quake2-xatrix/m_brain.c
1998-11-29 00:00:00 +00:00

893 lines
20 KiB
C

/*
==============================================================================
brain
==============================================================================
*/
#include "g_local.h"
#include "m_brain.h"
static int sound_chest_open;
static int sound_tentacles_extend;
static int sound_tentacles_retract;
static int sound_death;
static int sound_idle1;
static int sound_idle2;
static int sound_idle3;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_melee1;
static int sound_melee2;
static int sound_melee3;
void brain_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void brain_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void brain_run (edict_t *self);
void brain_dead (edict_t *self);
//
// STAND
//
mframe_t brain_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
void brain_stand (edict_t *self)
{
self->monsterinfo.currentmove = &brain_move_stand;
}
//
// IDLE
//
mframe_t brain_frames_idle [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
void brain_idle (edict_t *self)
{
gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
self->monsterinfo.currentmove = &brain_move_idle;
}
//
// WALK
//
mframe_t brain_frames_walk1 [] =
{
ai_walk, 7, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 9, NULL,
ai_walk, -4, NULL,
ai_walk, -1, NULL,
ai_walk, 2, NULL
};
mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
// walk2 is FUBAR, do not use
#if 0
void brain_walk2_cycle (edict_t *self)
{
if (random() > 0.1)
self->monsterinfo.nextframe = FRAME_walk220;
}
mframe_t brain_frames_walk2 [] =
{
ai_walk, 3, NULL,
ai_walk, -2, NULL,
ai_walk, -4, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 12, NULL,
ai_walk, 0, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, -2, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 10, NULL, // Cycle Start
ai_walk, -1, NULL,
ai_walk, 7, NULL,
ai_walk, 0, NULL,
ai_walk, 3, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 4, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 0, NULL,
ai_walk, 4, brain_walk2_cycle,
ai_walk, -1, NULL,
ai_walk, -1, NULL,
ai_walk, -8, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 5, NULL,
ai_walk, 2, NULL,
ai_walk, -1, NULL,
ai_walk, -5, NULL
};
mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
#endif
void brain_walk (edict_t *self)
{
// if (random() <= 0.5)
self->monsterinfo.currentmove = &brain_move_walk1;
// else
// self->monsterinfo.currentmove = &brain_move_walk2;
}
mframe_t brain_frames_defense [] =
{
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 brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
mframe_t brain_frames_pain3 [] =
{
ai_move, -2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, -4, NULL
};
mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
mframe_t brain_frames_pain2 [] =
{
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, -2, NULL
};
mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
mframe_t brain_frames_pain1 [] =
{
ai_move, -6, NULL,
ai_move, -2, NULL,
ai_move, -6, 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,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 7, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, -1, NULL
};
mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
//
// DUCK
//
void brain_duck_down (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
gi.linkentity (self);
}
void brain_duck_hold (edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
void brain_duck_up (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
mframe_t brain_frames_duck [] =
{
ai_move, 0, NULL,
ai_move, -2, brain_duck_down,
ai_move, 17, brain_duck_hold,
ai_move, -3, NULL,
ai_move, -1, brain_duck_up,
ai_move, -5, NULL,
ai_move, -6, NULL,
ai_move, -6, NULL
};
mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
void brain_dodge (edict_t *self, edict_t *attacker, float eta)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.pausetime = level.time + eta + 0.5;
self->monsterinfo.currentmove = &brain_move_duck;
}
mframe_t brain_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 9, NULL,
ai_move, 0, NULL
};
mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
mframe_t brain_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 9, 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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
//
// MELEE
//
void brain_swing_right (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
}
void brain_hit_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
void brain_swing_left (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
}
void brain_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
mframe_t brain_frames_attack1 [] =
{
ai_charge, 8, NULL,
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, 0, NULL,
ai_charge, -3, brain_swing_right,
ai_charge, 0, NULL,
ai_charge, -5, NULL,
ai_charge, -7, brain_hit_right,
ai_charge, 0, NULL,
ai_charge, 6, brain_swing_left,
ai_charge, 1, NULL,
ai_charge, 2, brain_hit_left,
ai_charge, -3, NULL,
ai_charge, 6, NULL,
ai_charge, -1, NULL,
ai_charge, -3, NULL,
ai_charge, 2, NULL,
ai_charge, -11,NULL
};
mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
void brain_chest_open (edict_t *self)
{
self->spawnflags &= ~65536;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
}
void brain_tentacle_attack (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 8);
if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
self->spawnflags |= 65536;
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
}
void brain_chest_closed (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
if (self->spawnflags & 65536)
{
self->spawnflags &= ~65536;
self->monsterinfo.currentmove = &brain_move_attack1;
}
}
mframe_t brain_frames_attack2 [] =
{
ai_charge, 5, NULL,
ai_charge, -4, NULL,
ai_charge, -4, NULL,
ai_charge, -3, NULL,
ai_charge, 0, brain_chest_open,
ai_charge, 0, NULL,
ai_charge, 13, brain_tentacle_attack,
ai_charge, 0, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, -9, brain_chest_closed,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, -3, NULL,
ai_charge, -6, NULL
};
mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
void brain_melee(edict_t *self)
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &brain_move_attack1;
else
self->monsterinfo.currentmove = &brain_move_attack2;
}
static qboolean brain_tounge_attack_ok (vec3_t start, vec3_t end)
{
vec3_t dir, angles;
// check for max distance
VectorSubtract (start, end, dir);
if (VectorLength(dir) > 512)
return false;
// check for min/max pitch
vectoangles (dir, angles);
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 30)
return false;
return true;
}
void brain_tounge_attack (edict_t *self)
{
vec3_t offset, start, f, r, end, dir;
trace_t tr;
int damage;
AngleVectors (self->s.angles, f, r, NULL);
// VectorSet (offset, 24, 0, 6);
VectorSet (offset, 24, 0, 16);
G_ProjectSource (self->s.origin, offset, f, r, start);
VectorCopy (self->enemy->s.origin, end);
if (!brain_tounge_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
if (!brain_tounge_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
if (!brain_tounge_attack_ok(start, end))
return;
}
}
VectorCopy (self->enemy->s.origin, end);
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
if (tr.ent != self->enemy)
return;
damage = 5;
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PARASITE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
VectorSubtract (start, end, dir);
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_BRAINTENTACLE);
// pull the enemy in
{
vec3_t forward;
self->s.origin[2] += 1;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorScale (forward, -1200, self->enemy->velocity);
}
}
// Brian right eye center
struct r_eyeball
{
float x;
float y;
float z;
} brain_reye [11] = {
{ 0.746700, 0.238370, 34.167690 },
{ -1.076390, 0.238370, 33.386372 },
{ -1.335500, 5.334300, 32.177170 },
{ -0.175360, 8.846370, 30.635479 },
{ -2.757590, 7.804610, 30.150860 },
{ -5.575090, 5.152840, 30.056160 },
{ -7.017550, 3.262470, 30.552521 },
{ -7.915740, 0.638800, 33.176189 },
{ -3.915390, 8.285730, 33.976349 },
{ -0.913540, 10.933030, 34.141811 },
{ -0.369900, 8.923900, 34.189079 }
};
// Brain left eye center
struct l_eyeball
{
float x;
float y;
float z;
} brain_leye [11] = {
{ -3.364710, 0.327750, 33.938381 },
{ -5.140450, 0.493480, 32.659851 },
{ -5.341980, 5.646980, 31.277901 },
{ -4.134480, 9.277440, 29.925621 },
{ -6.598340, 6.815090, 29.322620 },
{ -8.610840, 2.529650, 29.251591 },
{ -9.231360, 0.093280, 29.747959 },
{ -11.004110, 1.936930, 32.395260 },
{ -7.878310, 7.648190, 33.148151 },
{ -4.947370, 11.430050, 33.313610 },
{ -4.332820, 9.444570, 33.526340 }
};
// note to self
// need to get an x,y,z offset for
// each frame of the run cycle
void brain_laserbeam (edict_t *self)
{
vec3_t forward, right, up;
vec3_t tempang, start;
vec3_t dir, angles, end;
edict_t *ent;
// RAFAEL
// cant call sound this frequent
if (random() > 0.8)
gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);
// check for max distance
VectorCopy (self->s.origin, start);
VectorCopy (self->enemy->s.origin, end);
VectorSubtract (end, start, dir);
vectoangles (dir, angles);
// dis is my right eye
ent = G_Spawn ();
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (angles, tempang);
AngleVectors (tempang, forward, right, up);
VectorCopy (tempang, ent->s.angles);
VectorCopy (ent->s.origin, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].x, right, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].y, forward, start);
VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].z, up, start);
VectorCopy (start, ent->s.origin);
ent->enemy = self->enemy;
ent->owner = self;
ent->dmg = 1;
monster_dabeam (ent);
// dis is me left eye
ent = G_Spawn ();
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (angles, tempang);
AngleVectors (tempang, forward, right, up);
VectorCopy (tempang, ent->s.angles);
VectorCopy (ent->s.origin, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].x, right, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].y, forward, start);
VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].z, up, start);
VectorCopy (start, ent->s.origin);
ent->enemy = self->enemy;
ent->owner = self;
ent->dmg = 1;
monster_dabeam (ent);
}
void brain_laserbeam_reattack (edict_t *self)
{
if (random() < 0.5)
if (visible (self, self->enemy))
if (self->enemy->health > 0)
self->s.frame = FRAME_walk101;
}
mframe_t brain_frames_attack3 [] =
{
ai_charge, 5, NULL,
ai_charge, -4, NULL,
ai_charge, -4, NULL,
ai_charge, -3, NULL,
ai_charge, 0, brain_chest_open,
ai_charge, 0, brain_tounge_attack,
ai_charge, 13, NULL,
ai_charge, 0, brain_tentacle_attack,
ai_charge, 2, NULL,
ai_charge, 0, brain_tounge_attack,
ai_charge, -9, brain_chest_closed,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, -3, NULL,
ai_charge, -6, NULL
};
mmove_t brain_move_attack3 = {FRAME_attak201, FRAME_attak217, brain_frames_attack3, brain_run};
mframe_t brain_frames_attack4 [] =
{
ai_charge, 9, brain_laserbeam,
ai_charge, 2, brain_laserbeam,
ai_charge, 3, brain_laserbeam,
ai_charge, 3, brain_laserbeam,
ai_charge, 1, brain_laserbeam,
ai_charge, 0, brain_laserbeam,
ai_charge, 0, brain_laserbeam,
ai_charge, 10, brain_laserbeam,
ai_charge, -4, brain_laserbeam,
ai_charge, -1, brain_laserbeam,
ai_charge, 2, brain_laserbeam_reattack
};
mmove_t brain_move_attack4 = {FRAME_walk101, FRAME_walk111, brain_frames_attack4, brain_run};
// RAFAEL
void brain_attack (edict_t *self)
{
int r;
if (random() < 0.8)
{
r = range (self, self->enemy);
if (r == RANGE_NEAR)
{
if (random() < 0.5)
self->monsterinfo.currentmove = &brain_move_attack3;
else
self->monsterinfo.currentmove = &brain_move_attack4;
}
else if (r > RANGE_NEAR)
self->monsterinfo.currentmove = &brain_move_attack4;
}
}
//
// RUN
//
mframe_t brain_frames_run [] =
{
ai_run, 9, NULL,
ai_run, 2, NULL,
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 1, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 10, NULL,
ai_run, -4, NULL,
ai_run, -1, NULL,
ai_run, 2, NULL
};
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;
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;
}
}
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;
}
/*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;
self->monsterinfo.dodge = brain_dodge;
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);
}