mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
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76 lines
2 KiB
C
76 lines
2 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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==============================================================================
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boss3
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_boss32.h"
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void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BOSSTPORT);
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gi.WritePosition (ent->s.origin);
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gi.multicast (ent->s.origin, MULTICAST_PVS);
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G_FreeEdict (ent);
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}
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void Think_Boss3Stand (edict_t *ent)
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{
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if (ent->s.frame == FRAME_stand260)
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ent->s.frame = FRAME_stand201;
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else
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ent->s.frame++;
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ent->nextthink = level.time + FRAMETIME;
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}
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/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
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Just stands and cycles in one place until targeted, then teleports away.
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*/
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void SP_monster_boss3_stand (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->model = "models/monsters/boss3/rider/tris.md2";
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self->s.modelindex = gi.modelindex (self->model);
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self->s.frame = FRAME_stand201;
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gi.soundindex ("misc/bigtele.wav");
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VectorSet (self->mins, -32, -32, 0);
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VectorSet (self->maxs, 32, 32, 90);
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self->use = Use_Boss3;
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self->think = Think_Boss3Stand;
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self->nextthink = level.time + FRAMETIME;
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gi.linkentity (self);
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}
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