mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
679 lines
16 KiB
C
679 lines
16 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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boss2
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_boss2.h"
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void BossExplode (edict_t *self);
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qboolean infront (edict_t *self, edict_t *other);
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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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void boss2_search (edict_t *self)
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{
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if (random() < 0.5)
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gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
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}
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void boss2_run (edict_t *self);
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void boss2_stand (edict_t *self);
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void boss2_dead (edict_t *self);
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void boss2_attack (edict_t *self);
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void boss2_attack_mg (edict_t *self);
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void boss2_reattack_mg (edict_t *self);
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void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void Boss2Rocket (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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AngleVectors (self->s.angles, forward, right, NULL);
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//1
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
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//2
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
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//3
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
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//4
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
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}
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void boss2_firebullet_right (edict_t *self)
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{
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vec3_t forward, right, target;
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vec3_t start;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
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}
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void boss2_firebullet_left (edict_t *self)
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{
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vec3_t forward, right, target;
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vec3_t start;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
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}
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void Boss2MachineGun (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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int flash_number;
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AngleVectors (self->s.angles, forward, right, NULL);
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flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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*/
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boss2_firebullet_left(self);
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boss2_firebullet_right(self);
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}
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mframe_t boss2_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
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mframe_t boss2_frames_fidget [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
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mframe_t boss2_frames_walk [] =
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{
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL,
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ai_walk, 8, NULL
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};
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mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
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mframe_t boss2_frames_run [] =
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{
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL,
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ai_run, 8, NULL
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};
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mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
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mframe_t boss2_frames_attack_pre_mg [] =
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{
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, boss2_attack_mg
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};
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mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
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// Loop this
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mframe_t boss2_frames_attack_mg [] =
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{
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ai_charge, 1, Boss2MachineGun,
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ai_charge, 1, Boss2MachineGun,
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ai_charge, 1, Boss2MachineGun,
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ai_charge, 1, Boss2MachineGun,
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ai_charge, 1, Boss2MachineGun,
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ai_charge, 1, boss2_reattack_mg
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};
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mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
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mframe_t boss2_frames_attack_post_mg [] =
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{
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL
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};
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mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
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mframe_t boss2_frames_attack_rocket [] =
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{
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_move, -20, Boss2Rocket,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, NULL
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};
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mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
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mframe_t boss2_frames_pain_heavy [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
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mframe_t boss2_frames_pain_light [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
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mframe_t boss2_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, BossExplode
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};
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mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
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void boss2_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss2_move_stand;
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}
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void boss2_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &boss2_move_stand;
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else
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self->monsterinfo.currentmove = &boss2_move_run;
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}
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void boss2_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss2_move_walk;
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}
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void boss2_attack (edict_t *self)
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{
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vec3_t vec;
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float range;
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VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
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range = VectorLength (vec);
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if (range <= 125)
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{
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self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
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}
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else
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{
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if (random() <= 0.6)
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self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
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else
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self->monsterinfo.currentmove = &boss2_move_attack_rocket;
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}
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}
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void boss2_attack_mg (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss2_move_attack_mg;
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}
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void boss2_reattack_mg (edict_t *self)
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{
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if ( infront(self, self->enemy) )
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if (random() <= 0.7)
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self->monsterinfo.currentmove = &boss2_move_attack_mg;
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else
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self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
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else
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self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
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}
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void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
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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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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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// American wanted these at no attenuation
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if (damage < 10)
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{
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gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
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self->monsterinfo.currentmove = &boss2_move_pain_light;
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}
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else if (damage < 30)
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{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
|
|
self->monsterinfo.currentmove = &boss2_move_pain_light;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
|
|
self->monsterinfo.currentmove = &boss2_move_pain_heavy;
|
|
}
|
|
}
|
|
|
|
void boss2_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -56, -56, 0);
|
|
VectorSet (self->maxs, 56, 56, 80);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_NO;
|
|
self->count = 0;
|
|
self->monsterinfo.currentmove = &boss2_move_death;
|
|
#if 0
|
|
int n;
|
|
|
|
self->s.sound = 0;
|
|
// check for gib
|
|
if (self->health <= self->gib_health)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n= 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
|
|
for (n= 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
|
self->deadflag = DEAD_DEAD;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag == DEAD_DEAD)
|
|
return;
|
|
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->monsterinfo.currentmove = &boss2_move_death;
|
|
#endif
|
|
}
|
|
|
|
qboolean Boss2_CheckAttack (edict_t *self)
|
|
{
|
|
vec3_t spot1, spot2;
|
|
vec3_t temp;
|
|
float chance;
|
|
trace_t tr;
|
|
qboolean enemy_infront;
|
|
int enemy_range;
|
|
float enemy_yaw;
|
|
|
|
if (self->enemy->health > 0)
|
|
{
|
|
// see if any entities are in the way of the shot
|
|
VectorCopy (self->s.origin, spot1);
|
|
spot1[2] += self->viewheight;
|
|
VectorCopy (self->enemy->s.origin, spot2);
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
|
|
|
|
// do we have a clear shot?
|
|
if (tr.ent != self->enemy)
|
|
return false;
|
|
}
|
|
|
|
enemy_infront = infront(self, self->enemy);
|
|
enemy_range = range(self, self->enemy);
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
|
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_FAR)
|
|
return false;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
chance = 0.4;
|
|
}
|
|
else if (enemy_range == RANGE_MELEE)
|
|
{
|
|
chance = 0.8;
|
|
}
|
|
else if (enemy_range == RANGE_NEAR)
|
|
{
|
|
chance = 0.8;
|
|
}
|
|
else if (enemy_range == RANGE_MID)
|
|
{
|
|
chance = 0.8;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (random () < chance)
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
self->monsterinfo.attack_finished = level.time + 2*random();
|
|
return true;
|
|
}
|
|
|
|
if (self->flags & FL_FLY)
|
|
{
|
|
if (random() < 0.3)
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
else
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_boss2 (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
|
|
sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
|
|
sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
|
|
sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
|
|
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
|
|
|
|
self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
|
|
VectorSet (self->mins, -56, -56, 0);
|
|
VectorSet (self->maxs, 56, 56, 80);
|
|
|
|
self->health = 2000;
|
|
self->gib_health = -200;
|
|
self->mass = 1000;
|
|
|
|
self->flags |= FL_IMMUNE_LASER;
|
|
|
|
self->pain = boss2_pain;
|
|
self->die = boss2_die;
|
|
|
|
self->monsterinfo.stand = boss2_stand;
|
|
self->monsterinfo.walk = boss2_walk;
|
|
self->monsterinfo.run = boss2_run;
|
|
self->monsterinfo.attack = boss2_attack;
|
|
self->monsterinfo.search = boss2_search;
|
|
self->monsterinfo.checkattack = Boss2_CheckAttack;
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &boss2_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
flymonster_start (self);
|
|
}
|