thirtyflightsofloving/game/m_boss31.c
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
Overhauled child entity movement in default Lazarus DLL.
Added bbox versions of various triggers to default Lazarus DLL.
Added level.maptype field to default Lazarus DLL.
Added entity class IDs to default Lazarus DLL.
Incremented savegame version for default Lazarus DLL.
2020-10-27 02:00:05 -04:00

828 lines
20 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
==============================================================================
jorg
==============================================================================
*/
#include "g_local.h"
#include "m_boss31.h"
extern SP_monster_makron (edict_t *self);
qboolean visible (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_idle;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int sound_search3;
static int sound_attack1;
static int sound_attack2;
static int sound_firegun;
static int sound_step_left;
static int sound_step_right;
static int sound_death_hit;
void BossExplode (edict_t *self);
void MakronToss (edict_t *self);
void jorg_search (edict_t *self)
{
float r;
r = random();
if (r <= 0.3)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
else if (r <= 0.6)
gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
}
void jorg_dead (edict_t *self);
void jorgBFG (edict_t *self);
void jorgMachineGun (edict_t *self);
void jorg_firebullet (edict_t *self);
void jorg_reattack1(edict_t *self);
void jorg_attack1(edict_t *self);
void jorg_idle(edict_t *self);
void jorg_step_left(edict_t *self);
void jorg_step_right(edict_t *self);
void jorg_death_hit(edict_t *self);
//
// stand
//
mframe_t jorg_frames_stand []=
{
ai_stand, 0, jorg_idle,
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, 19, NULL,
ai_stand, 11, jorg_step_left,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 6, NULL,
ai_stand, 9, jorg_step_right,
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, -2, NULL,
ai_stand, -17, jorg_step_left,
ai_stand, 0, NULL,
ai_stand, -12, NULL, // 50
ai_stand, -14, jorg_step_right // 51
};
mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};
void jorg_idle (edict_t *self)
{
if (!(self->spawnflags & SF_MONSTER_AMBUSH))
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
}
void jorg_death_hit (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
}
void jorg_step_left (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
}
void jorg_step_right (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
}
void jorg_stand (edict_t *self)
{
self->monsterinfo.currentmove = &jorg_move_stand;
}
mframe_t jorg_frames_run [] =
{
ai_run, 17, jorg_step_left,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 12, NULL,
ai_run, 8, NULL,
ai_run, 10, NULL,
ai_run, 33, jorg_step_right,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 9, NULL,
ai_run, 9, NULL,
ai_run, 9, NULL
};
mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};
//
// walk
//
mframe_t jorg_frames_start_walk [] =
{
ai_walk, 5, NULL,
ai_walk, 6, NULL,
ai_walk, 7, NULL,
ai_walk, 9, NULL,
ai_walk, 15, NULL
};
mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};
mframe_t jorg_frames_walk [] =
{
ai_walk, 17, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 12, NULL,
ai_walk, 8, NULL,
ai_walk, 10, NULL,
ai_walk, 33, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 9, NULL,
ai_walk, 9, NULL,
ai_walk, 9, NULL
};
mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};
mframe_t jorg_frames_end_walk [] =
{
ai_walk, 11, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 8, NULL,
ai_walk, -8, NULL
};
mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};
void jorg_walk (edict_t *self)
{
self->monsterinfo.currentmove = &jorg_move_walk;
}
void jorg_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &jorg_move_stand;
else
self->monsterinfo.currentmove = &jorg_move_run;
}
mframe_t jorg_frames_pain3 [] =
{
ai_move, -28, NULL,
ai_move, -6, NULL,
ai_move, -3, jorg_step_left,
ai_move, -9, NULL,
ai_move, 0, jorg_step_right,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -7, NULL,
ai_move, 1, NULL,
ai_move, -11, NULL,
ai_move, -4, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 10, NULL,
ai_move, 11, NULL,
ai_move, 0, NULL,
ai_move, 10, NULL,
ai_move, 3, NULL,
ai_move, 10, NULL,
ai_move, 7, jorg_step_left,
ai_move, 17, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, jorg_step_right
};
mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};
mframe_t jorg_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};
mframe_t jorg_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};
mframe_t jorg_frames_death1 [] =
{
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, NULL,
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, 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, 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, // 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, MakronToss,
ai_move, 0, BossExplode // 50
};
mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};
mframe_t jorg_frames_attack2 []=
{
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, jorgBFG,
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 jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};
mframe_t jorg_frames_start_attack1 [] =
{
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
};
mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};
mframe_t jorg_frames_attack1[]=
{
ai_charge, 0, jorg_firebullet,
ai_charge, 0, jorg_firebullet,
ai_charge, 0, jorg_firebullet,
ai_charge, 0, jorg_firebullet,
ai_charge, 0, jorg_firebullet,
ai_charge, 0, jorg_firebullet
};
mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};
mframe_t jorg_frames_end_attack1[]=
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};
void jorg_reattack1(edict_t *self)
{
if (visible(self, self->enemy))
if (random() < 0.9)
self->monsterinfo.currentmove = &jorg_move_attack1;
else
{
self->s.sound = 0;
self->monsterinfo.currentmove = &jorg_move_end_attack1;
}
else
{
self->s.sound = 0;
self->monsterinfo.currentmove = &jorg_move_end_attack1;
}
}
void jorg_attack1(edict_t *self)
{
self->monsterinfo.currentmove = &jorg_move_attack1;
}
void jorg_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) //custom bloodtype flag check
self->blood_type = 3; //sparks and blood
}
self->s.sound = 0;
if (level.time < self->pain_debounce_time)
return;
// Lessen the chance of him going into his pain frames if he takes little damage
if (damage <= 40)
if (random()<=0.6)
return;
/*
If he's entering his attack1 or using attack1, lessen the chance of him
going into pain
*/
if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
if (random() <= 0.005)
return;
if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
if (random() <= 0.00005)
return;
if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
if (random() <= 0.005)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
if (damage <= 50)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &jorg_move_pain1;
}
else if (damage <= 100)
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &jorg_move_pain2;
}
else
{
if (random() <= 0.3)
{
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &jorg_move_pain3;
}
}
};
void jorgBFG (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_JORG_BFG_1], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
/*void monster_fire_bfg (edict_t *self,
vec3_t start,
vec3_t aimdir,
int damage,
int speed,
int kick,
float damage_radius,
int flashtype)*/
monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
}
void jorg_firebullet_right (edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (target, start, forward);
VectorNormalize (forward);
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
}
void jorg_firebullet_left (edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (target, start, forward);
VectorNormalize (forward);
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
}
void jorg_firebullet (edict_t *self)
{
jorg_firebullet_left(self);
jorg_firebullet_right(self);
};
void jorg_attack(edict_t *self)
{
vec3_t vec;
float range;
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
if (random() <= 0.75)
{
gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
self->s.sound = gi.soundindex ("boss3/w_loop.wav");
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = ATTN_IDLE;
#endif
self->monsterinfo.currentmove = &jorg_move_start_attack1;
}
else
{
gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &jorg_move_attack2;
}
}
void jorg_dead (edict_t *self)
{
#if 0
edict_t *tempent;
/*
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
*/
// Jorg is on modelindex2. Do not clear him.
VectorSet (self->mins, -60, -60, 0);
VectorSet (self->maxs, 60, 60, 72);
self->movetype = MOVETYPE_TOSS;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
tempent = G_Spawn();
VectorCopy (self->s.origin, tempent->s.origin);
VectorCopy (self->s.angles, tempent->s.angles);
tempent->killtarget = self->killtarget;
tempent->target = self->target;
tempent->activator = self->enemy;
self->killtarget = 0;
self->target = 0;
SP_monster_makron (tempent);
#endif
}
void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) //custom bloodtype flag check
self->blood_type = 3; //sparks and blood
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// if killed by a trigger_hurt, set gib flag
// This is needed because Q2 originally lacked a direct spawn function for Makron.
// Hence, mappers who wanted to use Makron without Jorg had to kill Jorg with a trigger_hurt.
// The below causes the dead jorg to gib after going through the death animations, as normal.
if (!strcmp(inflictor->classname, "trigger_hurt") || !strcmp(inflictor->classname, "trigger_hurt_bbox")
|| Q_stricmp(level.mapname, "grinsp3f") == 0) { // gross hack for map6 of COS3- Jorg isn't killed with trigger_hurt
self->fogclip |= 4; // non-jumping makron
// self->fog_index |= 1; // gib flag
}
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
self->s.sound = 0;
self->count = 0;
self->monsterinfo.currentmove = &jorg_move_death;
}
qboolean Jorg_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;
}
void MakronPrecache (void);
/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
*/
void SP_monster_jorg (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
sound_death = gi.soundindex ("boss3/bs3deth1.wav");
sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
sound_step_left = gi.soundindex ("boss3/step1.wav");
sound_step_right = gi.soundindex ("boss3/step2.wav");
sound_firegun = gi.soundindex ("boss3/xfire.wav");
sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
MakronPrecache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
VectorSet (self->mins, -80, -80, 0);
VectorSet (self->maxs, 80, 80, 140);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 3000;
if (!self->gib_health)
self->gib_health = -2000;
if (!self->mass)
self->mass = 1000;
self->pain = jorg_pain;
self->die = jorg_die;
self->monsterinfo.stand = jorg_stand;
self->monsterinfo.walk = jorg_walk;
self->monsterinfo.run = jorg_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = jorg_attack;
self->monsterinfo.search = jorg_search;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
self->monsterinfo.checkattack = Jorg_CheckAttack;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 2; //sparks
else
self->fogclip |= 2; //custom bloodtype flag
gi.linkentity (self);
self->monsterinfo.currentmove = &jorg_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&jorg_move_death,
NULL};
M_SetDeath(self,(mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
// Lazarus
if (self->powerarmor) {
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
self->common_name = "Jorg";
self->class_id = ENTITY_MONSTER_JORG;
walkmonster_start(self);
}