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