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https://github.com/blendogames/thirtyflightsofloving.git
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eb97af1598
Added GetFileList() to game function imports in misison pack DLL game.h.
136 lines
4 KiB
C
136 lines
4 KiB
C
#ifndef Z_BOSS_H
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#define Z_BOSS_H
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/*
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Boss constants
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/zaero/models/monsters/bossz/mech/tris.md2
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001-031 Idle1 (waves arms around menacingly)
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032-056 Idle2 (grapple thing)
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057-066 RHook (raises weapon from Idle to fire Grappling Hook or Rockets)
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- weapon arm rotates as it raises
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067-070 RCannon (raises weapon from Idle to fire Cannon)
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071-091 Attack1a (fires 7 Rockets)
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- you can skip some frames if not firing all 7 rockets and jump to the reload sequence next
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- (33, 50, 5) frame071
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- (27, 39, 5) frame074
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- (39, 39, 5) frame077
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- (27, 44, 5) frame080
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- (39, 44, 5) frame083
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- (29, 48, 5) frame086
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- (38, 48, 5) frame089
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092-098 Attack1b (reloads rockets)
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099-106 Attack2a (fires Grappling Hook)
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- (34, 24, 3) frame104
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107-109 Attack2b (reels in Grappling Hook)
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- loop as long as neccessary
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- return hook to (34, 24, 5) approx. (arm is moving round)
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110-118 Attack2c (punch/swing, use at end of grapple attack2b)
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119-132 Attack3 (Cannon)
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- spread is approx 50 degress wide
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- (30, 44, 19) 25 degrees left of target, frame119
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- (32, 33, 14) 16 degrees left of target, frame121
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- (32, 45, 4) 8 degrees left of target, frame123
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- (32, 34, 2) towards target, frame125
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- (32, 49, -7) 8 degrees right of target, frame127
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- (34, 36, -6) 16 degrees right of target, frame129
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- (34, 36, -6) 16 degrees right of target, frame131
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133-135 LCannon (lowers weapon from Cannon firing to Idle)
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136-141 LHook (lowers weapon from Grappling Hook or Rocket firing to Idle)
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142-147 H2C (switches from Rocket firing to Cannon)
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148-153 C2H (switches from Cannon firing to Grappling Hook or Rockets)
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- use these to switch from one attack to another without resetting to Idle
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154-160 Walk1 (steps out from Idle on left foot)
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161-169 Walk2 (steps forward on right foot)
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170-176 Walk3 (steps forward on left foot)
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177-184 Walk4 (steps to Idle on right foot)
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185-187 Pain1 (short)
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188-192 Pain2 (medium)
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193-217 Pain3 (very long)
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218-236 Death1 (falls over backwards)
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237-281 Death2 (head blown off)
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- steps forward to gain balance
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- rocket (25, 26, 26) frame249
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- rocket (20, 21, 16) frame250
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- rocket (30, 20, 17) frame251
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- rocket (17, 16, 8) frame252
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- rocket (30, 16, 10) frame253
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- rocket (25, 18, 0) frame254
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- rocket (30, 27, -17) frame255
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- cannon (33, 46, -9) 20 degrees right of target, frame257
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- cannon (37, 31, -3) 15 degrees right of target, frame258
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- cannon (24, 19, 21) 25 degrees left of target, frame264
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- grappling (28, -8, 35) straight up end of death2 seq.
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(make grapple hook only occur 15% of the time)
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/zaero/models/monsters/bossz/grapple/tris.md2
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282-282 Grapple1 (shooting out)
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283-283 Grapple2 (retracting)
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*/
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#define FRAME_stand1start 1
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#define FRAME_stand1end 31
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#define FRAME_stand2start 32
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#define FRAME_stand2end 56
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#define FRAME_preHookStart 57
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#define FRAME_preHookEnd 66
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#define FRAME_preCannonStart 67
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#define FRAME_preCannonEnd 70
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#define FRAME_attack1aStart 71
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#define FRAME_attack1aEnd 91
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#define FRAME_attack1bStart 92
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#define FRAME_attack1bEnd 98
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#define FRAME_attack2aStart 99
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#define FRAME_attack2aEnd 106
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#define FRAME_attack2bStart 107
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#define FRAME_attack2bEnd 109
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#define FRAME_attack2cStart 110
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#define FRAME_attack2cEnd 118
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#define FRAME_attack3Start 119
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#define FRAME_attack3End 132
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#define FRAME_postCannonStart 133
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#define FRAME_postCannonEnd 135
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#define FRAME_postHookStart 136
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#define FRAME_postHookEnd 141
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#define FRAME_attackH2CStart 142
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#define FRAME_attackH2CEnd 147
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#define FRAME_attackC2HStart 148
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#define FRAME_attackC2HEnd 153
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#define FRAME_preWalkStart 154
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#define FRAME_preWalkEnd 160
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#define FRAME_walkStart 161
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#define FRAME_walkEnd 176
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#define FRAME_postWalkStart 177
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#define FRAME_postWalkEnd 184
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#define FRAME_pain1Start 185
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#define FRAME_pain1End 187
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#define FRAME_pain2Start 188
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#define FRAME_pain2End 192
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#define FRAME_pain3Start 193
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#define FRAME_pain3End 217
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#define FRAME_die1Start 218
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#define FRAME_die1End 236
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#define FRAME_die2Start 237
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#define FRAME_die2End 281
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#define MODEL_SCALE 1.000
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#endif
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