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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.
739 lines
17 KiB
C
739 lines
17 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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==============================================================================
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brain
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_brain.h"
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static int sound_chest_open;
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static int sound_tentacles_extend;
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static int sound_tentacles_retract;
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static int sound_death;
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static int sound_idle1;
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static int sound_idle2;
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static int sound_idle3;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_sight;
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static int sound_search;
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static int sound_melee1;
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static int sound_melee2;
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static int sound_melee3;
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void brain_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 brain_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 brain_run (edict_t *self);
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void brain_dead (edict_t *self);
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//
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// STAND
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//
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mframe_t brain_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, 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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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 brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
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void brain_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &brain_move_stand;
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}
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//
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// IDLE
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//
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mframe_t brain_frames_idle [] =
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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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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 brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
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void brain_idle (edict_t *self)
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{
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if (!(self->spawnflags & SF_MONSTER_AMBUSH)) //Knightmare- play all 3 idle sounds
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{
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float r = random();
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if (r < 0.33)
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gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
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else if (r < 0.67)
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gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_idle3, 1, ATTN_IDLE, 0); //Knightmare- changed channel
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}
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self->monsterinfo.currentmove = &brain_move_idle;
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}
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//
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// WALK
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//
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mframe_t brain_frames_walk1 [] =
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{
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ai_walk, 7, 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, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 9, NULL,
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ai_walk, -4, NULL,
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ai_walk, -1, NULL,
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ai_walk, 2, NULL
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};
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mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
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// walk2 is FUBAR, do not use
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#if 0
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void brain_walk2_cycle (edict_t *self)
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{
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if (random() > 0.1)
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self->monsterinfo.nextframe = FRAME_walk220;
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}
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mframe_t brain_frames_walk2 [] =
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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, -4, NULL,
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ai_walk, -3, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 12, NULL,
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ai_walk, 0, NULL,
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ai_walk, -3, NULL,
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ai_walk, 0, NULL,
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ai_walk, -2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 10, NULL, // Cycle Start
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ai_walk, -1, NULL,
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ai_walk, 7, NULL,
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ai_walk, 0, NULL,
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ai_walk, 3, NULL,
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ai_walk, -3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 4, NULL,
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ai_walk, -3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 4, brain_walk2_cycle,
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ai_walk, -1, NULL,
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ai_walk, -1, NULL,
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ai_walk, -8, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 5, NULL,
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ai_walk, 2, NULL,
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ai_walk, -1, NULL,
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ai_walk, -5, NULL
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};
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//mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
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#endif
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void brain_walk (edict_t *self)
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{
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// if (random() <= 0.5)
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self->monsterinfo.currentmove = &brain_move_walk1;
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// else
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// self->monsterinfo.currentmove = &brain_move_walk2;
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}
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mframe_t brain_frames_defense [] =
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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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};
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mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
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mframe_t brain_frames_pain3 [] =
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{
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ai_move, -2, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 3, NULL,
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ai_move, 0, NULL,
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ai_move, -4, NULL
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};
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mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
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mframe_t brain_frames_pain2 [] =
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{
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ai_move, -2, 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, 3, NULL,
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ai_move, 1, NULL,
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ai_move, -2, NULL
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};
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mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
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mframe_t brain_frames_pain1 [] =
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{
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ai_move, -6, NULL,
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ai_move, -2, 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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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, 2, NULL,
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ai_move, 0, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 7, NULL,
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ai_move, 0, NULL,
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ai_move, 3, NULL,
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ai_move, -1, NULL
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};
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mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
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//
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// DUCK
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//
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void brain_duck_down (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_DUCKED)
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return;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->maxs[2] -= 32;
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self->takedamage = DAMAGE_YES;
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gi.linkentity (self);
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}
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void brain_duck_hold (edict_t *self)
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{
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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else
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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void brain_duck_up (edict_t *self)
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{
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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self->maxs[2] += 32;
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self->takedamage = DAMAGE_AIM;
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gi.linkentity (self);
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}
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mframe_t brain_frames_duck [] =
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{
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ai_move, 0, NULL,
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ai_move, -2, brain_duck_down,
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ai_move, 17, brain_duck_hold,
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ai_move, -3, NULL,
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ai_move, -1, brain_duck_up,
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ai_move, -5, NULL,
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ai_move, -6, NULL,
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ai_move, -6, NULL
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};
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mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
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void brain_dodge (edict_t *self, edict_t *attacker, float eta)
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{
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if (random() > 0.25)
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return;
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if (!self->enemy)
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self->enemy = attacker;
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self->monsterinfo.pausetime = level.time + eta + 0.5;
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self->monsterinfo.currentmove = &brain_move_duck;
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}
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mframe_t brain_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, 9, NULL,
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ai_move, 0, NULL
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};
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mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
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mframe_t brain_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, -2, NULL,
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ai_move, 9, 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 brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
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//
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// MELEE
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//
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void brain_swing_right (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
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}
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void brain_hit_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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if (fire_hit (self, aim, (15 + (rand() %5)), 40))
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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void brain_swing_left (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
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}
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void brain_hit_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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if (fire_hit (self, aim, (15 + (rand() %5)), 40))
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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mframe_t brain_frames_attack1 [] =
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{
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ai_charge, 8, NULL,
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ai_charge, 3, NULL,
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ai_charge, 5, NULL,
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ai_charge, 0, NULL,
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ai_charge, -3, brain_swing_right,
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ai_charge, 0, NULL,
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ai_charge, -5, NULL,
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ai_charge, -7, brain_hit_right,
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ai_charge, 0, NULL,
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ai_charge, 6, brain_swing_left,
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ai_charge, 1, NULL,
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ai_charge, 2, brain_hit_left,
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ai_charge, -3, NULL,
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ai_charge, 6, NULL,
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ai_charge, -1, NULL,
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ai_charge, -3, NULL,
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ai_charge, 2, NULL,
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ai_charge, -11,NULL
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};
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mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
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void brain_chest_open (edict_t *self)
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{
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self->spawnflags &= ~65536;
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
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}
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void brain_tentacle_attack (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, 0, 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
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self->spawnflags |= 65536;
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gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
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}
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void brain_chest_closed (edict_t *self)
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{
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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if (self->spawnflags & 65536)
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{
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self->spawnflags &= ~65536;
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self->monsterinfo.currentmove = &brain_move_attack1;
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}
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}
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mframe_t brain_frames_attack2 [] =
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{
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ai_charge, 5, NULL,
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ai_charge, -4, NULL,
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ai_charge, -4, NULL,
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ai_charge, -3, NULL,
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ai_charge, 0, brain_chest_open,
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ai_charge, 0, NULL,
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ai_charge, 13, brain_tentacle_attack,
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ai_charge, 0, NULL,
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ai_charge, 2, NULL,
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ai_charge, 0, NULL,
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ai_charge, -9, brain_chest_closed,
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ai_charge, 0, NULL,
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ai_charge, 4, NULL,
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ai_charge, 3, NULL,
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ai_charge, 2, NULL,
|
|
ai_charge, -3, NULL,
|
|
ai_charge, -6, NULL
|
|
};
|
|
mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
|
|
|
|
void brain_melee(edict_t *self)
|
|
{
|
|
if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &brain_move_attack1;
|
|
else
|
|
self->monsterinfo.currentmove = &brain_move_attack2;
|
|
}
|
|
|
|
|
|
//
|
|
// RUN
|
|
//
|
|
|
|
mframe_t brain_frames_run [] =
|
|
{
|
|
ai_run, 9, NULL,
|
|
ai_run, 2, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 3, NULL,
|
|
ai_run, 1, NULL,
|
|
ai_run, 0, NULL,
|
|
ai_run, 0, NULL,
|
|
ai_run, 10, NULL,
|
|
ai_run, -4, NULL,
|
|
ai_run, -1, NULL,
|
|
ai_run, 2, NULL
|
|
};
|
|
mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
|
|
|
|
void brain_run (edict_t *self)
|
|
{
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
self->monsterinfo.currentmove = &brain_move_stand;
|
|
else
|
|
self->monsterinfo.currentmove = &brain_move_run;
|
|
}
|
|
|
|
|
|
void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
float r;
|
|
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum |= 1;
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 3;
|
|
if (skill->value == 3)
|
|
return; // no pain anims in nightmare
|
|
|
|
r = random();
|
|
if (r < 0.33)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain1;
|
|
}
|
|
else if (r < 0.66)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain2;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain3;
|
|
}
|
|
}
|
|
|
|
void brain_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
M_FlyCheck (self);
|
|
|
|
// Lazarus monster fade
|
|
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
|
{
|
|
self->think=FadeDieSink;
|
|
self->nextthink=level.time+corpse_fadetime->value;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
self->s.effects = 0;
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
|
|
// check for gib
|
|
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
|
|
{
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n = 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
for (n = 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
self->deadflag = DEAD_DEAD;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag == DEAD_DEAD)
|
|
return;
|
|
|
|
// regular death
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->s.skinnum |= 1;
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &brain_move_death1;
|
|
else
|
|
self->monsterinfo.currentmove = &brain_move_death2;
|
|
}
|
|
|
|
/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_brain (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
|
|
sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
|
|
sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
|
|
sound_death = gi.soundindex ("brain/brndeth1.wav");
|
|
sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
|
|
sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
|
|
sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
|
|
sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
|
|
sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
|
|
sound_sight = gi.soundindex ("brain/brnsght1.wav");
|
|
sound_search = gi.soundindex ("brain/brnsrch1.wav");
|
|
sound_melee1 = gi.soundindex ("brain/melee1.wav");
|
|
sound_melee2 = gi.soundindex ("brain/melee2.wav");
|
|
sound_melee3 = gi.soundindex ("brain/melee3.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/brain/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
// Lazarus: mapper-configurable health
|
|
if (!self->health)
|
|
self->health = 300;
|
|
if (!self->gib_health)
|
|
self->gib_health = -150;
|
|
if (!self->mass)
|
|
self->mass = 400;
|
|
|
|
self->pain = brain_pain;
|
|
self->die = brain_die;
|
|
|
|
self->monsterinfo.stand = brain_stand;
|
|
self->monsterinfo.walk = brain_walk;
|
|
self->monsterinfo.run = brain_run;
|
|
self->monsterinfo.dodge = brain_dodge;
|
|
// self->monsterinfo.attack = brain_attack;
|
|
self->monsterinfo.melee = brain_melee;
|
|
self->monsterinfo.sight = brain_sight;
|
|
self->monsterinfo.search = brain_search;
|
|
self->monsterinfo.idle = brain_idle;
|
|
|
|
if (self->powerarmor)
|
|
{
|
|
if (self->powerarmortype == 1)
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
else
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = self->powerarmor;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
self->monsterinfo.power_armor_power = 100;
|
|
}
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.10;
|
|
|
|
// self->common_name = "Brains";
|
|
self->common_name = "Brain";
|
|
self->class_id = ENTITY_MONSTER_BRAIN;
|
|
|
|
// Knightmare- added sparks and blood type
|
|
if (!self->blood_type)
|
|
self->blood_type = 3; // sparks and blood
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &brain_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&brain_move_death1,
|
|
&brain_move_death2,
|
|
NULL};
|
|
M_SetDeath (self, (mmove_t **)&deathmoves);
|
|
}
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|