mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
cedf3628ac
Added close range safety check/trace to Tactician Gunner prox aiming. Added check for nightmare mode for Beta-Class Gladiator and dog.
654 lines
15 KiB
C
654 lines
15 KiB
C
/*
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==============================================================================
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QUAKE OGRE
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1ogre.h"
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static int sound_pain;
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static int sound_death;
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static int sound_gib;
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static int sound_idle;
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static int sound_idle2;
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static int sound_wake;
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static int sound_shoot;
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static int sound_saw;
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static int sound_drag;
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#define GRENADE_VELOCITY 632.4555320337
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void ogre_check_refire (edict_t *self);
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void ogre_attack (edict_t *self);
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void ogre_idle_sound1 (edict_t *self)
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{
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void ogre_idle_sound2 (edict_t *self)
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{
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
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}
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void ogre_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_wake, 1, ATTN_NORM, 0);
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ogre_attack (self);
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}
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void ogre_drag_sound (edict_t *self)
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{
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//if (anglemod(self->s.angles[YAW]) != self->ideal_yaw)
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_drag, 1, ATTN_IDLE, 0);
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}
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void ogre_stand (edict_t *self);
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mframe_t ogre_frames_stand [] =
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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, ogre_idle_sound1,
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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 ogre_move_stand = {FRAME_stand1, FRAME_stand9, ogre_frames_stand, ogre_stand};
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void ogre_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &ogre_move_stand;
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}
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mframe_t ogre_frames_walk [] =
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{
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, ogre_idle_sound1,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 6, ogre_drag_sound,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 1, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL
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};
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mmove_t ogre_move_walk = {FRAME_walk1, FRAME_walk16, ogre_frames_walk, NULL};
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void ogre_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &ogre_move_walk;
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}
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mframe_t ogre_frames_run [] =
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{
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ai_run, 9, NULL,
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ai_run, 12, NULL,
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ai_run, 8, NULL,
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ai_run, 22, NULL,
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ai_run, 16, NULL,
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ai_run, 4, NULL,
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ai_run, 13, ogre_attack,
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ai_run, 24, NULL
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};
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mmove_t ogre_move_run = {FRAME_run1, FRAME_run8, ogre_frames_run, NULL};
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void ogre_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &ogre_move_stand;
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else
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self->monsterinfo.currentmove = &ogre_move_run;
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}
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mframe_t ogre_frames_pain1 [] =
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{
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ai_move, -3, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL
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};
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mmove_t ogre_move_pain1 = {FRAME_pain1, FRAME_pain5, ogre_frames_pain1, ogre_run};
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mframe_t ogre_frames_pain2 [] =
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{
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ai_move, -1,NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL
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};
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mmove_t ogre_move_pain2 = {FRAME_painb1, FRAME_painb3, ogre_frames_pain2, ogre_run};
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mframe_t ogre_frames_pain3 [] =
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{
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ai_move, -3, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL
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};
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mmove_t ogre_move_pain3 = {FRAME_painc1, FRAME_painc6, ogre_frames_pain3, ogre_run};
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mframe_t ogre_frames_pain4 [] =
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{
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ai_move, -3, 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, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL
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};
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mmove_t ogre_move_pain4 = {FRAME_paind1, FRAME_paind16, ogre_frames_pain4, ogre_run};
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mframe_t ogre_frames_pain5 [] =
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{
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ai_move, -3, 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, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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};
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mmove_t ogre_move_pain5 = {FRAME_paine1, FRAME_paine15, ogre_frames_pain5, ogre_run};
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void ogre_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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float r;
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if (level.time < self->pain_debounce_time)
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return;
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r = random();
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if (self->health > 0)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (r < 0.25)
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{
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self->pain_debounce_time = level.time + 1;
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self->monsterinfo.currentmove = &ogre_move_pain1;
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}
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else if (r < 0.5)
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{
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self->pain_debounce_time = level.time + 1;
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self->monsterinfo.currentmove = &ogre_move_pain2;
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}
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else if (r < 0.75)
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{
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self->pain_debounce_time = level.time + 1;
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self->monsterinfo.currentmove = &ogre_move_pain3;
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}
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else if (r < 0.88)
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{
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self->pain_debounce_time = level.time + 2;
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self->monsterinfo.currentmove = &ogre_move_pain4;
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}
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else
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{
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self->pain_debounce_time = level.time + 2;
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self->monsterinfo.currentmove = &ogre_move_pain5;
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}
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}
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void ogre_droprockets (edict_t *self)
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{
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edict_t *backpack;
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if (self->health <= self->gib_health)
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return;
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backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_grenades"), 2);
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/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
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backpack->item = FindItemByClassname("ammo_grenades");
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// backpack->item = FindItemByClassname("ammo_rockets");
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backpack->count = 2;
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backpack->touch = Touch_Item;
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backpack->nextthink = level.time + 1800;
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backpack->think = G_FreeEdict;
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*/
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self->gib_health = -10000;
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}
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void ogre_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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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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}
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mframe_t ogre_frames_death1 [] =
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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, ogre_droprockets,
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ai_move, -7, NULL,
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ai_move, -3, NULL,
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ai_move, -5, NULL,
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ai_move, 8, NULL,
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ai_move, 6, 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 ogre_move_death1 = {FRAME_death1, FRAME_death14, ogre_frames_death1, ogre_dead};
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mframe_t ogre_frames_death2 [] =
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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, ogre_droprockets,
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ai_move, -7, NULL,
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ai_move, -3, NULL,
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ai_move, -5, NULL,
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ai_move, 8, NULL,
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ai_move, 6, 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 ogre_move_death2 = {FRAME_bdeath1, FRAME_bdeath10, ogre_frames_death2, ogre_dead};
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void ogre_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|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
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// if dead body, don't drop pack when gibbed
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// if (self->deadflag != DEAD_DEAD)
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// ogre_droprockets(self);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
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for (n = 0; n < 4; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/monsters/q1ogre/head/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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// regular death
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if (random() < 0.5)
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self->monsterinfo.currentmove = &ogre_move_death1;
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else
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self->monsterinfo.currentmove = &ogre_move_death2;
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}
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void ogre_grenade_fire (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, aim;
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// vec_t monster_speed;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start);
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// project enemy back a bit and target there
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VectorCopy (self->enemy->s.origin, target);
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// if (range(self,self->enemy) > RANGE_MID)
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VectorMA (target, -0.1, self->enemy->velocity, target);
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if (range(self,self->enemy) > RANGE_MID)
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target[2] += self->enemy->viewheight;
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else
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target[2] += self->enemy->viewheight*0.8;
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#if 0
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if (self->enemy)
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{
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float range;
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VectorSubtract (target, self->s.origin, aim);
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range = VectorLength (aim);
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// aim at enemy's feet if he's at same elevation or lower, otherwise aim at origin
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VectorCopy (self->enemy->s.origin, target);
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if (self->enemy->absmin[2] <= self->absmax[2])
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target[2] = self->enemy->absmin[2];
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// Lazarus fog reduction of accuracy
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if ( self->monsterinfo.visibility < FOG_CANSEEGOOD )
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{
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target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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// lead target... 20, 35, 50, 65 chance of leading
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if ( random() < (0.2 + skill->value * 0.15) )
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{
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float dist, time;
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VectorSubtract (target, start, aim);
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dist = VectorLength (aim);
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time = dist / GRENADE_VELOCITY; // Not correct, but better than nothin'
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VectorMA (target, time, self->enemy->velocity, target);
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}
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}
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AimGrenade (self, start, target, GRENADE_VELOCITY, aim, false);
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// Lazarus - take into account (sort of) feature of adding shooter's velocity to
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// grenade velocity
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monster_speed = VectorLength(self->velocity);
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if (monster_speed > 0)
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{
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vec3_t v1;
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vec_t delta;
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VectorCopy (self->velocity, v1);
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VectorNormalize (v1);
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delta = -monster_speed / GRENADE_VELOCITY;
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VectorMA (aim, delta, v1, aim);
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VectorNormalize (aim);
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}
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#else
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VectorSubtract (target, start, aim);
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VectorNormalize (aim);
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#endif
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gi.WriteByte (svc_muzzleflash);
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gi.WriteShort (self-g_edicts);
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gi.WriteByte (MZ_MACHINEGUN | 128);
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gi.multicast (self->s.origin, MULTICAST_PVS);
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gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_shoot, 1.0, ATTN_NORM, 0);
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q1_fire_grenade (self, start, aim, 40, 600, 2.5, 80);
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// q1_fire_grenade (self, start, aim, 40, GRENADE_VELOCITY, 2.5, 80);
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}
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//////////////
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// Skid - add Gib fall off
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void ogre_swing_left (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
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fire_hit (self, aim, ((random() + random() + random()) * 4), 100);
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}
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void ogre_swing_right (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
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fire_hit (self, aim, ((random() + random() + random()) * 4), 100);
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}
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void ogre_smash (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
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if (fire_hit (self, aim, (25 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_saw, 1, ATTN_NORM, 0);
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}
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void ogre_check_refire (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if ( (skill->value == 3) || (range(self, self->enemy) == RANGE_MELEE))
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{
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if (random() > 0.5)
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self->monsterinfo.nextframe = FRAME_swing1;
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else
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self->monsterinfo.nextframe = FRAME_smash1;
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}
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else
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ogre_attack(self);
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}
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/*static*/ void ogre_sawswingsound (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_saw, 1, ATTN_NORM, 0);
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}
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mframe_t ogre_frames_swing [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, ogre_sawswingsound,
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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, ogre_swing_right,
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ai_charge, 0, NULL,
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ai_charge, 0, ogre_sawswingsound,
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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, ogre_swing_left,
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ai_charge, 0, NULL,
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ai_charge, 0, ogre_check_refire
|
|
};
|
|
mmove_t ogre_move_swing_attack = {FRAME_swing1, FRAME_swing14, ogre_frames_swing, ogre_run};
|
|
|
|
|
|
mframe_t ogre_frames_smash [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, ogre_smash,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, ogre_check_refire
|
|
};
|
|
mmove_t ogre_move_smash_attack = {FRAME_smash1, FRAME_smash14, ogre_frames_smash, ogre_run};
|
|
|
|
mframe_t ogre_frames_attack_grenade [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, ogre_grenade_fire,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL // ogre_attack
|
|
};
|
|
mmove_t ogre_move_attack_grenade = {FRAME_shoot1, FRAME_shoot6, ogre_frames_attack_grenade, ogre_run};
|
|
|
|
|
|
void ogre_attack (edict_t *self)
|
|
{
|
|
int r;
|
|
|
|
if (!self->enemy)
|
|
return;
|
|
|
|
r = range(self, self->enemy);
|
|
|
|
if (r == RANGE_MELEE)
|
|
{
|
|
self->monsterinfo.currentmove = &ogre_move_swing_attack;
|
|
}
|
|
else if (visible(self,self->enemy) && infront(self, self->enemy)
|
|
&& (r < RANGE_FAR) && !(self->monsterinfo.aiflags & AI_SOUND_TARGET))
|
|
{
|
|
self->monsterinfo.currentmove = &ogre_move_attack_grenade;
|
|
}
|
|
else
|
|
self->monsterinfo.currentmove = &ogre_move_run;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
/*QUAKED monster_q1_ogre (1 .5 0) (-20 -20 -24) (20 20 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
|
|
model="models/monsters/q1ogre/tris.md2"
|
|
*/
|
|
void SP_monster_q1_ogre (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain = gi.soundindex ("q1ogre/ogpain1.wav");
|
|
sound_death = gi.soundindex ("q1ogre/ogdth.wav");
|
|
sound_gib = gi.soundindex ("q1player/udeath.wav");
|
|
sound_idle = gi.soundindex ("q1ogre/ogidle.wav");
|
|
sound_idle2 = gi.soundindex ("q1ogre/ogidle2.wav");
|
|
sound_wake = gi.soundindex ("q1ogre/ogwake.wav");
|
|
sound_shoot = gi.soundindex ("q1weapons/grenade.wav");
|
|
sound_saw = gi.soundindex ("q1ogre/ogsawatk.wav");
|
|
sound_drag = gi.soundindex ("q1ogre/ogdrag.wav");
|
|
|
|
// precache backpack
|
|
gi.modelindex ("models/items/q1backpack/tris.md2");
|
|
// gi.soundindex ("q1weapons/lock4.wav");
|
|
// precache gibs
|
|
gi.modelindex ("models/monsters/q1ogre/head/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
|
|
// precache grenade
|
|
q1_grenade_precache ();
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/q1ogre/tris.md2");
|
|
self->s.skinnum = self->style;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/q1ogre/tris.md2");
|
|
VectorSet (self->mins, -20, -20, -24); //16 16
|
|
VectorSet (self->maxs, 20, 20, 32); //16 16
|
|
|
|
if (!self->health)
|
|
self->health = 200;
|
|
if (!self->gib_health)
|
|
self->gib_health = -80;
|
|
if (!self->mass)
|
|
self->mass = 400;
|
|
|
|
self->pain = ogre_pain;
|
|
self->die = ogre_die;
|
|
|
|
self->flags |= FL_Q1_MONSTER;
|
|
|
|
self->monsterinfo.stand = ogre_stand;
|
|
self->monsterinfo.walk = ogre_walk;
|
|
self->monsterinfo.run = ogre_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = ogre_attack;
|
|
self->monsterinfo.melee = ogre_check_refire;
|
|
self->monsterinfo.sight = ogre_sight;
|
|
self->monsterinfo.search = ogre_stand;
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.75;
|
|
|
|
// 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 = "Ogre";
|
|
self->class_id = ENTITY_MONSTER_Q1_OGRE;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &ogre_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&ogre_move_death1,
|
|
&ogre_move_death2,
|
|
NULL};
|
|
M_SetDeath (self, (mmove_t **)&deathmoves);
|
|
}
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|