1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19 */
20 /*
21 ==============================================================================
22
23 MEDIC
24
25 ==============================================================================
26 */
27
28 #include "g_local.h"
29 #include "m_medic.h"
30
31 qboolean visible (edict_t *self, edict_t *other);
32
33
34 static int sound_idle1;
35 static int sound_pain1;
36 static int sound_pain2;
37 static int sound_die;
38 static int sound_sight;
39 static int sound_search;
40 static int sound_hook_launch;
41 static int sound_hook_hit;
42 static int sound_hook_heal;
43 static int sound_hook_retract;
44
45
medic_FindDeadMonster(edict_t * self)46 edict_t *medic_FindDeadMonster (edict_t *self)
47 {
48 edict_t *ent = NULL;
49 edict_t *best = NULL;
50
51 while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
52 {
53 if (ent == self)
54 continue;
55 if (!(ent->svflags & SVF_MONSTER))
56 continue;
57 if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
58 continue;
59 if (ent->owner)
60 continue;
61 if (ent->health > 0)
62 continue;
63 if (ent->nextthink)
64 continue;
65 if (!visible(self, ent))
66 continue;
67 if (!best)
68 {
69 best = ent;
70 continue;
71 }
72 if (ent->max_health <= best->max_health)
73 continue;
74 best = ent;
75 }
76
77 return best;
78 }
79
medic_idle(edict_t * self)80 void medic_idle (edict_t *self)
81 {
82 edict_t *ent;
83
84 gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
85
86 ent = medic_FindDeadMonster(self);
87 if (ent)
88 {
89 self->enemy = ent;
90 self->enemy->owner = self;
91 self->monsterinfo.aiflags |= AI_MEDIC;
92 FoundTarget (self);
93 }
94 }
95
medic_search(edict_t * self)96 void medic_search (edict_t *self)
97 {
98 edict_t *ent;
99
100 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
101
102 if (!self->oldenemy)
103 {
104 ent = medic_FindDeadMonster(self);
105 if (ent)
106 {
107 self->oldenemy = self->enemy;
108 self->enemy = ent;
109 self->enemy->owner = self;
110 self->monsterinfo.aiflags |= AI_MEDIC;
111 FoundTarget (self);
112 }
113 }
114 }
115
medic_sight(edict_t * self,edict_t * other)116 void medic_sight (edict_t *self, edict_t *other)
117 {
118 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
119 }
120
121
122 mframe_t medic_frames_stand [] =
123 {
124 {ai_stand, 0, medic_idle},
125 {ai_stand, 0, NULL},
126 {ai_stand, 0, NULL},
127 {ai_stand, 0, NULL},
128 {ai_stand, 0, NULL},
129 {ai_stand, 0, NULL},
130 {ai_stand, 0, NULL},
131 {ai_stand, 0, NULL},
132 {ai_stand, 0, NULL},
133 {ai_stand, 0, NULL},
134 {ai_stand, 0, NULL},
135 {ai_stand, 0, NULL},
136 {ai_stand, 0, NULL},
137 {ai_stand, 0, NULL},
138 {ai_stand, 0, NULL},
139 {ai_stand, 0, NULL},
140 {ai_stand, 0, NULL},
141 {ai_stand, 0, NULL},
142 {ai_stand, 0, NULL},
143 {ai_stand, 0, NULL},
144 {ai_stand, 0, NULL},
145 {ai_stand, 0, NULL},
146 {ai_stand, 0, NULL},
147 {ai_stand, 0, NULL},
148 {ai_stand, 0, NULL},
149 {ai_stand, 0, NULL},
150 {ai_stand, 0, NULL},
151 {ai_stand, 0, NULL},
152 {ai_stand, 0, NULL},
153 {ai_stand, 0, NULL},
154 {ai_stand, 0, NULL},
155 {ai_stand, 0, NULL},
156 {ai_stand, 0, NULL},
157 {ai_stand, 0, NULL},
158 {ai_stand, 0, NULL},
159 {ai_stand, 0, NULL},
160 {ai_stand, 0, NULL},
161 {ai_stand, 0, NULL},
162 {ai_stand, 0, NULL},
163 {ai_stand, 0, NULL},
164 {ai_stand, 0, NULL},
165 {ai_stand, 0, NULL},
166 {ai_stand, 0, NULL},
167 {ai_stand, 0, NULL},
168 {ai_stand, 0, NULL},
169 {ai_stand, 0, NULL},
170 {ai_stand, 0, NULL},
171 {ai_stand, 0, NULL},
172 {ai_stand, 0, NULL},
173 {ai_stand, 0, NULL},
174 {ai_stand, 0, NULL},
175 {ai_stand, 0, NULL},
176 {ai_stand, 0, NULL},
177 {ai_stand, 0, NULL},
178 {ai_stand, 0, NULL},
179 {ai_stand, 0, NULL},
180 {ai_stand, 0, NULL},
181 {ai_stand, 0, NULL},
182 {ai_stand, 0, NULL},
183 {ai_stand, 0, NULL},
184 {ai_stand, 0, NULL},
185 {ai_stand, 0, NULL},
186 {ai_stand, 0, NULL},
187 {ai_stand, 0, NULL},
188 {ai_stand, 0, NULL},
189 {ai_stand, 0, NULL},
190 {ai_stand, 0, NULL},
191 {ai_stand, 0, NULL},
192 {ai_stand, 0, NULL},
193 {ai_stand, 0, NULL},
194 {ai_stand, 0, NULL},
195 {ai_stand, 0, NULL},
196 {ai_stand, 0, NULL},
197 {ai_stand, 0, NULL},
198 {ai_stand, 0, NULL},
199 {ai_stand, 0, NULL},
200 {ai_stand, 0, NULL},
201 {ai_stand, 0, NULL},
202 {ai_stand, 0, NULL},
203 {ai_stand, 0, NULL},
204 {ai_stand, 0, NULL},
205 {ai_stand, 0, NULL},
206 {ai_stand, 0, NULL},
207 {ai_stand, 0, NULL},
208 {ai_stand, 0, NULL},
209 {ai_stand, 0, NULL},
210 {ai_stand, 0, NULL},
211 {ai_stand, 0, NULL},
212 {ai_stand, 0, NULL},
213 {ai_stand, 0, NULL},
214
215 };
216 mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
217
medic_stand(edict_t * self)218 void medic_stand (edict_t *self)
219 {
220 self->monsterinfo.currentmove = &medic_move_stand;
221 }
222
223
224 mframe_t medic_frames_walk [] =
225 {
226 {ai_walk, 6.2, NULL},
227 {ai_walk, 18.1, NULL},
228 {ai_walk, 1, NULL},
229 {ai_walk, 9, NULL},
230 {ai_walk, 10, NULL},
231 {ai_walk, 9, NULL},
232 {ai_walk, 11, NULL},
233 {ai_walk, 11.6, NULL},
234 {ai_walk, 2, NULL},
235 {ai_walk, 9.9, NULL},
236 {ai_walk, 14, NULL},
237 {ai_walk, 9.3, NULL}
238 };
239 mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
240
medic_walk(edict_t * self)241 void medic_walk (edict_t *self)
242 {
243 self->monsterinfo.currentmove = &medic_move_walk;
244 }
245
246
247 mframe_t medic_frames_run [] =
248 {
249 {ai_run, 18, NULL},
250 {ai_run, 22.5, NULL},
251 {ai_run, 25.4, NULL},
252 {ai_run, 23.4, NULL},
253 {ai_run, 24, NULL},
254 {ai_run, 35.6, NULL}
255
256 };
257 mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
258
medic_run(edict_t * self)259 void medic_run (edict_t *self)
260 {
261 if (!(self->monsterinfo.aiflags & AI_MEDIC))
262 {
263 edict_t *ent;
264
265 ent = medic_FindDeadMonster(self);
266 if (ent)
267 {
268 self->oldenemy = self->enemy;
269 self->enemy = ent;
270 self->enemy->owner = self;
271 self->monsterinfo.aiflags |= AI_MEDIC;
272 FoundTarget (self);
273 return;
274 }
275 }
276
277 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
278 self->monsterinfo.currentmove = &medic_move_stand;
279 else
280 self->monsterinfo.currentmove = &medic_move_run;
281 }
282
283
284 mframe_t medic_frames_pain1 [] =
285 {
286 {ai_move, 0, NULL},
287 {ai_move, 0, NULL},
288 {ai_move, 0, NULL},
289 {ai_move, 0, NULL},
290 {ai_move, 0, NULL},
291 {ai_move, 0, NULL},
292 {ai_move, 0, NULL},
293 {ai_move, 0, NULL}
294 };
295 mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
296
297 mframe_t medic_frames_pain2 [] =
298 {
299 {ai_move, 0, NULL},
300 {ai_move, 0, NULL},
301 {ai_move, 0, NULL},
302 {ai_move, 0, NULL},
303 {ai_move, 0, NULL},
304 {ai_move, 0, NULL},
305 {ai_move, 0, NULL},
306 {ai_move, 0, NULL},
307 {ai_move, 0, NULL},
308 {ai_move, 0, NULL},
309 {ai_move, 0, NULL},
310 {ai_move, 0, NULL},
311 {ai_move, 0, NULL},
312 {ai_move, 0, NULL},
313 {ai_move, 0, NULL}
314 };
315 mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
316
medic_pain(edict_t * self,edict_t * other,float kick,int damage)317 void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
318 {
319 if (self->health < (self->max_health / 2))
320 self->s.skinnum = 1;
321
322 if (level.time < self->pain_debounce_time)
323 return;
324
325 self->pain_debounce_time = level.time + 3;
326
327 if (skill->value == 3)
328 return; // no pain anims in nightmare
329
330 if (random() < 0.5)
331 {
332 self->monsterinfo.currentmove = &medic_move_pain1;
333 gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
334 }
335 else
336 {
337 self->monsterinfo.currentmove = &medic_move_pain2;
338 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
339 }
340 }
341
medic_fire_blaster(edict_t * self)342 void medic_fire_blaster (edict_t *self)
343 {
344 vec3_t start;
345 vec3_t forward, right;
346 vec3_t end;
347 vec3_t dir;
348 int effect;
349
350 if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
351 effect = EF_BLASTER;
352 else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
353 effect = EF_HYPERBLASTER;
354 else
355 effect = 0;
356
357 AngleVectors (self->s.angles, forward, right, NULL);
358 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
359
360 VectorCopy (self->enemy->s.origin, end);
361 end[2] += self->enemy->viewheight;
362 VectorSubtract (end, start, dir);
363
364 monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
365 }
366
367
medic_dead(edict_t * self)368 void medic_dead (edict_t *self)
369 {
370 VectorSet (self->mins, -16, -16, -24);
371 VectorSet (self->maxs, 16, 16, -8);
372 self->movetype = MOVETYPE_TOSS;
373 self->svflags |= SVF_DEADMONSTER;
374 self->nextthink = 0;
375 gi.linkentity (self);
376 }
377
378 mframe_t medic_frames_death [] =
379 {
380 {ai_move, 0, NULL},
381 {ai_move, 0, NULL},
382 {ai_move, 0, NULL},
383 {ai_move, 0, NULL},
384 {ai_move, 0, NULL},
385 {ai_move, 0, NULL},
386 {ai_move, 0, NULL},
387 {ai_move, 0, NULL},
388 {ai_move, 0, NULL},
389 {ai_move, 0, NULL},
390 {ai_move, 0, NULL},
391 {ai_move, 0, NULL},
392 {ai_move, 0, NULL},
393 {ai_move, 0, NULL},
394 {ai_move, 0, NULL},
395 {ai_move, 0, NULL},
396 {ai_move, 0, NULL},
397 {ai_move, 0, NULL},
398 {ai_move, 0, NULL},
399 {ai_move, 0, NULL},
400 {ai_move, 0, NULL},
401 {ai_move, 0, NULL},
402 {ai_move, 0, NULL},
403 {ai_move, 0, NULL},
404 {ai_move, 0, NULL},
405 {ai_move, 0, NULL},
406 {ai_move, 0, NULL},
407 {ai_move, 0, NULL},
408 {ai_move, 0, NULL},
409 {ai_move, 0, NULL}
410 };
411 mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
412
medic_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)413 void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
414 {
415 int n;
416
417 // if we had a pending patient, free him up for another medic
418 if ((self->enemy) && (self->enemy->owner == self))
419 self->enemy->owner = NULL;
420
421 // check for gib
422 if (self->health <= self->gib_health)
423 {
424 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
425 for (n= 0; n < 2; n++)
426 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
427 for (n= 0; n < 4; n++)
428 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
429 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
430 self->deadflag = DEAD_DEAD;
431 return;
432 }
433
434 if (self->deadflag == DEAD_DEAD)
435 return;
436
437 // regular death
438 gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
439 self->deadflag = DEAD_DEAD;
440 self->takedamage = DAMAGE_YES;
441
442 self->monsterinfo.currentmove = &medic_move_death;
443 }
444
445
medic_duck_down(edict_t * self)446 void medic_duck_down (edict_t *self)
447 {
448 if (self->monsterinfo.aiflags & AI_DUCKED)
449 return;
450 self->monsterinfo.aiflags |= AI_DUCKED;
451 self->maxs[2] -= 32;
452 self->takedamage = DAMAGE_YES;
453 self->monsterinfo.pausetime = level.time + 1;
454 gi.linkentity (self);
455 }
456
medic_duck_hold(edict_t * self)457 void medic_duck_hold (edict_t *self)
458 {
459 if (level.time >= self->monsterinfo.pausetime)
460 self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
461 else
462 self->monsterinfo.aiflags |= AI_HOLD_FRAME;
463 }
464
medic_duck_up(edict_t * self)465 void medic_duck_up (edict_t *self)
466 {
467 self->monsterinfo.aiflags &= ~AI_DUCKED;
468 self->maxs[2] += 32;
469 self->takedamage = DAMAGE_AIM;
470 gi.linkentity (self);
471 }
472
473 mframe_t medic_frames_duck [] =
474 {
475 {ai_move, -1, NULL},
476 {ai_move, -1, NULL},
477 {ai_move, -1, medic_duck_down},
478 {ai_move, -1, medic_duck_hold},
479 {ai_move, -1, NULL},
480 {ai_move, -1, NULL},
481 {ai_move, -1, medic_duck_up},
482 {ai_move, -1, NULL},
483 {ai_move, -1, NULL},
484 {ai_move, -1, NULL},
485 {ai_move, -1, NULL},
486 {ai_move, -1, NULL},
487 {ai_move, -1, NULL},
488 {ai_move, -1, NULL},
489 {ai_move, -1, NULL},
490 {ai_move, -1, NULL}
491 };
492 mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
493
medic_dodge(edict_t * self,edict_t * attacker,float eta)494 void medic_dodge (edict_t *self, edict_t *attacker, float eta)
495 {
496 if (random() > 0.25)
497 return;
498
499 if (!self->enemy)
500 self->enemy = attacker;
501
502 self->monsterinfo.currentmove = &medic_move_duck;
503 }
504
505 mframe_t medic_frames_attackHyperBlaster [] =
506 {
507 {ai_charge, 0, NULL},
508 {ai_charge, 0, NULL},
509 {ai_charge, 0, NULL},
510 {ai_charge, 0, NULL},
511 {ai_charge, 0, medic_fire_blaster},
512 {ai_charge, 0, medic_fire_blaster},
513 {ai_charge, 0, medic_fire_blaster},
514 {ai_charge, 0, medic_fire_blaster},
515 {ai_charge, 0, medic_fire_blaster},
516 {ai_charge, 0, medic_fire_blaster},
517 {ai_charge, 0, medic_fire_blaster},
518 {ai_charge, 0, medic_fire_blaster},
519 {ai_charge, 0, medic_fire_blaster},
520 {ai_charge, 0, medic_fire_blaster},
521 {ai_charge, 0, medic_fire_blaster},
522 {ai_charge, 0, medic_fire_blaster}
523 };
524 mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
525
526
medic_continue(edict_t * self)527 void medic_continue (edict_t *self)
528 {
529 if (visible (self, self->enemy) )
530 if (random() <= 0.95)
531 self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
532 }
533
534
535 mframe_t medic_frames_attackBlaster [] =
536 {
537 {ai_charge, 0, NULL},
538 {ai_charge, 5, NULL},
539 {ai_charge, 5, NULL},
540 {ai_charge, 3, NULL},
541 {ai_charge, 2, NULL},
542 {ai_charge, 0, NULL},
543 {ai_charge, 0, NULL},
544 {ai_charge, 0, NULL},
545 {ai_charge, 0, medic_fire_blaster},
546 {ai_charge, 0, NULL},
547 {ai_charge, 0, NULL},
548 {ai_charge, 0, medic_fire_blaster},
549 {ai_charge, 0, NULL},
550 {ai_charge, 0, medic_continue} // Change to medic_continue... Else, go to frame 32
551 };
552 mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
553
554
medic_hook_launch(edict_t * self)555 void medic_hook_launch (edict_t *self)
556 {
557 gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
558 }
559
560 void ED_CallSpawn (edict_t *ent);
561
562 static vec3_t medic_cable_offsets[] =
563 {
564 {45.0, -9.2, 15.5},
565 {48.4, -9.7, 15.2},
566 {47.8, -9.8, 15.8},
567 {47.3, -9.3, 14.3},
568 {45.4, -10.1, 13.1},
569 {41.9, -12.7, 12.0},
570 {37.8, -15.8, 11.2},
571 {34.3, -18.4, 10.7},
572 {32.7, -19.7, 10.4},
573 {32.7, -19.7, 10.4}
574 };
575
medic_cable_attack(edict_t * self)576 void medic_cable_attack (edict_t *self)
577 {
578 vec3_t offset, start, end, f, r;
579 trace_t tr;
580 vec3_t dir, angles;
581 float distance;
582
583 if (!self->enemy->inuse)
584 return;
585
586 AngleVectors (self->s.angles, f, r, NULL);
587 VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
588 G_ProjectSource (self->s.origin, offset, f, r, start);
589
590 // check for max distance
591 VectorSubtract (start, self->enemy->s.origin, dir);
592 distance = VectorLength(dir);
593 if (distance > 256)
594 return;
595
596 // check for min/max pitch
597 vectoangles (dir, angles);
598 if (angles[0] < -180)
599 angles[0] += 360;
600 if (fabs(angles[0]) > 45)
601 return;
602
603 tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
604 if (tr.fraction != 1.0 && tr.ent != self->enemy)
605 return;
606
607 if (self->s.frame == FRAME_attack43)
608 {
609 gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
610 self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
611 }
612 else if (self->s.frame == FRAME_attack50)
613 {
614 self->enemy->spawnflags = 0;
615 self->enemy->monsterinfo.aiflags = 0;
616 self->enemy->target = NULL;
617 self->enemy->targetname = NULL;
618 self->enemy->combattarget = NULL;
619 self->enemy->deathtarget = NULL;
620 self->enemy->owner = self;
621 ED_CallSpawn (self->enemy);
622 self->enemy->owner = NULL;
623 if (self->enemy->think)
624 {
625 self->enemy->nextthink = level.time;
626 self->enemy->think (self->enemy);
627 }
628 self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
629 if (self->oldenemy && self->oldenemy->client)
630 {
631 self->enemy->enemy = self->oldenemy;
632 FoundTarget (self->enemy);
633 }
634 }
635 else
636 {
637 if (self->s.frame == FRAME_attack44)
638 gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
639 }
640
641 // adjust start for beam origin being in middle of a segment
642 VectorMA (start, 8, f, start);
643
644 // adjust end z for end spot since the monster is currently dead
645 VectorCopy (self->enemy->s.origin, end);
646 end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
647
648 gi.WriteByte (svc_temp_entity);
649 gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
650 gi.WriteShort (self - g_edicts);
651 gi.WritePosition (start);
652 gi.WritePosition (end);
653 gi.multicast (self->s.origin, MULTICAST_PVS);
654 }
655
medic_hook_retract(edict_t * self)656 void medic_hook_retract (edict_t *self)
657 {
658 gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
659 self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
660 }
661
662 mframe_t medic_frames_attackCable [] =
663 {
664 {ai_move, 2, NULL},
665 {ai_move, 3, NULL},
666 {ai_move, 5, NULL},
667 {ai_move, 4.4, NULL},
668 {ai_charge, 4.7, NULL},
669 {ai_charge, 5, NULL},
670 {ai_charge, 6, NULL},
671 {ai_charge, 4, NULL},
672 {ai_charge, 0, NULL},
673 {ai_move, 0, medic_hook_launch},
674 {ai_move, 0, medic_cable_attack},
675 {ai_move, 0, medic_cable_attack},
676 {ai_move, 0, medic_cable_attack},
677 {ai_move, 0, medic_cable_attack},
678 {ai_move, 0, medic_cable_attack},
679 {ai_move, 0, medic_cable_attack},
680 {ai_move, 0, medic_cable_attack},
681 {ai_move, 0, medic_cable_attack},
682 {ai_move, 0, medic_cable_attack},
683 {ai_move, -15, medic_hook_retract},
684 {ai_move, -1.5, NULL},
685 {ai_move, -1.2, NULL},
686 {ai_move, -3, NULL},
687 {ai_move, -2, NULL},
688 {ai_move, 0.3, NULL},
689 {ai_move, 0.7, NULL},
690 {ai_move, 1.2, NULL},
691 {ai_move, 1.3, NULL}
692 };
693 mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
694
695
medic_attack(edict_t * self)696 void medic_attack(edict_t *self)
697 {
698 if (self->monsterinfo.aiflags & AI_MEDIC)
699 self->monsterinfo.currentmove = &medic_move_attackCable;
700 else
701 self->monsterinfo.currentmove = &medic_move_attackBlaster;
702 }
703
medic_checkattack(edict_t * self)704 qboolean medic_checkattack (edict_t *self)
705 {
706 if (self->monsterinfo.aiflags & AI_MEDIC)
707 {
708 medic_attack(self);
709 return true;
710 }
711
712 return M_CheckAttack (self);
713 }
714
715
716 /*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
717 */
SP_monster_medic(edict_t * self)718 void SP_monster_medic (edict_t *self)
719 {
720 if (deathmatch->value)
721 {
722 G_FreeEdict (self);
723 return;
724 }
725
726 sound_idle1 = gi.soundindex ("medic/idle.wav");
727 sound_pain1 = gi.soundindex ("medic/medpain1.wav");
728 sound_pain2 = gi.soundindex ("medic/medpain2.wav");
729 sound_die = gi.soundindex ("medic/meddeth1.wav");
730 sound_sight = gi.soundindex ("medic/medsght1.wav");
731 sound_search = gi.soundindex ("medic/medsrch1.wav");
732 sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
733 sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
734 sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
735 sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
736
737 gi.soundindex ("medic/medatck1.wav");
738
739 self->movetype = MOVETYPE_STEP;
740 self->solid = SOLID_BBOX;
741 self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
742 VectorSet (self->mins, -24, -24, -24);
743 VectorSet (self->maxs, 24, 24, 32);
744
745 self->health = 300;
746 self->gib_health = -130;
747 self->mass = 400;
748
749 self->pain = medic_pain;
750 self->die = medic_die;
751
752 self->monsterinfo.stand = medic_stand;
753 self->monsterinfo.walk = medic_walk;
754 self->monsterinfo.run = medic_run;
755 self->monsterinfo.dodge = medic_dodge;
756 self->monsterinfo.attack = medic_attack;
757 self->monsterinfo.melee = NULL;
758 self->monsterinfo.sight = medic_sight;
759 self->monsterinfo.idle = medic_idle;
760 self->monsterinfo.search = medic_search;
761 self->monsterinfo.checkattack = medic_checkattack;
762
763 gi.linkentity (self);
764
765 self->monsterinfo.currentmove = &medic_move_stand;
766 self->monsterinfo.scale = MODEL_SCALE;
767
768 walkmonster_start (self);
769 }
770