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C++ NPC_SetAnim函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中NPC_SetAnim函数的典型用法代码示例。如果您正苦于以下问题:C++ NPC_SetAnim函数的具体用法?C++ NPC_SetAnim怎么用?C++ NPC_SetAnim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NPC_SetAnim函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: EWebPositionUser

//lock the owner into place relative to the cannon pos
void EWebPositionUser(gentity_t *owner, gentity_t *eweb)
{ 
	mdxaBone_t boltMatrix;
	vec3_t p, p2, d;
	trace_t tr;
	qboolean traceOver = qtrue;

	if ( owner->s.number < MAX_CLIENTS )
	{//extra checks
		gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, owner->currentOrigin, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);
		if ( tr.startsolid || tr.allsolid )
		{//crap, they're already in solid somehow, don't bother tracing over
			traceOver = qfalse;
		}
	}
	if ( traceOver )
	{//trace up
		VectorCopy( owner->currentOrigin, p2 );
		p2[2] += STEPSIZE;
		gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);
		if (!tr.startsolid && !tr.allsolid )
		{
			VectorCopy( tr.endpos, p2 );
		}
		else
		{
			VectorCopy( owner->currentOrigin, p2 );
		}
	}
	//trace over
	gi.G2API_GetBoltMatrix( eweb->ghoul2, 0, eweb->headBolt, &boltMatrix, 
		eweb->s.apos.trBase, eweb->currentOrigin, 
		(cg.time?cg.time:level.time), NULL, eweb->s.modelScale );
	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, p );
	gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, d );
	d[2] = 0;
	VectorNormalize( d );
	VectorMA( p, -44.0f, d, p );
	if ( !traceOver )
	{
		VectorCopy( p, tr.endpos );
		tr.allsolid = tr.startsolid = qfalse;
	}
	else 
	{
		p[2] = p2[2];
		if ( owner->s.number < MAX_CLIENTS )
		{//extra checks
			//just see if end point is not in solid
			gi.trace(&tr, p, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);
			if ( tr.startsolid || tr.allsolid )
			{//would be in solid there, so just trace over, I guess?
				gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);
			}
		}
		else
		{//trace over
			gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);
		}
	}
	if (!tr.startsolid && !tr.allsolid )
	{
		//trace down
		VectorCopy( tr.endpos, p );
		VectorCopy( p, p2 );
		p2[2] -= STEPSIZE;
		gi.trace(&tr, p, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask, (EG2_Collision)0, 0);

		if (!tr.startsolid && !tr.allsolid )//&& tr.fraction == 1.0f)
		{ //all clear, we can move there
			vec3_t	moveDir;
			float moveDist;
			VectorCopy( tr.endpos, p );
			VectorSubtract( p, eweb->pos4, moveDir );
			moveDist = VectorNormalize( moveDir );
			if ( moveDist > 4.0f )
			{//moved past the threshold from last position
				vec3_t	oRight;
				int		strafeAnim;

				VectorCopy( p, eweb->pos4 );//update the position
				//find out what direction he moved in
				AngleVectors( owner->currentAngles, NULL, oRight, NULL );
				if ( DotProduct( moveDir, oRight ) > 0 )
				{//moved to his right, play right strafe
					strafeAnim = BOTH_STRAFE_RIGHT1;
				}
				else
				{//moved left, play left strafe
					strafeAnim = BOTH_STRAFE_LEFT1;
				}
				NPC_SetAnim( owner, SETANIM_LEGS, strafeAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
			}
			
			G_SetOrigin(owner, p);
			VectorCopy(p, owner->client->ps.origin);
			gi.linkentity( owner );
		}
	}
//.........这里部分代码省略.........
开发者ID:BishopExile,项目名称:OpenJK,代码行数:101,代码来源:g_emplaced.cpp


示例2: ATST_Idle

/*
-------------------------
ATST_Idle
-------------------------
*/
void ATST_Idle( void ) {

    NPC_BSIdle();

    NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
开发者ID:redsaurus,项目名称:japp,代码行数:11,代码来源:NPC_AI_Atst.c


示例3: TryUse

void TryUse( gentity_t *ent )
{
	gentity_t	*target;
	trace_t		trace;
	vec3_t		src, dest, vf;

	if ( ent->s.number == 0 && ent->client->NPC_class == CLASS_ATST )
	{//a player trying to get out of his ATST
		GEntity_UseFunc( ent->activator, ent, ent );
		return;
	}
	//FIXME: this does not match where the new accurate crosshair aims...
	//cg.refdef.vieworg, basically
	VectorCopy( ent->client->renderInfo.eyePoint, src );
	
	AngleVectors( ent->client->ps.viewangles, vf, NULL, NULL );//ent->client->renderInfo.eyeAngles was cg.refdef.viewangles, basically
	//extend to find end of use trace
	VectorMA( src, USE_DISTANCE, vf, dest );

	//Trace ahead to find a valid target
	gi.trace( &trace, src, vec3_origin, vec3_origin, dest, ent->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );
	
	if ( trace.fraction == 1.0f || trace.entityNum < 1 )
	{
		//TODO: Play a failure sound
		/*
		if ( ent->s.number == 0 )
		{//if nothing else, try the force telepathy power
			ForceTelepathy( ent );
		}
		*/
		return;
	}

	target = &g_entities[trace.entityNum];

	//Check for a use command
	if ( ValidUseTarget( target ) )
	{
		NPC_SetAnim( ent, SETANIM_TORSO, BOTH_BUTTON_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
		/*
		if ( !VectorLengthSquared( ent->client->ps.velocity ) && !PM_CrouchAnim( ent->client->ps.legsAnim ) )
		{
			NPC_SetAnim( ent, SETANIM_LEGS, BOTH_BUTTON_HOLD, SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD );
		}
		*/
		//ent->client->ps.weaponTime = ent->client->ps.torsoAnimTimer;
		GEntity_UseFunc( target, ent, ent );
		return;
	}
	else if ( target->client 
		&& target->client->ps.pm_type < PM_DEAD 
		&& target->NPC!=NULL 
		&& target->client->playerTeam 
		&& (target->client->playerTeam == ent->client->playerTeam || target->client->playerTeam == TEAM_NEUTRAL)
		&& !(target->NPC->scriptFlags&SCF_NO_RESPONSE) )
	{
		NPC_UseResponse ( target, ent, qfalse );
		return;
	}
	/*
	if ( ent->s.number == 0 )
	{//if nothing else, try the force telepathy power
		ForceTelepathy( ent );
	}
	*/
}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:67,代码来源:g_utils.cpp


示例4: PM_AdjustAngleForWallRun

qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove )
{
    if (( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT || ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT ) && ent->client->ps.legsAnimTimer > 500 )
    {   //wall-running and not at end of anim
        //stick to wall, if there is one
        vec3_t	rt, traceTo, mins = {ent->mins[0],ent->mins[1],0}, maxs = {ent->maxs[0],ent->maxs[1],24}, fwdAngles = {0, ent->client->ps.viewangles[YAW], 0};
        trace_t	trace;
        float	dist, yawAdjust;

        AngleVectors( fwdAngles, NULL, rt, NULL );
        if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
        {
            dist = 128;
            yawAdjust = -90;
        }
        else
        {
            dist = -128;
            yawAdjust = 90;
        }
        VectorMA( ent->currentOrigin, dist, rt, traceTo );
        gi.trace( &trace, ent->currentOrigin, mins, maxs, traceTo, ent->s.number, ent->clipmask, (EG2_Collision)0, 0);
        if ( trace.fraction < 1.0f && trace.plane.normal[2] == 0.0f )
        {   //still a vertical wall there
            //FIXME: don't pull around 90 turns
            //FIXME: simulate stepping up steps here, somehow?
            if ( ent->s.number || !player_locked )
            {
                if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
                {
                    ucmd->rightmove = 127;
                }
                else
                {
                    ucmd->rightmove = -127;
                }
            }
            if ( ucmd->upmove < 0 )
            {
                ucmd->upmove = 0;
            }
            if ( ent->NPC )
            {   //invalid now
                VectorClear( ent->client->ps.moveDir );
            }
            //make me face perpendicular to the wall
            ent->client->ps.viewangles[YAW] = vectoyaw( trace.plane.normal )+yawAdjust;
            if ( ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD )
            {   //don't clamp angles when looking through a viewEntity
                SetClientViewAngle( ent, ent->client->ps.viewangles );
            }
            ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW];
            if ( ent->s.number || !player_locked )
            {
                if ( doMove )
                {
                    //push me forward
                    vec3_t	fwd;
                    float	zVel = ent->client->ps.velocity[2];
                    if ( zVel > forceJumpStrength[FORCE_LEVEL_2]/2.0f )
                    {
                        zVel = forceJumpStrength[FORCE_LEVEL_2]/2.0f;
                    }
                    if ( ent->client->ps.legsAnimTimer > 500 )
                    {   //not at end of anim yet
                        fwdAngles[YAW] = ent->client->ps.viewangles[YAW];
                        AngleVectors( fwdAngles, fwd, NULL, NULL );
                        //FIXME: or MA?
                        float speed = 175;
                        if ( ucmd->forwardmove < 0 )
                        {   //slower
                            speed = 100;
                        }
                        else if ( ucmd->forwardmove > 0 )
                        {
                            speed = 250;//running speed
                        }
                        VectorScale( fwd, speed, ent->client->ps.velocity );
                    }
                    ent->client->ps.velocity[2] = zVel;//preserve z velocity
                    VectorMA( ent->client->ps.velocity, -128, trace.plane.normal, ent->client->ps.velocity );
                    //pull me toward the wall, too
                    //VectorMA( ent->client->ps.velocity, dist, rt, ent->client->ps.velocity );
                }
            }
            ucmd->forwardmove = 0;
            return qtrue;
        }
        else if ( doMove )
        {   //stop it
            if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
            {
                NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_RIGHT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
            }
            else if ( ent->client->ps.legsAnim == BOTH_WALL_RUN_LEFT )
            {
                NPC_SetAnim( ent, SETANIM_BOTH, BOTH_WALL_RUN_LEFT_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
            }
        }
    }
//.........这里部分代码省略.........
开发者ID:Boothand,项目名称:jedioutcast,代码行数:101,代码来源:bg_pangles.cpp


示例5: NPC_GM_Pain

void NPC_GM_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc ) 
{
	if ( self->client->ps.powerups[PW_GALAK_SHIELD] == 0 )
	{//shield is currently down
		//FIXME: allow for radius damage?
		if ( (hitLoc==HL_GENERIC1) && (self->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH) )
		{
			int newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*antenna_base" );
			if ( newBolt != -1 )
			{
				GM_CreateExplosion( self, newBolt );
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_shield_off", TURN_OFF );
			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna", TURN_OFF );
			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "torso_antenna_base_cap_off", TURN_ON );
			self->client->ps.powerups[PW_GALAK_SHIELD] = 0;//temp, for effect
			self->client->ps.stats[STAT_ARMOR] = 0;//no more armor
			self->NPC->investigateDebounceTime = 0;//stop recharging

			NPC_SetAnim( self, SETANIM_BOTH, BOTH_ALERT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			TIMER_Set( self, "attackDelay", self->client->ps.torsoAnimTimer );
			G_AddEvent( self, Q_irand( EV_DEATH1, EV_DEATH3 ), self->health );
		}
	}
	else
	{//store the point for shield impact
		if ( point )
		{
			VectorCopy( point, self->pos4 );
			self->client->poisonTime = level.time;
		}
	}

	if ( !self->lockCount && !self->client->ps.torsoAnimTimer )
	{//don't interrupt laser sweep attack or other special attacks/moves
		if ( self->count < 4 && self->health > 100 && hitLoc != HL_GENERIC1 )
		{
			if ( self->delay < level.time )
			{
				int speech;
				switch( self->count )
				{
				default:
				case 0:
					speech = EV_PUSHED1;
					break;
				case 1:
					speech = EV_PUSHED2;
					break;
				case 2:
					speech = EV_PUSHED3;
					break;
				case 3:
					speech = EV_DETECTED1;
					break;
				}
				self->count++;
				self->NPC->blockedSpeechDebounceTime = 0;
				G_AddVoiceEvent( self, speech, Q_irand( 3000, 5000 ) );
				self->delay = level.time + Q_irand( 5000, 7000 );
			}
		}
		else
		{
			NPC_Pain( self, inflictor, attacker, point, damage, mod, hitLoc );
		}
	}
	else if ( hitLoc == HL_GENERIC1 )
	{
		NPC_SetPainEvent( self );
		self->s.powerups |= ( 1 << PW_SHOCKED );
		self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 );
	}

	if ( inflictor && inflictor->lastEnemy == self )
	{//He force-pushed my own lobfires back at me
		if ( mod == MOD_REPEATER_ALT && !Q_irand( 0, 2 ) )
		{
			if ( TIMER_Done( self, "noRapid" ) )
			{
				self->NPC->scriptFlags &= ~SCF_ALT_FIRE;
				self->alt_fire = qfalse;
				TIMER_Set( self, "noLob", Q_irand( 2000, 6000 ) );
			}
			else
			{//hopefully this will make us fire the laser
				TIMER_Set( self, "noLob", Q_irand( 1000, 2000 ) );
			}
		}
		else if ( mod == MOD_REPEATER && !Q_irand( 0, 5 ) )
		{
			if ( TIMER_Done( self, "noLob" ) )
			{
				self->NPC->scriptFlags |= SCF_ALT_FIRE;
				self->alt_fire = qtrue;
				TIMER_Set( self, "noRapid", Q_irand( 2000, 6000 ) );
			}
			else
			{//hopefully this will make us fire the laser
//.........这里部分代码省略.........
开发者ID:PJayB,项目名称:jk2src,代码行数:101,代码来源:AI_GalakMech.cpp


示例6: 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
			vector3	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.z = 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 ) ) {
		vector3 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 ) {
					//NPC->activator->client->dismembered = qfalse;
					G_Dismember( NPC->activator, NPC, &NPC->activator->r.currentOrigin, G2_MODELPART_WAIST, 90, 0, NPC->activator->client->ps.torsoAnim, qtrue );
					//G_DoDismemberment( NPC->activator, NPC->enemy->r.currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue );
				}
				//KILL
				G_Damage( NPC->activator, NPC, NPC, &vec3_origin, &NPC->activator->r.currentOrigin, NPC->enemy->health + 10, DAMAGE_NO_PROTECTION | DAMAGE_NO_ARMOR | DAMAGE_NO_KNOCKBACK | DAMAGE_NO_HIT_LOC, MOD_MELEE );//, HL_NONE );//
				if ( NPC->activator->client ) {
					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 );
				}
				TIMER_Set( NPC, "attack_dmg2", 1350 );
				G_Sound( NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
				G_AddEvent( NPC->activator, EV_JUMP, NPC->activator->health );
			}
			break;
//.........这里部分代码省略.........
开发者ID:Arcadiaprime,项目名称:japp,代码行数:101,代码来源:NPC_AI_Rancor.cpp


示例7: NPC_Probe_Pain

/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Probe_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
	float	pain_chance;

	VectorCopy( self->NPC->lastPathAngles, self->s.angles );

	if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) // demp2 always messes them up real good
	{
		vec3_t endPos;
		trace_t	trace;

		VectorSet( endPos, self->currentOrigin[0], self->currentOrigin[1], self->currentOrigin[2] - 128 );
		gi.trace( &trace, self->currentOrigin, NULL, NULL, endPos, self->s.number, MASK_SOLID, (EG2_Collision)0, 0 );

		if ( trace.fraction == 1.0f || mod == MOD_DEMP2 ) // demp2 always does this
		{
			if (self->client->clientInfo.headModel != 0)
			{
				vec3_t origin;

				VectorCopy(self->currentOrigin,origin);
				origin[2] +=50;
//				G_PlayEffect( "small_chunks", origin );
				G_PlayEffect( "chunks/probehead", origin );
				G_PlayEffect( "env/med_explode2", origin );
				self->client->clientInfo.headModel = 0;
				self->client->moveType = MT_RUNJUMP;
				self->client->ps.gravity = g_gravity->value*.1;
			}

			if ( (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT) && other )
			{
				vec3_t dir;

				NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);

				VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
				VectorNormalize( dir );

				VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
				self->client->ps.velocity[2] -= 127;
			}

			self->s.powerups |= ( 1 << PW_SHOCKED );
			self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;

			self->NPC->localState = LSTATE_DROP;
		}
	}
	else
	{
		pain_chance = NPC_GetPainChance( self, damage );

		if ( random() < pain_chance )	// Spin around in pain?
		{
			NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE);
		}
	}

	NPC_Pain( self, inflictor, other, point, damage, mod);
}
开发者ID:AlexXT,项目名称:OpenJK,代码行数:66,代码来源:AI_ImperialProbe.cpp


示例8: NPC_ChoosePainAnimation


//.........这里部分代码省略.........
			pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN);
		}
		else if ( self->client->NPC_class == CLASS_PROTOCOL )
		{
			pain_chance = 1.0f;
		}
		else
		{
			pain_chance = NPC_GetPainChance( self, damage );
		}
		if ( self->client->NPC_class == CLASS_DESANN )
		{
			pain_chance *= 0.5f;
		}
	}

	//See if we're going to flinch
	if ( random() < pain_chance )
	{
		int animLength;

		//Pick and play our animation
		if ( self->client->ps.fd.forceGripBeingGripped < level.time )
		{//not being force-gripped or force-drained
			if ( /*G_CheckForStrongAttackMomentum( self ) //rwwFIXMEFIXME: Is this needed?
				||*/ PM_SpinningAnim( self->client->ps.legsAnim )
				|| BG_SaberInSpecialAttack( self->client->ps.torsoAnim )
				|| PM_InKnockDown( &self->client->ps )
				|| PM_RollingAnim( self->client->ps.legsAnim )
				|| (BG_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) )
			{//strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain
			}
			else
			{//play an anim
				int parts;

				if ( self->client->NPC_class == CLASS_GALAKMECH )
				{//only has 1 for now
					//FIXME: never plays this, it seems...
					pain_anim = BOTH_PAIN1;
				}
				else if ( mod == MOD_MELEE )
				{
					pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 );
				}
				else if ( self->s.weapon == WP_SABER )
				{//temp HACK: these are the only 2 pain anims that look good when holding a saber
					pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 );
				}
				/*
				else if ( mod != MOD_ELECTROCUTE )
				{
					pain_anim = G_PickPainAnim( self, point, damage, hitLoc );
				}
				*/

				if ( pain_anim == -1 )
				{
					pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN1, BOTH_PAIN18 );
				}
				self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack
				self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in
				parts = SETANIM_BOTH;
				if ( BG_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) )
				{
					parts = SETANIM_LEGS;
				}

				if (pain_anim != -1)
				{
					NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
			}
			if ( voiceEvent != -1 )
			{
				G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) );
			}
			else
			{
				NPC_SetPainEvent( self );
			}
		}
		else
		{
			G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 );
		}
		
		//Setup the timing for it
		/*
		if ( mod == MOD_ELECTROCUTE )
		{
			self->painDebounceTime = level.time + 4000;
		}
		*/
		animLength = bgAllAnims[self->localAnimIndex].anims[pain_anim].numFrames * fabs((float)(bgHumanoidAnimations[pain_anim].frameLerp));

		self->painDebounceTime = level.time + animLength;
		self->client->ps.weaponTime = 0;
	}
}
开发者ID:Resuru,项目名称:JediKnightGalaxies,代码行数:101,代码来源:NPC_reactions.cpp


示例9: NPC_Rancor_Pain


//.........这里部分代码省略.........
			//adjusting for more than one player
			if ( (attacker->s.number < MAX_CLIENTS &&!Q_irand(0,3))
			//if ( (!attacker->s.number&&!Q_irand(0,3))
			//[/CoOp]
				|| !self->enemy
				//[CoOp]
				//can be dead below 0 in MP
				|| self->enemy->health <= 0
				//|| self->enemy->health == 0
				//[/CoOp]
				|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_RANCOR)
				//[CoOp] SP Code
				|| (!Q_irand(0, 4 ) && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) )
				//|| (self->NPC && self->NPC->consecutiveBlockedMoves>=10 && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) ) 
				///[CoOp]
			{//if my enemy is dead (or attacked by player) and I'm not still holding/eating someone, turn on the attacker
				//FIXME: if can't nav to my enemy, take this guy if I can nav to him
				//[CoOp]
				self->lastEnemy = self->enemy;
				//[/CoOp]
				G_SetEnemy( self, attacker );

				//[CoOp]
				//RAFIXME - useDebounceTime not implimented
				/* SP Code
				if ( self->enemy != self->lastEnemy )
				{//clear this so that we only sniff the player the first time we pick them up
					self->useDebounceTime = 0;
				}
				*/
				//[/CoOp]

				TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
				if ( hitByRancor )
				{//stay mad at this Rancor for 2-5 secs before looking for attacker enemies
					TIMER_Set( self, "rancorInfight", Q_irand( 2000, 5000 ) );
				}

			}
		}
	}
	if ( (hitByRancor|| (self->count==1&&self->activator&&!Q_irand(0,4)) || Q_irand( 0, 200 ) < damage )//hit by rancor, hit while holding live victim, or took a lot of damage
		&& self->client->ps.legsAnim != BOTH_STAND1TO2
		&& TIMER_Done( self, "takingPain" ) )
	{
		if ( !Rancor_CheckRoar( self ) )
		{
			if ( self->client->ps.legsAnim != BOTH_MELEE1
				&& self->client->ps.legsAnim != BOTH_MELEE2
				//[CoOp]
				//move animations are uninterruptable in SP.
				&& self->client->ps.legsAnim != BOTH_ATTACK2
				&& self->client->ps.legsAnim != BOTH_ATTACK10
				&& self->client->ps.legsAnim != BOTH_ATTACK11 )
				//&& self->client->ps.legsAnim != BOTH_ATTACK2 )
				//[/CoOp]
			{//cant interrupt one of the big attack anims
				/*
				if ( self->count != 1 
					|| attacker == self->activator
					|| (self->client->ps.legsAnim != BOTH_ATTACK1&&self->client->ps.legsAnim != BOTH_ATTACK3) )
				*/
				{//if going to bite our victim, only victim can interrupt that anim
					if ( self->health > 100 || hitByRancor )
					{
						TIMER_Remove( self, "attacking" );

						VectorCopy( self->NPC->lastPathAngles, self->s.angles );

						if ( self->count == 1 )
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						else
						{
							NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
						}
						
						//[CoOp] SP Code
						TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500*(2-g_spskill.integer)) );
						//TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500) );
						//[CoOp]

						if ( self->NPC )
						{
							self->NPC->localState = LSTATE_WAITING;
						}
					}
				}
			}
		}
		//let go
		/*
		if ( !Q_irand( 0, 3 ) && self->count == 1 )
		{
			Rancor_DropVictim( self );
		}
		*/
	}
}
开发者ID:mehmehsomeone,项目名称:OpenRP,代码行数:101,代码来源:NPC_AI_Rancor.cpp


示例10: Howler_Howl

static void Howler_Howl( void )
{
	gentity_t	*radiusEnts[ 128 ];
	int			numEnts;
	const float	radius = (NPC->spawnflags&1)?256:128;
	const float	halfRadSquared = ((radius/2)*(radius/2));
	const float	radiusSquared = (radius*radius);
	float		distSq;
	int			i;
	vec3_t		boltOrg;

	AddSoundEvent( NPC, NPC->currentOrigin, 512, AEL_DANGER, qfalse, qtrue );

	numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, NPC->handLBolt, boltOrg );

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

		if ( radiusEnts[i]->client->NPC_class == CLASS_HOWLER )
		{//other howlers immune
			continue;
		}

		distSq = DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg );
		if ( distSq <= radiusSquared )
		{
			if ( distSq < halfRadSquared )
			{//close enough to do damage, too
				if ( Q_irand( 0, g_spskill->integer ) )
				{//does no damage on easy, does 1 point every other frame on medium, more often on hard
					G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, NPC->currentOrigin, 1, DAMAGE_NO_KNOCKBACK, MOD_IMPACT );
				}
			}
			if ( radiusEnts[i]->health > 0 
				&& radiusEnts[i]->client
				&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
				&& radiusEnts[i]->client->NPC_class != CLASS_ATST 
				&& !PM_InKnockDown( &radiusEnts[i]->client->ps ) )
			{
				if ( PM_HasAnimation( radiusEnts[i], BOTH_SONICPAIN_START ) )
				{
					if ( radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_START 
						&& radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_HOLD )
					{
						NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_START, SETANIM_FLAG_NORMAL );
						NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
						radiusEnts[i]->client->ps.torsoAnimTimer += 100;
						radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer;
					}
					else if ( radiusEnts[i]->client->ps.torsoAnimTimer <= 100 )
					{//at the end of the sonic pain start or hold anim
						NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_NORMAL );
						NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
						radiusEnts[i]->client->ps.torsoAnimTimer += 100; 
						radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer;
					}
				}
				/*
				else if ( distSq < halfRadSquared 
					&& radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_NONE 
					&& !Q_irand( 0, 10 ) )//FIXME: base on skill
				{//within range
					G_Knockdown( radiusEnts[i], NPC, vec3_origin, 500, qfalse );
				}
				*/
			}
		}
	}

	float playerDist = NPC_EntRangeFromBolt( player, NPC->genericBolt1 );
	if ( playerDist < 256.0f )
	{
		CGCam_Shake( 1.0f*playerDist/128.0f, 200 );
	}
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:89,代码来源:AI_Howler.cpp


示例11: Howler_Attack

//------------------------------
static void Howler_Attack( float enemyDist, qboolean howl )
{
	int dmg = (NPCInfo->localState==LSTATE_BERZERK)?5:2;

	if ( !TIMER_Exists( NPC, "attacking" ))
	{
		int attackAnim = BOTH_GESTURE1;
		// Going to do an attack
		if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps )
			&& enemyDist <= MIN_DISTANCE )
		{
			attackAnim = BOTH_ATTACK2;
		}
		else if ( !Q_irand( 0, 4 ) || howl )
		{//howl attack
			//G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
		}
		else if ( enemyDist > MIN_DISTANCE && Q_irand( 0, 1 ) )
		{//lunge attack
			//jump foward
			vec3_t	fwd, yawAng = {0, NPC->client->ps.viewangles[YAW], 0};
			AngleVectors( yawAng, fwd, NULL, NULL );
			VectorScale( fwd, (enemyDist*3.0f), NPC->client->ps.velocity );
			NPC->client->ps.velocity[2] = 200;
			NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
			
			attackAnim = BOTH_ATTACK1;
		}
		else
		{//tongue attack
			attackAnim = BOTH_ATTACK2;
		}

		NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_RESTART );
		if ( NPCInfo->localState == LSTATE_BERZERK )
		{//attack again right away
			TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer );
		}
		else
		{
			TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand( 0, 1500 ) );//FIXME: base on skill
			TIMER_Set( NPC, "standing", -level.time );
			TIMER_Set( NPC, "walking", -level.time );
			TIMER_Set( NPC, "running", NPC->client->ps.legsAnimTimer + 5000 );
		}

		TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage
	}

	// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
	switch ( NPC->client->ps.legsAnim )
	{
	case BOTH_ATTACK1:
	case BOTH_MELEE1:
		if ( NPC->client->ps.legsAnimTimer > 650//more than 13 frames left
			&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 800 )//at least 16 frames into anim
		{
			Howler_TryDamage( dmg, qfalse, qfalse );
		}
		break;
	case BOTH_ATTACK2:
	case BOTH_MELEE2:
		if ( NPC->client->ps.legsAnimTimer > 350//more than 7 frames left
			&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 550 )//at least 11 frames into anim
		{
			Howler_TryDamage( dmg, qtrue, qfalse );
		}
		break;
	case BOTH_GESTURE1:
		{
			if ( NPC->client->ps.legsAnimTimer > 1800//more than 36 frames left
				&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 950 )//at least 19 frames into anim
			{
				Howler_Howl();
				if ( !NPC->count )
				{
					G_PlayEffect( G_EffectIndex( "howler/sonic" ), NPC->playerModel, NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 4750, qtrue );
					G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
					NPC->count = 1;
				}
			}
		}
		break;
	default:
		//anims seem to get reset after a load, so just stop attacking and it will restart as needed.
		TIMER_Remove( NPC, "attacking" );
		break;
	}

	// Just using this to remove the attacking flag at the right time
	TIMER_Done2( NPC, "attacking", qtrue );
}
开发者ID:Chedo,项目名称:OpenJK,代码行数:93,代码来源:AI_Howler.cpp


示例12: NPC_HandleAIFlags


//.........这里部分代码省略.........
				else
				{
					NPCInfo->canShove = qtrue;
				}
			}

			if(blocker->client && blocker->client->playerTeam == NPC->client->playerTeam)
			{//Should we ask it to get out of the way?
				//FIXME:  NPC_SetSayBState(NPC, blocker, Q_irand(SAY_MOVEIT1, SAY_MOVEIT4);// ?
				if(NPCInfo->blockedSpeechDebounceTime < level.time)
				{
					if ( NPC->behaviorSet[BSET_BLOCKED] )
					{
						G_ActivateBehavior( NPC, BSET_BLOCKED);
					}
					else
					{
						G_AddVoiceEvent( NPC, Q_irand(EV_BLOCKED1, EV_BLOCKED3), 0 );
					}
#ifdef _DEBUG
					//gi.Printf( "%s: 'Hey, %s, move it!'\n", NPC->targetname, blocker->targetname );
#endif
					//NPCInfo->blockedSpeechDebounceTime = level.time + 10000;//FIXME: make a define
					//Ok, need to make it get out of the way...
				}
			}
			else if((blocker->client || blocker->takedamage) && blocker->health > 0 && blocker->health < 200 )
			{//Attack it!?  Set enemy and temp behavior?  Hmm...
				//Careful, what if it's explosive?
				G_SetEnemy( NPC, blocker );
				if( NPCInfo->consecutiveBlockedMoves == 30 )
				{//Blocked for three seconds straight
					G_ActivateBehavior( NPC, BSET_BLOCKED);
				}
			}
		}
	}
	else if(NPCInfo->blockedDebounceTime < level.time)
	{//Only clear if haven't been blocked for a whole second
		NPCInfo->consecutiveBlockedMoves = 0;
		NPCInfo->shoveCount = 0;
	}

	if(NPCInfo->shoveDebounce < level.time)
	{//We have shoved for 1 second at least
		NPCInfo->lastShoveDir = 0.0f;
	}

	//NAV_ClearBlockedInfo(NPC);
	*/

	//MRJ Request:
	if ( NPCInfo->aiFlags & NPCAI_GREET_ALLIES && !NPC->enemy )//what if "enemy" is the greetEnt?
	{//If no enemy, look for teammates to greet
		//FIXME: don't say hi to the same guy over and over again.
		if ( NPCInfo->greetingDebounceTime < level.time )
		{//Has been at least 2 seconds since we greeted last
			if ( !NPCInfo->greetEnt )
			{//Find a teammate whom I'm facing and who is facing me and within 128
				NPCInfo->greetEnt = NPC_PickAlly( qtrue, 128, qtrue, qtrue );
			}

			if ( NPCInfo->greetEnt && !Q_irand(0, 5) )
			{//Start greeting someone
				qboolean	greeted = qfalse;

				//TODO:  If have a greetscript, run that instead?

				//FIXME: make them greet back?
				if( !Q_irand( 0, 2 ) )
				{//Play gesture anim (press gesture button?)
					greeted = qtrue;
					NPC_SetAnim( NPC, SETANIM_TORSO, Q_irand( BOTH_GESTURE1, BOTH_GESTURE3 ), SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD );
					//NOTE: play full-body gesture if not moving?
				}

				if( !Q_irand( 0, 2 ) )
				{//Play random voice greeting sound
					greeted = qtrue;
					//FIXME: need NPC sound sets

					G_AddVoiceEvent( NPC, Q_irand(EV_GREET1, EV_GREET3), 2000 );
				}

				if( !Q_irand( 0, 1 ) )
				{//set looktarget to them for a second or two
					greeted = qtrue;
					NPC_TempLookTarget( NPC, NPCInfo->greetEnt->s.number, 1000, 3000 );
				}

				if ( greeted )
				{//Did at least one of the things above
					//Don't greet again for 2 - 4 seconds
					NPCInfo->greetingDebounceTime = level.time + Q_irand( 2000, 4000 );
					NPCInfo->greetEnt = NULL;
				}
			}
		}
	}
}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:101,代码来源:NPC.cpp


示例13: NPC_ExecuteBState


//.........这里部分代码省略.........
		if ( NPC->enemy )
		{
			if ( NPC->client->ps.weapon != WP_IMPERIAL_BLADE && NPC->client->ps.weapon != WP_KLINGON_BLADE )
			{//looking right at enemy during melee looks odd
				NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
			}
		}
	}

	if ( NPC->enemy )
	{
		if(NPC->enemy->flags & FL_DONT_SHOOT)
		{
			ucmd.buttons &= ~BUTTON_ATTACK;
		}

		if(client->ps.weaponstate == WEAPON_IDLE)
		{
			client->ps.weaponstate = WEAPON_READY;
		}
	}
	else 
	{
		if(client->ps.weaponstate == WEAPON_READY)
		{
			client->ps.weaponstate = WEAPON_IDLE;
		}
	}

	if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
	{//We just shot but aren't still shooting, so hold the gun up for a while
		if(client->ps.weapon == WP_PHASER )
		{//One-handed
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
		}
		else if(client->ps.weapon == WP_COMPRESSION_RIFLE)
		{//Sniper pose
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
		}
		/*//FIXME: What's the proper solution here?
		else
		{//heavy weapon
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		*/
	}
	else if (!NPC->enemy && bState != BS_FORMATION)//HACK!
	{
		if(client->ps.weapon != WP_TRICORDER)
		{
			if((NPC->s.torsoAnim&~ANIM_TOGGLEBIT) == TORSO_WEAPONREADY1 || (NPC->s.torsoAnim&~ANIM_TOGGLEBIT) == TORSO_WEAPONREADY2)
			{//we look ready for action, using one of the first 2 weapon, let's rest our weapon on our shoulder
				NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
			}
		}
	}

	NPC_CheckAttackHold();
	NPC_ApplyScriptFlags();
	
	//cliff and wall avoidance
	NPC_AvoidWallsAndCliffs();

	// run the bot through the server like it was a real client
//=== Save the ucmd for the second no-think Pmove ============================
	ucmd.serverTime = level.time - 50;
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:67,代码来源:NPC.cpp


示例14: NPC_ExecuteBState

/*
===============
NPC_ExecuteBState

  MCG

NPC Behavior state thinking

===============
*/
void NPC_ExecuteBState ( gentity_t *self)//, int msec ) 
{
	bState_t	bState;

	NPC_HandleAIFlags();

	//FIXME: these next three bits could be a function call, some sort of setup/cleanup func
	//Lookmode must be reset every think cycle
	if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time)
	{
		G_ActivateBehavior( NPC, BSET_DELAYED);
		NPC->delayScriptTime = 0;
	}

	//Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func
	NPCInfo->combatMove = qfalse;

	//Execute our bState
	if(NPCInfo->tempBehavior)
	{//Overrides normal behavior until cleared
		bState = NPCInfo->tempBehavior;
	}
	else
	{
		if(!NPCInfo->behaviorState)
			NPCInfo->behaviorState = NPCInfo->defaultBehavior;

		bState = NPCInfo->behaviorState;
	}

	//Pick the proper bstate for us and run it
	NPC_RunBehavior( self->client->playerTeam, bState );
	
	if ( NPC->enemy )
	{
		if ( !NPC->enemy->inuse )
		{//just in case bState doesn't catch this
			G_ClearEnemy( NPC );
		}
	}

	if ( NPC->client->ps.saberLockTime && NPC->client->ps.saberLockEnemy != ENTITYNUM_NONE )
	{
		NPC_SetLookTarget( NPC, NPC->client->ps.saberLockEnemy, level.time+1000 );
	}
	else if ( !NPC_CheckLookTarget( NPC ) )
	{
		if ( NPC->enemy )
		{
			NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
		}
	}

	if ( NPC->enemy )
	{
		if(NPC->enemy->flags & FL_DONT_SHOOT)
		{
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}
		else if ( NPC->client->playerTeam != NPCTEAM_ENEMY && NPC->enemy->NPC && (NPC->enemy->NPC->surrenderTime > level.time || (NPC->enemy->NPC->scriptFlags&SCF_FORCED_MARCH)) )
		{//don't shoot someone who's surrendering if you're a good guy
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}

		if(client->ps.weaponstate == WEAPON_IDLE)
		{
			client->ps.weaponstate = WEAPON_READY;
		}
	}
	else 
	{
		if(client->ps.weaponstate == WEAPON_READY)
		{
			client->ps.weaponstate = WEAPON_IDLE;
		}
	}

	if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
	{//We just shot but aren't still shooting, so hold the gun up for a while
		if(client->ps.weapon == WP_SABER )
		{//One-handed
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
		}
		else if(client->ps.weapon == WP_BRYAR_PISTOL)
		{//Sniper pose
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		}
//.........这里部分代码省略.........
开发者ID:TheSil,项目名称:base_enhanced,代码行数:101,代码来源:NPC.c


示例15: Pickup_Saber

qboolean Pickup_Saber( gentity_t *self, qboolean hadSaber, gentity_t *pickUpSaber )
{
    //NOTE: loopAnim = saberSolo, alt_fire = saberLeftHand, NPC_type = saberType, NPC_targetname = saberColor
    qboolean foundIt = qfalse;

    if ( !pickUpSaber || !self || !self->client )
    {
        return qfalse;
    }

    //G_Rem 

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C++ NPC_UpdateAngles函数代码示例发布时间:2022-05-30
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C++ NPC_MoveToGoal函数代码示例发布时间:2022-05-30
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