mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
704 lines
15 KiB
C
704 lines
15 KiB
C
/*
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==============================================================================
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vulture
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Based on model by Andrew Eglington and sounds by Magnus Jansén
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Reimplemented by Knightmare
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_vulture.h"
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#define SF_VULTURE_IN_AIR 8
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qboolean visible (edict_t *self, edict_t *other);
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static int nextmove; // Used for start/stop frames
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//static int sound_sight;
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static int sound_perch_idle1;
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static int sound_perch_idle2;
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static int sound_perch_idle3;
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static int sound_soar_idle1;
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static int sound_soar_idle2;
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static int sound_soar_idle3;
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static int sound_flap1;
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static int sound_flap2;
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static int sound_flap3;
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static int sound_peck1;
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static int sound_peck2;
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static int sound_peck3;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_death;
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void vulture_run (edict_t *self);
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void vulture_sight (edict_t *self, edict_t *other)
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{
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// gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void vulture_perch_idle (edict_t *self)
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{
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float r;
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if (random() < 0.3f)
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{
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r = random();
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if (r < 0.33f)
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gi.sound (self, CHAN_VOICE, sound_perch_idle1, 1, ATTN_IDLE, 0);
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else if (r < 0.67f)
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gi.sound (self, CHAN_VOICE, sound_perch_idle2, 1, ATTN_IDLE, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_perch_idle3, 1, ATTN_IDLE, 0);
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}
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}
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void vulture_soar_idle (edict_t *self)
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{
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float r;
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if (random() < 0.3f)
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{
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r = random();
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if (r < 0.33f)
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gi.sound (self, CHAN_VOICE, sound_soar_idle1, 1, ATTN_IDLE, 0);
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else if (r < 0.67f)
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gi.sound (self, CHAN_VOICE, sound_soar_idle2, 1, ATTN_IDLE, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_soar_idle3, 1, ATTN_IDLE, 0);
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}
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}
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void vulture_idle (edict_t *self)
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{
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if (self->flags & FL_FLY)
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vulture_soar_idle (self);
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else
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vulture_perch_idle (self);
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}
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void vulture_flap (edict_t *self)
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{
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float r;
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if (random() < 0.67f)
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{
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r = random();
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if (r < 0.33f)
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gi.sound (self, CHAN_VOICE, sound_flap1, 1, ATTN_IDLE, 0);
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else if (r < 0.67f)
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gi.sound (self, CHAN_VOICE, sound_flap2, 1, ATTN_IDLE, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_flap3, 1, ATTN_IDLE, 0);
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}
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}
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//
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// perch
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//
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mframe_t vulture_frames_perch [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t vulture_move_perch = {FRAME_perch1, FRAME_perch30, vulture_frames_perch, NULL};
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void vulture_perch (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_perch;
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}
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//
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// walk
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//
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mframe_t vulture_frames_walk [] =
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{
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL
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};
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mmove_t vulture_move_walk = {FRAME_walk1, FRAME_walk10, vulture_frames_walk, NULL};
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//
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// soar
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//
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mframe_t vulture_frames_soar [] =
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{
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL
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};
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mmove_t vulture_move_soar = {FRAME_soar1, FRAME_soar42, vulture_frames_soar, NULL};
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/*
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void vulture_soar (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_soar;
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}
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*/
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#if 0
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//
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// bank right
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//
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mframe_t vulture_frames_bankright [] =
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{
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL
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};
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//mmove_t vulture_move_bankright = {FRAME_bankR1, FRAME_bankR10, vulture_frames_bankright, NULL};
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void vulture_bankright (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_bankright;
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}
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//
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// bank left
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//
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mframe_t vulture_frames_bankleft [] =
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{
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL,
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ai_move, 10, NULL
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};
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//mmove_t vulture_move_bankleft = {FRAME_bankL1, FRAME_bankL10, vulture_frames_bankleft, NULL};
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void vulture_bankleft (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_bankleft;
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}
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#endif
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void vulture_walk (edict_t *self)
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{
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if (self->flags & FL_FLY) {
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self->monsterinfo.currentmove = &vulture_move_soar;
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}
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else {
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self->monsterinfo.currentmove = &vulture_move_walk;
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}
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}
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//
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// fly
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//
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mframe_t vulture_frames_fly [] =
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{
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ai_run, 10, NULL,
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ai_run, 10, vulture_flap,
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ai_run, 10, NULL,
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ai_run, 10, NULL,
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ai_run, 10, NULL
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};
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mmove_t vulture_move_fly = {FRAME_fly1, FRAME_fly5, vulture_frames_fly, NULL};
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/*
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void vulture_fly (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_fly;
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}
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*/
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//
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// takeoff
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//
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void vulture_airborne (edict_t *self)
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{
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self->flags |= FL_FLY;
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// if (self->flags & FL_FLY)
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// gi.dprintf ("successfully converted monster_vulture to flying\n");
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}
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mframe_t vulture_frames_takeoff [] =
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{
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, vulture_airborne
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};
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mmove_t vulture_move_takeoff = {FRAME_takeoff1, FRAME_takeoff6, vulture_frames_takeoff, vulture_run};
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/*
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void vulture_takeoff (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_takeoff;
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}
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*/
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//
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// land
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//
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void vulture_landed (edict_t *self)
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{
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self->flags &= ~FL_FLY;
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// if ( !(self->flags & FL_FLY) )
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// gi.dprintf ("successfully converted monster_vulture to ground\n");
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}
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/*
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mframe_t vulture_frames_land [] =
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{
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, NULL,
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ai_move, 5, vulture_landed
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};
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mmove_t vulture_move_land = {FRAME_land1, FRAME_land13, vulture_frames_land, vulture_walk};
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void vulture_land (edict_t *self)
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{
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self->monsterinfo.currentmove = &vulture_move_land;
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}
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*/
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void vulture_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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if (self->flags & FL_FLY) {
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self->monsterinfo.currentmove = &vulture_move_soar;
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}
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else {
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self->monsterinfo.currentmove = &vulture_move_perch;
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}
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}
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else
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{
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if (self->flags & FL_FLY) {
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self->monsterinfo.currentmove = &vulture_move_fly;
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}
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else {
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// takeoff if we're on ground
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self->monsterinfo.currentmove = &vulture_move_takeoff;
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}
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}
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}
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//
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// melee
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//
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void vulture_peck (edict_t *self)
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{
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vec3_t aim;
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float r;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], 0);
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if ( fire_hit (self, aim, (int)(10 + (random() * 5)), 0) )
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{
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r = random();
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if (r < 0.33f)
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gi.sound (self, CHAN_WEAPON, sound_peck1, 1, ATTN_NORM, 0);
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else if (r < 0.67f)
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gi.sound (self, CHAN_WEAPON, sound_peck2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_peck3, 1, ATTN_NORM, 0);
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}
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}
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mframe_t vulture_frames_melee [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, vulture_peck,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t vulture_move_melee = {FRAME_melee1, FRAME_melee4, vulture_frames_melee, vulture_run};
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void vulture_melee (edict_t *self)
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{
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if (level.time < self->touch_debounce_time)
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return;
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self->touch_debounce_time = level.time + 0.5f;
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self->monsterinfo.currentmove = &vulture_move_melee;
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}
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/*
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void vulture_attack (edict_t *self)
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{
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int r;
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if (!self->enemy)
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return;
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r = range(self, self->enemy);
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if (r == RANGE_MELEE)
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{
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self->monsterinfo.currentmove = &vulture_move_melee;
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}
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}
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*/
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//
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// pain
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//
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mframe_t vulture_frames_pain [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t vulture_move_pain = {FRAME_pain1, FRAME_pain4, vulture_frames_pain, vulture_run};
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//
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// soar pain
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//
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mframe_t vulture_frames_soarpain [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t vulture_move_soarpain = {FRAME_soarpain1, FRAME_soarpain4, vulture_frames_soarpain, vulture_run};
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void vulture_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (rand() & 1)
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (self->flags & FL_FLY)
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self->monsterinfo.currentmove = &vulture_move_soarpain;
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else
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self->monsterinfo.currentmove = &vulture_move_pain;
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}
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//
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// death
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//
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void vulture_dead (edict_t *self)
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{
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VectorSet (self->mins, -8, -8, -8);
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VectorSet (self->maxs, 8, 8, 8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity (self);
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M_FlyCheck (self);
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// Lazarus monster fade
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if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
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{
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self->think = FadeDieSink;
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self->nextthink = level.time + corpse_fadetime->value;
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}
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}
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mframe_t vulture_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t vulture_move_death = {FRAME_die1, FRAME_die4, vulture_frames_death, vulture_dead};
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//
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// soar death
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//
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mframe_t vulture_frames_soardeath [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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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 vulture_move_soardeath = {FRAME_soardie1, FRAME_soardie30, vulture_frames_soardeath, vulture_dead};
|
|
|
|
void vulture_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
// check for gib
|
|
if ( (self->health <= self->gib_health) && !(self->spawnflags & 32) )
|
|
{
|
|
gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
|
|
for (n = 0; n < 4; n++)
|
|
ThrowGib (self, "models/monsters/vulture/feather1.md2", 0, 0, damage, GIB_FEATHER);
|
|
for (n = 0; n < 4; n++)
|
|
ThrowGib (self, "models/monsters/vulture/feather2.md2", 0, 0, damage, GIB_FEATHER);
|
|
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/bone2/tris.md2", 0, 0, 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;
|
|
|
|
if (self->flags & FL_FLY)
|
|
self->monsterinfo.currentmove = &vulture_move_soardeath;
|
|
else
|
|
self->monsterinfo.currentmove = &vulture_move_death;;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_vulture (1 .5 0) (-8 -8 -8) (8 8 8) Ambush Trigger_Spawn Sight InAir GoodGuy NoGib
|
|
*/
|
|
void SP_monster_vulture (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
// sound_sight = gi.soundindex ("vulture/sight1.wav");
|
|
sound_perch_idle1 = gi.soundindex ("vulture/perch_idle1.wav");
|
|
sound_perch_idle2 = gi.soundindex ("vulture/perch_idle2.wav");
|
|
sound_perch_idle3 = gi.soundindex ("vulture/perch_idle3.wav");
|
|
sound_soar_idle1 = gi.soundindex ("vulture/soar_idle1.wav");
|
|
sound_soar_idle2 = gi.soundindex ("vulture/soar_idle2.wav");
|
|
sound_soar_idle3 = gi.soundindex ("vulture/soar_idle3.wav");
|
|
sound_flap1 = gi.soundindex ("vulture/flap1.wav");
|
|
sound_flap2 = gi.soundindex ("vulture/flap2.wav");
|
|
sound_flap3 = gi.soundindex ("vulture/flap3.wav");
|
|
sound_peck1 = gi.soundindex ("vulture/peck1.wav");
|
|
sound_peck2 = gi.soundindex ("vulture/peck2.wav");
|
|
sound_peck3 = gi.soundindex ("vulture/peck3.wav");
|
|
sound_pain1 = gi.soundindex ("vulture/pain1.wav");
|
|
sound_pain2 = gi.soundindex ("vulture/pain2.wav");
|
|
sound_death = gi.soundindex ("vulture/death1.wav");
|
|
|
|
// precache feather gibs
|
|
gi.modelindex ("models/monsters/vulture/feather1.md2");
|
|
gi.modelindex ("models/monsters/vulture/feather2.md2");
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/vulture/tris.md2");
|
|
self->s.skinnum = self->style;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/vulture/tris.md2");
|
|
VectorSet (self->mins, -8, -8, -8);
|
|
VectorSet (self->maxs, 8, 8, 8); // was 8, 8, 10
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// if spawned as landed, bump origin so we don't start in a brush
|
|
/* if ( !(self->spawnflags & SF_VULTURE_IN_AIR) ) {
|
|
self->s.origin[2] += 8;
|
|
} */
|
|
|
|
if (!self->health)
|
|
self->health = 50;
|
|
if (!self->gib_health)
|
|
self->gib_health = -20;
|
|
if (!self->mass)
|
|
self->mass = 50;
|
|
|
|
self->pain = vulture_pain;
|
|
self->die = vulture_die;
|
|
|
|
self->monsterinfo.stand = vulture_perch;
|
|
self->monsterinfo.walk = vulture_walk;
|
|
self->monsterinfo.run = vulture_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = NULL;
|
|
self->monsterinfo.melee = vulture_melee;
|
|
self->monsterinfo.sight = vulture_sight;
|
|
self->monsterinfo.idle = vulture_idle;
|
|
self->monsterinfo.search = NULL;
|
|
self->monsterinfo.blocked = NULL;
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.05;
|
|
|
|
// 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 = "Vulture";
|
|
self->class_id = ENTITY_MONSTER_VULTURE;
|
|
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
|
|
|
|
gi.linkentity (self);
|
|
|
|
// self->monsterinfo.currentmove = &vulture_move_perch;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
if (self->spawnflags & SF_VULTURE_IN_AIR) {
|
|
self->monsterinfo.currentmove = &vulture_move_soar;
|
|
flymonster_start (self);
|
|
}
|
|
else {
|
|
self->monsterinfo.currentmove = &vulture_move_perch;
|
|
walkmonster_start (self);
|
|
}
|
|
}
|