133 lines
No EOL
3.5 KiB
C
133 lines
No EOL
3.5 KiB
C
#include "g_local.h"
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typedef enum AnimID_e
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{
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ANIM_FLOAT,
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ANIM_HURTIDLE,
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ANIM_ATTACK1,
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ANIM_ATTACK2,
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ANIM_ATTACK2B,
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ANIM_ATTACK3,
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ANIM_DEF1,
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ANIM_DEF2,
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ANIM_WALK,
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ANIM_FLY,
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ANIM_GETUP,
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ANIM_RETORT,
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ANIM_FALL,
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ANIM_GLIDE,
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ANIM_GROUND_ATTACK,
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ANIM_TRACKING1,
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ANIM_ATTACK4,
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NUM_ANIMS
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} AnimID_t;
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typedef enum SoundID_e
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{
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//quake attack
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SND_QUAKE,
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//straightt-fire beam
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SND_BEAM,
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SND_BEAMHIT,
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//homing balls
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SND_HOMING,
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SND_HOMEHIT,
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//power Puff
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SND_PPCHARGE,
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SND_PPFIRE,
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SND_PPEXPLODE,
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//Lightning from eyes
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SND_LIGHTNING,
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SND_LGHTNGHIT,
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//Shove
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SND_FORCEWALL,
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//Shield
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SND_MAKESHIELD,
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SND_SHIELDHIT,
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SND_SHIELDPULSE,
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SND_SHIELDGONE,
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SND_SHIELDBREAK,
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//Fly forward
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SND_RUSH,
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//hurt and get up
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SND_FALL,
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SND_REVIVE,
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//strafing beams attack
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SND_STRAFEON,
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SND_STRFSWNG,
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SND_STRAFEOFF,
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//hurt/kill player laugh
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SND_LAUGH,
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//Taunt sounds
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TAUNT_LAUGH1,
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TAUNT_LAUGH2,
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TAUNT_LAUGH3,
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TAUNT_LAUGH4,
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TAUNT_BELLY1,
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TAUNT_BELLY2,
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TAUNT_BELLY3,
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NUM_SOUNDS
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} SoundID_t;
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extern animmove_t morcalavin_move_float,
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morcalavin_move_hurtidle,
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morcalavin_move_attack1,
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morcalavin_move_attack2,
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morcalavin_move_attack2b,
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morcalavin_move_attack3,
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morcalavin_move_def1,
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morcalavin_move_def2,
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morcalavin_move_walk,
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morcalavin_move_fly,
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morcalavin_move_getup,
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morcalavin_move_retort,
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morcalavin_move_fall,
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morcalavin_move_glide,
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morcalavin_move_ground_attack,
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morcalavin_move_tracking_attack1,
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morcalavin_move_attack4;
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//void morcalavin_fire1( edict_t *self, float pitch_ofs, float yaw_ofs, float roll_ofs );
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//void morcalavin_strike( edict_t *self, float damage );
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void morcalavin_idle( edict_t *self );
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void morcalavin_move( edict_t *self, float vf, float vr, float vu );
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void morcalavin_pause( edict_t *self );
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void morcalavin_retort( edict_t *self);
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void morcalavin_getup( edict_t *self);
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void morcalavin_hurtidle( edict_t *self);
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//void morcalavin_shove (edict_t *self, float mindist, float maxdist, float throwproj);
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//void morcalavin_summon_shield (edict_t *self);
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//void morcalavin_lightning (edict_t *self);
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//void morcalavin_powerpuff(edict_t *self);
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//void morcalavin_startpuff (edict_t *self);
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void morcalavin_quake( edict_t *self, float pitch_ofs, float yaw_ofs, float roll_ofs );
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//void morcalavin_galaxy (edict_t *self);
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void morcalavin_beam( edict_t *self);
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void morcalavin_beam2( edict_t *self);
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void morcalavin_rush_sound (edict_t *self);
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void mork_ai_run (edict_t *self, float dist);
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void mork_ai_hover (edict_t *self, float dist);
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void morcalavin_ground_attack( edict_t *self );
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void morcalavin_quake_pause( edict_t *self );
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void morcalavin_init_phase_out (edict_t *self);
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void MG_CheckEvade (edict_t *self);
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void morcalavin_fade_out(edict_t *self);
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void morcalavin_taunt_shot(edict_t *self);
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void morcalavin_start_missile(edict_t *self);
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void morcalavin_release_missile(edict_t *self);
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void morcalavin_proj1_blocked( edict_t *self, trace_t *trace );
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void morcalavin_tracking_projectile ( edict_t *self, float pitch, float yaw, float roll);
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void morcalavin_big_shot( edict_t *self );
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void morcalavin_check_lightning(edict_t *self);
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void morcalavin_proj2_blocked( edict_t *self, trace_t *trace );
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void morcalavin_attack_fade_out(edict_t *self);
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void morcalavin_end_retort(edict_t *self);
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void morcalavin_proj3_blocked( edict_t *self, trace_t *trace );
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#define MORK_GRAV 0.3 |