/* ================================= Xatrix m_gekk.c ================================= */ #include "g_local.h" #include "m_gekk.h" static int sound_swing; static int sound_hit; static int sound_hit2; static int sound_death; static int sound_pain1; static int sound_sight; static int sound_search; static int sound_step1; static int sound_step2; static int sound_step3; static int sound_thud; static int sound_chantlow; static int sound_chantmid; static int sound_chanthigh; void gekk_swim (edict_t *self); extern void gekk_jump_takeoff (edict_t *self); extern void gekk_jump_takeoff2 (edict_t *self); extern void gekk_check_landing (edict_t *self); extern void gekk_check_landing2 (edict_t *self); extern void gekk_stop_skid (edict_t *self); extern void water_to_land (edict_t *self); extern void land_to_water (edict_t *self); extern void gekk_check_underwater (edict_t *self); extern void gekk_bite (edict_t *self); extern void gekk_hit_left (edict_t *self); extern void gekk_hit_right (edict_t *self); extern void gekk_run_start (edict_t *self); extern mmove_t gekk_move_attack1; extern mmove_t gekk_move_attack2; extern mmove_t gekk_move_chant; extern mmove_t gekk_move_swim_start; extern mmove_t gekk_move_swim_loop; extern mmove_t gekk_move_spit; extern mmove_t gekk_move_run_start; // // CHECKATTACK // qboolean gekk_check_melee (edict_t *self) { if (!self) return false; if (!self->enemy || (self->enemy->health <= 0)) return false; if (range (self, self->enemy) == RANGE_MELEE) return true; return false; } // Knightmare- check for grenades and lasers qboolean gekk_check_jump_hazard (edict_t *self, qboolean watertoland, qboolean farjump) { vec3_t v; float distance; trace_t trace; vec3_t oldorg, neworg, forward, dir; vec_t g1, g2; edict_t *grenade; if (!self) return false; if (!self->enemy || (self->enemy->health <= 0)) // paranoia return false; //gi.dprintf ("Gekk: checking jump for hazards...\n"); VectorSubtract(self->s.origin, self->enemy->s.origin, v); distance = VectorLength(v); VectorCopy (self->s.origin, oldorg); VectorCopy (self->enemy->s.origin, neworg); AngleVectors (self->s.angles, forward, NULL, NULL); trace = gi.trace (self->s.origin, self->mins, self->maxs, neworg, self, MASK_MONSTERSOLID); // Lazarus: Don't intentionally move closer to a grenade, // but don't perform this check if we're already evading some // other problem (maybe even this grenade) if(!(self->monsterinfo.aiflags & AI_CHASE_THING)) { grenade = NULL; while( (grenade = findradius(grenade,neworg,128)) != NULL) { if(!grenade->inuse) continue; if(!grenade->classname) continue; if(!Q_stricmp(grenade->classname,"grenade") || !Q_stricmp(grenade->classname,"hgrenade")) { VectorSubtract(grenade->s.origin, oldorg, dir); g1 = VectorLength(dir); VectorSubtract(grenade->s.origin, neworg, dir); g2 = VectorLength(dir); if (g2 < g1) { //gi.dprintf ("Gekk: Jump would put me closer to live grenade, aborting\n"); return false; } } } } // Maybe we could could check for lasers using badarea fields? return true; } qboolean gekk_check_jump (edict_t *self) { vec3_t v; float distance; if (!self) return false; if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2])) return false; if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2])) return false; v[0] = self->s.origin[0] - self->enemy->s.origin[0]; v[1] = self->s.origin[1] - self->enemy->s.origin[1]; v[2] = 0; distance = VectorLength(v); if (distance < 100) { return false; } if (distance > 100) { if (random() < 0.9) return false; } return true; } qboolean gekk_check_jump_close (edict_t *self) { vec3_t v; float distance; if (!self) return false; v[0] = self->s.origin[0] - self->enemy->s.origin[0]; v[1] = self->s.origin[1] - self->enemy->s.origin[1]; v[2] = 0; distance = VectorLength(v); if (distance < 100) { if (self->s.origin[2] < self->enemy->s.origin[2]) return true; else return false; } return true; } qboolean gekk_checkattack (edict_t *self) { if (!self) return false; if (!self->enemy || (self->enemy->health <= 0)) return false; if (gekk_check_melee(self)) { self->monsterinfo.attack_state = AS_MELEE; return true; } if (gekk_check_jump(self)) { self->monsterinfo.attack_state = AS_MISSILE; return true; } if (gekk_check_jump_close (self) && !self->waterlevel) { self->monsterinfo.attack_state = AS_MISSILE; return true; } return false; } // // SOUNDS // void gekk_step (edict_t *self) { int n; if (!self) return; n = (rand() + 1) % 3; if (n == 0) gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0); else if (n == 1) gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0); } void gekk_sight (edict_t *self, edict_t *other) { if (!self) return; gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gekk_search (edict_t *self) { float r; if (!self) return; if (self->spawnflags & 8) { r = random(); if (r < 0.33) gi.sound (self, CHAN_VOICE, sound_chantlow, 1, ATTN_NORM, 0); else if (r < 0.67) gi.sound (self, CHAN_VOICE, sound_chantmid, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_chanthigh, 1, ATTN_NORM, 0); } else gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); self->health += 10 + (10 * random()); if (self->health > self->max_health) self->health = self->max_health; //Knightmare- special skins if (self->health < (self->max_health /4)) { if (self->style) self->s.skinnum = self->style * 3 + 2; else self->s.skinnum = 2; } else if (self->health < (self->max_health / 2)) { if (self->style) self->s.skinnum = self->style * 3 + 1; else self->s.skinnum = 1; } else { if (self->style) self->s.skinnum = self->style * 3; else self->s.skinnum = 0; } //end Knightmare } void gekk_swing (edict_t *self) { if (!self) return; gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0); } extern mmove_t gekk_move_run; void gekk_face (edict_t *self) { if (!self) return; self->monsterinfo.currentmove = &gekk_move_run; } // // STAND // void ai_stand2 (edict_t *self, float dist) { if (!self) return; if (self->spawnflags & 8) { ai_move (self, dist); if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time)) { if (self->monsterinfo.idle_time) { self->monsterinfo.idle (self); self->monsterinfo.idle_time = level.time + 15 + random() * 15; } else { self->monsterinfo.idle_time = level.time + random() * 15; } } } else ai_stand (self, dist); } mframe_t gekk_frames_stand [] = { ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, // 10 ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, // 20 ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, // 30 ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, gekk_check_underwater, }; mmove_t gekk_move_stand = {FRAME_stand_01, FRAME_stand_39, gekk_frames_stand, NULL}; mframe_t gekk_frames_standunderwater[] = { ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, gekk_check_underwater }; mmove_t gekk_move_standunderwater = {FRAME_amb_01, FRAME_amb_04, gekk_frames_standunderwater, NULL}; void gekk_swim_loop (edict_t *self) { if (!self) return; self->flags |= FL_SWIM; self->monsterinfo.currentmove = &gekk_move_swim_loop; } mframe_t gekk_frames_swim [] = { ai_run, 16, NULL, ai_run, 16, NULL, ai_run, 16, NULL, ai_run, 16, gekk_swim }; mmove_t gekk_move_swim_loop = {FRAME_amb_01, FRAME_amb_04, gekk_frames_swim, gekk_swim_loop}; mframe_t gekk_frames_swim_start [] = { ai_run, 14, NULL, ai_run, 14, NULL, ai_run, 14, NULL, ai_run, 14, NULL, ai_run, 16, NULL, ai_run, 16, NULL, ai_run, 16, NULL, ai_run, 18, NULL, ai_run, 18, gekk_hit_left, ai_run, 18, NULL, ai_run, 20, NULL, ai_run, 20, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 24, gekk_hit_right, ai_run, 24, NULL, ai_run, 26, NULL, ai_run, 26, NULL, ai_run, 24, NULL, ai_run, 24, NULL, ai_run, 22, gekk_bite, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 22, NULL, ai_run, 18, NULL, ai_run, 18, NULL, ai_run, 18, NULL, ai_run, 18, NULL }; mmove_t gekk_move_swim_start = {FRAME_swim_01, FRAME_swim_32, gekk_frames_swim_start, gekk_swim_loop}; void gekk_swim (edict_t *self) { if (!self) return; if (!self->enemy || (self->enemy->health <= 0)) // paranoia return; if (gekk_checkattack(self)) // Knightmare- check for grenades and lasers if (!self->enemy->waterlevel && random() > 0.7 && gekk_check_jump_hazard(self, true, gekk_check_jump(self))) water_to_land (self); else self->monsterinfo.currentmove = &gekk_move_swim_start; } void gekk_stand (edict_t *self) { if (!self) return; if (self->waterlevel) self->monsterinfo.currentmove = &gekk_move_standunderwater; else self->monsterinfo.currentmove = &gekk_move_stand; } void gekk_chant (edict_t *self) { if (!self) return; self->monsterinfo.currentmove = &gekk_move_chant; } // // IDLE // void gekk_idle_loop (edict_t *self) { if (!self) return; if (random() > 0.75 && self->health < self->max_health) self->monsterinfo.nextframe = FRAME_idle_01; } mframe_t gekk_frames_idle [] = { ai_stand2, 0, gekk_search, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, NULL, ai_stand2, 0, gekk_idle_loop }; mmove_t gekk_move_idle = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_stand}; mmove_t gekk_move_idle2 = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle, gekk_face}; mframe_t gekk_frames_idle2 [] = { ai_move, 0, gekk_search, 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, gekk_idle_loop }; mmove_t gekk_move_chant = {FRAME_idle_01, FRAME_idle_32, gekk_frames_idle2, gekk_chant}; void gekk_idle (edict_t *self) { if (!self) return; if (!self->waterlevel) self->monsterinfo.currentmove = &gekk_move_idle; else self->monsterinfo.currentmove = &gekk_move_swim_start; // gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } // // WALK // void gekk_walk (edict_t *self); mframe_t gekk_frames_walk[] = { ai_walk, 3.849, gekk_check_underwater, // frame 0 ai_walk, 19.606, NULL, // frame 1 ai_walk, 25.583, NULL, // frame 2 ai_walk, 34.625, gekk_step, // frame 3 ai_walk, 27.365, NULL, // frame 4 ai_walk, 28.480, NULL, // frame 5 }; mmove_t gekk_move_walk = {FRAME_run_01, FRAME_run_06, gekk_frames_walk, NULL}; void gekk_walk (edict_t *self) { if (!self) return; self->monsterinfo.currentmove = &gekk_move_walk; } // // RUN // void gekk_run_start (edict_t *self) { if (!self) return; if (self->waterlevel) { self->monsterinfo.currentmove = &gekk_move_swim_start; } else { self->monsterinfo.currentmove = &gekk_move_run_start; } } void gekk_run (edict_t *self) { if (!self) return; if (self->waterlevel) { self->monsterinfo.currentmove = &gekk_move_swim_start; return; } else { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gekk_move_stand; else self->monsterinfo.currentmove = &gekk_move_run; } } mframe_t gekk_frames_run[] = { ai_run, 3.849, gekk_check_underwater, // frame 0 ai_run, 19.606, NULL, // frame 1 ai_run, 25.583, NULL, // frame 2 ai_run, 34.625, gekk_step, // frame 3 ai_run, 27.365, NULL, // frame 4 ai_run, 28.480, NULL, // frame 5 }; mmove_t gekk_move_run = {FRAME_run_01, FRAME_run_06, gekk_frames_run, NULL}; mframe_t gekk_frames_run_st[] = { ai_run, 0.212, NULL, // frame 0 ai_run, 19.753, NULL, // frame 1 }; mmove_t gekk_move_run_start = {FRAME_stand_01, FRAME_stand_02, gekk_frames_run_st, gekk_run}; // // MELEE // void gekk_hit_left (edict_t *self) { vec3_t aim; if (!self) return; if (!self->enemy || (self->enemy->health <= 0)) // paranoia return; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 100)) gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); } void gekk_hit_right (edict_t *self) { vec3_t aim; if (!self) return; if (!self->enemy || (self->enemy->health <= 0)) // paranoia return; VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 100)) gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); } void gekk_check_refire (edict_t *self) { if (!self) return; if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) return; if (random() < (skill->value * 0.1)) { if (range (self, self->enemy) == RANGE_MELEE) { if (self->s.frame == FRAME_clawatk3_09) self->monsterinfo.currentmove = &gekk_move_attack2; else if (self->s.frame == FRAME_clawatk5_09) self->monsterinfo.currentmove = &gekk_move_attack1; } } } void loogie_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (!self || !other || !plane) return; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_GEKK); G_FreeEdict (self); }; void fire_loogie (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed) { edict_t *loogie; trace_t tr; if (!self) return; VectorNormalize (dir); loogie = G_Spawn(); VectorCopy (start, loogie->s.origin); VectorCopy (start, loogie->s.old_origin); vectoangles (dir, loogie->s.angles); VectorScale (dir, speed, loogie->velocity); loogie->movetype = MOVETYPE_FLYMISSILE; loogie->clipmask = MASK_SHOT; loogie->solid = SOLID_BBOX; loogie->s.effects |= EF_BLASTER; VectorClear (loogie->mins); VectorClear (loogie->maxs); loogie->s.modelindex = gi.modelindex ("models/objects/loogy/tris.md2"); loogie->owner = self; loogie->touch = loogie_touch; loogie->nextthink = level.time + 2; loogie->think = G_FreeEdict; loogie->dmg = damage; gi.linkentity (loogie); tr = gi.trace (self->s.origin, NULL, NULL, loogie->s.origin, loogie, MASK_SHOT); if (tr.fraction < 1.0) { VectorMA (loogie->s.origin, -10, dir, loogie->s.origin); loogie->touch (loogie, tr.ent, NULL, NULL); } } // NOTE: SP_gekk_loogie should ONLY be used for gekk loogies that have changed // maps via trigger_transition. It should NOT be used for map entities. void gekk_loogie_delayed_start (edict_t *loogie) { if(g_edicts[1].linkcount) { VectorScale(loogie->movedir,loogie->moveinfo.speed,loogie->velocity); loogie->nextthink = level.time + 2; loogie->think = G_FreeEdict; gi.linkentity(loogie); } else loogie->nextthink = level.time + FRAMETIME; } void SP_gekk_loogie (edict_t *loogie) { loogie->s.modelindex = gi.modelindex ("models/objects/loogy/tris.md2"); loogie->touch = loogie_touch; VectorCopy(loogie->velocity,loogie->movedir); VectorNormalize(loogie->movedir); loogie->moveinfo.speed = VectorLength(loogie->velocity); VectorClear(loogie->velocity); loogie->think = gekk_loogie_delayed_start; loogie->nextthink = level.time + FRAMETIME; gi.linkentity(loogie); } void loogie (edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t end; vec3_t dir; vec3_t gekkoffset; VectorSet (gekkoffset, -18, -0.8, 24); if (!self) return; if (!self->enemy || self->enemy->health <= 0) return; AngleVectors (self->s.angles, forward, right, up); G_ProjectSource (self->s.origin, gekkoffset, forward, right, start); VectorMA (start, 2, up, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, dir); fire_loogie (self, start, dir, 5, 550); } void reloogie (edict_t *self) { if (!self) return; if (random() > 0.8 && self->health < self->max_health) { self->monsterinfo.currentmove = &gekk_move_idle2; return; } if (self->enemy->health >= 0) if (random() > 0.7 && (range(self, self->enemy) == RANGE_NEAR)) self->monsterinfo.currentmove = &gekk_move_spit; } mframe_t gekk_frames_spit [] = { ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, loogie, ai_charge, 0.000, reloogie }; mmove_t gekk_move_spit = {FRAME_spit_01, FRAME_spit_07, gekk_frames_spit, gekk_run_start}; mframe_t gekk_frames_attack1 [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gekk_hit_left, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gekk_check_refire }; mmove_t gekk_move_attack1 = {FRAME_clawatk3_01, FRAME_clawatk3_09, gekk_frames_attack1, gekk_run_start}; mframe_t gekk_frames_attack2[] = { ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, gekk_hit_left, ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, gekk_hit_right, ai_charge, 0.000, NULL, ai_charge, 0.000, NULL, ai_charge, 0.000, gekk_check_refire }; mmove_t gekk_move_attack2 = {FRAME_clawatk5_01, FRAME_clawatk5_09, gekk_frames_attack2, gekk_run_start}; void gekk_check_underwater (edict_t *self) { if (!self) return; if (self->waterlevel) { land_to_water (self); } } mframe_t gekk_frames_leapatk[] = { ai_charge, 0.000, NULL, // frame 0 ai_charge, -0.387, NULL, // frame 1 ai_charge, -1.113, NULL, // frame 2 ai_charge, -0.237, NULL, // frame 3 ai_charge, 6.720, gekk_jump_takeoff, // frame 4 last frame on ground ai_charge, 6.414, NULL, // frame 5 leaves ground ai_charge, 0.163, NULL, // frame 6 ai_charge, 28.316, NULL, // frame 7 ai_charge, 24.198, NULL, // frame 8 ai_charge, 31.742, NULL, // frame 9 ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground ai_charge, 20.122, gekk_stop_skid, // frame 12 ai_charge, -1.042, gekk_stop_skid, // frame 13 ai_charge, 2.556, gekk_stop_skid, // frame 14 ai_charge, 0.544, gekk_stop_skid, // frame 15 ai_charge, 1.862, gekk_stop_skid, // frame 16 ai_charge, 1.224, gekk_stop_skid, // frame 17 ai_charge, -0.457, gekk_check_underwater, // frame 18 }; mmove_t gekk_move_leapatk = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk, gekk_run_start}; mframe_t gekk_frames_leapatk2[] = { ai_charge, 0.000, NULL, // frame 0 ai_charge, -0.387, NULL, // frame 1 ai_charge, -1.113, NULL, // frame 2 ai_charge, -0.237, NULL, // frame 3 ai_charge, 6.720, gekk_jump_takeoff2, // frame 4 last frame on ground ai_charge, 6.414, NULL, // frame 5 leaves ground ai_charge, 0.163, NULL, // frame 6 ai_charge, 28.316, NULL, // frame 7 ai_charge, 24.198, NULL, // frame 8 ai_charge, 31.742, NULL, // frame 9 ai_charge, 35.977, gekk_check_landing, // frame 10 last frame in air ai_charge, 12.303, gekk_stop_skid, // frame 11 feet back on ground ai_charge, 20.122, gekk_stop_skid, // frame 12 ai_charge, -1.042, gekk_stop_skid, // frame 13 ai_charge, 2.556, gekk_stop_skid, // frame 14 ai_charge, 0.544, gekk_stop_skid, // frame 15 ai_charge, 1.862, gekk_stop_skid, // frame 16 ai_charge, 1.224, gekk_stop_skid, // frame 17 ai_charge, -0.457, gekk_check_underwater, // frame 18 }; mmove_t gekk_move_leapatk2 = {FRAME_leapatk_01, FRAME_leapatk_19, gekk_frames_leapatk2, gekk_run_start}; void gekk_bite (edict_t *self) { vec3_t aim; if (!self || !self->enemy) return; VectorSet (aim, MELEE_DISTANCE, 0, 0); fire_hit (self, aim, 5, 0); } void gekk_preattack (edict_t *self) { // underwater attack sound // gi.sound (self, CHAN_WEAPON, something something underwater sound, 1, ATTN_NORM, 0); return; } mframe_t gekk_frames_attack [] = { ai_charge, 16, gekk_preattack, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, gekk_bite, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, gekk_bite, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, gekk_hit_left, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, NULL, ai_charge, 16, gekk_hit_right, ai_charge, 16, NULL, ai_charge, 16, NULL }; mmove_t gekk_move_attack = {FRAME_attack_01, FRAME_attack_21, gekk_frames_attack, gekk_run_start}; void gekk_melee (edict_t *self) { float r; if (!self) return; if (self->waterlevel) { self->monsterinfo.currentmove = &gekk_move_attack; } else { r = random(); if (r > 0.66) self->monsterinfo.currentmove = &gekk_move_attack1; else self->monsterinfo.currentmove = &gekk_move_attack2; } } // // ATTACK // void gekk_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (!self || !other) return; if (self->health <= 0) { self->touch = NULL; return; } if (other->takedamage) { if (VectorLength(self->velocity) > 200) { vec3_t point; vec3_t normal; int damage; VectorCopy (self->velocity, normal); VectorNormalize(normal); VectorMA (self->s.origin, self->maxs[0], normal, point); damage = 10 + 10 * random(); T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_GEKK); } } if (!M_CheckBottom (self)) { if (self->groundentity) { self->monsterinfo.nextframe = FRAME_leapatk_11; self->touch = NULL; } return; } self->touch = NULL; } void gekk_jump_takeoff (edict_t *self) { vec3_t forward; if (!self) return; gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); AngleVectors (self->s.angles, forward, NULL, NULL); self->s.origin[2] += 1; // far jump if (gekk_check_jump (self)) { VectorScale (forward, 700, self->velocity); self->velocity[2] = 250; } else { VectorScale (forward, 250, self->velocity); self->velocity[2] = 400; } self->groundentity = NULL; self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.attack_finished = level.time + 3; self->touch = gekk_jump_touch; } void gekk_jump_takeoff2 (edict_t *self) { vec3_t forward; if (!self) return; gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); AngleVectors (self->s.angles, forward, NULL, NULL); self->s.origin[2] = self->enemy->s.origin[2]; // far jump if (gekk_check_jump (self)) { VectorScale (forward, 300, self->velocity); self->velocity[2] = 250; } else { VectorScale (forward, 150, self->velocity); self->velocity[2] = 300; } self->groundentity = NULL; self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.attack_finished = level.time + 3; self->touch = gekk_jump_touch; } void gekk_stop_skid (edict_t *self) { if (!self) return; if (self->groundentity) { VectorClear (self->velocity); } } void gekk_check_landing (edict_t *self) { if (!self) return; if (self->groundentity) { gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0); self->monsterinfo.attack_finished = 0; self->monsterinfo.aiflags &= ~AI_DUCKED; VectorClear (self->velocity); return; } // note to self // causing skid if (level.time > self->monsterinfo.attack_finished) self->monsterinfo.nextframe = FRAME_leapatk_11; else { self->monsterinfo.nextframe = FRAME_leapatk_12; } } void gekk_jump (edict_t *self) { if (!self) return; if (self->flags & FL_SWIM || self->waterlevel) { return; } else { //if (random() > 0.8 && self->health < self->max_health) // self->monsterinfo.currentmove = &gekk_move_idle2; //else { if (random() > 0.5 && (range (self, self->enemy) >= RANGE_NEAR)) self->monsterinfo.currentmove = &gekk_move_spit; else if (random() > 0.8) self->monsterinfo.currentmove = &gekk_move_spit; // Knightmare- check for grenades and lasers else if (gekk_check_jump_hazard(self, false, gekk_check_jump(self))) self->monsterinfo.currentmove = &gekk_move_leapatk; else self->monsterinfo.currentmove = &gekk_move_spit; } } } // // PAIN // mframe_t gekk_frames_pain[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 }; mmove_t gekk_move_pain = {FRAME_pain_01, FRAME_pain_06, gekk_frames_pain, gekk_run_start}; mframe_t gekk_frames_pain1[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 ai_move, 0.000, NULL, // frame 6 ai_move, 0.000, NULL, // frame 7 ai_move, 0.000, NULL, // frame 8 ai_move, 0.000, NULL, // frame 9 ai_move, 0.000, gekk_check_underwater }; mmove_t gekk_move_pain1 = {FRAME_pain3_01, FRAME_pain3_11, gekk_frames_pain1, gekk_run_start}; mframe_t gekk_frames_pain2[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 ai_move, 0.000, NULL, // frame 6 ai_move, 0.000, NULL, // frame 7 ai_move, 0.000, NULL, // frame 8 ai_move, 0.000, NULL, // frame 9 ai_move, 0.000, NULL, // frame 10 ai_move, 0.000, NULL, // frame 11 ai_move, 0.000, gekk_check_underwater, }; mmove_t gekk_move_pain2 = {FRAME_pain4_01, FRAME_pain4_13, gekk_frames_pain2, gekk_run_start}; void gekk_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; if (!self) return; if (self->spawnflags & 8) { self->spawnflags &= ~8; return; } //Knightmare- special skins if (self->health < (self->max_health /4)) { if (self->style) self->s.skinnum = self->style * 3 + 2; else self->s.skinnum = 2; } else if (self->health < (self->max_health / 2)) { if (self->style) self->s.skinnum = self->style * 3 + 1; else self->s.skinnum = 1; } //end Knightmare if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); if (self->waterlevel) { if (!self->flags & FL_SWIM) self->flags |= FL_SWIM; self->monsterinfo.currentmove = &gekk_move_pain; } else { r = random(); if (r > 0.5) self->monsterinfo.currentmove = &gekk_move_pain1; else self->monsterinfo.currentmove = &gekk_move_pain2; } } // // DEATH // void gekk_dead (edict_t *self) { if (!self) return; // fix this because of no blocking problem if (self->waterlevel) { return; } else { 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); M_FlyCheck (self); } // Lazarus monster fade if(world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think=FadeDieSink; self->nextthink=level.time+corpse_fadetime->value; } } void gekk_gibfest (edict_t *self) { int damage = 20; if (!self) return; gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); ThrowGib (self, "models/objects/gekkgib/pelvis/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/torso/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/claw/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gekkgib/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; } void isgibfest (edict_t *self) { if (random() > 0.9) gekk_gibfest (self); } mframe_t gekk_frames_death1[] = { ai_move, -5.151, NULL, // frame 0 ai_move, -12.223, NULL, // frame 1 ai_move, -11.484, NULL, // frame 2 ai_move, -17.952, NULL, // frame 3 ai_move, -6.953, NULL, // frame 4 ai_move, -7.393, NULL, // frame 5 ai_move, -10.713, NULL, // frame 6 ai_move, -17.464, NULL, // frame 7 ai_move, -11.678, NULL, // frame 8 ai_move, -11.678, NULL // frame 9 }; mmove_t gekk_move_death1 = {FRAME_death1_01, FRAME_death1_10, gekk_frames_death1, gekk_dead}; mframe_t gekk_frames_death3[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.022, NULL, // frame 1 ai_move, 0.169, NULL, // frame 2 ai_move, -0.710, NULL, // frame 3 ai_move, -13.446, NULL, // frame 4 ai_move, -7.654, isgibfest, // frame 5 ai_move, -31.951, NULL, // frame 6 }; mmove_t gekk_move_death3 = {FRAME_death3_01, FRAME_death3_07, gekk_frames_death3, gekk_dead}; mframe_t gekk_frames_death4[] = { ai_move, 5.103, NULL, // frame 0 ai_move, -4.808, NULL, // frame 1 ai_move, -10.509, NULL, // frame 2 ai_move, -9.899, NULL, // frame 3 ai_move, 4.033, isgibfest, // frame 4 ai_move, -5.197, NULL, // frame 5 ai_move, -0.919, NULL, // frame 6 ai_move, -8.821, NULL, // frame 7 ai_move, -5.626, NULL, // frame 8 ai_move, -8.865, isgibfest, // frame 9 ai_move, -0.845, NULL, // frame 10 ai_move, 1.986, NULL, // frame 11 ai_move, 0.170, NULL, // frame 12 ai_move, 1.339, isgibfest, // frame 13 ai_move, -0.922, NULL, // frame 14 ai_move, 0.818, NULL, // frame 15 ai_move, -1.288, NULL, // frame 16 ai_move, -1.408, isgibfest, // frame 17 ai_move, -7.787, NULL, // frame 18 ai_move, -3.995, NULL, // frame 19 ai_move, -4.604, NULL, // frame 20 ai_move, -1.715, isgibfest, // frame 21 ai_move, -0.564, NULL, // frame 22 ai_move, -0.597, NULL, // frame 23 ai_move, 0.074, NULL, // frame 24 ai_move, -0.309, isgibfest, // frame 25 ai_move, -0.395, NULL, // frame 26 ai_move, -0.501, NULL, // frame 27 ai_move, -0.325, NULL, // frame 28 ai_move, -0.931, isgibfest, // frame 29 ai_move, -1.433, NULL, // frame 30 ai_move, -1.626, NULL, // frame 31 ai_move, 4.680, NULL, // frame 32 ai_move, 0.560, NULL, // frame 33 ai_move, -0.549, gekk_gibfest // frame 34 }; mmove_t gekk_move_death4 = {FRAME_death4_01, FRAME_death4_35, gekk_frames_death4, gekk_dead}; mframe_t gekk_frames_wdeath[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 ai_move, 0.000, NULL, // frame 6 ai_move, 0.000, NULL, // frame 7 ai_move, 0.000, NULL, // frame 8 ai_move, 0.000, NULL, // frame 9 ai_move, 0.000, NULL, // frame 10 ai_move, 0.000, NULL, // frame 11 ai_move, 0.000, NULL, // frame 12 ai_move, 0.000, NULL, // frame 13 ai_move, 0.000, NULL, // frame 14 ai_move, 0.000, NULL, // frame 15 ai_move, 0.000, NULL, // frame 16 ai_move, 0.000, NULL, // frame 17 ai_move, 0.000, NULL, // frame 18 ai_move, 0.000, NULL, // frame 19 ai_move, 0.000, NULL, // frame 20 ai_move, 0.000, NULL, // frame 21 ai_move, 0.000, NULL, // frame 22 ai_move, 0.000, NULL, // frame 23 ai_move, 0.000, NULL, // frame 24 ai_move, 0.000, NULL, // frame 25 ai_move, 0.000, NULL, // frame 26 ai_move, 0.000, NULL, // frame 27 ai_move, 0.000, NULL, // frame 28 ai_move, 0.000, NULL, // frame 29 ai_move, 0.000, NULL, // frame 30 ai_move, 0.000, NULL, // frame 31 ai_move, 0.000, NULL, // frame 32 ai_move, 0.000, NULL, // frame 33 ai_move, 0.000, NULL, // frame 34 ai_move, 0.000, NULL, // frame 35 ai_move, 0.000, NULL, // frame 36 ai_move, 0.000, NULL, // frame 37 ai_move, 0.000, NULL, // frame 38 ai_move, 0.000, NULL, // frame 39 ai_move, 0.000, NULL, // frame 40 ai_move, 0.000, NULL, // frame 41 ai_move, 0.000, NULL, // frame 42 ai_move, 0.000, NULL, // frame 43 ai_move, 0.000, NULL // frame 44 }; mmove_t gekk_move_wdeath = {FRAME_wdeath_01, FRAME_wdeath_45, gekk_frames_wdeath, gekk_dead}; void gekk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { float r; if (!self) return; if (self->health <= self->gib_health && !(self->spawnflags & 32)) //Knightmare- nogib flag { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); ThrowGib (self, "models/objects/gekkgib/pelvis/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/arm/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/torso/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/claw/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gekkgib/leg/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gekkgib/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; //Knightmare- special skins if (self->style) self->s.skinnum = self->style * 3 + 2; else self->s.skinnum = 2; //end Knightmare if (self->waterlevel) self->monsterinfo.currentmove = &gekk_move_wdeath; else { r = random(); if (r > 0.66 || (self->spawnflags & 32)) //Knightmare- nogib flag self->monsterinfo.currentmove = &gekk_move_death1; else if (r > 0.33) self->monsterinfo.currentmove = &gekk_move_death3; else self->monsterinfo.currentmove = &gekk_move_death4; } } /* duck */ void gekk_duck_down (edict_t *self) { if (!self) return; if (self->monsterinfo.aiflags & AI_DUCKED) return; self->monsterinfo.aiflags |= AI_DUCKED; self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; gi.linkentity (self); } void gekk_duck_up (edict_t *self) { if (!self) return; self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } void gekk_duck_hold (edict_t *self) { if (!self) return; if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } mframe_t gekk_frames_lduck[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 ai_move, 0.000, NULL, // frame 6 ai_move, 0.000, NULL, // frame 7 ai_move, 0.000, NULL, // frame 8 ai_move, 0.000, NULL, // frame 9 ai_move, 0.000, NULL, // frame 10 ai_move, 0.000, NULL, // frame 11 ai_move, 0.000, NULL // frame 12 }; mmove_t gekk_move_lduck = {FRAME_lduck_01, FRAME_lduck_13, gekk_frames_lduck, gekk_run_start}; mframe_t gekk_frames_rduck[] = { ai_move, 0.000, NULL, // frame 0 ai_move, 0.000, NULL, // frame 1 ai_move, 0.000, NULL, // frame 2 ai_move, 0.000, NULL, // frame 3 ai_move, 0.000, NULL, // frame 4 ai_move, 0.000, NULL, // frame 5 ai_move, 0.000, NULL, // frame 6 ai_move, 0.000, NULL, // frame 7 ai_move, 0.000, NULL, // frame 8 ai_move, 0.000, NULL, // frame 9 ai_move, 0.000, NULL, // frame 10 ai_move, 0.000, NULL, // frame 11 ai_move, 0.000, NULL // frame 12 }; mmove_t gekk_move_rduck = {FRAME_rduck_01, FRAME_rduck_13, gekk_frames_rduck, gekk_run_start}; void gekk_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { float r; if (!self || !attacker) return; r = random(); if (r > 0.25) return; if (!self->enemy) self->enemy = attacker; if (self->waterlevel) { self->monsterinfo.currentmove = &gekk_move_attack; return; } if (skill->value == 0) { r = random(); if (r > 0.5) self->monsterinfo.currentmove = &gekk_move_lduck; else self->monsterinfo.currentmove = &gekk_move_rduck; return; } self->monsterinfo.pausetime = level.time + eta + 0.3; r = random(); if (skill->value == 1) { if (r > 0.33) { r = random(); if (r > 0.5) self->monsterinfo.currentmove = &gekk_move_lduck; else self->monsterinfo.currentmove = &gekk_move_rduck; } else { r = random(); if (r > 0.66) self->monsterinfo.currentmove = &gekk_move_attack1; else self->monsterinfo.currentmove = &gekk_move_attack2; } return; } if (skill->value == 2) { if (r > 0.66) { r = random(); if (r > 0.5) self->monsterinfo.currentmove = &gekk_move_lduck; else self->monsterinfo.currentmove = &gekk_move_rduck; } else { r = random(); if (r > 0.66) self->monsterinfo.currentmove = &gekk_move_attack1; else self->monsterinfo.currentmove = &gekk_move_attack2; } return; } r = random(); if (r > 0.66) self->monsterinfo.currentmove = &gekk_move_attack1; else self->monsterinfo.currentmove = &gekk_move_attack2; } // // SPAWN // /*QUAKED monster_gekk (1 .5 0) (-24 -24 -24) (24 24 24) Ambush Trigger_Spawn Sight Chant GoodGuy NoGib */ void SP_monster_gekk (edict_t *self) { if (!self) return; if (deathmatch->value) { G_FreeEdict (self); return; } sound_swing = gi.soundindex ("gek/gk_atck1.wav"); sound_hit = gi.soundindex ("gek/gk_atck2.wav"); sound_hit2 = gi.soundindex ("gek/gk_atck3.wav"); sound_death = gi.soundindex ("gek/gk_deth1.wav"); sound_pain1 = gi.soundindex ("gek/gk_pain1.wav"); sound_sight = gi.soundindex ("gek/gk_sght1.wav"); sound_search = gi.soundindex ("gek/gk_idle1.wav"); sound_step1 = gi.soundindex ("gek/gk_step1.wav"); sound_step2 = gi.soundindex ("gek/gk_step2.wav"); sound_step3 = gi.soundindex ("gek/gk_step3.wav"); sound_thud = gi.soundindex ("mutant/thud1.wav"); sound_chantlow = gi.soundindex ("gek/gek_low.wav"); sound_chantmid = gi.soundindex ("gek/gek_mid.wav"); sound_chanthigh = gi.soundindex ("gek/gek_high.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/gekk/tris.md2"); self->s.skinnum = self->style * 3; } self->s.modelindex = gi.modelindex ("models/monsters/gekk/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 24); gi.modelindex ("models/objects/gekkgib/pelvis/tris.md2"); gi.modelindex ("models/objects/gekkgib/arm/tris.md2"); gi.modelindex ("models/objects/gekkgib/torso/tris.md2"); gi.modelindex ("models/objects/gekkgib/claw/tris.md2"); gi.modelindex ("models/objects/gekkgib/leg/tris.md2"); gi.modelindex ("models/objects/gekkgib/head/tris.md2"); if(!self->health) { if (skill->value == 0) self->health = 120; else self->health = 150; } if(!self->gib_health) self->gib_health = -100; if(!self->mass) self->mass = 300; self->pain = gekk_pain; self->die = gekk_die; self->monsterinfo.stand = gekk_stand; self->monsterinfo.walk = gekk_walk; self->monsterinfo.run = gekk_run_start; self->monsterinfo.dodge = gekk_dodge; self->monsterinfo.attack = gekk_jump; self->monsterinfo.melee = gekk_melee; self->monsterinfo.sight = gekk_sight; self->monsterinfo.search = gekk_search; self->monsterinfo.idle = gekk_idle; self->monsterinfo.checkattack = gekk_checkattack; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.70; // 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 = "Gekk"; if (!self->blood_type) self->blood_type = 1; //Knightmare- set this for blood color gi.linkentity (self); self->monsterinfo.currentmove = &gekk_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); if (self->spawnflags & 8) self->monsterinfo.currentmove = &gekk_move_chant; } void water_to_land (edict_t *self) { if (!self) return; self->flags &= ~FL_SWIM; self->yaw_speed = 20; self->viewheight = 25; self->monsterinfo.currentmove = &gekk_move_leapatk2; VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 24); } void land_to_water (edict_t *self) { if (!self) return; self->flags |= FL_SWIM; self->yaw_speed = 10; self->viewheight = 10; self->monsterinfo.currentmove = &gekk_move_swim_start; VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 16); }