thirtyflightsofloving/missionpack/m_boss2.c
Knightmare66 0d4e872ce9 Added LMCTF / LM Escape plasma rifle to missionpack DLL.
Added plasma guards (monster_soldier_plasma_re and monster_soldier_plasma_sp) from LM Escape to missionpack DLL.
Added Zaero items/weapons to missionpack DLL.
Added support for Zaero doors  to missionpack DLL.
Fixed crash caused by killtargeting sentien (laser edict not freed) in missionpack DLL.
Fixed bug with broken Rogue turrets in missionpack DLL.
Fixed crash in g_combat.c->M_ReactToDamage() caused by attacker with NULL classname in missionpack DLL.
2020-08-09 02:45:19 -04:00

933 lines
26 KiB
C

/*
==============================================================================
boss2
==============================================================================
*/
#include "g_local.h"
#include "m_boss2.h"
qboolean infront (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
void boss2_search (edict_t *self)
{
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); // was ATTN_NONE
}
void boss2_run (edict_t *self);
void boss2_stand (edict_t *self);
void boss2_dead (edict_t *self);
void boss2_attack (edict_t *self);
void boss2_attack_mg (edict_t *self);
void boss2_reattack_mg (edict_t *self);
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
#define BOSS2_ROCKET_SPEED 750
void Boss2PredictiveRocket (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
float time, dist;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("predictive fire\n");
AngleVectors (self->s.angles, forward, right, NULL);
//1
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
// dir[2] += self->enemy->viewheight;
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time-0.3, self->enemy->velocity, vec);
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//2
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
// dir[2] += self->enemy->viewheight;
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time-0.15, self->enemy->velocity, vec);
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);
monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//3
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
// dir[2] += self->enemy->viewheight;
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time, self->enemy->velocity, vec);
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);
monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//4
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
// dir[2] += self->enemy->viewheight;
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time+0.15, self->enemy->velocity, vec);
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
}
void Boss2Rocket (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
if(self->enemy)
{
if(self->enemy->client && random() < 0.9)
{
Boss2PredictiveRocket(self);
return;
}
}
AngleVectors (self->s.angles, forward, right, NULL);
//1
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
vec[2] -= 15;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
VectorMA (dir, 0.4, right, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//2
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
VectorMA (dir, 0.025, right, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//3
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
VectorMA (dir, -0.025, right, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//4
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
vec[2] -= 15;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
VectorMA (dir, -0.4, right, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
//5
// G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
// VectorSubtract (vec, start, dir);
// VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
}
void boss2_firebullet_right (edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
// VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (target, start, forward);
VectorNormalize (forward);
// Zaero add
if (EMPNukeCheck(self, start))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}
// end Zaero
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
// monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
}
void boss2_firebullet_left (edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
// VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (target, start, forward);
VectorNormalize (forward);
// Zaero add
if (EMPNukeCheck(self, start))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}
// end Zaero
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
// monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
}
void Boss2MachineGun (edict_t *self)
{
/* vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
int flash_number;
AngleVectors (self->s.angles, forward, right, NULL);
flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
*/
boss2_firebullet_left(self);
boss2_firebullet_right(self);
}
mframe_t boss2_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
mframe_t boss2_frames_fidget [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
mframe_t boss2_frames_walk [] =
{
/* PMM - normally, this is all 8's .. I upped it */
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL
};
mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
mframe_t boss2_frames_run [] =
{
/* PMM - normally, this is all 8's .. I upped it */
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL
};
mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
mframe_t boss2_frames_attack_pre_mg [] =
{
/* used to be all 1's .. what a slow guy */
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, boss2_attack_mg
};
mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
// Loop this
mframe_t boss2_frames_attack_mg [] =
{
/* used to be all 1's .. what a slow guy */
ai_charge, 2, Boss2MachineGun,
ai_charge, 2, Boss2MachineGun,
ai_charge, 2, Boss2MachineGun,
ai_charge, 2, Boss2MachineGun,
ai_charge, 2, Boss2MachineGun,
ai_charge, 2, boss2_reattack_mg
};
mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
mframe_t boss2_frames_attack_post_mg [] =
{
/* used to be all 1's .. what a slow guy */
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL
};
mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
mframe_t boss2_frames_attack_rocket [] =
{
/* used to be all 1's .. except the Boss2Rocket frame, which was -20(!) */
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_move, -5, Boss2Rocket,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL,
ai_charge, 2, NULL
};
mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
mframe_t boss2_frames_pain_heavy [] =
{
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,
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 boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
mframe_t boss2_frames_pain_light [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
mframe_t boss2_frames_death [] =
{
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,
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,
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,
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,
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, boss2_dead //was BossExplode
};
mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, NULL}; //was boss2_dead
void boss2_stand (edict_t *self)
{
self->monsterinfo.currentmove = &boss2_move_stand;
}
void boss2_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &boss2_move_stand;
else
self->monsterinfo.currentmove = &boss2_move_run;
}
void boss2_walk (edict_t *self)
{
self->monsterinfo.currentmove = &boss2_move_walk;
}
void boss2_attack (edict_t *self)
{
vec3_t vec;
float range;
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
if (range <= 125)
{
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
}
else
{
if (random() <= 0.6)
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
else
self->monsterinfo.currentmove = &boss2_move_attack_rocket;
}
}
void boss2_attack_mg (edict_t *self)
{
self->monsterinfo.currentmove = &boss2_move_attack_mg;
}
void boss2_reattack_mg (edict_t *self)
{
if ( infront(self, self->enemy) )
if (random() <= 0.7)
self->monsterinfo.currentmove = &boss2_move_attack_mg;
else
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
else
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
}
void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) // custom bloodtype flag check
self->blood_type = 3; // sparks and blood
}
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
// American wanted these at no attenuation
if (damage < 10)
{
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0); // was ATTN_NONE
self->monsterinfo.currentmove = &boss2_move_pain_light;
}
else if (damage < 30)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); // was ATTN_NONE
self->monsterinfo.currentmove = &boss2_move_pain_light;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); // was ATTN_NONE
self->monsterinfo.currentmove = &boss2_move_pain_heavy;
}
}
void boss2_dead (edict_t *self)
{
VectorSet (self->mins, -48, -48, 0);
VectorSet (self->maxs, 48, 48, 80);
self->movetype = MOVETYPE_TOSS;
// self->svflags |= SVF_DEADMONSTER;
self->s.frame = FRAME_death50;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
}
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) //custom bloodtype flag check
self->blood_type = 3; //sparks and blood
self->s.sound = 0;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
//Knightmare- check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
BossExplode (self);
if (self->deadflag == DEAD_DEAD)
return;
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); // was ATTN_NONE
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES; //was DAMAGE_NO
self->count = 0;
self->monsterinfo.currentmove = &boss2_move_death;
#if 0
int n;
self->s.sound = 0;
// check for gib
if (self->health <= self->gib_health)
{
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", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &boss2_move_death;
#endif
}
qboolean Boss2_CheckAttack (edict_t *self)
{
vec3_t spot1, spot2;
vec3_t temp;
float chance;
trace_t tr;
qboolean enemy_infront;
int enemy_range;
float enemy_yaw;
if (self->enemy->health > 0)
{
// see if any entities are in the way of the shot
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
// do we have a clear shot?
if (tr.ent != self->enemy)
{
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
return false;
}
}
enemy_infront = infront(self, self->enemy);
enemy_range = range(self, self->enemy);
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
enemy_yaw = vectoyaw(temp);
self->ideal_yaw = enemy_yaw;
// melee attack
if (enemy_range == RANGE_MELEE)
{
if (self->monsterinfo.melee)
self->monsterinfo.attack_state = AS_MELEE;
else
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
// missile attack
if (!self->monsterinfo.attack)
return false;
if (level.time < self->monsterinfo.attack_finished)
return false;
if (enemy_range == RANGE_FAR)
return false;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
chance = 0.4;
}
else if (enemy_range == RANGE_MELEE)
{
chance = 0.8;
}
else if (enemy_range == RANGE_NEAR)
{
chance = 0.8;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.8;
}
else
{
return false;
}
// PGM - go ahead and shoot every time if it's a info_notnull
if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2*random();
return true;
}
if (self->flags & FL_FLY)
{
if (random() < 0.3)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
return false;
}
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight GoodGuy NoGib HomingRockets
*/
void SP_monster_boss2 (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = ATTN_IDLE;
#endif
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/boss2/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
VectorSet (self->mins, -56, -56, 0);
VectorSet (self->maxs, 56, 56, 80);
if(!self->health)
self->health = 2000;
if(!self->gib_health)
self->gib_health = -999;
if(!self->mass)
self->mass = 1000;
self->yaw_speed = 50;
self->flags |= FL_IMMUNE_LASER;
self->pain = boss2_pain;
self->die = boss2_die;
self->monsterinfo.stand = boss2_stand;
self->monsterinfo.walk = boss2_walk;
self->monsterinfo.run = boss2_run;
self->monsterinfo.attack = boss2_attack;
self->monsterinfo.search = boss2_search;
self->monsterinfo.checkattack = Boss2_CheckAttack;
if (!self->blood_type)
self->blood_type = 2; //sparks
else
self->fogclip |= 2; //custom bloodtype flag
gi.linkentity (self);
self->monsterinfo.currentmove = &boss2_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
// 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 = "Hornet";
flymonster_start (self);
}