m_medic.c (17997B)
1 /* 2 Copyright (C) 1997-2001 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 /* 21 ============================================================================== 22 23 MEDIC 24 25 ============================================================================== 26 */ 27 28 #include "g_local.h" 29 #include "m_medic.h" 30 31 qboolean visible (edict_t *self, edict_t *other); 32 33 34 static int sound_idle1; 35 static int sound_pain1; 36 static int sound_pain2; 37 static int sound_die; 38 static int sound_sight; 39 static int sound_search; 40 static int sound_hook_launch; 41 static int sound_hook_hit; 42 static int sound_hook_heal; 43 static int sound_hook_retract; 44 45 46 edict_t *medic_FindDeadMonster (edict_t *self) 47 { 48 edict_t *ent = NULL; 49 edict_t *best = NULL; 50 51 while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) 52 { 53 if (ent == self) 54 continue; 55 if (!(ent->svflags & SVF_MONSTER)) 56 continue; 57 if (ent->monsterinfo.aiflags & AI_GOOD_GUY) 58 continue; 59 if (ent->owner) 60 continue; 61 if (ent->health > 0) 62 continue; 63 if (ent->nextthink) 64 continue; 65 if (!visible(self, ent)) 66 continue; 67 if (!best) 68 { 69 best = ent; 70 continue; 71 } 72 if (ent->max_health <= best->max_health) 73 continue; 74 best = ent; 75 } 76 77 return best; 78 } 79 80 void medic_idle (edict_t *self) 81 { 82 edict_t *ent; 83 84 gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); 85 86 ent = medic_FindDeadMonster(self); 87 if (ent) 88 { 89 self->enemy = ent; 90 self->enemy->owner = self; 91 self->monsterinfo.aiflags |= AI_MEDIC; 92 FoundTarget (self); 93 } 94 } 95 96 void medic_search (edict_t *self) 97 { 98 edict_t *ent; 99 100 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); 101 102 if (!self->oldenemy) 103 { 104 ent = medic_FindDeadMonster(self); 105 if (ent) 106 { 107 self->oldenemy = self->enemy; 108 self->enemy = ent; 109 self->enemy->owner = self; 110 self->monsterinfo.aiflags |= AI_MEDIC; 111 FoundTarget (self); 112 } 113 } 114 } 115 116 void medic_sight (edict_t *self, edict_t *other) 117 { 118 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); 119 } 120 121 122 mframe_t medic_frames_stand [] = 123 { 124 ai_stand, 0, medic_idle, 125 ai_stand, 0, NULL, 126 ai_stand, 0, NULL, 127 ai_stand, 0, NULL, 128 ai_stand, 0, NULL, 129 ai_stand, 0, NULL, 130 ai_stand, 0, NULL, 131 ai_stand, 0, NULL, 132 ai_stand, 0, NULL, 133 ai_stand, 0, NULL, 134 ai_stand, 0, NULL, 135 ai_stand, 0, NULL, 136 ai_stand, 0, NULL, 137 ai_stand, 0, NULL, 138 ai_stand, 0, NULL, 139 ai_stand, 0, NULL, 140 ai_stand, 0, NULL, 141 ai_stand, 0, NULL, 142 ai_stand, 0, NULL, 143 ai_stand, 0, NULL, 144 ai_stand, 0, NULL, 145 ai_stand, 0, NULL, 146 ai_stand, 0, NULL, 147 ai_stand, 0, NULL, 148 ai_stand, 0, NULL, 149 ai_stand, 0, NULL, 150 ai_stand, 0, NULL, 151 ai_stand, 0, NULL, 152 ai_stand, 0, NULL, 153 ai_stand, 0, NULL, 154 ai_stand, 0, NULL, 155 ai_stand, 0, NULL, 156 ai_stand, 0, NULL, 157 ai_stand, 0, NULL, 158 ai_stand, 0, NULL, 159 ai_stand, 0, NULL, 160 ai_stand, 0, NULL, 161 ai_stand, 0, NULL, 162 ai_stand, 0, NULL, 163 ai_stand, 0, NULL, 164 ai_stand, 0, NULL, 165 ai_stand, 0, NULL, 166 ai_stand, 0, NULL, 167 ai_stand, 0, NULL, 168 ai_stand, 0, NULL, 169 ai_stand, 0, NULL, 170 ai_stand, 0, NULL, 171 ai_stand, 0, NULL, 172 ai_stand, 0, NULL, 173 ai_stand, 0, NULL, 174 ai_stand, 0, NULL, 175 ai_stand, 0, NULL, 176 ai_stand, 0, NULL, 177 ai_stand, 0, NULL, 178 ai_stand, 0, NULL, 179 ai_stand, 0, NULL, 180 ai_stand, 0, NULL, 181 ai_stand, 0, NULL, 182 ai_stand, 0, NULL, 183 ai_stand, 0, NULL, 184 ai_stand, 0, NULL, 185 ai_stand, 0, NULL, 186 ai_stand, 0, NULL, 187 ai_stand, 0, NULL, 188 ai_stand, 0, NULL, 189 ai_stand, 0, NULL, 190 ai_stand, 0, NULL, 191 ai_stand, 0, NULL, 192 ai_stand, 0, NULL, 193 ai_stand, 0, NULL, 194 ai_stand, 0, NULL, 195 ai_stand, 0, NULL, 196 ai_stand, 0, NULL, 197 ai_stand, 0, NULL, 198 ai_stand, 0, NULL, 199 ai_stand, 0, NULL, 200 ai_stand, 0, NULL, 201 ai_stand, 0, NULL, 202 ai_stand, 0, NULL, 203 ai_stand, 0, NULL, 204 ai_stand, 0, NULL, 205 ai_stand, 0, NULL, 206 ai_stand, 0, NULL, 207 ai_stand, 0, NULL, 208 ai_stand, 0, NULL, 209 ai_stand, 0, NULL, 210 ai_stand, 0, NULL, 211 ai_stand, 0, NULL, 212 ai_stand, 0, NULL, 213 ai_stand, 0, NULL, 214 215 }; 216 mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL}; 217 218 void medic_stand (edict_t *self) 219 { 220 self->monsterinfo.currentmove = &medic_move_stand; 221 } 222 223 224 mframe_t medic_frames_walk [] = 225 { 226 ai_walk, 6.2, NULL, 227 ai_walk, 18.1, NULL, 228 ai_walk, 1, NULL, 229 ai_walk, 9, NULL, 230 ai_walk, 10, NULL, 231 ai_walk, 9, NULL, 232 ai_walk, 11, NULL, 233 ai_walk, 11.6, NULL, 234 ai_walk, 2, NULL, 235 ai_walk, 9.9, NULL, 236 ai_walk, 14, NULL, 237 ai_walk, 9.3, NULL 238 }; 239 mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL}; 240 241 void medic_walk (edict_t *self) 242 { 243 self->monsterinfo.currentmove = &medic_move_walk; 244 } 245 246 247 mframe_t medic_frames_run [] = 248 { 249 ai_run, 18, NULL, 250 ai_run, 22.5, NULL, 251 ai_run, 25.4, NULL, 252 ai_run, 23.4, NULL, 253 ai_run, 24, NULL, 254 ai_run, 35.6, NULL 255 256 }; 257 mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL}; 258 259 void medic_run (edict_t *self) 260 { 261 if (!(self->monsterinfo.aiflags & AI_MEDIC)) 262 { 263 edict_t *ent; 264 265 ent = medic_FindDeadMonster(self); 266 if (ent) 267 { 268 self->oldenemy = self->enemy; 269 self->enemy = ent; 270 self->enemy->owner = self; 271 self->monsterinfo.aiflags |= AI_MEDIC; 272 FoundTarget (self); 273 return; 274 } 275 } 276 277 if (self->monsterinfo.aiflags & AI_STAND_GROUND) 278 self->monsterinfo.currentmove = &medic_move_stand; 279 else 280 self->monsterinfo.currentmove = &medic_move_run; 281 } 282 283 284 mframe_t medic_frames_pain1 [] = 285 { 286 ai_move, 0, NULL, 287 ai_move, 0, NULL, 288 ai_move, 0, NULL, 289 ai_move, 0, NULL, 290 ai_move, 0, NULL, 291 ai_move, 0, NULL, 292 ai_move, 0, NULL, 293 ai_move, 0, NULL 294 }; 295 mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run}; 296 297 mframe_t medic_frames_pain2 [] = 298 { 299 ai_move, 0, NULL, 300 ai_move, 0, NULL, 301 ai_move, 0, NULL, 302 ai_move, 0, NULL, 303 ai_move, 0, NULL, 304 ai_move, 0, NULL, 305 ai_move, 0, NULL, 306 ai_move, 0, NULL, 307 ai_move, 0, NULL, 308 ai_move, 0, NULL, 309 ai_move, 0, NULL, 310 ai_move, 0, NULL, 311 ai_move, 0, NULL, 312 ai_move, 0, NULL, 313 ai_move, 0, NULL 314 }; 315 mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run}; 316 317 void medic_pain (edict_t *self, edict_t *other, float kick, int damage) 318 { 319 if (self->health < (self->max_health / 2)) 320 self->s.skinnum = 1; 321 322 if (level.time < self->pain_debounce_time) 323 return; 324 325 self->pain_debounce_time = level.time + 3; 326 327 if (skill->value == 3) 328 return; // no pain anims in nightmare 329 330 if (random() < 0.5) 331 { 332 self->monsterinfo.currentmove = &medic_move_pain1; 333 gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); 334 } 335 else 336 { 337 self->monsterinfo.currentmove = &medic_move_pain2; 338 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); 339 } 340 } 341 342 void medic_fire_blaster (edict_t *self) 343 { 344 vec3_t start; 345 vec3_t forward, right; 346 vec3_t end; 347 vec3_t dir; 348 int effect; 349 350 if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) 351 effect = EF_BLASTER; 352 else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28)) 353 effect = EF_HYPERBLASTER; 354 else 355 effect = 0; 356 357 AngleVectors (self->s.angles, forward, right, NULL); 358 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); 359 360 VectorCopy (self->enemy->s.origin, end); 361 end[2] += self->enemy->viewheight; 362 VectorSubtract (end, start, dir); 363 364 monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect); 365 } 366 367 368 void medic_dead (edict_t *self) 369 { 370 VectorSet (self->mins, -16, -16, -24); 371 VectorSet (self->maxs, 16, 16, -8); 372 self->movetype = MOVETYPE_TOSS; 373 self->svflags |= SVF_DEADMONSTER; 374 self->nextthink = 0; 375 gi.linkentity (self); 376 } 377 378 mframe_t medic_frames_death [] = 379 { 380 ai_move, 0, NULL, 381 ai_move, 0, NULL, 382 ai_move, 0, NULL, 383 ai_move, 0, NULL, 384 ai_move, 0, NULL, 385 ai_move, 0, NULL, 386 ai_move, 0, NULL, 387 ai_move, 0, NULL, 388 ai_move, 0, NULL, 389 ai_move, 0, NULL, 390 ai_move, 0, NULL, 391 ai_move, 0, NULL, 392 ai_move, 0, NULL, 393 ai_move, 0, NULL, 394 ai_move, 0, NULL, 395 ai_move, 0, NULL, 396 ai_move, 0, NULL, 397 ai_move, 0, NULL, 398 ai_move, 0, NULL, 399 ai_move, 0, NULL, 400 ai_move, 0, NULL, 401 ai_move, 0, NULL, 402 ai_move, 0, NULL, 403 ai_move, 0, NULL, 404 ai_move, 0, NULL, 405 ai_move, 0, NULL, 406 ai_move, 0, NULL, 407 ai_move, 0, NULL, 408 ai_move, 0, NULL, 409 ai_move, 0, NULL 410 }; 411 mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead}; 412 413 void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 414 { 415 int n; 416 417 // if we had a pending patient, free him up for another medic 418 if ((self->enemy) && (self->enemy->owner == self)) 419 self->enemy->owner = NULL; 420 421 // check for gib 422 if (self->health <= self->gib_health) 423 { 424 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 425 for (n= 0; n < 2; n++) 426 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); 427 for (n= 0; n < 4; n++) 428 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); 429 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); 430 self->deadflag = DEAD_DEAD; 431 return; 432 } 433 434 if (self->deadflag == DEAD_DEAD) 435 return; 436 437 // regular death 438 gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); 439 self->deadflag = DEAD_DEAD; 440 self->takedamage = DAMAGE_YES; 441 442 self->monsterinfo.currentmove = &medic_move_death; 443 } 444 445 446 void medic_duck_down (edict_t *self) 447 { 448 if (self->monsterinfo.aiflags & AI_DUCKED) 449 return; 450 self->monsterinfo.aiflags |= AI_DUCKED; 451 self->maxs[2] -= 32; 452 self->takedamage = DAMAGE_YES; 453 self->monsterinfo.pausetime = level.time + 1; 454 gi.linkentity (self); 455 } 456 457 void medic_duck_hold (edict_t *self) 458 { 459 if (level.time >= self->monsterinfo.pausetime) 460 self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; 461 else 462 self->monsterinfo.aiflags |= AI_HOLD_FRAME; 463 } 464 465 void medic_duck_up (edict_t *self) 466 { 467 self->monsterinfo.aiflags &= ~AI_DUCKED; 468 self->maxs[2] += 32; 469 self->takedamage = DAMAGE_AIM; 470 gi.linkentity (self); 471 } 472 473 mframe_t medic_frames_duck [] = 474 { 475 ai_move, -1, NULL, 476 ai_move, -1, NULL, 477 ai_move, -1, medic_duck_down, 478 ai_move, -1, medic_duck_hold, 479 ai_move, -1, NULL, 480 ai_move, -1, NULL, 481 ai_move, -1, medic_duck_up, 482 ai_move, -1, NULL, 483 ai_move, -1, NULL, 484 ai_move, -1, NULL, 485 ai_move, -1, NULL, 486 ai_move, -1, NULL, 487 ai_move, -1, NULL, 488 ai_move, -1, NULL, 489 ai_move, -1, NULL, 490 ai_move, -1, NULL 491 }; 492 mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run}; 493 494 void medic_dodge (edict_t *self, edict_t *attacker, float eta) 495 { 496 if (random() > 0.25) 497 return; 498 499 if (!self->enemy) 500 self->enemy = attacker; 501 502 self->monsterinfo.currentmove = &medic_move_duck; 503 } 504 505 mframe_t medic_frames_attackHyperBlaster [] = 506 { 507 ai_charge, 0, NULL, 508 ai_charge, 0, NULL, 509 ai_charge, 0, NULL, 510 ai_charge, 0, NULL, 511 ai_charge, 0, medic_fire_blaster, 512 ai_charge, 0, medic_fire_blaster, 513 ai_charge, 0, medic_fire_blaster, 514 ai_charge, 0, medic_fire_blaster, 515 ai_charge, 0, medic_fire_blaster, 516 ai_charge, 0, medic_fire_blaster, 517 ai_charge, 0, medic_fire_blaster, 518 ai_charge, 0, medic_fire_blaster, 519 ai_charge, 0, medic_fire_blaster, 520 ai_charge, 0, medic_fire_blaster, 521 ai_charge, 0, medic_fire_blaster, 522 ai_charge, 0, medic_fire_blaster 523 }; 524 mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run}; 525 526 527 void medic_continue (edict_t *self) 528 { 529 if (visible (self, self->enemy) ) 530 if (random() <= 0.95) 531 self->monsterinfo.currentmove = &medic_move_attackHyperBlaster; 532 } 533 534 535 mframe_t medic_frames_attackBlaster [] = 536 { 537 ai_charge, 0, NULL, 538 ai_charge, 5, NULL, 539 ai_charge, 5, NULL, 540 ai_charge, 3, NULL, 541 ai_charge, 2, NULL, 542 ai_charge, 0, NULL, 543 ai_charge, 0, NULL, 544 ai_charge, 0, NULL, 545 ai_charge, 0, medic_fire_blaster, 546 ai_charge, 0, NULL, 547 ai_charge, 0, NULL, 548 ai_charge, 0, medic_fire_blaster, 549 ai_charge, 0, NULL, 550 ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32 551 }; 552 mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run}; 553 554 555 void medic_hook_launch (edict_t *self) 556 { 557 gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); 558 } 559 560 void ED_CallSpawn (edict_t *ent); 561 562 static vec3_t medic_cable_offsets[] = 563 { 564 45.0, -9.2, 15.5, 565 48.4, -9.7, 15.2, 566 47.8, -9.8, 15.8, 567 47.3, -9.3, 14.3, 568 45.4, -10.1, 13.1, 569 41.9, -12.7, 12.0, 570 37.8, -15.8, 11.2, 571 34.3, -18.4, 10.7, 572 32.7, -19.7, 10.4, 573 32.7, -19.7, 10.4 574 }; 575 576 void medic_cable_attack (edict_t *self) 577 { 578 vec3_t offset, start, end, f, r; 579 trace_t tr; 580 vec3_t dir, angles; 581 float distance; 582 583 if (!self->enemy->inuse) 584 return; 585 586 AngleVectors (self->s.angles, f, r, NULL); 587 VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); 588 G_ProjectSource (self->s.origin, offset, f, r, start); 589 590 // check for max distance 591 VectorSubtract (start, self->enemy->s.origin, dir); 592 distance = VectorLength(dir); 593 if (distance > 256) 594 return; 595 596 // check for min/max pitch 597 vectoangles (dir, angles); 598 if (angles[0] < -180) 599 angles[0] += 360; 600 if (fabs(angles[0]) > 45) 601 return; 602 603 tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); 604 if (tr.fraction != 1.0 && tr.ent != self->enemy) 605 return; 606 607 if (self->s.frame == FRAME_attack43) 608 { 609 gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); 610 self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; 611 } 612 else if (self->s.frame == FRAME_attack50) 613 { 614 self->enemy->spawnflags = 0; 615 self->enemy->monsterinfo.aiflags = 0; 616 self->enemy->target = NULL; 617 self->enemy->targetname = NULL; 618 self->enemy->combattarget = NULL; 619 self->enemy->deathtarget = NULL; 620 self->enemy->owner = self; 621 ED_CallSpawn (self->enemy); 622 self->enemy->owner = NULL; 623 if (self->enemy->think) 624 { 625 self->enemy->nextthink = level.time; 626 self->enemy->think (self->enemy); 627 } 628 self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; 629 if (self->oldenemy && self->oldenemy->client) 630 { 631 self->enemy->enemy = self->oldenemy; 632 FoundTarget (self->enemy); 633 } 634 } 635 else 636 { 637 if (self->s.frame == FRAME_attack44) 638 gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); 639 } 640 641 // adjust start for beam origin being in middle of a segment 642 VectorMA (start, 8, f, start); 643 644 // adjust end z for end spot since the monster is currently dead 645 VectorCopy (self->enemy->s.origin, end); 646 end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; 647 648 gi.WriteByte (svc_temp_entity); 649 gi.WriteByte (TE_MEDIC_CABLE_ATTACK); 650 gi.WriteShort (self - g_edicts); 651 gi.WritePosition (start); 652 gi.WritePosition (end); 653 gi.multicast (self->s.origin, MULTICAST_PVS); 654 } 655 656 void medic_hook_retract (edict_t *self) 657 { 658 gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); 659 self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; 660 } 661 662 mframe_t medic_frames_attackCable [] = 663 { 664 ai_move, 2, NULL, 665 ai_move, 3, NULL, 666 ai_move, 5, NULL, 667 ai_move, 4.4, NULL, 668 ai_charge, 4.7, NULL, 669 ai_charge, 5, NULL, 670 ai_charge, 6, NULL, 671 ai_charge, 4, NULL, 672 ai_charge, 0, NULL, 673 ai_move, 0, medic_hook_launch, 674 ai_move, 0, medic_cable_attack, 675 ai_move, 0, medic_cable_attack, 676 ai_move, 0, medic_cable_attack, 677 ai_move, 0, medic_cable_attack, 678 ai_move, 0, medic_cable_attack, 679 ai_move, 0, medic_cable_attack, 680 ai_move, 0, medic_cable_attack, 681 ai_move, 0, medic_cable_attack, 682 ai_move, 0, medic_cable_attack, 683 ai_move, -15, medic_hook_retract, 684 ai_move, -1.5, NULL, 685 ai_move, -1.2, NULL, 686 ai_move, -3, NULL, 687 ai_move, -2, NULL, 688 ai_move, 0.3, NULL, 689 ai_move, 0.7, NULL, 690 ai_move, 1.2, NULL, 691 ai_move, 1.3, NULL 692 }; 693 mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run}; 694 695 696 void medic_attack(edict_t *self) 697 { 698 if (self->monsterinfo.aiflags & AI_MEDIC) 699 self->monsterinfo.currentmove = &medic_move_attackCable; 700 else 701 self->monsterinfo.currentmove = &medic_move_attackBlaster; 702 } 703 704 qboolean medic_checkattack (edict_t *self) 705 { 706 if (self->monsterinfo.aiflags & AI_MEDIC) 707 { 708 medic_attack(self); 709 return true; 710 } 711 712 return M_CheckAttack (self); 713 } 714 715 716 /*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight 717 */ 718 void SP_monster_medic (edict_t *self) 719 { 720 if (deathmatch->value) 721 { 722 G_FreeEdict (self); 723 return; 724 } 725 726 sound_idle1 = gi.soundindex ("medic/idle.wav"); 727 sound_pain1 = gi.soundindex ("medic/medpain1.wav"); 728 sound_pain2 = gi.soundindex ("medic/medpain2.wav"); 729 sound_die = gi.soundindex ("medic/meddeth1.wav"); 730 sound_sight = gi.soundindex ("medic/medsght1.wav"); 731 sound_search = gi.soundindex ("medic/medsrch1.wav"); 732 sound_hook_launch = gi.soundindex ("medic/medatck2.wav"); 733 sound_hook_hit = gi.soundindex ("medic/medatck3.wav"); 734 sound_hook_heal = gi.soundindex ("medic/medatck4.wav"); 735 sound_hook_retract = gi.soundindex ("medic/medatck5.wav"); 736 737 gi.soundindex ("medic/medatck1.wav"); 738 739 self->movetype = MOVETYPE_STEP; 740 self->solid = SOLID_BBOX; 741 self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2"); 742 VectorSet (self->mins, -24, -24, -24); 743 VectorSet (self->maxs, 24, 24, 32); 744 745 self->health = 300; 746 self->gib_health = -130; 747 self->mass = 400; 748 749 self->pain = medic_pain; 750 self->die = medic_die; 751 752 self->monsterinfo.stand = medic_stand; 753 self->monsterinfo.walk = medic_walk; 754 self->monsterinfo.run = medic_run; 755 self->monsterinfo.dodge = medic_dodge; 756 self->monsterinfo.attack = medic_attack; 757 self->monsterinfo.melee = NULL; 758 self->monsterinfo.sight = medic_sight; 759 self->monsterinfo.idle = medic_idle; 760 self->monsterinfo.search = medic_search; 761 self->monsterinfo.checkattack = medic_checkattack; 762 763 gi.linkentity (self); 764 765 self->monsterinfo.currentmove = &medic_move_stand; 766 self->monsterinfo.scale = MODEL_SCALE; 767 768 walkmonster_start (self); 769 }