416 lines
7.1 KiB
Plaintext
416 lines
7.1 KiB
Plaintext
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/*
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A monster is in fight mode if it thinks it can effectively attack its
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enemy.
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When it decides it can't attack, it goes into hunt mode.
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*/
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float(float v) anglemod;
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void() knight_atk1;
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void() knight_runatk1;
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void() ogre_smash1;
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void() ogre_swing1;
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void() sham_smash1;
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void() sham_swingr1;
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void() sham_swingl1;
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float() DemonCheckAttack;
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void(float side) Demon_Melee;
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void(vector dest) ChooseTurn;
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void() ai_face;
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float enemy_vis, enemy_infront, enemy_range;
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float enemy_yaw;
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void() knight_attack = {
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local float len;
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// decide if now is a good swing time
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len = vlen(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs));
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if(len < 80) {
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knight_atk1();
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} else {
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knight_runatk1();
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}
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};
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//=============================================================================
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/*
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===========
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CheckAttack
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The player is in view, so decide to move or launch an attack
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Returns FALSE if movement should continue
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============
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*/
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float() CheckAttack = {
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline(spot1, spot2, FALSE, self);
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if(trace_ent != targ) {
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return FALSE; // don't have a clear shot
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}
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if(trace_inopen && trace_inwater) {
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return FALSE; // sight line crossed contents
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}
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if(enemy_range == RANGE_MELEE) {
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// melee attack
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if(self.th_melee) {
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if(self.classname == "monster_knight") {
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knight_attack();
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} else {
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self.th_melee();
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}
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return TRUE;
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}
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}
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// missile attack
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if(!self.th_missile) {
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return FALSE;
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}
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if(time < self.attack_finished) {
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return FALSE;
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}
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if(enemy_range == RANGE_FAR) {
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return FALSE;
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}
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if(enemy_range == RANGE_MELEE) {
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chance = 0.9;
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self.attack_finished = 0;
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} else if(enemy_range == RANGE_NEAR) {
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if(self.th_melee) {
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chance = 0.2;
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} else {
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chance = 0.4;
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}
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} else if(enemy_range == RANGE_MID) {
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if(self.th_melee) {
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chance = 0.05;
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} else {
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chance = 0.1;
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}
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} else {
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chance = 0;
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}
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if(random() < chance) {
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self.th_missile();
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SUB_AttackFinished(2 * random());
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return TRUE;
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}
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return FALSE;
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};
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/*
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=============
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ai_face
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Stay facing the enemy
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=============
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*/
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void() ai_face = {
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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ChangeYaw();
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};
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/*
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=============
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ai_charge
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The monster is in a melee attack, so get as close as possible to .enemy
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=============
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*/
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float(entity targ) visible;
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float(entity targ) infront;
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float(entity targ) range;
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void(float d) ai_charge = {
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ai_face();
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movetogoal(d); // done in C code...
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};
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void() ai_charge_side = {
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local vector dtemp;
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local float heading;
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// aim to the left of the enemy for a flyby
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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ChangeYaw();
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makevectors(self.angles);
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dtemp = self.enemy.origin - 30 * v_right;
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heading = vectoyaw(dtemp - self.origin);
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walkmove(heading, 20);
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};
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/*
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=============
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ai_melee
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=============
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*/
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void() ai_melee = {
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local vector delta;
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local float ldmg;
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if(!self.enemy) {
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return; // removed before stroke
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}
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delta = self.enemy.origin - self.origin;
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if(vlen(delta) > 60) {
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return;
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}
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ldmg = (random() + random() + random()) * 3;
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T_Damage(self.enemy, self, self, ldmg);
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};
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void() ai_melee_side = {
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local vector delta;
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local float ldmg;
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if(!self.enemy) {
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return; // removed before stroke
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}
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ai_charge_side();
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delta = self.enemy.origin - self.origin;
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if(vlen(delta) > 60) {
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return;
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}
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if(!CanDamage(self.enemy, self)) {
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return;
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}
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ldmg = (random() + random() + random()) * 3;
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T_Damage(self.enemy, self, self, ldmg);
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};
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//=============================================================================
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/*
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===========
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SoldierCheckAttack
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The player is in view, so decide to move or launch an attack
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Returns FALSE if movement should continue
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============
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*/
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float() SoldierCheckAttack = {
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline(spot1, spot2, FALSE, self);
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if(trace_inopen && trace_inwater) {
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return FALSE; // sight line crossed contents
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}
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if(trace_ent != targ) {
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return FALSE; // don't have a clear shot
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}
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// missile attack
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if(time < self.attack_finished) {
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return FALSE;
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}
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if(enemy_range == RANGE_FAR) {
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return FALSE;
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}
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if(enemy_range == RANGE_MELEE) {
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chance = 0.9;
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} else if(enemy_range == RANGE_NEAR) {
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chance = 0.4;
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} else if(enemy_range == RANGE_MID) {
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chance = 0.05;
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} else {
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chance = 0;
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}
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if(random() < chance) {
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self.th_missile();
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SUB_AttackFinished(1 + random());
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if(random() < 0.3) {
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self.lefty = !self.lefty;
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}
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return TRUE;
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}
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return FALSE;
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};
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//=============================================================================
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/*
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===========
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ShamCheckAttack
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The player is in view, so decide to move or launch an attack
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Returns FALSE if movement should continue
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============
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*/
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float() ShamCheckAttack = {
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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local float enemy_yaw;
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if(enemy_range == RANGE_MELEE) {
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if(CanDamage(self.enemy, self)) {
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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}
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if(time < self.attack_finished) {
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return FALSE;
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}
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if(!enemy_vis) {
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return FALSE;
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}
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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if(vlen(spot1 - spot2) > 600) {
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return FALSE;
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}
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traceline(spot1, spot2, FALSE, self);
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if(trace_inopen && trace_inwater) {
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return FALSE; // sight line crossed contents
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}
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if(trace_ent != targ) {
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return FALSE; // don't have a clear shot
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}
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// missile attack
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if(enemy_range == RANGE_FAR) {
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return FALSE;
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}
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self.attack_state = AS_MISSILE;
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SUB_AttackFinished(2 + 2 * random());
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return TRUE;
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};
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//============================================================================
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/*
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===========
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OgreCheckAttack
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The player is in view, so decide to move or launch an attack
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Returns FALSE if movement should continue
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============
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*/
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float() OgreCheckAttack = {
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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if(enemy_range == RANGE_MELEE) {
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if(CanDamage(self.enemy, self)) {
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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}
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if(time < self.attack_finished) {
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return FALSE;
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}
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if(!enemy_vis) {
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return FALSE;
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}
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline(spot1, spot2, FALSE, self);
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if(trace_inopen && trace_inwater) {
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return FALSE; // sight line crossed contents
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}
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if(trace_ent != targ) {
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return FALSE; // don't have a clear shot
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}
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// missile attack
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if(time < self.attack_finished) {
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return FALSE;
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}
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if(enemy_range == RANGE_FAR) {
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return FALSE;
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}
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else if(enemy_range == RANGE_NEAR) {
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chance = 0.10;
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} else if(enemy_range == RANGE_MID) {
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chance = 0.05;
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} else {
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chance = 0;
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}
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self.attack_state = AS_MISSILE;
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SUB_AttackFinished(1 + 2 * random());
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return TRUE;
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};
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