mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
8401c475f6
Added powerarmortype field to default Lazaus DLL. This changes the savegame version. Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs. Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL. Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL. Cleaned up surface rendering code from mpolyvertex_t refactoring.
760 lines
17 KiB
C
760 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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Mutant
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_mutant.h"
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static int sound_swing;
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static int sound_hit;
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static int sound_hit2;
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static int sound_death;
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static int sound_idle;
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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_step1;
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static int sound_step2;
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static int sound_step3;
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static int sound_thud;
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//
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// SOUNDS
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//
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void mutant_step (edict_t *self)
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{
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int n;
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n = (rand() + 1) % 3;
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if (n == 0)
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gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
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else if (n == 1)
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gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
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}
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void mutant_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 mutant_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 mutant_swing (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
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}
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//
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// STAND
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//
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mframe_t mutant_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, // 10
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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, // 20
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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, // 30
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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, // 40
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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, // 50
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ai_stand, 0, NULL
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};
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mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};
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void mutant_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_stand;
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}
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//
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// IDLE
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//
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void mutant_idle_loop (edict_t *self)
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{
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if (random() < 0.75)
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self->monsterinfo.nextframe = FRAME_stand155;
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}
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mframe_t mutant_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, // scratch loop start
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, mutant_idle_loop, // scratch loop end
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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 mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};
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void mutant_idle (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_idle;
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if (!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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//
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// WALK
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//
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void mutant_walk (edict_t *self);
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mframe_t mutant_frames_walk [] =
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{
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ai_walk, 3, NULL,
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ai_walk, 1, NULL,
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ai_walk, 5, NULL,
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ai_walk, 10, NULL,
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ai_walk, 13, NULL,
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ai_walk, 10, NULL,
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ai_walk, 0, NULL,
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ai_walk, 5, NULL,
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ai_walk, 6, NULL,
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ai_walk, 16, NULL,
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ai_walk, 15, NULL,
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ai_walk, 6, NULL
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};
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mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};
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void mutant_walk_loop (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_walk;
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}
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mframe_t mutant_frames_start_walk [] =
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{
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ai_walk, 5, 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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};
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mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};
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void mutant_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_start_walk;
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}
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//
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// RUN
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//
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mframe_t mutant_frames_run [] =
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{
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ai_run, 40, NULL,
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ai_run, 40, mutant_step,
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ai_run, 24, NULL,
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ai_run, 5, mutant_step,
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ai_run, 17, NULL,
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ai_run, 10, NULL
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};
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mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};
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void mutant_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 = &mutant_move_stand;
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else
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self->monsterinfo.currentmove = &mutant_move_run;
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}
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//
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// MELEE
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//
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void mutant_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, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
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}
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void mutant_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, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
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}
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void mutant_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) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
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self->monsterinfo.nextframe = FRAME_attack09;
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}
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mframe_t mutant_frames_attack [] =
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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, mutant_hit_left,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, mutant_hit_right,
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ai_charge, 0, mutant_check_refire
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};
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mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};
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void mutant_melee (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_attack;
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}
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//
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// ATTACK
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//
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void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (self->health <= 0)
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{
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self->touch = NULL;
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return;
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}
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if (other->takedamage)
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{
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if (VectorLength(self->velocity) > 400)
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{
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vec3_t point;
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vec3_t normal;
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int damage;
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VectorCopy (self->velocity, normal);
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VectorNormalize(normal);
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VectorMA (self->s.origin, self->maxs[0], normal, point);
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damage = 40 + 10 * random();
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T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
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}
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}
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if (!M_CheckBottom (self))
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{
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if (self->groundentity)
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{
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self->monsterinfo.nextframe = FRAME_attack02;
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self->touch = NULL;
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}
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return;
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}
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self->touch = NULL;
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}
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void mutant_jump_takeoff (edict_t *self)
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{
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vec3_t forward;
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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AngleVectors (self->s.angles, forward, NULL, NULL);
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self->s.origin[2] += 1;
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VectorScale (forward, 600, self->velocity);
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self->velocity[2] = 250;
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self->groundentity = NULL;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->monsterinfo.attack_finished = level.time + 3;
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self->touch = mutant_jump_touch;
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}
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void mutant_check_landing (edict_t *self)
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{
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if (self->groundentity)
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{
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gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
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self->monsterinfo.attack_finished = 0;
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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return;
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}
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if (level.time > self->monsterinfo.attack_finished)
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self->monsterinfo.nextframe = FRAME_attack02;
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else
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self->monsterinfo.nextframe = FRAME_attack05;
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}
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mframe_t mutant_frames_jump [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 17, NULL,
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ai_charge, 15, mutant_jump_takeoff,
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ai_charge, 15, NULL,
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ai_charge, 15, mutant_check_landing,
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ai_charge, 0, NULL,
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ai_charge, 3, NULL,
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ai_charge, 0, NULL
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};
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mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};
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void mutant_jump (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_jump;
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}
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mframe_t mutant_frames_fake_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, 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 mutant_move_fake_jump = {FRAME_run03, FRAME_run08, mutant_frames_fake_jump, mutant_run};
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void mutant_fake_jump (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_fake_jump;
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}
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//
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// CHECKATTACK
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//
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qboolean mutant_check_melee (edict_t *self)
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{
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if (range (self, self->enemy) == RANGE_MELEE)
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return true;
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return false;
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}
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qboolean mutant_check_jump (edict_t *self)
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{
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vec3_t v;
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float distance;
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vec_t speed=0;
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if (monsterjump->value)
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{
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if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]) +
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self->monsterinfo.jumpdn )
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]) -
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self->monsterinfo.jumpup )
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
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speed = max(self->velocity[2],200);
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}
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else
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{
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if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
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return false;
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}
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v[0] = self->s.origin[0] - self->enemy->s.origin[0];
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v[1] = self->s.origin[1] - self->enemy->s.origin[1];
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v[2] = 0;
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distance = VectorLength(v);
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if (distance < 100)
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return false;
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if (distance > 100)
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{
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if (random() < 0.9)
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return false;
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}
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if (speed)
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self->velocity[2] = speed;
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return true;
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}
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qboolean mutant_checkattack (edict_t *self)
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{
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if (!self->enemy || self->enemy->health <= 0)
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return false;
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if (mutant_check_melee(self))
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{
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self->monsterinfo.attack_state = AS_MELEE;
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return true;
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}
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if (mutant_check_jump(self))
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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// FIXME play a jump sound here
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return true;
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}
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return false;
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}
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//
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// PAIN
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//
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mframe_t mutant_frames_pain1 [] =
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{
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ai_move, 4, NULL,
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ai_move, -3, NULL,
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ai_move, -8, NULL,
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ai_move, 2, NULL,
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ai_move, 5, NULL
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};
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mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};
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mframe_t mutant_frames_pain2 [] =
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{
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ai_move, -24,NULL,
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ai_move, 11, NULL,
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ai_move, 5, NULL,
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ai_move, -2, NULL,
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ai_move, 6, NULL,
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ai_move, 4, NULL
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};
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mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};
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mframe_t mutant_frames_pain3 [] =
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{
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ai_move, -22,NULL,
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ai_move, 3, NULL,
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ai_move, 3, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 6, NULL,
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ai_move, 3, NULL,
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ai_move, 2, 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 mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};
|
|
|
|
void mutant_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 = &mutant_move_pain1;
|
|
}
|
|
else if (r < 0.66)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &mutant_move_pain2;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &mutant_move_pain3;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// DEATH
|
|
//
|
|
|
|
void mutant_dead (edict_t *self)
|
|
{
|
|
// Lazarus: Stupid... if flies aren't set by M_FlyCheck, monster_think
|
|
// will cause us to come back here over and over and over
|
|
// until flies ARE set or monster is gibbed.
|
|
// This line fixes that:
|
|
self->nextthink = 0;
|
|
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
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;
|
|
}
|
|
|
|
}
|
|
|
|
mframe_t mutant_frames_death1 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};
|
|
|
|
mframe_t mutant_frames_death2 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};
|
|
|
|
void mutant_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
// 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;
|
|
self->s.skinnum = 1;
|
|
|
|
if (random() < 0.5)
|
|
self->monsterinfo.currentmove = &mutant_move_death1;
|
|
else
|
|
self->monsterinfo.currentmove = &mutant_move_death2;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_mutant (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_swing = gi.soundindex ("mutant/mutatck1.wav");
|
|
sound_hit = gi.soundindex ("mutant/mutatck2.wav");
|
|
sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
|
|
sound_death = gi.soundindex ("mutant/mutdeth1.wav");
|
|
sound_idle = gi.soundindex ("mutant/mutidle1.wav");
|
|
sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
|
|
sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
|
|
sound_sight = gi.soundindex ("mutant/mutsght1.wav");
|
|
sound_search = gi.soundindex ("mutant/mutsrch1.wav");
|
|
sound_step1 = gi.soundindex ("mutant/step1.wav");
|
|
sound_step2 = gi.soundindex ("mutant/step2.wav");
|
|
sound_step3 = gi.soundindex ("mutant/step3.wav");
|
|
sound_thud = gi.soundindex ("mutant/thud1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/mutant/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
|
|
VectorSet (self->mins, -32, -32, -24);
|
|
VectorSet (self->maxs, 32, 32, 48);
|
|
|
|
// Lazarus: mapper-configurable health
|
|
if (!self->health)
|
|
self->health = 300;
|
|
if (!self->gib_health)
|
|
self->gib_health = -120;
|
|
if (!self->mass)
|
|
self->mass = 300;
|
|
|
|
self->pain = mutant_pain;
|
|
self->die = mutant_die;
|
|
|
|
self->monsterinfo.stand = mutant_stand;
|
|
self->monsterinfo.walk = mutant_walk;
|
|
self->monsterinfo.run = mutant_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = mutant_jump;
|
|
self->monsterinfo.melee = mutant_melee;
|
|
self->monsterinfo.sight = mutant_sight;
|
|
self->monsterinfo.search = mutant_search;
|
|
self->monsterinfo.idle = mutant_idle;
|
|
self->monsterinfo.checkattack = mutant_checkattack;
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.90;
|
|
|
|
if (monsterjump->value)
|
|
{
|
|
self->monsterinfo.jump = mutant_fake_jump;
|
|
self->monsterinfo.jumpup = 96;
|
|
self->monsterinfo.jumpdn = 160;
|
|
}
|
|
|
|
// 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 = "Mutant";
|
|
self->class_id = ENTITY_MONSTER_MUTANT;
|
|
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &mutant_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&mutant_move_death1,
|
|
&mutant_move_death2,
|
|
NULL};
|
|
M_SetDeath (self, (mmove_t **)&deathmoves);
|
|
}
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|