/*============================================================================== Quake AD FREDDIE (Edie from Quoth - Kell/Necros/Preach) Reimplemented by Knightmare and MikeM ============================================================================== */ #include "g_local.h" #include "m_q1freddie.h" static int sound_pain1; static int sound_pain2; static int sound_death; static int sound_death2; static int sound_idle; static int sound_sight; static int sound_saw; static int sound_melee; static int sound_atk_spinup; static int sound_atk_nail; static int sound_atk_laser; static int sound_step1; static int sound_step2; static int sound_step3; #define FREDDIE_MELEE_DISTANCE 64 void freddie_fireweapon (edict_t *self); void freddie_attack(edict_t *self); void freddie_check_refire (edict_t *self); void freddie_idle_sound (edict_t *self) { if (random() < 0.2) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void freddie_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); freddie_attack (self); } void freddie_sound_footstep (edict_t *self) { static int stepNum = 0; switch (stepNum) { case 0: default: gi.sound (self, CHAN_BODY, sound_step1, 1, ATTN_NORM, 0); break; case 1: gi.sound (self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0); break; case 2: gi.sound (self, CHAN_BODY, sound_step1, 1, ATTN_NORM, 0); break; case 3: gi.sound (self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0); break; case 4: gi.sound (self, CHAN_BODY, sound_step3, 1, ATTN_NORM, 0); break; } stepNum++; if (stepNum > 4) stepNum = 0; } // // stand // void freddie_stand (edict_t *self); mframe_t freddie_frames_stand [] = { ai_stand, 0, freddie_idle_sound, 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, }; mmove_t freddie_move_stand = {FRAME_stand1, FRAME_stand8, freddie_frames_stand, freddie_stand}; void freddie_stand (edict_t *self) { self->monsterinfo.currentmove = &freddie_move_stand; } // // walk // void freddie_walk (edict_t *self); mframe_t freddie_frames_walk [] = { ai_walk, 20, freddie_idle_sound, ai_walk, 16, freddie_sound_footstep, ai_walk, 1, NULL, ai_walk, 2, NULL, ai_walk, 4, NULL, ai_walk, 8, NULL, ai_walk, 4, NULL, ai_walk, 16, NULL, ai_walk, 20, NULL, ai_walk, 16, freddie_sound_footstep, ai_walk, 1, NULL, ai_walk, 2, NULL, ai_walk, 4, NULL, ai_walk, 8, NULL, ai_walk, 4, NULL, ai_walk, 16, NULL, }; mmove_t freddie_move_walk = {FRAME_run1, FRAME_run6, freddie_frames_walk, NULL}; void freddie_walk (edict_t *self) { self->monsterinfo.currentmove = &freddie_move_walk; } // // run // void freddie_run (edict_t *self); void freddie_run_frame (edict_t *self); mframe_t freddie_frames_run [] = { ai_run, 24, freddie_run_frame, // freddie_idle_sound, ai_run, 19, freddie_run_frame, // freddie_sound_footstep, ai_run, 1, freddie_run_frame, ai_run, 2, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 10, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 24, freddie_run_frame, ai_run, 19, freddie_run_frame, ai_run, 1, freddie_run_frame, // freddie_sound_footstep, ai_run, 2, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 10, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 5, freddie_run_frame, }; mmove_t freddie_move_run = {FRAME_run1, FRAME_run16, freddie_frames_run, NULL}; void freddie_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &freddie_move_stand; else self->monsterinfo.currentmove = &freddie_move_run; } // // run + firing // #if 0 mframe_t freddie_frames_rfire [] = { ai_run, 24, freddie_run_frame, // freddie_idle_sound, ai_run, 19, freddie_run_frame, // freddie_sound_footstep, ai_run, 1, freddie_run_frame, ai_run, 2, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 10, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 24, freddie_run_frame, ai_run, 19, freddie_run_frame, ai_run, 1, freddie_run_frame, // freddie_sound_footstep, ai_run, 2, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 10, freddie_run_frame, ai_run, 5, freddie_run_frame, ai_run, 5, freddie_run_frame, }; //mmove_t freddie_move_rfire = {FRAME_rfire1, FRAME_rfire16, freddie_frames_rfire, NULL}; void freddie_rfire (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &freddie_move_stand; else self->monsterinfo.currentmove = &freddie_move_rfire; } #endif void freddie_run_frame (edict_t *self) { int startFrame = 0; if ( !self || (self->health <= 0) ) return; // If enemy is dead or missing no firing // if ( !self->enemy || (self->enemy->health <= 0) ) // self->fog_model = 0; // if (self->monsterinfo.currentmove == &freddie_move_run) startFrame = FRAME_run1; // else if (self->monsterinfo.currentmove == &freddie_move_rfire) // startFrame = FRAME_rfire1; switch (self->s.frame - startFrame) { case 0: VectorSet (self->muzzle, 50, -20, 32); freddie_idle_sound (self); break; case 1: VectorSet (self->muzzle, 43, -18, 33); freddie_sound_footstep (self); break; case 2: VectorSet (self->muzzle, 53, -20, 27); break; case 3: VectorSet (self->muzzle, 47, -19, 31); break; case 4: VectorSet (self->muzzle, 54, -17, 29); break; case 5: VectorSet (self->muzzle, 47, -17, 35); break; case 6: VectorSet (self->muzzle, 53, -15, 32); break; case 7: VectorSet (self->muzzle, 47, -15, 36); break; case 8: VectorSet (self->muzzle, 50, -13, 32); break; case 9: VectorSet (self->muzzle, 46, -15, 33); break; case 10: VectorSet (self->muzzle, 51, -14, 33); freddie_sound_footstep (self); break; case 11: VectorSet (self->muzzle, 47, -14, 32); break; case 12: VectorSet (self->muzzle, 52, -14, 33); break; case 13: VectorSet (self->muzzle, 47, -14, 36); break; case 14: VectorSet (self->muzzle, 49, -14, 35); break; case 15: VectorSet (self->muzzle, 45, -15, 34); break; default: VectorSet (self->muzzle, 0, 0, 0); break; } // Run + Fire time? /* if (self->fog_model > 0) { self->fog_index++; if (self->fog_index > 2) self->fog_model = 0; else freddie_fireweapon (self); }*/ } // // pain // void freddie_pain (edict_t *self, edict_t *other, float kick, int damage); mframe_t freddie_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 10, NULL, ai_move, 9, NULL, ai_move, 4, 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 freddie_move_pain1 = {FRAME_pain1, FRAME_pain12, freddie_frames_pain1, freddie_run}; mframe_t freddie_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t freddie_move_pain2 = {FRAME_painb1, FRAME_painb5, freddie_frames_pain2, freddie_run}; void freddie_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; if (level.time < self->pain_debounce_time) return; r = random(); if (r < 0.5f) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->pain_debounce_time = level.time + 3 + random() * 2; if (skill->value == 3) { self->pain_debounce_time = level.time + 3 + random() * 2; return; // no pain anims in nightmare } if (damage <= 50) { self->monsterinfo.currentmove = &freddie_move_pain2; self->pain_debounce_time = level.time + 2 + random() * 2; } else { self->monsterinfo.currentmove = &freddie_move_pain1; self->pain_debounce_time = level.time + 3 + random() * 2; } } // // fire (standing) // void freddie_attack (edict_t *self); void freddie_do_sfire (edict_t *self); void freddie_attack_spindown (edict_t *self); void freddie_attack_spinupsound (edict_t *self) { gi.sound (self, CHAN_BODY, sound_atk_spinup, 1.0, ATTN_NORM, 0); } void freddie_attack_prefire (edict_t *self) { self->fog_index = 0; self->fogclip = 4 + (int)skill->value * 2; } void freddie_fireweapon (edict_t *self) { vec3_t start, forward, right, dir, vec; // attack_track float speed, scale; if ( !self || (self->health <= 0) ) return; if ( !self->enemy || (self->enemy->health < 1) ) // If no enemy or enemy dead then stop attack return; // Nail and laser use the same firing speed speed = 500 + (int)skill->value * 150; // Rotate offset vector AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, self->muzzle, forward, right, start); /* if ( (self->fog_model != 0) && ((int)skill->value > 1) ) // The mini burst mode (run+fire) can do tracking { if (self->fog_index == 1) Freddie_Tracking (self->enemy->s.origin, self->muzzle, self->enemy, speed, attack_track); else Freddie_Tracking (attack_track, self->muzzle, self->enemy, speed, attack_track); VectorSubtract (attack_track, start, dir); VectorNormalize (dir); } else*/ // Standard mode: spray bullets at player { scale = crandom() * (20 + (random() * 50)); VectorScale (right, scale, vec); VectorAdd (self->enemy->s.origin, vec, dir); VectorSubtract (dir, start, dir); VectorNormalize (dir); } if (self->sounds == 1) { gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_atk_laser, 1.0, ATTN_NORM, 0); q1_fire_laser (self, start, dir, 15, speed); } else { gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_atk_nail, 1.0, ATTN_NORM, 0); q1_fire_nail (self, start, dir, 9, speed, true); } } void freddie_stand_fire (edict_t *self) { qboolean quitNext = false; // Easy = 7 shots, Normal = 11 shots, Hard/NM = 15 shots switch (self->s.frame) { case FRAME_sfire9: VectorSet (self->muzzle, 45, -10, 20); break; case FRAME_sfire10: VectorSet (self->muzzle, 45, -10, 20); break; case FRAME_sfire11: VectorSet (self->muzzle, 45, -10, 22); break; case FRAME_sfire12: VectorSet (self->muzzle, 45, -10, 22); break; case FRAME_sfire13: VectorSet (self->muzzle, 45, -12, 23); break; case FRAME_sfire14: VectorSet (self->muzzle, 42, -12, 25); break; case FRAME_sfire15: VectorSet (self->muzzle, 42, -14, 23); if ((int)skill->value == 0) quitNext = true; break; case FRAME_sfire16: VectorSet (self->muzzle, 38, -14, 27); break; case FRAME_sfire17: VectorSet (self->muzzle, 38, -17, 26); break; case FRAME_sfire18: VectorSet (self->muzzle, 36, -17, 28); break; case FRAME_sfire19: VectorSet (self->muzzle, 36, -17, 26); if ((int)skill->value == 1) quitNext = true; break; case FRAME_sfire20: VectorSet (self->muzzle, 30, -17, 28); break; case FRAME_sfire21: VectorSet (self->muzzle, 30, -18, 25); break; case FRAME_sfire22: VectorSet (self->muzzle, 25, -18, 27); break; case FRAME_sfire23: VectorSet (self->muzzle, 25, -18, 27); break; default: VectorSet (self->muzzle, 0, 0, 0); break; } if ( !self->enemy || (self->enemy->health < 1) ) // If no enemy or enemy dead then stop attack self->fog_index = self->fogclip + 1; else if ( visible(self, self->enemy) ) // Check if enemy is visible to weapon self->fog_index++; else // Reset counter and keep firing self->fog_index = 0; if (self->fog_index > self->fogclip) freddie_attack_spindown (self); else freddie_fireweapon (self); if (quitNext) // this is our last firing frame based on skill level self->fog_index = self->fogclip + 1; } mframe_t freddie_frames_sfire_start [] = { ai_charge, 0, freddie_attack_spinupsound, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, freddie_sound_footstep, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, freddie_attack_prefire }; mmove_t freddie_move_sfire_start = {FRAME_sfire1, FRAME_sfire8, freddie_frames_sfire_start, freddie_do_sfire}; mframe_t freddie_frames_sfire [] = { ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire, ai_charge, 0, freddie_stand_fire }; mmove_t freddie_move_sfire = {FRAME_sfire9, FRAME_sfire23, freddie_frames_sfire, freddie_attack_spindown}; mframe_t freddie_frames_sfire_stop [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t freddie_move_sfire_stop = {FRAME_sfire24, FRAME_sfire27, freddie_frames_sfire_stop, freddie_run}; void freddie_do_sfire (edict_t *self) { self->monsterinfo.currentmove = &freddie_move_sfire; } void freddie_attack_spindown (edict_t *self) { self->monsterinfo.currentmove = &freddie_move_sfire_stop; } void freddie_attack (edict_t *self) { self->monsterinfo.currentmove = &freddie_move_sfire_start; } // // melee // void freddie_melee (edict_t *self); void freddie_melee_repeat (edict_t *self); void freddie_saw_sound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_saw, 1, ATTN_NORM, 0); } void freddie_blade (edict_t *self, float side) { float damage; vec3_t aim; if (!self->enemy) return; if (self->enemy->health <= 0) return; // 1-45 (3x15) damage damage = (random() + random() + random()) * 15; damage = max (1, damage); VectorSet (aim, FREDDIE_MELEE_DISTANCE, self->mins[0], 8); if ( fire_hit (self, aim, damage, 100) ) gi.sound (self, CHAN_VOICE, sound_melee, 1, ATTN_NORM, 0); } void freddie_blade_right (edict_t *self) { freddie_blade (self, -200); } void freddie_blade_left (edict_t *self) { freddie_blade (self, 200); } mframe_t freddie_frames_fswing [] = { ai_charge, 8, freddie_saw_sound, ai_charge, 16, freddie_sound_footstep, ai_charge, 10, NULL, ai_charge, 4, freddie_sound_footstep, ai_charge, 2, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 2, freddie_blade_right, ai_charge, 2, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, }; mmove_t freddie_move_fswing = {FRAME_fswing1, FRAME_fswing11, freddie_frames_fswing, freddie_melee_repeat}; mframe_t freddie_frames_bswing [] = { ai_charge, 20, freddie_saw_sound, ai_charge, 12, NULL, ai_charge, 4, NULL, ai_charge, 2, freddie_sound_footstep, ai_charge, 6, freddie_blade_left, ai_charge, 4, NULL, ai_charge, 4, NULL, ai_charge, 8, NULL, ai_charge, 8, freddie_sound_footstep, ai_charge, 8, NULL, ai_charge, 8, NULL, ai_charge, 12, NULL, ai_charge, 10, NULL, ai_charge, 10, NULL, }; mmove_t freddie_move_bswing = {FRAME_bswing1, FRAME_bswing14, freddie_frames_bswing, freddie_run}; mframe_t freddie_frames_fswinge [] = { 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, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, freddie_sound_footstep, }; mmove_t freddie_move_fswinge = {FRAME_fswinge1, FRAME_fswinge10, freddie_frames_fswinge, freddie_run}; void freddie_melee_repeat (edict_t *self) { int r; if (!self->enemy) return; if (self->enemy->health <= 0) return; // Check if within range to do a second (backward) swing attack r = range(self, self->enemy); if (r == RANGE_MELEE) { self->monsterinfo.currentmove = &freddie_move_bswing; } else self->monsterinfo.currentmove = &freddie_move_fswinge; } void freddie_melee (edict_t *self) { int r; if (!self->enemy) return; if (self->enemy->health <= 0) return; r = range(self, self->enemy); if (r == RANGE_MELEE) { self->monsterinfo.currentmove = &freddie_move_fswing; } else if (visible(self, self->enemy) && infront(self,self->enemy) && (r < RANGE_FAR) && !(self->monsterinfo.aiflags & AI_SOUND_TARGET)) { self->monsterinfo.currentmove = &freddie_move_sfire_start; } else self->monsterinfo.currentmove = &freddie_move_run; } // // death // void freddie_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void freddie_nogib (edict_t *self) { self->gib_health = -10000; } mframe_t freddie_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, freddie_nogib, 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, 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 freddie_move_death = {FRAME_death1, FRAME_death35, freddie_frames_death, freddie_dead}; void freddie_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n, type, bloodTypeBak; // check for gib if ( (self->health <= self->gib_health) && !(self->spawnflags & SF_MONSTER_NOGIB) ) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_death2, 1, ATTN_NORM, 0); // T_RadiusDamage (self, self, 40, NULL, 40, MOD_EXPLOSIVE); // this would cause a crash because inflictor entity is freed gi.WriteByte (svc_temp_entity); if (self->waterlevel) type = TE_ROCKET_EXPLOSION_WATER; else type = TE_EXPLOSION1_BIG; gi.WriteByte (type); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); for (n = 0; n < 6; n++) ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC); for (n = 0; n < 6; n++) ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", damage, GIB_ORGANIC); // change blood type to mechanical to throw mech gibs bloodTypeBak = self->blood_type; self->blood_type = 2; for (n = 0; n < 3; n++) ThrowGibFrame (self, "models/monsters/q1freddie/gib_junk/tris.md2", (int)(random()*3), damage, GIB_METALLIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/monsters/q1freddie/gib_metal1/tris.md2", damage, GIB_METALLIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/monsters/q1freddie/gib_metal3/tris.md2", damage, GIB_METALLIC); self->blood_type = bloodTypeBak; ThrowHead (self, "models/monsters/q1ogre/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &freddie_move_death; } /*QUAKED monster_q1_freddie (1 0 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight model="models/monsters/q1freddie/tris.md2" */ void SP_monster_q1_freddie (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("q1freddie/pain.wav"); sound_pain2 = gi.soundindex ("q1freddie/painshrt.wav"); sound_death = gi.soundindex ("q1freddie/death.wav"); sound_death2 = gi.soundindex ("q1freddie/explode_major.wav"); sound_idle = gi.soundindex ("q1freddie/idle1.wav"); sound_sight = gi.soundindex ("q1freddie/sight.wav"); sound_saw = gi.soundindex ("q1freddie/sawstart.wav"); sound_melee = gi.soundindex ("q1freddie/mangle.wav"); sound_atk_spinup = gi.soundindex ("q1freddie/stfire.wav"); sound_atk_nail = gi.soundindex ("q1weapons/rocket1i.wav"); sound_atk_laser = gi.soundindex ("q1enforcer/enfire.wav"); sound_step1 = gi.soundindex ("q1freddie/step.wav"); sound_step2 = gi.soundindex ("q1freddie/step2.wav"); sound_step3 = gi.soundindex ("q1freddie/step3.wav"); // precache gibs gi.modelindex ("models/monsters/q1ogre/head/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2"); gi.modelindex ("models/monsters/q1freddie/gib_junk/tris.md2"); gi.modelindex ("models/monsters/q1freddie/gib_metal1/tris.md2"); gi.modelindex ("models/monsters/q1freddie/gib_metal3/tris.md2"); // precache nail/laser if (self->sounds == 1) q1_laser_precache (); else q1_nail_precache (); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1freddie/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1freddie/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 64); if (!self->health) self->health = 500; if (!self->gib_health) self->gib_health = -80; if (!self->mass) self->mass = 500; self->pain = freddie_pain; self->die = freddie_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = freddie_stand; self->monsterinfo.walk = freddie_walk; self->monsterinfo.run = freddie_run; self->monsterinfo.walk = freddie_walk; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = freddie_attack; self->monsterinfo.melee = freddie_melee; self->monsterinfo.sight = freddie_sight; self->monsterinfo.search = freddie_stand; VectorSet (self->muzzle, 0.0f, 0.0f, 0.0f); // attack_offset from original Quake C self->fog_model = 0; // attack_timer from original Quake C if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.25; // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Freddie"; self->class_id = ENTITY_MONSTER_Q1_FREDDIE; gi.linkentity (self); self->monsterinfo.currentmove = &freddie_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }