416 95
+#define FRAME_pain417 96
+#define FRAME_run01 97
+#define FRAME_run02 98
+#define FRAME_run03 99
+#define FRAME_run04 100
+#define FRAME_run05 101
+#define FRAME_run06 102
+#define FRAME_run07 103
+#define FRAME_run08 104
+#define FRAME_run09 105
+#define FRAME_run10 106
+#define FRAME_run11 107
+#define FRAME_run12 108
+#define FRAME_runs01 109
+#define FRAME_runs02 110
+#define FRAME_runs03 111
+#define FRAME_runs04 112
+#define FRAME_runs05 113
+#define FRAME_runs06 114
+#define FRAME_runs07 115
+#define FRAME_runs08 116
+#define FRAME_runs09 117
+#define FRAME_runs10 118
+#define FRAME_runs11 119
+#define FRAME_runs12 120
+#define FRAME_runs13 121
+#define FRAME_runs14 122
+#define FRAME_runs15 123
+#define FRAME_runs16 124
+#define FRAME_runs17 125
+#define FRAME_runs18 126
+#define FRAME_runt01 127
+#define FRAME_runt02 128
+#define FRAME_runt03 129
+#define FRAME_runt04 130
+#define FRAME_runt05 131
+#define FRAME_runt06 132
+#define FRAME_runt07 133
+#define FRAME_runt08 134
+#define FRAME_runt09 135
+#define FRAME_runt10 136
+#define FRAME_runt11 137
+#define FRAME_runt12 138
+#define FRAME_runt13 139
+#define FRAME_runt14 140
+#define FRAME_runt15 141
+#define FRAME_runt16 142
+#define FRAME_runt17 143
+#define FRAME_runt18 144
+#define FRAME_runt19 145
+#define FRAME_stand101 146
+#define FRAME_stand102 147
+#define FRAME_stand103 148
+#define FRAME_stand104 149
+#define FRAME_stand105 150
+#define FRAME_stand106 151
+#define FRAME_stand107 152
+#define FRAME_stand108 153
+#define FRAME_stand109 154
+#define FRAME_stand110 155
+#define FRAME_stand111 156
+#define FRAME_stand112 157
+#define FRAME_stand113 158
+#define FRAME_stand114 159
+#define FRAME_stand115 160
+#define FRAME_stand116 161
+#define FRAME_stand117 162
+#define FRAME_stand118 163
+#define FRAME_stand119 164
+#define FRAME_stand120 165
+#define FRAME_stand121 166
+#define FRAME_stand122 167
+#define FRAME_stand123 168
+#define FRAME_stand124 169
+#define FRAME_stand125 170
+#define FRAME_stand126 171
+#define FRAME_stand127 172
+#define FRAME_stand128 173
+#define FRAME_stand129 174
+#define FRAME_stand130 175
+#define FRAME_stand301 176
+#define FRAME_stand302 177
+#define FRAME_stand303 178
+#define FRAME_stand304 179
+#define FRAME_stand305 180
+#define FRAME_stand306 181
+#define FRAME_stand307 182
+#define FRAME_stand308 183
+#define FRAME_stand309 184
+#define FRAME_stand310 185
+#define FRAME_stand311 186
+#define FRAME_stand312 187
+#define FRAME_stand313 188
+#define FRAME_stand314 189
+#define FRAME_stand315 190
+#define FRAME_stand316 191
+#define FRAME_stand317 192
+#define FRAME_stand318 193
+#define FRAME_stand319 194
+#define FRAME_stand320 195
+#define FRAME_stand321 196
+#define FRAME_stand322 197
+#define FRAME_stand323 198
+#define FRAME_stand324 199
+#define FRAME_stand325 200
+#define FRAME_stand326 201
+#define FRAME_stand327 202
+#define FRAME_stand328 203
+#define FRAME_stand329 204
+#define FRAME_stand330 205
+#define FRAME_stand331 206
+#define FRAME_stand332 207
+#define FRAME_stand333 208
+#define FRAME_stand334 209
+#define FRAME_stand335 210
+#define FRAME_stand336 211
+#define FRAME_stand337 212
+#define FRAME_stand338 213
+#define FRAME_stand339 214
+#define FRAME_walk101 215
+#define FRAME_walk102 216
+#define FRAME_walk103 217
+#define FRAME_walk104 218
+#define FRAME_walk105 219
+#define FRAME_walk106 220
+#define FRAME_walk107 221
+#define FRAME_walk108 222
+#define FRAME_walk109 223
+#define FRAME_walk110 224
+#define FRAME_walk111 225
+#define FRAME_walk112 226
+#define FRAME_walk113 227
+#define FRAME_walk114 228
+#define FRAME_walk115 229
+#define FRAME_walk116 230
+#define FRAME_walk117 231
+#define FRAME_walk118 232
+#define FRAME_walk119 233
+#define FRAME_walk120 234
+#define FRAME_walk121 235
+#define FRAME_walk122 236
+#define FRAME_walk123 237
+#define FRAME_walk124 238
+#define FRAME_walk125 239
+#define FRAME_walk126 240
+#define FRAME_walk127 241
+#define FRAME_walk128 242
+#define FRAME_walk129 243
+#define FRAME_walk130 244
+#define FRAME_walk131 245
+#define FRAME_walk132 246
+#define FRAME_walk133 247
+#define FRAME_walk201 248
+#define FRAME_walk202 249
+#define FRAME_walk203 250
+#define FRAME_walk204 251
+#define FRAME_walk205 252
+#define FRAME_walk206 253
+#define FRAME_walk207 254
+#define FRAME_walk208 255
+#define FRAME_walk209 256
+#define FRAME_walk210 257
+#define FRAME_walk211 258
+#define FRAME_walk212 259
+#define FRAME_walk213 260
+#define FRAME_walk214 261
+#define FRAME_walk215 262
+#define FRAME_walk216 263
+#define FRAME_walk217 264
+#define FRAME_walk218 265
+#define FRAME_walk219 266
+#define FRAME_walk220 267
+#define FRAME_walk221 268
+#define FRAME_walk222 269
+#define FRAME_walk223 270
+#define FRAME_walk224 271
+#define FRAME_death101 272
+#define FRAME_death102 273
+#define FRAME_death103 274
+#define FRAME_death104 275
+#define FRAME_death105 276
+#define FRAME_death106 277
+#define FRAME_death107 278
+#define FRAME_death108 279
+#define FRAME_death109 280
+#define FRAME_death110 281
+#define FRAME_death111 282
+#define FRAME_death112 283
+#define FRAME_death113 284
+#define FRAME_death114 285
+#define FRAME_death115 286
+#define FRAME_death116 287
+#define FRAME_death117 288
+#define FRAME_death118 289
+#define FRAME_death119 290
+#define FRAME_death120 291
+#define FRAME_death121 292
+#define FRAME_death122 293
+#define FRAME_death123 294
+#define FRAME_death124 295
+#define FRAME_death125 296
+#define FRAME_death126 297
+#define FRAME_death127 298
+#define FRAME_death128 299
+#define FRAME_death129 300
+#define FRAME_death130 301
+#define FRAME_death131 302
+#define FRAME_death132 303
+#define FRAME_death133 304
+#define FRAME_death134 305
+#define FRAME_death135 306
+#define FRAME_death136 307
+#define FRAME_death201 308
+#define FRAME_death202 309
+#define FRAME_death203 310
+#define FRAME_death204 311
+#define FRAME_death205 312
+#define FRAME_death206 313
+#define FRAME_death207 314
+#define FRAME_death208 315
+#define FRAME_death209 316
+#define FRAME_death210 317
+#define FRAME_death211 318
+#define FRAME_death212 319
+#define FRAME_death213 320
+#define FRAME_death214 321
+#define FRAME_death215 322
+#define FRAME_death216 323
+#define FRAME_death217 324
+#define FRAME_death218 325
+#define FRAME_death219 326
+#define FRAME_death220 327
+#define FRAME_death221 328
+#define FRAME_death222 329
+#define FRAME_death223 330
+#define FRAME_death224 331
+#define FRAME_death225 332
+#define FRAME_death226 333
+#define FRAME_death227 334
+#define FRAME_death228 335
+#define FRAME_death229 336
+#define FRAME_death230 337
+#define FRAME_death231 338
+#define FRAME_death232 339
+#define FRAME_death233 340
+#define FRAME_death234 341
+#define FRAME_death235 342
+#define FRAME_death301 343
+#define FRAME_death302 344
+#define FRAME_death303 345
+#define FRAME_death304 346
+#define FRAME_death305 347
+#define FRAME_death306 348
+#define FRAME_death307 349
+#define FRAME_death308 350
+#define FRAME_death309 351
+#define FRAME_death310 352
+#define FRAME_death311 353
+#define FRAME_death312 354
+#define FRAME_death313 355
+#define FRAME_death314 356
+#define FRAME_death315 357
+#define FRAME_death316 358
+#define FRAME_death317 359
+#define FRAME_death318 360
+#define FRAME_death319 361
+#define FRAME_death320 362
+#define FRAME_death321 363
+#define FRAME_death322 364
+#define FRAME_death323 365
+#define FRAME_death324 366
+#define FRAME_death325 367
+#define FRAME_death326 368
+#define FRAME_death327 369
+#define FRAME_death328 370
+#define FRAME_death329 371
+#define FRAME_death330 372
+#define FRAME_death331 373
+#define FRAME_death332 374
+#define FRAME_death333 375
+#define FRAME_death334 376
+#define FRAME_death335 377
+#define FRAME_death336 378
+#define FRAME_death337 379
+#define FRAME_death338 380
+#define FRAME_death339 381
+#define FRAME_death340 382
+#define FRAME_death341 383
+#define FRAME_death342 384
+#define FRAME_death343 385
+#define FRAME_death344 386
+#define FRAME_death345 387
+#define FRAME_death401 388
+#define FRAME_death402 389
+#define FRAME_death403 390
+#define FRAME_death404 391
+#define FRAME_death405 392
+#define FRAME_death406 393
+#define FRAME_death407 394
+#define FRAME_death408 395
+#define FRAME_death409 396
+#define FRAME_death410 397
+#define FRAME_death411 398
+#define FRAME_death412 399
+#define FRAME_death413 400
+#define FRAME_death414 401
+#define FRAME_death415 402
+#define FRAME_death416 403
+#define FRAME_death417 404
+#define FRAME_death418 405
+#define FRAME_death419 406
+#define FRAME_death420 407
+#define FRAME_death421 408
+#define FRAME_death422 409
+#define FRAME_death423 410
+#define FRAME_death424 411
+#define FRAME_death425 412
+#define FRAME_death426 413
+#define FRAME_death427 414
+#define FRAME_death428 415
+#define FRAME_death429 416
+#define FRAME_death430 417
+#define FRAME_death431 418
+#define FRAME_death432 419
+#define FRAME_death433 420
+#define FRAME_death434 421
+#define FRAME_death435 422
+#define FRAME_death436 423
+#define FRAME_death437 424
+#define FRAME_death438 425
+#define FRAME_death439 426
+#define FRAME_death440 427
+#define FRAME_death441 428
+#define FRAME_death442 429
+#define FRAME_death443 430
+#define FRAME_death444 431
+#define FRAME_death445 432
+#define FRAME_death446 433
+#define FRAME_death447 434
+#define FRAME_death448 435
+#define FRAME_death449 436
+#define FRAME_death450 437
+#define FRAME_death451 438
+#define FRAME_death452 439
+#define FRAME_death453 440
+#define FRAME_death501 441
+#define FRAME_death502 442
+#define FRAME_death503 443
+#define FRAME_death504 444
+#define FRAME_death505 445
+#define FRAME_death506 446
+#define FRAME_death507 447
+#define FRAME_death508 448
+#define FRAME_death509 449
+#define FRAME_death510 450
+#define FRAME_death511 451
+#define FRAME_death512 452
+#define FRAME_death513 453
+#define FRAME_death514 454
+#define FRAME_death515 455
+#define FRAME_death516 456
+#define FRAME_death517 457
+#define FRAME_death518 458
+#define FRAME_death519 459
+#define FRAME_death520 460
+#define FRAME_death521 461
+#define FRAME_death522 462
+#define FRAME_death523 463
+#define FRAME_death524 464
+#define FRAME_death601 465
+#define FRAME_death602 466
+#define FRAME_death603 467
+#define FRAME_death604 468
+#define FRAME_death605 469
+#define FRAME_death606 470
+#define FRAME_death607 471
+#define FRAME_death608 472
+#define FRAME_death609 473
+#define FRAME_death610 474
+
+#define MODEL_SCALE 1.200000
--- /dev/null
+++ b/xatrix/m_supertank.c
@@ -1,0 +1,701 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_supertank.h"
+
+qboolean visible (edict_t *self, edict_t *other);
+
+static int sound_pain1;
+static int sound_pain2;
+static int sound_pain3;
+static int sound_death;
+static int sound_search1;
+static int sound_search2;
+
+static int tread_sound;
+
+void BossExplode (edict_t *self);
+
+void TreadSound (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
+}
+
+void supertank_search (edict_t *self)
+{
+ if (qrandom() < 0.5)
+ gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
+ else
+ gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
+}
+
+
+void supertank_dead (edict_t *self);
+void supertankRocket (edict_t *self);
+void supertankMachineGun (edict_t *self);
+void supertank_reattack1(edict_t *self);
+
+
+//
+// stand
+//
+
+mframe_t supertank_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t supertank_move_stand = {FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, NULL};
+
+void supertank_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_stand;
+}
+
+
+mframe_t supertank_frames_run [] =
+{
+ ai_run, 12, TreadSound,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL,
+ ai_run, 12, NULL
+};
+mmove_t supertank_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, NULL};
+
+//
+// walk
+//
+
+
+mframe_t supertank_frames_forward [] =
+{
+ ai_walk, 4, TreadSound,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, NULL
+};
+mmove_t supertank_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, NULL};
+
+void supertank_forward (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_forward;
+}
+
+void supertank_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &supertank_move_forward;
+}
+
+void supertank_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &supertank_move_stand;
+ else
+ self->monsterinfo.currentmove = &supertank_move_run;
+}
+
+mframe_t supertank_frames_turn_right [] =
+{
+ ai_move, 0, TreadSound,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_turn_right = {FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run};
+
+mframe_t supertank_frames_turn_left [] =
+{
+ ai_move, 0, TreadSound,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_turn_left = {FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run};
+
+
+mframe_t supertank_frames_pain3 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run};
+
+mframe_t supertank_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run};
+
+mframe_t supertank_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run};
+
+mframe_t supertank_frames_death1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, BossExplode
+};
+mmove_t supertank_move_death = {FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead};
+
+mframe_t supertank_frames_backward[] =
+{
+ ai_walk, 0, TreadSound,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL,
+ ai_walk, 0, NULL
+};
+mmove_t supertank_move_backward = {FRAME_backwd_1, FRAME_backwd_18, supertank_frames_backward, NULL};
+
+mframe_t supertank_frames_attack4[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run};
+
+mframe_t supertank_frames_attack3[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, supertank_frames_attack3, supertank_run};
+
+mframe_t supertank_frames_attack2[]=
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, supertankRocket,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run};
+
+mframe_t supertank_frames_attack1[]=
+{
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+ ai_charge, 0, supertankMachineGun,
+
+};
+mmove_t supertank_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1};
+
+mframe_t supertank_frames_end_attack1[]=
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t supertank_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run};
+
+
+void supertank_reattack1(edict_t *self)
+{
+ if (visible(self, self->enemy))
+ if (qrandom() < 0.9)
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_end_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_end_attack1;
+}
+
+void supertank_pain (edict_t *self, edict_t *, float, int damage)
+{
+
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum = 1;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ // Lessen the chance of him going into his pain frames
+ if (damage <=25)
+ if (qrandom()<0.2)
+ return;
+
+ // Don't go into pain if he's firing his rockets
+ if (skill->value >= 2)
+ if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
+ return;
+
+ self->pain_debounce_time = level.time + 3;
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 10)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain1;
+ }
+ else if (damage <= 25)
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain2;
+ }
+ else
+ {
+ gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
+ self->monsterinfo.currentmove = &supertank_move_pain3;
+ }
+};
+
+
+void supertankRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak2_8)
+ flash_number = MZ2_SUPERTANK_ROCKET_1;
+ else if (self->s.frame == FRAME_attak2_11)
+ flash_number = MZ2_SUPERTANK_ROCKET_2;
+ else // (self->s.frame == FRAME_attak2_14)
+ flash_number = MZ2_SUPERTANK_ROCKET_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_rocket (self, start, dir, 50, 500, flash_number);
+}
+
+void supertankMachineGun (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
+
+ //FIXME!!!
+ dir[0] = 0;
+ dir[1] = self->s.angles[1];
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ VectorMA (vec, 0, self->enemy->velocity, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, forward);
+ VectorNormalize (forward);
+ }
+
+ monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+
+void supertank_attack(edict_t *self)
+{
+ vec3_t vec;
+ float range;
+ //float r;
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ //r = random();
+
+ // Attack 1 == Chaingun
+ // Attack 2 == Rocket Launcher
+
+ if (range <= 160)
+ {
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ }
+ else
+ { // fire rockets more often at distance
+ if (qrandom() < 0.3)
+ self->monsterinfo.currentmove = &supertank_move_attack1;
+ else
+ self->monsterinfo.currentmove = &supertank_move_attack2;
+ }
+}
+
+
+//
+// death
+//
+
+void supertank_dead (edict_t *self)
+{
+ VectorSet (self->mins, -60, -60, 0);
+ VectorSet (self->maxs, 60, 60, 72);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+void BossExplode (edict_t *self)
+{
+ vec3_t org;
+ int n;
+
+ self->think = BossExplode;
+ VectorCopy (self->s.origin, org);
+ org[2] += 24 + (rand()&15);
+ switch (self->count++)
+ {
+ case 0:
+ org[0] -= 24;
+ org[1] -= 24;
+ break;
+ case 1:
+ org[0] += 24;
+ org[1] += 24;
+ break;
+ case 2:
+ org[0] += 24;
+ org[1] -= 24;
+ break;
+ case 3:
+ org[0] -= 24;
+ org[1] += 24;
+ break;
+ case 4:
+ org[0] -= 48;
+ org[1] -= 48;
+ break;
+ case 5:
+ org[0] += 48;
+ org[1] += 48;
+ break;
+ case 6:
+ org[0] -= 48;
+ org[1] += 48;
+ break;
+ case 7:
+ org[0] += 48;
+ org[1] -= 48;
+ break;
+ case 8:
+ self->s.sound = 0;
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
+ for (n= 0; n < 8; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_EXPLOSION1);
+ gi.WritePosition (org);
+ gi.multicast (self->s.origin, MULTICAST_PVS);
+
+ self->nextthink = level.time + 0.1;
+}
+
+
+void supertank_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
+{
+ gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_NO;
+ self->count = 0;
+ self->monsterinfo.currentmove = &supertank_move_death;
+}
+
+//
+// monster_supertank
+//
+
+// RAFAEL (Powershield)
+
+/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight Powershield
+*/
+void SP_monster_supertank (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
+ sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
+ sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
+ sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
+ sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
+ sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");
+
+// self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
+ tread_sound = gi.soundindex ("bosstank/btkengn1.wav");
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex ("models/monsters/boss1/tris.md2");
+ VectorSet (self->mins, -64, -64, 0);
+ VectorSet (self->maxs, 64, 64, 112);
+
+ self->health = 1500;
+ self->gib_health = -500;
+ self->mass = 800;
+
+ self->pain = supertank_pain;
+ self->die = supertank_die;
+ self->monsterinfo.stand = supertank_stand;
+ self->monsterinfo.walk = supertank_walk;
+ self->monsterinfo.run = supertank_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = supertank_attack;
+ self->monsterinfo.search = supertank_search;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &supertank_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ if (self->spawnflags & 8)
+ {
+ self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
+ self->monsterinfo.power_armor_power = 400;
+ }
+ walkmonster_start(self);
+}
--- /dev/null
+++ b/xatrix/m_supertank.h
@@ -1,0 +1,260 @@
+// G:\quake2\baseq2\models/monsters/boss1/backup
+
+// This file generated by ModelGen - Do NOT Modify
+
+#define FRAME_attak1_1 0
+#define FRAME_attak1_2 1
+#define FRAME_attak1_3 2
+#define FRAME_attak1_4 3
+#define FRAME_attak1_5 4
+#define FRAME_attak1_6 5
+#define FRAME_attak1_7 6
+#define FRAME_attak1_8 7
+#define FRAME_attak1_9 8
+#define FRAME_attak1_10 9
+#define FRAME_attak1_11 10
+#define FRAME_attak1_12 11
+#define FRAME_attak1_13 12
+#define FRAME_attak1_14 13
+#define FRAME_attak1_15 14
+#define FRAME_attak1_16 15
+#define FRAME_attak1_17 16
+#define FRAME_attak1_18 17
+#define FRAME_attak1_19 18
+#define FRAME_attak1_20 19
+#define FRAME_attak2_1 20
+#define FRAME_attak2_2 21
+#define FRAME_attak2_3 22
+#define FRAME_attak2_4 23
+#define FRAME_attak2_5 24
+#define FRAME_attak2_6 25
+#define FRAME_attak2_7 26
+#define FRAME_attak2_8 27
+#define FRAME_attak2_9 28
+#define FRAME_attak2_10 29
+#define FRAME_attak2_11 30
+#define FRAME_attak2_12 31
+#define FRAME_attak2_13 32
+#define FRAME_attak2_14 33
+#define FRAME_attak2_15 34
+#define FRAME_attak2_16 35
+#define FRAME_attak2_17 36
+#define FRAME_attak2_18 37
+#define FRAME_attak2_19 38
+#define FRAME_attak2_20 39
+#define FRAME_attak2_21 40
+#define FRAME_attak2_22 41
+#define FRAME_attak2_23 42
+#define FRAME_attak2_24 43
+#define FRAME_attak2_25 44
+#define FRAME_attak2_26 45
+#define FRAME_attak2_27 46
+#define FRAME_attak3_1 47
+#define FRAME_attak3_2 48
+#define FRAME_attak3_3 49
+#define FRAME_attak3_4 50
+#define FRAME_attak3_5 51
+#define FRAME_attak3_6 52
+#define FRAME_attak3_7 53
+#define FRAME_attak3_8 54
+#define FRAME_attak3_9 55
+#define FRAME_attak3_10 56
+#define FRAME_attak3_11 57
+#define FRAME_attak3_12 58
+#define FRAME_attak3_13 59
+#define FRAME_attak3_14 60
+#define FRAME_attak3_15 61
+#define FRAME_attak3_16 62
+#define FRAME_attak3_17 63
+#define FRAME_attak3_18 64
+#define FRAME_attak3_19 65
+#define FRAME_attak3_20 66
+#define FRAME_attak3_21 67
+#define FRAME_attak3_22 68
+#define FRAME_attak3_23 69
+#define FRAME_attak3_24 70
+#define FRAME_attak3_25 71
+#define FRAME_attak3_26 72
+#define FRAME_attak3_27 73
+#define FRAME_attak4_1 74
+#define FRAME_attak4_2 75
+#define FRAME_attak4_3 76
+#define FRAME_attak4_4 77
+#define FRAME_attak4_5 78
+#define FRAME_attak4_6 79
+#define FRAME_backwd_1 80
+#define FRAME_backwd_2 81
+#define FRAME_backwd_3 82
+#define FRAME_backwd_4 83
+#define FRAME_backwd_5 84
+#define FRAME_backwd_6 85
+#define FRAME_backwd_7 86
+#define FRAME_backwd_8 87
+#define FRAME_backwd_9 88
+#define FRAME_backwd_10 89
+#define FRAME_backwd_11 90
+#define FRAME_backwd_12 91
+#define FRAME_backwd_13 92
+#define FRAME_backwd_14 93
+#define FRAME_backwd_15 94
+#define FRAME_backwd_16 95
+#define FRAME_backwd_17 96
+#define FRAME_backwd_18 97
+#define FRAME_death_1 98
+#define FRAME_death_2 99
+#define FRAME_death_3 100
+#define FRAME_death_4 101
+#define FRAME_death_5 102
+#define FRAME_death_6 103
+#define FRAME_death_7 104
+#define FRAME_death_8 105
+#define FRAME_death_9 106
+#define FRAME_death_10 107
+#define FRAME_death_11 108
+#define FRAME_death_12 109
+#define FRAME_death_13 110
+#define FRAME_death_14 111
+#define FRAME_death_15 112
+#define FRAME_death_16 113
+#define FRAME_death_17 114
+#define FRAME_death_18 115
+#define FRAME_death_19 116
+#define FRAME_death_20 117
+#define FRAME_death_21 118
+#define FRAME_death_22 119
+#define FRAME_death_23 120
+#define FRAME_death_24 121
+#define FRAME_death_31 122
+#define FRAME_death_32 123
+#define FRAME_death_33 124
+#define FRAME_death_45 125
+#define FRAME_death_46 126
+#define FRAME_death_47 127
+#define FRAME_forwrd_1 128
+#define FRAME_forwrd_2 129
+#define FRAME_forwrd_3 130
+#define FRAME_forwrd_4 131
+#define FRAME_forwrd_5 132
+#define FRAME_forwrd_6 133
+#define FRAME_forwrd_7 134
+#define FRAME_forwrd_8 135
+#define FRAME_forwrd_9 136
+#define FRAME_forwrd_10 137
+#define FRAME_forwrd_11 138
+#define FRAME_forwrd_12 139
+#define FRAME_forwrd_13 140
+#define FRAME_forwrd_14 141
+#define FRAME_forwrd_15 142
+#define FRAME_forwrd_16 143
+#define FRAME_forwrd_17 144
+#define FRAME_forwrd_18 145
+#define FRAME_left_1 146
+#define FRAME_left_2 147
+#define FRAME_left_3 148
+#define FRAME_left_4 149
+#define FRAME_left_5 150
+#define FRAME_left_6 151
+#define FRAME_left_7 152
+#define FRAME_left_8 153
+#define FRAME_left_9 154
+#define FRAME_left_10 155
+#define FRAME_left_11 156
+#define FRAME_left_12 157
+#define FRAME_left_13 158
+#define FRAME_left_14 159
+#define FRAME_left_15 160
+#define FRAME_left_16 161
+#define FRAME_left_17 162
+#define FRAME_left_18 163
+#define FRAME_pain1_1 164
+#define FRAME_pain1_2 165
+#define FRAME_pain1_3 166
+#define FRAME_pain1_4 167
+#define FRAME_pain2_5 168
+#define FRAME_pain2_6 169
+#define FRAME_pain2_7 170
+#define FRAME_pain2_8 171
+#define FRAME_pain3_9 172
+#define FRAME_pain3_10 173
+#define FRAME_pain3_11 174
+#define FRAME_pain3_12 175
+#define FRAME_right_1 176
+#define FRAME_right_2 177
+#define FRAME_right_3 178
+#define FRAME_right_4 179
+#define FRAME_right_5 180
+#define FRAME_right_6 181
+#define FRAME_right_7 182
+#define FRAME_right_8 183
+#define FRAME_right_9 184
+#define FRAME_right_10 185
+#define FRAME_right_11 186
+#define FRAME_right_12 187
+#define FRAME_right_13 188
+#define FRAME_right_14 189
+#define FRAME_right_15 190
+#define FRAME_right_16 191
+#define FRAME_right_17 192
+#define FRAME_right_18 193
+#define FRAME_stand_1 194
+#define FRAME_stand_2 195
+#define FRAME_stand_3 196
+#define FRAME_stand_4 197
+#define FRAME_stand_5 198
+#define FRAME_stand_6 199
+#define FRAME_stand_7 200
+#define FRAME_stand_8 201
+#define FRAME_stand_9 202
+#define FRAME_stand_10 203
+#define FRAME_stand_11 204
+#define FRAME_stand_12 205
+#define FRAME_stand_13 206
+#define FRAME_stand_14 207
+#define FRAME_stand_15 208
+#define FRAME_stand_16 209
+#define FRAME_stand_17 210
+#define FRAME_stand_18 211
+#define FRAME_stand_19 212
+#define FRAME_stand_20 213
+#define FRAME_stand_21 214
+#define FRAME_stand_22 215
+#define FRAME_stand_23 216
+#define FRAME_stand_24 217
+#define FRAME_stand_25 218
+#define FRAME_stand_26 219
+#define FRAME_stand_27 220
+#define FRAME_stand_28 221
+#define FRAME_stand_29 222
+#define FRAME_stand_30 223
+#define FRAME_stand_31 224
+#define FRAME_stand_32 225
+#define FRAME_stand_33 226
+#define FRAME_stand_34 227
+#define FRAME_stand_35 228
+#define FRAME_stand_36 229
+#define FRAME_stand_37 230
+#define FRAME_stand_38 231
+#define FRAME_stand_39 232
+#define FRAME_stand_40 233
+#define FRAME_stand_41 234
+#define FRAME_stand_42 235
+#define FRAME_stand_43 236
+#define FRAME_stand_44 237
+#define FRAME_stand_45 238
+#define FRAME_stand_46 239
+#define FRAME_stand_47 240
+#define FRAME_stand_48 241
+#define FRAME_stand_49 242
+#define FRAME_stand_50 243
+#define FRAME_stand_51 244
+#define FRAME_stand_52 245
+#define FRAME_stand_53 246
+#define FRAME_stand_54 247
+#define FRAME_stand_55 248
+#define FRAME_stand_56 249
+#define FRAME_stand_57 250
+#define FRAME_stand_58 251
+#define FRAME_stand_59 252
+#define FRAME_stand_60 253
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/m_tank.c
@@ -1,0 +1,833 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_tank.h"
+
+
+void tank_refire_rocket (edict_t *self);
+void tank_doattack_rocket (edict_t *self);
+void tank_reattack_blaster (edict_t *self);
+
+static int sound_thud;
+static int sound_pain;
+static int sound_idle;
+static int sound_die;
+static int sound_step;
+static int sound_sight;
+static int sound_windup;
+static int sound_strike;
+
+//
+// misc
+//
+
+void tank_sight (edict_t *self, edict_t *)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+
+void tank_footstep (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
+}
+
+void tank_thud (edict_t *self)
+{
+ gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
+}
+
+void tank_windup (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
+}
+
+void tank_idle (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+//
+// stand
+//
+
+mframe_t tank_frames_stand []=
+{
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL,
+ ai_stand, 0, NULL
+};
+mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
+
+void tank_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_stand;
+}
+
+
+//
+// walk
+//
+
+void tank_walk (edict_t *self);
+
+mframe_t tank_frames_start_walk [] =
+{
+ ai_walk, 0, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 11, tank_footstep
+};
+mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};
+
+mframe_t tank_frames_walk [] =
+{
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 4, tank_footstep,
+ ai_walk, 3, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 4, NULL,
+ ai_walk, 5, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 7, NULL,
+ ai_walk, 6, NULL,
+ ai_walk, 6, tank_footstep
+};
+mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};
+
+mframe_t tank_frames_stop_walk [] =
+{
+ ai_walk, 3, NULL,
+ ai_walk, 3, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 2, NULL,
+ ai_walk, 4, tank_footstep
+};
+mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};
+
+void tank_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_walk;
+}
+
+
+//
+// run
+//
+
+void tank_run (edict_t *self);
+
+mframe_t tank_frames_start_run [] =
+{
+ ai_run, 0, NULL,
+ ai_run, 6, NULL,
+ ai_run, 6, NULL,
+ ai_run, 11, tank_footstep
+};
+mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};
+
+mframe_t tank_frames_run [] =
+{
+ ai_run, 4, NULL,
+ ai_run, 5, NULL,
+ ai_run, 3, NULL,
+ ai_run, 2, NULL,
+ ai_run, 5, NULL,
+ ai_run, 5, NULL,
+ ai_run, 4, NULL,
+ ai_run, 4, tank_footstep,
+ ai_run, 3, NULL,
+ ai_run, 5, NULL,
+ ai_run, 4, NULL,
+ ai_run, 5, NULL,
+ ai_run, 7, NULL,
+ ai_run, 7, NULL,
+ ai_run, 6, NULL,
+ ai_run, 6, tank_footstep
+};
+mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};
+
+mframe_t tank_frames_stop_run [] =
+{
+ ai_run, 3, NULL,
+ ai_run, 3, NULL,
+ ai_run, 2, NULL,
+ ai_run, 2, NULL,
+ ai_run, 4, tank_footstep
+};
+mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};
+
+void tank_run (edict_t *self)
+{
+ if (self->enemy && self->enemy->client)
+ self->monsterinfo.aiflags |= AI_BRUTAL;
+ else
+ self->monsterinfo.aiflags &= ~AI_BRUTAL;
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ self->monsterinfo.currentmove = &tank_move_stand;
+ return;
+ }
+
+ if (self->monsterinfo.currentmove == &tank_move_walk ||
+ self->monsterinfo.currentmove == &tank_move_start_run)
+ {
+ self->monsterinfo.currentmove = &tank_move_run;
+ }
+ else
+ {
+ self->monsterinfo.currentmove = &tank_move_start_run;
+ }
+}
+
+//
+// pain
+//
+
+mframe_t tank_frames_pain1 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};
+
+mframe_t tank_frames_pain2 [] =
+{
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};
+
+mframe_t tank_frames_pain3 [] =
+{
+ ai_move, -7, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, tank_footstep
+};
+mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};
+
+
+void tank_pain (edict_t *self, edict_t *, float, int damage)
+{
+ if (self->health < (self->max_health / 2))
+ self->s.skinnum |= 1;
+
+ if (damage <= 10)
+ return;
+
+ if (level.time < self->pain_debounce_time)
+ return;
+
+ if (damage <= 30)
+ if (qrandom() > 0.2)
+ return;
+
+ // If hard or nightmare, don't go into pain while attacking
+ if ( skill->value >= 2)
+ {
+ if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
+ return;
+ if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
+ return;
+ }
+
+ self->pain_debounce_time = level.time + 3;
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if (damage <= 30)
+ self->monsterinfo.currentmove = &tank_move_pain1;
+ else if (damage <= 60)
+ self->monsterinfo.currentmove = &tank_move_pain2;
+ else
+ self->monsterinfo.currentmove = &tank_move_pain3;
+};
+
+
+//
+// attacks
+//
+
+void TankBlaster (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t end;
+ vec3_t dir;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak110)
+ flash_number = MZ2_TANK_BLASTER_1;
+ else if (self->s.frame == FRAME_attak113)
+ flash_number = MZ2_TANK_BLASTER_2;
+ else // (self->s.frame == FRAME_attak116)
+ flash_number = MZ2_TANK_BLASTER_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
+}
+
+void TankStrike (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
+}
+
+void TankRocket (edict_t *self)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ if (self->s.frame == FRAME_attak324)
+ flash_number = MZ2_TANK_ROCKET_1;
+ else if (self->s.frame == FRAME_attak327)
+ flash_number = MZ2_TANK_ROCKET_2;
+ else // (self->s.frame == FRAME_attak330)
+ flash_number = MZ2_TANK_ROCKET_3;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+
+ monster_fire_rocket (self, start, dir, 50, 550, flash_number);
+}
+
+void TankMachineGun (edict_t *self)
+{
+ vec3_t dir;
+ vec3_t vec;
+ vec3_t start;
+ vec3_t forward, right;
+ int flash_number;
+
+ flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ if (self->enemy)
+ {
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, vec);
+ vectoangles (vec, vec);
+ dir[0] = vec[0];
+ }
+ else
+ {
+ dir[0] = 0;
+ }
+ if (self->s.frame <= FRAME_attak415)
+ dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
+ else
+ dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
+ dir[2] = 0;
+
+ AngleVectors (dir, forward, NULL, NULL);
+
+ monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+}
+
+
+mframe_t tank_frames_attack_blast [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -2, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster, // 10
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster // 16
+};
+mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};
+
+mframe_t tank_frames_reattack_blast [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankBlaster // 16
+};
+mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};
+
+mframe_t tank_frames_attack_post_blast [] =
+{
+ ai_move, 0, NULL, // 17
+ ai_move, 0, NULL,
+ ai_move, 2, NULL,
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, -2, tank_footstep // 22
+};
+mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};
+
+void tank_reattack_blaster (edict_t *self)
+{
+ if (skill->value >= 2)
+ if (visible (self, self->enemy))
+ if (self->enemy->health > 0)
+ if (qrandom() <= 0.6)
+ {
+ self->monsterinfo.currentmove = &tank_move_reattack_blast;
+ return;
+ }
+ self->monsterinfo.currentmove = &tank_move_attack_post_blast;
+}
+
+
+void tank_poststrike (edict_t *self)
+{
+ self->enemy = NULL;
+ tank_run (self);
+}
+
+mframe_t tank_frames_attack_strike [] =
+{
+ ai_move, 3, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 6, NULL,
+ ai_move, 7, NULL,
+ ai_move, 9, tank_footstep,
+ ai_move, 2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 2, tank_footstep,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, tank_windup,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, TankStrike,
+ ai_move, 0, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -1, NULL,
+ ai_move, -3, NULL,
+ ai_move, -10, NULL,
+ ai_move, -10, NULL,
+ ai_move, -2, NULL,
+ ai_move, -3, NULL,
+ ai_move, -2, tank_footstep
+};
+mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};
+
+mframe_t tank_frames_attack_pre_rocket [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 10
+
+ ai_charge, 0, NULL,
+ ai_charge, 1, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 7, NULL,
+ ai_charge, 7, tank_footstep,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 20
+
+ ai_charge, -3, NULL
+};
+mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};
+
+mframe_t tank_frames_attack_fire_rocket [] =
+{
+ ai_charge, -3, NULL, // Loop Start 22
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankRocket, // 24
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, TankRocket,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, -1, TankRocket // 30 Loop End
+};
+mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};
+
+mframe_t tank_frames_attack_post_rocket [] =
+{
+ ai_charge, 0, NULL, // 31
+ ai_charge, -1, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 3, NULL,
+ ai_charge, 4, NULL,
+ ai_charge, 2, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 40
+
+ ai_charge, 0, NULL,
+ ai_charge, -9, NULL,
+ ai_charge, -8, NULL,
+ ai_charge, -7, NULL,
+ ai_charge, -1, NULL,
+ ai_charge, -1, tank_footstep,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL, // 50
+
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};
+
+mframe_t tank_frames_attack_chain [] =
+{
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ NULL, 0, TankMachineGun,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL,
+ ai_charge, 0, NULL
+};
+mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};
+
+void tank_refire_rocket (edict_t *self)
+{
+ // Only on hard or nightmare
+ if ( skill->value >= 2 )
+ if (self->enemy->health > 0)
+ if (visible(self, self->enemy) )
+ if (qrandom() <= 0.4)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
+ return;
+ }
+ self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
+}
+
+void tank_doattack_rocket (edict_t *self)
+{
+ self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
+}
+
+void tank_attack(edict_t *self)
+{
+ vec3_t vec;
+ float range;
+ float r;
+
+ if (self->enemy->health < 0)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_strike;
+ self->monsterinfo.aiflags &= ~AI_BRUTAL;
+ return;
+ }
+
+ VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength (vec);
+
+ r = qrandom();
+
+ if (range <= 125)
+ {
+ if (r < 0.4)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+ else if (range <= 250)
+ {
+ if (r < 0.5)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+ else
+ {
+ if (r < 0.33)
+ self->monsterinfo.currentmove = &tank_move_attack_chain;
+ else if (r < 0.66)
+ {
+ self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
+ self->pain_debounce_time = level.time + 5.0; // no pain for a while
+ }
+ else
+ self->monsterinfo.currentmove = &tank_move_attack_blast;
+ }
+}
+
+
+//
+// death
+//
+
+void tank_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -16);
+ VectorSet (self->maxs, 16, 16, -0);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+mframe_t tank_frames_death1 [] =
+{
+ ai_move, -7, NULL,
+ ai_move, -2, NULL,
+ ai_move, -2, NULL,
+ ai_move, 1, NULL,
+ ai_move, 3, NULL,
+ ai_move, 6, NULL,
+ ai_move, 1, NULL,
+ ai_move, 1, NULL,
+ ai_move, 2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -2, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -3, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, -4, NULL,
+ ai_move, -6, NULL,
+ ai_move, -4, NULL,
+ ai_move, -5, NULL,
+ ai_move, -7, NULL,
+ ai_move, -15, tank_thud,
+ ai_move, -5, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL,
+ ai_move, 0, NULL
+};
+mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};
+
+void tank_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+// check for gib
+ if (self->health <= self->gib_health)
+ {
+ gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 1 /*4*/; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
+ ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
+ self->deadflag = DEAD_DEAD;
+ return;
+ }
+
+ if (self->deadflag == DEAD_DEAD)
+ return;
+
+// regular death
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ self->monsterinfo.currentmove = &tank_move_death;
+
+}
+
+
+//
+// monster_tank
+//
+
+/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
+*/
+/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_tank (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
+ VectorSet (self->mins, -32, -32, -16);
+ VectorSet (self->maxs, 32, 32, 72);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ sound_pain = gi.soundindex ("tank/tnkpain2.wav");
+ sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
+ sound_idle = gi.soundindex ("tank/tnkidle1.wav");
+ sound_die = gi.soundindex ("tank/death.wav");
+ sound_step = gi.soundindex ("tank/step.wav");
+ sound_windup = gi.soundindex ("tank/tnkatck4.wav");
+ sound_strike = gi.soundindex ("tank/tnkatck5.wav");
+ sound_sight = gi.soundindex ("tank/sight1.wav");
+
+ gi.soundindex ("tank/tnkatck1.wav");
+ gi.soundindex ("tank/tnkatk2a.wav");
+ gi.soundindex ("tank/tnkatk2b.wav");
+ gi.soundindex ("tank/tnkatk2c.wav");
+ gi.soundindex ("tank/tnkatk2d.wav");
+ gi.soundindex ("tank/tnkatk2e.wav");
+ gi.soundindex ("tank/tnkatck3.wav");
+
+ if (strcmp(self->classname, "monster_tank_commander") == 0)
+ {
+ self->health = 1000;
+ self->gib_health = -225;
+ }
+ else
+ {
+ self->health = 750;
+ self->gib_health = -200;
+ }
+
+ self->mass = 500;
+
+ self->pain = tank_pain;
+ self->die = tank_die;
+ self->monsterinfo.stand = tank_stand;
+ self->monsterinfo.walk = tank_walk;
+ self->monsterinfo.run = tank_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = tank_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = tank_sight;
+ self->monsterinfo.idle = tank_idle;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &tank_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start(self);
+
+ if (strcmp(self->classname, "monster_tank_commander") == 0)
+ self->s.skinnum = 2;
+}
--- /dev/null
+++ b/xatrix/m_tank.h
@@ -1,0 +1,300 @@
+// G:\quake2\baseq2\models/monsters/tank
+
+// This file generated by qdata - Do NOT Modify
+
+#define FRAME_stand01 0
+#define FRAME_stand02 1
+#define FRAME_stand03 2
+#define FRAME_stand04 3
+#define FRAME_stand05 4
+#define FRAME_stand06 5
+#define FRAME_stand07 6
+#define FRAME_stand08 7
+#define FRAME_stand09 8
+#define FRAME_stand10 9
+#define FRAME_stand11 10
+#define FRAME_stand12 11
+#define FRAME_stand13 12
+#define FRAME_stand14 13
+#define FRAME_stand15 14
+#define FRAME_stand16 15
+#define FRAME_stand17 16
+#define FRAME_stand18 17
+#define FRAME_stand19 18
+#define FRAME_stand20 19
+#define FRAME_stand21 20
+#define FRAME_stand22 21
+#define FRAME_stand23 22
+#define FRAME_stand24 23
+#define FRAME_stand25 24
+#define FRAME_stand26 25
+#define FRAME_stand27 26
+#define FRAME_stand28 27
+#define FRAME_stand29 28
+#define FRAME_stand30 29
+#define FRAME_walk01 30
+#define FRAME_walk02 31
+#define FRAME_walk03 32
+#define FRAME_walk04 33
+#define FRAME_walk05 34
+#define FRAME_walk06 35
+#define FRAME_walk07 36
+#define FRAME_walk08 37
+#define FRAME_walk09 38
+#define FRAME_walk10 39
+#define FRAME_walk11 40
+#define FRAME_walk12 41
+#define FRAME_walk13 42
+#define FRAME_walk14 43
+#define FRAME_walk15 44
+#define FRAME_walk16 45
+#define FRAME_walk17 46
+#define FRAME_walk18 47
+#define FRAME_walk19 48
+#define FRAME_walk20 49
+#define FRAME_walk21 50
+#define FRAME_walk22 51
+#define FRAME_walk23 52
+#define FRAME_walk24 53
+#define FRAME_walk25 54
+#define FRAME_attak101 55
+#define FRAME_attak102 56
+#define FRAME_attak103 57
+#define FRAME_attak104 58
+#define FRAME_attak105 59
+#define FRAME_attak106 60
+#define FRAME_attak107 61
+#define FRAME_attak108 62
+#define FRAME_attak109 63
+#define FRAME_attak110 64
+#define FRAME_attak111 65
+#define FRAME_attak112 66
+#define FRAME_attak113 67
+#define FRAME_attak114 68
+#define FRAME_attak115 69
+#define FRAME_attak116 70
+#define FRAME_attak117 71
+#define FRAME_attak118 72
+#define FRAME_attak119 73
+#define FRAME_attak120 74
+#define FRAME_attak121 75
+#define FRAME_attak122 76
+#define FRAME_attak201 77
+#define FRAME_attak202 78
+#define FRAME_attak203 79
+#define FRAME_attak204 80
+#define FRAME_attak205 81
+#define FRAME_attak206 82
+#define FRAME_attak207 83
+#define FRAME_attak208 84
+#define FRAME_attak209 85
+#define FRAME_attak210 86
+#define FRAME_attak211 87
+#define FRAME_attak212 88
+#define FRAME_attak213 89
+#define FRAME_attak214 90
+#define FRAME_attak215 91
+#define FRAME_attak216 92
+#define FRAME_attak217 93
+#define FRAME_attak218 94
+#define FRAME_attak219 95
+#define FRAME_attak220 96
+#define FRAME_attak221 97
+#define FRAME_attak222 98
+#define FRAME_attak223 99
+#define FRAME_attak224 100
+#define FRAME_attak225 101
+#define FRAME_attak226 102
+#define FRAME_attak227 103
+#define FRAME_attak228 104
+#define FRAME_attak229 105
+#define FRAME_attak230 106
+#define FRAME_attak231 107
+#define FRAME_attak232 108
+#define FRAME_attak233 109
+#define FRAME_attak234 110
+#define FRAME_attak235 111
+#define FRAME_attak236 112
+#define FRAME_attak237 113
+#define FRAME_attak238 114
+#define FRAME_attak301 115
+#define FRAME_attak302 116
+#define FRAME_attak303 117
+#define FRAME_attak304 118
+#define FRAME_attak305 119
+#define FRAME_attak306 120
+#define FRAME_attak307 121
+#define FRAME_attak308 122
+#define FRAME_attak309 123
+#define FRAME_attak310 124
+#define FRAME_attak311 125
+#define FRAME_attak312 126
+#define FRAME_attak313 127
+#define FRAME_attak314 128
+#define FRAME_attak315 129
+#define FRAME_attak316 130
+#define FRAME_attak317 131
+#define FRAME_attak318 132
+#define FRAME_attak319 133
+#define FRAME_attak320 134
+#define FRAME_attak321 135
+#define FRAME_attak322 136
+#define FRAME_attak323 137
+#define FRAME_attak324 138
+#define FRAME_attak325 139
+#define FRAME_attak326 140
+#define FRAME_attak327 141
+#define FRAME_attak328 142
+#define FRAME_attak329 143
+#define FRAME_attak330 144
+#define FRAME_attak331 145
+#define FRAME_attak332 146
+#define FRAME_attak333 147
+#define FRAME_attak334 148
+#define FRAME_attak335 149
+#define FRAME_attak336 150
+#define FRAME_attak337 151
+#define FRAME_attak338 152
+#define FRAME_attak339 153
+#define FRAME_attak340 154
+#define FRAME_attak341 155
+#define FRAME_attak342 156
+#define FRAME_attak343 157
+#define FRAME_attak344 158
+#define FRAME_attak345 159
+#define FRAME_attak346 160
+#define FRAME_attak347 161
+#define FRAME_attak348 162
+#define FRAME_attak349 163
+#define FRAME_attak350 164
+#define FRAME_attak351 165
+#define FRAME_attak352 166
+#define FRAME_attak353 167
+#define FRAME_attak401 168
+#define FRAME_attak402 169
+#define FRAME_attak403 170
+#define FRAME_attak404 171
+#define FRAME_attak405 172
+#define FRAME_attak406 173
+#define FRAME_attak407 174
+#define FRAME_attak408 175
+#define FRAME_attak409 176
+#define FRAME_attak410 177
+#define FRAME_attak411 178
+#define FRAME_attak412 179
+#define FRAME_attak413 180
+#define FRAME_attak414 181
+#define FRAME_attak415 182
+#define FRAME_attak416 183
+#define FRAME_attak417 184
+#define FRAME_attak418 185
+#define FRAME_attak419 186
+#define FRAME_attak420 187
+#define FRAME_attak421 188
+#define FRAME_attak422 189
+#define FRAME_attak423 190
+#define FRAME_attak424 191
+#define FRAME_attak425 192
+#define FRAME_attak426 193
+#define FRAME_attak427 194
+#define FRAME_attak428 195
+#define FRAME_attak429 196
+#define FRAME_pain101 197
+#define FRAME_pain102 198
+#define FRAME_pain103 199
+#define FRAME_pain104 200
+#define FRAME_pain201 201
+#define FRAME_pain202 202
+#define FRAME_pain203 203
+#define FRAME_pain204 204
+#define FRAME_pain205 205
+#define FRAME_pain301 206
+#define FRAME_pain302 207
+#define FRAME_pain303 208
+#define FRAME_pain304 209
+#define FRAME_pain305 210
+#define FRAME_pain306 211
+#define FRAME_pain307 212
+#define FRAME_pain308 213
+#define FRAME_pain309 214
+#define FRAME_pain310 215
+#define FRAME_pain311 216
+#define FRAME_pain312 217
+#define FRAME_pain313 218
+#define FRAME_pain314 219
+#define FRAME_pain315 220
+#define FRAME_pain316 221
+#define FRAME_death101 222
+#define FRAME_death102 223
+#define FRAME_death103 224
+#define FRAME_death104 225
+#define FRAME_death105 226
+#define FRAME_death106 227
+#define FRAME_death107 228
+#define FRAME_death108 229
+#define FRAME_death109 230
+#define FRAME_death110 231
+#define FRAME_death111 232
+#define FRAME_death112 233
+#define FRAME_death113 234
+#define FRAME_death114 235
+#define FRAME_death115 236
+#define FRAME_death116 237
+#define FRAME_death117 238
+#define FRAME_death118 239
+#define FRAME_death119 240
+#define FRAME_death120 241
+#define FRAME_death121 242
+#define FRAME_death122 243
+#define FRAME_death123 244
+#define FRAME_death124 245
+#define FRAME_death125 246
+#define FRAME_death126 247
+#define FRAME_death127 248
+#define FRAME_death128 249
+#define FRAME_death129 250
+#define FRAME_death130 251
+#define FRAME_death131 252
+#define FRAME_death132 253
+#define FRAME_recln101 254
+#define FRAME_recln102 255
+#define FRAME_recln103 256
+#define FRAME_recln104 257
+#define FRAME_recln105 258
+#define FRAME_recln106 259
+#define FRAME_recln107 260
+#define FRAME_recln108 261
+#define FRAME_recln109 262
+#define FRAME_recln110 263
+#define FRAME_recln111 264
+#define FRAME_recln112 265
+#define FRAME_recln113 266
+#define FRAME_recln114 267
+#define FRAME_recln115 268
+#define FRAME_recln116 269
+#define FRAME_recln117 270
+#define FRAME_recln118 271
+#define FRAME_recln119 272
+#define FRAME_recln120 273
+#define FRAME_recln121 274
+#define FRAME_recln122 275
+#define FRAME_recln123 276
+#define FRAME_recln124 277
+#define FRAME_recln125 278
+#define FRAME_recln126 279
+#define FRAME_recln127 280
+#define FRAME_recln128 281
+#define FRAME_recln129 282
+#define FRAME_recln130 283
+#define FRAME_recln131 284
+#define FRAME_recln132 285
+#define FRAME_recln133 286
+#define FRAME_recln134 287
+#define FRAME_recln135 288
+#define FRAME_recln136 289
+#define FRAME_recln137 290
+#define FRAME_recln138 291
+#define FRAME_recln139 292
+#define FRAME_recln140 293
+
+#define MODEL_SCALE 1.000000
--- /dev/null
+++ b/xatrix/mkfile
@@ -1,0 +1,87 @@
+</$objtype/mkfile
+
+LIB=xatrix.$O.a
+
+OFILES=\
+ g_ai.$O\
+ g_chase.$O\
+ g_cmds.$O\
+ g_combat.$O\
+ g_func.$O\
+ g_items.$O\
+ g_main.$O\
+ g_misc.$O\
+ g_monster.$O\
+ g_phys.$O\
+ g_save.$O\
+ g_spawn.$O\
+ g_svcmds.$O\
+ g_target.$O\
+ g_trigger.$O\
+ g_turret.$O\
+ g_utils.$O\
+ g_weapon.$O\
+ m_actor.$O\
+ m_berserk.$O\
+ m_boss2.$O\
+ m_boss3.$O\
+ m_boss31.$O\
+ m_boss32.$O\
+ m_boss5.$O\
+ m_brain.$O\
+ m_chick.$O\
+ m_fixbot.$O\
+ m_flash.$O\
+ m_flipper.$O\
+ m_float.$O\
+ m_flyer.$O\
+ m_gekk.$O\
+ m_gladb.$O\
+ m_gladiator.$O\
+ m_gunner.$O\
+ m_hover.$O\
+ m_infantry.$O\
+ m_insane.$O\
+ m_medic.$O\
+ m_move.$O\
+ m_mutant.$O\
+ m_parasite.$O\
+ m_soldier.$O\
+ m_supertank.$O\
+ m_tank.$O\
+ p_client.$O\
+ p_hud.$O\
+ p_trail.$O\
+ p_view.$O\
+ p_weapon.$O\
+ q_shared.$O\
+
+HFILES=\
+ game.h\
+ m_actor.h\
+ m_berserk.h\
+ m_boss2.h\
+ m_boss31.h\
+ m_boss32.h\
+ m_brain.h\
+ m_chick.h\
+ m_fixbot.h\
+ m_flipper.h\
+ m_float.h\
+ m_flyer.h\
+ m_gekk.h\
+ m_gladiator.h\
+ m_gunner.h\
+ m_hover.h\
+ m_infantry.h\
+ m_insane.h\
+ m_medic.h\
+ m_mutant.h\
+ m_parasite.h\
+ m_player.h\
+ m_rider.h\
+ m_soldier.h\
+ m_supertank.h\
+ m_tank.h\
+
+</sys/src/cmd/mklib
--- /dev/null
+++ b/xatrix/p_client.c
@@ -1,0 +1,1856 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+void ClientUserinfoChanged (edict_t *ent, char *userinfo);
+
+void SP_misc_teleporter_dest (edict_t *ent);
+
+//
+// Gross, ugly, disgustuing hack section
+//
+
+// this function is an ugly as hell hack to fix some map flaws
+//
+// the coop spawn spots on some maps are SNAFU. There are coop spots
+// with the wrong targetname as well as spots with no name at all
+//
+// we use carnal knowledge of the maps to fix the coop spot targetnames to match
+// that of the nearest named single player spot
+
+static void SP_FixCoopSpots (edict_t *self)
+{
+ edict_t *spot;
+ vec3_t d;
+
+ spot = NULL;
+
+ while(1)
+ {
+ spot = G_Find(spot, FOFS(classname), "info_player_start");
+ if (!spot)
+ return;
+ if (!spot->targetname)
+ continue;
+ VectorSubtract(self->s.origin, spot->s.origin, d);
+ if (VectorLength(d) < 384)
+ {
+ if ((!self->targetname) || cistrcmp(self->targetname, spot->targetname) != 0)
+ {
+// gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
+ self->targetname = spot->targetname;
+ }
+ return;
+ }
+ }
+}
+
+// now if that one wasn't ugly enough for you then try this one on for size
+// some maps don't have any coop spots at all, so we need to create them
+// where they should have been
+
+static void SP_CreateCoopSpots (edict_t *)
+{
+ edict_t *spot;
+
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 - 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 64;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ spot = G_Spawn();
+ spot->classname = "info_player_coop";
+ spot->s.origin[0] = 188 + 128;
+ spot->s.origin[1] = -164;
+ spot->s.origin[2] = 80;
+ spot->targetname = "jail3";
+ spot->s.angles[1] = 90;
+
+ return;
+ }
+}
+
+
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
+The normal starting point for a level.
+*/
+void SP_info_player_start(edict_t *self)
+{
+ if (!coop->value)
+ return;
+ if(cistrcmp(level.mapname, "security") == 0)
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_CreateCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for deathmatch games
+*/
+void SP_info_player_deathmatch(edict_t *self)
+{
+ if (!deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+ SP_misc_teleporter_dest (self);
+}
+
+/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
+potential spawning position for coop games
+*/
+
+void SP_info_player_coop(edict_t *self)
+{
+ if (!coop->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if((cistrcmp(level.mapname, "jail2") == 0) ||
+ (cistrcmp(level.mapname, "jail4") == 0) ||
+ (cistrcmp(level.mapname, "mine1") == 0) ||
+ (cistrcmp(level.mapname, "mine2") == 0) ||
+ (cistrcmp(level.mapname, "mine3") == 0) ||
+ (cistrcmp(level.mapname, "mine4") == 0) ||
+ (cistrcmp(level.mapname, "lab") == 0) ||
+ (cistrcmp(level.mapname, "boss1") == 0) ||
+ (cistrcmp(level.mapname, "fact3") == 0) ||
+ (cistrcmp(level.mapname, "biggun") == 0) ||
+ (cistrcmp(level.mapname, "space") == 0) ||
+ (cistrcmp(level.mapname, "command") == 0) ||
+ (cistrcmp(level.mapname, "power2") == 0) ||
+ (cistrcmp(level.mapname, "strike") == 0))
+ {
+ // invoke one of our gross, ugly, disgusting hacks
+ self->think = SP_FixCoopSpots;
+ self->nextthink = level.time + FRAMETIME;
+ }
+}
+
+
+/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
+The deathmatch intermission point will be at one of these
+Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
+*/
+void SP_info_player_intermission(edict_t *)
+{
+}
+
+
+//=======================================================================
+
+
+void player_pain (edict_t *, edict_t *, float, int)
+{
+ // player pain is handled at the end of the frame in P_DamageFeedback
+}
+
+
+qboolean IsFemale (edict_t *ent)
+{
+ char *info;
+
+ if (!ent->client)
+ return false;
+
+ info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
+ if (info[0] == 'f' || info[0] == 'F')
+ return true;
+ return false;
+}
+
+qboolean IsNeutral (edict_t *ent)
+{
+ char *info;
+
+ if (!ent->client)
+ return false;
+
+ info = Info_ValueForKey (ent->client->pers.userinfo, "gender");
+ if (info[0] != 'f' && info[0] != 'F' && info[0] != 'm' && info[0] != 'M')
+ return true;
+ return false;
+}
+
+void ClientObituary (edict_t *self, edict_t *, edict_t *attacker)
+{
+ int mod;
+ char *message;
+ char *message2;
+ qboolean ff;
+
+ if (coop->value && attacker->client)
+ meansOfDeath |= MOD_FRIENDLY_FIRE;
+
+ if (deathmatch->value || coop->value)
+ {
+ ff = meansOfDeath & MOD_FRIENDLY_FIRE;
+ mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
+ message = NULL;
+ message2 = "";
+
+ switch (mod)
+ {
+ case MOD_SUICIDE:
+ message = "suicides";
+ break;
+ case MOD_FALLING:
+ message = "cratered";
+ break;
+ case MOD_CRUSH:
+ message = "was squished";
+ break;
+ case MOD_WATER:
+ message = "sank like a rock";
+ break;
+ case MOD_SLIME:
+ message = "melted";
+ break;
+ case MOD_LAVA:
+ message = "does a back flip into the lava";
+ break;
+ case MOD_EXPLOSIVE:
+ case MOD_BARREL:
+ message = "blew up";
+ break;
+ case MOD_EXIT:
+ message = "found a way out";
+ break;
+ case MOD_TARGET_LASER:
+ message = "saw the light";
+ break;
+ case MOD_TARGET_BLASTER:
+ message = "got blasted";
+ break;
+ case MOD_BOMB:
+ case MOD_SPLASH:
+ case MOD_TRIGGER_HURT:
+ message = "was in the wrong place";
+ break;
+ // RAFAEL
+ case MOD_GEKK:
+ case MOD_BRAINTENTACLE:
+ message = "that's gotta hurt";
+ break;
+ }
+ if (attacker == self)
+ {
+ switch (mod)
+ {
+ case MOD_HELD_GRENADE:
+ message = "tried to put the pin back in";
+ break;
+ case MOD_HG_SPLASH:
+ case MOD_G_SPLASH:
+ if (IsNeutral(self))
+ message = "tripped on its own grenade";
+ else if (IsFemale(self))
+ message = "tripped on her own grenade";
+ else
+ message = "tripped on his own grenade";
+ break;
+ case MOD_R_SPLASH:
+ if (IsNeutral(self))
+ message = "blew itself up";
+ else if (IsFemale(self))
+ message = "blew herself up";
+ else
+ message = "blew himself up";
+ break;
+ case MOD_BFG_BLAST:
+ message = "should have used a smaller gun";
+ break;
+ // RAFAEL 03-MAY-98
+ case MOD_TRAP:
+ message = "sucked into his own trap";
+ break;
+ default:
+ if (IsNeutral(self))
+ message = "killed itself";
+ else if (IsFemale(self))
+ message = "killed herself";
+ else
+ message = "killed himself";
+ break;
+ }
+ }
+ if (message)
+ {
+ gi.bprintf (PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
+ if (deathmatch->value)
+ self->client->resp.score--;
+ self->enemy = NULL;
+ return;
+ }
+
+ self->enemy = attacker;
+ if (attacker && attacker->client)
+ {
+ switch (mod)
+ {
+ case MOD_BLASTER:
+ message = "was blasted by";
+ break;
+ case MOD_SHOTGUN:
+ message = "was gunned down by";
+ break;
+ case MOD_SSHOTGUN:
+ message = "was blown away by";
+ message2 = "'s super shotgun";
+ break;
+ case MOD_MACHINEGUN:
+ message = "was machinegunned by";
+ break;
+ case MOD_CHAINGUN:
+ message = "was cut in half by";
+ message2 = "'s chaingun";
+ break;
+ case MOD_GRENADE:
+ message = "was popped by";
+ message2 = "'s grenade";
+ break;
+ case MOD_G_SPLASH:
+ message = "was shredded by";
+ message2 = "'s shrapnel";
+ break;
+ case MOD_ROCKET:
+ message = "ate";
+ message2 = "'s rocket";
+ break;
+ case MOD_R_SPLASH:
+ message = "almost dodged";
+ message2 = "'s rocket";
+ break;
+ case MOD_HYPERBLASTER:
+ message = "was melted by";
+ message2 = "'s hyperblaster";
+ break;
+ case MOD_RAILGUN:
+ message = "was railed by";
+ break;
+ case MOD_BFG_LASER:
+ message = "saw the pretty lights from";
+ message2 = "'s BFG";
+ break;
+ case MOD_BFG_BLAST:
+ message = "was disintegrated by";
+ message2 = "'s BFG blast";
+ break;
+ case MOD_BFG_EFFECT:
+ message = "couldn't hide from";
+ message2 = "'s BFG";
+ break;
+ case MOD_HANDGRENADE:
+ message = "caught";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HG_SPLASH:
+ message = "didn't see";
+ message2 = "'s handgrenade";
+ break;
+ case MOD_HELD_GRENADE:
+ message = "feels";
+ message2 = "'s pain";
+ break;
+ case MOD_TELEFRAG:
+ message = "tried to invade";
+ message2 = "'s personal space";
+ break;
+ // RAFAEL 14-APR-98
+ case MOD_RIPPER:
+ message = "ripped to shreds by";
+ message2 = "'s ripper gun";
+ break;
+ case MOD_PHALANX:
+ message = "was evaporated by";
+ break;
+ case MOD_TRAP:
+ message = "caught in trap by";
+ break;
+ // END 14-APR-98
+ }
+ if (message)
+ {
+ gi.bprintf (PRINT_MEDIUM,"%s %s %s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2);
+ if (deathmatch->value)
+ {
+ if (ff)
+ attacker->client->resp.score--;
+ else
+ attacker->client->resp.score++;
+ }
+ return;
+ }
+ }
+ }
+
+ gi.bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
+ if (deathmatch->value)
+ self->client->resp.score--;
+}
+
+
+void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
+
+void TossClientWeapon (edict_t *self)
+{
+ gitem_t *item;
+ edict_t *drop;
+ qboolean quad;
+ // RAFAEL
+ qboolean quadfire;
+ float spread;
+
+ if (!deathmatch->value)
+ return;
+
+ item = self->client->pers.weapon;
+ if (! self->client->pers.inventory[self->client->ammo_index] )
+ item = NULL;
+ if (item && (strcmp (item->pickup_name, "Blaster") == 0))
+ item = NULL;
+
+ if (!((int)(dmflags->value) & DF_QUAD_DROP))
+ quad = false;
+ else
+ quad = (self->client->quad_framenum > (level.framenum + 10));
+
+ // RAFAEL
+ if (!((int)(dmflags->value) & DF_QUADFIRE_DROP))
+ quadfire = false;
+ else
+ quadfire = (self->client->quadfire_framenum > (level.framenum + 10));
+
+
+ if (item && quad)
+ spread = 22.5;
+ else if (item && quadfire)
+ spread = 12.5;
+ else
+ spread = 0.0;
+
+ if (item)
+ {
+ self->client->v_angle[YAW] -= spread;
+ drop = Drop_Item (self, item);
+ self->client->v_angle[YAW] += spread;
+ drop->spawnflags = DROPPED_PLAYER_ITEM;
+ }
+
+ if (quad)
+ {
+ self->client->v_angle[YAW] += spread;
+ drop = Drop_Item (self, FindItemByClassname ("item_quad"));
+ self->client->v_angle[YAW] -= spread;
+ drop->spawnflags |= DROPPED_PLAYER_ITEM;
+
+ drop->touch = Touch_Item;
+ drop->nextthink = level.time + (self->client->quad_framenum - level.framenum) * FRAMETIME;
+ drop->think = G_FreeEdict;
+ }
+
+ // RAFAEL
+ if (quadfire)
+ {
+ self->client->v_angle[YAW] += spread;
+ drop = Drop_Item (self, FindItemByClassname ("item_quadfire"));
+ self->client->v_angle[YAW] -= spread;
+ drop->spawnflags |= DROPPED_PLAYER_ITEM;
+
+ drop->touch = Touch_Item;
+ drop->nextthink = level.time + (self->client->quadfire_framenum - level.framenum) * FRAMETIME;
+ drop->think = G_FreeEdict;
+ }
+}
+
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker)
+{
+ vec3_t dir;
+
+ if (attacker && attacker != WORLD && attacker != self)
+ {
+ VectorSubtract (attacker->s.origin, self->s.origin, dir);
+ }
+ else if (inflictor && inflictor != WORLD && inflictor != self)
+ {
+ VectorSubtract (inflictor->s.origin, self->s.origin, dir);
+ }
+ else
+ {
+ self->client->killer_yaw = self->s.angles[YAW];
+ return;
+ }
+
+ if (dir[0])
+ self->client->killer_yaw = 180/M_PI*atan2(dir[1], dir[0]);
+ else {
+ self->client->killer_yaw = 0;
+ if (dir[1] > 0)
+ self->client->killer_yaw = 90;
+ else if (dir[1] < 0)
+ self->client->killer_yaw = -90;
+ }
+ if (self->client->killer_yaw < 0)
+ self->client->killer_yaw += 360;
+}
+
+/*
+==================
+player_die
+==================
+*/
+void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t)
+{
+ int n;
+
+ VectorClear (self->avelocity);
+
+ self->takedamage = DAMAGE_YES;
+ self->movetype = MOVETYPE_TOSS;
+
+ self->s.modelindex2 = 0; // remove linked weapon model
+
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+
+ self->s.sound = 0;
+ self->client->weapon_sound = 0;
+
+ self->maxs[2] = -8;
+
+// self->solid = SOLID_NOT;
+ self->svflags |= SVF_DEADMONSTER;
+
+ if (!self->deadflag)
+ {
+ self->client->respawn_time = level.time + 1.0;
+ LookAtKiller (self, inflictor, attacker);
+ self->client->ps.pmove.pm_type = PM_DEAD;
+ ClientObituary (self, inflictor, attacker);
+ TossClientWeapon (self);
+ if (deathmatch->value)
+ Cmd_Help_f (self); // show scores
+
+ // clear inventory
+ // this is kind of ugly, but it's how we want to handle keys in coop
+ for (n = 0; n < game.num_items; n++)
+ {
+ if (coop->value && itemlist[n].flags & IT_KEY)
+ self->client->resp.coop_respawn.inventory[n] = self->client->pers.inventory[n];
+ self->client->pers.inventory[n] = 0;
+ }
+ }
+
+ // remove powerups
+ self->client->quad_framenum = 0;
+ self->client->invincible_framenum = 0;
+ self->client->breather_framenum = 0;
+ self->client->enviro_framenum = 0;
+ self->flags &= ~FL_POWER_ARMOR;
+
+ // RAFAEL
+ self->client->quadfire_framenum = 0;
+
+ if (self->health < -40)
+ { // gib
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowClientHead (self, damage);
+
+ self->takedamage = DAMAGE_NO;
+ }
+ else
+ { // normal death
+ if (!self->deadflag)
+ {
+ static int i;
+
+ i = (i+1)%3;
+ // start a death animation
+ self->client->anim_priority = ANIM_DEATH;
+ if (self->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ self->s.frame = FRAME_crdeath1-1;
+ self->client->anim_end = FRAME_crdeath5;
+ }
+ else switch (i)
+ {
+ case 0:
+ self->s.frame = FRAME_death101-1;
+ self->client->anim_end = FRAME_death106;
+ break;
+ case 1:
+ self->s.frame = FRAME_death201-1;
+ self->client->anim_end = FRAME_death206;
+ break;
+ case 2:
+ self->s.frame = FRAME_death301-1;
+ self->client->anim_end = FRAME_death308;
+ break;
+ }
+ gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
+ }
+ }
+
+ self->deadflag = DEAD_DEAD;
+
+ gi.linkentity (self);
+}
+
+//=======================================================================
+
+/*
+==============
+InitClientPersistant
+
+This is only called when the game first initializes in single player,
+but is called after each death and level change in deathmatch
+==============
+*/
+void InitClientPersistant (gclient_t *client)
+{
+ gitem_t *item;
+
+// gi.dprintf("InitClientPersistant()\n");
+
+ memset (&client->pers, 0, sizeof(client->pers));
+
+ item = FindItem("Blaster");
+ client->pers.selected_item = ITEM_INDEX(item);
+ client->pers.inventory[client->pers.selected_item] = 1;
+
+ client->pers.weapon = item;
+
+ client->pers.health = 100;
+ client->pers.max_health = 100;
+
+ client->pers.max_bullets = 200;
+ client->pers.max_shells = 100;
+ client->pers.max_rockets = 50;
+ client->pers.max_grenades = 50;
+ client->pers.max_cells = 200;
+ client->pers.max_slugs = 50;
+
+ // RAFAEL
+ client->pers.max_magslug = 50;
+ client->pers.max_trap = 5;
+
+ client->pers.connected = true;
+}
+
+
+void InitClientResp (gclient_t *client)
+{
+ memset (&client->resp, 0, sizeof(client->resp));
+ client->resp.enterframe = level.framenum;
+ client->resp.coop_respawn = client->pers;
+}
+
+/*
+==================
+SaveClientData
+
+Some information that should be persistant, like health,
+is still stored in the edict structure, so it needs to
+be mirrored out to the client structure before all the
+edicts are wiped.
+==================
+*/
+void SaveClientData (void)
+{
+ int i;
+ edict_t *ent;
+
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ ent = &g_edicts[1+i];
+ if (!ent->inuse)
+ continue;
+ game.clients[i].pers.health = ent->health;
+ game.clients[i].pers.max_health = ent->max_health;
+ game.clients[i].pers.savedFlags = (ent->flags & (FL_GODMODE|FL_NOTARGET|FL_POWER_ARMOR));
+ if (coop->value)
+ game.clients[i].pers.score = ent->client->resp.score;
+ }
+}
+
+void FetchClientEntData (edict_t *ent)
+{
+ ent->health = ent->client->pers.health;
+ ent->max_health = ent->client->pers.max_health;
+ ent->flags |= ent->client->pers.savedFlags;
+ if (coop->value)
+ ent->client->resp.score = ent->client->pers.score;
+}
+
+
+
+/*
+=======================================================================
+
+ SelectSpawnPoint
+
+=======================================================================
+*/
+
+/*
+================
+PlayersRangeFromSpot
+
+Returns the distance to the nearest player from the given spot
+================
+*/
+float PlayersRangeFromSpot (edict_t *spot)
+{
+ edict_t *player;
+ float bestplayerdistance;
+ vec3_t v;
+ int n;
+ float playerdistance;
+
+
+ bestplayerdistance = 9999999;
+
+ for (n = 1; n <= maxclients->value; n++)
+ {
+ player = &g_edicts[n];
+
+ if (!player->inuse)
+ continue;
+
+ if (player->health <= 0)
+ continue;
+
+ VectorSubtract (spot->s.origin, player->s.origin, v);
+ playerdistance = VectorLength (v);
+
+ if (playerdistance < bestplayerdistance)
+ bestplayerdistance = playerdistance;
+ }
+
+ return bestplayerdistance;
+}
+
+/*
+================
+SelectRandomDeathmatchSpawnPoint
+
+go to a random point, but NOT the two points closest
+to other players
+================
+*/
+edict_t *SelectRandomDeathmatchSpawnPoint (void)
+{
+ edict_t *spot, *spot1, *spot2;
+ int count = 0;
+ int selection;
+ float range, range1, range2;
+
+ spot = NULL;
+ range1 = range2 = 99999;
+ spot1 = spot2 = NULL;
+
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ count++;
+ range = PlayersRangeFromSpot(spot);
+ if (range < range1)
+ {
+ range1 = range;
+ spot1 = spot;
+ }
+ else if (range < range2)
+ {
+ range2 = range;
+ spot2 = spot;
+ }
+ }
+
+ if (!count)
+ return NULL;
+
+ if (count <= 2)
+ {
+ spot1 = spot2 = NULL;
+ }
+ else
+ count -= 2;
+
+ selection = rand() % count;
+
+ spot = NULL;
+ do
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_deathmatch");
+ if (spot == spot1 || spot == spot2)
+ selection++;
+ } while(selection--);
+
+ return spot;
+}
+
+/*
+================
+SelectFarthestDeathmatchSpawnPoint
+
+================
+*/
+edict_t *SelectFarthestDeathmatchSpawnPoint (void)
+{
+ edict_t *bestspot;
+ float bestdistance, bestplayerdistance;
+ edict_t *spot;
+
+
+ spot = NULL;
+ bestspot = NULL;
+ bestdistance = 0;
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL)
+ {
+ bestplayerdistance = PlayersRangeFromSpot (spot);
+
+ if (bestplayerdistance > bestdistance)
+ {
+ bestspot = spot;
+ bestdistance = bestplayerdistance;
+ }
+ }
+
+ if (bestspot)
+ {
+ return bestspot;
+ }
+
+ // if there is a player just spawned on each and every start spot
+ // we have no choice to turn one into a telefrag meltdown
+ spot = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+
+ return spot;
+}
+
+edict_t *SelectDeathmatchSpawnPoint (void)
+{
+ if ( (int)(dmflags->value) & DF_SPAWN_FARTHEST)
+ return SelectFarthestDeathmatchSpawnPoint ();
+ else
+ return SelectRandomDeathmatchSpawnPoint ();
+}
+
+
+edict_t *SelectCoopSpawnPoint (edict_t *ent)
+{
+ int index;
+ edict_t *spot;
+ char *target;
+
+ index = ent->client - game.clients;
+
+ // player 0 starts in normal player spawn point
+ if (!index)
+ return NULL;
+
+ spot = NULL;
+
+ // assume there are four coop spots at each spawnpoint
+ while (1)
+ {
+ spot = G_Find (spot, FOFS(classname), "info_player_coop");
+ if (!spot)
+ return NULL; // we didn't have enough...
+
+ target = spot->targetname;
+ if (!target)
+ target = "";
+ if ( cistrcmp(game.spawnpoint, target) == 0 )
+ { // this is a coop spawn point for one of the clients here
+ index--;
+ if (!index)
+ return spot; // this is it
+ }
+ }
+}
+
+
+/*
+===========
+SelectSpawnPoint
+
+Chooses a player start, deathmatch start, coop start, etc
+============
+*/
+void SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles)
+{
+ edict_t *spot = NULL;
+
+ if (deathmatch->value)
+ spot = SelectDeathmatchSpawnPoint ();
+ else if (coop->value)
+ spot = SelectCoopSpawnPoint (ent);
+
+ // find a single player start spot
+ if (!spot)
+ {
+ while ((spot = G_Find (spot, FOFS(classname), "info_player_start")) != NULL)
+ {
+ if (!game.spawnpoint[0] && !spot->targetname)
+ break;
+
+ if (!game.spawnpoint[0] || !spot->targetname)
+ continue;
+
+ if (cistrcmp(game.spawnpoint, spot->targetname) == 0)
+ break;
+ }
+
+ if (!spot)
+ {
+ if (!game.spawnpoint[0])
+ { // there wasn't a spawnpoint without a target, so use any
+ spot = G_Find (spot, FOFS(classname), "info_player_start");
+ }
+ if (!spot)
+ gi.error ("Couldn't find spawn point %s\n", game.spawnpoint);
+ }
+ }
+
+ VectorCopy (spot->s.origin, origin);
+ origin[2] += 9;
+ VectorCopy (spot->s.angles, angles);
+}
+
+//======================================================================
+
+
+void InitBodyQue (void)
+{
+ int i;
+ edict_t *ent;
+
+ level.body_que = 0;
+ for (i=0; i<BODY_QUEUE_SIZE ; i++)
+ {
+ ent = G_Spawn();
+ ent->classname = "bodyque";
+ }
+}
+
+void body_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
+{
+ int n;
+
+ if (self->health < -40)
+ {
+ gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n= 0; n < 4; n++)
+ ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ self->s.origin[2] -= 48;
+ ThrowClientHead (self, damage);
+ self->takedamage = DAMAGE_NO;
+ }
+}
+
+void CopyToBodyQue (edict_t *ent)
+{
+ edict_t *body;
+
+ // grab a body que and cycle to the next one
+ body = &g_edicts[(int)maxclients->value + level.body_que + 1];
+ level.body_que = (level.body_que + 1) % BODY_QUEUE_SIZE;
+
+ // FIXME: send an effect on the removed body
+
+ gi.unlinkentity (ent);
+
+ gi.unlinkentity (body);
+ body->s = ent->s;
+ body->s.number = body - g_edicts;
+
+ body->svflags = ent->svflags;
+ VectorCopy (ent->mins, body->mins);
+ VectorCopy (ent->maxs, body->maxs);
+ VectorCopy (ent->absmin, body->absmin);
+ VectorCopy (ent->absmax, body->absmax);
+ VectorCopy (ent->size, body->size);
+ body->solid = ent->solid;
+ body->clipmask = ent->clipmask;
+ body->owner = ent->owner;
+ body->movetype = ent->movetype;
+
+ body->die = body_die;
+ body->takedamage = DAMAGE_YES;
+
+ gi.linkentity (body);
+}
+
+
+void respawn (edict_t *self)
+{
+ if (deathmatch->value || coop->value)
+ {
+ // spectator's don't leave bodies
+ if (self->movetype != MOVETYPE_NOCLIP)
+ CopyToBodyQue (self);
+ self->svflags &= ~SVF_NOCLIENT;
+ PutClientInServer (self);
+
+ // add a teleportation effect
+ self->s.event = EV_PLAYER_TELEPORT;
+
+ // hold in place briefly
+ self->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ self->client->ps.pmove.pm_time = 14;
+
+ self->client->respawn_time = level.time;
+
+ return;
+ }
+
+ // restart the entire server
+ gi.AddCommandString ("menu_loadgame\n");
+}
+
+/*
+ * only called when pers.spectator changes
+ * note that resp.spectator should be the opposite of pers.spectator here
+ */
+void spectator_respawn (edict_t *ent)
+{
+ int i, numspec;
+
+ // if the user wants to become a spectator, make sure he doesn't
+ // exceed max_spectators
+
+ if (ent->client->pers.spectator) {
+ char *value = Info_ValueForKey (ent->client->pers.userinfo, "spectator");
+ if (*spectator_password->string &&
+ strcmp(spectator_password->string, "none") &&
+ strcmp(spectator_password->string, value)) {
+ gi.cprintf(ent, PRINT_HIGH, "Spectator password incorrect.\n");
+ ent->client->pers.spectator = false;
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 0\n");
+ gi.unicast(ent, true);
+ return;
+ }
+
+ // count spectators
+ for (i = 1, numspec = 0; i <= maxclients->value; i++)
+ if (g_edicts[i].inuse && g_edicts[i].client->pers.spectator)
+ numspec++;
+
+ if (numspec >= maxspectators->value) {
+ gi.cprintf(ent, PRINT_HIGH, "Server spectator limit is full.");
+ ent->client->pers.spectator = false;
+ // reset his spectator var
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 0\n");
+ gi.unicast(ent, true);
+ return;
+ }
+ } else {
+ // he was a spectator and wants to join the game
+ // he must have the right password
+ char *value = Info_ValueForKey (ent->client->pers.userinfo, "password");
+ if (*password->string && strcmp(password->string, "none") &&
+ strcmp(password->string, value)) {
+ gi.cprintf(ent, PRINT_HIGH, "Password incorrect.\n");
+ ent->client->pers.spectator = true;
+ gi.WriteByte (svc_stufftext);
+ gi.WriteString ("spectator 1\n");
+ gi.unicast(ent, true);
+ return;
+ }
+ }
+
+ // clear score on respawn
+ ent->client->pers.score = ent->client->resp.score = 0;
+
+ ent->svflags &= ~SVF_NOCLIENT;
+ PutClientInServer (ent);
+
+ // add a teleportation effect
+ if (!ent->client->pers.spectator) {
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ // hold in place briefly
+ ent->client->ps.pmove.pm_flags = PMF_TIME_TELEPORT;
+ ent->client->ps.pmove.pm_time = 14;
+ }
+
+ ent->client->respawn_time = level.time;
+
+ if (ent->client->pers.spectator)
+ gi.bprintf (PRINT_HIGH, "%s has moved to the sidelines\n", ent->client->pers.netname);
+ else
+ gi.bprintf (PRINT_HIGH, "%s joined the game\n", ent->client->pers.netname);
+}
+
+//==============================================================
+
+
+/*
+===========
+PutClientInServer
+
+Called when a player connects to a server or respawns in
+a deathmatch.
+============
+*/
+void PutClientInServer (edict_t *ent)
+{
+ vec3_t mins = {-16, -16, -24};
+ vec3_t maxs = {16, 16, 32};
+ int index;
+ vec3_t spawn_origin, spawn_angles;
+ gclient_t *client;
+ int i;
+ client_persistant_t saved;
+ client_respawn_t resp;
+
+ // find a spawn point
+ // do it before setting health back up, so farthest
+ // ranging doesn't count this client
+ SelectSpawnPoint (ent, spawn_origin, spawn_angles);
+
+ index = ent-g_edicts-1;
+ client = ent->client;
+
+ // deathmatch wipes most client data every spawn
+ if (deathmatch->value)
+ {
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ InitClientPersistant (client);
+ ClientUserinfoChanged (ent, userinfo);
+ }
+ else if (coop->value)
+ {
+// int n;
+ char userinfo[MAX_INFO_STRING];
+
+ resp = client->resp;
+ memcpy (userinfo, client->pers.userinfo, sizeof(userinfo));
+ // this is kind of ugly, but it's how we want to handle keys in coop
+// for (n = 0; n < game.num_items; n++)
+// {
+// if (itemlist[n].flags & IT_KEY)
+// resp.coop_respawn.inventory[n] = client->pers.inventory[n];
+// }
+ resp.coop_respawn.game_helpchanged = client->pers.game_helpchanged;
+ resp.coop_respawn.helpchanged = client->pers.helpchanged;
+ client->pers = resp.coop_respawn;
+ ClientUserinfoChanged (ent, userinfo);
+ if (resp.score > client->pers.score)
+ client->pers.score = resp.score;
+ }
+ else
+ {
+ memset (&resp, 0, sizeof(resp));
+ }
+
+ // clear everything but the persistant data
+ saved = client->pers;
+ memset (client, 0, sizeof(*client));
+ client->pers = saved;
+ if (client->pers.health <= 0)
+ InitClientPersistant(client);
+ client->resp = resp;
+
+ // copy some data from the client to the entity
+ FetchClientEntData (ent);
+
+ // clear entity values
+ ent->groundentity = NULL;
+ ent->client = &game.clients[index];
+ ent->takedamage = DAMAGE_AIM;
+ ent->movetype = MOVETYPE_WALK;
+ ent->viewheight = 22;
+ ent->inuse = true;
+ ent->classname = "player";
+ ent->mass = 200;
+ ent->solid = SOLID_BBOX;
+ ent->deadflag = DEAD_NO;
+ ent->air_finished = level.time + 12;
+ ent->clipmask = MASK_PLAYERSOLID;
+ ent->model = "players/male/tris.md2";
+ ent->pain = player_pain;
+ ent->die = player_die;
+ ent->waterlevel = 0;
+ ent->watertype = 0;
+ ent->flags &= ~FL_NO_KNOCKBACK;
+ ent->svflags &= ~SVF_DEADMONSTER;
+
+ VectorCopy (mins, ent->mins);
+ VectorCopy (maxs, ent->maxs);
+ VectorClear (ent->velocity);
+
+ // clear playerstate values
+ memset (&ent->client->ps, 0, sizeof(client->ps));
+
+ client->ps.pmove.origin[0] = spawn_origin[0]*8;
+ client->ps.pmove.origin[1] = spawn_origin[1]*8;
+ client->ps.pmove.origin[2] = spawn_origin[2]*8;
+
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ client->ps.fov = 90;
+ }
+ else
+ {
+ client->ps.fov = atoi(Info_ValueForKey(client->pers.userinfo, "fov"));
+ if (client->ps.fov < 1)
+ client->ps.fov = 90;
+ else if (client->ps.fov > 160)
+ client->ps.fov = 160;
+ }
+
+ client->ps.gunindex = gi.modelindex(client->pers.weapon->view_model);
+
+ // clear entity state values
+ ent->s.effects = 0;
+ ent->s.skinnum = ent - g_edicts - 1;
+ ent->s.modelindex = 255; // will use the skin specified model
+ ent->s.modelindex2 = 255; // custom gun model
+ ent->s.frame = 0;
+ VectorCopy (spawn_origin, ent->s.origin);
+ ent->s.origin[2] += 1; // make sure off ground
+ VectorCopy (ent->s.origin, ent->s.old_origin);
+
+ // set the delta angle
+ for (i=0 ; i<3 ; i++)
+ client->ps.pmove.delta_angles[i] = ANGLE2SHORT(spawn_angles[i] - client->resp.cmd_angles[i]);
+
+ ent->s.angles[PITCH] = 0;
+ ent->s.angles[YAW] = spawn_angles[YAW];
+ ent->s.angles[ROLL] = 0;
+ VectorCopy (ent->s.angles, client->ps.viewangles);
+ VectorCopy (ent->s.angles, client->v_angle);
+
+ // spawn a spectator
+ if (client->pers.spectator) {
+ client->chase_target = NULL;
+
+ client->resp.spectator = true;
+
+
+ ent->movetype = MOVETYPE_NOCLIP;
+ ent->solid = SOLID_NOT;
+ ent->svflags |= SVF_NOCLIENT;
+ ent->client->ps.gunindex = 0;
+ gi.linkentity (ent);
+ return;
+ } else
+
+ client->resp.spectator = false;
+
+
+ if (!KillBox (ent))
+ { // could't spawn in?
+ }
+
+ gi.linkentity (ent);
+
+ // force the current weapon up
+ client->newweapon = client->pers.weapon;
+ ChangeWeapon (ent);
+}
+
+/*
+=====================
+ClientBeginDeathmatch
+
+A client has just connected to the server in
+deathmatch mode, so clear everything out before starting them.
+=====================
+*/
+void ClientBeginDeathmatch (edict_t *ent)
+{
+ G_InitEdict (ent);
+
+ InitClientResp (ent->client);
+
+ // locate ent at a spawn point
+ PutClientInServer (ent);
+
+ if (level.intermissiontime)
+ {
+ MoveClientToIntermission (ent);
+ }
+ else
+ {
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+ }
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+
+/*
+===========
+ClientBegin
+
+called when a client has finished connecting, and is ready
+to be placed into the game. This will happen every level load.
+============
+*/
+void ClientBegin (edict_t *ent)
+{
+ int i;
+
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ if (deathmatch->value)
+ {
+ ClientBeginDeathmatch (ent);
+ return;
+ }
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == true)
+ {
+ // the client has cleared the client side viewangles upon
+ // connecting to the server, which is different than the
+ // state when the game is saved, so we need to compensate
+ // with deltaangles
+ for (i=0 ; i<3 ; i++)
+ ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->ps.viewangles[i]);
+ }
+ else
+ {
+ // a spawn point will completely reinitialize the entity
+ // except for the persistant data that was initialized at
+ // ClientConnect() time
+ G_InitEdict (ent);
+ ent->classname = "player";
+ InitClientResp (ent->client);
+ PutClientInServer (ent);
+ }
+
+ if (level.intermissiontime)
+ {
+ MoveClientToIntermission (ent);
+ }
+ else
+ {
+ // send effect if in a multiplayer game
+ if (game.maxclients > 1)
+ {
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGIN);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.bprintf (PRINT_HIGH, "%s entered the game\n", ent->client->pers.netname);
+ }
+ }
+
+ // make sure all view stuff is valid
+ ClientEndServerFrame (ent);
+}
+
+/*
+===========
+ClientUserInfoChanged
+
+called whenever the player updates a userinfo variable.
+
+The game can override any of the settings in place
+(forcing skins or names, etc) before copying it off.
+============
+*/
+void ClientUserinfoChanged (edict_t *ent, char *userinfo)
+{
+ char *s;
+ int playernum;
+
+ // check for malformed or illegal info strings
+ if (!Info_Validate(userinfo))
+ {
+ strcpy (userinfo, "\\name\\badinfo\\skin\\male/grunt");
+ }
+
+ // set name
+ s = Info_ValueForKey (userinfo, "name");
+ strncpy (ent->client->pers.netname, s, sizeof(ent->client->pers.netname)-1);
+
+ // set spectator
+ s = Info_ValueForKey (userinfo, "spectator");
+ // spectators are only supported in deathmatch
+
+ if (deathmatch->value && *s && strcmp(s, "0"))
+ ent->client->pers.spectator = true;
+ else
+ ent->client->pers.spectator = false;
+
+ // set skin
+ s = Info_ValueForKey (userinfo, "skin");
+
+ playernum = ent-g_edicts-1;
+
+ // combine name and skin into a configstring
+ gi.configstring (CS_PLAYERSKINS+playernum, va("%s\\%s", ent->client->pers.netname, s) );
+
+ // fov
+ if (deathmatch->value && ((int)dmflags->value & DF_FIXED_FOV))
+ {
+ ent->client->ps.fov = 90;
+ }
+ else
+ {
+ ent->client->ps.fov = atoi(Info_ValueForKey(userinfo, "fov"));
+ if (ent->client->ps.fov < 1)
+ ent->client->ps.fov = 90;
+ else if (ent->client->ps.fov > 160)
+ ent->client->ps.fov = 160;
+ }
+
+ // handedness
+ s = Info_ValueForKey (userinfo, "hand");
+ if (strlen(s))
+ {
+ ent->client->pers.hand = atoi(s);
+ }
+
+ // save off the userinfo in case we want to check something later
+ strncpy (ent->client->pers.userinfo, userinfo, sizeof(ent->client->pers.userinfo)-1);
+}
+
+
+/*
+===========
+ClientConnect
+
+Called when a player begins connecting to the server.
+The game can refuse entrance to a client by returning false.
+If the client is allowed, the connection process will continue
+and eventually get to ClientBegin()
+Changing levels will NOT cause this to be called again, but
+loadgames will.
+============
+*/
+qboolean ClientConnect (edict_t *ent, char *userinfo)
+{
+ char *value;
+
+ // check to see if they are on the banned IP list
+ value = Info_ValueForKey (userinfo, "ip");
+ if (SV_FilterPacket(value)) {
+ Info_SetValueForKey(userinfo, "rejmsg", "Banned.");
+ return false;
+ }
+
+ // check for a spectator
+ value = Info_ValueForKey (userinfo, "spectator");
+ if (deathmatch->value && *value && strcmp(value, "0")) {
+ int i, numspec;
+
+ if (*spectator_password->string &&
+ strcmp(spectator_password->string, "none") &&
+ strcmp(spectator_password->string, value)) {
+ Info_SetValueForKey(userinfo, "rejmsg", "Spectator password required or incorrect.");
+ return false;
+ }
+
+ // count spectators
+ for (i = numspec = 0; i < maxclients->value; i++)
+ if (g_edicts[i+1].inuse && g_edicts[i+1].client->pers.spectator)
+ numspec++;
+
+ if (numspec >= maxspectators->value) {
+ Info_SetValueForKey(userinfo, "rejmsg", "Server spectator limit is full.");
+ return false;
+ }
+ } else {
+ // check for a password
+ value = Info_ValueForKey (userinfo, "password");
+ if (*password->string && strcmp(password->string, "none") &&
+ strcmp(password->string, value)) {
+ Info_SetValueForKey(userinfo, "rejmsg", "Password required or incorrect.");
+ return false;
+ }
+ }
+
+ // they can connect
+ ent->client = game.clients + (ent - g_edicts - 1);
+
+ // if there is already a body waiting for us (a loadgame), just
+ // take it, otherwise spawn one from scratch
+ if (ent->inuse == false)
+ {
+ // clear the respawning variables
+ InitClientResp (ent->client);
+ if (!game.autosaved || !ent->client->pers.weapon)
+ InitClientPersistant (ent->client);
+ }
+
+
+ ClientUserinfoChanged (ent, userinfo);
+
+ if (game.maxclients > 1)
+ gi.dprintf ("%s connected\n", ent->client->pers.netname);
+
+ ent->svflags = 0; // make sure we start with known default
+ ent->client->pers.connected = true;
+ return true;
+}
+
+/*
+===========
+ClientDisconnect
+
+Called when a player drops from the server.
+Will not be called between levels.
+============
+*/
+void ClientDisconnect (edict_t *ent)
+{
+ int playernum;
+
+ if (!ent->client)
+ return;
+
+ gi.bprintf (PRINT_HIGH, "%s disconnected\n", ent->client->pers.netname);
+
+ // send effect
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_LOGOUT);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ gi.unlinkentity (ent);
+ ent->s.modelindex = 0;
+ ent->solid = SOLID_NOT;
+ ent->inuse = false;
+ ent->classname = "disconnected";
+ ent->client->pers.connected = false;
+
+ playernum = ent-g_edicts-1;
+ gi.configstring (CS_PLAYERSKINS+playernum, "");
+}
+
+
+//==============================================================
+
+
+edict_t *pm_passent;
+
+// pmove doesn't need to know about passent and contentmask
+trace_t PM_trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
+{
+ if (pm_passent->health > 0)
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_PLAYERSOLID);
+ else
+ return gi.trace (start, mins, maxs, end, pm_passent, MASK_DEADSOLID);
+}
+
+unsigned CheckBlock (void *b, int c)
+{
+ int v,i;
+ v = 0;
+ for (i=0 ; i<c ; i++)
+ v+= ((byte *)b)[i];
+ return v;
+}
+void PrintPmove (pmove_t *pm)
+{
+ unsigned c1, c2;
+
+ c1 = CheckBlock (&pm->s, sizeof(pm->s));
+ c2 = CheckBlock (&pm->cmd, sizeof(pm->cmd));
+ Com_Printf ("sv %3i:%i %i\n", pm->cmd.impulse, c1, c2);
+}
+
+/*
+==============
+ClientThink
+
+This will be called once for each client frame, which will
+usually be a couple times for each server frame.
+==============
+*/
+void ClientThink (edict_t *ent, usercmd_t *ucmd)
+{
+ gclient_t *client;
+ edict_t *other;
+ int i, j;
+ pmove_t pm;
+
+ level.current_entity = ent;
+ client = ent->client;
+
+ if (level.intermissiontime)
+ {
+ client->ps.pmove.pm_type = PM_FREEZE;
+ // can exit intermission after five seconds
+ if (level.time > level.intermissiontime + 5.0
+ && (ucmd->buttons & BUTTON_ANY) )
+ level.exitintermission = true;
+ return;
+ }
+
+ pm_passent = ent;
+
+ if (ent->client->chase_target) {
+
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+
+ } else {
+
+ // set up for pmove
+ memset (&pm, 0, sizeof(pm));
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ client->ps.pmove.pm_type = PM_SPECTATOR;
+ else if (ent->s.modelindex != 255)
+ client->ps.pmove.pm_type = PM_GIB;
+ else if (ent->deadflag)
+ client->ps.pmove.pm_type = PM_DEAD;
+ else
+ client->ps.pmove.pm_type = PM_NORMAL;
+
+ client->ps.pmove.gravity = sv_gravity->value;
+ pm.s = client->ps.pmove;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ pm.s.origin[i] = ent->s.origin[i]*8;
+ pm.s.velocity[i] = ent->velocity[i]*8;
+ }
+
+ if (memcmp(&client->old_pmove, &pm.s, sizeof(pm.s)))
+ {
+ pm.snapinitial = true;
+ // gi.dprintf ("pmove changed!\n");
+ }
+
+ pm.cmd = *ucmd;
+
+ pm.trace = PM_trace; // adds default parms
+ pm.pointcontents = gi.pointcontents;
+
+ // perform a pmove
+ gi.Pmove (&pm);
+
+ // save results of pmove
+ client->ps.pmove = pm.s;
+ client->old_pmove = pm.s;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->s.origin[i] = pm.s.origin[i]*0.125;
+ ent->velocity[i] = pm.s.velocity[i]*0.125;
+ }
+
+ VectorCopy (pm.mins, ent->mins);
+ VectorCopy (pm.maxs, ent->maxs);
+
+ client->resp.cmd_angles[0] = SHORT2ANGLE(ucmd->angles[0]);
+ client->resp.cmd_angles[1] = SHORT2ANGLE(ucmd->angles[1]);
+ client->resp.cmd_angles[2] = SHORT2ANGLE(ucmd->angles[2]);
+
+ if (ent->groundentity && !pm.groundentity && (pm.cmd.upmove >= 10) && (pm.waterlevel == 0))
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("*jump1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
+ }
+
+ ent->viewheight = pm.viewheight;
+ ent->waterlevel = pm.waterlevel;
+ ent->watertype = pm.watertype;
+ ent->groundentity = pm.groundentity;
+ if (pm.groundentity)
+ ent->groundentity_linkcount = pm.groundentity->linkcount;
+
+ if (ent->deadflag)
+ {
+ client->ps.viewangles[ROLL] = 40;
+ client->ps.viewangles[PITCH] = -15;
+ client->ps.viewangles[YAW] = client->killer_yaw;
+ }
+ else
+ {
+ VectorCopy (pm.viewangles, client->v_angle);
+ VectorCopy (pm.viewangles, client->ps.viewangles);
+ }
+
+ gi.linkentity (ent);
+
+ if (ent->movetype != MOVETYPE_NOCLIP)
+ G_TouchTriggers (ent);
+
+ // touch other objects
+ for (i=0 ; i<pm.numtouch ; i++)
+ {
+ other = pm.touchents[i];
+ for (j=0 ; j<i ; j++)
+ if (pm.touchents[j] == other)
+ break;
+ if (j != i)
+ continue; // duplicated
+ if (!other->touch)
+ continue;
+ other->touch (other, ent, NULL, NULL);
+ }
+ }
+
+
+ client->oldbuttons = client->buttons;
+ client->buttons = ucmd->buttons;
+ client->latched_buttons |= client->buttons & ~client->oldbuttons;
+
+ // save light level the player is standing on for
+ // monster sighting AI
+ ent->light_level = ucmd->lightlevel;
+
+ // fire weapon from final position if needed
+ if (client->latched_buttons & BUTTON_ATTACK)
+ {
+ if (client->resp.spectator) {
+
+ client->latched_buttons = 0;
+
+ if (client->chase_target) {
+ client->chase_target = NULL;
+ client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
+ } else
+ GetChaseTarget(ent);
+
+ } else if (!client->weapon_thunk) {
+ client->weapon_thunk = true;
+ Think_Weapon (ent);
+ }
+ }
+
+ if (client->resp.spectator) {
+ if (ucmd->upmove >= 10) {
+ if (!(client->ps.pmove.pm_flags & PMF_JUMP_HELD)) {
+ client->ps.pmove.pm_flags |= PMF_JUMP_HELD;
+ if (client->chase_target)
+ ChaseNext(ent);
+ else
+ GetChaseTarget(ent);
+ }
+ } else
+ client->ps.pmove.pm_flags &= ~PMF_JUMP_HELD;
+ }
+
+ // update chase cam if being followed
+ for (i = 1; i <= maxclients->value; i++) {
+ other = g_edicts + i;
+ if (other->inuse && other->client->chase_target == ent)
+ UpdateChaseCam(other);
+ }
+}
+
+
+/*
+==============
+ClientBeginServerFrame
+
+This will be called once for each server frame, before running
+any other entities in the world.
+==============
+*/
+void ClientBeginServerFrame (edict_t *ent)
+{
+ gclient_t *client;
+ int buttonMask;
+
+ if (level.intermissiontime)
+ return;
+
+ client = ent->client;
+
+ if (deathmatch->value &&
+
+ client->pers.spectator != client->resp.spectator &&
+
+ (level.time - client->respawn_time) >= 5) {
+
+ spectator_respawn(ent);
+
+ return;
+
+ }
+
+
+
+ // run weapon animations if it hasn't been done by a ucmd_t
+ if (!client->weapon_thunk && !client->resp.spectator)
+
+ Think_Weapon (ent);
+ else
+ client->weapon_thunk = false;
+
+ if (ent->deadflag)
+ {
+ // wait for any button just going down
+ if ( level.time > client->respawn_time)
+ {
+ // in deathmatch, only wait for attack button
+ if (deathmatch->value)
+ buttonMask = BUTTON_ATTACK;
+ else
+ buttonMask = -1;
+
+ if ( ( client->latched_buttons & buttonMask ) ||
+ (deathmatch->value && ((int)dmflags->value & DF_FORCE_RESPAWN) ) )
+ {
+ respawn(ent);
+ client->latched_buttons = 0;
+ }
+ }
+ return;
+ }
+
+ // add player trail so monsters can follow
+ if (!deathmatch->value)
+ if (!visible (ent, PlayerTrail_LastSpot() ) )
+ PlayerTrail_Add (ent->s.old_origin);
+
+ client->latched_buttons = 0;
+}
--- /dev/null
+++ b/xatrix/p_hud.c
@@ -1,0 +1,571 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+
+/*
+======================================================================
+
+INTERMISSION
+
+======================================================================
+*/
+
+void MoveClientToIntermission (edict_t *ent)
+{
+ if (deathmatch->value || coop->value)
+ ent->client->showscores = true;
+ VectorCopy (level.intermission_origin, ent->s.origin);
+ ent->client->ps.pmove.origin[0] = level.intermission_origin[0]*8;
+ ent->client->ps.pmove.origin[1] = level.intermission_origin[1]*8;
+ ent->client->ps.pmove.origin[2] = level.intermission_origin[2]*8;
+ VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
+ ent->client->ps.pmove.pm_type = PM_FREEZE;
+ ent->client->ps.gunindex = 0;
+ ent->client->ps.blend[3] = 0;
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ // clean up powerup info
+ ent->client->quad_framenum = 0;
+ ent->client->invincible_framenum = 0;
+ ent->client->breather_framenum = 0;
+ ent->client->enviro_framenum = 0;
+ ent->client->grenade_blew_up = false;
+ ent->client->grenade_time = 0;
+
+ // RAFAEL
+ ent->client->quadfire_framenum = 0;
+
+ // RAFAEL
+ ent->client->trap_blew_up = false;
+ ent->client->trap_time = 0;
+
+ ent->viewheight = 0;
+ ent->s.modelindex = 0;
+ ent->s.modelindex2 = 0;
+ ent->s.modelindex3 = 0;
+ ent->s.modelindex = 0;
+ ent->s.effects = 0;
+ ent->s.sound = 0;
+ ent->solid = SOLID_NOT;
+
+ gi.linkentity(ent);
+
+ // add the layout
+
+ if (deathmatch->value || coop->value)
+ {
+ DeathmatchScoreboardMessage (ent, NULL);
+ gi.unicast (ent, true);
+ }
+
+}
+
+void BeginIntermission (edict_t *targ)
+{
+ int i, n;
+ edict_t *ent, *client;
+
+ if (level.intermissiontime)
+ return; // already activated
+
+ game.autosaved = false;
+
+ // respawn any dead clients
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ if (client->health <= 0)
+ respawn(client);
+ }
+
+ level.intermissiontime = level.time;
+ level.changemap = targ->map;
+
+ if (strstr(level.changemap, "*"))
+ {
+ if (coop->value)
+ {
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ // strip players of all keys between units
+ for (n = 0; n < MAX_ITEMS; n++)
+ {
+ if (itemlist[n].flags & IT_KEY)
+ client->client->pers.inventory[n] = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ if (!deathmatch->value)
+ {
+ level.exitintermission = 1; // go immediately to the next level
+ return;
+ }
+ }
+
+ level.exitintermission = 0;
+
+ // find an intermission spot
+ ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
+ if (!ent)
+ { // the map creator forgot to put in an intermission point...
+ ent = G_Find (NULL, FOFS(classname), "info_player_start");
+ if (!ent)
+ ent = G_Find (NULL, FOFS(classname), "info_player_deathmatch");
+ }
+ else
+ { // chose one of four spots
+ i = rand() & 3;
+ while (i--)
+ {
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ if (!ent) // wrap around the list
+ ent = G_Find (ent, FOFS(classname), "info_player_intermission");
+ }
+ }
+
+ VectorCopy (ent->s.origin, level.intermission_origin);
+ VectorCopy (ent->s.angles, level.intermission_angle);
+
+ // move all clients to the intermission point
+ for (i=0 ; i<maxclients->value ; i++)
+ {
+ client = g_edicts + 1 + i;
+ if (!client->inuse)
+ continue;
+ MoveClientToIntermission (client);
+ }
+}
+
+
+/*
+==================
+DeathmatchScoreboardMessage
+
+==================
+*/
+void DeathmatchScoreboardMessage (edict_t *ent, edict_t *killer)
+{
+ char entry[1024];
+ char string[1400];
+ int stringlength;
+ int i, j, k;
+ int sorted[MAX_CLIENTS];
+ int sortedscores[MAX_CLIENTS];
+ int score, total;
+ int x, y;
+ gclient_t *cl;
+ edict_t *cl_ent;
+ char *tag;
+
+ // sort the clients by score
+ total = 0;
+ for (i=0 ; i<game.maxclients ; i++)
+ {
+ cl_ent = g_edicts + 1 + i;
+ if (!cl_ent->inuse || game.clients[i].resp.spectator)
+ continue;
+ score = game.clients[i].resp.score;
+ for (j=0 ; j<total ; j++)
+ {
+ if (score > sortedscores[j])
+ break;
+ }
+ for (k=total ; k>j ; k--)
+ {
+ sorted[k] = sorted[k-1];
+ sortedscores[k] = sortedscores[k-1];
+ }
+ sorted[j] = i;
+ sortedscores[j] = score;
+ total++;
+ }
+
+ // print level name and exit rules
+ string[0] = 0;
+
+ stringlength = strlen(string);
+
+ // add the clients in sorted order
+ if (total > 12)
+ total = 12;
+
+ for (i=0 ; i<total ; i++)
+ {
+ cl = &game.clients[sorted[i]];
+ cl_ent = g_edicts + 1 + sorted[i];
+
+ x = (i>=6) ? 160 : 0;
+ y = 32 + 32 * (i%6);
+
+ // add a dogtag
+ if (cl_ent == ent)
+ tag = "tag1";
+ else if (cl_ent == killer)
+ tag = "tag2";
+ else
+ tag = NULL;
+ if (tag)
+ {
+ Com_sprintf (entry, sizeof(entry),
+ "xv %i yv %i picn %s ",x+32, y, tag);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ // send the layout
+ Com_sprintf (entry, sizeof(entry),
+ "client %i %i %i %i %i %i ",
+ x, y, sorted[i], cl->resp.score, cl->ping, (level.framenum - cl->resp.enterframe)/600);
+ j = strlen(entry);
+ if (stringlength + j > 1024)
+ break;
+ strcpy (string + stringlength, entry);
+ stringlength += j;
+ }
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+}
+
+
+/*
+==================
+DeathmatchScoreboard
+
+Draw instead of help message.
+Note that it isn't that hard to overflow the 1400 byte message limit!
+==================
+*/
+void DeathmatchScoreboard (edict_t *ent)
+{
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Score_f
+
+Display the scoreboard
+==================
+*/
+void Cmd_Score_f (edict_t *ent)
+{
+ ent->client->showinventory = false;
+ ent->client->showhelp = false;
+
+ if (!deathmatch->value && !coop->value)
+ return;
+
+ if (ent->client->showscores)
+ {
+ ent->client->showscores = false;
+ return;
+ }
+
+ ent->client->showscores = true;
+ DeathmatchScoreboard (ent);
+}
+
+
+/*
+==================
+HelpComputer
+
+Draw help computer.
+==================
+*/
+void HelpComputer (edict_t *ent)
+{
+ char string[1024];
+ char *sk;
+
+ if (skill->value == 0)
+ sk = "easy";
+ else if (skill->value == 1)
+ sk = "medium";
+ else if (skill->value == 2)
+ sk = "hard";
+ else
+ sk = "hard+";
+
+ // send the layout
+ Com_sprintf (string, sizeof(string),
+ "xv 32 yv 8 picn help " // background
+ "xv 202 yv 12 string2 \"%s\" " // skill
+ "xv 0 yv 24 cstring2 \"%s\" " // level name
+ "xv 0 yv 54 cstring2 \"%s\" " // help 1
+ "xv 0 yv 110 cstring2 \"%s\" " // help 2
+ "xv 50 yv 164 string2 \" kills goals secrets\" "
+ "xv 50 yv 172 string2 \"%3i/%3i %i/%i %i/%i\" ",
+ sk,
+ level.level_name,
+ game.helpmessage1,
+ game.helpmessage2,
+ level.killed_monsters, level.total_monsters,
+ level.found_goals, level.total_goals,
+ level.found_secrets, level.total_secrets);
+
+ gi.WriteByte (svc_layout);
+ gi.WriteString (string);
+ gi.unicast (ent, true);
+}
+
+
+/*
+==================
+Cmd_Help_f
+
+Display the current help message
+==================
+*/
+void Cmd_Help_f (edict_t *ent)
+{
+ // this is for backwards compatability
+ if (deathmatch->value)
+ {
+ Cmd_Score_f (ent);
+ return;
+ }
+
+ ent->client->showinventory = false;
+ ent->client->showscores = false;
+
+ if (ent->client->showhelp && (ent->client->pers.game_helpchanged == game.helpchanged))
+ {
+ ent->client->showhelp = false;
+ return;
+ }
+
+ ent->client->showhelp = true;
+ ent->client->pers.helpchanged = 0;
+ HelpComputer (ent);
+}
+
+
+//=======================================================================
+
+/*
+===============
+G_SetStats
+===============
+*/
+void G_SetStats (edict_t *ent)
+{
+ gitem_t *item;
+ int index, cells = 0;
+ int power_armor_type;
+
+ //
+ // health
+ //
+ ent->client->ps.stats[STAT_HEALTH_ICON] = level.pic_health;
+ ent->client->ps.stats[STAT_HEALTH] = ent->health;
+
+ //
+ // ammo
+ //
+ if (!ent->client->ammo_index /* || !ent->client->pers.inventory[ent->client->ammo_index] */)
+ {
+ ent->client->ps.stats[STAT_AMMO_ICON] = 0;
+ ent->client->ps.stats[STAT_AMMO] = 0;
+ }
+ else
+ {
+ item = &itemlist[ent->client->ammo_index];
+ ent->client->ps.stats[STAT_AMMO_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_AMMO] = ent->client->pers.inventory[ent->client->ammo_index];
+ }
+
+ //
+ // armor
+ //
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type)
+ {
+ cells = ent->client->pers.inventory[ITEM_INDEX(FindItem ("cells"))];
+ if (cells == 0)
+ { // ran out of cells for power armor
+ ent->flags &= ~FL_POWER_ARMOR;
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/power2.wav"), 1, ATTN_NORM, 0);
+ power_armor_type = 0;;
+ }
+ }
+
+ index = ArmorIndex (ent);
+ if (power_armor_type && (!index || (level.framenum & 8) ) )
+ { // flash between power armor and other armor icon
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex ("i_powershield");
+ ent->client->ps.stats[STAT_ARMOR] = cells;
+ }
+ else if (index)
+ {
+ item = GetItemByIndex (index);
+ ent->client->ps.stats[STAT_ARMOR_ICON] = gi.imageindex (item->icon);
+ ent->client->ps.stats[STAT_ARMOR] = ent->client->pers.inventory[index];
+ }
+ else
+ {
+ ent->client->ps.stats[STAT_ARMOR_ICON] = 0;
+ ent->client->ps.stats[STAT_ARMOR] = 0;
+ }
+
+ //
+ // pickup message
+ //
+ if (level.time > ent->client->pickup_msg_time)
+ {
+ ent->client->ps.stats[STAT_PICKUP_ICON] = 0;
+ ent->client->ps.stats[STAT_PICKUP_STRING] = 0;
+ }
+
+ //
+ // timers
+ //
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quad");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->quad_framenum - level.framenum)/10;
+ }
+ // RAFAEL
+ else if (ent->client->quadfire_framenum > level.framenum)
+ {
+ // note to self
+ // need to change imageindex
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_quadfire");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->quadfire_framenum - level.framenum)/10;
+ }
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_invulnerability");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->invincible_framenum - level.framenum)/10;
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_envirosuit");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->enviro_framenum - level.framenum)/10;
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = gi.imageindex ("p_rebreather");
+ ent->client->ps.stats[STAT_TIMER] = (ent->client->breather_framenum - level.framenum)/10;
+ }
+ else
+ {
+ ent->client->ps.stats[STAT_TIMER_ICON] = 0;
+ ent->client->ps.stats[STAT_TIMER] = 0;
+ }
+
+ //
+ // selected item
+ //
+ if (ent->client->pers.selected_item == -1)
+ ent->client->ps.stats[STAT_SELECTED_ICON] = 0;
+ else
+ ent->client->ps.stats[STAT_SELECTED_ICON] = gi.imageindex (itemlist[ent->client->pers.selected_item].icon);
+
+ ent->client->ps.stats[STAT_SELECTED_ITEM] = ent->client->pers.selected_item;
+
+ //
+ // layouts
+ //
+ ent->client->ps.stats[STAT_LAYOUTS] = 0;
+
+ if (deathmatch->value)
+ {
+ if (ent->client->pers.health <= 0 || level.intermissiontime
+ || ent->client->showscores)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+ else
+ {
+ if (ent->client->showscores || ent->client->showhelp)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 1;
+ if (ent->client->showinventory && ent->client->pers.health > 0)
+ ent->client->ps.stats[STAT_LAYOUTS] |= 2;
+ }
+
+ //
+ // frags
+ //
+ ent->client->ps.stats[STAT_FRAGS] = ent->client->resp.score;
+
+ //
+ // help icon / current weapon if not shown
+ //
+ if (ent->client->pers.helpchanged && (level.framenum&8) )
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex ("i_help");
+ else if ( (ent->client->pers.hand == CENTER_HANDED || ent->client->ps.fov > 91)
+ && ent->client->pers.weapon)
+ ent->client->ps.stats[STAT_HELPICON] = gi.imageindex (ent->client->pers.weapon->icon);
+ else
+ ent->client->ps.stats[STAT_HELPICON] = 0;
+
+ ent->client->ps.stats[STAT_SPECTATOR] = 0;
+}
+
+/*
+===============
+G_CheckChaseStats
+===============
+*/
+void G_CheckChaseStats (edict_t *ent)
+{
+ int i;
+ gclient_t *cl;
+
+ for (i = 1; i <= maxclients->value; i++) {
+ cl = g_edicts[i].client;
+ if (!g_edicts[i].inuse || cl->chase_target != ent)
+ continue;
+ memcpy(cl->ps.stats, ent->client->ps.stats, sizeof(cl->ps.stats));
+ G_SetSpectatorStats(g_edicts + i);
+ }
+}
+
+/*
+===============
+G_SetSpectatorStats
+===============
+*/
+void G_SetSpectatorStats (edict_t *ent)
+{
+ gclient_t *cl = ent->client;
+
+ if (!cl->chase_target)
+ G_SetStats (ent);
+
+ cl->ps.stats[STAT_SPECTATOR] = 1;
+
+ // layouts are independant in spectator
+ cl->ps.stats[STAT_LAYOUTS] = 0;
+ if (cl->pers.health <= 0 || level.intermissiontime || cl->showscores)
+ cl->ps.stats[STAT_LAYOUTS] |= 1;
+ if (cl->showinventory && cl->pers.health > 0)
+ cl->ps.stats[STAT_LAYOUTS] |= 2;
+
+ if (cl->chase_target && cl->chase_target->inuse)
+ cl->ps.stats[STAT_CHASE] = CS_PLAYERSKINS +
+ (cl->chase_target - g_edicts) - 1;
+ else
+ cl->ps.stats[STAT_CHASE] = 0;
+}
+
--- /dev/null
+++ b/xatrix/p_trail.c
@@ -1,0 +1,131 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+
+/*
+==============================================================================
+
+PLAYER TRAIL
+
+==============================================================================
+
+This is a circular list containing the a list of points of where
+the player has been recently. It is used by monsters for pursuit.
+
+.origin the spot
+.owner forward link
+.aiment backward link
+*/
+
+
+#define TRAIL_LENGTH 8
+
+edict_t *trail[TRAIL_LENGTH];
+int trail_head;
+qboolean trail_active = false;
+
+#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
+#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
+
+
+void PlayerTrail_Init (void)
+{
+ int n;
+
+ if (deathmatch->value /* FIXME || coop */)
+ return;
+
+ for (n = 0; n < TRAIL_LENGTH; n++)
+ {
+ trail[n] = G_Spawn();
+ trail[n]->classname = "player_trail";
+ }
+
+ trail_head = 0;
+ trail_active = true;
+}
+
+
+void PlayerTrail_Add (vec3_t spot)
+{
+ vec3_t temp;
+
+ if (!trail_active)
+ return;
+
+ VectorCopy (spot, trail[trail_head]->s.origin);
+
+ trail[trail_head]->timestamp = level.time;
+
+ VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp);
+ trail[trail_head]->s.angles[1] = vectoyaw (temp);
+
+ trail_head = NEXT(trail_head);
+}
+
+
+void PlayerTrail_New (vec3_t spot)
+{
+ if (!trail_active)
+ return;
+
+ PlayerTrail_Init ();
+ PlayerTrail_Add (spot);
+}
+
+
+edict_t *PlayerTrail_PickFirst (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ if (visible(self, trail[marker]))
+ {
+ return trail[marker];
+ }
+
+ if (visible(self, trail[PREV(marker)]))
+ {
+ return trail[PREV(marker)];
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_PickNext (edict_t *self)
+{
+ int marker;
+ int n;
+
+ if (!trail_active)
+ return NULL;
+
+ for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
+ {
+ if(trail[marker]->timestamp <= self->monsterinfo.trail_time)
+ marker = NEXT(marker);
+ else
+ break;
+ }
+
+ return trail[marker];
+}
+
+edict_t *PlayerTrail_LastSpot (void)
+{
+ return trail[PREV(trail_head)];
+}
--- /dev/null
+++ b/xatrix/p_view.c
@@ -1,0 +1,1092 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+
+static edict_t *current_player;
+static gclient_t *current_client;
+
+static vec3_t forward, right, up;
+float xyspeed;
+
+float bobmove;
+int bobcycle; // odd cycles are right foot going forward
+float bobfracsin; // sin(bobfrac*M_PI)
+
+/*
+===============
+SV_CalcRoll
+
+===============
+*/
+float SV_CalcRoll (vec3_t, vec3_t velocity)
+{
+ float sign;
+ float side;
+ float value;
+
+ side = DotProduct (velocity, right);
+ sign = side < 0 ? -1 : 1;
+ side = fabs(side);
+
+ value = sv_rollangle->value;
+
+ if (side < sv_rollspeed->value)
+ side = side * value / sv_rollspeed->value;
+ else
+ side = value;
+
+ return side*sign;
+
+}
+
+
+/*
+===============
+P_DamageFeedback
+
+Handles color blends and view kicks
+===============
+*/
+void P_DamageFeedback (edict_t *player)
+{
+ gclient_t *client;
+ float side;
+ float realcount, count, kick;
+ vec3_t v;
+ int r, l;
+ static vec3_t power_color = {0.0, 1.0, 0.0};
+ static vec3_t acolor = {1.0, 1.0, 1.0};
+ static vec3_t bcolor = {1.0, 0.0, 0.0};
+
+ client = player->client;
+
+ // flash the backgrounds behind the status numbers
+ client->ps.stats[STAT_FLASHES] = 0;
+ if (client->damage_blood)
+ client->ps.stats[STAT_FLASHES] |= 1;
+ if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ client->ps.stats[STAT_FLASHES] |= 2;
+
+ // total points of damage shot at the player this frame
+ count = (client->damage_blood + client->damage_armor + client->damage_parmor);
+ if (count == 0)
+ return; // didn't take any damage
+
+ // start a pain animation if still in the player model
+ if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
+ {
+ static int i;
+
+ client->anim_priority = ANIM_PAIN;
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ player->s.frame = FRAME_crpain1-1;
+ client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ i = (i+1)%3;
+ switch (i)
+ {
+ case 0:
+ player->s.frame = FRAME_pain101-1;
+ client->anim_end = FRAME_pain104;
+ break;
+ case 1:
+ player->s.frame = FRAME_pain201-1;
+ client->anim_end = FRAME_pain204;
+ break;
+ case 2:
+ player->s.frame = FRAME_pain301-1;
+ client->anim_end = FRAME_pain304;
+ break;
+ }
+ }
+ }
+
+ realcount = count;
+ if (count < 10)
+ count = 10; // always make a visible effect
+
+ // play an apropriate pain sound
+ if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
+ {
+ r = 1 + (rand()&1);
+ player->pain_debounce_time = level.time + 0.7;
+ if (player->health < 25)
+ l = 25;
+ else if (player->health < 50)
+ l = 50;
+ else if (player->health < 75)
+ l = 75;
+ else
+ l = 100;
+ gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
+ }
+
+ // the total alpha of the blend is always proportional to count
+ if (client->damage_alpha < 0)
+ client->damage_alpha = 0;
+ client->damage_alpha += count*0.01;
+ if (client->damage_alpha < 0.2)
+ client->damage_alpha = 0.2;
+ if (client->damage_alpha > 0.6)
+ client->damage_alpha = 0.6; // don't go too saturated
+
+ // the color of the blend will vary based on how much was absorbed
+ // by different armors
+ VectorClear (v);
+ if (client->damage_parmor)
+ VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
+ if (client->damage_armor)
+ VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
+ if (client->damage_blood)
+ VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
+ VectorCopy (v, client->damage_blend);
+
+
+ //
+ // calculate view angle kicks
+ //
+ kick = abs(client->damage_knockback);
+ if (kick && player->health > 0) // kick of 0 means no view adjust at all
+ {
+ kick = kick * 100 / player->health;
+
+ if (kick < count*0.5)
+ kick = count*0.5;
+ if (kick > 50)
+ kick = 50;
+
+ VectorSubtract (client->damage_from, player->s.origin, v);
+ VectorNormalize (v);
+
+ side = DotProduct (v, right);
+ client->v_dmg_roll = kick*side*0.3;
+
+ side = -DotProduct (v, forward);
+ client->v_dmg_pitch = kick*side*0.3;
+
+ client->v_dmg_time = level.time + DAMAGE_TIME;
+ }
+
+ //
+ // clear totals
+ //
+ client->damage_blood = 0;
+ client->damage_armor = 0;
+ client->damage_parmor = 0;
+ client->damage_knockback = 0;
+}
+
+
+
+
+/*
+===============
+SV_CalcViewOffset
+
+Auto pitching on slopes?
+
+ fall from 128: 400 = 160000
+ fall from 256: 580 = 336400
+ fall from 384: 720 = 518400
+ fall from 512: 800 = 640000
+ fall from 640: 960 =
+
+ damage = deltavelocity*deltavelocity * 0.0001
+
+===============
+*/
+void SV_CalcViewOffset (edict_t *ent)
+{
+ float *angles;
+ float bob;
+ float ratio;
+ float delta;
+ vec3_t v;
+
+
+//===================================
+
+ // base angles
+ angles = ent->client->ps.kick_angles;
+
+ // if dead, fix the angle and don't add any kick
+ if (ent->deadflag)
+ {
+ VectorClear (angles);
+
+ ent->client->ps.viewangles[ROLL] = 40;
+ ent->client->ps.viewangles[PITCH] = -15;
+ ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
+ }
+ else
+ {
+ // add angles based on weapon kick
+
+ VectorCopy (ent->client->kick_angles, angles);
+
+ // add angles based on damage kick
+
+ ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
+ if (ratio < 0)
+ {
+ ratio = 0;
+ ent->client->v_dmg_pitch = 0;
+ ent->client->v_dmg_roll = 0;
+ }
+ angles[PITCH] += ratio * ent->client->v_dmg_pitch;
+ angles[ROLL] += ratio * ent->client->v_dmg_roll;
+
+ // add pitch based on fall kick
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ angles[PITCH] += ratio * ent->client->fall_value;
+
+ // add angles based on velocity
+
+ delta = DotProduct (ent->velocity, forward);
+ angles[PITCH] += delta*run_pitch->value;
+
+ delta = DotProduct (ent->velocity, right);
+ angles[ROLL] += delta*run_roll->value;
+
+ // add angles based on bob
+
+ delta = bobfracsin * bob_pitch->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ angles[PITCH] += delta;
+ delta = bobfracsin * bob_roll->value * xyspeed;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ delta *= 6; // crouching
+ if (bobcycle & 1)
+ delta = -delta;
+ angles[ROLL] += delta;
+ }
+
+//===================================
+
+ // base origin
+
+ VectorClear (v);
+
+ // add view height
+
+ v[2] += ent->viewheight;
+
+ // add fall height
+
+ ratio = (ent->client->fall_time - level.time) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ v[2] -= ratio * ent->client->fall_value * 0.4;
+
+ // add bob height
+
+ bob = bobfracsin * xyspeed * bob_up->value;
+ if (bob > 6)
+ bob = 6;
+ //gi.DebugGraph (bob *2, 255);
+ v[2] += bob;
+
+ // add kick offset
+
+ VectorAdd (v, ent->client->kick_origin, v);
+
+ // absolutely bound offsets
+ // so the view can never be outside the player box
+
+ if (v[0] < -14)
+ v[0] = -14;
+ else if (v[0] > 14)
+ v[0] = 14;
+ if (v[1] < -14)
+ v[1] = -14;
+ else if (v[1] > 14)
+ v[1] = 14;
+ if (v[2] < -22)
+ v[2] = -22;
+ else if (v[2] > 30)
+ v[2] = 30;
+
+ VectorCopy (v, ent->client->ps.viewoffset);
+}
+
+/*
+==============
+SV_CalcGunOffset
+==============
+*/
+void SV_CalcGunOffset (edict_t *ent)
+{
+ int i;
+ float delta;
+
+ // gun angles from bobbing
+ ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
+ ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
+ if (bobcycle & 1)
+ {
+ ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
+ ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
+ }
+
+ ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
+
+ // gun angles from delta movement
+ for (i=0 ; i<3 ; i++)
+ {
+ delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
+ if (delta > 180)
+ delta -= 360;
+ if (delta < -180)
+ delta += 360;
+ if (delta > 45)
+ delta = 45;
+ if (delta < -45)
+ delta = -45;
+ if (i == YAW)
+ ent->client->ps.gunangles[ROLL] += 0.1*delta;
+ ent->client->ps.gunangles[i] += 0.2 * delta;
+ }
+
+ // gun height
+ VectorClear (ent->client->ps.gunoffset);
+// ent->ps->gunorigin[2] += bob;
+
+ // gun_x / gun_y / gun_z are development tools
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
+ ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
+ ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
+ }
+}
+
+
+/*
+=============
+SV_AddBlend
+=============
+*/
+void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
+{
+ float a2, a3;
+
+ if (a <= 0)
+ return;
+ a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
+ a3 = v_blend[3]/a2; // fraction of color from old
+
+ v_blend[0] = v_blend[0]*a3 + r*(1-a3);
+ v_blend[1] = v_blend[1]*a3 + g*(1-a3);
+ v_blend[2] = v_blend[2]*a3 + b*(1-a3);
+ v_blend[3] = a2;
+}
+
+
+/*
+=============
+SV_CalcBlend
+=============
+*/
+void SV_CalcBlend (edict_t *ent)
+{
+ int contents;
+ vec3_t vieworg;
+ int remaining;
+
+ ent->client->ps.blend[0] = ent->client->ps.blend[1] =
+ ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
+
+ // add for contents
+ VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
+ contents = gi.pointcontents (vieworg);
+ if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
+ ent->client->ps.rdflags |= RDF_UNDERWATER;
+ else
+ ent->client->ps.rdflags &= ~RDF_UNDERWATER;
+
+ if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
+ SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_SLIME)
+ SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
+ else if (contents & CONTENTS_WATER)
+ SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
+
+ // add for powerups
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
+ }
+ // RAFAEL
+ else if (ent->client->quadfire_framenum > level.framenum)
+ {
+ remaining = ent->client->quadfire_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (1, 0.2, 0.5, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->invincible_framenum > level.framenum)
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->enviro_framenum > level.framenum)
+ {
+ remaining = ent->client->enviro_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
+ }
+ else if (ent->client->breather_framenum > level.framenum)
+ {
+ remaining = ent->client->breather_framenum - level.framenum;
+ if (remaining == 30) // beginning to fade
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
+ if (remaining > 30 || (remaining & 4) )
+ SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
+ }
+
+ // add for damage
+ if (ent->client->damage_alpha > 0)
+ SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
+ ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
+
+ if (ent->client->bonus_alpha > 0)
+ SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
+
+ // drop the damage value
+ ent->client->damage_alpha -= 0.06;
+ if (ent->client->damage_alpha < 0)
+ ent->client->damage_alpha = 0;
+
+ // drop the bonus value
+ ent->client->bonus_alpha -= 0.1;
+ if (ent->client->bonus_alpha < 0)
+ ent->client->bonus_alpha = 0;
+}
+
+
+/*
+=================
+P_FallingDamage
+=================
+*/
+void P_FallingDamage (edict_t *ent)
+{
+ float delta;
+ int damage;
+ vec3_t dir;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ if (ent->movetype == MOVETYPE_NOCLIP)
+ return;
+
+ if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
+ {
+ delta = ent->client->oldvelocity[2];
+ }
+ else
+ {
+ if (!ent->groundentity)
+ return;
+ delta = ent->velocity[2] - ent->client->oldvelocity[2];
+ }
+ delta = delta*delta * 0.0001;
+
+ // never take falling damage if completely underwater
+ if (ent->waterlevel == 3)
+ return;
+ if (ent->waterlevel == 2)
+ delta *= 0.25;
+ if (ent->waterlevel == 1)
+ delta *= 0.5;
+
+ if (delta < 1)
+ return;
+
+ if (delta < 15)
+ {
+ ent->s.event = EV_FOOTSTEP;
+ return;
+ }
+
+ ent->client->fall_value = delta*0.5;
+ if (ent->client->fall_value > 40)
+ ent->client->fall_value = 40;
+ ent->client->fall_time = level.time + FALL_TIME;
+
+ if (delta > 30)
+ {
+ if (ent->health > 0)
+ {
+ if (delta >= 55)
+ ent->s.event = EV_FALLFAR;
+ else
+ ent->s.event = EV_FALL;
+ }
+ ent->pain_debounce_time = level.time; // no normal pain sound
+ damage = (delta-30)/2;
+ if (damage < 1)
+ damage = 1;
+ VectorSet (dir, 0, 0, 1);
+
+ if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
+ T_Damage (ent, WORLD, WORLD, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
+ }
+ else
+ {
+ ent->s.event = EV_FALLSHORT;
+ return;
+ }
+}
+
+
+
+/*
+=============
+P_WorldEffects
+=============
+*/
+void P_WorldEffects (void)
+{
+ qboolean breather;
+ qboolean envirosuit;
+ int waterlevel, old_waterlevel;
+
+ if (current_player->movetype == MOVETYPE_NOCLIP)
+ {
+ current_player->air_finished = level.time + 12; // don't need air
+ return;
+ }
+
+ waterlevel = current_player->waterlevel;
+ old_waterlevel = current_client->old_waterlevel;
+ current_client->old_waterlevel = waterlevel;
+
+ breather = current_client->breather_framenum > level.framenum;
+ envirosuit = current_client->enviro_framenum > level.framenum;
+
+ //
+ // if just entered a water volume, play a sound
+ //
+ if (!old_waterlevel && waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ if (current_player->watertype & CONTENTS_LAVA)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_SLIME)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ else if (current_player->watertype & CONTENTS_WATER)
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
+ current_player->flags |= FL_INWATER;
+
+ // clear damage_debounce, so the pain sound will play immediately
+ current_player->damage_debounce_time = level.time - 1;
+ }
+
+ //
+ // if just completely exited a water volume, play a sound
+ //
+ if (old_waterlevel && ! waterlevel)
+ {
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
+ current_player->flags &= ~FL_INWATER;
+ }
+
+ //
+ // check for head just going under water
+ //
+ if (old_waterlevel != 3 && waterlevel == 3)
+ {
+ gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
+ }
+
+ //
+ // check for head just coming out of water
+ //
+ if (old_waterlevel == 3 && waterlevel != 3)
+ {
+ if (current_player->air_finished < level.time)
+ { // gasp for air
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ }
+ else if (current_player->air_finished < level.time + 11)
+ { // just break surface
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ //
+ // check for drowning
+ //
+ if (waterlevel == 3)
+ {
+ // breather or envirosuit give air
+ if (breather || envirosuit)
+ {
+ current_player->air_finished = level.time + 10;
+
+ if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
+ {
+ if (!current_client->breather_sound)
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
+ current_client->breather_sound ^= 1;
+ PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
+ //FIXME: release a bubble?
+ }
+ }
+
+ // if out of air, start drowning
+ if (current_player->air_finished < level.time)
+ { // drown!
+ if (current_player->client->next_drown_time < level.time
+ && current_player->health > 0)
+ {
+ current_player->client->next_drown_time = level.time + 1;
+
+ // take more damage the longer underwater
+ current_player->dmg += 2;
+ if (current_player->dmg > 15)
+ current_player->dmg = 15;
+
+ // play a gurp sound instead of a normal pain sound
+ if (current_player->health <= current_player->dmg)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
+ else if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
+
+ current_player->pain_debounce_time = level.time;
+
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
+ }
+ }
+ }
+ else
+ {
+ current_player->air_finished = level.time + 12;
+ current_player->dmg = 2;
+ }
+
+ //
+ // check for sizzle damage
+ //
+ if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ {
+ if (current_player->watertype & CONTENTS_LAVA)
+ {
+ if (current_player->health > 0
+ && current_player->pain_debounce_time <= level.time
+ && current_client->invincible_framenum < level.framenum)
+ {
+ if (rand()&1)
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
+ else
+ gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
+ current_player->pain_debounce_time = level.time + 1;
+ }
+
+ if (envirosuit) // take 1/3 damage with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
+ else
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
+ }
+
+ if (current_player->watertype & CONTENTS_SLIME)
+ {
+ if (!envirosuit)
+ { // no damage from slime with envirosuit
+ T_Damage (current_player, WORLD, WORLD, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
+ }
+ }
+ }
+}
+
+
+/*
+===============
+G_SetClientEffects
+===============
+*/
+void G_SetClientEffects (edict_t *ent)
+{
+ int pa_type;
+ int remaining;
+
+ ent->s.effects = 0;
+ ent->s.renderfx = 0;
+
+ if (ent->health <= 0 || level.intermissiontime)
+ return;
+
+ if (ent->powerarmor_time > level.time)
+ {
+ pa_type = PowerArmorType (ent);
+ if (pa_type == POWER_ARMOR_SCREEN)
+ {
+ ent->s.effects |= EF_POWERSCREEN;
+ }
+ else if (pa_type == POWER_ARMOR_SHIELD)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= RF_SHELL_GREEN;
+ }
+ }
+
+ if (ent->client->quad_framenum > level.framenum)
+ {
+ remaining = ent->client->quad_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_QUAD;
+ }
+
+ // RAFAEL
+ if (ent->client->quadfire_framenum > level.framenum)
+ {
+ remaining = ent->client->quadfire_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_QUAD;
+ }
+
+
+ if (ent->client->invincible_framenum > level.framenum)
+ {
+ remaining = ent->client->invincible_framenum - level.framenum;
+ if (remaining > 30 || (remaining & 4) )
+ ent->s.effects |= EF_PENT;
+ }
+
+ // show cheaters!!!
+ if (ent->flags & FL_GODMODE)
+ {
+ ent->s.effects |= EF_COLOR_SHELL;
+ ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
+ }
+}
+
+
+/*
+===============
+G_SetClientEvent
+===============
+*/
+void G_SetClientEvent (edict_t *ent)
+{
+ if (ent->s.event)
+ return;
+
+ if ( ent->groundentity && xyspeed > 225)
+ {
+ if ( (int)(current_client->bobtime+bobmove) != bobcycle )
+ ent->s.event = EV_FOOTSTEP;
+ }
+}
+
+/*
+===============
+G_SetClientSound
+===============
+*/
+void G_SetClientSound (edict_t *ent)
+{
+ char *weap;
+
+ if (ent->client->pers.game_helpchanged != game.helpchanged)
+ {
+ ent->client->pers.game_helpchanged = game.helpchanged;
+ ent->client->pers.helpchanged = 1;
+ }
+
+ // help beep (no more than three times)
+ if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
+ {
+ ent->client->pers.helpchanged++;
+ gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
+ }
+
+
+ if (ent->client->pers.weapon)
+ weap = ent->client->pers.weapon->classname;
+ else
+ weap = "";
+
+ if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
+ ent->s.sound = snd_fry;
+ else if (strcmp(weap, "weapon_railgun") == 0)
+ ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
+ else if (strcmp(weap, "weapon_bfg") == 0)
+ ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
+ // RAFAEL
+ else if (strcmp (weap, "weapon_phalanx") == 0)
+ ent->s.sound = gi.soundindex ("weapons/phaloop.wav");
+ else if (ent->client->weapon_sound)
+ ent->s.sound = ent->client->weapon_sound;
+ else
+ ent->s.sound = 0;
+}
+
+/*
+===============
+G_SetClientFrame
+===============
+*/
+void G_SetClientFrame (edict_t *ent)
+{
+ gclient_t *client;
+ qboolean duck, run;
+
+ if (ent->s.modelindex != 255)
+ return; // not in the player model
+
+ client = ent->client;
+
+ if (client->ps.pmove.pm_flags & PMF_DUCKED)
+ duck = true;
+ else
+ duck = false;
+ if (xyspeed)
+ run = true;
+ else
+ run = false;
+
+ // check for stand/duck and stop/go transitions
+ if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
+ goto newanim;
+ if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
+ goto newanim;
+ if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
+ goto newanim;
+
+ if(client->anim_priority == ANIM_REVERSE)
+ {
+ if(ent->s.frame > client->anim_end)
+ {
+ ent->s.frame--;
+ return;
+ }
+ }
+ else if (ent->s.frame < client->anim_end)
+ { // continue an animation
+ ent->s.frame++;
+ return;
+ }
+
+ if (client->anim_priority == ANIM_DEATH)
+ return; // stay there
+ if (client->anim_priority == ANIM_JUMP)
+ {
+ if (!ent->groundentity)
+ return; // stay there
+ ent->client->anim_priority = ANIM_WAVE;
+ ent->s.frame = FRAME_jump3;
+ ent->client->anim_end = FRAME_jump6;
+ return;
+ }
+
+newanim:
+ // return to either a running or standing frame
+ client->anim_priority = ANIM_BASIC;
+ client->anim_duck = duck;
+ client->anim_run = run;
+
+ if (!ent->groundentity)
+ {
+ client->anim_priority = ANIM_JUMP;
+ if (ent->s.frame != FRAME_jump2)
+ ent->s.frame = FRAME_jump1;
+ client->anim_end = FRAME_jump2;
+ }
+ else if (run)
+ { // running
+ if (duck)
+ {
+ ent->s.frame = FRAME_crwalk1;
+ client->anim_end = FRAME_crwalk6;
+ }
+ else
+ {
+ ent->s.frame = FRAME_run1;
+ client->anim_end = FRAME_run6;
+ }
+ }
+ else
+ { // standing
+ if (duck)
+ {
+ ent->s.frame = FRAME_crstnd01;
+ client->anim_end = FRAME_crstnd19;
+ }
+ else
+ {
+ ent->s.frame = FRAME_stand01;
+ client->anim_end = FRAME_stand40;
+ }
+ }
+}
+
+
+/*
+=================
+ClientEndServerFrame
+
+Called for each player at the end of the server frame
+and right after spawning
+=================
+*/
+void ClientEndServerFrame (edict_t *ent)
+{
+ float bobtime;
+ int i;
+
+ current_player = ent;
+ current_client = ent->client;
+
+ //
+ // If the origin or velocity have changed since ClientThink(),
+ // update the pmove values. This will happen when the client
+ // is pushed by a bmodel or kicked by an explosion.
+ //
+ // If it wasn't updated here, the view position would lag a frame
+ // behind the body position when pushed -- "sinking into plats"
+ //
+ for (i=0 ; i<3 ; i++)
+ {
+ current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
+ current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
+ }
+
+ //
+ // If the end of unit layout is displayed, don't give
+ // the player any normal movement attributes
+ //
+ if (level.intermissiontime)
+ {
+ // FIXME: add view drifting here?
+ current_client->ps.blend[3] = 0;
+ current_client->ps.fov = 90;
+ G_SetStats (ent);
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, up);
+
+ // burn from lava, etc
+ P_WorldEffects ();
+
+ //
+ // set model angles from view angles so other things in
+ // the world can tell which direction you are looking
+ //
+ if (ent->client->v_angle[PITCH] > 180)
+ ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
+ else
+ ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
+ ent->s.angles[YAW] = ent->client->v_angle[YAW];
+ ent->s.angles[ROLL] = 0;
+ ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
+
+ //
+ // calculate speed and cycle to be used for
+ // all cyclic walking effects
+ //
+ xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
+
+ if (xyspeed < 5)
+ {
+ bobmove = 0;
+ current_client->bobtime = 0; // start at beginning of cycle again
+ }
+ else if (ent->groundentity)
+ { // so bobbing only cycles when on ground
+ if (xyspeed > 210)
+ bobmove = 0.25;
+ else if (xyspeed > 100)
+ bobmove = 0.125;
+ else
+ bobmove = 0.0625;
+ }
+
+ bobtime = (current_client->bobtime += bobmove);
+
+ if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
+ bobtime *= 4;
+
+ bobcycle = (int)bobtime;
+ bobfracsin = fabs(sin(bobtime*M_PI));
+
+ // detect hitting the floor
+ P_FallingDamage (ent);
+
+ // apply all the damage taken this frame
+ P_DamageFeedback (ent);
+
+ // determine the view offsets
+ SV_CalcViewOffset (ent);
+
+ // determine the gun offsets
+ SV_CalcGunOffset (ent);
+
+ // determine the full screen color blend
+ // must be after viewoffset, so eye contents can be
+ // accurately determined
+ // FIXME: with client prediction, the contents
+ // should be determined by the client
+ SV_CalcBlend (ent);
+
+ // chase cam stuff
+ if (ent->client->resp.spectator)
+ G_SetSpectatorStats(ent);
+ else
+ G_SetStats (ent);
+ G_CheckChaseStats(ent);
+
+ G_SetClientEvent (ent);
+
+ G_SetClientEffects (ent);
+
+ G_SetClientSound (ent);
+
+ G_SetClientFrame (ent);
+
+ VectorCopy (ent->velocity, ent->client->oldvelocity);
+ VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
+
+ // clear weapon kicks
+ VectorClear (ent->client->kick_origin);
+ VectorClear (ent->client->kick_angles);
+
+ // if the scoreboard is up, update it
+ if (ent->client->showscores && !(level.framenum & 31) )
+ {
+ DeathmatchScoreboardMessage (ent, ent->enemy);
+ gi.unicast (ent, false);
+ }
+}
+
--- /dev/null
+++ b/xatrix/p_weapon.c
@@ -1,0 +1,1867 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+#include "m_player.h"
+
+
+static qboolean is_quad;
+// RAFAEL
+static qboolean is_quadfire;
+static byte is_silenced;
+
+
+void weapon_grenade_fire (edict_t *ent, qboolean held);
+// RAFAEL
+void weapon_trap_fire (edict_t *ent, qboolean held);
+
+
+static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
+{
+ vec3_t _distance;
+
+ VectorCopy (distance, _distance);
+ if (client->pers.hand == LEFT_HANDED)
+ _distance[1] *= -1;
+ else if (client->pers.hand == CENTER_HANDED)
+ _distance[1] = 0;
+ G_ProjectSource (point, _distance, forward, right, result);
+}
+
+
+/*
+===============
+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;
+
+ if (type == PNOISE_WEAPON)
+ {
+ if (who->client->silencer_shots)
+ {
+ who->client->silencer_shots--;
+ return;
+ }
+ }
+
+ if (deathmatch->value)
+ return;
+
+ if (who->flags & FL_NOTARGET)
+ return;
+
+
+ if (!who->mynoise)
+ {
+ noise = G_Spawn();
+ 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->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;
+ }
+
+ 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);
+}
+
+
+qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
+{
+ int index;
+ gitem_t *ammo;
+
+ index = ITEM_INDEX(ent->item);
+
+ if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
+ && other->client->pers.inventory[index])
+ {
+ if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
+ return false; // leave the weapon for others to pickup
+ }
+
+ other->client->pers.inventory[index]++;
+
+ if (!(ent->spawnflags & DROPPED_ITEM) )
+ {
+ // give them some ammo with it
+ ammo = FindItem (ent->item->ammo);
+ // Don't get infinite ammo with trap
+ if ( ((int)dmflags->value & DF_INFINITE_AMMO) && cistrcmp(ent->item->pickup_name, "ammo_trap") )
+ Add_Ammo (other, ammo, 1000);
+ else
+ Add_Ammo (other, ammo, ammo->quantity);
+
+ if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
+ {
+ if (deathmatch->value)
+ {
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ ent->flags |= FL_RESPAWN;
+ else
+ SetRespawn (ent, 30);
+ }
+ if (coop->value)
+ ent->flags |= FL_RESPAWN;
+ }
+ }
+
+ if (other->client->pers.weapon != ent->item &&
+ (other->client->pers.inventory[index] == 1) &&
+ ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
+ other->client->newweapon = ent->item;
+
+ return true;
+}
+
+
+/*
+===============
+ChangeWeapon
+
+The old weapon has been dropped all the way, so make the new one
+current
+===============
+*/
+void ChangeWeapon (edict_t *ent)
+{
+ int i;
+
+ if (ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time;
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ ent->client->grenade_time = 0;
+ }
+
+ ent->client->pers.lastweapon = ent->client->pers.weapon;
+ ent->client->pers.weapon = ent->client->newweapon;
+ ent->client->newweapon = NULL;
+ ent->client->machinegun_shots = 0;
+
+ // set visible model
+ if (ent->s.modelindex == 255)
+ {
+ if (ent->client->pers.weapon)
+ i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
+ else
+ i = 0;
+ ent->s.skinnum = (ent - g_edicts - 1) | i;
+ }
+
+ if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
+ ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
+ else
+ ent->client->ammo_index = 0;
+
+ if (!ent->client->pers.weapon)
+ { // dead
+ ent->client->ps.gunindex = 0;
+ return;
+ }
+
+ ent->client->weaponstate = WEAPON_ACTIVATING;
+ ent->client->ps.gunframe = 0;
+ ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
+
+ ent->client->anim_priority = ANIM_PAIN;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain1;
+ ent->client->anim_end = FRAME_crpain4;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain301;
+ ent->client->anim_end = FRAME_pain304;
+
+ }
+}
+
+/*
+=================
+NoAmmoWeaponChange
+=================
+*/
+void NoAmmoWeaponChange (edict_t *ent)
+{
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
+ {
+ ent->client->newweapon = FindItem ("railgun");
+ return;
+ }
+ // RAFAEL
+ if ( ent->client->pers.inventory[ITEM_INDEX (FindItem ("mag slug"))]
+ && ent->client->pers.inventory[ITEM_INDEX (FindItem ("phalanx"))])
+ {
+ ent->client->newweapon = FindItem ("phalanx");
+ }
+ // RAFAEL
+ if ( ent->client->pers.inventory[ITEM_INDEX (FindItem ("cells"))]
+ && ent->client->pers.inventory[ITEM_INDEX (FindItem ("ionripper"))])
+ {
+ ent->client->newweapon = FindItem ("ionrippergun");
+ }
+
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
+ {
+ ent->client->newweapon = FindItem ("hyperblaster");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
+ {
+ ent->client->newweapon = FindItem ("chaingun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
+ {
+ ent->client->newweapon = FindItem ("machinegun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("super shotgun");
+ return;
+ }
+ if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
+ && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
+ {
+ ent->client->newweapon = FindItem ("shotgun");
+ return;
+ }
+ ent->client->newweapon = FindItem ("blaster");
+}
+
+/*
+=================
+Think_Weapon
+
+Called by ClientBeginServerFrame and ClientThink
+=================
+*/
+void Think_Weapon (edict_t *ent)
+{
+ // if just died, put the weapon away
+ if (ent->health < 1)
+ {
+ ent->client->newweapon = NULL;
+ ChangeWeapon (ent);
+ }
+
+ // call active weapon think routine
+ if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
+ {
+ is_quad = (ent->client->quad_framenum > level.framenum);
+ // RAFAEL
+ is_quadfire = (ent->client->quadfire_framenum > level.framenum);
+ if (ent->client->silencer_shots)
+ is_silenced = MZ_SILENCED;
+ else
+ is_silenced = 0;
+ ent->client->pers.weapon->weaponthink (ent);
+ }
+}
+
+
+/*
+================
+Use_Weapon
+
+Make the weapon ready if there is ammo
+================
+*/
+void Use_Weapon (edict_t *ent, gitem_t *item)
+{
+ int ammo_index;
+ gitem_t *ammo_item;
+
+ // see if we're already using it
+ if (item == ent->client->pers.weapon)
+ return;
+
+ if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
+ {
+ ammo_item = FindItem(item->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+
+ if (!ent->client->pers.inventory[ammo_index])
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+
+ if (ent->client->pers.inventory[ammo_index] < item->quantity)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+ }
+
+ // change to this weapon when down
+ ent->client->newweapon = item;
+}
+
+// RAFAEL 14-APR-98
+void Use_Weapon2 (edict_t *ent, gitem_t *item)
+{
+ int ammo_index;
+ gitem_t *ammo_item;
+ gitem_t *nextitem;
+ int index;
+
+ if (strcmp (item->pickup_name, "HyperBlaster") == 0)
+ {
+ if (item == ent->client->pers.weapon)
+ {
+ item = FindItem ("Ionripper");
+ index = ITEM_INDEX (item);
+ if (!ent->client->pers.inventory[index])
+ {
+ item = FindItem ("HyperBlaster");
+ }
+ }
+ }
+
+ else if (strcmp (item->pickup_name, "Railgun") == 0)
+ {
+ ammo_item = FindItem(item->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+ if (!ent->client->pers.inventory[ammo_index])
+ {
+ nextitem = FindItem ("Phalanx");
+ ammo_item = FindItem(nextitem->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+ if (ent->client->pers.inventory[ammo_index])
+ {
+ item = FindItem ("Phalanx");
+ index = ITEM_INDEX (item);
+ if (!ent->client->pers.inventory[index])
+ {
+ item = FindItem ("Railgun");
+ }
+ }
+ }
+ else if (item == ent->client->pers.weapon)
+ {
+ item = FindItem ("Phalanx");
+ index = ITEM_INDEX (item);
+ if (!ent->client->pers.inventory[index])
+ {
+ item = FindItem ("Railgun");
+ }
+ }
+
+ }
+
+
+ // see if we're already using it
+ if (item == ent->client->pers.weapon)
+ return;
+
+ if (item->ammo)
+ {
+ ammo_item = FindItem(item->ammo);
+ ammo_index = ITEM_INDEX(ammo_item);
+ if (!ent->client->pers.inventory[ammo_index] && !g_select_empty->value)
+ {
+ gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
+ return;
+ }
+ }
+
+ // change to this weapon when down
+ ent->client->newweapon = item;
+
+}
+// END 14-APR-98
+
+/*
+================
+Drop_Weapon
+================
+*/
+void Drop_Weapon (edict_t *ent, gitem_t *item)
+{
+ int index;
+
+ if ((int)(dmflags->value) & DF_WEAPONS_STAY)
+ return;
+
+ index = ITEM_INDEX(item);
+ // see if we're already using it
+ if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
+ {
+ gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
+ return;
+ }
+
+ Drop_Item (ent, item);
+ ent->client->pers.inventory[index]--;
+}
+
+
+/*
+================
+Weapon_Generic
+
+A generic function to handle the basics of weapon thinking
+================
+*/
+#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
+#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
+#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
+
+void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
+{
+ int n;
+
+ if (ent->client->weaponstate == WEAPON_DROPPING)
+ {
+ if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+ else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain4+1;
+ ent->client->anim_end = FRAME_crpain1;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain304+1;
+ ent->client->anim_end = FRAME_pain301;
+
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
+ {
+ ent->client->weaponstate = WEAPON_DROPPING;
+ ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
+
+ if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crpain4+1;
+ ent->client->anim_end = FRAME_crpain1;
+ }
+ else
+ {
+ ent->s.frame = FRAME_pain304+1;
+ ent->client->anim_end = FRAME_pain301;
+
+ }
+ }
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if ((!ent->client->ammo_index) ||
+ ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
+ {
+ ent->client->ps.gunframe = FRAME_FIRE_FIRST;
+ ent->client->weaponstate = WEAPON_FIRING;
+
+ // start the animation
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1-1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1-1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ }
+ else
+ {
+ if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
+ {
+ ent->client->ps.gunframe = FRAME_IDLE_FIRST;
+ return;
+ }
+
+ if (pause_frames)
+ {
+ for (n = 0; pause_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == pause_frames[n])
+ {
+ if (rand()&15)
+ return;
+ }
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ return;
+ }
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ for (n = 0; fire_frames[n]; n++)
+ {
+ if (ent->client->ps.gunframe == fire_frames[n])
+ {
+ if (ent->client->quad_framenum > level.framenum)
+ gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
+
+ fire (ent);
+ break;
+ }
+ }
+
+ if (!fire_frames[n])
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
+ ent->client->weaponstate = WEAPON_READY;
+ }
+}
+
+
+/*
+======================================================================
+
+GRENADE
+
+======================================================================
+*/
+
+#define GRENADE_TIMER 3.0
+#define GRENADE_MINSPEED 400
+#define GRENADE_MAXSPEED 800
+
+void weapon_grenade_fire (edict_t *ent, qboolean held)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+ int damage = 125;
+ float timer;
+ int speed;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+ damage *= 4;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ timer = ent->client->grenade_time - level.time;
+ speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
+ fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->grenade_time = level.time + 1.0;
+
+ if (ent->health <= 0)
+ return;
+
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->client->anim_priority = ANIM_ATTACK;
+ ent->s.frame = FRAME_crattak1-1;
+ ent->client->anim_end = FRAME_crattak3;
+ }
+ else
+ {
+ ent->client->anim_priority = ANIM_REVERSE;
+ ent->s.frame = FRAME_wave08;
+ ent->client->anim_end = FRAME_wave01;
+ }
+}
+
+void Weapon_Grenade (edict_t *ent)
+{
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if (ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 1;
+ ent->client->weaponstate = WEAPON_FIRING;
+ ent->client->grenade_time = 0;
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ return;
+ }
+
+ if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
+ {
+ if (rand()&15)
+ return;
+ }
+
+ if (++ent->client->ps.gunframe > 48)
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
+
+ if (ent->client->ps.gunframe == 11)
+ {
+ if (!ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
+ ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
+ }
+
+ // they waited too long, detonate it in their hand
+ if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, true);
+ ent->client->grenade_blew_up = true;
+ }
+
+ if (ent->client->buttons & BUTTON_ATTACK)
+ return;
+
+ if (ent->client->grenade_blew_up)
+ {
+ if (level.time >= ent->client->grenade_time)
+ {
+ ent->client->ps.gunframe = 15;
+ ent->client->grenade_blew_up = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_grenade_fire (ent, false);
+ }
+
+ if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
+ return;
+
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == 16)
+ {
+ ent->client->grenade_time = 0;
+ ent->client->weaponstate = WEAPON_READY;
+ }
+ }
+}
+
+/*
+======================================================================
+
+GRENADE LAUNCHER
+
+======================================================================
+*/
+
+void weapon_grenadelauncher_fire (edict_t *ent)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+ int damage = 120;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+ damage *= 4;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_GRENADE | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_GrenadeLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {34, 51, 59, 0};
+ static int fire_frames[] = {6, 0};
+
+ Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
+
+}
+
+/*
+======================================================================
+
+ROCKET
+
+======================================================================
+*/
+
+void Weapon_RocketLauncher_Fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius;
+ int radius_damage;
+
+ damage = 100 + (int)(qrandom() * 20.0);
+ radius_damage = 120;
+ damage_radius = 120;
+ if (is_quad)
+ {
+ damage *= 4;
+ radius_damage *= 4;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_ROCKET | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_RocketLauncher (edict_t *ent)
+{
+ static int pause_frames[] = {25, 33, 42, 50, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
+
+
+}
+
+
+/*
+======================================================================
+
+BLASTER / HYPERBLASTER
+
+======================================================================
+*/
+
+void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
+{
+ vec3_t forward, right;
+ vec3_t start;
+ vec3_t offset;
+
+ if (is_quad)
+ damage *= 4;
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ VectorSet(offset, 24, 8, ent->viewheight-8);
+ VectorAdd (offset, g_offset, offset);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -1;
+
+ fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ if (hyper)
+ gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
+ else
+ gi.WriteByte (MZ_BLASTER | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+}
+
+
+void Weapon_Blaster_Fire (edict_t *ent)
+{
+ int damage;
+
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 10;
+ Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
+ ent->client->ps.gunframe++;
+}
+
+void Weapon_Blaster (edict_t *ent)
+{
+ static int pause_frames[] = {19, 32, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
+
+}
+
+
+void Weapon_HyperBlaster_Fire (edict_t *ent)
+{
+ float rotation;
+ vec3_t offset;
+ int effect;
+ int damage;
+
+ ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe++;
+ }
+ else
+ {
+ if (! ent->client->pers.inventory[ent->client->ammo_index] )
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ else
+ {
+ rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
+ offset[0] = -4 * sin(rotation);
+ offset[1] = 0;
+ offset[2] = 4 * cos(rotation);
+
+ if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
+ effect = EF_HYPERBLASTER;
+ else
+ effect = 0;
+ if (deathmatch->value)
+ damage = 15;
+ else
+ damage = 20;
+ Blaster_Fire (ent, offset, damage, true, effect);
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - 1;
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - 1;
+ ent->client->anim_end = FRAME_attack8;
+ }
+ }
+
+ ent->client->ps.gunframe++;
+ if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
+ ent->client->ps.gunframe = 6;
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
+ ent->client->weapon_sound = 0;
+ }
+
+}
+
+void Weapon_HyperBlaster (edict_t *ent)
+{
+ static int pause_frames[] = {0};
+ static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
+
+ Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
+
+}
+
+/*
+======================================================================
+
+MACHINEGUN / CHAINGUN
+
+======================================================================
+*/
+
+void Machinegun_Fire (edict_t *ent)
+{
+ int i;
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t angles;
+ int damage = 8;
+ int kick = 2;
+ vec3_t offset;
+
+ if (!(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->machinegun_shots = 0;
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (ent->client->ps.gunframe == 5)
+ ent->client->ps.gunframe = 4;
+ else
+ ent->client->ps.gunframe = 5;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
+ {
+ ent->client->ps.gunframe = 6;
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i=1 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+ ent->client->kick_origin[0] = crandom() * 0.35;
+ ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
+
+ // raise the gun as it is firing
+ if (!deathmatch->value)
+ {
+ ent->client->machinegun_shots++;
+ if (ent->client->machinegun_shots > 9)
+ ent->client->machinegun_shots = 9;
+ }
+
+ // get start / end positions
+ VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
+ AngleVectors (angles, forward, right, NULL);
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
+
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_MACHINEGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - (int) (qrandom()+0.25);
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - (int) (qrandom()+0.25);
+ ent->client->anim_end = FRAME_attack8;
+ }
+}
+
+void Weapon_Machinegun (edict_t *ent)
+{
+ static int pause_frames[] = {23, 45, 0};
+ static int fire_frames[] = {4, 5, 0};
+
+ Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
+
+}
+
+void Chaingun_Fire (edict_t *ent)
+{
+ int i;
+ int shots;
+ vec3_t start;
+ vec3_t forward, right, up;
+ float r, u;
+ vec3_t offset;
+ int damage;
+ int kick = 2;
+
+ if (deathmatch->value)
+ damage = 6;
+ else
+ damage = 8;
+
+ if (ent->client->ps.gunframe == 5)
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
+
+ if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
+ {
+ ent->client->ps.gunframe = 32;
+ ent->client->weapon_sound = 0;
+ return;
+ }
+ else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
+ && ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 15;
+ }
+ else
+ {
+ ent->client->ps.gunframe++;
+ }
+
+ if (ent->client->ps.gunframe == 22)
+ {
+ ent->client->weapon_sound = 0;
+ gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
+ }
+ else
+ {
+ ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
+ }
+
+ ent->client->anim_priority = ANIM_ATTACK;
+ if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
+ {
+ ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
+ ent->client->anim_end = FRAME_crattak9;
+ }
+ else
+ {
+ ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
+ ent->client->anim_end = FRAME_attack8;
+ }
+
+ if (ent->client->ps.gunframe <= 9)
+ shots = 1;
+ else if (ent->client->ps.gunframe <= 14)
+ {
+ if (ent->client->buttons & BUTTON_ATTACK)
+ shots = 2;
+ else
+ shots = 1;
+ }
+ else
+ shots = 3;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
+ shots = ent->client->pers.inventory[ent->client->ammo_index];
+
+ if (!shots)
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ return;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ ent->client->kick_origin[i] = crandom() * 0.35;
+ ent->client->kick_angles[i] = crandom() * 0.7;
+ }
+
+ for (i=0 ; i<shots ; i++)
+ {
+ // get start / end positions
+ AngleVectors (ent->client->v_angle, forward, right, up);
+ r = 7 + crandom()*4;
+ u = crandom()*4;
+ VectorSet(offset, 0, r, u + ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
+ }
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= shots;
+}
+
+
+void Weapon_Chaingun (edict_t *ent)
+{
+ static int pause_frames[] = {38, 43, 51, 61, 0};
+ static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
+
+ Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
+
+}
+
+
+/*
+======================================================================
+
+SHOTGUN / SUPERSHOTGUN
+
+======================================================================
+*/
+
+void weapon_shotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage = 4;
+ int kick = 8;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ if (deathmatch->value)
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
+ else
+ fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+void Weapon_Shotgun (edict_t *ent)
+{
+ static int pause_frames[] = {22, 28, 34, 0};
+ static int fire_frames[] = {8, 9, 0};
+
+ Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
+}
+
+
+void weapon_supershotgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ vec3_t v;
+ int damage = 6;
+ int kick = 12;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ v[PITCH] = ent->client->v_angle[PITCH];
+ v[YAW] = ent->client->v_angle[YAW] - 5;
+ v[ROLL] = ent->client->v_angle[ROLL];
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+ v[YAW] = ent->client->v_angle[YAW] + 5;
+ AngleVectors (v, forward, NULL, NULL);
+ fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_SSHOTGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 2;
+}
+
+void Weapon_SuperShotgun (edict_t *ent)
+{
+ static int pause_frames[] = {29, 42, 57, 0};
+ static int fire_frames[] = {7, 0};
+
+ Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
+}
+
+
+
+/*
+======================================================================
+
+RAILGUN
+
+======================================================================
+*/
+
+void weapon_railgun_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ int damage;
+ int kick;
+
+ if (deathmatch->value)
+ { // normal damage is too extreme in dm
+ damage = 100;
+ kick = 200;
+ }
+ else
+ {
+ damage = 150;
+ kick = 250;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ kick *= 4;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -3, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -3;
+
+ VectorSet(offset, 0, 7, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_rail (ent, start, forward, damage, kick);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_RAILGUN | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+}
+
+
+void Weapon_Railgun (edict_t *ent)
+{
+ static int pause_frames[] = {56, 0};
+ static int fire_frames[] = {4, 0};
+
+ Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
+}
+
+
+/*
+======================================================================
+
+BFG10K
+
+======================================================================
+*/
+
+void weapon_bfg_fire (edict_t *ent)
+{
+ vec3_t offset, start;
+ vec3_t forward, right;
+ int damage;
+ float damage_radius = 1000;
+
+ if (deathmatch->value)
+ damage = 200;
+ else
+ damage = 500;
+
+ if (ent->client->ps.gunframe == 9)
+ {
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_BFG | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ return;
+ }
+
+ // cells can go down during windup (from power armor hits), so
+ // check again and abort firing if we don't have enough now
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
+ {
+ ent->client->ps.gunframe++;
+ return;
+ }
+
+ if (is_quad)
+ damage *= 4;
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+
+ // make a big pitch kick with an inverse fall
+ ent->client->v_dmg_pitch = -40;
+ ent->client->v_dmg_roll = crandom()*8;
+ ent->client->v_dmg_time = level.time + DAMAGE_TIME;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+ fire_bfg (ent, start, forward, damage, 400, damage_radius);
+
+ ent->client->ps.gunframe++;
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= 50;
+}
+
+void Weapon_BFG (edict_t *ent)
+{
+ static int pause_frames[] = {39, 45, 50, 55, 0};
+ static int fire_frames[] = {9, 17, 0};
+
+ Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+
+ // RAFAEL
+ if (is_quadfire)
+ Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
+}
+
+
+//======================================================================
+
+
+// RAFAEL
+/*
+ RipperGun
+*/
+
+void weapon_ionripper_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t offset;
+ vec3_t tempang;
+ int damage;
+ //int kick;
+
+ if (deathmatch->value)
+ {
+ // tone down for deathmatch
+ damage = 30;
+ //kick = 40;
+ }
+ else
+ {
+ damage = 50;
+ //kick = 60;
+ }
+
+ if (is_quad)
+ {
+ damage *= 4;
+ //kick *= 4;
+ }
+
+ VectorCopy (ent->client->v_angle, tempang);
+ tempang[YAW] += crandom();
+
+ AngleVectors (tempang, forward, right, NULL);
+
+ VectorScale (forward, -3, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -3;
+
+ // VectorSet (offset, 0, 7, ent->viewheight - 8);
+ VectorSet (offset, 16, 7, ent->viewheight - 8);
+
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ fire_ionripper (ent, start, forward, damage, 500, EF_IONRIPPER);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent - g_edicts);
+ gi.WriteByte (MZ_IONRIPPER | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ ent->client->ps.gunframe++;
+ PlayerNoise (ent, start, PNOISE_WEAPON);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
+
+ if (ent->client->pers.inventory[ent->client->ammo_index] < 0)
+ ent->client->pers.inventory[ent->client->ammo_index] = 0;
+}
+
+
+void Weapon_Ionripper (edict_t *ent)
+{
+ static int pause_frames[] = {36, 0};
+ static int fire_frames[] = {5, 0};
+
+ Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
+
+ if (is_quadfire)
+ Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
+}
+
+
+//
+// Phalanx
+//
+
+void weapon_phalanx_fire (edict_t *ent)
+{
+ vec3_t start;
+ vec3_t forward, right, up;
+ vec3_t offset;
+ vec3_t v;
+ //int kick = 12;
+ int damage;
+ float damage_radius;
+ int radius_damage;
+
+ damage = 70 + (int)(qrandom() * 10.0);
+ radius_damage = 120;
+ damage_radius = 120;
+
+ if (is_quad)
+ {
+ damage *= 4;
+ radius_damage *= 4;
+ }
+
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+
+ VectorScale (forward, -2, ent->client->kick_origin);
+ ent->client->kick_angles[0] = -2;
+
+ VectorSet(offset, 0, 8, ent->viewheight-8);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ if (ent->client->ps.gunframe == 8)
+ {
+ v[PITCH] = ent->client->v_angle[PITCH];
+ v[YAW] = ent->client->v_angle[YAW] - 1.5;
+ v[ROLL] = ent->client->v_angle[ROLL];
+ AngleVectors (v, forward, right, up);
+
+ radius_damage = 30;
+ damage_radius = 120;
+
+ fire_plasma (ent, start, forward, damage, 725, damage_radius, radius_damage);
+
+ if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+ }
+ else
+ {
+ v[PITCH] = ent->client->v_angle[PITCH];
+ v[YAW] = ent->client->v_angle[YAW] + 1.5;
+ v[ROLL] = ent->client->v_angle[ROLL];
+ AngleVectors (v, forward, right, up);
+ fire_plasma (ent, start, forward, damage, 725, damage_radius, radius_damage);
+
+ // send muzzle flash
+ gi.WriteByte (svc_muzzleflash);
+ gi.WriteShort (ent-g_edicts);
+ gi.WriteByte (MZ_PHALANX | is_silenced);
+ gi.multicast (ent->s.origin, MULTICAST_PVS);
+
+ PlayerNoise(ent, start, PNOISE_WEAPON);
+ }
+
+ ent->client->ps.gunframe++;
+
+}
+
+void Weapon_Phalanx (edict_t *ent)
+{
+ static int pause_frames[] = {29, 42, 55, 0};
+ static int fire_frames[] = {7, 8, 0};
+
+ Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
+
+ if (is_quadfire)
+ Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
+
+}
+
+/*
+======================================================================
+
+TRAP
+
+======================================================================
+*/
+
+#define TRAP_TIMER 5.0
+#define TRAP_MINSPEED 300
+#define TRAP_MAXSPEED 700
+
+void weapon_trap_fire (edict_t *ent, qboolean held)
+{
+ vec3_t offset;
+ vec3_t forward, right;
+ vec3_t start;
+ int damage = 125;
+ float timer;
+ int speed;
+ float radius;
+
+ radius = damage+40;
+ if (is_quad)
+ damage *= 4;
+
+ VectorSet(offset, 8, 8, ent->viewheight-8);
+ AngleVectors (ent->client->v_angle, forward, right, NULL);
+ P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
+
+ timer = ent->client->grenade_time - level.time;
+ speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
+ // fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
+ fire_trap (ent, start, forward, damage, speed, timer, radius, held);
+
+// you don't get infinite traps! ZOID
+// if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
+
+ ent->client->pers.inventory[ent->client->ammo_index]--;
+
+ ent->client->grenade_time = level.time + 1.0;
+}
+
+void Weapon_Trap (edict_t *ent)
+{
+ if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
+ {
+ ChangeWeapon (ent);
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_ACTIVATING)
+ {
+ ent->client->weaponstate = WEAPON_READY;
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_READY)
+ {
+ if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
+ {
+ ent->client->latched_buttons &= ~BUTTON_ATTACK;
+ if (ent->client->pers.inventory[ent->client->ammo_index])
+ {
+ ent->client->ps.gunframe = 1;
+ ent->client->weaponstate = WEAPON_FIRING;
+ ent->client->grenade_time = 0;
+ }
+ else
+ {
+ if (level.time >= ent->pain_debounce_time)
+ {
+ gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
+ ent->pain_debounce_time = level.time + 1;
+ }
+ NoAmmoWeaponChange (ent);
+ }
+ return;
+ }
+
+ if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
+ {
+ if (rand()&15)
+ return;
+ }
+
+ if (++ent->client->ps.gunframe > 48)
+ ent->client->ps.gunframe = 16;
+ return;
+ }
+
+ if (ent->client->weaponstate == WEAPON_FIRING)
+ {
+ if (ent->client->ps.gunframe == 5)
+ // RAFAEL 16-APR-98
+ // gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
+ gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/trapcock.wav"), 1, ATTN_NORM, 0);
+ // END 16-APR-98
+
+ if (ent->client->ps.gunframe == 11)
+ {
+ if (!ent->client->grenade_time)
+ {
+ ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
+ // RAFAEL 16-APR-98
+ ent->client->weapon_sound = gi.soundindex("weapons/traploop.wav");
+ // END 16-APR-98
+ }
+
+ // they waited too long, detonate it in their hand
+ if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_trap_fire (ent, true);
+ ent->client->grenade_blew_up = true;
+ }
+
+ if (ent->client->buttons & BUTTON_ATTACK)
+ return;
+
+ if (ent->client->grenade_blew_up)
+ {
+ if (level.time >= ent->client->grenade_time)
+ {
+ ent->client->ps.gunframe = 15;
+ ent->client->grenade_blew_up = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ }
+
+ if (ent->client->ps.gunframe == 12)
+ {
+ ent->client->weapon_sound = 0;
+ weapon_trap_fire (ent, false);
+ if (ent->client->pers.inventory[ent->client->ammo_index] == 0)
+ NoAmmoWeaponChange (ent);
+ }
+
+ if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
+ return;
+
+ ent->client->ps.gunframe++;
+
+ if (ent->client->ps.gunframe == 16)
+ {
+ ent->client->grenade_time = 0;
+ ent->client->weaponstate = WEAPON_READY;
+ }
+ }
+}
--- /dev/null
+++ b/xatrix/q_shared.c
@@ -1,0 +1,1088 @@
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+#include "../dat.h"
+#include "../fns.h"
+
+#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
+
+vec3_t vec3_origin = {0,0,0};
+
+//============================================================================
+
+#ifdef _WIN32
+#pragma optimize( "", off )
+#endif
+
+void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
+{
+ float m[3][3];
+ float im[3][3];
+ float zrot[3][3];
+ float tmpmat[3][3];
+ float rot[3][3];
+ int i;
+ vec3_t vr, vup, vf;
+
+ vf[0] = dir[0];
+ vf[1] = dir[1];
+ vf[2] = dir[2];
+
+ PerpendicularVector( vr, dir );
+ CrossProduct( vr, vf, vup );
+
+ m[0][0] = vr[0];
+ m[1][0] = vr[1];
+ m[2][0] = vr[2];
+
+ m[0][1] = vup[0];
+ m[1][1] = vup[1];
+ m[2][1] = vup[2];
+
+ m[0][2] = vf[0];
+ m[1][2] = vf[1];
+ m[2][2] = vf[2];
+
+ memcpy( im, m, sizeof( im ) );
+
+ im[0][1] = m[1][0];
+ im[0][2] = m[2][0];
+ im[1][0] = m[0][1];
+ im[1][2] = m[2][1];
+ im[2][0] = m[0][2];
+ im[2][1] = m[1][2];
+
+ memset( zrot, 0, sizeof( zrot ) );
+ zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
+
+ zrot[0][0] = cos( DEG2RAD( degrees ) );
+ zrot[0][1] = sin( DEG2RAD( degrees ) );
+ zrot[1][0] = -sin( DEG2RAD( degrees ) );
+ zrot[1][1] = cos( DEG2RAD( degrees ) );
+
+ R_ConcatRotations( m, zrot, tmpmat );
+ R_ConcatRotations( tmpmat, im, rot );
+
+ for ( i = 0; i < 3; i++ )
+ {
+ dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
+ }
+}
+
+#ifdef _WIN32
+#pragma optimize( "", on )
+#endif
+
+
+
+void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
+{
+ float angle;
+ static float sr, sp, sy, cr, cp, cy;
+ // static to help MS compiler fp bugs
+
+ angle = angles[YAW] * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = angles[PITCH] * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (right)
+ {
+ right[0] = (-1*sr*sp*cy+-1*cr*-sy);
+ right[1] = (-1*sr*sp*sy+-1*cr*cy);
+ right[2] = -1*sr*cp;
+ }
+ if (up)
+ {
+ up[0] = (cr*sp*cy+-sr*-sy);
+ up[1] = (cr*sp*sy+-sr*cy);
+ up[2] = cr*cp;
+ }
+}
+
+
+void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
+{
+ float d;
+ vec3_t n;
+ float inv_denom;
+
+ inv_denom = 1.0F / DotProduct( normal, normal );
+
+ d = DotProduct( normal, p ) * inv_denom;
+
+ n[0] = normal[0] * inv_denom;
+ n[1] = normal[1] * inv_denom;
+ n[2] = normal[2] * inv_denom;
+
+ dst[0] = p[0] - d * n[0];
+ dst[1] = p[1] - d * n[1];
+ dst[2] = p[2] - d * n[2];
+}
+
+/*
+** assumes "src" is normalized
+*/
+void PerpendicularVector( vec3_t dst, const vec3_t src )
+{
+ int pos;
+ int i;
+ float minelem = 1.0F;
+ vec3_t tempvec;
+
+ /*
+ ** find the smallest magnitude axially aligned vector
+ */
+ for ( pos = 0, i = 0; i < 3; i++ )
+ {
+ if ( fabs( src[i] ) < minelem )
+ {
+ pos = i;
+ minelem = fabs( src[i] );
+ }
+ }
+ tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
+ tempvec[pos] = 1.0F;
+
+ /*
+ ** project the point onto the plane defined by src
+ */
+ ProjectPointOnPlane( dst, tempvec, src );
+
+ /*
+ ** normalize the result
+ */
+ VectorNormalize( dst );
+}
+
+
+
+/*
+================
+R_ConcatRotations
+================
+*/
+void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+}
+
+
+/*
+================
+R_ConcatTransforms
+================
+*/
+void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
+{
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
+ in1[0][2] * in2[2][3] + in1[0][3];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
+ in1[1][2] * in2[2][3] + in1[1][3];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+ out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
+ in1[2][2] * in2[2][3] + in1[2][3];
+}
+
+
+//============================================================================
+
+
+
+/*
+===============
+LerpAngle
+
+===============
+*/
+float LerpAngle (float a2, float a1, float frac)
+{
+ if (a1 - a2 > 180)
+ a1 -= 360;
+ if (a1 - a2 < -180)
+ a1 += 360;
+ return a2 + frac * (a1 - a2);
+}
+
+
+float anglemod(float a)
+{
+/*
+ if (a >= 0)
+ a -= 360*(int)(a/360);
+ else
+ a += 360*( 1 + (int)(-a/360) );
+*/
+ a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
+ return a;
+}
+
+ int i;
+ vec3_t corners[2];
+
+
+// this is the slow, general version
+int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ int i;
+ float dist1, dist2;
+ int sides;
+ vec3_t corners[2];
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (p->normal[i] < 0)
+ {
+ corners[0][i] = emins[i];
+ corners[1][i] = emaxs[i];
+ }
+ else
+ {
+ corners[1][i] = emins[i];
+ corners[0][i] = emaxs[i];
+ }
+ }
+ dist1 = DotProduct (p->normal, corners[0]) - p->dist;
+ dist2 = DotProduct (p->normal, corners[1]) - p->dist;
+ sides = 0;
+ if (dist1 >= 0)
+ sides = 1;
+ if (dist2 < 0)
+ sides |= 2;
+
+ return sides;
+}
+
+/*
+==================
+BoxOnPlaneSide
+
+Returns 1, 2, or 1 + 2
+==================
+*/
+int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, cplane_t *p)
+{
+ float dist1, dist2;
+ int sides;
+
+// fast axial cases
+ if (p->type < 3)
+ {
+ if (p->dist <= emins[p->type])
+ return 1;
+ if (p->dist >= emaxs[p->type])
+ return 2;
+ return 3;
+ }
+
+// general case
+ switch (p->signbits)
+ {
+ case 0:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 1:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+ break;
+ case 2:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 3:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+ break;
+ case 4:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 5:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
+ break;
+ case 6:
+dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ case 7:
+dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
+dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
+ break;
+ default:
+ dist1 = dist2 = 0; // shut up compiler
+ assert( 0 );
+ break;
+ }
+
+ sides = 0;
+ if (dist1 >= p->dist)
+ sides = 1;
+ if (dist2 < p->dist)
+ sides |= 2;
+
+ assert( sides != 0 );
+
+ return sides;
+}
+
+void ClearBounds (vec3_t mins, vec3_t maxs)
+{
+ mins[0] = mins[1] = mins[2] = 99999;
+ maxs[0] = maxs[1] = maxs[2] = -99999;
+}
+
+void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
+{
+ int i;
+ vec_t val;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ val = v[i];
+ if (val < mins[i])
+ mins[i] = val;
+ if (val > maxs[i])
+ maxs[i] = val;
+ }
+}
+
+
+int VectorCompare (vec3_t v1, vec3_t v2)
+{
+ if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2])
+ return 0;
+
+ return 1;
+}
+
+
+vec_t VectorNormalize (vec3_t v)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ v[0] *= ilength;
+ v[1] *= ilength;
+ v[2] *= ilength;
+ }
+
+ return length;
+
+}
+
+vec_t VectorNormalize2 (vec3_t v, vec3_t out)
+{
+ float length, ilength;
+
+ length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
+ length = sqrt (length); // FIXME
+
+ if (length)
+ {
+ ilength = 1/length;
+ out[0] = v[0]*ilength;
+ out[1] = v[1]*ilength;
+ out[2] = v[2]*ilength;
+ }
+
+ return length;
+
+}
+
+void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
+{
+ vecc[0] = veca[0] + scale*vecb[0];
+ vecc[1] = veca[1] + scale*vecb[1];
+ vecc[2] = veca[2] + scale*vecb[2];
+}
+
+
+vec_t _DotProduct (vec3_t v1, vec3_t v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]-vecb[0];
+ out[1] = veca[1]-vecb[1];
+ out[2] = veca[2]-vecb[2];
+}
+
+void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out)
+{
+ out[0] = veca[0]+vecb[0];
+ out[1] = veca[1]+vecb[1];
+ out[2] = veca[2]+vecb[2];
+}
+
+void _VectorCopy (vec3_t in, vec3_t out)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
+{
+ cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
+}
+
+double sqrt(double x);
+
+vec_t VectorLength(vec3_t v)
+{
+ int i;
+ float length;
+
+ length = 0;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = sqrt (length); // FIXME
+
+ return length;
+}
+
+void VectorInverse (vec3_t v)
+{
+ v[0] = -v[0];
+ v[1] = -v[1];
+ v[2] = -v[2];
+}
+
+void VectorScale (vec3_t in, vec_t scale, vec3_t out)
+{
+ out[0] = in[0]*scale;
+ out[1] = in[1]*scale;
+ out[2] = in[2]*scale;
+}
+
+//====================================================================================
+
+/*
+============
+COM_SkipPath
+============
+*/
+char *COM_SkipPath (char *pathname)
+{
+ char *last;
+
+ last = pathname;
+ while (*pathname)
+ {
+ if (*pathname=='/')
+ last = pathname+1;
+ pathname++;
+ }
+ return last;
+}
+
+/*
+============
+COM_StripExtension
+============
+*/
+void COM_StripExtension (char *in, char *out)
+{
+ while (*in && *in != '.')
+ *out++ = *in++;
+ *out = 0;
+}
+
+/*
+============
+COM_FileExtension
+============
+*/
+char *COM_FileExtension (char *in)
+{
+ static char exten[8];
+ int i;
+
+ while (*in && *in != '.')
+ in++;
+ if (!*in)
+ return "";
+ in++;
+ for (i=0 ; i<7 && *in ; i++,in++)
+ exten[i] = *in;
+ exten[i] = 0;
+ return exten;
+}
+
+/*
+============
+COM_FileBase
+============
+*/
+void COM_FileBase (char *in, char *out)
+{
+ char *s, *s2;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '.')
+ s--;
+
+ for (s2 = s ; s2 != in && *s2 != '/' ; s2--)
+ ;
+
+ if (s-s2 < 2)
+ out[0] = 0;
+ else
+ {
+ s--;
+ strncpy (out,s2+1, s-s2);
+ out[s-s2] = 0;
+ }
+}
+
+/*
+============
+COM_FilePath
+
+Returns the path up to, but not including the last /
+============
+*/
+void COM_FilePath (char *in, char *out)
+{
+ char *s;
+
+ s = in + strlen(in) - 1;
+
+ while (s != in && *s != '/')
+ s--;
+
+ strncpy (out,in, s-in);
+ out[s-in] = 0;
+}
+
+
+/*
+==================
+COM_DefaultExtension
+==================
+*/
+void COM_DefaultExtension (char *path, char *extension)
+{
+ char *src;
+//
+// if path doesn't have a .EXT, append extension
+// (extension should include the .)
+//
+ src = path + strlen(path) - 1;
+
+ while (*src != '/' && src != path)
+ {
+ if (*src == '.')
+ return; // it has an extension
+ src--;
+ }
+
+ strcat (path, extension);
+}
+
+/*
+============================================================================
+
+ BYTE ORDER FUNCTIONS
+
+============================================================================
+*/
+
+qboolean bigendien;
+
+// can't just use function pointers, or dll linkage can
+// mess up when qcommon is included in multiple places
+short (*_BigShort) (short l);
+short (*_LittleShort) (short l);
+int (*_BigLong) (int l);
+int (*_LittleLong) (int l);
+float (*_BigFloat) (float l);
+float (*_LittleFloat) (float l);
+
+short BigShort(short l){return _BigShort(l);}
+short LittleShort(short l) {return _LittleShort(l);}
+int BigLong (int l) {return _BigLong(l);}
+int LittleLong (int l) {return _LittleLong(l);}
+float BigFloat (float l) {return _BigFloat(l);}
+float LittleFloat (float l) {return _LittleFloat(l);}
+
+short ShortSwap (short l)
+{
+ byte b1,b2;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+
+ return (b1<<8) + b2;
+}
+
+short ShortNoSwap (short l)
+{
+ return l;
+}
+
+int LongSwap (int l)
+{
+ byte b1,b2,b3,b4;
+
+ b1 = l&255;
+ b2 = (l>>8)&255;
+ b3 = (l>>16)&255;
+ b4 = (l>>24)&255;
+
+ return ((int)b1<<24) + ((int)b2<<16) + ((int)b3<<8) + b4;
+}
+
+int LongNoSwap (int l)
+{
+ return l;
+}
+
+float FloatSwap (float f)
+{
+ union
+ {
+ float f;
+ byte b[4];
+ } dat1, dat2;
+
+
+ dat1.f = f;
+ dat2.b[0] = dat1.b[3];
+ dat2.b[1] = dat1.b[2];
+ dat2.b[2] = dat1.b[1];
+ dat2.b[3] = dat1.b[0];
+ return dat2.f;
+}
+
+float FloatNoSwap (float f)
+{
+ return f;
+}
+
+/*
+================
+Swap_Init
+================
+*/
+void Swap_Init (void)
+{
+ byte swaptest[2] = {1,0};
+
+// set the byte swapping variables in a portable manner
+ if ( *(short *)swaptest == 1)
+ {
+ bigendien = false;
+ _BigShort = ShortSwap;
+ _LittleShort = ShortNoSwap;
+ _BigLong = LongSwap;
+ _LittleLong = LongNoSwap;
+ _BigFloat = FloatSwap;
+ _LittleFloat = FloatNoSwap;
+ }
+ else
+ {
+ bigendien = true;
+ _BigShort = ShortNoSwap;
+ _LittleShort = ShortSwap;
+ _BigLong = LongNoSwap;
+ _LittleLong = LongSwap;
+ _BigFloat = FloatNoSwap;
+ _LittleFloat = FloatSwap;
+ }
+
+}
+
+
+
+/*
+============
+va
+
+does a varargs printf into a temp buffer, so I don't need to have
+varargs versions of all text functions.
+FIXME: make this buffer size safe someday
+============
+*/
+char *va(char *format, ...)
+{
+ va_list argptr;
+ static char string[1024];
+
+ va_start (argptr, format);
+ vsprintf (string, format,argptr);
+ va_end (argptr);
+
+ return string;
+}
+
+
+char com_token[MAX_TOKEN_CHARS];
+
+/*
+==============
+COM_Parse
+
+Parse a token out of a string
+==============
+*/
+char *COM_Parse (char **data_p)
+{
+ int c;
+ int len;
+ char *data;
+
+ data = *data_p;
+ len = 0;
+ com_token[0] = 0;
+
+ if (!data)
+ {
+ *data_p = NULL;
+ return "";
+ }
+
+// skip whitespace
+skipwhite:
+ while ( (c = *data) <= ' ')
+ {
+ if (c == 0)
+ {
+ *data_p = NULL;
+ return "";
+ }
+ data++;
+ }
+
+// skip // comments
+ if (c=='/' && data[1] == '/')
+ {
+ while (*data && *data != '\n')
+ data++;
+ goto skipwhite;
+ }
+
+// handle quoted strings specially
+ if (c == '\"')
+ {
+ data++;
+ while (1)
+ {
+ c = *data++;
+ if (c=='\"' || !c)
+ {
+ com_token[len] = 0;
+ *data_p = data;
+ return com_token;
+ }
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+// parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32);
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// Com_Printf ("Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = data;
+ return com_token;
+}
+
+
+/*
+===============
+Com_PageInMemory
+
+===============
+*/
+int paged_total;
+
+void Com_PageInMemory (byte *buffer, int size)
+{
+ int i;
+
+ for (i=size-1 ; i>0 ; i-=4096)
+ paged_total += buffer[i];
+}
+
+
+
+/*
+============================================================================
+
+ LIBRARY REPLACEMENT FUNCTIONS
+
+============================================================================
+*/
+
+void Com_sprintf (char *dest, int size, char *fmt, ...)
+{
+ int len;
+ va_list argptr;
+ char bigbuffer[0x10000];
+
+ va_start (argptr,fmt);
+ len = vsprintf (bigbuffer,fmt,argptr);
+ va_end (argptr);
+ if (len >= size)
+ Com_Printf ("Com_sprintf: overflow of %i in %i\n", len, size);
+ strncpy (dest, bigbuffer, size-1);
+}
+
+/*
+=====================================================================
+
+ INFO STRINGS
+
+=====================================================================
+*/
+
+/*
+===============
+Info_ValueForKey
+
+Searches the string for the given
+key and returns the associated value, or an empty string.
+===============
+*/
+char *Info_ValueForKey (char *s, char *key)
+{
+ char pkey[512];
+ static char value[2][512]; // use two buffers so compares
+ // work without stomping on each other
+ static int valueindex;
+ char *o;
+
+ valueindex ^= 1;
+ if (*s == '\\')
+ s++;
+ while (1)
+ {
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value[valueindex];
+
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return "";
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ return value[valueindex];
+
+ if (!*s)
+ return "";
+ s++;
+ }
+}
+
+void Info_RemoveKey (char *s, char *key)
+{
+ char *start;
+ char pkey[512];
+ char value[512];
+ char *o;
+
+ if (strstr (key, "\\"))
+ {
+// Com_Printf ("Can't use a key with a \\\n");
+ return;
+ }
+
+ while (1)
+ {
+ start = s;
+ if (*s == '\\')
+ s++;
+ o = pkey;
+ while (*s != '\\')
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+ s++;
+
+ o = value;
+ while (*s != '\\' && *s)
+ {
+ if (!*s)
+ return;
+ *o++ = *s++;
+ }
+ *o = 0;
+
+ if (!strcmp (key, pkey) )
+ {
+ strcpy (start, s); // remove this part
+ return;
+ }
+
+ if (!*s)
+ return;
+ }
+
+}
+
+
+/*
+==================
+Info_Validate
+
+Some characters are illegal in info strings because they
+can mess up the server's parsing
+==================
+*/
+qboolean Info_Validate (char *s)
+{
+ if (strstr (s, "\""))
+ return false;
+ if (strstr (s, ";"))
+ return false;
+ return true;
+}
+
+void Info_SetValueForKey (char *s, char *key, char *value)
+{
+ char newi[MAX_INFO_STRING], *v;
+ int c;
+ int maxsize = MAX_INFO_STRING;
+
+ if (strstr (key, "\\") || strstr (value, "\\") )
+ {
+ Com_Printf ("Can't use keys or values with a \\\n");
+ return;
+ }
+
+ if (strstr (key, ";") )
+ {
+ Com_Printf ("Can't use keys or values with a semicolon\n");
+ return;
+ }
+
+ if (strstr (key, "\"") || strstr (value, "\"") )
+ {
+ Com_Printf ("Can't use keys or values with a \"\n");
+ return;
+ }
+
+ if (strlen(key) > MAX_INFO_KEY-1 || strlen(value) > MAX_INFO_KEY-1)
+ {
+ Com_Printf ("Keys and values must be < 64 characters.\n");
+ return;
+ }
+ Info_RemoveKey (s, key);
+ if (!value || !strlen(value))
+ return;
+
+ Com_sprintf (newi, sizeof(newi), "\\%s\\%s", key, value);
+
+ if (strlen(newi) + strlen(s) > maxsize)
+ {
+ Com_Printf ("Info string length exceeded\n");
+ return;
+ }
+
+ // only copy ascii values
+ s += strlen(s);
+ v = newi;
+ while (*v)
+ {
+ c = *v++;
+ c &= 127; // strip high bits
+ if (c >= 32 && c < 127)
+ *s++ = c;
+ }
+ *s = 0;
+}
+
+//====================================================================
+
+