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本文整理汇总了C++中G_AddVoiceEvent函数的典型用法代码示例。如果您正苦于以下问题:C++ G_AddVoiceEvent函数的具体用法?C++ G_AddVoiceEvent怎么用?C++ G_AddVoiceEvent使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了G_AddVoiceEvent函数的17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: NPC_PlayConfusionSoundvoid NPC_PlayConfusionSound( gentity_t *self ){ if ( self->health > 0 ) { if ( self->enemy ||//was mad !TIMER_Done( self, "enemyLastVisible" ) ||//saw something suspicious self->client->renderInfo.lookTarget == 0//was looking at player ) { self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this G_AddVoiceEvent( self, Q_irand( EV_CONFUSE2, EV_CONFUSE3 ), 2000 ); } else if ( self->NPC && self->NPC->investigateDebounceTime+self->NPC->pauseTime > level.time )//was checking something out { self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this G_AddVoiceEvent( self, EV_CONFUSE1, 2000 ); } //G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); } //reset him to be totally unaware again TIMER_Set( self, "enemyLastVisible", 0 ); self->NPC->tempBehavior = BS_DEFAULT; //self->NPC->behaviorState = BS_PATROL; G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;? self->NPC->investigateCount = 0;}
开发者ID:ForcePush,项目名称:OJPRPFZ,代码行数:28,
示例2: G_CheckCharmed//[CoOp]//[SPPortComplete]void G_CheckCharmed( gentity_t *self ){ if ( self && self->client && self->client->playerTeam == NPCTEAM_PLAYER && self->NPC && self->NPC->charmedTime && (self->NPC->charmedTime < level.time ||self->health <= 0) ) {//we were charmed, set us back! //NOTE: presumptions here... team_t savTeam = self->client->enemyTeam; self->client->enemyTeam = self->client->playerTeam; self->client->playerTeam = savTeam; self->client->leader = NULL; self->NPC->charmedTime = 0; if ( self->health > 0 ) { if ( self->NPC->tempBehavior == BS_FOLLOW_LEADER ) { self->NPC->tempBehavior = BS_DEFAULT; } G_ClearEnemy( self ); //say something to let player know you've snapped out of it G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); } }}
开发者ID:jwginge,项目名称:ojpa,代码行数:30,
示例3: NPC_Respondvoid NPC_Respond( gentity_t *self, int userNum ){ int event; if ( self->NPC->behaviorState == BS_FORMATION ) { event = Q_irand(EV_MISSION1, EV_MISSION3); } else { if ( Q_irand( 0, 1 ) ) { event = Q_irand(EV_RESPOND1, EV_RESPOND3); } else { event = Q_irand(EV_BUSY1, EV_BUSY3); } if( !Q_irand( 0, 1 ) ) {//set looktarget to them for a second or two NPC_TempLookTarget( self, userNum, 1000, 3000 ); } } G_AddVoiceEvent( self, event, 3000 );}
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:27,
示例4: NPC_Grenadier_Painvoid NPC_Grenadier_Pain( gentity_t *self, gentity_t *attacker, int damage ) { self->NPC->localState = LSTATE_UNDERFIRE; TIMER_Set( self, "duck", -1 ); TIMER_Set( self, "stand", 2000 ); NPC_Pain( self, attacker, damage ); if ( !damage && self->health > 0 ) {//FIXME: better way to know I was pushed G_AddVoiceEvent( self, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 2000 ); }}
开发者ID:boyisgood86,项目名称:japp,代码行数:12,
示例5: NPC_Sniper_Painvoid NPC_Sniper_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod ) { self->NPC->localState = LSTATE_UNDERFIRE; TIMER_Set( self, "duck", -1 ); TIMER_Set( self, "stand", 2000 ); NPC_Pain( self, inflictor, other, point, damage, mod ); if ( !damage && self->health > 0 ) {//FIXME: better way to know I was pushed G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 ); }}
开发者ID:kikili,项目名称:OpenJK,代码行数:14,
示例6: NPC_Grenadier_PlayConfusionSoundvoid NPC_Grenadier_PlayConfusionSound( gentity_t *self ) {//FIXME: make this a custom sound in sound set if ( self->health > 0 ) { G_AddVoiceEvent( self, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), 2000 ); } //reset him to be totally unaware again TIMER_Set( self, "enemyLastVisible", 0 ); TIMER_Set( self, "flee", 0 ); self->NPC->squadState = SQUAD_IDLE; self->NPC->tempBehavior = BS_DEFAULT; //self->NPC->behaviorState = BS_PATROL; G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;? self->NPC->investigateCount = 0;}
开发者ID:boyisgood86,项目名称:japp,代码行数:15,
示例7: NPC_CheckCharmedvoid NPC_CheckCharmed( void ){ if ( NPCInfo->charmedTime && NPCInfo->charmedTime < level.time && NPC->client ) {//we were charmed, set us back! NPC->client->playerTeam = NPC->genericValue1; NPC->client->enemyTeam = NPC->genericValue2; NPC->s.teamowner = NPC->genericValue3; NPC->client->leader = NULL; if ( NPCInfo->tempBehavior == BS_FOLLOW_LEADER ) { NPCInfo->tempBehavior = BS_DEFAULT; } G_ClearEnemy( NPC ); NPCInfo->charmedTime = 0; //say something to let player know you've snapped out of it G_AddVoiceEvent( NPC, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); }}
开发者ID:NikitaRus,项目名称:JediKnightGalaxies-1,代码行数:19,
示例8: NPC_CheckCharmedvoid NPC_CheckCharmed( void ){ if ( NPC->client->playerTeam == TEAM_PLAYER && NPCInfo->charmedTime && NPCInfo->charmedTime < level.time && NPC->client ) {//we were charmed, set us back! //NOTE: presumptions here... team_t savTeam = NPC->client->enemyTeam; NPC->client->enemyTeam = NPC->client->playerTeam; NPC->client->playerTeam = savTeam; NPC->client->leader = NULL; if ( NPCInfo->tempBehavior == BS_FOLLOW_LEADER ) { NPCInfo->tempBehavior = BS_DEFAULT; } G_ClearEnemy( NPC ); NPCInfo->charmedTime = 0; //say something to let player know you've snapped out of it G_AddVoiceEvent( NPC, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); }}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:20,
示例9: NPC_HandleAIFlagsvoid NPC_HandleAIFlags (void){ //FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers if ( NPCInfo->aiFlags & NPCAI_LOST ) {//Print that you need help! //FIXME: shouldn't remove this just yet if cg_draw needs it NPCInfo->aiFlags &= ~NPCAI_LOST; if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//We can't nav to our enemy //Drop enemy and see if we should search for him NPC_LostEnemyDecideChase(); } } //been told to play a victory sound after a delay if ( NPCInfo->greetingDebounceTime && NPCInfo->greetingDebounceTime < level.time ) { G_AddVoiceEvent( NPC, Q_irand(EV_VICTORY1, EV_VICTORY3), Q_irand( 2000, 4000 ) ); NPCInfo->greetingDebounceTime = 0; } if ( NPCInfo->ffireCount > 0 ) { if ( NPCInfo->ffireFadeDebounce < level.time ) { NPCInfo->ffireCount--; NPCInfo->ffireFadeDebounce = level.time + 3000; } } if ( d_patched.integer ) {//use patch-style navigation if ( NPCInfo->consecutiveBlockedMoves > 20 ) {//been stuck for a while, try again? NPCInfo->consecutiveBlockedMoves = 0; } }}
开发者ID:TheSil,项目名称:base_enhanced,代码行数:38,
示例10: NPC_Surrendervoid NPC_Surrender( void ){//FIXME: say "don't shoot!" if we weren't already surrendering if ( NPC->client->ps.weaponTime || PM_InKnockDown( &NPC->client->ps ) ) { return; } if ( NPC->s.weapon != WP_NONE && NPC->s.weapon != WP_MELEE && NPC->s.weapon != WP_SABER ) { WP_DropWeapon( NPC, NULL ); } if ( NPCInfo->surrenderTime < level.time - 5000 ) {//haven't surrendered for at least 6 seconds, tell them what you're doing //FIXME: need real dialogue EV_SURRENDER NPCInfo->blockedSpeechDebounceTime = 0;//make sure we say this G_AddVoiceEvent( NPC, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 3000 ); } NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); NPC->client->ps.torsoAnimTimer = 1000; NPCInfo->surrenderTime = level.time + 1000;//stay surrendered for at least 1 second //FIXME: while surrendering, make a big sight/sound alert? Or G_AlertTeam?}
开发者ID:Chedo,项目名称:OpenJK,代码行数:23,
示例11: NPC_Respond//.........这里部分代码省略......... event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 3 ) ) { event = Q_irand( EV_SIGHT2, EV_SIGHT3 ); } else if ( !Q_irand( 0, 1 ) ) { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } else if ( !Q_irand( 0, 2 ) ) { event = EV_LOST1; } else if ( !Q_irand( 0, 1 ) ) { event = EV_ESCAPING2; } else { event = EV_GIVEUP4; } } else {//variant2 if ( self->enemy ) { if ( Q_irand( 0, 9 ) > 6 ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else if ( Q_irand( 0, 6 ) > 4 ) { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } else { event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 3 ) ) { event = Q_irand( EV_SIGHT1, EV_SIGHT2 ); } else if ( !Q_irand( 0, 1 ) ) { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } else if ( !Q_irand( 0, 2 ) ) { event = EV_LOST1; } else if ( !Q_irand( 0, 1 ) ) { event = EV_GIVEUP3; } else { event = EV_CONFUSE1; } } break; case CLASS_R2D2: // droid G_Sound(self, G_SoundIndex(va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3)))); break; case CLASS_R5D2: // droid G_Sound(self, G_SoundIndex(va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4)))); break; case CLASS_MOUSE: // droid G_Sound(self, G_SoundIndex(va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3)))); break; case CLASS_GONK: // droid G_Sound(self, G_SoundIndex(va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2)))); break; case CLASS_JAWA: G_SoundOnEnt(self, CHAN_VOICE, va("sound/chars/jawa/misc/chatter%d.wav",Q_irand(1, 6)) ); if ( self->NPC ) { self->NPC->blockedSpeechDebounceTime = level.time + 2000; } break; default: break; } if ( event != -1 ) { //hack here because we reuse some "combat" and "extra" sounds qboolean addFlag = (qboolean)((self->NPC->scriptFlags&SCF_NO_COMBAT_TALK) != 0); self->NPC->scriptFlags &= ~SCF_NO_COMBAT_TALK; G_AddVoiceEvent( self, event, 3000 ); if ( addFlag ) { self->NPC->scriptFlags |= SCF_NO_COMBAT_TALK; } }}
开发者ID:Avygeil,项目名称:NewJK,代码行数:101,
示例12: NPC_ChoosePainAnimationvoid NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc, int voiceEvent = -1 ){ //If we've already taken pain, then don't take it again if ( level.time < self->painDebounceTime && mod != MOD_ELECTROCUTE && mod != MOD_MELEE ) {//FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim? return; } int pain_anim = -1; float pain_chance; if ( self->s.weapon == WP_THERMAL && self->client->fireDelay > 0 ) {//don't interrupt thermal throwing anim return; } else if (self->client->ps.powerups[PW_GALAK_SHIELD]) { return; } else if ( self->client->NPC_class == CLASS_GALAKMECH ) { if ( hitLoc == HL_GENERIC1 ) {//hit the antenna! pain_chance = 1.0f; self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 ); } else if ( self->client->ps.powerups[PW_GALAK_SHIELD] ) {//shield up return; } else if ( self->health > 200 && damage < 100 ) {//have a *lot* of health pain_chance = 0.05f; } else {//the lower my health and greater the damage, the more likely I am to play a pain anim pain_chance = (200.0f-self->health)/100.0f + damage/50.0f; } } else if ( self->client && self->client->playerTeam == TEAM_PLAYER && other && !other->s.number ) {//ally shot by player always complains pain_chance = 1.1f; } else { if ( other && (other->s.weapon == WP_SABER || mod == MOD_ELECTROCUTE || mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/) ) { if ( self->client->ps.weapon == WP_SABER && other->s.number < MAX_CLIENTS ) {//hmm, shouldn't *always* react to damage from player if I have a saber pain_chance = 1.05f - ((self->NPC->rank)/(float)RANK_CAPTAIN); } else { pain_chance = 1.0f;//always take pain from saber } } else if ( mod == MOD_GAS ) { pain_chance = 1.0f; } else if ( mod == MOD_MELEE ) {//higher in rank (skill) we are, less likely we are to be fazed by a punch 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 ( Q_flrand(0.0f, 1.0f) < pain_chance ) { //Pick and play our animation if ( (self->client->ps.eFlags&EF_FORCE_GRIPPED) ) { G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } else if ( mod == MOD_GAS ) { //SIGH... because our choke sounds are inappropriately long, I have to debounce them in code! if ( TIMER_Done( self, "gasChokeSound" ) ) { TIMER_Set( self, "gasChokeSound", Q_irand( 1000, 2000 ) ); G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } } else if ( (self->client->ps.eFlags&EF_FORCE_DRAINED) ) { NPC_SetPainEvent( self );//.........这里部分代码省略.........
开发者ID:Avygeil,项目名称:NewJK,代码行数:101,
示例13: NPC_HandleAIFlagsvoid NPC_HandleAIFlags (void){ //FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers if ( NPCInfo->aiFlags & NPCAI_LOST ) {//Print that you need help! //FIXME: shouldn't remove this just yet if cg_draw needs it NPCInfo->aiFlags &= ~NPCAI_LOST; /* if ( showWaypoints ) { Q3_DebugPrint(WL_WARNING, "%s can't navigate to target %s (my wp: %d, goal wp: %d)/n", NPC->targetname, NPCInfo->goalEntity->targetname, NPC->waypoint, NPCInfo->goalEntity->waypoint ); } */ if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//We can't nav to our enemy //Drop enemy and see if we should search for him NPC_LostEnemyDecideChase(); } } if ( NPCInfo->aiFlags & NPCAI_AWAITING_COMM ) { if(NPCInfo->commWaitTime < level.time) { //FIXME: we shouldn't assume team_leader, we should remember who sent this hail! NPC_SetSayState(NPC, NPC->client->team_leader, Q_irand(SAY_BADHAIL1, SAY_BADHAIL4)); NPCInfo->aiFlags &= ~NPCAI_AWAITING_COMM; } } /* NPCInfo->canShove = qfalse; //flag never gets set in current nav implementation if (NPCInfo->aiFlags & NPCAI_BLOCKED) { NPCInfo->consecutiveBlockedMoves++; NPCInfo->blockedDebounceTime = level.time + 1000;//Remember you were blocked for a whole second //If totally blocked, should we see if we can jump the obstacle? if(NPCInfo->blockingEntNum == ENTITYNUM_WORLD)//WORLD {//Can't go anywhere G_ActivateBehavior( NPC, BSET_STUCK); //If you're in formation, what do we do here? } else { gentity_t *blocker = &g_entities[NPCInfo->blockingEntNum]; if( NPCInfo->consecutiveBlockedMoves > 10 ) {//Okay, shove them out of the way! if(NPCInfo->shoveCount > 3) {//Already tried shoving 4 times, just stand here NPCInfo->canShove = qfalse; } 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//.........这里部分代码省略.........
开发者ID:UberGames,项目名称:SP-Mod-Source-Code,代码行数:101,
示例14: 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:edenist,项目名称:jkaq3,代码行数:101,
示例15: NPC_HandleAIFlagsvoid NPC_HandleAIFlags (void){ //FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers if ( NPCInfo->aiFlags & NPCAI_LOST ) {//Print that you need help! //FIXME: shouldn't remove this just yet if cg_draw needs it NPCInfo->aiFlags &= ~NPCAI_LOST; /* if ( showWaypoints ) { Q3_DebugPrint(WL_WARNING, "%s can't navigate to target %s (my wp: %d, goal wp: %d)/n", NPC->targetname, NPCInfo->goalEntity->targetname, NPC->waypoint, NPCInfo->goalEntity->waypoint ); } */ if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//We can't nav to our enemy //Drop enemy and see if we should search for him NPC_LostEnemyDecideChase(); } } //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; } } } } */ //been told to play a victory sound after a delay if ( NPCInfo->greetingDebounceTime && NPCInfo->greetingDebounceTime < level.time ) { G_AddVoiceEvent( NPC, Q_irand(EV_VICTORY1, EV_VICTORY3), Q_irand( 2000, 4000 ) ); NPCInfo->greetingDebounceTime = 0; } if ( NPCInfo->ffireCount > 0 ) { if ( NPCInfo->ffireFadeDebounce < level.time ) { NPCInfo->ffireCount--; //Com_Printf( "drop: %d < %d/n", NPCInfo->ffireCount, 3+((2-g_spSkill.integer)*2) ); NPCInfo->ffireFadeDebounce = level.time + 3000; } } if ( d_patched.integer ) {//use patch-style navigation if ( NPCInfo->consecutiveBlockedMoves > 20 ) {//been stuck for a while, try again? NPCInfo->consecutiveBlockedMoves = 0; } }}
开发者ID:Geptun,项目名称:japp,代码行数:96,
示例16: NPC_BSGM_Attackvoid NPC_BSGM_Attack( void ){ //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //FIXME: if killed enemy, use victory anim if ( NPC->enemy && NPC->enemy->health <= 0 && !NPC->enemy->s.number ) {//my enemy is dead if ( NPC->client->ps.torsoAnim == BOTH_STAND2TO1 ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer += 500; NPC->client->ps.torsoAnimTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP ) { if ( NPC->client->ps.torsoAnimTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsAnimTimer = -1; NPC->client->ps.torsoAnimTimer = -1; } } else if ( NPC->wait ) { if ( TIMER_Done( NPC, "gloatTime" ) ) { GM_StartGloat(); } else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; GM_Move(); } else {//got there GM_StartGloat(); } } NPC_FaceEnemy( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); return; } //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt() == qfalse || !NPC->enemy ) { NPC->enemy = NULL; NPC_BSGM_Patrol(); return; } enemyLOS = enemyCS = qfalse; bMove = qtrue; faceEnemy = qfalse; shoot = qfalse; hitAlly = qfalse; VectorClear( impactPos ); enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 || NPC->client->ps.torsoAnim == BOTH_ATTACK5 ) { shoot = qfalse; if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime ) {//time to smack //recheck enemyDist and InFront if ( enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) ) { vec3_t smackDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); //hurt them//.........这里部分代码省略.........
开发者ID:PJayB,项目名称:jk2src,代码行数:101,
示例17: NPC_GM_Painvoid 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,
注:本文中的G_AddVoiceEvent函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ G_Alloc函数代码示例 C++ G_AddEvent函数代码示例 |