diff --git a/dlls/Android.mk b/dlls/Android.mk index 34505c4b..666226a8 100644 --- a/dlls/Android.mk +++ b/dlls/Android.mk @@ -126,6 +126,7 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \ world.cpp \ xen.cpp \ zombie.cpp \ + redempt/roy.cpp \ ../pm_shared/pm_debug.c \ ../pm_shared/pm_math.c \ ../pm_shared/pm_shared.c diff --git a/dlls/CMakeLists.txt b/dlls/CMakeLists.txt index 49ddf44e..d09efad6 100644 --- a/dlls/CMakeLists.txt +++ b/dlls/CMakeLists.txt @@ -143,6 +143,7 @@ set (SVDLL_SOURCES world.cpp xen.cpp zombie.cpp + redempt/roy.cpp ../pm_shared/pm_debug.c ../pm_shared/pm_math.c ../pm_shared/pm_shared.c diff --git a/dlls/barney.cpp b/dlls/barney.cpp index dd91de44..6688e061 100644 --- a/dlls/barney.cpp +++ b/dlls/barney.cpp @@ -27,66 +27,7 @@ #include "scripted.h" #include "weapons.h" #include "soundent.h" - -//========================================================= -// Monster's Anim Events Go Here -//========================================================= -// first flag is barney dying for scripted sequences? -#define BARNEY_AE_DRAW ( 2 ) -#define BARNEY_AE_SHOOT ( 3 ) -#define BARNEY_AE_HOLSTER ( 4 ) - -#define BARNEY_BODY_GUNHOLSTERED 0 -#define BARNEY_BODY_GUNDRAWN 1 -#define BARNEY_BODY_GUNGONE 2 - -class CBarney : public CTalkMonster -{ -public: - void Spawn( void ); - void Precache( void ); - void SetYawSpeed( void ); - int ISoundMask( void ); - void BarneyFirePistol( void ); - void AlertSound( void ); - int Classify( void ); - void HandleAnimEvent( MonsterEvent_t *pEvent ); - - void RunTask( Task_t *pTask ); - void StartTask( Task_t *pTask ); - virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); - BOOL CheckRangeAttack1( float flDot, float flDist ); - - void DeclineFollowing( void ); - - // Override these to set behavior - Schedule_t *GetScheduleOfType( int Type ); - Schedule_t *GetSchedule( void ); - MONSTERSTATE GetIdealState( void ); - - void DeathSound( void ); - void PainSound( void ); - - void TalkInit( void ); - - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - void Killed( entvars_t *pevAttacker, int iGib ); - - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; - - BOOL m_fGunDrawn; - float m_painTime; - float m_checkAttackTime; - BOOL m_lastAttackCheck; - - // UNDONE: What is this for? It isn't used? - float m_flPlayerDamage;// how much pain has the player inflicted on me? - - CUSTOM_SCHEDULES -}; +#include "barney.h" LINK_ENTITY_TO_CLASS( monster_barney, CBarney ) diff --git a/dlls/barney.h b/dlls/barney.h new file mode 100644 index 00000000..8328d9d3 --- /dev/null +++ b/dlls/barney.h @@ -0,0 +1,74 @@ +/*** +* +* Copyright (c) 1996-2002, Valve LLC. All rights reserved. +* +* This product contains software technology licensed from Id +* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. +* All Rights Reserved. +* +* This source code contains proprietary and confidential information of +* Valve LLC and its suppliers. Access to this code is restricted to +* persons who have executed a written SDK license with Valve. Any access, +* use or distribution of this code by or to any unlicensed person is illegal. +* +****/ + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +// first flag is barney dying for scripted sequences? +#define BARNEY_AE_DRAW ( 2 ) +#define BARNEY_AE_SHOOT ( 3 ) +#define BARNEY_AE_HOLSTER ( 4 ) + +#define BARNEY_BODY_GUNHOLSTERED 0 +#define BARNEY_BODY_GUNDRAWN 1 +#define BARNEY_BODY_GUNGONE 2 + +class CBarney : public CTalkMonster +{ +public: + void Spawn( void ); + void Precache( void ); + void SetYawSpeed( void ); + int ISoundMask( void ); + void BarneyFirePistol( void ); + void AlertSound( void ); + int Classify( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + + void RunTask( Task_t *pTask ); + void StartTask( Task_t *pTask ); + virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } + int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); + BOOL CheckRangeAttack1( float flDot, float flDist ); + + void DeclineFollowing( void ); + + // Override these to set behavior + Schedule_t *GetScheduleOfType( int Type ); + Schedule_t *GetSchedule( void ); + MONSTERSTATE GetIdealState( void ); + + void DeathSound( void ); + void PainSound( void ); + + void TalkInit( void ); + + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + void Killed( entvars_t *pevAttacker, int iGib ); + + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + + BOOL m_fGunDrawn; + float m_painTime; + float m_checkAttackTime; + BOOL m_lastAttackCheck; + + // UNDONE: What is this for? It isn't used? + float m_flPlayerDamage;// how much pain has the player inflicted on me? + + CUSTOM_SCHEDULES +}; diff --git a/dlls/buttons.cpp b/dlls/buttons.cpp index 8344c814..add00d4f 100644 --- a/dlls/buttons.cpp +++ b/dlls/buttons.cpp @@ -1021,6 +1021,8 @@ void CMomentaryRotButton::KeyValue( KeyValueData *pkvd ) if( FStrEq( pkvd->szKeyName, "returnspeed" ) ) { m_returnSpeed = atof( pkvd->szValue ); + if( m_returnSpeed > 45.0f ) + m_returnSpeed = 45.0f; pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "sounds" ) ) diff --git a/dlls/game.cpp b/dlls/game.cpp index 03ee0dca..d09c11a9 100644 --- a/dlls/game.cpp +++ b/dlls/game.cpp @@ -232,6 +232,11 @@ cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"}; cvar_t sk_nihilanth_zap2 = {"sk_nihilanth_zap2","0"}; cvar_t sk_nihilanth_zap3 = {"sk_nihilanth_zap3","0"}; +// Barney +cvar_t sk_roy_health1 = {"sk_roy_health1","0"}; +cvar_t sk_roy_health2 = {"sk_roy_health2","0"}; +cvar_t sk_roy_health3 = {"sk_roy_health3","0"}; + // Scientist cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"}; cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"}; @@ -658,6 +663,11 @@ void GameDLLInit( void ) CVAR_REGISTER( &sk_nihilanth_zap2 ); CVAR_REGISTER( &sk_nihilanth_zap3 ); + // Roy + CVAR_REGISTER( &sk_roy_health1 );// {"sk_roy_health1","0"}; + CVAR_REGISTER( &sk_roy_health2 );// {"sk_roy_health2","0"}; + CVAR_REGISTER( &sk_roy_health3 );// {"sk_roy_health3","0"}; + // Scientist CVAR_REGISTER( &sk_scientist_health1 );// {"sk_scientist_health1","0"}; CVAR_REGISTER( &sk_scientist_health2 );// {"sk_scientist_health2","0"}; diff --git a/dlls/gamerules.cpp b/dlls/gamerules.cpp index bfbbf59e..7d2abc74 100644 --- a/dlls/gamerules.cpp +++ b/dlls/gamerules.cpp @@ -200,6 +200,9 @@ void CGameRules::RefreshSkillData ( void ) gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health" ); gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap" ); + // Roy + gSkillData.royHealth = GetSkillCvar( "sk_roy_health" ); + // Scientist gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health" ); diff --git a/dlls/redempt/roy.cpp b/dlls/redempt/roy.cpp new file mode 100644 index 00000000..72d554bf --- /dev/null +++ b/dlls/redempt/roy.cpp @@ -0,0 +1,471 @@ +/*** +* +* Copyright (c) 1996-2002, Valve LLC. All rights reserved. +* +* This product contains software technology licensed from Id +* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. +* All Rights Reserved. +* +* This source code contains proprietary and confidential information of +* Valve LLC and its suppliers. Access to this code is restricted to +* persons who have executed a written SDK license with Valve. Any access, +* use or distribution of this code by or to any unlicensed person is illegal. +* +****/ +//========================================================= +// monster template +//========================================================= +// UNDONE: Holster weapon? + +#include "extdll.h" +#include "util.h" +#include "cbase.h" +#include "monsters.h" +#include "talkmonster.h" +#include "schedule.h" +#include "defaultai.h" +#include "scripted.h" +#include "weapons.h" +#include "soundent.h" +#include "barney.h" + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +// first flag is roy dying for scripted sequences? +#define ROY_AE_SHOOT ( 3 ) + +class CRoy : public CBarney +{ +public: + void Spawn( void ); + void Precache( void ); + void RoyFirePistol( void ); + void AlertSound( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + + int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + void DeclineFollowing( void ); + + // Override these to set behavior + Schedule_t *GetSchedule( void ); + + void DeathSound( void ); + void PainSound( void ); + + void TalkInit( void ); +}; + +LINK_ENTITY_TO_CLASS( monster_roy, CRoy ) + +//========================================================= +// ALertSound - barney says "Freeze!" +//========================================================= +void CRoy::AlertSound( void ) +{ + if( m_hEnemy != 0 ) + { + if( FOkToSpeak() ) + { + PlaySentence( "RO_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); + } + } +} + +//========================================================= +// BarneyFirePistol - shoots one round from the pistol at +// the enemy barney is facing. +//========================================================= +void CRoy::RoyFirePistol( void ) +{ + Vector vecShootOrigin; + + UTIL_MakeVectors( pev->angles ); + vecShootOrigin = pev->origin + Vector( 0, 0, 55 ); + Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); + + Vector angDir = UTIL_VecToAngles( vecShootDir ); + SetBlending( 0, angDir.x ); + pev->effects = EF_MUZZLEFLASH; + + FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM ); + + int pitchShift = RANDOM_LONG( 0, 20 ); + + // Only shift about half the time + if( pitchShift > 10 ) + pitchShift = 0; + else + pitchShift -= 5; + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "roy/ro_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); + + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); + + // UNDONE: Reload? + m_cAmmoLoaded--;// take away a bullet! +} + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +// +// Returns number of events handled, 0 if none. +//========================================================= +void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent ) +{ + switch( pEvent->event ) + { + case ROY_AE_SHOOT: + RoyFirePistol(); + break; + default: + CBarney::HandleAnimEvent( pEvent ); + } +} + +//========================================================= +// Spawn +//========================================================= +void CRoy::Spawn() +{ + Precache(); + SET_MODEL( ENT( pev ), "models/roy.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); + + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = gSkillData.royHealth; + pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin. + m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello + m_MonsterState = MONSTERSTATE_NONE; + + pev->body = 0; // gun in holster + m_fGunDrawn = FALSE; + + m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; + + m_cAmmoLoaded = GLOCK_MAX_CLIP; + + MonsterInit(); + SetUse( &CTalkMonster::FollowerUse ); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CRoy::Precache() +{ + PRECACHE_MODEL( "models/roy.mdl" ); + + PRECACHE_SOUND( "roy/ro_attack1.wav" ); + PRECACHE_SOUND( "roy/ro_attack2.wav" ); + + PRECACHE_SOUND( "roy/ro_pain1.wav" ); + PRECACHE_SOUND( "roy/ro_pain2.wav" ); + PRECACHE_SOUND( "roy/ro_pain3.wav" ); + + PRECACHE_SOUND( "roy/ro_die1.wav" ); + PRECACHE_SOUND( "roy/ro_die2.wav" ); + PRECACHE_SOUND( "roy/ro_die3.wav" ); + + // every new barney must call this, otherwise + // when a level is loaded, nobody will talk (time is reset to 0) + TalkInit(); + CTalkMonster::Precache(); +} + +// Init talk data +void CRoy::TalkInit() +{ + CTalkMonster::TalkInit(); + + // scientists speach group names (group names are in sentences.txt) + m_szGrp[TLK_ANSWER] = "RO_ANSWER"; + m_szGrp[TLK_QUESTION] = "RO_QUESTION"; + m_szGrp[TLK_IDLE] = "RO_IDLE"; + m_szGrp[TLK_STARE] = "RO_STARE"; + m_szGrp[TLK_USE] = "RO_OK"; + m_szGrp[TLK_UNUSE] = "RO_WAIT"; + m_szGrp[TLK_STOP] = "RO_STOP"; + + m_szGrp[TLK_NOSHOOT] = "RO_SCARED"; + m_szGrp[TLK_HELLO] = "RO_HELLO"; + + m_szGrp[TLK_PLHURT1] = "!RO_CUREA"; + m_szGrp[TLK_PLHURT2] = "!RO_CUREB"; + m_szGrp[TLK_PLHURT3] = "!RO_CUREC"; + + m_szGrp[TLK_PHELLO] = 0; // UNDONE + m_szGrp[TLK_PIDLE] = 0; // UNDONE + m_szGrp[TLK_PQUESTION] = "RO_PQUEST"; // UNDONE + + m_szGrp[TLK_SMELL] = "RO_SMELL"; + + m_szGrp[TLK_WOUND] = "RO_WOUND"; + m_szGrp[TLK_MORTAL] = "RO_MORTAL"; + + // get voice for head - just one barney voice for now + m_voicePitch = 100; +} + +static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) +{ + Vector vecDir = reference - pevTest->origin; + vecDir.z = 0; + vecDir = vecDir.Normalize(); + Vector forward, angle; + angle = pevTest->v_angle; + angle.x = 0; + UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); + + // He's facing me, he meant it + if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + { + return TRUE; + } + return FALSE; +} + +int CRoy::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +{ + // make sure friends talk about it if player hurts talkmonsters... + int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + if( !IsAlive() || pev->deadflag == DEAD_DYING ) + return ret; + + if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) + { + m_flPlayerDamage += flDamage; + + // This is a heurstic to determine if the player intended to harm me + // If I have an enemy, we can't establish intent (may just be crossfire) + if( m_hEnemy == 0 ) + { + // If the player was facing directly at me, or I'm already suspicious, get mad + if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) ) + { + // Alright, now I'm pissed! + PlaySentence( "RO_MAD", 4, VOL_NORM, ATTN_NORM ); + + Remember( bits_MEMORY_PROVOKED ); + StopFollowing( TRUE ); + } + else + { + // Hey, be careful with that + PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); + Remember( bits_MEMORY_SUSPICIOUS ); + } + } + else if( !( m_hEnemy->IsPlayer() ) && pev->deadflag == DEAD_NO ) + { + PlaySentence( "RO_SHOT", 4, VOL_NORM, ATTN_NORM ); + } + } + + return ret; +} + +//========================================================= +// PainSound +//========================================================= +void CRoy::PainSound( void ) +{ + const char *pszSound; + + if( gpGlobals->time < m_painTime ) + return; + + m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); + + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0: + pszSound = "roy/ro_pain1.wav"; + break; + case 1: + pszSound = "roy/ro_pain2.wav"; + break; + case 2: + pszSound = "roy/ro_pain3.wav"; + break; + } + + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); +} + +//========================================================= +// DeathSound +//========================================================= +void CRoy::DeathSound( void ) +{ + const char *pszSound; + + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0: + pszSound = "roy/ro_die1.wav"; + break; + case 1: + pszSound = "roy/ro_die2.wav"; + break; + case 2: + pszSound = "roy/ro_die3.wav"; + break; + } + + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pszSound, 1, ATTN_NORM, 0, GetVoicePitch() ); +} + +//========================================================= +// GetSchedule - Decides which type of schedule best suits +// the monster's current state and conditions. Then calls +// monster's member function to get a pointer to a schedule +// of the proper type. +//========================================================= +Schedule_t *CRoy::GetSchedule( void ) +{ + if( HasConditions( bits_COND_HEAR_SOUND ) ) + { + CSound *pSound; + pSound = PBestSound(); + + ASSERT( pSound != NULL ); + if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); + } + if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) + { + PlaySentence( "RO_KILL", 4, VOL_NORM, ATTN_NORM ); + } + + switch( m_MonsterState ) + { + case MONSTERSTATE_COMBAT: + { + // dead enemy + if( HasConditions( bits_COND_ENEMY_DEAD ) ) + { + // call base class, all code to handle dead enemies is centralized there. + return CBaseMonster::GetSchedule(); + } + + // always act surprized with a new enemy + if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) + return GetScheduleOfType( SCHED_SMALL_FLINCH ); + + // wait for one schedule to draw gun + if( !m_fGunDrawn ) + return GetScheduleOfType( SCHED_ARM_WEAPON ); + + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); + } + break; + case MONSTERSTATE_ALERT: + case MONSTERSTATE_IDLE: + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) + { + // flinch if hurt + return GetScheduleOfType( SCHED_SMALL_FLINCH ); + } + + if( m_hEnemy == 0 && IsFollowing() ) + { + if( !m_hTargetEnt->IsAlive() ) + { + // UNDONE: Comment about the recently dead player here? + StopFollowing( FALSE ); + break; + } + else + { + if( HasConditions( bits_COND_CLIENT_PUSH ) ) + { + return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); + } + return GetScheduleOfType( SCHED_TARGET_FACE ); + } + } + + if( HasConditions( bits_COND_CLIENT_PUSH ) ) + { + return GetScheduleOfType( SCHED_MOVE_AWAY ); + } + + // try to say something about smells + TrySmellTalk(); + break; + default: + break; + } + + return CTalkMonster::GetSchedule(); +} + +void CRoy::DeclineFollowing( void ) +{ + PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM ); +} + +//========================================================= +// DEAD ROY PROP +// +// Designer selects a pose in worldcraft, 0 through num_poses-1 +// this value is added to what is selected as the 'first dead pose' +// among the monster's normal animations. All dead poses must +// appear sequentially in the model file. Be sure and set +// the m_iFirstPose properly! +// +//========================================================= +class CDeadRoy : public CBaseMonster +{ +public: + void Spawn( void ); + int Classify( void ) { return CLASS_PLAYER_ALLY; } + + void KeyValue( KeyValueData *pkvd ); + + int m_iPose;// which sequence to display -- temporary, don't need to save + static const char *m_szPoses[3]; +}; + +const char *CDeadRoy::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; + +void CDeadRoy::KeyValue( KeyValueData *pkvd ) +{ + if( FStrEq( pkvd->szKeyName, "pose" ) ) + { + m_iPose = atoi( pkvd->szValue ); + pkvd->fHandled = TRUE; + } + else + CBaseMonster::KeyValue( pkvd ); +} + +LINK_ENTITY_TO_CLASS( monster_roy_dead, CDeadRoy ) + +//========================================================= +// ********** DeadRoy SPAWN ********** +//========================================================= +void CDeadRoy::Spawn() +{ + PRECACHE_MODEL( "models/roy.mdl" ); + SET_MODEL( ENT( pev ), "models/roy.mdl" ); + + pev->effects = 0; + pev->yaw_speed = 8; + pev->sequence = 0; + m_bloodColor = BLOOD_COLOR_RED; + + pev->sequence = LookupSequence( m_szPoses[m_iPose] ); + if( pev->sequence == -1 ) + { + ALERT( at_console, "Dead roy with bad pose\n" ); + } + // Corpses have less health + pev->health = 8;//gSkillData.royHealth; + + MonsterInitDead(); +} diff --git a/dlls/skill.h b/dlls/skill.h index 5244c923..61bebe3b 100644 --- a/dlls/skill.h +++ b/dlls/skill.h @@ -78,6 +78,8 @@ struct skilldata_t float nihilanthHealth; float nihilanthZap; + float royHealth; + float scientistHealth; float snarkHealth;