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https://github.com/yquake2/rogue.git
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Cleanup brain and add sanity checks
This commit is contained in:
parent
a12497536f
commit
21948786d0
2 changed files with 593 additions and 393 deletions
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@ -1,15 +1,13 @@
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/*
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==============================================================================
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brain
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==============================================================================
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/* =======================================================================
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*
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* Brain.
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*
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* =======================================================================
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*/
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#include "../../header/local.h"
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#include "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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@ -25,28 +23,33 @@ 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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void
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brain_sight(edict_t *self, edict_t *other /* unused */)
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{
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if (!self)
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{
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return;
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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
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brain_search(edict_t *self)
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{
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if (!self)
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{
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return;
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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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/* STAND */
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mframe_t brain_frames_stand[] = {
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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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@ -80,20 +83,27 @@ mframe_t brain_frames_stand [] =
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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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mmove_t brain_move_stand = {
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FRAME_stand01,
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FRAME_stand30,
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brain_frames_stand,
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NULL
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};
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void
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brain_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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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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/* IDLE */
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mframe_t brain_frames_idle[] = {
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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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@ -127,20 +137,28 @@ mframe_t brain_frames_idle [] =
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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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mmove_t brain_move_idle = {
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FRAME_stand31,
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FRAME_stand60,
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brain_frames_idle,
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brain_stand
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};
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void
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brain_idle(edict_t *self)
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{
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if (!self)
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{
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return;
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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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/* WALK */
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mframe_t brain_frames_walk1[] = {
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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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@ -153,17 +171,26 @@ mframe_t brain_frames_walk1 [] =
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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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void brain_walk (edict_t *self)
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mmove_t brain_move_walk1 = {
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FRAME_walk101,
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FRAME_walk111,
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brain_frames_walk1,
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NULL
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};
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void
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brain_walk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &brain_move_walk1;
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}
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mframe_t brain_frames_defense [] =
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{
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mframe_t brain_frames_defense[] = {
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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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@ -174,10 +201,15 @@ mframe_t brain_frames_defense [] =
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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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mmove_t brain_move_defense = {
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FRAME_defens01,
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FRAME_defens08,
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brain_frames_defense,
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NULL
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};
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mframe_t brain_frames_pain3[] = {
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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, 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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mmove_t brain_move_pain3 = {
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FRAME_pain301,
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FRAME_pain306,
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brain_frames_pain3,
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brain_run
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};
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mframe_t brain_frames_pain2[] = {
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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, 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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mmove_t brain_move_pain2 = {
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FRAME_pain201,
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FRAME_pain208,
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brain_frames_pain2,
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brain_run
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};
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mframe_t brain_frames_pain1[] = {
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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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@ -224,10 +266,15 @@ mframe_t brain_frames_pain1 [] =
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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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mmove_t brain_move_pain1 = {
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FRAME_pain101,
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FRAME_pain121,
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brain_frames_pain1,
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brain_run
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};
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mframe_t brain_frames_duck[] = {
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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, -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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mframe_t brain_frames_death2 [] =
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{
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mmove_t brain_move_duck = {
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FRAME_duck01,
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FRAME_duck08,
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brain_frames_duck,
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brain_run
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};
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mframe_t brain_frames_death2[] = {
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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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mmove_t brain_move_death2 = {
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FRAME_death201,
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FRAME_death205,
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brain_frames_death2,
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brain_dead
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};
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mframe_t brain_frames_death1[] = {
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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, 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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mmove_t brain_move_death1 = {
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FRAME_death101,
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FRAME_death118,
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brain_frames_death1,
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brain_dead
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};
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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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/* MELEE */
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void
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brain_swing_right(edict_t *self)
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{
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if (!self)
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{
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return;
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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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void
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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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if (!self)
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{
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return;
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}
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void brain_swing_left (edict_t *self)
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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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{
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gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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}
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void
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brain_swing_left(edict_t *self)
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{
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if (!self)
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{
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return;
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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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void
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brain_hit_left(edict_t *self)
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{
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if (!self)
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{
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return;
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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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{
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gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
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}
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}
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mframe_t brain_frames_attack1 [] =
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{
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mframe_t brain_frames_attack1[] = {
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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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@ -326,28 +414,57 @@ mframe_t brain_frames_attack1 [] =
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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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mmove_t brain_move_attack1 = {
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FRAME_attak101,
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FRAME_attak118,
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brain_frames_attack1,
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brain_run
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};
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void
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brain_chest_open(edict_t *self)
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{
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if (!self)
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{
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return;
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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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void
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brain_tentacle_attack(edict_t *self)
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{
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vec3_t aim;
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if (!self)
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{
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return;
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}
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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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if (fire_hit(self, aim, (10 + (rand() % 5)), -600) && (skill->value > 0))
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{
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self->spawnflags |= 65536;
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}
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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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void
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brain_chest_closed(edict_t *self)
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{
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if (!self)
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{
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return;
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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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@ -355,8 +472,7 @@ void brain_chest_closed (edict_t *self)
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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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mframe_t brain_frames_attack2[] = {
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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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|
@ -375,23 +491,34 @@ mframe_t brain_frames_attack2 [] =
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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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mmove_t brain_move_attack2 = {
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FRAME_attak201,
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FRAME_attak217,
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brain_frames_attack2,
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brain_run
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};
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void
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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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if (!self)
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{
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return;
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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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if (random() <= 0.5)
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{
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self->monsterinfo.currentmove = &brain_move_attack1;
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}
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else
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{
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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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mframe_t brain_frames_run[] = {
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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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|
@ -404,34 +531,64 @@ mframe_t brain_frames_run [] =
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{ai_run, -1, NULL},
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{ai_run, 2, NULL}
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};
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mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
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void brain_run (edict_t *self)
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mmove_t brain_move_run = {
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FRAME_walk101,
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FRAME_walk111,
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brain_frames_run,
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NULL
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};
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||||
|
||||
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;
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
||||
|
||||
void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
|
||||
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 /* unused */, float kick /* unused */,
|
||||
int damage /* unused */)
|
||||
{
|
||||
float r;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
return; /* no pain anims in nightmare */
|
||||
}
|
||||
|
||||
r = random();
|
||||
|
||||
if (r < 0.33)
|
||||
{
|
||||
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||
|
@ -447,13 +604,22 @@ void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|||
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||
self->monsterinfo.currentmove = &brain_move_pain3;
|
||||
}
|
||||
// PMM - clear duck flag
|
||||
|
||||
/* clear duck flag */
|
||||
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||||
{
|
||||
monster_duck_up(self);
|
||||
}
|
||||
}
|
||||
|
||||
void brain_dead (edict_t *self)
|
||||
void
|
||||
brain_dead(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSet(self->mins, -16, -16, -24);
|
||||
VectorSet(self->maxs, 16, 16, -8);
|
||||
self->movetype = MOVETYPE_TOSS;
|
||||
|
@ -462,62 +628,97 @@ void brain_dead (edict_t *self)
|
|||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||||
void
|
||||
brain_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||
int damage, vec3_t point /* unused */)
|
||||
{
|
||||
int n;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->s.effects = 0;
|
||||
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
||||
|
||||
// check for gib
|
||||
/* 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
|
||||
/* 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)
|
||||
void
|
||||
brain_duck(edict_t *self, float eta)
|
||||
{
|
||||
// has to be done immediately otherwise he can get stuck
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
/* has to be done immediately otherwise he can get stuck */
|
||||
monster_duck_down(self);
|
||||
|
||||
if (skill->value == 0)
|
||||
// PMM - stupid dodge
|
||||
{
|
||||
/* 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
|
||||
/*
|
||||
* QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_brain (edict_t *self)
|
||||
void
|
||||
SP_monster_brain(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(self);
|
||||
|
@ -555,13 +756,9 @@ void SP_monster_brain (edict_t *self)
|
|||
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;
|
||||
|
|
|
@ -1,6 +1,10 @@
|
|||
// G:\quake2\baseq2\models/monsters/brain
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
/* =======================================================================
|
||||
*
|
||||
* Brain animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
*/
|
||||
|
||||
#define FRAME_walk101 0
|
||||
#define FRAME_walk102 1
|
||||
|
@ -224,5 +228,4 @@
|
|||
#define FRAME_stand58 219
|
||||
#define FRAME_stand59 220
|
||||
#define FRAME_stand60 221
|
||||
|
||||
#define MODEL_SCALE 1.000000
|
||||
|
|
Loading…
Reference in a new issue