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- /*
- 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.
- */
- /*
- ==============================================================================
- MEDIC
- ==============================================================================
- */
- #include "g_local.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 *other)
- {
- 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 *other, float kick, 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 (random() < 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 *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- 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 eta)
- {
- if (random() > 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 (random() <= 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);
- }
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