1 /*
2 ==============================================================================
3 
4 carrier
5 
6 ==============================================================================
7 */
8 
9 // self->timestamp used for frame calculations in grenade & spawn code
10 // self->wait used to prevent rapid refire of rocket launcher
11 
12 #include "g_local.h"
13 #include "m_carrier.h"
14 
15 #define	CARRIER_ROCKET_TIME		2		// number of seconds between rocket shots
16 #define CARRIER_ROCKET_SPEED	750
17 #define	NUM_FLYERS_SPAWNED		6		// max # of flyers he can spawn
18 
19 #define	RAIL_FIRE_TIME			3
20 
21 void BossExplode (edict_t *self);
22 void Grenade_Explode (edict_t *ent);
23 
24 qboolean infront (edict_t *self, edict_t *other);
25 qboolean inback (edict_t *self, edict_t *other);
26 qboolean below (edict_t *self, edict_t *other);
27 void drawbbox (edict_t *self);
28 
29 //char *ED_NewString (char *string);
30 void ED_CallSpawn (edict_t *ent);
31 
32 static int	sound_pain1;
33 static int	sound_pain2;
34 static int	sound_pain3;
35 static int	sound_death;
36 //static int	sound_search1;
37 static int	sound_sight;
38 static int	sound_rail;
39 static int	sound_spawn;
40 
41 float	orig_yaw_speed;
42 
43 vec3_t flyer_mins = {-16, -16, -24};
44 vec3_t flyer_maxs = {16, 16, 16};
45 
46 extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze;
47 
48 
49 void carrier_run (edict_t *self);
50 void carrier_stand (edict_t *self);
51 void carrier_dead (edict_t *self);
52 void carrier_attack (edict_t *self);
53 void carrier_attack_mg (edict_t *self);
54 void carrier_reattack_mg (edict_t *self);
55 void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
56 
57 void carrier_attack_gren (edict_t *self);
58 void carrier_reattack_gren (edict_t *self);
59 
60 void carrier_start_spawn (edict_t *self);
61 void carrier_spawn_check (edict_t *self);
62 void carrier_prep_spawn (edict_t *self);
63 
64 void CarrierMachineGunHold (edict_t *self);
65 void CarrierRocket (edict_t *self);
66 
67 
carrier_sight(edict_t * self,edict_t * other)68 void carrier_sight (edict_t *self, edict_t *other)
69 {
70 	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
71 }
72 
73 // code starts here
74 //void carrier_search (edict_t *self)
75 //{
76 //	if (random() < 0.5)
77 //		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
78 //}
79 
80 //
81 // this is the smarts for the rocket launcher in coop
82 //
83 // if there is a player behind/below the carrier, and we can shoot, and we can trace a LOS to them ..
84 // pick one of the group, and let it rip
CarrierCoopCheck(edict_t * self)85 void CarrierCoopCheck (edict_t *self)
86 {
87 	// no more than 4 players in coop, so..
88 	edict_t *targets[4];
89 	int		num_targets = 0, target, player;
90 	edict_t *ent;
91 	trace_t	tr;
92 
93 	// if we're not in coop, this is a noop
94 	if (!coop || !coop->value)
95 		return;
96 	// if we are, and we have recently fired, bail
97 	if (self->wait > level.time)
98 		return;
99 
100 	memset (targets, 0, 4*sizeof(edict_t *));
101 
102 	// cycle through players
103 	for (player = 1; player <= game.maxclients; player++)
104 	{
105 		ent = &g_edicts[player];
106 		if (!ent->inuse)
107 			continue;
108 		if (!ent->client)
109 			continue;
110 		if (inback(self, ent) || below(self, ent))
111 		{
112 			tr = gi.trace (self->s.origin, NULL, NULL, ent->s.origin, self, MASK_SOLID);
113 			if (tr.fraction == 1.0)
114 			{
115 //				if ((g_showlogic) && (g_showlogic->value))
116 //					gi.dprintf ("Carrier: found a player who I can shoot\n");
117 				targets[num_targets++] = ent;
118 			}
119 		}
120 	}
121 
122 	if (!num_targets)
123 		return;
124 
125 	// get a number from 0 to (num_targets-1)
126 	target = random() * num_targets;
127 
128 	// just in case we got a 1.0 from random
129 	if (target == num_targets)
130 		target--;
131 
132 	// make sure to prevent rapid fire rockets
133 	self->wait = level.time + CARRIER_ROCKET_TIME;
134 
135 	// save off the real enemy
136 	ent = self->enemy;
137 	// set the new guy as temporary enemy
138 	self->enemy = targets[target];
139 	CarrierRocket (self);
140 	// put the real enemy back
141 	self->enemy = ent;
142 
143 	// we're done
144 	return;
145 }
146 
CarrierGrenade(edict_t * self)147 void CarrierGrenade (edict_t *self)
148 {
149 	vec3_t	start;
150 	vec3_t	forward, right, up;
151 	vec3_t	aim;
152 	int		flash_number;
153 	float	direction;		// from lower left to upper right, or lower right to upper left
154 	float	spreadR, spreadU;
155 	int		mytime;
156 
157 	CarrierCoopCheck(self);
158 
159 	if (!self->enemy)
160 		return;
161 
162 	if (random() < 0.5)
163 		direction = -1.0;
164 	else
165 		direction = 1.0;
166 
167 	mytime = (int)((level.time - self->timestamp)/0.4);
168 
169 	if (mytime == 0)
170 	{
171 		spreadR = 0.15 * direction;
172 //		spreadU = 0.1 * direction;
173 		spreadU = 0.1 - 0.1 * direction;
174 	}
175 	else if (mytime == 1)
176 	{
177 		spreadR = 0;
178 //		spreadU = 0;
179 		spreadU = 0.1;
180 	}
181 	else if (mytime == 2)
182 	{
183 		spreadR = -0.15 * direction;
184 //		spreadU = -0.1 * direction;
185 		spreadU = 0.1 - -0.1 * direction;
186 	}
187 	else if (mytime == 3)
188 	{
189 		spreadR = 0;
190 //		spreadU = 0;
191 		spreadU = 0.1;
192 	}
193 	else
194 	{
195 		// error, shoot straight
196 //		if ((g_showlogic) && (g_showlogic->value))
197 //			gi.dprintf ("CarrierGrenade: bad time  %2.2f   %2.2f\n", level.time, self->timestamp);
198 		spreadR = 0;
199 		spreadU = 0;
200 	}
201 
202 	AngleVectors (self->s.angles, forward, right, up);
203 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE], forward, right, start);
204 
205 	VectorSubtract (self->enemy->s.origin, start, aim);
206 	VectorNormalize (aim);
207 
208 	VectorMA (aim, spreadR, right, aim);
209 	VectorMA (aim, spreadU, up, aim);
210 
211 	if(aim[2] > 0.15)
212 		aim[2] = 0.15;
213 	else if(aim[2] < -0.5)
214 		aim[2] = -0.5;
215 
216 	flash_number = MZ2_GUNNER_GRENADE_1;
217 	monster_fire_grenade (self, start, aim, 50, 600, flash_number);
218 }
219 
CarrierPredictiveRocket(edict_t * self)220 void CarrierPredictiveRocket  (edict_t *self)
221 {
222 	vec3_t	forward, right;
223 	vec3_t	start;
224 	vec3_t	dir;
225 
226 //	if ((g_showlogic) && (g_showlogic->value))
227 //		gi.dprintf("predictive fire\n");
228 
229 	AngleVectors (self->s.angles, forward, right, NULL);
230 
231 //1
232 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
233 	PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
234 	monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);
235 
236 //2
237 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
238 	PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
239 	monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);
240 
241 //3
242 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
243 	PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
244 	monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);
245 
246 //4
247 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
248 	PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
249 	monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
250 }
251 
CarrierRocket(edict_t * self)252 void CarrierRocket (edict_t *self)
253 {
254 	vec3_t	forward, right;
255 	vec3_t	start;
256 	vec3_t	dir;
257 	vec3_t	vec;
258 
259 	if(self->enemy)
260 	{
261 		if(self->enemy->client && random() < 0.5)
262 		{
263 			CarrierPredictiveRocket(self);
264 			return;
265 		}
266 	}
267 	else
268 		return;
269 
270 	AngleVectors (self->s.angles, forward, right, NULL);
271 
272 //1
273 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
274 	VectorCopy (self->enemy->s.origin, vec);
275 //	vec[2] += self->enemy->viewheight;
276 	vec[2] -= 15;
277 	VectorSubtract (vec, start, dir);
278 	VectorNormalize (dir);
279 	VectorMA (dir, 0.4, right, dir);
280 	VectorNormalize (dir);
281 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);
282 
283 //2
284 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
285 	VectorCopy (self->enemy->s.origin, vec);
286 //	vec[2] += self->enemy->viewheight;
287 	VectorSubtract (vec, start, dir);
288 	VectorNormalize (dir);
289 	VectorMA (dir, 0.025, right, dir);
290 	VectorNormalize (dir);
291 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);
292 
293 //3
294 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
295 	VectorCopy (self->enemy->s.origin, vec);
296 //	vec[2] += self->enemy->viewheight;
297 	VectorSubtract (vec, start, dir);
298 	VectorNormalize (dir);
299 	VectorMA (dir, -0.025, right, dir);
300 	VectorNormalize (dir);
301 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);
302 
303 //4
304 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
305 	VectorCopy (self->enemy->s.origin, vec);
306 //	vec[2] += self->enemy->viewheight;
307 	vec[2] -= 15;
308 	VectorSubtract (vec, start, dir);
309 	VectorNormalize (dir);
310 	VectorMA (dir, -0.4, right, dir);
311 	VectorNormalize (dir);
312 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
313 
314 //5
315 //	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
316 //	VectorCopy (self->enemy->s.origin, vec);
317 //	vec[2] += self->enemy->viewheight;
318 //	VectorSubtract (vec, start, dir);
319 //	VectorNormalize (dir);
320 //	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
321 }
322 
carrier_firebullet_right(edict_t * self)323 void carrier_firebullet_right (edict_t *self)
324 {
325 	vec3_t	forward, right, target;
326 	vec3_t	start;
327 	int		flashnum;
328 
329 	// if we're in manual steering mode, it means we're leaning down .. use the lower shot
330 	if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
331 		flashnum = MZ2_CARRIER_MACHINEGUN_R2;
332 	else
333 		flashnum = MZ2_CARRIER_MACHINEGUN_R1;
334 
335 	AngleVectors (self->s.angles, forward, right, NULL);
336 	G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
337 
338 //	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
339 	VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
340 	target[2] += self->enemy->viewheight;
341 /*
342 			gi.WriteByte (svc_temp_entity);
343 			gi.WriteByte (TE_DEBUGTRAIL);
344 			gi.WritePosition (start);
345 			gi.WritePosition (target);
346 			gi.multicast (start, MULTICAST_ALL);
347 */
348 	VectorSubtract (target, start, forward);
349 	VectorNormalize (forward);
350 
351 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
352 }
353 
carrier_firebullet_left(edict_t * self)354 void carrier_firebullet_left (edict_t *self)
355 {
356 	vec3_t	forward, right, target;
357 	vec3_t	start;
358 	int		flashnum;
359 
360 	// if we're in manual steering mode, it means we're leaning down .. use the lower shot
361 	if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
362 		flashnum = MZ2_CARRIER_MACHINEGUN_L2;
363 	else
364 		flashnum = MZ2_CARRIER_MACHINEGUN_L1;
365 
366 	AngleVectors (self->s.angles, forward, right, NULL);
367 	G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
368 
369 //	VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
370 	VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
371 
372 	target[2] += self->enemy->viewheight;
373 	VectorSubtract (target, start, forward);
374 /*
375 			gi.WriteByte (svc_temp_entity);
376 			gi.WriteByte (TE_DEBUGTRAIL);
377 			gi.WritePosition (start);
378 			gi.WritePosition (target);
379 			gi.multicast (start, MULTICAST_ALL);
380 */
381 	VectorNormalize (forward);
382 
383 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
384 }
385 
CarrierMachineGun(edict_t * self)386 void CarrierMachineGun (edict_t *self)
387 {
388 	CarrierCoopCheck(self);
389 	if (self->enemy)
390 		carrier_firebullet_left(self);
391 	if (self->enemy)
392 		carrier_firebullet_right(self);
393 }
394 
CarrierSpawn(edict_t * self)395 void CarrierSpawn (edict_t *self)
396 {
397 	vec3_t	f, r, offset, startpoint, spawnpoint;
398 	edict_t	*ent;
399 	int		mytime;
400 
401 //	VectorSet (offset, 105, 0, -30); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
402 	VectorSet (offset, 105, 0, -58); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
403 	AngleVectors (self->s.angles, f, r, NULL);
404 
405 	G_ProjectSource (self->s.origin, offset, f, r, startpoint);
406 
407 	// the +0.1 is because level.time is sometimes a little low
408 	mytime = (int)((level.time + 0.1 - self->timestamp)/0.5);
409 //	if ((g_showlogic) && (g_showlogic->value))
410 //		gi.dprintf ("mytime = %d, (%2.2f)\n", mytime, level.time - self->timestamp);
411 
412 	if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
413 	{
414 		// the second flier should be a kamikaze flyer
415 		if (mytime != 2)
416 			ent = CreateMonster (spawnpoint, self->s.angles, "monster_flyer");
417 		else
418 			ent = CreateMonster (spawnpoint, self->s.angles, "monster_kamikaze");
419 
420 		if (!ent)
421 			return;
422 
423 		gi.sound (self, CHAN_BODY, sound_spawn, 1, ATTN_NONE, 0);
424 
425 		self->monsterinfo.monster_slots--;
426 //		if ((g_showlogic) && (g_showlogic->value))
427 //			gi.dprintf ("carrier: post-spawn : %d slots left\n", self->monsterinfo.monster_slots);
428 
429 		ent->nextthink = level.time;
430 		ent->think (ent);
431 
432 		ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
433 		ent->monsterinfo.commander = self;
434 
435 		if ((self->enemy->inuse) && (self->enemy->health > 0))
436 		{
437 			ent->enemy = self->enemy;
438 			FoundTarget (ent);
439 			if (mytime == 1)
440 			{
441 				ent->monsterinfo.lefty = 0;
442 				ent->monsterinfo.attack_state = AS_SLIDING;
443 				ent->monsterinfo.currentmove = &flyer_move_attack3;
444 			}
445 			else if (mytime == 2)
446 			{
447 				ent->monsterinfo.lefty = 0;
448 				ent->monsterinfo.attack_state = AS_STRAIGHT;
449 				ent->monsterinfo.currentmove = &flyer_move_kamikaze;
450 				ent->mass = 100;
451 				ent->monsterinfo.aiflags |= AI_CHARGING;
452 			}
453 			else if (mytime == 3)
454 			{
455 				ent->monsterinfo.lefty = 1;
456 				ent->monsterinfo.attack_state = AS_SLIDING;
457 				ent->monsterinfo.currentmove = &flyer_move_attack3;
458 			}
459 //			else if ((g_showlogic) && (g_showlogic->value))
460 //				gi.dprintf ("carrier:  unexpected time %d!\n", mytime);
461 		}
462 	}
463 }
464 
carrier_prep_spawn(edict_t * self)465 void carrier_prep_spawn (edict_t *self)
466 {
467 	CarrierCoopCheck(self);
468 	self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
469 	self->timestamp = level.time;
470 	self->yaw_speed = 10;
471 	CarrierMachineGun(self);
472 }
473 
carrier_spawn_check(edict_t * self)474 void carrier_spawn_check (edict_t *self)
475 {
476 //	gi.dprintf ("times - %2.2f %2.2f\n", level.time, self->timestamp);
477 	CarrierCoopCheck(self);
478 	CarrierMachineGun(self);
479 	CarrierSpawn (self);
480 
481 	if (level.time > (self->timestamp + 1.1))  // 0.5 seconds per flyer.  this gets three
482 	{
483 		self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
484 		self->yaw_speed = orig_yaw_speed;
485 		return;
486 	}
487 	else
488 		self->monsterinfo.nextframe = FRAME_spawn08;
489 }
490 
carrier_ready_spawn(edict_t * self)491 void carrier_ready_spawn (edict_t *self)
492 {
493 	float	current_yaw;
494 	vec3_t	offset, f, r, startpoint, spawnpoint;
495 
496 	CarrierCoopCheck(self);
497 	CarrierMachineGun(self);
498 
499 	current_yaw = anglemod(self->s.angles[YAW]);
500 
501 //	gi.dprintf ("yaws = %2.2f %2.2f\n", current_yaw, self->ideal_yaw);
502 
503 	if (fabs(current_yaw - self->ideal_yaw) > 0.1)
504 	{
505 		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
506 		self->timestamp += FRAMETIME;
507 		return;
508 	}
509 
510 	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
511 
512 	VectorSet (offset, 105,0,-58);
513 	AngleVectors (self->s.angles, f, r, NULL);
514 	G_ProjectSource (self->s.origin, offset, f, r, startpoint);
515 	if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
516 	{
517 		SpawnGrow_Spawn (spawnpoint, 0);
518 	}
519 }
520 
carrier_start_spawn(edict_t * self)521 void carrier_start_spawn (edict_t *self)
522 {
523 	int		mytime;
524 	float	enemy_yaw;
525 	vec3_t	temp;
526 //	vec3_t	offset, f, r, startpoint;
527 
528 	CarrierCoopCheck(self);
529 	if (!orig_yaw_speed)
530 		orig_yaw_speed = self->yaw_speed;
531 
532 	if (!self->enemy)
533 		return;
534 
535 	mytime = (int)((level.time - self->timestamp)/0.5);
536 
537 	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
538 	enemy_yaw = vectoyaw2(temp);
539 
540 	// note that the offsets are based on a forward of 105 from the end angle
541 	if (mytime == 0)
542 	{
543 		self->ideal_yaw = anglemod(enemy_yaw - 30);
544 //		VectorSet (offset, 90.9, 52.5, 0);
545 	}
546 	else if (mytime == 1)
547 	{
548 		self->ideal_yaw = anglemod(enemy_yaw);
549 //		VectorSet (offset, 90.9, -52.5, 0);
550 	}
551 	else if (mytime == 2)
552 	{
553 		self->ideal_yaw = anglemod(enemy_yaw + 30);
554 //		VectorSet (offset, 90.9, -52.5, 0);
555 	}
556 //	else if ((g_showlogic) && (g_showlogic->value))
557 //		gi.dprintf ("carrier: bad spawntime\n");
558 
559 	CarrierMachineGun (self);
560 }
561 
562 mframe_t carrier_frames_stand [] =
563 {
564 //	ai_stand, 0, drawbbox,
565 	ai_stand, 0, NULL,
566 	ai_stand, 0, NULL,
567 	ai_stand, 0, NULL,
568 	ai_stand, 0, NULL,
569 	ai_stand, 0, NULL,
570 	ai_stand, 0, NULL,
571 	ai_stand, 0, NULL,
572 	ai_stand, 0, NULL,
573 	ai_stand, 0, NULL,
574 	ai_stand, 0, NULL,
575 	ai_stand, 0, NULL,
576 	ai_stand, 0, NULL,
577 	ai_stand, 0, NULL
578 };
579 mmove_t	carrier_move_stand = {FRAME_search01, FRAME_search13, carrier_frames_stand, NULL};
580 
581 mframe_t carrier_frames_walk [] =
582 {
583 //	ai_walk,	12,	drawbbox,
584 	ai_walk,	4,	NULL,
585 	ai_walk,	4,	NULL,
586 	ai_walk,	4,	NULL,
587 	ai_walk,	4,	NULL,
588 	ai_walk,	4,	NULL,
589 	ai_walk,	4,	NULL,
590 	ai_walk,	4,	NULL,
591 	ai_walk,	4,	NULL,
592 	ai_walk,	4,	NULL,
593 	ai_walk,	4,	NULL,
594 	ai_walk,	4,	NULL,
595 	ai_walk,	4,	NULL,
596 	ai_walk,	4,	NULL
597 };
598 mmove_t carrier_move_walk = {FRAME_search01, FRAME_search13, carrier_frames_walk, NULL};
599 
600 
601 mframe_t carrier_frames_run [] =
602 {
603 //	ai_run,	12,	drawbbox,
604 	ai_run,	6,	CarrierCoopCheck,
605 	ai_run,	6,	CarrierCoopCheck,
606 	ai_run,	6,	CarrierCoopCheck,
607 	ai_run,	6,	CarrierCoopCheck,
608 	ai_run,	6,	CarrierCoopCheck,
609 	ai_run,	6,	CarrierCoopCheck,
610 	ai_run,	6,	CarrierCoopCheck,
611 	ai_run,	6,	CarrierCoopCheck,
612 	ai_run,	6,	CarrierCoopCheck,
613 	ai_run,	6,	CarrierCoopCheck,
614 	ai_run,	6,	CarrierCoopCheck,
615 	ai_run,	6,	CarrierCoopCheck,
616 	ai_run,	6,	CarrierCoopCheck
617 };
618 mmove_t carrier_move_run = {FRAME_search01, FRAME_search13, carrier_frames_run, NULL};
619 
620 mframe_t carrier_frames_attack_pre_mg [] =
621 {
622 	ai_charge,	4,	CarrierCoopCheck,
623 	ai_charge,	4,	CarrierCoopCheck,
624 	ai_charge,	4,	CarrierCoopCheck,
625 	ai_charge,	4,	CarrierCoopCheck,
626 	ai_charge,	4,	CarrierCoopCheck,
627 	ai_charge,	4,	CarrierCoopCheck,
628 	ai_charge,	4,	CarrierCoopCheck,
629 	ai_charge,	4,	carrier_attack_mg
630 };
631 mmove_t carrier_move_attack_pre_mg = {FRAME_firea01, FRAME_firea08, carrier_frames_attack_pre_mg, NULL};
632 
633 
634 // Loop this
635 mframe_t carrier_frames_attack_mg [] =
636 {
637 	ai_charge,	-2,	CarrierMachineGun,
638 	ai_charge,	-2,	CarrierMachineGun,
639 	ai_charge,	-2,	carrier_reattack_mg
640 /*
641 	ai_charge,	0,	CarrierMachineGunHold,
642 //	ai_charge,	0,	CarrierMachineGun,
643 	ai_charge,	0,	CarrierMachineGun,
644 	ai_charge,	0,	carrier_reattack_mg
645 */
646 };
647 mmove_t carrier_move_attack_mg = {FRAME_firea09, FRAME_firea11, carrier_frames_attack_mg, NULL};
648 
649 mframe_t carrier_frames_attack_post_mg [] =
650 {
651 	ai_charge,	4,	CarrierCoopCheck,
652 	ai_charge,	4,	CarrierCoopCheck,
653 	ai_charge,	4,	CarrierCoopCheck,
654 	ai_charge,	4,	CarrierCoopCheck
655 };
656 mmove_t carrier_move_attack_post_mg = {FRAME_firea12, FRAME_firea15, carrier_frames_attack_post_mg, carrier_run};
657 
658 mframe_t carrier_frames_attack_pre_gren [] =
659 {
660 	ai_charge, 4, CarrierCoopCheck,
661 	ai_charge, 4, CarrierCoopCheck,
662 	ai_charge, 4, CarrierCoopCheck,
663 	ai_charge, 4, CarrierCoopCheck,
664 	ai_charge, 4, CarrierCoopCheck,
665 	ai_charge, 4, carrier_attack_gren
666 };
667 mmove_t carrier_move_attack_pre_gren = {FRAME_fireb01, FRAME_fireb06, carrier_frames_attack_pre_gren, NULL};
668 
669 mframe_t carrier_frames_attack_gren [] =
670 {
671 	ai_charge, -15, CarrierGrenade,
672 	ai_charge, 4, CarrierCoopCheck,
673 	ai_charge, 4, CarrierCoopCheck,
674 	ai_charge, 4, carrier_reattack_gren
675 };
676 mmove_t carrier_move_attack_gren = {FRAME_fireb07, FRAME_fireb10, carrier_frames_attack_gren, NULL};
677 
678 mframe_t carrier_frames_attack_post_gren [] =
679 {
680 	ai_charge, 4, CarrierCoopCheck,
681 	ai_charge, 4, CarrierCoopCheck,
682 	ai_charge, 4, CarrierCoopCheck,
683 	ai_charge, 4, CarrierCoopCheck,
684 	ai_charge, 4, CarrierCoopCheck,
685 	ai_charge, 4, CarrierCoopCheck
686 };
687 mmove_t carrier_move_attack_post_gren = {FRAME_fireb11, FRAME_fireb16, carrier_frames_attack_post_gren, carrier_run};
688 
689 mframe_t carrier_frames_attack_rocket [] =
690 {
691 	ai_charge,	15,	CarrierRocket
692 };
693 mmove_t carrier_move_attack_rocket = {FRAME_fireb01, FRAME_fireb01, carrier_frames_attack_rocket, carrier_run};
694 
CarrierRail(edict_t * self)695 void CarrierRail (edict_t *self)
696 {
697 	vec3_t	start;
698 	vec3_t	dir;
699 	vec3_t	forward, right;
700 
701 	CarrierCoopCheck(self);
702 	AngleVectors (self->s.angles, forward, right, NULL);
703 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN], forward, right, start);
704 
705 	// calc direction to where we targeted
706 	VectorSubtract (self->pos1, start, dir);
707 	VectorNormalize (dir);
708 
709 	monster_fire_railgun (self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN);
710 	self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME;
711 }
712 
CarrierSaveLoc(edict_t * self)713 void CarrierSaveLoc (edict_t *self)
714 {
715 	CarrierCoopCheck(self);
716 	VectorCopy (self->enemy->s.origin, self->pos1);	//save for aiming the shot
717 	self->pos1[2] += self->enemy->viewheight;
718 };
719 
720 mframe_t carrier_frames_attack_rail [] =
721 {
722 	ai_charge, 2, CarrierCoopCheck,
723 	ai_charge, 2, CarrierSaveLoc,
724 	ai_charge, 2, CarrierCoopCheck,
725 	ai_charge, -20, CarrierRail,
726 	ai_charge, 2, CarrierCoopCheck,
727 	ai_charge, 2, CarrierCoopCheck,
728 	ai_charge, 2, CarrierCoopCheck,
729 	ai_charge, 2, CarrierCoopCheck,
730 	ai_charge, 2, CarrierCoopCheck
731 };
732 mmove_t carrier_move_attack_rail = {FRAME_search01, FRAME_search09, carrier_frames_attack_rail, carrier_run};
733 
734 mframe_t carrier_frames_spawn [] =
735 {
736 	ai_charge,	-2,	CarrierMachineGun,
737 	ai_charge,	-2,	CarrierMachineGun,
738 	ai_charge,	-2,	CarrierMachineGun,
739 	ai_charge,	-2,	CarrierMachineGun,
740 	ai_charge,	-2,	CarrierMachineGun,
741 	ai_charge,	-2,	CarrierMachineGun,
742 	ai_charge,	-2,	carrier_prep_spawn,		// 7 - end of wind down
743 	ai_charge,	-2,	carrier_start_spawn,		// 8 - start of spawn
744 	ai_charge,	-2,	carrier_ready_spawn,
745 	ai_charge,	-2,	CarrierMachineGun,
746 	ai_charge,	-2,	CarrierMachineGun,
747 	ai_charge,	-10, carrier_spawn_check,		//12 - actual spawn
748 	ai_charge,	-2,	CarrierMachineGun,		//13 - begin of wind down
749 	ai_charge,	-2,	CarrierMachineGun,
750 	ai_charge,	-2,	CarrierMachineGun,
751 	ai_charge,	-2,	CarrierMachineGun,
752 	ai_charge,	-2,	CarrierMachineGun,
753 	ai_charge,	-2,	carrier_reattack_mg		//18 - end of wind down
754 };
755 mmove_t carrier_move_spawn = {FRAME_spawn01, FRAME_spawn18, carrier_frames_spawn, NULL};
756 
757 mframe_t carrier_frames_pain_heavy [] =
758 {
759 	ai_move,	0,	NULL,
760 	ai_move,	0,	NULL,
761 	ai_move,	0,	NULL,
762 	ai_move,	0,	NULL,
763 	ai_move,	0,	NULL,
764 	ai_move,	0,	NULL,
765 	ai_move,	0,	NULL,
766 	ai_move,	0,	NULL,
767 	ai_move,	0,	NULL,
768 	ai_move,	0,	NULL
769 };
770 mmove_t carrier_move_pain_heavy = {FRAME_death01, FRAME_death10, carrier_frames_pain_heavy, carrier_run};
771 
772 mframe_t carrier_frames_pain_light [] =
773 {
774 	ai_move,	0,	NULL,
775 	ai_move,	0,	NULL,
776 	ai_move,	0,	NULL,
777 	ai_move,	0,	NULL
778 };
779 mmove_t carrier_move_pain_light = {FRAME_spawn01, FRAME_spawn04, carrier_frames_pain_light, carrier_run};
780 
781 mframe_t carrier_frames_death [] =
782 {
783 	ai_move,	0,	NULL,
784 	ai_move,	0,	NULL,
785 	ai_move,	0,	NULL,
786 	ai_move,	0,	NULL,
787 	ai_move,	0,	NULL,
788 	ai_move,	0,	NULL,
789 	ai_move,	0,	NULL,
790 	ai_move,	0,	NULL,
791 	ai_move,	0,	NULL,
792 	ai_move,	0,	NULL,
793 	ai_move,	0,	NULL,
794 	ai_move,	0,	NULL,
795 	ai_move,	0,	NULL,
796 	ai_move,	0,	NULL,
797 	ai_move,	0,	NULL,
798 	ai_move,	0,	BossExplode
799 };
800 mmove_t carrier_move_death = {FRAME_death01, FRAME_death16, carrier_frames_death, carrier_dead};
801 
carrier_stand(edict_t * self)802 void carrier_stand (edict_t *self)
803 {
804 //	gi.dprintf ("carrier stand\n");
805 	self->monsterinfo.currentmove = &carrier_move_stand;
806 }
807 
carrier_run(edict_t * self)808 void carrier_run (edict_t *self)
809 {
810 
811 //	gi.dprintf ("carrier run - %2.2f - %s \n", level.time, self->enemy->classname);
812 	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
813 
814 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
815 		self->monsterinfo.currentmove = &carrier_move_stand;
816 	else
817 		self->monsterinfo.currentmove = &carrier_move_run;
818 }
819 
carrier_walk(edict_t * self)820 void carrier_walk (edict_t *self)
821 {
822 	self->monsterinfo.currentmove = &carrier_move_walk;
823 }
824 
CarrierMachineGunHold(edict_t * self)825 void CarrierMachineGunHold (edict_t *self)
826 {
827 //	self->monsterinfo.aiflags |= AI_HOLD_FRAME;
828 //	self->yaw_speed = 0;
829 //	self->monsterinfo.currentmove = &carrier_move_attack_mg;
830 	CarrierMachineGun (self);
831 }
832 
carrier_attack(edict_t * self)833 void carrier_attack (edict_t *self)
834 {
835 	vec3_t	vec;
836 	float	range, luck;
837 	qboolean	enemy_inback, enemy_infront, enemy_below;
838 
839 //	gi.dprintf ("carrier attack\n");
840 
841 	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
842 
843 	if ((!self->enemy) || (!self->enemy->inuse))
844 		return;
845 
846 	enemy_inback = inback(self, self->enemy);
847 	enemy_infront = infront (self, self->enemy);
848 	enemy_below = below (self, self->enemy);
849 
850 	if (self->bad_area)
851 	{
852 		if ((enemy_inback) || (enemy_below))
853 			self->monsterinfo.currentmove = &carrier_move_attack_rocket;
854 		else if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
855 			self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
856 		else
857 		{
858 			gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
859 			self->monsterinfo.currentmove = &carrier_move_attack_rail;
860 		}
861 		return;
862 	}
863 
864 	if (self->monsterinfo.attack_state == AS_BLIND)
865 	{
866 		self->monsterinfo.currentmove = &carrier_move_spawn;
867 		return;
868 	}
869 
870 	if (!enemy_inback && !enemy_infront && !enemy_below) // to side and not under
871 	{
872 		if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
873 			self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
874 		else
875 		{
876 			gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
877 			self->monsterinfo.currentmove = &carrier_move_attack_rail;
878 		}
879 		return;
880 	}
881 
882 /*	if ((g_showlogic) && (g_showlogic->value))
883 	{
884 		gi.dprintf ("checking enemy ..");
885 		if (enemy_inback)
886 			gi.dprintf (" in back\n");
887 		else if (enemy_infront)
888 			gi.dprintf (" in front\n");
889 		else
890 			gi.dprintf (" inaccessible\n");
891 	}
892 */
893 	if (enemy_infront)
894 	{
895 		VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
896 		range = VectorLength (vec);
897 		if (range <= 125)
898 		{
899 			if ((random() < 0.8) || (level.time < self->monsterinfo.attack_finished))
900 				self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
901 			else
902 			{
903 				gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
904 				self->monsterinfo.currentmove = &carrier_move_attack_rail;
905 			}
906 		}
907 		else if (range < 600)
908 		{
909 			luck = random();
910 			if (self->monsterinfo.monster_slots > 2)
911 			{
912 				if (luck <= 0.20)
913 					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
914 				else if (luck <= 0.40)
915 					self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
916 				else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished))
917 				{
918 					gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
919 					self->monsterinfo.currentmove = &carrier_move_attack_rail;
920 				}
921 				else
922 					self->monsterinfo.currentmove = &carrier_move_spawn;
923 			}
924 			else
925 			{
926 				if (luck <= 0.30)
927 					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
928 				else if (luck <= 0.65)
929 					self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
930 				else if (level.time >= self->monsterinfo.attack_finished)
931 				{
932 					gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
933 					self->monsterinfo.currentmove = &carrier_move_attack_rail;
934 				}
935 				else
936 					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
937 			}
938 		}
939 		else // won't use grenades at this range
940 		{
941 			luck = random();
942 			if (self->monsterinfo.monster_slots > 2)
943 			{
944 				if (luck < 0.3)
945 					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
946 				else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished))
947 				{
948 					gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
949 					VectorCopy (self->enemy->s.origin, self->pos1);	//save for aiming the shot
950 					self->pos1[2] += self->enemy->viewheight;
951 					self->monsterinfo.currentmove = &carrier_move_attack_rail;
952 				}
953 				else
954 					self->monsterinfo.currentmove = &carrier_move_spawn;
955 			}
956 			else
957 			{
958 				if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished))
959 					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
960 				else
961 				{
962 					gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
963 					self->monsterinfo.currentmove = &carrier_move_attack_rail;
964 				}
965 			}
966 		}
967 	}
968 	else if ((enemy_below) || (enemy_inback))
969 	{
970 		self->monsterinfo.currentmove = &carrier_move_attack_rocket;
971 	}
972 }
973 
carrier_attack_mg(edict_t * self)974 void carrier_attack_mg (edict_t *self)
975 {
976 	CarrierCoopCheck(self);
977 	self->monsterinfo.currentmove = &carrier_move_attack_mg;
978 }
979 
carrier_reattack_mg(edict_t * self)980 void carrier_reattack_mg (edict_t *self)
981 {
982 	CarrierCoopCheck(self);
983 	if ( infront(self, self->enemy) )
984 		if (random() <= 0.5)
985 			if ((random() < 0.7) || (self->monsterinfo.monster_slots <= 2))
986 				self->monsterinfo.currentmove = &carrier_move_attack_mg;
987 			else
988 				self->monsterinfo.currentmove = &carrier_move_spawn;
989 		else
990 			self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
991 	else
992 		self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
993 }
994 
995 
carrier_attack_gren(edict_t * self)996 void carrier_attack_gren (edict_t *self)
997 {
998 //	gi.dprintf ("carrier_attack_gren - %2.2f\n",level.time);
999 	CarrierCoopCheck(self);
1000 	self->timestamp = level.time;
1001 	self->monsterinfo.currentmove = &carrier_move_attack_gren;
1002 }
1003 
carrier_reattack_gren(edict_t * self)1004 void carrier_reattack_gren (edict_t *self)
1005 {
1006 	CarrierCoopCheck(self);
1007 //	gi.dprintf ("carrier_reattack - %2.2f", level.time);
1008 	if ( infront(self, self->enemy) )
1009 		if (self->timestamp + 1.3 > level.time ) // four grenades
1010 		{
1011 //			gi.dprintf (" attacking\n");
1012 			self->monsterinfo.currentmove = &carrier_move_attack_gren;
1013 			return;
1014 		}
1015 //	gi.dprintf ("not attacking\n");
1016 	self->monsterinfo.currentmove = &carrier_move_attack_post_gren;
1017 }
1018 
1019 
carrier_pain(edict_t * self,edict_t * other,float kick,int damage)1020 void carrier_pain (edict_t *self, edict_t *other, float kick, int damage)
1021 {
1022 	qboolean changed = false;
1023 
1024 	if (self->health < (self->max_health / 2))
1025 		self->s.skinnum = 1;
1026 
1027 	if (skill->value == 3)
1028 		return;		// no pain anims in nightmare
1029 
1030 	//	gi.dprintf ("carrier pain\n");
1031 	if (level.time < self->pain_debounce_time)
1032 		return;
1033 
1034 	self->pain_debounce_time = level.time + 5;
1035 
1036 	if (damage < 10)
1037 	{
1038 		gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
1039 	}
1040 	else if (damage < 30)
1041 	{
1042 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
1043 		if (random() < 0.5)
1044 		{
1045 			changed = true;
1046 			self->monsterinfo.currentmove = &carrier_move_pain_light;
1047 		}
1048 	}
1049 	else
1050 	{
1051 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
1052 		self->monsterinfo.currentmove = &carrier_move_pain_heavy;
1053 		changed = true;
1054 	}
1055 
1056 	// if we changed frames, clean up our little messes
1057 	if (changed)
1058 	{
1059 		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
1060 		self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
1061 		self->yaw_speed = orig_yaw_speed;
1062 	}
1063 }
1064 
carrier_dead(edict_t * self)1065 void carrier_dead (edict_t *self)
1066 {
1067 	VectorSet (self->mins, -56, -56, 0);
1068 	VectorSet (self->maxs, 56, 56, 80);
1069 	self->movetype = MOVETYPE_TOSS;
1070 	self->svflags |= SVF_DEADMONSTER;
1071 	self->nextthink = 0;
1072 	gi.linkentity (self);
1073 }
1074 
carrier_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)1075 void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1076 {
1077 	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
1078 	self->deadflag = DEAD_DEAD;
1079 	self->takedamage = DAMAGE_NO;
1080 	self->count = 0;
1081 	self->monsterinfo.currentmove = &carrier_move_death;
1082 }
1083 
Carrier_CheckAttack(edict_t * self)1084 qboolean Carrier_CheckAttack (edict_t *self)
1085 {
1086 	vec3_t	spot1, spot2;
1087 	vec3_t	temp;
1088 	float	chance;
1089 	trace_t	tr;
1090 	qboolean	enemy_infront, enemy_inback, enemy_below;
1091 	int			enemy_range;
1092 	float		enemy_yaw;
1093 
1094 	if (self->enemy->health > 0)
1095 	{
1096 	// see if any entities are in the way of the shot
1097 		VectorCopy (self->s.origin, spot1);
1098 		spot1[2] += self->viewheight;
1099 		VectorCopy (self->enemy->s.origin, spot2);
1100 		spot2[2] += self->enemy->viewheight;
1101 
1102 		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
1103 
1104 		// do we have a clear shot?
1105 		if (tr.ent != self->enemy)
1106 		{
1107 			// go ahead and spawn stuff if we're mad a a client
1108 			if (self->enemy->client && self->monsterinfo.monster_slots > 2)
1109 			{
1110 				self->monsterinfo.attack_state = AS_BLIND;
1111 				return true;
1112 			}
1113 
1114 			// PGM - we want them to go ahead and shoot at info_notnulls if they can.
1115 			if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0)		//PGM
1116 				return false;
1117 		}
1118 	}
1119 
1120 	enemy_infront = infront(self, self->enemy);
1121 	enemy_inback = inback(self, self->enemy);
1122 	enemy_below = below (self, self->enemy);
1123 
1124 	enemy_range = range(self, self->enemy);
1125 	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
1126 	enemy_yaw = vectoyaw2(temp);
1127 
1128 	self->ideal_yaw = enemy_yaw;
1129 
1130 	// PMM - shoot out the back if appropriate
1131 	if ((enemy_inback) || (!enemy_infront && enemy_below))
1132 	{
1133 		// this is using wait because the attack is supposed to be independent
1134 		if (level.time >= self->wait)
1135 		{
1136 			self->wait = level.time + CARRIER_ROCKET_TIME;
1137 			self->monsterinfo.attack(self);
1138 			if (random() < 0.6)
1139 				self->monsterinfo.attack_state = AS_SLIDING;
1140 			else
1141 				self->monsterinfo.attack_state = AS_STRAIGHT;
1142 			return true;
1143 		}
1144 	}
1145 
1146 	// melee attack
1147 	if (enemy_range == RANGE_MELEE)
1148 	{
1149 		self->monsterinfo.attack_state = AS_MISSILE;
1150 		return true;
1151 	}
1152 
1153 //	if (level.time < self->monsterinfo.attack_finished)
1154 //		return false;
1155 
1156 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
1157 	{
1158 		chance = 0.4;
1159 	}
1160 	else if (enemy_range == RANGE_MELEE)
1161 	{
1162 		chance = 0.8;
1163 	}
1164 	else if (enemy_range == RANGE_NEAR)
1165 	{
1166 		chance = 0.8;
1167 	}
1168 	else if (enemy_range == RANGE_MID)
1169 	{
1170 		chance = 0.8;
1171 	}
1172 	else if (enemy_range == RANGE_FAR)
1173 	{
1174 		chance = 0.5;
1175 	}
1176 
1177 	// PGM - go ahead and shoot every time if it's a info_notnull
1178 	if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
1179 	{
1180 		self->monsterinfo.attack_state = AS_MISSILE;
1181 //		self->monsterinfo.attack_finished = level.time + 2*random();
1182 		return true;
1183 	}
1184 
1185 	if (self->flags & FL_FLY)
1186 	{
1187 		if (random() < 0.6)
1188 			self->monsterinfo.attack_state = AS_SLIDING;
1189 		else
1190 			self->monsterinfo.attack_state = AS_STRAIGHT;
1191 	}
1192 
1193 	return false;
1194 }
1195 
CarrierPrecache()1196 void CarrierPrecache ()
1197 {
1198 	gi.soundindex ("flyer/flysght1.wav");
1199 	gi.soundindex ("flyer/flysrch1.wav");
1200 	gi.soundindex ("flyer/flypain1.wav");
1201 	gi.soundindex ("flyer/flypain2.wav");
1202 	gi.soundindex ("flyer/flyatck2.wav");
1203 	gi.soundindex ("flyer/flyatck1.wav");
1204 	gi.soundindex ("flyer/flydeth1.wav");
1205 	gi.soundindex ("flyer/flyatck3.wav");
1206 	gi.soundindex ("flyer/flyidle1.wav");
1207 	gi.soundindex ("weapons/rockfly.wav");
1208 	gi.soundindex ("infantry/infatck1.wav");
1209 	gi.soundindex ("gunner/gunatck3.wav");
1210 	gi.soundindex ("weapons/grenlb1b.wav");
1211 	gi.soundindex ("tank/rocket.wav");
1212 
1213 	gi.modelindex ("models/monsters/flyer/tris.md2");
1214 	gi.modelindex ("models/objects/rocket/tris.md2");
1215 	gi.modelindex ("models/objects/debris2/tris.md2");
1216 	gi.modelindex ("models/objects/grenade/tris.md2");
1217 	gi.modelindex("models/items/spawngro/tris.md2");
1218 	gi.modelindex("models/items/spawngro2/tris.md2");
1219 	gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
1220 	gi.modelindex ("models/objects/gibs/gear/tris.md2");
1221 }
1222 
1223 
1224 /*QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight
1225 */
SP_monster_carrier(edict_t * self)1226 void SP_monster_carrier (edict_t *self)
1227 {
1228 	if (deathmatch->value)
1229 	{
1230 		G_FreeEdict (self);
1231 		return;
1232 	}
1233 
1234 	sound_pain1 = gi.soundindex ("carrier/pain_md.wav");
1235 	sound_pain2 = gi.soundindex ("carrier/pain_lg.wav");
1236 	sound_pain3 = gi.soundindex ("carrier/pain_sm.wav");
1237 	sound_death = gi.soundindex ("carrier/death.wav");
1238 //	sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
1239 	sound_rail = gi.soundindex ("gladiator/railgun.wav");
1240 	sound_sight = gi.soundindex ("carrier/sight.wav");
1241 	sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
1242 
1243 	self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
1244 
1245 	self->movetype = MOVETYPE_STEP;
1246 	self->solid = SOLID_BBOX;
1247 	self->s.modelindex = gi.modelindex ("models/monsters/carrier/tris.md2");
1248 	VectorSet (self->mins, -56, -56, -44);
1249 	VectorSet (self->maxs, 56, 56, 44);
1250 
1251 	// 2000 - 4000 health
1252 	self->health = max (2000, 2000 + 1000*((skill->value)-1));
1253 	// add health in coop (500 * skill)
1254 	if (coop->value)
1255 		self->health += 500*(skill->value);
1256 
1257 	self->gib_health = -200;
1258 	self->mass = 1000;
1259 
1260 	self->yaw_speed = 15;
1261 	orig_yaw_speed = self->yaw_speed;
1262 //	self->yaw_speed = 1;
1263 
1264 	self->flags |= FL_IMMUNE_LASER;
1265 	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
1266 
1267 	self->pain = carrier_pain;
1268 	self->die = carrier_die;
1269 
1270 	self->monsterinfo.melee = NULL;
1271 	self->monsterinfo.stand = carrier_stand;
1272 	self->monsterinfo.walk = carrier_walk;
1273 	self->monsterinfo.run = carrier_run;
1274 	self->monsterinfo.attack = carrier_attack;
1275 //	self->monsterinfo.search = carrier_search;
1276 	self->monsterinfo.sight = carrier_sight;
1277 	self->monsterinfo.checkattack = Carrier_CheckAttack;
1278 	gi.linkentity (self);
1279 
1280 	self->monsterinfo.currentmove = &carrier_move_stand;
1281 	self->monsterinfo.scale = MODEL_SCALE;
1282 
1283 	CarrierPrecache();
1284 
1285 	flymonster_start (self);
1286 
1287 	self->monsterinfo.attack_finished = 0;
1288 	switch ((int)skill->value)
1289 	{
1290 	case 0:
1291 		self->monsterinfo.monster_slots = 3;
1292 		break;
1293 	case 1:
1294 	case 2:
1295 		self->monsterinfo.monster_slots = 6;
1296 		break;
1297 	case 3:
1298 		self->monsterinfo.monster_slots = 9;
1299 		break;
1300 	default:
1301 		self->monsterinfo.monster_slots = 6;
1302 		break;
1303 	}
1304 }
1305 
1306