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C++ G_Sound函数代码示例

本文整理汇总了C++中G_Sound函数的典型用法代码示例。如果您正苦于以下问题:C++ G_Sound函数的具体用法?C++ G_Sound怎么用?C++ G_Sound使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了G_Sound函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: NPC_BSGM_Attack


//.........这里部分代码省略.........
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse || !NPC->enemy )
	{
		NPC->enemy = NULL;
		NPC_BSGM_Patrol();
		return;
	}

	enemyLOS = enemyCS = qfalse;
	bMove = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	hitAlly = qfalse;
	VectorClear( impactPos );
	enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );

	if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 ||
		NPC->client->ps.torsoAnim == BOTH_ATTACK5 )
	{
		shoot = qfalse;
		if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime )
		{//time to smack
			//recheck enemyDist and InFront
			if ( enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) )
			{
				vec3_t	smackDir;
				VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir );
				smackDir[2] += 30;
				VectorNormalize( smackDir );
				//hurt them
				G_Sound( NPC->enemy, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) );
				G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); 
				if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 )
				{//smackdown
					int knockAnim = BOTH_KNOCKDOWN1;
					if ( PM_CrouchAnim( NPC->enemy->client->ps.legsAnim ) )
					{//knockdown from crouch
						knockAnim = BOTH_KNOCKDOWN4;
					}
					//throw them
					smackDir[2] = 1;
					VectorNormalize( smackDir );
					G_Throw( NPC->enemy, smackDir, 50 );
					NPC_SetAnim( NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				else
				{//uppercut
					//throw them
					G_Throw( NPC->enemy, smackDir, 100 );
					//make them backflip
					NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				//done with the damage
				NPCInfo->blockedDebounceTime = 1;
			}
		}
	}
	else if ( NPC->lockCount ) //already shooting laser
	{//sometimes use the laser beam attack, but only after he's taken down our generator
		shoot = qfalse;
		if ( NPC->lockCount == 1 )
		{//charging up
			if ( TIMER_Done( NPC, "beamDelay" ) )
开发者ID:PJayB,项目名称:jk2src,代码行数:67,代码来源:AI_GalakMech.cpp

示例2: emplaced_gun_use


//.........这里部分代码省略.........
			return;
		}
	}

	// don't allow using it again for half a second
	if ( self->delay + 500 < level.time )
	{
		int	oldWeapon = activator->s.weapon;

		if ( oldWeapon == WP_SABER )
		{
			self->alt_fire = activator->client->ps.SaberActive();
		}

		// swap the users weapon with the emplaced gun and add the ammo the gun has to the player
		activator->client->ps.weapon = self->s.weapon;
		Add_Ammo( activator, WP_EMPLACED_GUN, self->count );
		activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );

		// Allow us to point from one to the other
		activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
		self->activator = activator;

		G_RemoveWeaponModels( activator );

extern void ChangeWeapon( gentity_t *ent, int newWeapon );
		if ( activator->NPC )
		{
			ChangeWeapon( activator, WP_EMPLACED_GUN );
		}
		else if ( activator->s.number == 0 )
		{
			// we don't want for it to draw the weapon select stuff
			cg.weaponSelect = WP_EMPLACED_GUN;
			CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
		}
		// Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid
		if ( self->nextTrain )
		{//you never know
			G_FreeEntity( self->nextTrain );
		}
		self->nextTrain = G_Spawn();
		//self->nextTrain->classname = "emp_placeholder";
		self->nextTrain->contents = CONTENTS_MONSTERCLIP|CONTENTS_PLAYERCLIP;//hmm... playerclip too now that we're doing it for NPCs?
		G_SetOrigin( self->nextTrain, activator->client->ps.origin );
		VectorCopy( activator->mins, self->nextTrain->mins );
		VectorCopy( activator->maxs, self->nextTrain->maxs );
		gi.linkentity( self->nextTrain );

		//need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox
		VectorSet( activator->mins, -24, -24, -24 );
		VectorSet( activator->maxs, 24, 24, 40 );

		// Move the activator into the center of the gun.  For NPC's the only way the can get out of the gun is to die.
		VectorCopy( self->s.origin, activator->client->ps.origin );
		activator->client->ps.origin[2] += 30; // move them up so they aren't standing in the floor
		gi.linkentity( activator );

		// the gun will track which weapon we used to have
		self->s.weapon = oldWeapon;

		// Lock the player
		activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON;
		activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
		self->activator = activator;
		self->delay = level.time; // can't disconnect from the thing for half a second

		// Let the gun be considered an enemy
		//Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have
		self->svFlags |= SVF_NONNPC_ENEMY;
		self->noDamageTeam = activator->client->playerTeam;

		// FIXME: don't do this, we'll try and actually put the player in this beast
		// move the player to the center of the gun
//		activator->contents = 0;
//		VectorCopy( self->currentOrigin, activator->client->ps.origin );

		SetClientViewAngle( activator, self->pos1 );

		//FIXME: should really wait a bit after spawn and get this just once?
		self->waypoint = NAV::GetNearestNode(self);
#ifdef _DEBUG
		if ( self->waypoint == -1 )
		{
			gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) );
		}
#endif

		G_Sound( self, G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" ));
#ifdef _IMMERSION
		G_Force( self, G_ForceIndex( "fffx/weapons/emplaced/emplaced_mount", FF_CHANNEL_TOUCH ) );
#endif // _IMMERSION

		if ( !(self->spawnflags&EMPLACED_PLAYERUSE) || activator->s.number == 0 )
		{//player-only usescript or any usescript
			// Run use script
			G_ActivateBehavior( self, BSET_USE );
		}
	}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:101,代码来源:g_emplaced.cpp

示例3: NPC_Touch

void NPC_Touch(gentity_t *self, gentity_t *other, trace_t *trace) 
{
	if(!self->NPC)
		return;

	SaveNPCGlobals();
	SetNPCGlobals( self );

	if ( self->message && self->health <= 0 )
	{//I am dead and carrying a key
		if ( other && player && player->health > 0 && other == player )
		{//player touched me
			char *text;
			qboolean	keyTaken;
			//give him my key
			if ( Q_stricmp( "goodie", self->message ) == 0 )
			{//a goodie key
				if ( (keyTaken = INV_GoodieKeyGive( other )) == qtrue )
				{
					text = "cp @INGAME_TOOK_IMPERIAL_GOODIE_KEY";
					G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_GOODIE_KEY )-bg_itemlist) );
				}
				else
				{
					text = "cp @INGAME_CANT_CARRY_GOODIE_KEY";
				}
			}
			else
			{//a named security key
				if ( (keyTaken = INV_SecurityKeyGive( player, self->message )) == qtrue )
				{
					text = "cp @INGAME_TOOK_IMPERIAL_SECURITY_KEY";
					G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_SECURITY_KEY )-bg_itemlist) );
				}
				else
				{
					text = "cp @INGAME_CANT_CARRY_SECURITY_KEY";
				}
			}
			if ( keyTaken )
			{//remove my key
				gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_key", 0x00000002 );
				self->message = NULL;
				//FIXME: temp pickup sound
				G_Sound( player, G_SoundIndex( "sound/weapons/key_pkup.wav" ) );
				//FIXME: need some event to pass to cgame for sound/graphic/message?
			}
			//FIXME: temp message
			gi.SendServerCommand( NULL, text );
		}
	}

	if ( other->client ) 
	{//FIXME:  if pushing against another bot, both ucmd.rightmove = 127???
		//Except if not facing one another...
		if ( other->health > 0 ) 
		{
			NPCInfo->touchedByPlayer = other;
		}

		if ( other == NPCInfo->goalEntity ) 
		{
			NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
		}

		if( !(self->svFlags&SVF_LOCKEDENEMY) && !(self->svFlags&SVF_IGNORE_ENEMIES) && !(other->flags & FL_NOTARGET) )
		{
			if ( self->client->enemyTeam )
			{//See if we bumped into an enemy
				if ( other->client->playerTeam == self->client->enemyTeam )
				{//bumped into an enemy
					if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior )
					{//MCG - Begin: checking specific BS mode here, this is bad, a HACK
						//FIXME: not medics?
						if ( NPC->enemy != other )
						{//not already mad at them
							G_SetEnemy( NPC, other );
						}
		//				NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
					}
				}
			}
		}

		//FIXME: do this if player is moving toward me and with a certain dist?
		/*
		if ( other->s.number == 0 && self->client->playerTeam == other->client->playerTeam )
		{
			VectorAdd( self->client->pushVec, other->client->ps.velocity, self->client->pushVec );
		}
		*/
	}
	else 
	{//FIXME: check for SVF_NONNPC_ENEMY flag here?
		if ( other->health > 0 ) 
		{
			if ( NPC->enemy == other && (other->svFlags&SVF_NONNPC_ENEMY) )
			{
				NPCInfo->touchedByPlayer = other;
			}
//.........这里部分代码省略.........
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:101,代码来源:NPC_reactions.cpp

示例4: Mark1_FireBlaster

/*
-------------------------
Mark1_FireBlaster
- Shoot the left weapon, the multi-blaster
-------------------------
*/
void Mark1_FireBlaster(void)
{
	vec3_t	muzzle1,enemy_org1,delta1,angleToEnemy1;
	static	vec3_t	forward, vright, up;
	static	vec3_t	muzzle;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int			bolt;

	// Which muzzle to fire from?
	if ((NPCInfo->localState <= LSTATE_FIRED0) || (NPCInfo->localState == LSTATE_FIRED4)) 
	{
		NPCInfo->localState = LSTATE_FIRED1;
		bolt = NPC->genericBolt1; 
	}
	else if (NPCInfo->localState == LSTATE_FIRED1)
	{
		NPCInfo->localState = LSTATE_FIRED2;
		bolt = NPC->genericBolt2; 
	}
	else if (NPCInfo->localState == LSTATE_FIRED2)
	{
		NPCInfo->localState = LSTATE_FIRED3;
		bolt = NPC->genericBolt3; 
	}
	else
	{
		NPCInfo->localState = LSTATE_FIRED4;
		bolt = NPC->genericBolt4; 
	}

	gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, 
				bolt,
				&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
				NULL, NPC->s.modelScale );

	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );

	if (NPC->health)
	{
		CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
		VectorSubtract (enemy_org1, muzzle1, delta1);
		vectoangles ( delta1, angleToEnemy1 );
		AngleVectors (angleToEnemy1, forward, vright, up);
	}
	else
	{
		AngleVectors (NPC->currentAngles, forward, vright, up);
	}

	G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward );

	G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));

	missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->damage = 1;
	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_ENERGY;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:71,代码来源:AI_Mark1.cpp

示例5: RunEmplacedWeapon

void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd )
{
	if (( (*ucmd)->buttons & BUTTON_USE || (*ucmd)->forwardmove < 0 || (*ucmd)->upmove > 0 ) && ent->owner && ent->owner->delay + 500 < level.time )
	{
		ent->owner->s.loopSound = 0;

		if ( ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
		{
			G_Sound( ent, G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" ));
		}
		else
		{
			G_Sound( ent, G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" ));

		}
#ifdef _IMMERSION
		G_Force( ent, G_ForceIndex( "fffx/weapons/emplaced/emplaced_dismount", FF_CHANNEL_TOUCH ) );
#endif // _IMMERSION

		ExitEmplacedWeapon( ent );
		(*ucmd)->buttons &= ~BUTTON_USE;
		if ( (*ucmd)->upmove > 0 )
		{//don't actually jump
			(*ucmd)->upmove = 0;
		}
	}
	else
	{
		// this is a crappy way to put sounds on a moving eweb....
		if ( ent->owner
			&& ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but...
		{
			if ( !VectorCompare( ent->client->ps.viewangles, ent->owner->movedir ))
			{
				ent->owner->s.loopSound = G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" );
				ent->owner->fly_sound_debounce_time = level.time;
			}
			else
			{
				if ( ent->owner->fly_sound_debounce_time + 100 <= level.time )
				{
					ent->owner->s.loopSound = 0;
				}
			}

			VectorCopy( ent->client->ps.viewangles, ent->owner->movedir );
		}

		// don't allow movement, weapon switching, and most kinds of button presses
		(*ucmd)->forwardmove = 0;
		(*ucmd)->rightmove = 0;
		(*ucmd)->upmove = 0;
		(*ucmd)->buttons &= (BUTTON_ATTACK|BUTTON_ALT_ATTACK);

		(*ucmd)->weapon = ent->client->ps.weapon; //WP_EMPLACED_GUN;

		if ( ent->health <= 0 )
		{
			ExitEmplacedWeapon( ent );
		}
	}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:62,代码来源:g_emplaced.cpp

示例6: fx_rain_think

void fx_rain_think( gentity_t *ent )
{
	if (player)
	{
 		if (ent->count!=0)
		{
			ent->count--;
			if (ent->count==0 || (ent->count%2)==0)
			{
				gi.WE_SetTempGlobalFogColor(ent->pos2);		// Turn Off
				if (ent->count==0)
				{
					ent->nextthink = level.time + Q_irand(1000, 12000);
				}
				else if (ent->count==2)
				{
					ent->nextthink = level.time + Q_irand(150, 450);
				}
				else
				{
					ent->nextthink = level.time + Q_irand(50, 150);
				}
			}
			else
			{
				gi.WE_SetTempGlobalFogColor(ent->pos3);		// Turn On
				ent->nextthink = level.time + 50;
			}
		}
		else if (gi.WE_IsOutside(player->currentOrigin))
		{
			vec3_t	effectPos;
			vec3_t	effectDir;
			VectorClear(effectDir);
		 	effectDir[0] += Q_flrand(-1.0f, 1.0f);
			effectDir[1] += Q_flrand(-1.0f, 1.0f);

			bool	PlayEffect	= Q_irand(1,ent->aimDebounceTime)==1;
			bool	PlayFlicker = Q_irand(1,ent->attackDebounceTime)==1;
			bool	PlaySound	= (PlayEffect || PlayFlicker || Q_irand(1,ent->pushDebounceTime)==1);

			// Play The Sound
			//----------------
			if (PlaySound && !PlayEffect)
			{
				VectorMA(player->currentOrigin, 250.0f, effectDir, effectPos);
				G_SoundAtSpot(effectPos, G_SoundIndex(va("sound/ambience/thunder%d", Q_irand(1,4))), qtrue);
			}

			// Play The Effect
			//-----------------
 			if (PlayEffect)
			{ 
  			 	VectorMA(player->currentOrigin, 400.0f, effectDir, effectPos);
				if (PlaySound) 
				{
					G_Sound(player, G_SoundIndex(va("sound/ambience/thunder_close%d", Q_irand(1,2))));
				}

				// Raise It Up Into The Sky
				//--------------------------
				effectPos[2] += Q_flrand(600.0f, 1000.0f);

				VectorClear(effectDir);
				effectDir[2]  = -1.0f;

				G_PlayEffect("env/huge_lightning", effectPos, effectDir);
				ent->nextthink = level.time + Q_irand(100, 200);
			}

			// Change The Fog Color
			//----------------------
			if (PlayFlicker)
			{
				ent->count = (Q_irand(1,4) * 2);
				ent->nextthink = level.time + 50;
				gi.WE_SetTempGlobalFogColor(ent->pos3);
			}
			else
			{
				ent->nextthink = level.time + Q_irand(1000, ent->delay);
			}
		}
		else
		{
			ent->nextthink = level.time + Q_irand(1000, ent->delay);
		}
	}
	else
	{
		ent->nextthink = level.time + Q_irand(1000, ent->delay);
	}
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:93,代码来源:g_fx.cpp

示例7: Pilot_Steer_Vehicle


//.........这里部分代码省略.........
	float		AimDistance		= AimDirection.SafeNorm();
	float		AimAccuracy		= AimDirection.Dot(ActorDirection);



	if (!ActorFlank && TIMER_Done(NPC, "FlankAttackCheck"))
	{
		TIMER_Set(NPC, "FlankAttackCheck", Q_irand(1000, 3000));
		if (MoveDistance<4000 && Q_irand(0, 1)==0)
		{
			NPCInfo->lastAvoidSteerSideDebouncer	= level.time + Q_irand(8000, 14000);
		}
	}



	// Fly By Sounds
	//---------------
	if ((ActorVeh->m_pVehicleInfo->soundFlyBy || ActorVeh->m_pVehicleInfo->soundFlyBy2) &&
		EnemyVeh &&
		MoveDistance<800 &&
		ActorSpeed>500.0f &&
		TIMER_Done(NPC, "FlybySoundDebouncer")
		)
	{
		if (EnemySpeed<100.0f || (ActorDirection.Dot(EnemyDirection)*(MoveDistance/800.0f))<-0.5f)
		{
			TIMER_Set(NPC, "FlybySoundDebouncer", 2000);
			int soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy;
			if (ActorVeh->m_pVehicleInfo->soundFlyBy2 && (!soundFlyBy || !Q_irand(0,1)))
			{
				soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy2;
			}
			G_Sound(ActorVeh->m_pParentEntity, soundFlyBy);		
		}
	}



// FLY PAST BEHAVIOR
//===================
 	if (EnemySlideBreak || !TIMER_Done(NPC, "MinHoldDirectionTime"))
	{
		if (TIMER_Done(NPC, "MinHoldDirectionTime"))
		{ 
			TIMER_Set(NPC, "MinHoldDirectionTime", 500);	// Hold For At Least 500 ms
		}
		ActorAccelerate		= true;							// Go
		ActorAimAtTarget	= false;						// Don't Alter Our Aim Direction
		ucmd.buttons		&=~BUTTON_VEH_SPEED;			// Let Normal Vehicle Controls Go
	}


// FLANKING BEHAVIOR
//===================
	else if (ActorFlank)
	{
  		ActorAccelerate	= true;
		ActorDoTurbo	= (MoveDistance>2500 || EnemyInTurbo);
		ucmd.buttons	|= BUTTON_VEH_SPEED;			// Tells PMove to use the ps.speed we calculate here, not the one from g_vehicles.c


		// For Flanking, We Calculate The Speed By Hand, Rather Than Using Pure Accelerate / No Accelerate Functionality
		//---------------------------------------------------------------------------------------------------------------
		NPC->client->ps.speed = ActorVeh->m_pVehicleInfo->speedMax * ((ActorInTurbo)?(1.35f):(1.15f));
开发者ID:infernuslord,项目名称:OpenJK,代码行数:66,代码来源:AI_GalakMech.cpp

示例8: turretG2_find_enemies

//-----------------------------------------------------
static qboolean turretG2_find_enemies( gentity_t *self )
//-----------------------------------------------------
{
    qboolean	found = qfalse;
    int			i, count;
    float		bestDist = self->radius * self->radius;
    float		enemyDist;
    vec3_t		enemyDir, org, org2;
    qboolean	foundClient = qfalse;
    gentity_t	*entity_list[MAX_GENTITIES], *target, *bestTarget = NULL;

    if ( self->aimDebounceTime > level.time ) // time since we've been shut off
    {
        // We were active and alert, i.e. had an enemy in the last 3 secs
        if ( self->painDebounceTime < level.time )
        {
            if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
            {
                G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
            }
            self->painDebounceTime = level.time + 1000;
        }
    }

    VectorCopy( self->r.currentOrigin, org2 );
    if ( self->spawnflags & 2 )
    {
        org2[2] += 20;
    }
    else
    {
        org2[2] -= 20;
    }

    count = G_RadiusList( org2, self->radius, self, qtrue, entity_list );

    for ( i = 0; i < count; i++ )
    {
        trace_t	tr;
        target = entity_list[i];

        if ( !target->client )
        {
            // only attack clients
            if ( !(target->flags&FL_BBRUSH)//not a breakable brush
                    || !target->takedamage//is a bbrush, but invincible
                    || (target->NPC_targetname&&self->targetname&&Q_stricmp(target->NPC_targetname,self->targetname)!=0) )//not in invicible bbrush, but can only be broken by an NPC that is not me
            {
                continue;
            }
            //else: we will shoot at bbrushes!
        }
        if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
        {
            continue;
        }
        if ( target->client && target->client->sess.sessionTeam == TEAM_SPECTATOR )
        {
            continue;
        }
        if ( self->alliedTeam )
        {
            if ( target->client )
            {
                if ( target->client->sess.sessionTeam == self->alliedTeam )
                {
                    // A bot/client/NPC we don't want to shoot
                    continue;
                }
            }
            else if ( target->teamnodmg == self->alliedTeam )
            {
                // An ent we don't want to shoot
                continue;
            }
        }
        if ( !trap_InPVS( org2, target->r.currentOrigin ))
        {
            continue;
        }

        if ( target->client )
        {
            VectorCopy( target->client->renderInfo.eyePoint, org );
        }
        else
        {
            VectorCopy( target->r.currentOrigin, org );
        }

        if ( self->spawnflags & 2 )
        {
            org[2] -= 15;
        }
        else
        {
            org[2] += 5;
        }

//.........这里部分代码省略.........
开发者ID:Atlas-zz,项目名称:SDK-JKA-ACADEMIE-HCF,代码行数:101,代码来源:g_turret_G2.c

示例9: Rancor_Swing

void Rancor_Swing( qboolean tryGrab )
{
	int			radiusEntNums[128];
	int			numEnts;
	const float	radius = 88;
	const float	radiusSquared = (radius*radius);
	int			i;
	vec3_t		boltOrg;

	numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, NPC->client->renderInfo.handRBolt, boltOrg );

	for ( i = 0; i < numEnts; i++ )
	{
		gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
		if ( !radiusEnt->inuse )
		{
			continue;
		}
		
		if ( radiusEnt == NPC )
		{//Skip the rancor ent
			continue;
		}
		
		if ( radiusEnt->client == NULL )
		{//must be a client
			continue;
		}

		if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
		{//can't be one already being held
			continue;
		}
		
		if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
		{
			if ( tryGrab 
				&& NPC->count != 1 //don't have one in hand or in mouth already - FIXME: allow one in hand and any number in mouth!
				&& radiusEnt->client->NPC_class != CLASS_RANCOR
				&& radiusEnt->client->NPC_class != CLASS_GALAKMECH
				&& radiusEnt->client->NPC_class != CLASS_ATST
				&& radiusEnt->client->NPC_class != CLASS_GONK
				&& radiusEnt->client->NPC_class != CLASS_R2D2
				&& radiusEnt->client->NPC_class != CLASS_R5D2
				&& radiusEnt->client->NPC_class != CLASS_MARK1
				&& radiusEnt->client->NPC_class != CLASS_MARK2
				&& radiusEnt->client->NPC_class != CLASS_MOUSE
				&& radiusEnt->client->NPC_class != CLASS_PROBE
				&& radiusEnt->client->NPC_class != CLASS_SEEKER
				&& radiusEnt->client->NPC_class != CLASS_REMOTE
				&& radiusEnt->client->NPC_class != CLASS_SENTRY
				&& radiusEnt->client->NPC_class != CLASS_INTERROGATOR
				&& radiusEnt->client->NPC_class != CLASS_VEHICLE )
			{//grab
				if ( NPC->count == 2 )
				{//have one in my mouth, remove him
					TIMER_Remove( NPC, "clearGrabbed" );
					Rancor_DropVictim( NPC );
				}
				NPC->enemy = radiusEnt;//make him my new best friend
				radiusEnt->client->ps.eFlags2 |= EF2_HELD_BY_MONSTER;
				//FIXME: this makes it so that the victim can't hit us with shots!  Just use activator or something
				radiusEnt->client->ps.hasLookTarget = qtrue;
				radiusEnt->client->ps.lookTarget = NPC->s.number;
				NPC->activator = radiusEnt;//remember him
				NPC->count = 1;//in my hand
				//wait to attack
				TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + Q_irand(500, 2500) );
				if ( radiusEnt->health > 0 && radiusEnt->pain )
				{//do pain on enemy
					radiusEnt->pain( radiusEnt, NPC, 100 );
					//GEntity_PainFunc( radiusEnt, NPC, NPC, radiusEnt->r.currentOrigin, 0, MOD_CRUSH );
				}
				else if ( radiusEnt->client )
				{
					radiusEnt->client->ps.forceHandExtend = HANDEXTEND_NONE;
					radiusEnt->client->ps.forceHandExtendTime = 0;
					NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
				}
			}
			else
			{//smack
				vec3_t pushDir;
				vec3_t angs;

				G_Sound( radiusEnt, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
				//actually push the enemy
				/*
				//VectorSubtract( radiusEnt->r.currentOrigin, boltOrg, pushDir );
				VectorSubtract( radiusEnt->r.currentOrigin, NPC->r.currentOrigin, pushDir );
				pushDir[2] = Q_flrand( 100, 200 );
				VectorNormalize( pushDir );
				*/
				VectorCopy( NPC->client->ps.viewangles, angs );
				angs[YAW] += flrand( 25, 50 );
				angs[PITCH] = flrand( -25, -15 );
				AngleVectors( angs, pushDir, NULL, NULL );
				if ( radiusEnt->client->NPC_class != CLASS_RANCOR
					&& radiusEnt->client->NPC_class != CLASS_ATST )
				{
//.........这里部分代码省略.........
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:NPC_AI_Rancor.c

示例10: NPC_BSWampa_Default

/*
-------------------------
NPC_BSWampa_Default
-------------------------
*/
void NPC_BSWampa_Default( void )
{
	NPC->client->ps.eFlags2 &= ~EF2_USE_ALT_ANIM;
	//NORMAL ANIMS
	//	stand1 = normal stand
	//	walk1 = normal, non-angry walk
	//	walk2 = injured
	//	run1 = far away run
	//	run2 = close run
	//VICTIM ANIMS
	//	grabswipe = melee1 - sweep out and grab
	//	stand2 attack = attack4 - while holding victim, swipe at him
	//	walk3_drag = walk5 - walk with drag
	//	stand2 = hold victim
	//	stand2to1 = drop victim
	if ( !TIMER_Done( NPC, "rageTime" ) )
	{//do nothing but roar first time we see an enemy
		NPC_FaceEnemy( qtrue );
		return;
	}
	if ( NPC->enemy )
	{
		if ( !TIMER_Done(NPC,"attacking") )
		{//in middle of attack
			//face enemy
			NPC_FaceEnemy( qtrue );
			//continue attack logic
			enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
			Wampa_Attack( enemyDist, qfalse );
			return;
		}
		else
		{
			if ( TIMER_Done(NPC,"angrynoise") )
			{
				G_Sound( NPC, CHAN_VOICE, G_SoundIndex( va("sound/chars/wampa/misc/anger%d.wav", Q_irand(1, 2)) ) );

				TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
			}
			//else, if he's in our hand, we eat, else if he's on the ground, we keep attacking his dead body for a while
			if( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_WAMPA )
			{//got mad at another Wampa, look for a valid enemy
				if ( TIMER_Done( NPC, "wampaInfight" ) )
				{
					NPC_CheckEnemyExt( qtrue );
				}
			}
			else
			{
				if ( ValidEnemy( NPC->enemy ) == qfalse )
				{
					TIMER_Remove( NPC, "lookForNewEnemy" );//make them look again right now
					if ( !NPC->enemy->inuse || level.time - NPC->enemy->s.time > Q_irand( 10000, 15000 ) )
					{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
						NPC->enemy = NULL;
						Wampa_Patrol();
						NPC_UpdateAngles( qtrue, qtrue );
						//just lost my enemy
						if ( (NPC->spawnflags&2) )
						{//search around me if I don't have an enemy
							NPC_BSSearchStart( NPC->waypoint, BS_SEARCH );
							NPCInfo->tempBehavior = BS_DEFAULT;
						}
						else if ( (NPC->spawnflags&1) )
						{//wander if I don't have an enemy
							NPC_BSSearchStart( NPC->waypoint, BS_WANDER );
							NPCInfo->tempBehavior = BS_DEFAULT;
						}
						return;
					}
				}
				if ( TIMER_Done( NPC, "lookForNewEnemy" ) )
				{
					gentity_t *newEnemy, *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy?
					NPC->enemy = NULL;
					newEnemy = NPC_CheckEnemy( NPCInfo->confusionTime < level.time, qfalse, qfalse );
					NPC->enemy = sav_enemy;
					if ( newEnemy && newEnemy != sav_enemy )
					{//picked up a new enemy!
						NPC->lastEnemy = NPC->enemy;
						G_SetEnemy( NPC, newEnemy );
						//hold this one for at least 5-15 seconds
						TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
					}
					else
					{//look again in 2-5 secs
						TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) );
					}
				}
			}
			Wampa_Combat();
			return;
		}
	}
	else 
//.........这里部分代码省略.........
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:101,代码来源:NPC_AI_Wampa.cpp

示例11: Wampa_Slash

void Wampa_Slash( int boltIndex, qboolean backhand )
{
	int			radiusEntNums[128];
	int			numEnts;
	const float	radius = 88;
	const float	radiusSquared = (radius*radius);
	int			i;
	vec3_t		boltOrg;
	int			damage = (backhand)?Q_irand(10,15):Q_irand(20,30);

	numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, boltIndex, boltOrg );

	for ( i = 0; i < numEnts; i++ )
	{
		gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
		if ( !radiusEnt->inuse )
		{
			continue;
		}
		
		if ( radiusEnt == NPC )
		{//Skip the wampa ent
			continue;
		}
		
		if ( radiusEnt->client == NULL )
		{//must be a client
			continue;
		}

		if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
		{
			//smack
			G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, damage, ((backhand)?DAMAGE_NO_ARMOR:(DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK)), MOD_MELEE );
			if ( backhand )
			{
				//actually push the enemy
				vec3_t pushDir;
				vec3_t angs;
				VectorCopy( NPC->client->ps.viewangles, angs );
				angs[YAW] += flrand( 25, 50 );
				angs[PITCH] = flrand( -25, -15 );
				AngleVectors( angs, pushDir, NULL, NULL );
				if ( radiusEnt->client->NPC_class != CLASS_WAMPA
					&& radiusEnt->client->NPC_class != CLASS_RANCOR
					&& radiusEnt->client->NPC_class != CLASS_ATST )
				{
					G_Throw( radiusEnt, pushDir, 65 );
					if ( BG_KnockDownable(&radiusEnt->client->ps) &&
						radiusEnt->health > 0 && Q_irand( 0, 1 ) )
					{//do pain on enemy
						radiusEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
						radiusEnt->client->ps.forceDodgeAnim = 0;
						radiusEnt->client->ps.forceHandExtendTime = level.time + 1100;
						radiusEnt->client->ps.quickerGetup = qfalse;
					}
				}
			}
			else if ( radiusEnt->health <= 0 && radiusEnt->client )
			{//killed them, chance of dismembering
				if ( !Q_irand( 0, 1 ) )
				{//bite something off
					int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
					if ( hitLoc == G2_MODELPART_HEAD )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					else if ( hitLoc == G2_MODELPART_WAIST )
					{
						NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					}
					G_Dismember( radiusEnt, NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
				}
			}
			else if ( !Q_irand( 0, 3 ) && radiusEnt->health > 0 )
			{//one out of every 4 normal hits does a knockdown, too
				vec3_t pushDir;
				vec3_t angs;
				VectorCopy( NPC->client->ps.viewangles, angs );
				angs[YAW] += flrand( 25, 50 );
				angs[PITCH] = flrand( -25, -15 );
				AngleVectors( angs, pushDir, NULL, NULL );
				//[KnockdownSys]
				//ported multi-direction knockdowns from SP.
				G_Knockdown( radiusEnt, NPC, pushDir, 35, qtrue );
				//G_Knockdown( radiusEnt );
				//[/KnockdownSys]
			}
			G_Sound( radiusEnt, CHAN_WEAPON, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
		}
	}
}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:92,代码来源:NPC_AI_Wampa.cpp

示例12: P_WorldEffects

/*
=============
P_WorldEffects

Check for lava / slime contents and drowning
=============
*/
void P_WorldEffects(gentity_t *ent) {
	int waterlevel;

	if (ent->client->noclip) {
		ent->client->airOutTime = level.time + HOLDBREATHTIME;  // don't need air
		return;
	}

	waterlevel = ent->waterlevel;

	//
	// check for drowning
	//
	if (waterlevel == 3) {
		// if out of air, start drowning
		if (ent->client->airOutTime < level.time) {

			if (ent->client->ps.powerups[PW_BREATHER]) {   // take air from the breather now that we need it
				ent->client->ps.powerups[PW_BREATHER] -= (level.time - ent->client->airOutTime);
				ent->client->airOutTime                = level.time + (level.time - ent->client->airOutTime);
			} else if (!g_disableDrowning.integer) {   // Nico, check if drowning is disabled
				// drown!
				ent->client->airOutTime += 1000;
				if (ent->health > 0) {
					// take more damage the longer underwater
					ent->damage += 2;
					if (ent->damage > 15) {
						ent->damage = 15;
					}

					// play a gurp sound instead of a normal pain sound
					if (ent->health <= ent->damage) {
						G_Sound(ent, G_SoundIndex("*drown.wav"));
					} else if (rand() & 1) {
						G_Sound(ent, G_SoundIndex("sound/player/gurp1.wav"));
					} else {
						G_Sound(ent, G_SoundIndex("sound/player/gurp2.wav"));
					}

					// don't play a normal pain sound
					ent->pain_debounce_time = level.time + 200;

					G_Damage(ent, NULL, NULL, NULL, NULL, ent->damage, 0, MOD_WATER);
				}
			}
		}
	} else {
		ent->client->airOutTime = level.time + 12000;
		ent->damage             = 2;
	}

	//
	// check for sizzle damage (move to pmove?)
	//
	if (waterlevel && (ent->watertype & CONTENTS_LAVA) &&
	    ent->health > 0 && ent->pain_debounce_time <= level.time) {
		G_Damage(ent, NULL, NULL, NULL, NULL, 30 * waterlevel, 0, MOD_LAVA);
	}

	//
	// check for burning from flamethrower
	//
	// JPW NERVE MP way
	if (ent->s.onFireEnd && ent->client && level.time - ent->client->lastBurnTime >= MIN_BURN_INTERVAL) {
		// JPW NERVE server-side incremental damage routine / player damage/health is int (not float)
		// so I can't allocate 1.5 points per server tick, and 1 is too weak and 2 is too strong.
		// solution: allocate damage far less often (MIN_BURN_INTERVAL often) and do more damage.
		// That way minimum resolution (1 point) damage changes become less critical.

		ent->client->lastBurnTime = level.time;
		if ((ent->s.onFireEnd > level.time) && (ent->health > 0)) {
			gentity_t *attacker;
			attacker = g_entities + ent->flameBurnEnt;
			G_Damage(ent, attacker, attacker, NULL, NULL, 5, DAMAGE_NO_KNOCKBACK, MOD_FLAMETHROWER);   // JPW NERVE was 7
		}
	}
	// jpw
}
开发者ID:boutetnico,项目名称:ETrun,代码行数:85,代码来源:g_active.c

示例13: Sentry_Fire

/*
-------------------------
Sentry_Fire
-------------------------
*/
void Sentry_Fire (void)
{
	vec3_t	muzzle;
	static	vec3_t	forward, vright, up;
	gentity_t	*missile;
	mdxaBone_t	boltMatrix;
	int			bolt, which;

	NPCS.NPC->flags &= ~FL_SHIELDED;

	if ( NPCS.NPCInfo->localState == LSTATE_POWERING_UP )
	{
		if ( TIMER_Done( NPCS.NPC, "powerup" ))
		{
			NPCS.NPCInfo->localState = LSTATE_ATTACKING;
			NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		}
		else
		{
			// can't do anything right now
			return;
		}
	}
	else if ( NPCS.NPCInfo->localState == LSTATE_ACTIVE )
	{
		NPCS.NPCInfo->localState = LSTATE_POWERING_UP;

		G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex("sound/chars/sentry/misc/sentry_shield_open") );		
		NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_POWERUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		TIMER_Set( NPCS.NPC, "powerup", 250 );
		return;
	}
	else if ( NPCS.NPCInfo->localState != LSTATE_ATTACKING )
	{
		// bad because we are uninitialized
		NPCS.NPCInfo->localState = LSTATE_ACTIVE;
		return;
	}

	// Which muzzle to fire from?
	which = NPCS.NPCInfo->burstCount % 3;
	switch( which )
	{
	case 0:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash1");
		break;
	case 1:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash2");
		break;
	case 2:
	default:
		bolt = trap_G2API_AddBolt(NPCS.NPC->ghoul2, 0, "*flash03");
	}

	trap_G2API_GetBoltMatrix( NPCS.NPC->ghoul2, 0, 
				bolt,
				&boltMatrix, NPCS.NPC->r.currentAngles, NPCS.NPC->r.currentOrigin, level.time,
				NULL, NPCS.NPC->modelScale );

	BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle );

	AngleVectors( NPCS.NPC->r.currentAngles, forward, vright, up );
//	G_Sound( NPC, G_SoundIndex("sound/chars/sentry/misc/shoot.wav"));

	G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle, forward );

	missile = CreateMissile( muzzle, forward, 1600, 10000, NPCS.NPC, qfalse );

	missile->classname = "bryar_proj";
	missile->s.weapon = WP_BRYAR_PISTOL;

	missile->dflags = DAMAGE_DEATH_KNOCKBACK;
	missile->methodOfDeath = MOD_BRYAR_PISTOL;
	missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;

	NPCS.NPCInfo->burstCount++;
	NPCS.NPC->attackDebounceTime = level.time + 50;
	missile->damage = 5;

	// now scale for difficulty
	if ( g_npcspskill.integer == 0 )
	{
		NPCS.NPC->attackDebounceTime += 200;
		missile->damage = 1;
	}
	else if ( g_npcspskill.integer == 1 )
	{
		NPCS.NPC->attackDebounceTime += 100;
		missile->damage = 3;
	}
}
开发者ID:Ichimoto,项目名称:OpenJK,代码行数:96,代码来源:NPC_AI_Sentry.c

示例14: Remote_MaintainHeight

/*
-------------------------
Remote_MaintainHeight
-------------------------
*/
void Remote_MaintainHeight( void )
{	
	float	dif;

	// Update our angles regardless
	NPC_UpdateAngles( qtrue, qtrue );

	if ( NPC->client->ps.velocity[2] )
	{
		NPC->client->ps.velocity[2] *= VELOCITY_DECAY;

		if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
		{
			NPC->client->ps.velocity[2] = 0;
		}
	}
	// If we have an enemy, we should try to hover at or a little below enemy eye level
	if ( NPC->enemy )
	{
		if (TIMER_Done( NPC, "heightChange"))
		{
			TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));

			// Find the height difference
			dif = (NPC->enemy->r.currentOrigin[2] +  Q_irand( 0, NPC->enemy->r.maxs[2]+8 )) - NPC->r.currentOrigin[2]; 

			// cap to prevent dramatic height shifts
			if ( fabs( dif ) > 2 )
			{
				if ( fabs( dif ) > 24 )
				{
					dif = ( dif < 0 ? -24 : 24 );
				}
				dif *= 10;
				NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
			//	NPC->fx_time = level.time;
				G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
			}
		}
	}
	else
	{
		gentity_t *goal = NULL;

		if ( NPCInfo->goalEntity )	// Is there a goal?
		{
			goal = NPCInfo->goalEntity;
		}
		else
		{
			goal = NPCInfo->lastGoalEntity;
		}
		if ( goal )
		{
			dif = goal->r.currentOrigin[2] - NPC->r.currentOrigin[2];

			if ( fabs( dif ) > 24 )
			{
				dif = ( dif < 0 ? -24 : 24 );
				NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
			}
		}
	}

	// Apply friction
	if ( NPC->client->ps.velocity[0] )
	{
		NPC->client->ps.velocity[0] *= VELOCITY_DECAY;

		if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
		{
			NPC->client->ps.velocity[0] = 0;
		}
	}

	if ( NPC->client->ps.velocity[1] )
	{
		NPC->client->ps.velocity[1] *= VELOCITY_DECAY;

		if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
		{
			NPC->client->ps.velocity[1] = 0;
		}
	}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:90,代码来源:NPC_AI_Remote.c

示例15: Rancor_Attack

void Rancor_Attack( float distance, qboolean doCharge )
{
	if ( !TIMER_Exists( NPC, "attacking" ) )
	{
		if ( NPC->count == 2 && NPC->activator )
		{
		}
		else if ( NPC->count == 1 && NPC->activator )
		{//holding enemy
			if ( NPC->activator->health > 0 && Q_irand( 0, 1 ) )
			{//quick bite
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
				TIMER_Set( NPC, "attack_dmg", 450 );
			}
			else
			{//full eat
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
				TIMER_Set( NPC, "attack_dmg", 900 );
				//Make victim scream in fright
				if ( NPC->activator->health > 0 && NPC->activator->client )
				{
					G_AddEvent( NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 );
					NPC_SetAnim( NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
					if ( NPC->activator->NPC )
					{//no more thinking for you
						TossClientItems( NPC );
						NPC->activator->NPC->nextBStateThink = Q3_INFINITE;
					}
				}
			}
		}
		else if ( NPC->enemy->health > 0 && doCharge )
		{//charge
			vec3_t	fwd, yawAng;
			VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 );
			AngleVectors( yawAng, fwd, NULL, NULL );
			VectorScale( fwd, distance*1.5f, NPC->client->ps.velocity );
			NPC->client->ps.velocity[2] = 150;
			NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;

			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
			TIMER_Set( NPC, "attack_dmg", 1250 );
		}
		else if ( !Q_irand(0, 1) )
		{//smash
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
			TIMER_Set( NPC, "attack_dmg", 1000 );
		}
		else
		{//try to grab
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
			TIMER_Set( NPC, "attack_dmg", 1000 );
		}

		TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + random() * 200 );
	}

	// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks

	if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
	{
		vec3_t shakePos;
		switch ( NPC->client->ps.legsAnim )
		{
		case BOTH_MELEE1:
			Rancor_Smash();
			G_GetBoltPosition( NPC, NPC->client->renderInfo.handLBolt, shakePos, 0 );
			G_ScreenShake( shakePos, NULL, 4.0f, 1000, qfalse );
			//CGCam_Shake( 1.0f*playerDist/128.0f, 1000 );
			break;
		case BOTH_MELEE2:
			Rancor_Bite();
			TIMER_Set( NPC, "attack_dmg2", 450 );
			break;
		case BOTH_ATTACK1:
			if ( NPC->count == 1 && NPC->activator )
			{
				G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->r.currentOrigin, Q_irand( 25, 40 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
				if ( NPC->activator->health <= 0 )
				{//killed him
					//make it look like we bit his head off
					//NPC->activator->client->dismembered = qfalse;
					G_Dismember( NPC->activator, NPC, NPC->activator->r.currentOrigin, G2_MODELPART_HEAD, 90, 0, NPC->activator->client->ps.torsoAnim, qtrue);
					//G_DoDismemberment( NPC->activator, NPC->activator->r.currentOrigin, MOD_SABER, 1000, HL_HEAD, qtrue );
					NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE;
					NPC->activator->client->ps.forceHandExtendTime = 0;
					NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
				}
				G_Sound( NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
			}
			break;
		case BOTH_ATTACK2:
			//try to grab
			Rancor_Swing( qtrue );
			break;
		case BOTH_ATTACK3:
			if ( NPC->count == 1 && NPC->activator )
			{
				//cut in half
				if ( NPC->activator->client )
//.........这里部分代码省略.........
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:NPC_AI_Rancor.c


注:本文中的G_Sound函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。