mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2025-02-25 04:30:45 +00:00
731 lines
No EOL
17 KiB
C++
731 lines
No EOL
17 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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SUPERTANK
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_supertank.h"
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#include "m_flash.h"
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constexpr spawnflags_t SPAWNFLAG_SUPERTANK_POWERSHIELD = 8_spawnflag;
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// n64
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constexpr spawnflags_t SPAWNFLAG_SUPERTANK_LONG_DEATH = 16_spawnflag;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain3;
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static int sound_death;
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static int sound_search1;
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static int sound_search2;
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static int tread_sound;
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void TreadSound(edict_t *self)
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{
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gi.sound(self, CHAN_BODY, tread_sound, 1, ATTN_NORM, 0);
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}
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MONSTERINFO_SEARCH(supertank_search) (edict_t *self) -> void
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{
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if (frandom() < 0.5f)
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gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
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}
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void supertank_dead(edict_t *self);
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void supertankRocket(edict_t *self);
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void supertankMachineGun(edict_t *self);
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void supertank_reattack1(edict_t *self);
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//
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// stand
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//
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mframe_t supertank_frames_stand[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(supertank_move_stand) = { FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, nullptr };
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MONSTERINFO_STAND(supertank_stand) (edict_t *self) -> void
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{
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M_SetAnimation(self, &supertank_move_stand);
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}
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mframe_t supertank_frames_run[] = {
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{ ai_run, 12, TreadSound },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 },
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{ ai_run, 12 }
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};
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MMOVE_T(supertank_move_run) = { FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, nullptr };
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//
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// walk
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//
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mframe_t supertank_frames_forward[] = {
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{ ai_walk, 4, TreadSound },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 },
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{ ai_walk, 4 }
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};
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MMOVE_T(supertank_move_forward) = { FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, nullptr };
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void supertank_forward(edict_t *self)
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{
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M_SetAnimation(self, &supertank_move_forward);
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}
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MONSTERINFO_WALK(supertank_walk) (edict_t *self) -> void
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{
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M_SetAnimation(self, &supertank_move_forward);
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}
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MONSTERINFO_RUN(supertank_run) (edict_t *self) -> void
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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M_SetAnimation(self, &supertank_move_stand);
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else
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M_SetAnimation(self, &supertank_move_run);
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}
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#if 0
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mframe_t supertank_frames_turn_right[] = {
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{ ai_move, 0, TreadSound },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_turn_right) = { FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run };
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mframe_t supertank_frames_turn_left[] = {
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{ ai_move, 0, TreadSound },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_turn_left) = { FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run };
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#endif
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mframe_t supertank_frames_pain3[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_pain3) = { FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run };
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mframe_t supertank_frames_pain2[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_pain2) = { FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run };
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mframe_t supertank_frames_pain1[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_pain1) = { FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run };
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static void BossLoop(edict_t *self)
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{
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if (!(self->spawnflags & SPAWNFLAG_SUPERTANK_LONG_DEATH))
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return;
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if (self->count)
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self->count--;
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else
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self->spawnflags &= ~SPAWNFLAG_SUPERTANK_LONG_DEATH;
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self->monsterinfo.nextframe = FRAME_death_19;
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}
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static void supertankGrenade(edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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monster_muzzleflash_id_t flash_number;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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if (self->s.frame == FRAME_attak4_1)
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flash_number = MZ2_SUPERTANK_GRENADE_1;
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else
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flash_number = MZ2_SUPERTANK_GRENADE_2;
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AngleVectors(self->s.angles, forward, right, nullptr);
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start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
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vec3_t aim_point;
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PredictAim(self, self->enemy, start, 0, false, crandom_open() * 0.1f, &forward, &aim_point);
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for (float speed = 500.f; speed < 1000.f; speed += 100.f)
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{
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if (!M_CalculatePitchToFire(self, aim_point, start, forward, speed, 2.5f, true))
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continue;
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monster_fire_grenade(self, start, forward, 50, speed, flash_number, 0.f, 0.f);
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break;
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}
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}
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mframe_t supertank_frames_death1[] = {
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{ ai_move, 0, BossExplode },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move, 0, BossLoop }
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};
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MMOVE_T(supertank_move_death) = { FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead };
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mframe_t supertank_frames_attack4[] = {
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{ ai_move, 0, supertankGrenade },
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{ ai_move },
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{ ai_move },
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{ ai_move, 0, supertankGrenade },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_attack4) = { FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run };
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mframe_t supertank_frames_attack2[] = {
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge, 0, supertankRocket },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge, 0, supertankRocket },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge, 0, supertankRocket },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_charge },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_attack2) = { FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run };
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mframe_t supertank_frames_attack1[] = {
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{ ai_charge, 0, supertankMachineGun },
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{ ai_charge, 0, supertankMachineGun },
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{ ai_charge, 0, supertankMachineGun },
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{ ai_charge, 0, supertankMachineGun },
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{ ai_charge, 0, supertankMachineGun },
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{ ai_charge, 0, supertankMachineGun },
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};
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MMOVE_T(supertank_move_attack1) = { FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1 };
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mframe_t supertank_frames_end_attack1[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(supertank_move_end_attack1) = { FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run };
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void supertank_reattack1(edict_t *self)
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{
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if (visible(self, self->enemy))
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{
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if (self->timestamp >= level.time || frandom() < 0.3f)
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M_SetAnimation(self, &supertank_move_attack1);
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else
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M_SetAnimation(self, &supertank_move_end_attack1);
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}
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else
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M_SetAnimation(self, &supertank_move_end_attack1);
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}
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PAIN(supertank_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
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{
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if (level.time < self->pain_debounce_time)
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return;
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// Lessen the chance of him going into his pain frames
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if (mod.id != MOD_CHAINFIST)
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{
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if (damage <= 25)
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if (frandom() < 0.2f)
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return;
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// Don't go into pain if he's firing his rockets
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if ((self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14))
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return;
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}
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if (damage <= 10)
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gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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else if (damage <= 25)
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gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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self->pain_debounce_time = level.time + 3_sec;
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if (!M_ShouldReactToPain(self, mod))
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return; // no pain anims in nightmare
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if (damage <= 10)
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M_SetAnimation(self, &supertank_move_pain1);
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else if (damage <= 25)
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M_SetAnimation(self, &supertank_move_pain2);
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else
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M_SetAnimation(self, &supertank_move_pain3);
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}
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MONSTERINFO_SETSKIN(supertank_setskin) (edict_t *self) -> void
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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else
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self->s.skinnum &= ~1;
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}
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void supertankRocket(edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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vec3_t vec;
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monster_muzzleflash_id_t flash_number;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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if (self->s.frame == FRAME_attak2_8)
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flash_number = MZ2_SUPERTANK_ROCKET_1;
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else if (self->s.frame == FRAME_attak2_11)
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flash_number = MZ2_SUPERTANK_ROCKET_2;
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else // (self->s.frame == FRAME_attak2_14)
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flash_number = MZ2_SUPERTANK_ROCKET_3;
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AngleVectors(self->s.angles, forward, right, nullptr);
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start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
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if (self->spawnflags.has(SPAWNFLAG_SUPERTANK_POWERSHIELD))
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{
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vec = self->enemy->s.origin;
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vec[2] += self->enemy->viewheight;
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dir = vec - start;
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dir.normalize();
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monster_fire_heat(self, start, dir, 40, 500, flash_number, 0.075f);
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}
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else
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{
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PredictAim(self, self->enemy, start, 750, false, 0.f, &forward, nullptr);
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monster_fire_rocket(self, start, forward, 50, 750, flash_number);
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}
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}
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void supertankMachineGun(edict_t *self)
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{
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vec3_t dir;
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vec3_t start;
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vec3_t forward, right;
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monster_muzzleflash_id_t flash_number;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1));
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dir[0] = 0;
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dir[1] = self->s.angles[1];
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dir[2] = 0;
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AngleVectors(dir, forward, right, nullptr);
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start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
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|
PredictAim(self, self->enemy, start, 0, true, -0.1f, &forward, nullptr);
|
|
monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD * 3, flash_number);
|
|
}
|
|
|
|
MONSTERINFO_ATTACK(supertank_attack) (edict_t *self) -> void
|
|
{
|
|
vec3_t vec;
|
|
float range;
|
|
|
|
vec = self->enemy->s.origin - self->s.origin;
|
|
range = range_to(self, self->enemy);
|
|
|
|
// Attack 1 == Chaingun
|
|
// Attack 2 == Rocket Launcher
|
|
// Attack 3 == Grenade Launcher
|
|
bool chaingun_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_MACHINEGUN_1]);
|
|
bool rocket_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_ROCKET_1]);
|
|
bool grenade_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_GRENADE_1]);
|
|
|
|
// fire rockets more often at distance
|
|
if (chaingun_good && (!rocket_good || range <= 540 || frandom() < 0.3f))
|
|
{
|
|
// prefer grenade if the enemy is above us
|
|
if (grenade_good && (range >= 350 || vec.z > 120.f || frandom() < 0.2f))
|
|
M_SetAnimation(self, &supertank_move_attack4);
|
|
else
|
|
{
|
|
M_SetAnimation(self, &supertank_move_attack1);
|
|
self->timestamp = level.time + random_time(1500_ms, 2700_ms);
|
|
}
|
|
}
|
|
else if (rocket_good)
|
|
{
|
|
// prefer grenade if the enemy is above us
|
|
if (grenade_good && (vec.z > 120.f || frandom() < 0.2f))
|
|
M_SetAnimation(self, &supertank_move_attack4);
|
|
else
|
|
M_SetAnimation(self, &supertank_move_attack2);
|
|
}
|
|
else if (grenade_good)
|
|
M_SetAnimation(self, &supertank_move_attack4);
|
|
}
|
|
|
|
//
|
|
// death
|
|
//
|
|
|
|
static void supertank_gib(edict_t *self)
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_EXPLOSION1_BIG);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
|
|
self->s.sound = 0;
|
|
self->s.skinnum /= 2;
|
|
|
|
ThrowGibs(self, 500, {
|
|
{ 2, "models/objects/gibs/sm_meat/tris.md2" },
|
|
{ 2, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
|
|
{ "models/monsters/boss1/gibs/cgun.md2", GIB_SKINNED | GIB_METALLIC },
|
|
{ "models/monsters/boss1/gibs/chest.md2", GIB_SKINNED },
|
|
{ "models/monsters/boss1/gibs/core.md2", GIB_SKINNED },
|
|
{ "models/monsters/boss1/gibs/ltread.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/boss1/gibs/rgun.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/boss1/gibs/rtread.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/boss1/gibs/tube.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/boss1/gibs/head.md2", GIB_SKINNED | GIB_METALLIC | GIB_HEAD }
|
|
});
|
|
}
|
|
|
|
void supertank_dead(edict_t *self)
|
|
{
|
|
// no blowy on deady
|
|
if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD))
|
|
{
|
|
self->deadflag = false;
|
|
self->takedamage = true;
|
|
return;
|
|
}
|
|
|
|
supertank_gib(self);
|
|
}
|
|
|
|
DIE(supertank_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
|
|
{
|
|
if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD))
|
|
{
|
|
// check for gib
|
|
if (M_CheckGib(self, mod))
|
|
{
|
|
supertank_gib(self);
|
|
self->deadflag = true;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->deadflag = true;
|
|
self->takedamage = false;
|
|
}
|
|
|
|
M_SetAnimation(self, &supertank_move_death);
|
|
}
|
|
|
|
//===========
|
|
// PGM
|
|
MONSTERINFO_BLOCKED(supertank_blocked) (edict_t *self, float dist) -> bool
|
|
{
|
|
if (blocked_checkplat(self, dist))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
// PGM
|
|
//===========
|
|
|
|
//
|
|
// monster_supertank
|
|
//
|
|
|
|
// RAFAEL (Powershield)
|
|
|
|
/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight Powershield LongDeath
|
|
*/
|
|
void SP_monster_supertank(edict_t *self)
|
|
{
|
|
if ( !M_AllowSpawn( self ) ) {
|
|
G_FreeEdict( self );
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex("bosstank/btkpain1.wav");
|
|
sound_pain2 = gi.soundindex("bosstank/btkpain2.wav");
|
|
sound_pain3 = gi.soundindex("bosstank/btkpain3.wav");
|
|
sound_death = gi.soundindex("bosstank/btkdeth1.wav");
|
|
sound_search1 = gi.soundindex("bosstank/btkunqv1.wav");
|
|
sound_search2 = gi.soundindex("bosstank/btkunqv2.wav");
|
|
|
|
tread_sound = gi.soundindex("bosstank/btkengn1.wav");
|
|
|
|
gi.soundindex("gunner/gunatck3.wav");
|
|
gi.soundindex("infantry/infatck1.wav");
|
|
gi.soundindex("tank/rocket.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2");
|
|
|
|
gi.modelindex("models/monsters/boss1/gibs/cgun.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/chest.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/core.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/head.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/ltread.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/rgun.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/rtread.md2");
|
|
gi.modelindex("models/monsters/boss1/gibs/tube.md2");
|
|
|
|
self->mins = { -64, -64, 0 };
|
|
self->maxs = { 64, 64, 112 };
|
|
|
|
self->health = 1500 * st.health_multiplier;
|
|
self->gib_health = -500;
|
|
self->mass = 800;
|
|
|
|
self->pain = supertank_pain;
|
|
self->die = supertank_die;
|
|
self->monsterinfo.stand = supertank_stand;
|
|
self->monsterinfo.walk = supertank_walk;
|
|
self->monsterinfo.run = supertank_run;
|
|
self->monsterinfo.dodge = nullptr;
|
|
self->monsterinfo.attack = supertank_attack;
|
|
self->monsterinfo.search = supertank_search;
|
|
self->monsterinfo.melee = nullptr;
|
|
self->monsterinfo.sight = nullptr;
|
|
self->monsterinfo.blocked = supertank_blocked; // PGM
|
|
self->monsterinfo.setskin = supertank_setskin;
|
|
|
|
gi.linkentity(self);
|
|
|
|
M_SetAnimation(self, &supertank_move_stand);
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
// RAFAEL
|
|
if (self->spawnflags.has(SPAWNFLAG_SUPERTANK_POWERSHIELD))
|
|
{
|
|
if (!st.was_key_specified("power_armor_type"))
|
|
self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD;
|
|
if (!st.was_key_specified("power_armor_power"))
|
|
self->monsterinfo.power_armor_power = 400;
|
|
}
|
|
// RAFAEL
|
|
|
|
walkmonster_start(self);
|
|
|
|
// PMM
|
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
|
// pmm
|
|
|
|
// TODO
|
|
if (level.is_n64)
|
|
{
|
|
self->spawnflags |= SPAWNFLAG_SUPERTANK_LONG_DEATH;
|
|
self->count = 10;
|
|
}
|
|
}
|
|
|
|
//
|
|
// monster_boss5
|
|
// RAFAEL
|
|
//
|
|
|
|
/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_boss5(edict_t *self)
|
|
{
|
|
self->spawnflags |= SPAWNFLAG_SUPERTANK_POWERSHIELD;
|
|
SP_monster_supertank(self);
|
|
gi.soundindex("weapons/railgr1a.wav");
|
|
self->s.skinnum = 2;
|
|
} |