mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
f4fa61bf44
by. Bwahaha.
663 lines
15 KiB
C
663 lines
15 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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mutant
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_mutant.h"
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static int sound_swing;
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static int sound_hit;
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static int sound_hit2;
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static int sound_death;
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static int sound_idle;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_sight;
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static int sound_search;
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static int sound_step1;
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static int sound_step2;
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static int sound_step3;
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static int sound_thud;
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//
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// SOUNDS
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//
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void mutant_step (edict_t *self)
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{
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int n;
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n = (rand() + 1) % 3;
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if (n == 0)
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gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
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else if (n == 1)
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gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
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}
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void mutant_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void mutant_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void mutant_swing (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
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}
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//
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// STAND
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//
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mframe_t mutant_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}, // 10
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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}, // 20
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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}, // 30
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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}, // 40
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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}, // 50
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{ai_stand, 0, NULL}
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};
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mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};
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void mutant_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_stand;
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}
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//
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// IDLE
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//
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void mutant_idle_loop (edict_t *self)
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{
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if (random() < 0.75)
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self->monsterinfo.nextframe = FRAME_stand155;
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}
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mframe_t mutant_frames_idle [] =
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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}, // scratch loop start
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, mutant_idle_loop}, // scratch loop end
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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 mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};
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void mutant_idle (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_idle;
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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//
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// WALK
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//
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void mutant_walk (edict_t *self);
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mframe_t mutant_frames_walk [] =
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{
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{ai_walk, 3, NULL},
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{ai_walk, 1, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 10, NULL},
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{ai_walk, 13, NULL},
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{ai_walk, 10, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 16, NULL},
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{ai_walk, 15, NULL},
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{ai_walk, 6, NULL}
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};
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mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};
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void mutant_walk_loop (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_walk;
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}
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mframe_t mutant_frames_start_walk [] =
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{
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, -2, NULL},
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{ai_walk, 1, NULL}
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};
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mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};
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void mutant_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_start_walk;
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}
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//
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// RUN
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//
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mframe_t mutant_frames_run [] =
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{
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{ai_run, 40, NULL},
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{ai_run, 40, mutant_step},
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{ai_run, 24, NULL},
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{ai_run, 5, mutant_step},
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{ai_run, 17, NULL},
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{ai_run, 10, NULL}
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};
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mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};
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void mutant_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 = &mutant_move_stand;
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else
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self->monsterinfo.currentmove = &mutant_move_run;
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}
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//
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// MELEE
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//
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void mutant_hit_left (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
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}
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void mutant_hit_right (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
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}
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void mutant_check_refire (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
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self->monsterinfo.nextframe = FRAME_attack09;
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}
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mframe_t mutant_frames_attack [] =
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, mutant_hit_left},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, mutant_hit_right},
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{ai_charge, 0, mutant_check_refire}
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};
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mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};
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void mutant_melee (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_attack;
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}
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//
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// ATTACK
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//
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void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (self->health <= 0)
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{
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self->touch = NULL;
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return;
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}
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if (other->takedamage)
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{
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if (VectorLength(self->velocity) > 400)
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{
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vec3_t point;
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vec3_t normal;
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int damage;
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VectorCopy (self->velocity, normal);
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VectorNormalize(normal);
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VectorMA (self->s.origin, self->maxs[0], normal, point);
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damage = 40 + 10 * random();
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T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
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}
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}
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if (!M_CheckBottom (self))
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{
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if (self->groundentity)
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{
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self->monsterinfo.nextframe = FRAME_attack02;
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self->touch = NULL;
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}
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return;
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}
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self->touch = NULL;
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}
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void mutant_jump_takeoff (edict_t *self)
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{
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vec3_t forward;
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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AngleVectors (self->s.angles, forward, NULL, NULL);
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self->s.origin[2] += 1;
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VectorScale (forward, 600, self->velocity);
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self->velocity[2] = 250;
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self->groundentity = NULL;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->monsterinfo.attack_finished = level.time + 3;
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self->touch = mutant_jump_touch;
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}
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void mutant_check_landing (edict_t *self)
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{
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if (self->groundentity)
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{
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gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
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self->monsterinfo.attack_finished = 0;
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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return;
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}
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if (level.time > self->monsterinfo.attack_finished)
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self->monsterinfo.nextframe = FRAME_attack02;
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else
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self->monsterinfo.nextframe = FRAME_attack05;
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}
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mframe_t mutant_frames_jump [] =
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{
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{ai_charge, 0, NULL},
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{ai_charge, 17, NULL},
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{ai_charge, 15, mutant_jump_takeoff},
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{ai_charge, 15, NULL},
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{ai_charge, 15, mutant_check_landing},
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{ai_charge, 0, NULL},
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{ai_charge, 3, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};
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void mutant_jump (edict_t *self)
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{
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self->monsterinfo.currentmove = &mutant_move_jump;
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}
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//
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// CHECKATTACK
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//
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qboolean mutant_check_melee (edict_t *self)
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{
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if (range (self, self->enemy) == RANGE_MELEE)
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return true;
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return false;
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}
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qboolean mutant_check_jump (edict_t *self)
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{
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vec3_t v;
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float distance;
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if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
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return false;
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v[0] = self->s.origin[0] - self->enemy->s.origin[0];
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v[1] = self->s.origin[1] - self->enemy->s.origin[1];
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v[2] = 0;
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distance = VectorLength(v);
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if (distance < 100)
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return false;
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if (distance > 100)
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{
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if (random() < 0.9)
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return false;
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}
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return true;
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}
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qboolean mutant_checkattack (edict_t *self)
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{
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if (!self->enemy || self->enemy->health <= 0)
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return false;
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if (mutant_check_melee(self))
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{
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self->monsterinfo.attack_state = AS_MELEE;
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return true;
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}
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if (mutant_check_jump(self))
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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// FIXME play a jump sound here
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return true;
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}
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return false;
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}
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//
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// PAIN
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//
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mframe_t mutant_frames_pain1 [] =
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{
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{ai_move, 4, NULL},
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{ai_move, -3, NULL},
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{ai_move, -8, NULL},
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{ai_move, 2, NULL},
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{ai_move, 5, NULL}
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};
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mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};
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mframe_t mutant_frames_pain2 [] =
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{
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{ai_move, -24,NULL},
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{ai_move, 11, NULL},
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{ai_move, 5, NULL},
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{ai_move, -2, NULL},
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{ai_move, 6, NULL},
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{ai_move, 4, NULL}
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};
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mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};
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mframe_t mutant_frames_pain3 [] =
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{
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{ai_move, -22,NULL},
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{ai_move, 3, NULL},
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{ai_move, 3, NULL},
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{ai_move, 2, NULL},
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{ai_move, 1, NULL},
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{ai_move, 1, NULL},
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{ai_move, 6, NULL},
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{ai_move, 3, NULL},
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{ai_move, 2, NULL},
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{ai_move, 0, NULL},
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{ai_move, 1, NULL}
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};
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mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};
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void mutant_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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float r;
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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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if (skill->value == 3)
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return; // no pain anims in nightmare
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r = random();
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if (r < 0.33)
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{
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &mutant_move_pain1;
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}
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else if (r < 0.66)
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{
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &mutant_move_pain2;
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}
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else
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{
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &mutant_move_pain3;
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}
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}
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//
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// DEATH
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//
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void mutant_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
gi.linkentity (self);
|
|
|
|
M_FlyCheck (self);
|
|
}
|
|
|
|
mframe_t mutant_frames_death1 [] =
|
|
{
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};
|
|
|
|
mframe_t mutant_frames_death2 [] =
|
|
{
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};
|
|
|
|
void mutant_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
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;
|
|
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->s.skinnum = 1;
|
|
|
|
if (random() < 0.5)
|
|
self->monsterinfo.currentmove = &mutant_move_death1;
|
|
else
|
|
self->monsterinfo.currentmove = &mutant_move_death2;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_mutant (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_swing = gi.soundindex ("mutant/mutatck1.wav");
|
|
sound_hit = gi.soundindex ("mutant/mutatck2.wav");
|
|
sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
|
|
sound_death = gi.soundindex ("mutant/mutdeth1.wav");
|
|
sound_idle = gi.soundindex ("mutant/mutidle1.wav");
|
|
sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
|
|
sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
|
|
sound_sight = gi.soundindex ("mutant/mutsght1.wav");
|
|
sound_search = gi.soundindex ("mutant/mutsrch1.wav");
|
|
sound_step1 = gi.soundindex ("mutant/step1.wav");
|
|
sound_step2 = gi.soundindex ("mutant/step2.wav");
|
|
sound_step3 = gi.soundindex ("mutant/step3.wav");
|
|
sound_thud = gi.soundindex ("mutant/thud1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
|
|
VectorSet (self->mins, -32, -32, -24);
|
|
VectorSet (self->maxs, 32, 32, 48);
|
|
|
|
self->health = 300;
|
|
self->gib_health = -120;
|
|
self->mass = 300;
|
|
|
|
self->pain = mutant_pain;
|
|
self->die = mutant_die;
|
|
|
|
self->monsterinfo.stand = mutant_stand;
|
|
self->monsterinfo.walk = mutant_walk;
|
|
self->monsterinfo.run = mutant_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = mutant_jump;
|
|
self->monsterinfo.melee = mutant_melee;
|
|
self->monsterinfo.sight = mutant_sight;
|
|
self->monsterinfo.search = mutant_search;
|
|
self->monsterinfo.idle = mutant_idle;
|
|
self->monsterinfo.checkattack = mutant_checkattack;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &mutant_move_stand;
|
|
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
walkmonster_start (self);
|
|
}
|