/* * 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. * */ // Created on 13.11.2003 by RST. // $Id: M_Medic.java,v 1.3 2004-09-22 19:22:03 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.util.Lib; import jake2.util.Math3D; public class M_Medic { // This file generated by ModelGen - Do NOT Modify public final static int FRAME_walk1 = 0; public final static int FRAME_walk2 = 1; public final static int FRAME_walk3 = 2; public final static int FRAME_walk4 = 3; public final static int FRAME_walk5 = 4; public final static int FRAME_walk6 = 5; public final static int FRAME_walk7 = 6; public final static int FRAME_walk8 = 7; public final static int FRAME_walk9 = 8; public final static int FRAME_walk10 = 9; public final static int FRAME_walk11 = 10; public final static int FRAME_walk12 = 11; public final static int FRAME_wait1 = 12; public final static int FRAME_wait2 = 13; public final static int FRAME_wait3 = 14; public final static int FRAME_wait4 = 15; public final static int FRAME_wait5 = 16; public final static int FRAME_wait6 = 17; public final static int FRAME_wait7 = 18; public final static int FRAME_wait8 = 19; public final static int FRAME_wait9 = 20; public final static int FRAME_wait10 = 21; public final static int FRAME_wait11 = 22; public final static int FRAME_wait12 = 23; public final static int FRAME_wait13 = 24; public final static int FRAME_wait14 = 25; public final static int FRAME_wait15 = 26; public final static int FRAME_wait16 = 27; public final static int FRAME_wait17 = 28; public final static int FRAME_wait18 = 29; public final static int FRAME_wait19 = 30; public final static int FRAME_wait20 = 31; public final static int FRAME_wait21 = 32; public final static int FRAME_wait22 = 33; public final static int FRAME_wait23 = 34; public final static int FRAME_wait24 = 35; public final static int FRAME_wait25 = 36; public final static int FRAME_wait26 = 37; public final static int FRAME_wait27 = 38; public final static int FRAME_wait28 = 39; public final static int FRAME_wait29 = 40; public final static int FRAME_wait30 = 41; public final static int FRAME_wait31 = 42; public final static int FRAME_wait32 = 43; public final static int FRAME_wait33 = 44; public final static int FRAME_wait34 = 45; public final static int FRAME_wait35 = 46; public final static int FRAME_wait36 = 47; public final static int FRAME_wait37 = 48; public final static int FRAME_wait38 = 49; public final static int FRAME_wait39 = 50; public final static int FRAME_wait40 = 51; public final static int FRAME_wait41 = 52; public final static int FRAME_wait42 = 53; public final static int FRAME_wait43 = 54; public final static int FRAME_wait44 = 55; public final static int FRAME_wait45 = 56; public final static int FRAME_wait46 = 57; public final static int FRAME_wait47 = 58; public final static int FRAME_wait48 = 59; public final static int FRAME_wait49 = 60; public final static int FRAME_wait50 = 61; public final static int FRAME_wait51 = 62; public final static int FRAME_wait52 = 63; public final static int FRAME_wait53 = 64; public final static int FRAME_wait54 = 65; public final static int FRAME_wait55 = 66; public final static int FRAME_wait56 = 67; public final static int FRAME_wait57 = 68; public final static int FRAME_wait58 = 69; public final static int FRAME_wait59 = 70; public final static int FRAME_wait60 = 71; public final static int FRAME_wait61 = 72; public final static int FRAME_wait62 = 73; public final static int FRAME_wait63 = 74; public final static int FRAME_wait64 = 75; public final static int FRAME_wait65 = 76; public final static int FRAME_wait66 = 77; public final static int FRAME_wait67 = 78; public final static int FRAME_wait68 = 79; public final static int FRAME_wait69 = 80; public final static int FRAME_wait70 = 81; public final static int FRAME_wait71 = 82; public final static int FRAME_wait72 = 83; public final static int FRAME_wait73 = 84; public final static int FRAME_wait74 = 85; public final static int FRAME_wait75 = 86; public final static int FRAME_wait76 = 87; public final static int FRAME_wait77 = 88; public final static int FRAME_wait78 = 89; public final static int FRAME_wait79 = 90; public final static int FRAME_wait80 = 91; public final static int FRAME_wait81 = 92; public final static int FRAME_wait82 = 93; public final static int FRAME_wait83 = 94; public final static int FRAME_wait84 = 95; public final static int FRAME_wait85 = 96; public final static int FRAME_wait86 = 97; public final static int FRAME_wait87 = 98; public final static int FRAME_wait88 = 99; public final static int FRAME_wait89 = 100; public final static int FRAME_wait90 = 101; public final static int FRAME_run1 = 102; public final static int FRAME_run2 = 103; public final static int FRAME_run3 = 104; public final static int FRAME_run4 = 105; public final static int FRAME_run5 = 106; public final static int FRAME_run6 = 107; public final static int FRAME_paina1 = 108; public final static int FRAME_paina2 = 109; public final static int FRAME_paina3 = 110; public final static int FRAME_paina4 = 111; public final static int FRAME_paina5 = 112; public final static int FRAME_paina6 = 113; public final static int FRAME_paina7 = 114; public final static int FRAME_paina8 = 115; public final static int FRAME_painb1 = 116; public final static int FRAME_painb2 = 117; public final static int FRAME_painb3 = 118; public final static int FRAME_painb4 = 119; public final static int FRAME_painb5 = 120; public final static int FRAME_painb6 = 121; public final static int FRAME_painb7 = 122; public final static int FRAME_painb8 = 123; public final static int FRAME_painb9 = 124; public final static int FRAME_painb10 = 125; public final static int FRAME_painb11 = 126; public final static int FRAME_painb12 = 127; public final static int FRAME_painb13 = 128; public final static int FRAME_painb14 = 129; public final static int FRAME_painb15 = 130; public final static int FRAME_duck1 = 131; public final static int FRAME_duck2 = 132; public final static int FRAME_duck3 = 133; public final static int FRAME_duck4 = 134; public final static int FRAME_duck5 = 135; public final static int FRAME_duck6 = 136; public final static int FRAME_duck7 = 137; public final static int FRAME_duck8 = 138; public final static int FRAME_duck9 = 139; public final static int FRAME_duck10 = 140; public final static int FRAME_duck11 = 141; public final static int FRAME_duck12 = 142; public final static int FRAME_duck13 = 143; public final static int FRAME_duck14 = 144; public final static int FRAME_duck15 = 145; public final static int FRAME_duck16 = 146; public final static int FRAME_death1 = 147; public final static int FRAME_death2 = 148; public final static int FRAME_death3 = 149; public final static int FRAME_death4 = 150; public final static int FRAME_death5 = 151; public final static int FRAME_death6 = 152; public final static int FRAME_death7 = 153; public final static int FRAME_death8 = 154; public final static int FRAME_death9 = 155; public final static int FRAME_death10 = 156; public final static int FRAME_death11 = 157; public final static int FRAME_death12 = 158; public final static int FRAME_death13 = 159; public final static int FRAME_death14 = 160; public final static int FRAME_death15 = 161; public final static int FRAME_death16 = 162; public final static int FRAME_death17 = 163; public final static int FRAME_death18 = 164; public final static int FRAME_death19 = 165; public final static int FRAME_death20 = 166; public final static int FRAME_death21 = 167; public final static int FRAME_death22 = 168; public final static int FRAME_death23 = 169; public final static int FRAME_death24 = 170; public final static int FRAME_death25 = 171; public final static int FRAME_death26 = 172; public final static int FRAME_death27 = 173; public final static int FRAME_death28 = 174; public final static int FRAME_death29 = 175; public final static int FRAME_death30 = 176; public final static int FRAME_attack1 = 177; public final static int FRAME_attack2 = 178; public final static int FRAME_attack3 = 179; public final static int FRAME_attack4 = 180; public final static int FRAME_attack5 = 181; public final static int FRAME_attack6 = 182; public final static int FRAME_attack7 = 183; public final static int FRAME_attack8 = 184; public final static int FRAME_attack9 = 185; public final static int FRAME_attack10 = 186; public final static int FRAME_attack11 = 187; public final static int FRAME_attack12 = 188; public final static int FRAME_attack13 = 189; public final static int FRAME_attack14 = 190; public final static int FRAME_attack15 = 191; public final static int FRAME_attack16 = 192; public final static int FRAME_attack17 = 193; public final static int FRAME_attack18 = 194; public final static int FRAME_attack19 = 195; public final static int FRAME_attack20 = 196; public final static int FRAME_attack21 = 197; public final static int FRAME_attack22 = 198; public final static int FRAME_attack23 = 199; public final static int FRAME_attack24 = 200; public final static int FRAME_attack25 = 201; public final static int FRAME_attack26 = 202; public final static int FRAME_attack27 = 203; public final static int FRAME_attack28 = 204; public final static int FRAME_attack29 = 205; public final static int FRAME_attack30 = 206; public final static int FRAME_attack31 = 207; public final static int FRAME_attack32 = 208; public final static int FRAME_attack33 = 209; public final static int FRAME_attack34 = 210; public final static int FRAME_attack35 = 211; public final static int FRAME_attack36 = 212; public final static int FRAME_attack37 = 213; public final static int FRAME_attack38 = 214; public final static int FRAME_attack39 = 215; public final static int FRAME_attack40 = 216; public final static int FRAME_attack41 = 217; public final static int FRAME_attack42 = 218; public final static int FRAME_attack43 = 219; public final static int FRAME_attack44 = 220; public final static int FRAME_attack45 = 221; public final static int FRAME_attack46 = 222; public final static int FRAME_attack47 = 223; public final static int FRAME_attack48 = 224; public final static int FRAME_attack49 = 225; public final static int FRAME_attack50 = 226; public final static int FRAME_attack51 = 227; public final static int FRAME_attack52 = 228; public final static int FRAME_attack53 = 229; public final static int FRAME_attack54 = 230; public final static int FRAME_attack55 = 231; public final static int FRAME_attack56 = 232; public final static int FRAME_attack57 = 233; public final static int FRAME_attack58 = 234; public final static int FRAME_attack59 = 235; public final static int FRAME_attack60 = 236; public final static float MODEL_SCALE = 1.000000f; 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; static edict_t medic_FindDeadMonster(edict_t self) { edict_t ent = null; edict_t best = null; EdictIterator edit = null; while ((edit = GameBase.findradius(edit, self.s.origin, 1024)) != null) { ent = edit.o; if (ent == self) continue; if (0 == (ent.svflags & Defines.SVF_MONSTER)) continue; if ((ent.monsterinfo.aiflags & Defines.AI_GOOD_GUY) != 0) continue; if (ent.owner == null) continue; if (ent.health > 0) continue; if (ent.nextthink == 0) continue; if (!GameUtil.visible(self, ent)) continue; if (best == null) { best = ent; continue; } if (ent.max_health <= best.max_health) continue; best = ent; } return best; } static EntThinkAdapter medic_idle = new EntThinkAdapter() { public boolean think(edict_t self) { edict_t ent; GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle1, 1, Defines.ATTN_IDLE, 0); ent = medic_FindDeadMonster(self); if (ent != null) { self.enemy = ent; self.enemy.owner = self; self.monsterinfo.aiflags |= Defines.AI_MEDIC; GameUtil.FoundTarget(self); } return true; } }; static EntThinkAdapter medic_search = new EntThinkAdapter() { public boolean think(edict_t self) { edict_t ent; GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_search, 1, Defines.ATTN_IDLE, 0); if (self.oldenemy == null) { ent = medic_FindDeadMonster(self); if (ent != null) { self.oldenemy = self.enemy; self.enemy = ent; self.enemy.owner = self; self.monsterinfo.aiflags |= Defines.AI_MEDIC; GameUtil.FoundTarget(self); } } return true; } }; static EntInteractAdapter medic_sight = new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight, 1, Defines.ATTN_NORM, 0); return true; } }; static mframe_t medic_frames_stand[] = new mframe_t[] { new mframe_t(GameAI.ai_stand, 0, medic_idle), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), }; static mmove_t medic_move_stand = new mmove_t(FRAME_wait1, FRAME_wait90, medic_frames_stand, null); static EntThinkAdapter medic_stand = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = medic_move_stand; return true; } }; static mframe_t medic_frames_walk[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 6.2f, null), new mframe_t(GameAI.ai_walk, 18.1f, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 9, null), new mframe_t(GameAI.ai_walk, 10, null), new mframe_t(GameAI.ai_walk, 9, null), new mframe_t(GameAI.ai_walk, 11, null), new mframe_t(GameAI.ai_walk, 11.6f, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 9.9f, null), new mframe_t(GameAI.ai_walk, 14, null), new mframe_t(GameAI.ai_walk, 9.3f, null) }; static mmove_t medic_move_walk = new mmove_t(FRAME_walk1, FRAME_walk12, medic_frames_walk, null); static EntThinkAdapter medic_walk = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = medic_move_walk; return true; } }; static mframe_t medic_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 18, null), new mframe_t(GameAI.ai_run, 22.5f, null), new mframe_t(GameAI.ai_run, 25.4f, null), new mframe_t(GameAI.ai_run, 23.4f, null), new mframe_t(GameAI.ai_run, 24, null), new mframe_t(GameAI.ai_run, 35.6f, null) }; static mmove_t medic_move_run = new mmove_t(FRAME_run1, FRAME_run6, medic_frames_run, null); static EntThinkAdapter medic_run = new EntThinkAdapter() { public boolean think(edict_t self) { if (0 == (self.monsterinfo.aiflags & Defines.AI_MEDIC)) { edict_t ent; ent = medic_FindDeadMonster(self); if (ent != null) { self.oldenemy = self.enemy; self.enemy = ent; self.enemy.owner = self; self.monsterinfo.aiflags |= Defines.AI_MEDIC; GameUtil.FoundTarget(self); return true; } } if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) self.monsterinfo.currentmove = medic_move_stand; else self.monsterinfo.currentmove = medic_move_run; return true; } }; static mframe_t medic_frames_pain1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t medic_move_pain1 = new mmove_t(FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run); static mframe_t medic_frames_pain2[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t medic_move_pain2 = new mmove_t(FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run); static EntPainAdapter medic_pain = new EntPainAdapter() { public void pain(edict_t self, edict_t other, float kick, int damage) { if (self.health < (self.max_health / 2)) self.s.skinnum = 1; if (GameBase.level.time < self.pain_debounce_time) return; self.pain_debounce_time = GameBase.level.time + 3; if (GameBase.skill.value == 3) return; // no pain anims in nightmare if (Lib.random() < 0.5) { self.monsterinfo.currentmove = medic_move_pain1; GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, Defines.ATTN_NORM, 0); } else { self.monsterinfo.currentmove = medic_move_pain2; GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, Defines.ATTN_NORM, 0); } } }; static EntThinkAdapter medic_fire_blaster = new EntThinkAdapter() { public boolean think(edict_t self) { float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; int effect; if ((self.s.frame == FRAME_attack9) || (self.s.frame == FRAME_attack12)) effect = Defines.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 = Defines.EF_HYPERBLASTER; else effect = 0; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_MEDIC_BLASTER_1], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, end); end[2] += self.enemy.viewheight; Math3D.VectorSubtract(end, start, dir); Monster.monster_fire_blaster(self, start, dir, 2, 1000, Defines.MZ2_MEDIC_BLASTER_1, effect); return true; } }; static EntThinkAdapter medic_dead = new EntThinkAdapter() { public boolean think(edict_t self) { Math3D.VectorSet(self.mins, -16, -16, -24); Math3D.VectorSet(self.maxs, 16, 16, -8); self.movetype = Defines.MOVETYPE_TOSS; self.svflags |= Defines.SVF_DEADMONSTER; self.nextthink = 0; GameBase.gi.linkentity(self); return true; } }; static mframe_t medic_frames_death[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t medic_move_death = new mmove_t(FRAME_death1, FRAME_death30, medic_frames_death, medic_dead); static EntDieAdapter medic_die = new EntDieAdapter() { public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { int n; // if we had a pending patient, free him up for another medic if ((self.enemy != null) && (self.enemy.owner == self)) self.enemy.owner = null; // check for gib if (self.health <= self.gib_health) { GameBase.gi .sound(self, Defines.CHAN_VOICE, GameBase.gi .soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0); for (n = 0; n < 2; n++) GameAI.ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, Defines.GIB_ORGANIC); for (n = 0; n < 4; n++) GameAI.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC); GameAI.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC); self.deadflag = Defines.DEAD_DEAD; return; } if (self.deadflag == Defines.DEAD_DEAD) return; // regular death GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die, 1, Defines.ATTN_NORM, 0); self.deadflag = Defines.DEAD_DEAD; self.takedamage = Defines.DAMAGE_YES; self.monsterinfo.currentmove = medic_move_death; } }; static EntThinkAdapter medic_duck_down = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0) return true; self.monsterinfo.aiflags |= Defines.AI_DUCKED; self.maxs[2] -= 32; self.takedamage = Defines.DAMAGE_YES; self.monsterinfo.pausetime = GameBase.level.time + 1; GameBase.gi.linkentity(self); return true; } }; static EntThinkAdapter medic_duck_hold = new EntThinkAdapter() { public boolean think(edict_t self) { if (GameBase.level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; else self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; return true; } }; static EntThinkAdapter medic_duck_up = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.aiflags &= ~Defines.AI_DUCKED; self.maxs[2] += 32; self.takedamage = Defines.DAMAGE_AIM; GameBase.gi.linkentity(self); return true; } }; static mframe_t medic_frames_duck[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, medic_duck_down), new mframe_t(GameAI.ai_move, -1, medic_duck_hold), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, medic_duck_up), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null) }; static mmove_t medic_move_duck = new mmove_t(FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run); static EntDodgeAdapter medic_dodge = new EntDodgeAdapter() { public void dodge(edict_t self, edict_t attacker, float eta) { if (Lib.random() > 0.25) return; if (self.enemy == null) self.enemy = attacker; self.monsterinfo.currentmove = medic_move_duck; } }; static mframe_t medic_frames_attackHyperBlaster[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster) }; static mmove_t medic_move_attackHyperBlaster = new mmove_t(FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run); static EntThinkAdapter medic_continue = new EntThinkAdapter() { public boolean think(edict_t self) { if (GameUtil.visible(self, self.enemy)) if (Lib.random() <= 0.95) self.monsterinfo.currentmove = medic_move_attackHyperBlaster; return true; } }; static mframe_t medic_frames_attackBlaster[] = { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, 3, null), new mframe_t(GameAI.ai_charge, 2, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, medic_fire_blaster), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, medic_continue) // Change to // medic_continue... // Else, go to // frame 32 }; static mmove_t medic_move_attackBlaster = new mmove_t(FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run); static EntThinkAdapter medic_hook_launch = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_hook_launch, 1, Defines.ATTN_NORM, 0); return true; } }; static float medic_cable_offsets[][] = { { 45.0f, -9.2f, 15.5f }, { 48.4f, -9.7f, 15.2f }, { 47.8f, -9.8f, 15.8f }, { 47.3f, -9.3f, 14.3f }, { 45.4f, -10.1f, 13.1f }, { 41.9f, -12.7f, 12.0f }, { 37.8f, -15.8f, 11.2f }, { 34.3f, -18.4f, 10.7f }, { 32.7f, -19.7f, 10.4f }, { 32.7f, -19.7f, 10.4f } }; static EntThinkAdapter medic_cable_attack = new EntThinkAdapter() { public boolean think(edict_t self) { float[] offset = { 0, 0, 0 }, start = { 0, 0, 0 }, end = { 0, 0, 0 }, f = { 0, 0, 0 }, r = { 0, 0, 0 }; trace_t tr; float[] dir = { 0, 0, 0 }, angles = { 0, 0, 0 }; float distance; if (!self.enemy.inuse) return true; Math3D.AngleVectors(self.s.angles, f, r, null); Math3D.VectorCopy( medic_cable_offsets[self.s.frame - FRAME_attack42], offset); Math3D.G_ProjectSource(self.s.origin, offset, f, r, start); // check for max distance Math3D.VectorSubtract(start, self.enemy.s.origin, dir); distance = Math3D.VectorLength(dir); if (distance > 256) return true; // check for min/max pitch Math3D.vectoangles(dir, angles); if (angles[0] < -180) angles[0] += 360; if (Math.abs(angles[0]) > 45) return true; tr = GameBase.gi.trace(start, null, null, self.enemy.s.origin, self, Defines.MASK_SHOT); if (tr.fraction != 1.0 && tr.ent != self.enemy) return true; if (self.s.frame == FRAME_attack43) { GameBase.gi.sound(self.enemy, Defines.CHAN_AUTO, sound_hook_hit, 1, Defines.ATTN_NORM, 0); self.enemy.monsterinfo.aiflags |= Defines.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; GameSpawn.ED_CallSpawn(self.enemy); self.enemy.owner = null; if (self.enemy.think != null) { self.enemy.nextthink = GameBase.level.time; self.enemy.think.think(self.enemy); } self.enemy.monsterinfo.aiflags |= Defines.AI_RESURRECTING; if (self.oldenemy != null && self.oldenemy.client != null) { self.enemy.enemy = self.oldenemy; GameUtil.FoundTarget(self.enemy); } } else { if (self.s.frame == FRAME_attack44) GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_hook_heal, 1, Defines.ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment Math3D.VectorMA(start, 8, f, start); // adjust end z for end spot since the monster is currently dead Math3D.VectorCopy(self.enemy.s.origin, end); end[2] = self.enemy.absmin[2] + self.enemy.size[2] / 2; GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_MEDIC_CABLE_ATTACK); GameBase.gi.WriteShort(self.index); GameBase.gi.WritePosition(start); GameBase.gi.WritePosition(end); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); return true; } }; static EntThinkAdapter medic_hook_retract = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_hook_retract, 1, Defines.ATTN_NORM, 0); self.enemy.monsterinfo.aiflags &= ~Defines.AI_RESURRECTING; return true; } }; static mframe_t medic_frames_attackCable[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 5, null), new mframe_t(GameAI.ai_move, 4.4f, null), new mframe_t(GameAI.ai_charge, 4.7f, null), new mframe_t(GameAI.ai_charge, 5, null), new mframe_t(GameAI.ai_charge, 6, null), new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_move, 0, medic_hook_launch), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, 0, medic_cable_attack), new mframe_t(GameAI.ai_move, -15, medic_hook_retract), new mframe_t(GameAI.ai_move, -1.5f, null), new mframe_t(GameAI.ai_move, -1.2f, null), new mframe_t(GameAI.ai_move, -3, null), new mframe_t(GameAI.ai_move, -2, null), new mframe_t(GameAI.ai_move, 0.3f, null), new mframe_t(GameAI.ai_move, 0.7f, null), new mframe_t(GameAI.ai_move, 1.2f, null), new mframe_t(GameAI.ai_move, 1.3f, null) }; static mmove_t medic_move_attackCable = new mmove_t(FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run); static EntThinkAdapter medic_attack = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_MEDIC) != 0) self.monsterinfo.currentmove = medic_move_attackCable; else self.monsterinfo.currentmove = medic_move_attackBlaster; return true; } }; static EntThinkAdapter medic_checkattack = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_MEDIC) != 0) { medic_attack.think(self); return true; } return GameUtil.M_CheckAttack.think(self); } }; /* * QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ static void SP_monster_medic(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return; } sound_idle1 = GameBase.gi.soundindex("medic/idle.wav"); sound_pain1 = GameBase.gi.soundindex("medic/medpain1.wav"); sound_pain2 = GameBase.gi.soundindex("medic/medpain2.wav"); sound_die = GameBase.gi.soundindex("medic/meddeth1.wav"); sound_sight = GameBase.gi.soundindex("medic/medsght1.wav"); sound_search = GameBase.gi.soundindex("medic/medsrch1.wav"); sound_hook_launch = GameBase.gi.soundindex("medic/medatck2.wav"); sound_hook_hit = GameBase.gi.soundindex("medic/medatck3.wav"); sound_hook_heal = GameBase.gi.soundindex("medic/medatck4.wav"); sound_hook_retract = GameBase.gi.soundindex("medic/medatck5.wav"); GameBase.gi.soundindex("medic/medatck1.wav"); self.movetype = Defines.MOVETYPE_STEP; self.solid = Defines.SOLID_BBOX; self.s.modelindex = GameBase.gi .modelindex("models/monsters/medic/tris.md2"); Math3D.VectorSet(self.mins, -24, -24, -24); Math3D.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; GameBase.gi.linkentity(self); self.monsterinfo.currentmove = medic_move_stand; self.monsterinfo.scale = MODEL_SCALE; GameAI.walkmonster_start.think(self); } }