705 lines
15 KiB
C
705 lines
15 KiB
C
/*
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==============================================================================
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boss5
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_supertank.h"
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qboolean visible (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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static int sound_search2;
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static int tread_sound;
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void BossExplode2 (edict_t *self);
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void TreadSound2 (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
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}
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void boss5_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_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
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}
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void boss5_dead (edict_t *self);
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void boss5Rocket (edict_t *self);
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void boss5MachineGun (edict_t *self);
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void boss5_reattack1(edict_t *self);
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//
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// stand
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//
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mframe_t boss5_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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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 boss5_move_stand = {FRAME_stand_1, FRAME_stand_60, boss5_frames_stand, NULL};
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void boss5_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss5_move_stand;
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}
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mframe_t boss5_frames_run [] =
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{
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ai_run, 12, TreadSound2,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL,
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ai_run, 12, NULL
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};
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mmove_t boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL};
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//
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// walk
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//
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mframe_t boss5_frames_forward [] =
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{
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ai_walk, 4, TreadSound2,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL
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};
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mmove_t boss5_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_forward, NULL};
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void boss5_forward (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss5_move_forward;
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}
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void boss5_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &boss5_move_forward;
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}
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void boss5_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 = &boss5_move_stand;
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else
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self->monsterinfo.currentmove = &boss5_move_run;
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}
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mframe_t boss5_frames_turn_right [] =
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{
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ai_move, 0, TreadSound2,
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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 boss5_move_turn_right = {FRAME_right_1, FRAME_right_18, boss5_frames_turn_right, boss5_run};
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mframe_t boss5_frames_turn_left [] =
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{
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ai_move, 0, TreadSound2,
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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 boss5_move_turn_left = {FRAME_left_1, FRAME_left_18, boss5_frames_turn_left, boss5_run};
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mframe_t boss5_frames_pain3 [] =
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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 boss5_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, boss5_frames_pain3, boss5_run};
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mframe_t boss5_frames_pain2 [] =
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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 boss5_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, boss5_frames_pain2, boss5_run};
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mframe_t boss5_frames_pain1 [] =
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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 boss5_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, boss5_frames_pain1, boss5_run};
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mframe_t boss5_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, 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, BossExplode2
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};
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mmove_t boss5_move_death = {FRAME_death_1, FRAME_death_24, boss5_frames_death1, boss5_dead};
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mframe_t boss5_frames_backward[] =
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{
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ai_walk, 0, TreadSound2,
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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, 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, 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, 0, NULL,
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ai_walk, 0, NULL
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};
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mmove_t boss5_move_backward = {FRAME_backwd_1, FRAME_backwd_18, boss5_frames_backward, NULL};
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mframe_t boss5_frames_attack4[]=
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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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};
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mmove_t boss5_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, boss5_frames_attack4, boss5_run};
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mframe_t boss5_frames_attack3[]=
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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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};
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mmove_t boss5_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, boss5_frames_attack3, boss5_run};
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mframe_t boss5_frames_attack2[]=
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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, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, boss5Rocket,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, boss5Rocket,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, boss5Rocket,
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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 boss5_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, boss5_frames_attack2, boss5_run};
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mframe_t boss5_frames_attack1[]=
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{
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ai_charge, 0, boss5MachineGun,
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ai_charge, 0, boss5MachineGun,
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ai_charge, 0, boss5MachineGun,
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ai_charge, 0, boss5MachineGun,
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ai_charge, 0, boss5MachineGun,
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ai_charge, 0, boss5MachineGun,
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};
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mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1};
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mframe_t boss5_frames_end_attack1[]=
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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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};
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mmove_t boss5_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, boss5_frames_end_attack1, boss5_run};
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void boss5_reattack1(edict_t *self)
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{
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if (visible(self, self->enemy))
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if (random() < 0.9)
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self->monsterinfo.currentmove = &boss5_move_attack1;
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else
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self->monsterinfo.currentmove = &boss5_move_end_attack1;
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else
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self->monsterinfo.currentmove = &boss5_move_end_attack1;
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}
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void boss5_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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// Lessen the chance of him going into his pain frames
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if (damage <=25)
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if (random()<0.2)
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return;
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// Don't go into pain if he's firing his rockets
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if (skill->value >= 2)
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if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
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return;
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self->pain_debounce_time = level.time + 3;
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if (damage <= 10)
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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 = &boss5_move_pain1;
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}
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else if (damage <= 25)
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{
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gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
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self->monsterinfo.currentmove = &boss5_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_pain2, 1, ATTN_NORM,0);
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self->monsterinfo.currentmove = &boss5_move_pain3;
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}
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};
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void boss5Rocket (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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if (self->s.frame == FRAME_attak2_8)
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flash_number = MZ2_SUPERTANK_ROCKET_1;
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else if (self->s.frame == FRAME_attak2_11)
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flash_number = MZ2_SUPERTANK_ROCKET_2;
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else // (self->s.frame == FRAME_attak2_14)
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flash_number = MZ2_SUPERTANK_ROCKET_3;
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AngleVectors (self->s.angles, forward, right, NULL);
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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_rocket (self, start, dir, 50, 500, flash_number);
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}
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void boss5MachineGun (edict_t *self)
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{
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vec3_t dir;
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vec3_t vec;
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vec3_t start;
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vec3_t forward, right;
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int flash_number;
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flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
|
|
|
|
//FIXME!!!
|
|
dir[0] = 0;
|
|
dir[1] = self->s.angles[1];
|
|
dir[2] = 0;
|
|
|
|
AngleVectors (dir, forward, right, NULL);
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
|
|
|
|
if (self->enemy)
|
|
{
|
|
VectorCopy (self->enemy->s.origin, vec);
|
|
VectorMA (vec, 0, self->enemy->velocity, vec);
|
|
vec[2] += self->enemy->viewheight;
|
|
VectorSubtract (vec, start, forward);
|
|
VectorNormalize (forward);
|
|
}
|
|
|
|
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
|
|
}
|
|
|
|
|
|
void boss5_attack(edict_t *self)
|
|
{
|
|
vec3_t vec;
|
|
float range;
|
|
//float r;
|
|
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
|
|
range = VectorLength (vec);
|
|
|
|
//r = random();
|
|
|
|
// Attack 1 == Chaingun
|
|
// Attack 2 == Rocket Launcher
|
|
|
|
if (range <= 160)
|
|
{
|
|
self->monsterinfo.currentmove = &boss5_move_attack1;
|
|
}
|
|
else
|
|
{ // fire rockets more often at distance
|
|
if (random() < 0.3)
|
|
self->monsterinfo.currentmove = &boss5_move_attack1;
|
|
else
|
|
self->monsterinfo.currentmove = &boss5_move_attack2;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// death
|
|
//
|
|
|
|
void boss5_dead (edict_t *self)
|
|
{
|
|
/*
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
*/
|
|
VectorSet (self->mins, -60, -60, 0);
|
|
VectorSet (self->maxs, 60, 60, 72);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
|
|
void BossExplode2 (edict_t *self)
|
|
{
|
|
vec3_t org;
|
|
int n;
|
|
|
|
self->think = BossExplode2;
|
|
VectorCopy (self->s.origin, org);
|
|
org[2] += 24 + (rand()&15);
|
|
switch (self->count++)
|
|
{
|
|
case 0:
|
|
org[0] -= 24;
|
|
org[1] -= 24;
|
|
break;
|
|
case 1:
|
|
org[0] += 24;
|
|
org[1] += 24;
|
|
break;
|
|
case 2:
|
|
org[0] += 24;
|
|
org[1] -= 24;
|
|
break;
|
|
case 3:
|
|
org[0] -= 24;
|
|
org[1] += 24;
|
|
break;
|
|
case 4:
|
|
org[0] -= 48;
|
|
org[1] -= 48;
|
|
break;
|
|
case 5:
|
|
org[0] += 48;
|
|
org[1] += 48;
|
|
break;
|
|
case 6:
|
|
org[0] -= 48;
|
|
org[1] += 48;
|
|
break;
|
|
case 7:
|
|
org[0] += 48;
|
|
org[1] -= 48;
|
|
break;
|
|
case 8:
|
|
self->s.sound = 0;
|
|
for (n= 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
|
|
for (n= 0; n < 8; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
|
|
ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
|
|
self->deadflag = DEAD_DEAD;
|
|
return;
|
|
}
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_EXPLOSION1);
|
|
gi.WritePosition (org);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
self->nextthink = level.time + 0.1;
|
|
}
|
|
|
|
|
|
void boss5_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_NO;
|
|
self->count = 0;
|
|
self->monsterinfo.currentmove = &boss5_move_death;
|
|
}
|
|
|
|
//
|
|
// monster_boss5
|
|
//
|
|
|
|
/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_boss5 (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
|
|
sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
|
|
sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
|
|
sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
|
|
sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
|
|
sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");
|
|
|
|
// self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
|
|
tread_sound = gi.soundindex ("bosstank/btkengn1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/boss5/tris.md2");
|
|
VectorSet (self->mins, -64, -64, 0);
|
|
VectorSet (self->maxs, 64, 64, 112);
|
|
|
|
self->health = 1500;
|
|
self->gib_health = -500;
|
|
self->mass = 800;
|
|
|
|
self->pain = boss5_pain;
|
|
self->die = boss5_die;
|
|
self->monsterinfo.stand = boss5_stand;
|
|
self->monsterinfo.walk = boss5_walk;
|
|
self->monsterinfo.run = boss5_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = boss5_attack;
|
|
self->monsterinfo.search = boss5_search;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = NULL;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &boss5_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
// RAFAEL
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = 400;
|
|
|
|
|
|
walkmonster_start(self);
|
|
}
|