quake2-zaero/z_boss.h

137 lines
4.2 KiB
C

#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