quake2-rerelease-dll/rerelease/m_boss32.cpp
2023-08-07 14:48:30 -05:00

905 lines
20 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
Makron -- Final Boss
==============================================================================
*/
#include "g_local.h"
#include "m_boss32.h"
#include "m_flash.h"
void MakronRailgun(edict_t *self);
void MakronSaveloc(edict_t *self);
void MakronHyperblaster(edict_t *self);
void makron_step_left(edict_t *self);
void makron_step_right(edict_t *self);
void makronBFG(edict_t *self);
void makron_dead(edict_t *self);
static int sound_pain4;
static int sound_pain5;
static int sound_pain6;
static int sound_death;
static int sound_step_left;
static int sound_step_right;
static int sound_attack_bfg;
static int sound_brainsplorch;
static int sound_prerailgun;
static int sound_popup;
static int sound_taunt1;
static int sound_taunt2;
static int sound_taunt3;
static int sound_hit;
void makron_taunt(edict_t *self)
{
float r;
r = frandom();
if (r <= 0.3f)
gi.sound(self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
else if (r <= 0.6f)
gi.sound(self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
else
gi.sound(self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
}
//
// stand
//
mframe_t makron_frames_stand[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 10
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 20
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 30
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 40
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 50
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand } // 60
};
MMOVE_T(makron_move_stand) = { FRAME_stand201, FRAME_stand260, makron_frames_stand, nullptr };
MONSTERINFO_STAND(makron_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &makron_move_stand);
}
mframe_t makron_frames_run[] = {
{ ai_run, 3, makron_step_left },
{ ai_run, 12 },
{ ai_run, 8 },
{ ai_run, 8 },
{ ai_run, 8, makron_step_right },
{ ai_run, 6 },
{ ai_run, 12 },
{ ai_run, 9 },
{ ai_run, 6 },
{ ai_run, 12 }
};
MMOVE_T(makron_move_run) = { FRAME_walk204, FRAME_walk213, makron_frames_run, nullptr };
void makron_hit(edict_t *self)
{
gi.sound(self, CHAN_AUTO, sound_hit, 1, ATTN_NONE, 0);
}
void makron_popup(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_popup, 1, ATTN_NONE, 0);
}
void makron_step_left(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0);
}
void makron_step_right(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0);
}
void makron_brainsplorch(edict_t *self)
{
gi.sound(self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM, 0);
}
void makron_prerailgun(edict_t *self)
{
gi.sound(self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM, 0);
}
mframe_t makron_frames_walk[] = {
{ ai_walk, 3, makron_step_left },
{ ai_walk, 12 },
{ ai_walk, 8 },
{ ai_walk, 8 },
{ ai_walk, 8, makron_step_right },
{ ai_walk, 6 },
{ ai_walk, 12 },
{ ai_walk, 9 },
{ ai_walk, 6 },
{ ai_walk, 12 }
};
MMOVE_T(makron_move_walk) = { FRAME_walk204, FRAME_walk213, makron_frames_run, nullptr };
MONSTERINFO_WALK(makron_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &makron_move_walk);
}
MONSTERINFO_RUN(makron_run) (edict_t *self) -> void
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
M_SetAnimation(self, &makron_move_stand);
else
M_SetAnimation(self, &makron_move_run);
}
mframe_t makron_frames_pain6[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 10
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, makron_popup },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 20
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, makron_taunt },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_pain6) = { FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run };
mframe_t makron_frames_pain5[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_pain5) = { FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run };
mframe_t makron_frames_pain4[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_pain4) = { FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run };
/*
---
Makron Torso. This needs to be spawned in
---
*/
THINK(makron_torso_think) (edict_t *self) -> void
{
if (++self->s.frame >= 365)
self->s.frame = 346;
self->nextthink = level.time + 10_hz;
if (self->s.angles[0] > 0)
self->s.angles[0] = max(0.f, self->s.angles[0] - 15);
}
void makron_torso(edict_t *ent)
{
ent->s.frame = 346;
ent->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
ent->s.skinnum = 1;
ent->think = makron_torso_think;
ent->nextthink = level.time + 10_hz;
ent->s.sound = gi.soundindex("makron/spine.wav");
ent->movetype = MOVETYPE_TOSS;
ent->s.effects = EF_GIB;
vec3_t forward, up;
AngleVectors(ent->s.angles, forward, nullptr, up);
ent->velocity += (up * 120);
ent->velocity += (forward * -120);
ent->s.origin += (forward * -10);
ent->s.angles[0] = 90;
ent->avelocity = {};
gi.linkentity(ent);
}
void makron_spawn_torso(edict_t *self)
{
edict_t *tempent = ThrowGib(self, "models/monsters/boss3/rider/tris.md2", 0, GIB_NONE, self->s.scale);
tempent->s.origin = self->s.origin;
tempent->s.angles = self->s.angles;
self->maxs[2] -= tempent->maxs[2];
tempent->s.origin[2] += self->maxs[2] - 15;
makron_torso(tempent);
}
mframe_t makron_frames_death2[] = {
{ ai_move, -15 },
{ ai_move, 3 },
{ ai_move, -12 },
{ ai_move, 0, makron_step_left },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 10
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 11 },
{ ai_move, 12 },
{ ai_move, 11, makron_step_right },
{ ai_move },
{ ai_move }, // 20
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 30
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 5 },
{ ai_move, 7 },
{ ai_move, 6, makron_step_left },
{ ai_move },
{ ai_move },
{ ai_move, -1 },
{ ai_move, 2 }, // 40
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 50
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -6 },
{ ai_move, -4 },
{ ai_move, -6, makron_step_right },
{ ai_move, -4 },
{ ai_move, -4, makron_step_left },
{ ai_move },
{ ai_move }, // 60
{ ai_move },
{ ai_move },
{ ai_move, -2 },
{ ai_move, -5 },
{ ai_move, -3, makron_step_right },
{ ai_move, -8 },
{ ai_move, -3, makron_step_left },
{ ai_move, -7 },
{ ai_move, -4 },
{ ai_move, -4, makron_step_right }, // 70
{ ai_move, -6 },
{ ai_move, -7 },
{ ai_move, 0, makron_step_left },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }, // 80
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -2 },
{ ai_move },
{ ai_move },
{ ai_move, 2 },
{ ai_move }, // 90
{ ai_move, 27, makron_hit },
{ ai_move, 26 },
{ ai_move, 0, makron_brainsplorch },
{ ai_move },
{ ai_move } // 95
};
MMOVE_T(makron_move_death2) = { FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead };
#if 0
mframe_t makron_frames_death3[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_death3) = { FRAME_death301, FRAME_death320, makron_frames_death3, nullptr };
#endif
mframe_t makron_frames_sight[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_sight) = { FRAME_active01, FRAME_active13, makron_frames_sight, makron_run };
void makronBFG(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_MAKRON_BFG], forward, right);
vec = self->enemy->s.origin;
vec[2] += self->enemy->viewheight;
dir = vec - start;
dir.normalize();
gi.sound(self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
monster_fire_bfg(self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
}
mframe_t makron_frames_attack3[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, makronBFG },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_attack3) = { FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run };
mframe_t makron_frames_attack4[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move, 0, MakronHyperblaster }, // fire
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_attack4) = { FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run };
mframe_t makron_frames_attack5[] = {
{ ai_charge, 0, makron_prerailgun },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, MakronSaveloc },
{ ai_move, 0, MakronRailgun }, // Fire railgun
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(makron_move_attack5) = { FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run };
void MakronSaveloc(edict_t *self)
{
self->pos1 = self->enemy->s.origin; // save for aiming the shot
self->pos1[2] += self->enemy->viewheight;
};
void MakronRailgun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right);
// calc direction to where we targted
dir = self->pos1 - start;
dir.normalize();
monster_fire_railgun(self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
}
void MakronHyperblaster(edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
monster_muzzleflash_id_t flash_number = (monster_muzzleflash_id_t) (MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405));
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
if (self->enemy)
{
vec = self->enemy->s.origin;
vec[2] += self->enemy->viewheight;
vec -= start;
vec = vectoangles(vec);
dir[0] = vec[0];
}
else
{
dir[0] = 0;
}
if (self->s.frame <= FRAME_attak413)
dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
else
dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
dir[2] = 0;
AngleVectors(dir, forward, nullptr, nullptr);
monster_fire_blaster(self, start, forward, 15, 1000, flash_number, EF_BLASTER);
}
PAIN(makron_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
if (self->monsterinfo.active_move == &makron_move_sight)
return;
if (level.time < self->pain_debounce_time)
return;
// Lessen the chance of him going into his pain frames
if (mod.id != MOD_CHAINFIST && damage <= 25)
if (frandom() < 0.2f)
return;
self->pain_debounce_time = level.time + 3_sec;
bool do_pain6 = false;
if (damage <= 40)
gi.sound(self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE, 0);
else if (damage <= 110)
gi.sound(self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE, 0);
else
{
if (damage <= 150)
{
if (frandom() <= 0.45f)
{
do_pain6 = true;
gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0);
}
}
else
{
if (frandom() <= 0.35f)
{
do_pain6 = true;
gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0);
}
}
}
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
if (damage <= 40)
M_SetAnimation(self, &makron_move_pain4);
else if (damage <= 110)
M_SetAnimation(self, &makron_move_pain5);
else if (do_pain6)
M_SetAnimation(self, &makron_move_pain6);
}
MONSTERINFO_SETSKIN(makron_setskin) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
else
self->s.skinnum = 0;
}
MONSTERINFO_SIGHT(makron_sight) (edict_t *self, edict_t *other) -> void
{
M_SetAnimation(self, &makron_move_sight);
}
MONSTERINFO_ATTACK(makron_attack) (edict_t *self) -> void
{
float r;
r = frandom();
if (r <= 0.3f)
M_SetAnimation(self, &makron_move_attack3);
else if (r <= 0.6f)
M_SetAnimation(self, &makron_move_attack4);
else
M_SetAnimation(self, &makron_move_attack5);
}
//
// death
//
void makron_dead(edict_t *self)
{
self->mins = { -60, -60, 0 };
self->maxs = { 60, 60, 24 };
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
monster_dead(self);
}
DIE(makron_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
self->s.sound = 0;
// check for gib
if (M_CheckGib(self, mod))
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
ThrowGibs(self, damage, {
{ "models/objects/gibs/sm_meat/tris.md2" },
{ 4, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
{ "models/objects/gibs/gear/tris.md2", GIB_METALLIC | GIB_HEAD }
});
self->deadflag = true;
return;
}
if (self->deadflag)
return;
// regular death
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
self->deadflag = true;
self->takedamage = true;
self->svflags |= SVF_DEADMONSTER;
M_SetAnimation(self, &makron_move_death2);
makron_spawn_torso(self);
self->mins = { -60, -60, 0 };
self->maxs = { 60, 60, 48 };
}
MONSTERINFO_CHECKATTACK(Makron_CheckAttack) (edict_t *self) -> bool
{
vec3_t spot1, spot2;
vec3_t temp;
float chance;
trace_t tr;
float enemy_yaw;
if (self->enemy->health > 0)
{
// see if any entities are in the way of the shot
spot1 = self->s.origin;
spot1[2] += self->viewheight;
spot2 = self->enemy->s.origin;
spot2[2] += self->enemy->viewheight;
tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);
// do we have a clear shot?
if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
return false;
}
float enemy_range = range_to(self, self->enemy);
temp = self->enemy->s.origin - self->s.origin;
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_MID)
return false;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
chance = 0.4f;
}
else if (enemy_range <= RANGE_MELEE)
{
chance = 0.8f;
}
else if (enemy_range <= RANGE_NEAR)
{
chance = 0.4f;
}
else
{
chance = 0.2f;
}
if (frandom() < chance)
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + random_time(2_sec);
return true;
}
if (self->flags & FL_FLY)
{
if (frandom() < 0.3f)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
return false;
}
//
// monster_makron
//
void MakronPrecache()
{
sound_pain4 = gi.soundindex("makron/pain3.wav");
sound_pain5 = gi.soundindex("makron/pain2.wav");
sound_pain6 = gi.soundindex("makron/pain1.wav");
sound_death = gi.soundindex("makron/death.wav");
sound_step_left = gi.soundindex("makron/step1.wav");
sound_step_right = gi.soundindex("makron/step2.wav");
sound_attack_bfg = gi.soundindex("makron/bfg_fire.wav");
sound_brainsplorch = gi.soundindex("makron/brain1.wav");
sound_prerailgun = gi.soundindex("makron/rail_up.wav");
sound_popup = gi.soundindex("makron/popup.wav");
sound_taunt1 = gi.soundindex("makron/voice4.wav");
sound_taunt2 = gi.soundindex("makron/voice3.wav");
sound_taunt3 = gi.soundindex("makron/voice.wav");
sound_hit = gi.soundindex("makron/bhit.wav");
gi.modelindex("models/monsters/boss3/rider/tris.md2");
}
/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
*/
void SP_monster_makron(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
MakronPrecache();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
self->mins = { -30, -30, 0 };
self->maxs = { 30, 30, 90 };
self->health = 3000 * st.health_multiplier;
self->gib_health = -2000;
self->mass = 500;
self->pain = makron_pain;
self->die = makron_die;
self->monsterinfo.stand = makron_stand;
self->monsterinfo.walk = makron_walk;
self->monsterinfo.run = makron_run;
self->monsterinfo.dodge = nullptr;
self->monsterinfo.attack = makron_attack;
self->monsterinfo.melee = nullptr;
self->monsterinfo.sight = makron_sight;
self->monsterinfo.checkattack = Makron_CheckAttack;
self->monsterinfo.setskin = makron_setskin;
gi.linkentity(self);
// M_SetAnimation(self, &makron_move_stand);
M_SetAnimation(self, &makron_move_sight);
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
// PMM
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
// pmm
}
/*
=================
MakronSpawn
=================
*/
THINK(MakronSpawn) (edict_t *self) -> void
{
vec3_t vec;
edict_t *player;
SP_monster_makron(self);
self->think(self);
// jump at player
if (self->enemy && self->enemy->inuse && self->enemy->health > 0)
player = self->enemy;
else
player = AI_GetSightClient(self);
if (!player)
return;
vec = player->s.origin - self->s.origin;
self->s.angles[YAW] = vectoyaw(vec);
vec.normalize();
self->velocity = vec * 400;
self->velocity[2] = 200;
self->groundentity = nullptr;
self->enemy = player;
FoundTarget(self);
self->monsterinfo.sight(self, self->enemy);
self->s.frame = self->monsterinfo.nextframe = FRAME_active01; // FIXME: why????
}
/*
=================
MakronToss
Jorg is just about dead, so set up to launch Makron out
=================
*/
void MakronToss(edict_t *self)
{
edict_t *ent = G_Spawn();
ent->classname = "monster_makron";
ent->target = self->target;
ent->s.origin = self->s.origin;
ent->enemy = self->enemy;
MakronSpawn(ent);
// [Paril-KEX] set health bar over to Makron when we throw him out
for (size_t i = 0; i < 2; i++)
if (level.health_bar_entities[i] && level.health_bar_entities[i]->enemy == self)
level.health_bar_entities[i]->enemy = ent;
}