/* ============================================================================== Makron -- Final Boss ============================================================================== */ #include "g_local.h" #include "m_boss32.h" qboolean visible (edict_t *self, edict_t *other); void MakronRailgun (edict_t *self); void MakronSaveloc (edict_t *self); void MakronHyperblaster (edict_t *self); void makron_step_left (edict_t *self); void makron_step_right (edict_t *self); void makronBFG (edict_t *self); void makron_dead (edict_t *self); static int sound_pain4; static int sound_pain5; static int sound_pain6; static int sound_death; static int sound_step_left; static int sound_step_right; static int sound_attack_bfg; static int sound_brainsplorch; static int sound_prerailgun; static int sound_popup; static int sound_taunt1; static int sound_taunt2; static int sound_taunt3; static int sound_hit; void makron_taunt (edict_t *self) { float r; r=random(); if (r <= 0.3) gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0); else if (r <= 0.6) gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0); else gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0); } // // stand // mframe_t makron_frames_stand []= { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // 10 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // 20 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // 30 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // 40 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // 50 ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL // 60 }; mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL}; void makron_stand (edict_t *self) { self->monsterinfo.currentmove = &makron_move_stand; } mframe_t makron_frames_run [] = { ai_run, 3, makron_step_left, ai_run, 12, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, makron_step_right, ai_run, 6, NULL, ai_run, 12, NULL, ai_run, 9, NULL, ai_run, 6, NULL, ai_run, 12, NULL }; mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; void makron_hit (edict_t *self) { gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0); } void makron_popup (edict_t *self) { gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0); } void makron_step_left (edict_t *self) { gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0); } void makron_step_right (edict_t *self) { gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0); } void makron_brainsplorch (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0); } void makron_prerailgun (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0); } mframe_t makron_frames_walk [] = { ai_walk, 3, makron_step_left, ai_walk, 12, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, makron_step_right, ai_walk, 6, NULL, ai_walk, 12, NULL, ai_walk, 9, NULL, ai_walk, 6, NULL, ai_walk, 12, NULL }; mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; void makron_walk (edict_t *self) { self->monsterinfo.currentmove = &makron_move_walk; } void makron_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &makron_move_stand; else self->monsterinfo.currentmove = &makron_move_run; } mframe_t makron_frames_pain6 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 10 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, makron_popup, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 20 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, makron_taunt, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run}; mframe_t makron_frames_pain5 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run}; mframe_t makron_frames_pain4 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run}; mframe_t makron_frames_death2 [] = { ai_move, -15, NULL, ai_move, 3, NULL, ai_move, -12, NULL, ai_move, 0, makron_step_left, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 10 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 11, NULL, ai_move, 12, NULL, ai_move, 11, makron_step_right, ai_move, 0, NULL, ai_move, 0, NULL, // 20 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 30 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 5, NULL, ai_move, 7, NULL, ai_move, 6, makron_step_left, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, 2, NULL, // 40 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 50 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -6, NULL, ai_move, -4, NULL, ai_move, -6, makron_step_right, ai_move, -4, NULL, ai_move, -4, makron_step_left, ai_move, 0, NULL, ai_move, 0, NULL, // 60 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, -5, NULL, ai_move, -3, makron_step_right, ai_move, -8, NULL, ai_move, -3, makron_step_left, ai_move, -7, NULL, ai_move, -4, NULL, ai_move, -4, makron_step_right, // 70 ai_move, -6, NULL, ai_move, -7, NULL, ai_move, 0, makron_step_left, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 80 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, // 90 ai_move, 27, makron_hit, ai_move, 26, NULL, ai_move, 0, makron_brainsplorch, ai_move, 0, NULL, ai_move, 0, NULL // 95 }; mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead}; mframe_t makron_frames_death3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL}; mframe_t makron_frames_sight [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run}; void makronBFG (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start); if(EMPNukeCheck(self, start)) { gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0); monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG); } mframe_t makron_frames_attack3 []= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, makronBFG, // FIXME: BFG Attack here ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run}; mframe_t makron_frames_attack4[]= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, MakronHyperblaster, // fire ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run}; mframe_t makron_frames_attack5[]= { ai_charge, 0, makron_prerailgun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, MakronSaveloc, ai_move, 0, MakronRailgun, // Fire railgun ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run}; void MakronSaveloc (edict_t *self) { VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; }; // FIXME: He's not firing from the proper Z void MakronRailgun (edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start); // calc direction to where we targted VectorSubtract (self->pos1, start, dir); VectorNormalize (dir); monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1); } // FIXME: This is all wrong. He's not firing at the proper angles. void MakronHyperblaster (edict_t *self) { vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; int flash_number; flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); if (self->enemy) { VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, vec); vectoangles (vec, vec); dir[0] = vec[0]; } else { dir[0] = 0; } if (self->s.frame <= FRAME_attak413) dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413); else dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421); dir[2] = 0; AngleVectors (dir, forward, NULL, NULL); monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER, BLASTER_ORANGE); } void makron_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) { self->s.skinnum |= 1; self->blood_type = 3; //sparks and blood } if (level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if (damage <=25) if (random()<0.2) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 40) { gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0); self->monsterinfo.currentmove = &makron_move_pain4; } else if (damage <= 110) { gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0); self->monsterinfo.currentmove = &makron_move_pain5; } else { if (damage <= 150) if (random() <= 0.45) { gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0); self->monsterinfo.currentmove = &makron_move_pain6; } else if (random() <= 0.35) { gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0); self->monsterinfo.currentmove = &makron_move_pain6; } } }; void makron_sight(edict_t *self, edict_t *other) { self->monsterinfo.currentmove = &makron_move_sight; }; void makron_attack(edict_t *self) { vec3_t vec; float range; float r; r = random(); VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); if (r <= 0.3) self->monsterinfo.currentmove = &makron_move_attack3; else if (r <= 0.6) self->monsterinfo.currentmove = &makron_move_attack4; else self->monsterinfo.currentmove = &makron_move_attack5; } /* --- Makron Torso. This needs to be spawned in --- */ void makron_torso_think (edict_t *self) { if (++self->s.frame < 365) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 346; self->nextthink = level.time + FRAMETIME; } } void makron_torso (edict_t *ent) { ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; VectorSet (ent->mins, -8, -8, 0); VectorSet (ent->maxs, 8, 8, 8); ent->s.frame = 346; ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2"); ent->think = makron_torso_think; ent->nextthink = level.time + 2 * FRAMETIME; ent->s.sound = gi.soundindex ("makron/spine.wav"); gi.linkentity (ent); } // // death // void makron_dead (edict_t *self) { VectorSet (self->mins, -60, -60, 0); VectorSet (self->maxs, 60, 60, 72); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { edict_t *tempent; int n; self->s.skinnum |= 1; self->blood_type = 3; //sparks and blood self->s.sound = 0; // check for gib if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 1 /*4*/; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; tempent = G_Spawn(); VectorCopy (self->s.origin, tempent->s.origin); VectorCopy (self->s.angles, tempent->s.angles); tempent->s.origin[1] -= 84; makron_torso (tempent); self->monsterinfo.currentmove = &makron_move_death2; } qboolean Makron_CheckAttack (edict_t *self) { vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; qboolean enemy_infront; int enemy_range; float enemy_yaw; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy) return false; } enemy_infront = infront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw(temp); self->ideal_yaw = enemy_yaw; // melee attack if (enemy_range == RANGE_MELEE) { if (self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } // missile attack if (!self->monsterinfo.attack) return false; if (level.time < self->monsterinfo.attack_finished) return false; if (enemy_range == RANGE_FAR) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.8; } else if (enemy_range == RANGE_NEAR) { chance = 0.4; } else if (enemy_range == RANGE_MID) { chance = 0.2; } else { return false; } if (random () < chance) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2*random(); return true; } if (self->flags & FL_FLY) { if (random() < 0.3) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } // // monster_makron // void MakronPrecache (void) { sound_pain4 = gi.soundindex ("makron/pain3.wav"); sound_pain5 = gi.soundindex ("makron/pain2.wav"); sound_pain6 = gi.soundindex ("makron/pain1.wav"); sound_death = gi.soundindex ("makron/death.wav"); sound_step_left = gi.soundindex ("makron/step1.wav"); sound_step_right = gi.soundindex ("makron/step2.wav"); sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav"); sound_brainsplorch = gi.soundindex ("makron/brain1.wav"); sound_prerailgun = gi.soundindex ("makron/rail_up.wav"); sound_popup = gi.soundindex ("makron/popup.wav"); sound_taunt1 = gi.soundindex ("makron/voice4.wav"); sound_taunt2 = gi.soundindex ("makron/voice3.wav"); sound_taunt3 = gi.soundindex ("makron/voice.wav"); sound_hit = gi.soundindex ("makron/bhit.wav"); gi.modelindex ("models/monsters/boss3/rider/tris.md2"); } /*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight */ void SP_monster_makron (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } MakronPrecache (); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2"); VectorSet (self->mins, -30, -30, 0); VectorSet (self->maxs, 30, 30, 90); self->health = 3000; self->gib_health = -2000; self->mass = 500; self->pain = makron_pain; self->die = makron_die; self->monsterinfo.stand = makron_stand; self->monsterinfo.walk = makron_walk; self->monsterinfo.run = makron_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = makron_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = makron_sight; self->monsterinfo.checkattack = Makron_CheckAttack; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 2; //sparks gi.linkentity (self); // self->monsterinfo.currentmove = &makron_move_stand; self->monsterinfo.currentmove = &makron_move_sight; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); } /* ================= MakronSpawn ================= */ void MakronSpawn (edict_t *self) { vec3_t vec; edict_t *player; self->classname = "monster_makron"; // Knightmare- set the right classname SP_monster_makron (self); // jump at player player = level.sight_client; if (!player) return; VectorSubtract (player->s.origin, self->s.origin, vec); self->s.angles[YAW] = vectoyaw(vec); VectorNormalize (vec); VectorMA (vec3_origin, 400, vec, self->velocity); self->velocity[2] = 200; self->groundentity = NULL; } /* ================= MakronToss Jorg is just about dead, so set up to launch Makron out ================= */ void MakronToss (edict_t *self) { edict_t *ent; ent = G_Spawn (); ent->nextthink = level.time + 0.8; ent->think = MakronSpawn; ent->target = self->target; VectorCopy (self->s.origin, ent->s.origin); }