701 lines
15 KiB
C
701 lines
15 KiB
C
/*
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==============================================================================
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brain
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_brain.h"
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static int sound_chest_open;
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static int sound_tentacles_extend;
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static int sound_tentacles_retract;
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static int sound_death;
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static int sound_idle1;
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static int sound_idle2;
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static int sound_idle3;
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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_melee1;
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static int sound_melee2;
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static int sound_melee3;
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void brain_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 brain_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 brain_run (edict_t *self);
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void brain_dead (edict_t *self);
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//
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// STAND
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//
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mframe_t brain_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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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 brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
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void brain_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &brain_move_stand;
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}
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//
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// IDLE
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//
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mframe_t brain_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,
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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 brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
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void brain_idle (edict_t *self)
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{
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gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
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self->monsterinfo.currentmove = &brain_move_idle;
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}
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//
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// WALK
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//
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mframe_t brain_frames_walk1 [] =
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{
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ai_walk, 7, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 9, NULL,
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ai_walk, -4, NULL,
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ai_walk, -1, NULL,
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ai_walk, 2, NULL
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};
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mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
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// walk2 is FUBAR, do not use
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#if 0
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void brain_walk2_cycle (edict_t *self)
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{
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if (random() > 0.1)
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self->monsterinfo.nextframe = FRAME_walk220;
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}
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mframe_t brain_frames_walk2 [] =
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{
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ai_walk, 3, NULL,
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ai_walk, -2, NULL,
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ai_walk, -4, NULL,
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ai_walk, -3, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 12, NULL,
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ai_walk, 0, NULL,
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ai_walk, -3, NULL,
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ai_walk, 0, NULL,
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ai_walk, -2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 10, NULL, // Cycle Start
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ai_walk, -1, NULL,
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ai_walk, 7, NULL,
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ai_walk, 0, NULL,
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ai_walk, 3, NULL,
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ai_walk, -3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 4, NULL,
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ai_walk, -3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 4, brain_walk2_cycle,
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ai_walk, -1, NULL,
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ai_walk, -1, NULL,
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ai_walk, -8, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, 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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ai_walk, -5, NULL
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};
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mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
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#endif
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void brain_walk (edict_t *self)
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{
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// if (random() <= 0.5)
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self->monsterinfo.currentmove = &brain_move_walk1;
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// else
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// self->monsterinfo.currentmove = &brain_move_walk2;
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}
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mframe_t brain_frames_defense [] =
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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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};
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mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
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mframe_t brain_frames_pain3 [] =
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{
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ai_move, -2, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 3, NULL,
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ai_move, 0, NULL,
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ai_move, -4, NULL
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};
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mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
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mframe_t brain_frames_pain2 [] =
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{
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ai_move, -2, 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, 3, NULL,
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ai_move, 1, NULL,
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ai_move, -2, NULL
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};
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mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
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mframe_t brain_frames_pain1 [] =
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{
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ai_move, -6, NULL,
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ai_move, -2, NULL,
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ai_move, -6, 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, 2, NULL,
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ai_move, 0, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 7, NULL,
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ai_move, 0, NULL,
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ai_move, 3, NULL,
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ai_move, -1, NULL
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};
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mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
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mframe_t brain_frames_duck [] =
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{
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ai_move, 0, NULL,
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ai_move, -2, monster_duck_down,
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ai_move, 17, monster_duck_hold,
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ai_move, -3, NULL,
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ai_move, -1, monster_duck_up,
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ai_move, -5, NULL,
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ai_move, -6, NULL,
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ai_move, -6, NULL
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};
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mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
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/*
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void brain_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
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{
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//========
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//PMM - new dodge code
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float r;
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float height;
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if (!self->enemy)
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{
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self->enemy = attacker;
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FoundTarget (self);
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}
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// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
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// seeing numbers like 13 and 14)
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if ((eta < 0.1) || (eta > 5))
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return;
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r = random();
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if (r > (0.25*((skill->value)+1)))
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return;
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if (self->monsterinfo.aiflags & AI_DODGING)
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{
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height = self->absmax[2];
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}
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else
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{
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height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
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}
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// check to see if it makes sense to duck
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if (tr->endpos[2] <= height)
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{
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// if it doesn't sense to duck, try to strafe and shoot
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// FIXME - this guy is so slow, it's not worth it
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//vec3_t forward,right,up,diff;
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monster_done_dodge (self);
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return;
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}
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if (skill->value == 0)
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{
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self->monsterinfo.currentmove = &brain_move_duck;
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// PMM - stupid dodge
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self->monsterinfo.duck_wait_time = level.time + eta + 1;
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self->monsterinfo.aiflags |= AI_DODGING;
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return;
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}
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self->monsterinfo.currentmove = &brain_move_duck;
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self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
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self->monsterinfo.aiflags |= AI_DODGING;
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return;
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//============
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//PMM
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}
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*/
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mframe_t brain_frames_death2 [] =
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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, 9, NULL,
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ai_move, 0, NULL
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};
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mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
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mframe_t brain_frames_death1 [] =
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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, -2, NULL,
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ai_move, 9, 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 brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
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//
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// MELEE
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//
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void brain_swing_right (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
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}
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void brain_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, (15 + (rand() %5)), 40))
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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void brain_swing_left (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
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}
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void brain_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, (15 + (rand() %5)), 40))
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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mframe_t brain_frames_attack1 [] =
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{
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ai_charge, 8, NULL,
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ai_charge, 3, NULL,
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ai_charge, 5, NULL,
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ai_charge, 0, NULL,
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ai_charge, -3, brain_swing_right,
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ai_charge, 0, NULL,
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ai_charge, -5, NULL,
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ai_charge, -7, brain_hit_right,
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ai_charge, 0, NULL,
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ai_charge, 6, brain_swing_left,
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ai_charge, 1, NULL,
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ai_charge, 2, brain_hit_left,
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ai_charge, -3, NULL,
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ai_charge, 6, NULL,
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ai_charge, -1, NULL,
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ai_charge, -3, NULL,
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ai_charge, 2, NULL,
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ai_charge, -11,NULL
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};
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mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
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void brain_chest_open (edict_t *self)
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{
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self->spawnflags &= ~65536;
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
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}
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void brain_tentacle_attack (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, 0, 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
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self->spawnflags |= 65536;
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gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
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}
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void brain_chest_closed (edict_t *self)
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{
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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if (self->spawnflags & 65536)
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{
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self->spawnflags &= ~65536;
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self->monsterinfo.currentmove = &brain_move_attack1;
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}
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}
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mframe_t brain_frames_attack2 [] =
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{
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ai_charge, 5, NULL,
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ai_charge, -4, NULL,
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ai_charge, -4, NULL,
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ai_charge, -3, NULL,
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ai_charge, 0, brain_chest_open,
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ai_charge, 0, NULL,
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ai_charge, 13, brain_tentacle_attack,
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ai_charge, 0, NULL,
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ai_charge, 2, NULL,
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ai_charge, 0, NULL,
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ai_charge, -9, brain_chest_closed,
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ai_charge, 0, NULL,
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ai_charge, 4, NULL,
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ai_charge, 3, NULL,
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ai_charge, 2, NULL,
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ai_charge, -3, NULL,
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ai_charge, -6, NULL
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};
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mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
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void brain_melee(edict_t *self)
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{
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if (random() <= 0.5)
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self->monsterinfo.currentmove = &brain_move_attack1;
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else
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self->monsterinfo.currentmove = &brain_move_attack2;
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}
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//
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// RUN
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//
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mframe_t brain_frames_run [] =
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{
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ai_run, 9, NULL,
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ai_run, 2, NULL,
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ai_run, 3, NULL,
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ai_run, 3, NULL,
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ai_run, 1, NULL,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 10, NULL,
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ai_run, -4, NULL,
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ai_run, -1, NULL,
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ai_run, 2, NULL
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};
|
|
mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
|
|
|
|
void brain_run (edict_t *self)
|
|
{
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
self->monsterinfo.currentmove = &brain_move_stand;
|
|
else
|
|
self->monsterinfo.currentmove = &brain_move_run;
|
|
}
|
|
|
|
|
|
void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
float r;
|
|
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum = 1;
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 3;
|
|
|
|
if (skill->value == 3)
|
|
return; // no pain anims in nightmare
|
|
|
|
r = random();
|
|
if (r < 0.33)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain1;
|
|
}
|
|
else if (r < 0.66)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain2;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &brain_move_pain3;
|
|
}
|
|
// PMM - clear duck flag
|
|
if (self->monsterinfo.aiflags & AI_DUCKED)
|
|
monster_duck_up(self);
|
|
}
|
|
|
|
void brain_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
|
|
|
|
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
self->s.effects = 0;
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
|
|
// 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;
|
|
|
|
// regular death
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &brain_move_death1;
|
|
else
|
|
self->monsterinfo.currentmove = &brain_move_death2;
|
|
}
|
|
|
|
void brain_duck (edict_t *self, float eta)
|
|
{
|
|
// has to be done immediately otherwise he can get stuck
|
|
monster_duck_down(self);
|
|
|
|
if (skill->value == 0)
|
|
// PMM - stupid dodge
|
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
|
else
|
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
|
|
|
self->monsterinfo.currentmove = &brain_move_duck;
|
|
self->monsterinfo.nextframe = FRAME_duck01;
|
|
return;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_brain (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
|
|
sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
|
|
sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
|
|
sound_death = gi.soundindex ("brain/brndeth1.wav");
|
|
sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
|
|
sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
|
|
sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
|
|
sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
|
|
sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
|
|
sound_sight = gi.soundindex ("brain/brnsght1.wav");
|
|
sound_search = gi.soundindex ("brain/brnsrch1.wav");
|
|
sound_melee1 = gi.soundindex ("brain/melee1.wav");
|
|
sound_melee2 = gi.soundindex ("brain/melee2.wav");
|
|
sound_melee3 = gi.soundindex ("brain/melee3.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
self->health = 300;
|
|
self->gib_health = -150;
|
|
self->mass = 400;
|
|
|
|
self->pain = brain_pain;
|
|
self->die = brain_die;
|
|
|
|
self->monsterinfo.stand = brain_stand;
|
|
self->monsterinfo.walk = brain_walk;
|
|
self->monsterinfo.run = brain_run;
|
|
// PMM
|
|
self->monsterinfo.dodge = M_MonsterDodge;
|
|
self->monsterinfo.duck = brain_duck;
|
|
self->monsterinfo.unduck = monster_duck_up;
|
|
// self->monsterinfo.dodge = brain_dodge;
|
|
// pmm
|
|
// self->monsterinfo.attack = brain_attack;
|
|
self->monsterinfo.melee = brain_melee;
|
|
self->monsterinfo.sight = brain_sight;
|
|
self->monsterinfo.search = brain_search;
|
|
self->monsterinfo.idle = brain_idle;
|
|
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
self->monsterinfo.power_armor_power = 100;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &brain_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|