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C++ Q_irand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Q_irand函数的典型用法代码示例。如果您正苦于以下问题:C++ Q_irand函数的具体用法?C++ Q_irand怎么用?C++ Q_irand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Q_irand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: BubbleShield_Update

void BubbleShield_Update()
{
	// Shields Go When You Die
	//-------------------------
	if (NPC->health<=0)
	{
		if (BubbleShield_IsOn())
		{
			BubbleShield_TurnOff();
		}
		return;
	}


	// Recharge Shields
	//------------------
 	NPC->client->ps.stats[STAT_ARMOR] += 1;
	if (NPC->client->ps.stats[STAT_ARMOR]>250)
	{
		NPC->client->ps.stats[STAT_ARMOR] = 250;
	}




	// If We Have Enough Armor And Are Not Shooting Right Now, Kick The Shield On
	//----------------------------------------------------------------------------
 	if (NPC->client->ps.stats[STAT_ARMOR]>100 && TIMER_Done(NPC, "ShieldsDown"))
	{
		// Check On Timers To Raise And Lower Shields
		//--------------------------------------------
		if ((level.time - NPCInfo->enemyLastSeenTime)<1000 && TIMER_Done(NPC, "ShieldsUp"))
		{
			TIMER_Set(NPC, "ShieldsDown", 2000);		// Drop Shields
			TIMER_Set(NPC, "ShieldsUp", Q_irand(4000, 5000));	// Then Bring Them Back Up For At Least 3 sec
		} 

		BubbleShield_TurnOn();
		if (BubbleShield_IsOn())
		{
			// Update Our Shader Value
			//-------------------------
	 	 	NPC->client->renderInfo.customRGBA[0] = 
			NPC->client->renderInfo.customRGBA[1] = 
			NPC->client->renderInfo.customRGBA[2] =
  			NPC->client->renderInfo.customRGBA[3] = (NPC->client->ps.stats[STAT_ARMOR] - 100);


			// If Touched By An Enemy, ALWAYS Shove Them
			//-------------------------------------------
			if (NPC->enemy &&  NPCInfo->touchedByPlayer==NPC->enemy)
			{
				vec3_t dir;
				VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, dir);
				VectorNormalize(dir);
				BubbleShield_PushEnt(NPC->enemy, dir);
			}

			// Push Anybody Else Near
			//------------------------
			BubbleShield_PushRadiusEnts();
		}
	}


	// Shields Gone
	//--------------
	else
	{
		BubbleShield_TurnOff();
	}
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:72,代码来源:AI_AssassinDroid.cpp


示例2: NPC_UpdateFiringAngles

/*
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw ) 

  Includes aim when determining angles - so they don't always hit...
  */
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw ) 
{

#if 0

	float		diff;
	float		error;
	float		targetPitch = 0;
	float		targetYaw = 0;
	qboolean	exact = qtrue;

	if ( level.time < NPCInfo->aimTime ) 
	{
		if( doPitch )
			targetPitch = NPCInfo->lockedDesiredPitch;

		if( doYaw )
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		if( doPitch )
		{
			targetPitch = NPCInfo->desiredPitch;
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		}

		if( doYaw )
		{
			targetYaw = NPCInfo->desiredYaw;
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
		}			
	}

	if( doYaw )
	{
		// add yaw error based on NPCInfo->aim value
		error = ((float)(6 - NPCInfo->stats.aim)) * flrand(-1, 1);

		if(Q_irand(0, 1))
			error *= -1;

		diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );

		if ( diff )
			exact = qfalse;
		
		ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
	}

	if( doPitch )
	{
		// add pitch error based on NPCInfo->aim value
		error = ((float)(6 - NPCInfo->stats.aim)) * flrand(-1, 1);

		diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );

		if ( diff )
			exact = qfalse;
		
		ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
	}

	ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];

	return exact;
	
#else

	float		error, diff;
	float		decay;
	float		targetPitch = 0;
	float		targetYaw = 0;
	qboolean	exact = qtrue;

	// if angle changes are locked; just keep the current angles
	if ( level.time < NPCInfo->aimTime ) 
	{
		if(doPitch)
			targetPitch = NPCInfo->lockedDesiredPitch;
		if(doYaw)
			targetYaw = NPCInfo->lockedDesiredYaw;
	}
	else 
	{
		if(doPitch)
			targetPitch = NPCInfo->desiredPitch;
		if(doYaw)
			targetYaw = NPCInfo->desiredYaw;

		if(doPitch)
			NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
		if(doYaw)
			NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
	}
//.........这里部分代码省略.........
开发者ID:NoahBennet,项目名称:base_enhanced,代码行数:101,代码来源:NPC_utils.c


示例3: NAVNEW_MoveToGoal

/*
-------------------------
NAVNEW_MoveToGoal
-------------------------
*/
int	NAVNEW_MoveToGoal( gentity_t *self, navInfo_t &info )
{
    int			bestNode = WAYPOINT_NONE;
    qboolean	foundClearPath = qfalse;
    vec3_t		origin;
    navInfo_t	tempInfo;
    qboolean	setBlockedInfo = qtrue;
    qboolean	inBestWP, inGoalWP, goalWPFailed = qfalse;
    int			numTries = 0;

    memcpy( &tempInfo, &info, sizeof( tempInfo ) );

    //Must have a goal entity to move there
    if( self->NPC->goalEntity == NULL )
        return WAYPOINT_NONE;

    if ( self->waypoint == WAYPOINT_NONE && self->noWaypointTime > level.time )
    {   //didn't have a valid one in about the past second, don't look again just yet
        return WAYPOINT_NONE;
    }
    if ( self->NPC->goalEntity->waypoint == WAYPOINT_NONE && self->NPC->goalEntity->noWaypointTime > level.time )
    {   //didn't have a valid one in about the past second, don't look again just yet
        return WAYPOINT_NONE;
    }
    if ( self->noWaypointTime > level.time &&
            self->NPC->goalEntity->noWaypointTime > level.time )
    {   //just use current waypoints
        bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
    }
    //FIXME!!!!: this is making them wiggle back and forth between waypoints
    else if ( (bestNode = navigator.GetBestPathBetweenEnts( self, self->NPC->goalEntity, NF_CLEAR_PATH )) == NODE_NONE )//!NAVNEW_GetWaypoints( self, qtrue ) )
    {   //one of us didn't have a valid waypoint!
        if ( self->waypoint == NODE_NONE )
        {   //don't even try to find one again for a bit
            self->noWaypointTime = level.time + Q_irand( 500, 1500 );
        }
        if ( self->NPC->goalEntity->waypoint == NODE_NONE )
        {   //don't even try to find one again for a bit
            self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
        }
        return WAYPOINT_NONE;
    }
    else
    {
        if ( self->NPC->goalEntity->noWaypointTime < level.time )
        {
            self->NPC->goalEntity->noWaypointTime = level.time + Q_irand( 500, 1500 );
        }
    }

    while( !foundClearPath )
    {
        inBestWP = inGoalWP = qfalse;
        /*
        bestNode = navigator.GetBestNodeAltRoute( self->waypoint, self->NPC->goalEntity->waypoint, bestNode );
        */

        if ( bestNode == WAYPOINT_NONE )
        {
            goto failed;
        }

        //see if we can get directly to the next node off bestNode en route to goal's node...
        //NOTE: shouldn't be necc. now
        /*
        int oldBestNode = bestNode;
        bestNode = NAV_TestBestNode( self, self->waypoint, bestNode, qtrue );//, self->NPC->goalEntity->waypoint );//
        //NOTE: Guaranteed to return something
        if ( bestNode != oldBestNode )
        {//we were blocked somehow
        	if ( setBlockedInfo )
        	{
        		self->NPC->aiFlags |= NPCAI_BLOCKED;
        		navigator.GetNodePosition( oldBestNode, NPCInfo->blockedDest );
        	}
        }
        */
        navigator.GetNodePosition( bestNode, origin );
        /*
        if ( !goalWPFailed )
        {//we haven't already tried to go straight to goal or goal's wp
        	if ( bestNode == self->NPC->goalEntity->waypoint )
        	{//our bestNode is the goal's wp
        		if ( NAV_HitNavGoal( self->currentOrigin, self->mins, self->maxs, origin, navigator.GetNodeRadius( bestNode ), FlyingCreature( self ) ) )
        		{//we're in the goal's wp
        			inGoalWP = qtrue;
        			//we're in the goalEntity's waypoint already
        			//so head for the goalEntity since we know it's clear of architecture
        			//FIXME: this is pretty stupid because the NPCs try to go straight
        			//		towards their goal before then even try macro_nav...
        			VectorCopy( self->NPC->goalEntity->currentOrigin, origin );
        		}
        	}
        }
        */
//.........这里部分代码省略.........
开发者ID:chatoune,项目名称:jedioutcast,代码行数:101,代码来源:g_navnew.cpp


示例4: Interrogator_PartsMove

/*
-------------------------
Interrogator_PartsMove
-------------------------
*/
void Interrogator_PartsMove(void)
{
	// Syringe
	if ( TIMER_Done(NPC,"syringeDelay") )
	{
		NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);

		if ((NPC->pos1[1] < 60) || (NPC->pos1[1] > 300))
		{
			NPC->pos1[1]+=Q_irand( -20, 20 );	// Pitch	
		}
		else if (NPC->pos1[1] > 180)
		{
			NPC->pos1[1]=Q_irand( 300, 360 );	// Pitch	
		}
		else 
		{
			NPC->pos1[1]=Q_irand( 0, 60 );	// Pitch	
		}

	//	gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); 
		NPC_SetBoneAngles(NPC, "left_arm", NPC->pos1);

		TIMER_Set( NPC, "syringeDelay", Q_irand( 100, 1000 ) );
	}

	// Scalpel
	if ( TIMER_Done(NPC,"scalpelDelay") )
	{
		// Change pitch
		if ( NPCInfo->localState == LSTATE_BLADEDOWN )	// Blade is moving down
		{
			NPC->pos2[0]-= 30;
			if (NPC->pos2[0] < 180)
			{
				NPC->pos2[0] = 180;
				NPCInfo->localState = LSTATE_BLADEUP;	// Make it move up
			}
		}
		else											// Blade is coming back up
		{
			NPC->pos2[0]+= 30;
			if (NPC->pos2[0] >= 360)
			{
				NPC->pos2[0] = 360;
				NPCInfo->localState = LSTATE_BLADEDOWN;	// Make it move down
				TIMER_Set( NPC, "scalpelDelay", Q_irand( 100, 1000 ) );
			}
		}

		NPC->pos2[0] = AngleNormalize360( NPC->pos2[0]);
	//	gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone2, NPC->pos2, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); 

		NPC_SetBoneAngles(NPC, "right_arm", NPC->pos2);
	}

	// Claw
	NPC->pos3[1] += Q_irand( 10, 30 );
	NPC->pos3[1] = AngleNormalize360( NPC->pos3[1]);
	//gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone3, NPC->pos3, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); 

	NPC_SetBoneAngles(NPC, "claw", NPC->pos3);

}
开发者ID:3ddy,项目名称:Jedi-Outcast,代码行数:69,代码来源:NPC_AI_Interrogator.c


示例5: NPC_BSGrenadier_Patrol

void NPC_BSGrenadier_Patrol( void )
{//FIXME: pick up on bodies of dead buddies?
	if ( NPCInfo->confusionTime < level.time )
	{
		//Look for any enemies
		if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
		{
			if ( NPC_CheckPlayerTeamStealth() )
			{
				//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be automatic now
				//NPC_AngerSound();
				NPC_UpdateAngles( qtrue, qtrue );
				return;
			}
		}

		if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
		{
			//Is there danger nearby
			int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
			if ( NPC_CheckForDanger( alertEvent ) )
			{
				NPC_UpdateAngles( qtrue, qtrue );
				return;
			}
			else
			{//check for other alert events
				//There is an event to look at
				if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
				{
					//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
					if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED )
					{
						if ( level.alertEvents[alertEvent].owner && 
							level.alertEvents[alertEvent].owner->client && 
							level.alertEvents[alertEvent].owner->health >= 0 &&
							level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
						{//an enemy
							G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
							//NPCInfo->enemyLastSeenTime = level.time;
							TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
						}
					}
					else
					{//FIXME: get more suspicious over time?
						//Save the position for movement (if necessary)
						VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
						NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
						if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
						{//suspicious looks longer
							NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
						}
					}
				}
			}

			if ( NPCInfo->investigateDebounceTime > level.time )
			{//FIXME: walk over to it, maybe?  Not if not chase enemies
				//NOTE: stops walking or doing anything else below
				vec3_t	dir, angles;
				float	o_yaw, o_pitch;
				
				VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
				vectoangles( dir, angles );
				
				o_yaw = NPCInfo->desiredYaw;
				o_pitch = NPCInfo->desiredPitch;
				NPCInfo->desiredYaw = angles[YAW];
				NPCInfo->desiredPitch = angles[PITCH];
				
				NPC_UpdateAngles( qtrue, qtrue );

				NPCInfo->desiredYaw = o_yaw;
				NPCInfo->desiredPitch = o_pitch;
				return;
			}
		}
	}

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons |= BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
开发者ID:emileb,项目名称:JK3,代码行数:88,代码来源:AI_Grenadier.cpp


示例6: Mark1_AttackDecision

/*
-------------------------
Mark1_AttackDecision
-------------------------
*/
void Mark1_AttackDecision( void )
{
	int blasterTest,rocketTest;
	float		distance;
	distance_e	distRate;
	qboolean	visible;
	qboolean	advance;

	//randomly talk
	if ( TIMER_Done(NPC,"patrolNoise") )
	{
		if (TIMER_Done(NPC,"angerNoise"))
		{
//			G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav",	Q_irand(1, 4))));
			TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
		}
	}

	// Enemy is dead or he has no enemy.
	if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt(qfalse) == qfalse ))
	{
		NPC->enemy = NULL;
		return;
	}

	// Rate our distance to the target and visibility
	distance	= (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );	
	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	visible		= NPC_ClearLOS4( NPC->enemy );
	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ((!visible) || (!NPC_FaceEnemy(qtrue)))
	{
		Mark1_Hunt();
		return;
	}

	// See if the side weapons are there
	blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "l_arm" );
	rocketTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "r_arm" );

	// It has both side weapons
	if (!blasterTest  && !rocketTest)
	{
		;	// So do nothing.
	}
	else if (blasterTest!=-1
		&&blasterTest)
	{
		distRate = DIST_LONG;
	}
	else if (rocketTest!=-1
		&&rocketTest)
	{
		distRate = DIST_MELEE;
	}
	else	// It should never get here, but just in case
	{ 
		NPC->health = 0;
		NPC->client->ps.stats[STAT_HEALTH] = 0;
		//GEntity_DieFunc(NPC, NPC, NPC, 100, MOD_UNKNOWN);
		if (NPC->die)
		{
			NPC->die(NPC, NPC, NPC, 100, MOD_UNKNOWN);
		}
	}

	// We can see enemy so shoot him if timers let you.
	NPC_FaceEnemy( qtrue );

	if (distRate == DIST_MELEE)
	{
		Mark1_BlasterAttack(advance);
	}
	else if (distRate == DIST_LONG)
	{
		Mark1_RocketAttack(advance);
	}
}
开发者ID:Camron,项目名称:OpenJK,代码行数:85,代码来源:NPC_AI_Mark1.c


示例7: NPC_BSSaberDroid_Attack


//.........这里部分代码省略.........
	move = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	enemyDist = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

	//can we see our target?
	if ( NPC_ClearLOS4( NPC->enemy ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		enemyLOS = qtrue;

		if ( enemyDist <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
		{
			VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
			enemyCS = qtrue;
		}
	}
	/*
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;
		faceEnemy = qtrue;
	}
	*/

	if ( enemyLOS )
	{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
		faceEnemy = qtrue;
	}

	if ( !TIMER_Done( NPC, "taunting" ) )
	{
		move = qfalse;
	}
	else if ( enemyCS )
	{
		shoot = qtrue;
		if ( enemyDist < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32) )
		{//close enough
			move = qfalse;
		}
	}//this should make him chase enemy when out of range...?

	if ( NPC->client->ps.legsTimer 
		&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
	{//in the middle of a held, stationary anim, can't move
		move = qfalse;
	}

	if ( move )
	{//move toward goal
		move = SaberDroid_Move();
		if ( move )
		{//if we had to chase him, be sure to attack as soon as possible
			TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
		}
	}

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( move )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
		NPC_UpdateAngles( qtrue, qtrue );
	}
	else// if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy(qtrue);
	}

	if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
	{
		shoot = qfalse;
	}
	
	//FIXME: need predicted blocking?
	//FIXME: don't shoot right away!
	if ( shoot )
	{//try to shoot if it's time
		if ( TIMER_Done( NPC, "attackDelay" ) )
		{	
			if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
			{//attack!
				NPC_SaberDroid_PickAttack();
				//set attac delay for next attack.
				if ( NPCInfo->rank > RANK_CREWMAN )
				{
					TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand(0, 1000) );
				}
				else
				{
					TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand( 0, 1000 )+(Q_irand( 0, (3-g_spskill.integer)*2 )*500) );
				}
			}
		}
	}
}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:101,代码来源:NPC_AI_SaberDroid.c


示例8: Remote_MaintainHeight

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

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

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

		if ( fabs( NPCS.NPC->client->ps.velocity[2] ) < 2 )
		{
			NPCS.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 ( NPCS.NPC->enemy )
	{
		if (TIMER_Done( NPCS.NPC, "heightChange"))
		{
			TIMER_Set( NPCS.NPC,"heightChange",Q_irand( 1000, 3000 ));

			// Find the height difference
			dif = (NPCS.NPC->enemy->r.currentOrigin[2] +  Q_irand( 0, NPCS.NPC->enemy->r.maxs[2]+8 )) - NPCS.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;
				NPCS.NPC->client->ps.velocity[2] = (NPCS.NPC->client->ps.velocity[2]+dif)/2;
			//	NPC->fx_time = level.time;
				G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
			}
		}
	}
	else
	{
		gentity_t *goal = NULL;

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

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

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

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

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

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


示例9: Pick

	inline void Pick(int& V)
	{
		V = Q_irand(mMin, mMax);
	}
开发者ID:Chedo,项目名称:OpenJK,代码行数:4,代码来源:tr_WorldEffects.cpp


示例10: RT_Flying_Hunt

void RT_Flying_Hunt( qboolean visible, qboolean advance )
{
	float	distance, speed;
	vec3_t	forward;

	if ( NPC->forcePushTime >= level.time )
		//|| (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) )
	{//if being pushed, we don't have control over our movement
		NPC->delay = 0;
		return;
	}
	NPC_FaceEnemy( qtrue );

	// If we're not supposed to stand still, pursue the player
	if ( NPCInfo->standTime < level.time )
	{
		// Only strafe when we can see the player
		if ( visible )
		{
			NPC->delay = 0;
			RT_Flying_Strafe();
			return;
		}
	}

	// If we don't want to advance, stop here
	if ( advance  )
	{
		// Only try and navigate if the player is visible
		if ( visible == qfalse )
		{
			// Move towards our goal
			NPCInfo->goalEntity = NPC->enemy;
			NPCInfo->goalRadius = 24;

			NPC->delay = 0;
			NPC_MoveToGoal(qtrue);
			return;

		}
	}
	//else move straight at/away from him
	VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
	forward[2] *= 0.1f;
	distance = VectorNormalize( forward );

	speed = RT_FLYING_FORWARD_BASE_SPEED + RT_FLYING_FORWARD_MULTIPLIER * g_spskill->integer;
	if ( advance && distance < Q_flrand( 256, 3096 ) )
	{
		NPC->delay = 0;
		VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
	}
	else if ( distance < Q_flrand( 0, 128 ) )
	{
		if ( NPC->health <= 50 )
		{//always back off
			NPC->delay = 0;
		}
		else if ( !TIMER_Done( NPC, "backoffTime" ) )
		{//still backing off from end of last delay
			NPC->delay = 0;
		}
		else if ( !NPC->delay )
		{//start a new delay
			NPC->delay = Q_irand( 0, 10+(20*(2-g_spskill->integer)) );
		}
		else
		{//continue the current delay
			NPC->delay--;
		}
		if ( !NPC->delay )
		{//delay done, now back off for a few seconds!
			TIMER_Set( NPC, "backoffTime", Q_irand( 2000, 5000 ) );
			VectorMA( NPC->client->ps.velocity, speed*-2, forward, NPC->client->ps.velocity );
		}
	}
	else
	{
		NPC->delay = 0;
	}
}
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:81,代码来源:AI_RocketTrooper.cpp


示例11: Touch_Item

void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
	int			respawn = 0;

	if (!other->client)
		return;
	if (other->health < 1)
		return;		// dead people can't pickup

	if ( other->client->ps.pm_time > 0 )
	{//cant pick up when out of control
		return;
	}

	// Only monsters can pick it up
	if ((ent->spawnflags &  ITMSF_MONSTER) && (other->client->playerTeam == TEAM_PLAYER))
	{
		return;
	}

	// Only starfleet can pick it up
	if ((ent->spawnflags &  ITMSF_TEAM) && (other->client->playerTeam != TEAM_PLAYER))
	{
		return;
	}

	
	if ( other->client->NPC_class == CLASS_ATST || 
		other->client->NPC_class == CLASS_GONK || 
		other->client->NPC_class == CLASS_MARK1 || 
		other->client->NPC_class == CLASS_MARK2 || 
		other->client->NPC_class == CLASS_MOUSE || 
		other->client->NPC_class == CLASS_PROBE || 
		other->client->NPC_class == CLASS_PROTOCOL || 
		other->client->NPC_class == CLASS_R2D2 || 
		other->client->NPC_class == CLASS_R5D2 || 
		other->client->NPC_class == CLASS_SEEKER || 
		other->client->NPC_class == CLASS_REMOTE || 
		other->client->NPC_class == CLASS_SENTRY )
	{//FIXME: some flag would be better
		//droids can't pick up items/weapons!
		return;
	}

	//FIXME: need to make them run toward a dropped weapon when fleeing without one?
	//FIXME: need to make them come out of flee mode when pick up their old weapon?
	if ( CheckItemCanBePickedUpByNPC( ent, other ) )
	{
		if ( other->NPC && other->NPC->goalEntity && other->NPC->goalEntity->enemy == ent )
		{//they were running to pick me up, they did, so clear goal
			other->NPC->goalEntity = NULL;
			other->NPC->squadState = SQUAD_STAND_AND_SHOOT;
		}
	}
	else if (!(ent->spawnflags &  ITMSF_TEAM) && !(ent->spawnflags &  ITMSF_MONSTER))
	{// Only player can pick it up
		if ( other->s.number != 0 )	// Not the player?
		{
			return;
		}
	}

	// the same pickup rules are used for client side and server side
	if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps ) ) {
		return;
	}

	if ( other->client )
	{
		if ( other->client->ps.eFlags&EF_FORCE_GRIPPED )
		{//can't pick up anything while being gripped
			return;
		}
		if ( PM_InKnockDown( &other->client->ps ) && !PM_InGetUp( &other->client->ps ) )
		{//can't pick up while in a knockdown
			return;
		}
	}
	if (!ent->item) {		//not an item!
		gi.Printf( "Touch_Item: %s is not an item!\n", ent->classname);
		return;
	}
	qboolean bHadWeapon = qfalse;
	// call the item-specific pickup function
	switch( ent->item->giType ) 
	{
	case IT_WEAPON:
		if ( other->NPC && other->s.weapon == WP_NONE )
		{//Make them duck and sit here for a few seconds
			int pickUpTime = Q_irand( 1000, 3000 );
			TIMER_Set( other, "duck", pickUpTime );
			TIMER_Set( other, "roamTime", pickUpTime );
			TIMER_Set( other, "stick", pickUpTime );
			TIMER_Set( other, "verifyCP", pickUpTime );
			TIMER_Set( other, "attackDelay", 600 );
			respawn = 0;
		}
		if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
		{
			bHadWeapon = qtrue;
		}
//.........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:g_items.cpp


示例12: RT_Flying_Strafe

void RT_Flying_Strafe( void )
{
	int		side;
	vec3_t	end, right, dir;
	trace_t	tr;

	if ( random() > 0.7f 
		|| !NPC->enemy 
		|| !NPC->enemy->client )
	{
		// Do a regular style strafe
		AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );

		// Pick a random strafe direction, then check to see if doing a strafe would be
		//	reasonably valid
		side = ( rand() & 1 ) ? -1 : 1;
		VectorMA( NPC->currentOrigin, RT_FLYING_STRAFE_DIS * side, right, end );

		gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );

		// Close enough
		if ( tr.fraction > 0.9f )
		{
			float vel = RT_FLYING_STRAFE_VEL+Q_flrand(-20,20);
			VectorMA( NPC->client->ps.velocity, vel*side, right, NPC->client->ps.velocity );
			if ( !Q_irand( 0, 3 ) )
			{
				// Add a slight upward push
				float upPush = RT_FLYING_UPWARD_PUSH;
				if ( NPC->client->ps.velocity[2] < 300 )
				{
					if ( NPC->client->ps.velocity[2] < 300+upPush )
					{
						NPC->client->ps.velocity[2] += upPush;
					}
					else
					{
						NPC->client->ps.velocity[2] = 300;
					}
				}
			}

//			NPCInfo->standTime = level.time + 1000 + random() * 500;	// Original
//			NPCInfo->standTime = level.time + 2000 + random() * 500;	// Revision 1
			NPCInfo->standTime = level.time + 1500 + random() * 500;	// Revision 2
		}
	}
	else
	{
		// Do a strafe to try and keep on the side of their enemy
		AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );

		// Pick a random side
		side = ( rand() & 1 ) ? -1 : 1;
		float	stDis = RT_FLYING_STRAFE_DIS*2.0f;
		VectorMA( NPC->enemy->currentOrigin, stDis * side, right, end );

		// then add a very small bit of random in front of/behind the player action
		VectorMA( end, crandom() * 25, dir, end );

		gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );

		// Close enough
		if ( tr.fraction > 0.9f )
		{
			float vel = (RT_FLYING_STRAFE_VEL*4)+Q_flrand(-20,20);
			VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
			dir[2] *= 0.25; // do less upward change
			float dis = VectorNormalize( dir );
			if ( dis > vel )
			{
				dis = vel;
			}
			// Try to move the desired enemy side
			VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );

			if ( !Q_irand( 0, 3 ) )
			{
				float upPush = RT_FLYING_UPWARD_PUSH;
				// Add a slight upward push
				if ( NPC->client->ps.velocity[2] < 300 )
				{
					if ( NPC->client->ps.velocity[2] < 300+upPush )
					{
						NPC->client->ps.velocity[2] += upPush;
					}
					else
					{
						NPC->client->ps.velocity[2] = 300;
					}
				}
				else if ( NPC->client->ps.velocity[2] > 300 )
				{
					NPC->client->ps.velocity[2] = 300;
				}
			}

//			NPCInfo->standTime = level.time + 2500 + random() * 500;	// Original
//			NPCInfo->standTime = level.time + 5000 + random() * 500;	// Revision 1
			NPCInfo->standTime = level.time + 3500 + random() * 500;	// Revision 2
//.........这里部分代码省略.........
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:101,代码来源:AI_RocketTrooper.cpp


示例13: RT_FireDecide

void RT_FireDecide( void )
{
	qboolean enemyLOS = qfalse;
	qboolean enemyCS = qfalse;
	qboolean enemyInFOV = qfalse;
	//qboolean move = qtrue;
	qboolean faceEnemy = qfalse;
	qboolean shoot = qfalse;
	qboolean hitAlly = qfalse;
	vec3_t	impactPos;
	float	enemyDist;

	if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE 
		&& NPC->client->ps.forceJumpZStart
		&& !PM_FlippingAnim( NPC->client->ps.legsAnim )
		&& !Q_irand( 0, 10 ) )
	{//take off
		RT_FlyStart( NPC );
	}

	if ( !NPC->enemy )
	{
		return;
	}

	VectorClear( impactPos );
	enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );

	vec3_t	enemyDir, shootDir;
	VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir );
	VectorNormalize( enemyDir );
	AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL );
	float dot = DotProduct( enemyDir, shootDir );
	if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 )
	{//enemy is in front of me or they're very close and not behind me
		enemyInFOV = qtrue;
	}

	if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128
	{//enemy within 128
		if ( (NPC->client->ps.weapon == WP_FLECHETTE || NPC->client->ps.weapon == WP_REPEATER) && 
			(NPCInfo->scriptFlags & SCF_ALT_FIRE) )
		{//shooting an explosive, but enemy too close, switch to primary fire
			NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
			//FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not...
		}
	}

	//can we see our target?
	if ( TIMER_Done( NPC, "nextAttackDelay" ) && TIMER_Done( NPC, "flameTime" ) )
	{
		if ( NPC_ClearLOS( NPC->enemy ) )
		{
			NPCInfo->enemyLastSeenTime = level.time;
			enemyLOS = qtrue;

			if ( NPC->client->ps.weapon == WP_NONE )
			{
				enemyCS = qfalse;//not true, but should stop us from firing
			}
			else
			{//can we shoot our target?
				if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER 
					|| (NPC->client->ps.weapon == WP_CONCUSSION && !(NPCInfo->scriptFlags&SCF_ALT_FIRE))
					|| (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128
				{
					enemyCS = qfalse;//not true, but should stop us from firing
					hitAlly = qtrue;//us!
					//FIXME: if too close, run away!
				}
				else if ( enemyInFOV )
				{//if enemy is FOV, go ahead and check for shooting
					int hit = NPC_ShotEntity( NPC->enemy, impactPos );
					gentity_t *hitEnt = &g_entities[hit];

					if ( hit == NPC->enemy->s.number 
						|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
						|| ( hitEnt && hitEnt->takedamage && ((hitEnt->svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) )
					{//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
						enemyCS = qtrue;
						//NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
						VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
					}
					else
					{//Hmm, have to get around this bastard
						//NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
						if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam )
						{//would hit an ally, don't fire!!!
							hitAlly = qtrue;
						}
						else
						{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
						}
					}
				}
				else
				{
					enemyCS = qfalse;//not true, but should stop us from firing
				}
			}
//.........这里部分代码省略.........
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:101,代码来源:AI_RocketTrooper.cpp


示例14: RT_Flying_MaintainHeight

void RT_Flying_MaintainHeight( void )
{	
	float	dif = 0;

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

	if ( NPC->forcePushTime > level.time )
	{//if being pushed, we don't have control over our movement
		return;
	}

	if ( (NPC->client->ps.pm_flags&PMF_TIME_KNOCKBACK) )
	{//don't slow down for a bit
		if ( NPC->client->ps.pm_time > 0 )
		{
			VectorScale( NPC->client->ps.velocity, 0.9f, NPC->client->ps.velocity );
			return;
		}
	}

	/*
	if ( (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) )
	{
		RT_Flying_ApplyFriction( 3.0f );
		return;
	}
	*/
	// If we have an enemy, we should try to hover at or a little below enemy eye level
	if ( NPC->enemy 
		&& (!Q3_TaskIDPending( NPC, TID_MOVE_NAV ) || !NPCInfo->goalEntity ) )
	{
		if (TIMER_Done( NPC, "heightChange" ))
		{
			TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
			
			float enemyZHeight = NPC->enemy->currentOrigin[2];
			if ( NPC->enemy->client 
				&& NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE
				&& (NPC->enemy->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
			{//so we don't go up when they force jump up at us
				enemyZHeight = NPC->enemy->client->ps.forceJumpZStart;
			}

			// Find the height difference
			dif = (enemyZHeight +  Q_flrand( NPC->enemy->maxs[2]/2, NPC->enemy->maxs[2]+8 )) - NPC->currentOrigin[2]; 

			float	difFactor = 10.0f;

			// cap to prevent dramatic height shifts
			if ( fabs( dif ) > 2*difFactor )
			{
				if ( fabs( dif ) > 20*difFactor )
				{
					dif = ( dif < 0 ? -20*difFactor : 20*difFactor );
				}

				NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
			}
			NPC->client->ps.velocity[2] *= Q_flrand( 0.85f, 1.25f );
		}
		else
		{//don't get too far away from height of enemy...
			float enemyZHeight = NPC->enemy->currentOrigin[2];
			if ( NPC->enemy->client 
				&& NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE
				&& (NPC->enemy->client->ps.forcePowersActive&(1<<FP_LEVITATION)) )
			{//so we don't go up when they force jump up at us
				enemyZHeight = NPC->enemy->client->ps.forceJumpZStart;
			}
			dif = NPC->currentOrigin[2] - (enemyZHeight+64);
			float maxHeight = 200;
			float hDist = DistanceHorizontal( NPC->enemy->currentOrigin, NPC->currentOrigin );
			if ( hDist < 512 )
			{
				maxHeight *= hDist/512;
			}
			if ( dif > maxHeight )
			{
				if ( NPC->client->ps.velocity[2] > 0 )//FIXME: or: we can't see him anymore
				{//slow down
					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;
						}
					}
				}
				else
				{//start coming back down
					NPC->client->ps.velocity[2] -= 4;
				}
			}
			else if ( dif < -200 && NPC->client->ps.velocity[2] < 0 )//we're way below him
			{
				if ( NPC->client->ps.velocity[2] < 0 )//FIXME: or: we can't see him anymore
				{//slow down
//.........这里部分代码省略.........
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:101,代码来源:AI_RocketTrooper.cpp


示例15: Mark1_dying

/*
-------------------------
Mark1_dying
-------------------------
*/
void Mark1_dying( gentity_t *self )
{
	int	num,newBolt;

	if (self->client->ps.torsoTimer>0)
	{
		if (TIMER_Done(self,"dyingExplosion"))
		{
			num = Q_irand( 1, 3);

			// Find place to generate explosion
			if (num == 1)
			{
				num = Q_irand( 8, 10);
				newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("*flash%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
			}
			else
			{
				num = Q_irand( 1, 6);
				newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("*torso_tube%d",num) );
				NPC_Mark1_Part_Explode(self,newBolt);
				NPC_SetSurfaceOnOff( self, va("torso_tube%d",num), TURN_OFF );
			}

			TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
		}


//		int		dir;
//		vec3_t	right;

		// Shove to the side
//		AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL );
//		VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity );

		// See which weapons are there
		// Randomly fire blaster
		if (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "l_arm" ))	// Is the blaster still on the model?
		{
			if (Q_irand( 1, 5) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireBlaster();
				RestoreNPCGlobals();
			}
		}

		// Randomly fire rocket
		if (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "r_arm" ))	// Is the rocket still on the model?
		{
			if (Q_irand( 1, 10) == 1)
			{
				SaveNPCGlobals();
				SetNPCGlobals( self );
				Mark1Dead_FireRocket();
				RestoreNPCGlobals();
			}
		}
	}

}
开发者ID:Camron,项目名称:OpenJK,代码行数:68,代码来源:NPC_AI_Mark1.c


示例16: Droid_Patrol

/*
-------------------------
Droid_Patrol
-------------------------
*/
void Droid_Patrol( void )
{

	NPCS.NPC->pos1[1] = AngleNormalize360( NPCS.NPC->pos1[1]);

	if ( NPCS.NPC->client && NPCS.NPC->client->NPC_class != CLASS_GONK )
	{
		if (NPCS.NPC->client->NPC_class != CLASS_R5D2)
		{ //he doesn't have an eye.
			R2D2_PartsMove();		// Get his eye moving.
		}
		R2D2_TurnAnims();
	}

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons |= BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );

		if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_MOUSE )
		{
			NPCS.NPCInfo->desiredYaw += sin(level.time*.5) * 25; // Weaves side to side a little

			if (TIMER_Done(NPCS.NPC,"patrolNoise"))
			{
				G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav", Q_irand(1, 3)) );

				TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		else if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_R2D2 )
		{
			if (TIMER_Done(NPCS.NPC,"patrolNoise"))
			{
				G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav",	Q_irand(1, 3)) );

				TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		else if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_R5D2 )
		{
			if (TIMER_Done(NPCS.NPC,"patrolNoise"))
			{
				G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav", Q_irand(1, 4)) );

				TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		if( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_GONK )
		{
			if (TIMER_Done(NPCS.NPC,"patrolNoise"))
			{
				G_SoundOnEnt( NPCS.NPC, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav", Q_irand(1, 2)) );

				TIMER_Set( NPCS.NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
//		else
//		{
//			R5D2_LookAround();
//		}
	}

	NPC_UpdateAngles( qtrue, qtrue );

}
开发者ID:Joanxt,项目名称:OpenJK,代码行数:72,代码来源:NPC_AI_Droid.c


示例17: NPC_Mark1_Pain

/*
-------------------------
NPC_Mark1_Pain
- look at what was hit and see if it should be removed from the model.
-------------------------
*/
void NPC_Mark1_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
	int newBolt,i,chance;
	int hitLoc = gPainHitLoc;
	
	NPC_Pain( self, attacker, damage );

	G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));

	// Hit in the  

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