mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
8401c475f6
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.
446 lines
10 KiB
C
446 lines
10 KiB
C
/*
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==============================================================================
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FLIPPER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_flipper.h"
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static int sound_chomp;
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static int sound_attack;
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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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static int sound_idle;
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static int sound_search;
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static int sound_sight;
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void flipper_stand (edict_t *self);
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// Knightmare added- these sounds were unused
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void flipper_breathe (edict_t *self)
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{
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if (self->waterlevel > 0) //only make bubble sounds if submerged
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void flipper_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
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}
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mframe_t flipper_frames_stand [] =
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{
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ai_stand, 0, NULL
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};
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mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL};
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void flipper_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_stand;
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//Knightmare- added idle breathing
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if (random() < 0.02)
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flipper_breathe (self);
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}
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#define FLIPPER_RUN_SPEED 24
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mframe_t flipper_frames_run [] =
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{
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ai_run, FLIPPER_RUN_SPEED, NULL, // 6
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL, // 10
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL, // 20
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, flipper_breathe, //Knightmare added- breathing
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL,
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ai_run, FLIPPER_RUN_SPEED, NULL // 29
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};
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mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL};
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void flipper_run_loop (edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_run_loop;
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}
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mframe_t flipper_frames_run_start [] =
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{
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL
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};
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mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop};
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void flipper_run (edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_run_start;
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}
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/* Standard Swimming */
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mframe_t flipper_frames_walk [] =
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{
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, flipper_breathe, //Knightmare added- breathing
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL
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};
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mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL};
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void flipper_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_walk;
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}
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mframe_t flipper_frames_start_run [] =
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{
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, flipper_run
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};
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mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL};
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void flipper_start_run (edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_start_run;
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}
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mframe_t flipper_frames_pain2 [] =
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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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};
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mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run};
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mframe_t flipper_frames_pain1 [] =
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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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};
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mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run};
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void flipper_bite (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, 0, 0);
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fire_hit (self, aim, 5, 0);
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}
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void flipper_preattack (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
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}
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mframe_t flipper_frames_attack [] =
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{
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ai_charge, 0, flipper_preattack,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, flipper_bite,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, flipper_bite,
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ai_charge, 0, NULL
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};
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mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run};
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void flipper_melee(edict_t *self)
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{
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self->monsterinfo.currentmove = &flipper_move_attack;
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}
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void flipper_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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int n;
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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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 (skill->value == 3)
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return; // no pain anims in nightmare
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n = (rand() + 1) % 2;
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if (n == 0)
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{
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &flipper_move_pain1;
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}
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else
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{
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &flipper_move_pain2;
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}
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}
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void flipper_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -8);
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VectorSet (self->maxs, 16, 16, 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 flipper_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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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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 flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead};
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void flipper_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 flipper_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// check for gib
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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// Knightmare- hack to prevent falling through floor
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self->s.origin[2] += 1;
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// regular death
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->s.skinnum |= 1;
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.currentmove = &flipper_move_death;
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}
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/*QUAKED monster_flipper (1 .5 0) (-16 -16 -8) (16 16 24) Ambush Trigger_Spawn Sight GoodGuy NoGib
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*/
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void SP_monster_flipper (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_pain1 = gi.soundindex ("flipper/flppain1.wav");
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sound_pain2 = gi.soundindex ("flipper/flppain2.wav");
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sound_death = gi.soundindex ("flipper/flpdeth1.wav");
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sound_chomp = gi.soundindex ("flipper/flpatck1.wav");
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sound_attack = gi.soundindex ("flipper/flpatck2.wav");
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sound_idle = gi.soundindex ("flipper/flpidle1.wav");
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sound_search = gi.soundindex ("flipper/flpsrch1.wav");
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sound_sight = gi.soundindex ("flipper/flpsght1.wav");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/flipper/tris.md2");
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self->s.skinnum = self->style * 2;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2");
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VectorSet (self->mins, -16, -16, -8);
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VectorSet (self->maxs, 16, 16, 24);
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if (!self->health)
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self->health = 50;
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if (!self->gib_health)
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self->gib_health = -40; // was -30
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if (!self->mass)
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self->mass = 100;
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self->pain = flipper_pain;
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self->die = flipper_die;
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self->monsterinfo.stand = flipper_stand;
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self->monsterinfo.walk = flipper_walk;
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self->monsterinfo.run = flipper_start_run;
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self->monsterinfo.melee = flipper_melee;
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self->monsterinfo.sight = flipper_sight;
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self->monsterinfo.search = flipper_search; //Knightmare added
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.90;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Barracuda Shark";
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self->class_id = ENTITY_MONSTER_FLIPPER;
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self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &flipper_move_stand;
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if (self->health < 0)
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{
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mmove_t *deathmoves[] = {&flipper_move_death,
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NULL};
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M_SetDeath (self, (mmove_t **)&deathmoves);
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}
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self->monsterinfo.scale = MODEL_SCALE;
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swimmonster_start (self);
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}
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