/* ============================================================================== boss3 ============================================================================== */ #include "g_local.h" #include "m_boss32.h" void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BOSSTPORT); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); G_FreeEdict (ent); } void Think_Boss3Stand (edict_t *ent) { if (ent->s.frame == FRAME_stand260) ent->s.frame = FRAME_stand201; else ent->s.frame++; ent->nextthink = level.time + FRAMETIME; } /*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90) Just stands and cycles in one place until targeted, then teleports away. */ void SP_monster_boss3_stand (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->model = "models/monsters/boss3/rider/tris.md2"; self->s.modelindex = gi.modelindex (self->model); self->s.frame = FRAME_stand201; gi.soundindex ("misc/bigtele.wav"); VectorSet (self->mins, -32, -32, 0); VectorSet (self->maxs, 32, 32, 90); self->use = Use_Boss3; self->think = Think_Boss3Stand; self->nextthink = level.time + FRAMETIME; self->class_id = ENTITY_MONSTER_BOSS3_STAND; gi.linkentity (self); }