mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
599 lines
15 KiB
C
599 lines
15 KiB
C
/*
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==============================================================================
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BERSERK
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_berserk.h"
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static int sound_pain;
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static int sound_die;
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static int sound_idle;
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static int sound_punch;
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static int sound_sight;
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static int sound_search;
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void berserk_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 berserk_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void berserk_fidget (edict_t *self);
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mframe_t berserk_frames_stand [] =
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{
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ai_stand, 0, berserk_fidget,
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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 berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
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void berserk_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &berserk_move_stand;
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}
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mframe_t berserk_frames_stand_fidget [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
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void berserk_fidget (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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if (random() > 0.15)
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return;
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self->monsterinfo.currentmove = &berserk_move_stand_fidget;
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if(!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t berserk_frames_walk [] =
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{
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ai_walk, 9.1, NULL,
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ai_walk, 6.3, NULL,
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ai_walk, 4.9, NULL,
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ai_walk, 6.7, NULL,
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ai_walk, 6.0, NULL,
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ai_walk, 8.2, NULL,
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ai_walk, 7.2, NULL,
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ai_walk, 6.1, NULL,
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ai_walk, 4.9, NULL,
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ai_walk, 4.7, NULL,
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ai_walk, 4.7, NULL,
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ai_walk, 4.8, NULL
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};
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mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
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void berserk_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &berserk_move_walk;
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}
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/*
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*****************************
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SKIPPED THIS FOR NOW!
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*****************************
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Running -> Arm raised in air
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void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
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void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
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void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
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void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
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void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
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void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
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// running with arm in air : start loop
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void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
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void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
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void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
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void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
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void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
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void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
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// running with arm in air : end loop
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*/
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mframe_t berserk_frames_run1 [] =
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{
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ai_run, 21, NULL,
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ai_run, 11, NULL,
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ai_run, 21, NULL,
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// PMM .. from NULL
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ai_run, 25, monster_done_dodge,
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ai_run, 18, NULL,
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ai_run, 19, NULL
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};
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mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
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void berserk_run (edict_t *self)
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{
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monster_done_dodge (self);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &berserk_move_stand;
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else
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self->monsterinfo.currentmove = &berserk_move_run1;
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}
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void berserk_attack_spike (edict_t *self)
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{
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static vec3_t aim = {MELEE_DISTANCE, 0, -24};
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fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
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}
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void berserk_swing (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
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}
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mframe_t berserk_frames_attack_spike [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, berserk_swing,
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ai_charge, 0, berserk_attack_spike,
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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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};
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mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
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void berserk_attack_club (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], -4);
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fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
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}
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mframe_t berserk_frames_attack_club [] =
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{
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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, berserk_swing,
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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, berserk_attack_club,
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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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};
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mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
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void berserk_strike (edict_t *self)
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{
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//FIXME play impact sound
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}
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mframe_t berserk_frames_attack_strike [] =
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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, berserk_swing,
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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, berserk_strike,
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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, 9.7, NULL,
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ai_move, 13.6, NULL
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};
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mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
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void berserk_melee (edict_t *self)
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{
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monster_done_dodge (self);
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if ((rand() % 2) == 0)
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self->monsterinfo.currentmove = &berserk_move_attack_spike;
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else
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self->monsterinfo.currentmove = &berserk_move_attack_club;
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}
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/*
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void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
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void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
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void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
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void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
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void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
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void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
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void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
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void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
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void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
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void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
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void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
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void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
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void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
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void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
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void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
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void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
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void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
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void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
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*/
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mframe_t berserk_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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};
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mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
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mframe_t berserk_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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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 berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
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void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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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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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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monster_done_dodge (self);
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if ((damage < 20) || (random() < 0.5))
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self->monsterinfo.currentmove = &berserk_move_pain1;
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else
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self->monsterinfo.currentmove = &berserk_move_pain2;
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}
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void berserk_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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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 berserk_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, 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 berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
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mframe_t berserk_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, 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 berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
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void berserk_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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self->s.skinnum |= 1;
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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if (self->health <= self->gib_health)
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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 < 4; 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/head2/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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gi.sound (self, CHAN_VOICE, sound_die, 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 (damage >= 50)
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self->monsterinfo.currentmove = &berserk_move_death1;
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else
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self->monsterinfo.currentmove = &berserk_move_death2;
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}
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//===========
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//PGM
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void berserk_jump_now (edict_t *self)
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{
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vec3_t forward,up;
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monster_jump_start (self);
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AngleVectors (self->s.angles, forward, NULL, up);
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VectorMA(self->velocity, 100, forward, self->velocity);
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VectorMA(self->velocity, 300, up, self->velocity);
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}
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void berserk_jump2_now (edict_t *self)
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{
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vec3_t forward,up;
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monster_jump_start (self);
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AngleVectors (self->s.angles, forward, NULL, up);
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VectorMA(self->velocity, 150, forward, self->velocity);
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VectorMA(self->velocity, 400, up, self->velocity);
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}
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void berserk_jump_wait_land (edict_t *self)
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{
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if(self->groundentity == NULL)
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{
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self->monsterinfo.nextframe = self->s.frame;
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if(monster_jump_finished (self))
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self->monsterinfo.nextframe = self->s.frame + 1;
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}
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else
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self->monsterinfo.nextframe = self->s.frame + 1;
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}
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mframe_t berserk_frames_jump [] =
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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, berserk_jump_now,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, berserk_jump_wait_land,
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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 berserk_move_jump = { FRAME_jump1, FRAME_jump9, berserk_frames_jump, berserk_run };
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|
|
mframe_t berserk_frames_jump2 [] =
|
|
{
|
|
ai_move, -8, NULL,
|
|
ai_move, -4, NULL,
|
|
ai_move, -4, NULL,
|
|
ai_move, 0, berserk_jump_now,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, berserk_jump_wait_land,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t berserk_move_jump2 = { FRAME_jump1, FRAME_jump9, berserk_frames_jump2, berserk_run };
|
|
|
|
void berserk_jump (edict_t *self)
|
|
{
|
|
if(!self->enemy)
|
|
return;
|
|
|
|
monster_done_dodge (self);
|
|
|
|
if(self->enemy->s.origin[2] > self->s.origin[2])
|
|
self->monsterinfo.currentmove = &berserk_move_jump2;
|
|
else
|
|
self->monsterinfo.currentmove = &berserk_move_jump;
|
|
}
|
|
|
|
qboolean berserk_blocked (edict_t *self, float dist)
|
|
{
|
|
if(blocked_checkjump (self, dist, 256, 40))
|
|
{
|
|
berserk_jump(self);
|
|
return true;
|
|
}
|
|
|
|
if(blocked_checkplat (self, dist))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
//PGM
|
|
//===========
|
|
|
|
void berserk_sidestep (edict_t *self)
|
|
{
|
|
// if we're jumping, don't dodge
|
|
if ((self->monsterinfo.currentmove == &berserk_move_jump) ||
|
|
(self->monsterinfo.currentmove == &berserk_move_jump2))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// don't check for attack; the eta should suffice for melee monsters
|
|
|
|
if (self->monsterinfo.currentmove != &berserk_move_run1)
|
|
self->monsterinfo.currentmove = &berserk_move_run1;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
|
|
*/
|
|
void SP_monster_berserk (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
// pre-caches
|
|
sound_pain = gi.soundindex ("berserk/berpain2.wav");
|
|
sound_die = gi.soundindex ("berserk/berdeth2.wav");
|
|
sound_idle = gi.soundindex ("berserk/beridle1.wav");
|
|
sound_punch = gi.soundindex ("berserk/attack.wav");
|
|
sound_search = gi.soundindex ("berserk/bersrch1.wav");
|
|
sound_sight = gi.soundindex ("berserk/sight.wav");
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/berserk/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
if(!self->health)
|
|
self->health = 240;
|
|
if(!self->gib_health)
|
|
self->gib_health = -150;
|
|
if(!self->mass)
|
|
self->mass = 250;
|
|
|
|
self->pain = berserk_pain;
|
|
self->die = berserk_die;
|
|
|
|
self->monsterinfo.stand = berserk_stand;
|
|
self->monsterinfo.walk = berserk_walk;
|
|
self->monsterinfo.run = berserk_run;
|
|
// pmm
|
|
// self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.dodge = M_MonsterDodge;
|
|
self->monsterinfo.sidestep = berserk_sidestep;
|
|
// pmm
|
|
self->monsterinfo.attack = NULL;
|
|
self->monsterinfo.melee = berserk_melee;
|
|
self->monsterinfo.sight = berserk_sight;
|
|
self->monsterinfo.search = berserk_search;
|
|
self->monsterinfo.blocked = berserk_blocked; //PGM
|
|
|
|
self->monsterinfo.currentmove = &berserk_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
if (!self->blood_type)
|
|
self->blood_type = 3; //sparks and blood
|
|
|
|
// 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;
|
|
}
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.20;
|
|
|
|
self->common_name = "Berserker";
|
|
self->class_id = ENTITY_MONSTER_BERSERK;
|
|
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
|
|
|
|
gi.linkentity (self);
|
|
|
|
walkmonster_start (self);
|
|
}
|