thirtyflightsofloving/missionpack/m_brainbeta.c
Knightmare66 8401c475f6 Improved Tactician Gunner's prox mine aiming in missionpack DLL.
Added powerarmortype field to default Lazaus DLL.  This changes the savegame version.
Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs.
Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL.
Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL.
Cleaned up surface rendering code from mpolyvertex_t refactoring.
2021-07-31 02:07:06 -04:00

1012 lines
24 KiB
C

/*
==============================================================================
beta-class brain
==============================================================================
*/
#include "g_local.h"
#include "m_brain.h"
static int sound_chest_open;
static int sound_tentacles_extend;
static int sound_tentacles_retract;
static int sound_death;
static int sound_idle1;
static int sound_idle2;
static int sound_idle3;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_melee1;
static int sound_melee2;
static int sound_melee3;
void brainbeta_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void brainbeta_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void brainbeta_run (edict_t *self);
void brainbeta_dead (edict_t *self);
//
// STAND
//
mframe_t brainbeta_frames_stand [] =
{
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,
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,
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
};
mmove_t brainbeta_move_stand = {FRAME_stand01, FRAME_stand30, brainbeta_frames_stand, NULL};
void brainbeta_stand (edict_t *self)
{
self->monsterinfo.currentmove = &brainbeta_move_stand;
}
//
// IDLE
//
mframe_t brainbeta_frames_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,
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,
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,
ai_stand, 0, NULL
};
mmove_t brainbeta_move_idle = {FRAME_stand31, FRAME_stand60, brainbeta_frames_idle, brainbeta_stand};
void brainbeta_idle (edict_t *self)
{
if (!(self->spawnflags & SF_MONSTER_AMBUSH)) //Knightmare- play all 3 idle sounds
{
float r = random();
if (r < 0.33)
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else if (r < 0.67)
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_idle3, 1, ATTN_IDLE, 0); //Knightmare- changed channel
}
self->monsterinfo.currentmove = &brainbeta_move_idle;
}
//
// WALK
//
mframe_t brainbeta_frames_walk1 [] =
{
ai_walk, 7, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 9, NULL,
ai_walk, -4, NULL,
ai_walk, -1, NULL,
ai_walk, 2, NULL
};
mmove_t brainbeta_move_walk1 = {FRAME_walk101, FRAME_walk111, brainbeta_frames_walk1, NULL};
// walk2 is FUBAR, do not use
#if 0
void brainbeta_walk2_cycle (edict_t *self)
{
if (random() > 0.1)
self->monsterinfo.nextframe = FRAME_walk220;
}
mframe_t brainbeta_frames_walk2 [] =
{
ai_walk, 3, NULL,
ai_walk, -2, NULL,
ai_walk, -4, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 12, NULL,
ai_walk, 0, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, -2, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 10, NULL, // Cycle Start
ai_walk, -1, NULL,
ai_walk, 7, NULL,
ai_walk, 0, NULL,
ai_walk, 3, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 4, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 0, NULL,
ai_walk, 4, brainbeta_walk2_cycle,
ai_walk, -1, NULL,
ai_walk, -1, NULL,
ai_walk, -8, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 5, NULL,
ai_walk, 2, NULL,
ai_walk, -1, NULL,
ai_walk, -5, NULL
};
//mmove_t brainbeta_move_walk2 = {FRAME_walk201, FRAME_walk240, brainbeta_frames_walk2, NULL};
#endif
void brainbeta_walk (edict_t *self)
{
// if (random() <= 0.5)
self->monsterinfo.currentmove = &brainbeta_move_walk1;
// else
// self->monsterinfo.currentmove = &brainbeta_move_walk2;
}
mframe_t brainbeta_frames_defense [] =
{
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 brainbeta_move_defense = {FRAME_defens01, FRAME_defens08, brainbeta_frames_defense, NULL};
mframe_t brainbeta_frames_pain3 [] =
{
ai_move, -2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, -4, NULL
};
mmove_t brainbeta_move_pain3 = {FRAME_pain301, FRAME_pain306, brainbeta_frames_pain3, brainbeta_run};
mframe_t brainbeta_frames_pain2 [] =
{
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, -2, NULL
};
mmove_t brainbeta_move_pain2 = {FRAME_pain201, FRAME_pain208, brainbeta_frames_pain2, brainbeta_run};
mframe_t brainbeta_frames_pain1 [] =
{
ai_move, -6, NULL,
ai_move, -2, NULL,
ai_move, -6, 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, 2, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 7, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, -1, NULL
};
mmove_t brainbeta_move_pain1 = {FRAME_pain101, FRAME_pain121, brainbeta_frames_pain1, brainbeta_run};
mframe_t brainbeta_frames_duck [] =
{
ai_move, 0, NULL,
ai_move, -2, monster_duck_down,
ai_move, 17, monster_duck_hold,
ai_move, -3, NULL,
ai_move, -1, monster_duck_up,
ai_move, -5, NULL,
ai_move, -6, NULL,
ai_move, -6, NULL
};
mmove_t brainbeta_move_duck = {FRAME_duck01, FRAME_duck08, brainbeta_frames_duck, brainbeta_run};
/*
void brainbeta_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
//========
//PMM - new dodge code
float r;
float height;
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget (self);
}
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
// seeing numbers like 13 and 14)
if ((eta < 0.1) || (eta > 5))
return;
r = random();
if (r > (0.25*((skill->value)+1)))
return;
if (self->monsterinfo.aiflags & AI_DODGING)
{
height = self->absmax[2];
}
else
{
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
}
// check to see if it makes sense to duck
if (tr->endpos[2] <= height)
{
// if it doesn't sense to duck, try to strafe and shoot
// FIXME - this guy is so slow, it's not worth it
//vec3_t forward,right,up,diff;
monster_done_dodge (self);
return;
}
if (skill->value == 0)
{
self->monsterinfo.currentmove = &brainbeta_move_duck;
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
self->monsterinfo.aiflags |= AI_DODGING;
return;
}
self->monsterinfo.currentmove = &brainbeta_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
self->monsterinfo.aiflags |= AI_DODGING;
return;
//============
//PMM
}
*/
mframe_t brainbeta_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 9, NULL,
ai_move, 0, NULL
};
mmove_t brainbeta_move_death2 = {FRAME_death201, FRAME_death205, brainbeta_frames_death2, brainbeta_dead};
mframe_t brainbeta_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 9, 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 brainbeta_move_death1 = {FRAME_death101, FRAME_death118, brainbeta_frames_death1, brainbeta_dead};
//
// MELEE
//
void brainbeta_swing_right (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
}
void brainbeta_hit_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
void brainbeta_swing_left (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
}
void brainbeta_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
mframe_t brainbeta_frames_attack1 [] =
{
ai_charge, 8, NULL,
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, 0, NULL,
ai_charge, -3, brainbeta_swing_right,
ai_charge, 0, NULL,
ai_charge, -5, NULL,
ai_charge, -7, brainbeta_hit_right,
ai_charge, 0, NULL,
ai_charge, 6, brainbeta_swing_left,
ai_charge, 1, NULL,
ai_charge, 2, brainbeta_hit_left,
ai_charge, -3, NULL,
ai_charge, 6, NULL,
ai_charge, -1, NULL,
ai_charge, -3, NULL,
ai_charge, 2, NULL,
ai_charge, -11,NULL
};
mmove_t brainbeta_move_attack1 = {FRAME_attak101, FRAME_attak118, brainbeta_frames_attack1, brainbeta_run};
void brainbeta_chest_open (edict_t *self)
{
self->spawnflags &= ~65536;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
}
void brainbeta_tentacle_attack (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 8);
if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
self->spawnflags |= 65536;
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
}
void brainbeta_chest_closed (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
if (self->spawnflags & 65536)
{
self->spawnflags &= ~65536;
self->monsterinfo.currentmove = &brainbeta_move_attack1;
}
}
mframe_t brainbeta_frames_attack2 [] =
{
ai_charge, 5, NULL,
ai_charge, -4, NULL,
ai_charge, -4, NULL,
ai_charge, -3, NULL,
ai_charge, 0, brainbeta_chest_open,
ai_charge, 0, NULL,
ai_charge, 13, brainbeta_tentacle_attack,
ai_charge, 0, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, -9, brainbeta_chest_closed,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, -3, NULL,
ai_charge, -6, NULL
};
mmove_t brainbeta_move_attack2 = {FRAME_attak201, FRAME_attak217, brainbeta_frames_attack2, brainbeta_run};
// Knightmare- replaced by brainbeta_attack
/*
void brainbeta_melee (edict_t *self)
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &brainbeta_move_attack1;
else
self->monsterinfo.currentmove = &brainbeta_move_attack2;
}
*/
//
// Tongue attack
//
static qboolean brainbeta_tounge_attack_ok (vec3_t start, vec3_t end)
{
vec3_t dir, angles;
// check for max distance
VectorSubtract (start, end, dir);
if (VectorLength(dir) > 512)
return false;
// check for min/max pitch
vectoangles (dir, angles);
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 30)
return false;
return true;
}
void brainbeta_tounge_attack (edict_t *self)
{
vec3_t offset, start, f, r, end, dir;
trace_t tr;
int damage;
AngleVectors (self->s.angles, f, r, NULL);
// VectorSet (offset, 24, 0, 6);
VectorSet (offset, 24, 0, 16);
G_ProjectSource (self->s.origin, offset, f, r, start);
VectorCopy (self->enemy->s.origin, end);
if (!brainbeta_tounge_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
if (!brainbeta_tounge_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
if (!brainbeta_tounge_attack_ok(start, end))
return;
}
}
VectorCopy (self->enemy->s.origin, end);
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
if (tr.ent != self->enemy)
return;
damage = 5;
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PARASITE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
VectorSubtract (start, end, dir);
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_BRAINTENTACLE);
// pull the enemy in
{
vec3_t forward;
self->s.origin[2] += 1;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorScale (forward, -1200, self->enemy->velocity);
}
}
// Brian right eye center
struct r_eyeball
{
float x;
float y;
float z;
} brain_reye [11] = {
{ 0.746700, 0.238370, 34.167690 },
{ -1.076390, 0.238370, 33.386372 },
{ -1.335500, 5.334300, 32.177170 },
{ -0.175360, 8.846370, 30.635479 },
{ -2.757590, 7.804610, 30.150860 },
{ -5.575090, 5.152840, 30.056160 },
{ -7.017550, 3.262470, 30.552521 },
{ -7.915740, 0.638800, 33.176189 },
{ -3.915390, 8.285730, 33.976349 },
{ -0.913540, 10.933030, 34.141811 },
{ -0.369900, 8.923900, 34.189079 }
};
// Brain left eye center
struct l_eyeball
{
float x;
float y;
float z;
} brain_leye [11] = {
{ -3.364710, 0.327750, 33.938381 },
{ -5.140450, 0.493480, 32.659851 },
{ -5.341980, 5.646980, 31.277901 },
{ -4.134480, 9.277440, 29.925621 },
{ -6.598340, 6.815090, 29.322620 },
{ -8.610840, 2.529650, 29.251591 },
{ -9.231360, 0.093280, 29.747959 },
{ -11.004110, 1.936930, 32.395260 },
{ -7.878310, 7.648190, 33.148151 },
{ -4.947370, 11.430050, 33.313610 },
{ -4.332820, 9.444570, 33.526340 }
};
// note to self
// need to get an x,y,z offset for
// each frame of the run cycle
void brainbeta_laserbeam (edict_t *self)
{
vec3_t forward, right, up;
vec3_t tempang, start;
vec3_t dir, angles, end;
edict_t *ent;
// RAFAEL
// cant call sound this frequent
if (random() > 0.8)
gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);
// check for max distance
VectorCopy (self->s.origin, start);
VectorCopy (self->enemy->s.origin, end);
VectorSubtract (end, start, dir);
vectoangles (dir, angles);
// dis is my right eye
ent = G_Spawn ();
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (angles, tempang);
AngleVectors (tempang, forward, right, up);
VectorCopy (tempang, ent->s.angles);
VectorCopy (ent->s.origin, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].x, right, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].y, forward, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].z, up, start);
VectorCopy (start, ent->s.origin);
ent->enemy = self->enemy;
ent->owner = self;
ent->dmg = 1;
monster_fire_dabeam (ent);
// dis is me left eye
ent = G_Spawn ();
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (angles, tempang);
AngleVectors (tempang, forward, right, up);
VectorCopy (tempang, ent->s.angles);
VectorCopy (ent->s.origin, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].x, right, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].y, forward, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].z, up, start);
VectorCopy (start, ent->s.origin);
ent->enemy = self->enemy;
ent->owner = self;
ent->dmg = 1;
monster_fire_dabeam (ent);
}
void brainbeta_laserbeam_reattack (edict_t *self)
{
if (random() < 0.5)
if (visible (self, self->enemy))
if (self->enemy->health > 0)
self->s.frame = FRAME_walk101;
}
mframe_t brainbeta_frames_attack3 [] =
{
ai_charge, 5, NULL,
ai_charge, -4, NULL,
ai_charge, -4, NULL,
ai_charge, -3, NULL,
ai_charge, 0, brainbeta_chest_open,
ai_charge, 0, brainbeta_tounge_attack,
ai_charge, 13, NULL,
ai_charge, 0, brainbeta_tentacle_attack,
ai_charge, 2, NULL,
ai_charge, 0, brainbeta_tounge_attack,
ai_charge, -9, brainbeta_chest_closed,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, -3, NULL,
ai_charge, -6, NULL
};
mmove_t brainbeta_move_attack3 = {FRAME_attak201, FRAME_attak217, brainbeta_frames_attack3, brainbeta_run};
mframe_t brainbeta_frames_attack4 [] =
{
ai_charge, 9, brainbeta_laserbeam,
ai_charge, 2, brainbeta_laserbeam,
ai_charge, 3, brainbeta_laserbeam,
ai_charge, 3, brainbeta_laserbeam,
ai_charge, 1, brainbeta_laserbeam,
ai_charge, 0, brainbeta_laserbeam,
ai_charge, 0, brainbeta_laserbeam,
ai_charge, 10, brainbeta_laserbeam,
ai_charge, -4, brainbeta_laserbeam,
ai_charge, -1, brainbeta_laserbeam,
ai_charge, 2, brainbeta_laserbeam_reattack
};
mmove_t brainbeta_move_attack4 = {FRAME_walk101, FRAME_walk111, brainbeta_frames_attack4, brainbeta_run};
// RAFAEL
void brainbeta_attack (edict_t *self)
{
int r;
if (range (self, self->enemy) == RANGE_MELEE)
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &brainbeta_move_attack1;
else
self->monsterinfo.currentmove = &brainbeta_move_attack2;
}
else if (random() < 0.8) // tonuge or laser attack
{
r = range (self, self->enemy);
if (r == RANGE_NEAR)
{
if (random() < 0.5)
self->monsterinfo.currentmove = &brainbeta_move_attack3;
else
self->monsterinfo.currentmove = &brainbeta_move_attack4;
}
else if (r > RANGE_NEAR)
self->monsterinfo.currentmove = &brainbeta_move_attack4;
}
}
//
// RUN
//
mframe_t brainbeta_frames_run [] =
{
ai_run, 9, NULL,
ai_run, 2, NULL,
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 1, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 10, NULL,
ai_run, -4, NULL,
ai_run, -1, NULL,
ai_run, 2, NULL
};
mmove_t brainbeta_move_run = {FRAME_walk101, FRAME_walk111, brainbeta_frames_run, NULL};
void brainbeta_run (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &brainbeta_move_stand;
else
self->monsterinfo.currentmove = &brainbeta_move_run;
}
void brainbeta_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
r = random();
if (r < 0.33)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &brainbeta_move_pain1;
}
else if (r < 0.66)
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &brainbeta_move_pain2;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &brainbeta_move_pain3;
}
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
}
void brainbeta_dead (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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 brainbeta_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.effects = 0;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/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->s.skinnum |= 1;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if (random() <= 0.5)
self->monsterinfo.currentmove = &brainbeta_move_death1;
else
self->monsterinfo.currentmove = &brainbeta_move_death2;
}
void brainbeta_duck (edict_t *self, float eta)
{
// has to be done immediately otherwise he can get stuck
monster_duck_down(self);
if (skill->value == 0)
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
else
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
self->monsterinfo.currentmove = &brainbeta_move_duck;
self->monsterinfo.nextframe = FRAME_duck01;
return;
}
/*QUAKED monster_brain_beta (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
*/
void SP_monster_brain_beta (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
sound_death = gi.soundindex ("brain/brndeth1.wav");
sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
sound_sight = gi.soundindex ("brain/brnsght1.wav");
sound_search = gi.soundindex ("brain/brnsrch1.wav");
sound_melee1 = gi.soundindex ("brain/melee1.wav");
sound_melee2 = gi.soundindex ("brain/melee2.wav");
sound_melee3 = gi.soundindex ("brain/melee3.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
#ifdef CITADELMOD_FEATURES
self->s.skinnum = 2;
#endif
if ( self->style )
{
PatchMonsterModel("models/monsters/brain/tris.md2");
#ifdef CITADELMOD_FEATURES
self->s.skinnum += self->style * 4;
#else
self->s.skinnum += self->style * 2;
#endif
}
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 300;
if (!self->gib_health)
self->gib_health = -150;
if (!self->mass)
self->mass = 400;
self->pain = brainbeta_pain;
self->die = brainbeta_die;
self->monsterinfo.stand = brainbeta_stand;
self->monsterinfo.walk = brainbeta_walk;
self->monsterinfo.run = brainbeta_run;
// PMM
self->monsterinfo.dodge = M_MonsterDodge;
self->monsterinfo.duck = brainbeta_duck;
self->monsterinfo.unduck = monster_duck_up;
// self->monsterinfo.dodge = brainbeta_dodge;
// pmm
self->monsterinfo.attack = brainbeta_attack;
self->monsterinfo.melee = NULL; // was brainbeta_melee
self->monsterinfo.sight = brainbeta_sight;
self->monsterinfo.search = brainbeta_search;
self->monsterinfo.idle = brainbeta_idle;
// 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;
}
else
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
self->monsterinfo.power_armor_power = 100;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.10;
self->common_name = "Beta-Class Brain";
self->class_id = ENTITY_MONSTER_BRAIN_BETA;
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
gi.linkentity (self);
self->monsterinfo.currentmove = &brainbeta_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&brainbeta_move_death1,
&brainbeta_move_death2,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}