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Cleanup float and add sanity checks
This commit is contained in:
parent
9c3e5862cd
commit
0d857f224c
2 changed files with 725 additions and 552 deletions
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@ -1,67 +1,85 @@
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/*
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==============================================================================
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floater
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==============================================================================
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*/
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/* =======================================================================
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*
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* Mechanic.
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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 "float.h"
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static int sound_attack2;
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static int sound_attack3;
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static int sound_death1;
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static int sound_idle;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_sight;
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void floater_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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static int sound_attack2;
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static int sound_attack3;
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static int sound_death1;
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static int sound_idle;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_sight;
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void floater_dead(edict_t *self);
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void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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int damage, vec3_t point);
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void floater_run(edict_t *self);
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void floater_wham(edict_t *self);
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void floater_zap(edict_t *self);
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void
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floater_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 floater_idle (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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void
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floater_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_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void floater_dead (edict_t *self);
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void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void floater_run (edict_t *self);
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void floater_wham (edict_t *self);
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void floater_zap (edict_t *self);
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void floater_fire_blaster (edict_t *self)
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void
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floater_fire_blaster(edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t end;
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vec3_t dir;
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int effect;
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vec3_t start;
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vec3_t forward, right;
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vec3_t end;
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vec3_t dir;
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int effect;
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if (!self)
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{
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return;
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}
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if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
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{
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effect = EF_HYPERBLASTER;
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}
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else
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{
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effect = 0;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
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}
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VectorCopy (self->enemy->s.origin, end);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1],
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forward, right, start);
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VectorCopy(self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
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VectorSubtract (end, start, dir);
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VectorSubtract(end, start, dir);
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monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
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monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
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}
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mframe_t floater_frames_stand1 [] =
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{
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mframe_t floater_frames_stand1[] = {
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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 floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
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mframe_t floater_frames_stand2 [] =
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{
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mmove_t floater_move_stand1 = {
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FRAME_stand101,
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FRAME_stand152,
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floater_frames_stand1,
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NULL
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};
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mframe_t floater_frames_stand2[] = {
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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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@ -172,201 +195,256 @@ mframe_t floater_frames_stand2 [] =
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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 floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
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void floater_stand (edict_t *self)
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{
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if (random() <= 0.5)
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mmove_t floater_move_stand2 = {
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FRAME_stand201,
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FRAME_stand252,
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floater_frames_stand2,
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NULL
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};
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void
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floater_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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if (random() <= 0.5)
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{
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self->monsterinfo.currentmove = &floater_move_stand1;
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}
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else
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{
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self->monsterinfo.currentmove = &floater_move_stand2;
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}
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}
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mframe_t floater_frames_activate [] =
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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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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mframe_t floater_frames_activate[] = {
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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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{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 floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
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mframe_t floater_frames_attack1 [] =
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{
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{ai_charge, 0, NULL}, // Blaster attack
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_fire_blaster}, // BOOM (0, -25.8, 32.5) -- LOOP Starts
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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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} // -- LOOP Ends
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mmove_t floater_move_activate = {
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FRAME_actvat01,
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FRAME_actvat31,
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floater_frames_activate,
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NULL
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};
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mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
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mframe_t floater_frames_attack2 [] =
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{
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{ai_charge, 0, NULL}, // Claws
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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, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_wham}, // WHAM (0, -45, 29}.6) -- LOOP Starts
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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}, // -- LOOP Ends
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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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mframe_t floater_frames_attack1[] = {
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{ai_charge, 0, NULL}, /* Blaster attack */
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_fire_blaster}, /* BOOM (0, -25.8, 32.5) -- LOOP Starts */
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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{ai_charge, 0, floater_fire_blaster},
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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} /* -- LOOP Ends */
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};
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mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
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mframe_t floater_frames_attack3 [] =
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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, NULL},
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{ai_charge, 0, floater_zap}, // -- LOOP Starts
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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, 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, 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}, // -- LOOP Ends
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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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mmove_t floater_move_attack1 = {
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FRAME_attak101,
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FRAME_attak114,
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floater_frames_attack1,
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floater_run
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};
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mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
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mframe_t floater_frames_death [] =
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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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mframe_t floater_frames_attack2[] = {
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{ai_charge, 0, NULL}, /* Claws */
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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, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_wham}, /* WHAM (0, -45, 29}.6) -- LOOP Starts */
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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}, /* -- LOOP Ends */
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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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};
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mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
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mframe_t floater_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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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mmove_t floater_move_attack2 = {
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FRAME_attak201,
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FRAME_attak225,
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floater_frames_attack2,
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floater_run
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};
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mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
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mframe_t floater_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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{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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mframe_t floater_frames_attack3[] = {
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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, NULL},
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{ai_charge, 0, floater_zap}, /* -- LOOP Starts */
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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, 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},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL}, /* -- LOOP Ends */
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL}
|
||||
};
|
||||
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
|
||||
|
||||
mframe_t floater_frames_pain3 [] =
|
||||
{
|
||||
{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 floater_move_attack3 = {
|
||||
FRAME_attak301,
|
||||
FRAME_attak334,
|
||||
floater_frames_attack3,
|
||||
floater_run
|
||||
};
|
||||
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
|
||||
|
||||
mframe_t floater_frames_walk [] =
|
||||
{
|
||||
mframe_t floater_frames_death[] = {
|
||||
{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 floater_move_death = {
|
||||
FRAME_death01,
|
||||
FRAME_death13,
|
||||
floater_frames_death,
|
||||
floater_dead
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain1[] = {
|
||||
{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 floater_move_pain1 = {
|
||||
FRAME_pain101,
|
||||
FRAME_pain107,
|
||||
floater_frames_pain1,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain2[] = {
|
||||
{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 floater_move_pain2 = {
|
||||
FRAME_pain201,
|
||||
FRAME_pain208,
|
||||
floater_frames_pain2,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain3[] = {
|
||||
{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 floater_move_pain3 = {
|
||||
FRAME_pain301,
|
||||
FRAME_pain312,
|
||||
floater_frames_pain3,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_walk[] = {
|
||||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL},
|
||||
|
@ -420,10 +498,15 @@ mframe_t floater_frames_walk [] =
|
|||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL}
|
||||
};
|
||||
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
|
||||
|
||||
mframe_t floater_frames_run [] =
|
||||
{
|
||||
mmove_t floater_move_walk = {
|
||||
FRAME_stand101,
|
||||
FRAME_stand152,
|
||||
floater_frames_walk,
|
||||
NULL
|
||||
};
|
||||
|
||||
mframe_t floater_frames_run[] = {
|
||||
{ai_run, 13, NULL},
|
||||
{ai_run, 13, NULL},
|
||||
{ai_run, 13, NULL},
|
||||
|
@ -477,141 +560,225 @@ mframe_t floater_frames_run [] =
|
|||
{ai_run, 13, NULL},
|
||||
{ai_run, 13, NULL}
|
||||
};
|
||||
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
|
||||
|
||||
void floater_run (edict_t *self)
|
||||
{
|
||||
mmove_t floater_move_run = {
|
||||
FRAME_stand101,
|
||||
FRAME_stand152,
|
||||
floater_frames_run,
|
||||
NULL
|
||||
};
|
||||
|
||||
void
|
||||
floater_run(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_run;
|
||||
}
|
||||
}
|
||||
|
||||
void floater_walk (edict_t *self)
|
||||
{
|
||||
void
|
||||
floater_walk(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &floater_move_walk;
|
||||
}
|
||||
|
||||
void floater_wham (edict_t *self)
|
||||
void
|
||||
floater_wham(edict_t *self)
|
||||
{
|
||||
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
|
||||
gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
|
||||
fire_hit (self, aim, 5 + rand() % 6, -50);
|
||||
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
|
||||
fire_hit(self, aim, 5 + rand() % 6, -50);
|
||||
}
|
||||
|
||||
void floater_zap (edict_t *self)
|
||||
void
|
||||
floater_zap(edict_t *self)
|
||||
{
|
||||
vec3_t forward, right;
|
||||
vec3_t origin;
|
||||
vec3_t dir;
|
||||
vec3_t offset;
|
||||
vec3_t forward, right;
|
||||
vec3_t origin;
|
||||
vec3_t dir;
|
||||
vec3_t offset;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
|
||||
|
||||
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
|
||||
AngleVectors(self->s.angles, forward, right, NULL);
|
||||
VectorSet(offset, 18.5, -0.9, 10);
|
||||
G_ProjectSource(self->s.origin, offset, forward, right, origin);
|
||||
|
||||
AngleVectors (self->s.angles, forward, right, NULL);
|
||||
//FIXME use a flash and replace these two lines with the commented one
|
||||
VectorSet (offset, 18.5, -0.9, 10);
|
||||
G_ProjectSource (self->s.origin, offset, forward, right, origin);
|
||||
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
||||
|
||||
gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
||||
gi.WriteByte(svc_temp_entity);
|
||||
gi.WriteByte(TE_SPLASH);
|
||||
gi.WriteByte(32);
|
||||
gi.WritePosition(origin);
|
||||
gi.WriteDir(dir);
|
||||
gi.WriteByte(1); /* sparks */
|
||||
gi.multicast(origin, MULTICAST_PVS);
|
||||
|
||||
//FIXME use the flash, Luke
|
||||
gi.WriteByte (svc_temp_entity);
|
||||
gi.WriteByte (TE_SPLASH);
|
||||
gi.WriteByte (32);
|
||||
gi.WritePosition (origin);
|
||||
gi.WriteDir (dir);
|
||||
gi.WriteByte (1); //sparks
|
||||
gi.multicast (origin, MULTICAST_PVS);
|
||||
|
||||
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
|
||||
T_Damage(self->enemy, self, self, dir, self->enemy->s.origin,
|
||||
vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY,
|
||||
MOD_UNKNOWN);
|
||||
}
|
||||
|
||||
void floater_attack(edict_t *self)
|
||||
{
|
||||
void
|
||||
floater_attack(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &floater_move_attack1;
|
||||
}
|
||||
|
||||
|
||||
void floater_melee(edict_t *self)
|
||||
{
|
||||
if (random() < 0.5)
|
||||
void
|
||||
floater_melee(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() < 0.5)
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_attack3;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_attack2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
|
||||
void
|
||||
floater_pain(edict_t *self, edict_t *other /* unused */,
|
||||
float kick /* unused */, int damage)
|
||||
{
|
||||
int n;
|
||||
|
||||
int n;
|
||||
|
||||
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 */
|
||||
}
|
||||
|
||||
n = (rand() + 1) % 3;
|
||||
|
||||
if (n == 0)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||
self->monsterinfo.currentmove = &floater_move_pain1;
|
||||
}
|
||||
else
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||||
self->monsterinfo.currentmove = &floater_move_pain2;
|
||||
}
|
||||
}
|
||||
|
||||
void floater_dead (edict_t *self)
|
||||
{
|
||||
VectorSet (self->mins, -16, -16, -24);
|
||||
VectorSet (self->maxs, 16, 16, -8);
|
||||
void
|
||||
floater_dead(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
|
||||
void
|
||||
floater_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||
int damage /* unused */, vec3_t point /* unused */)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
|
||||
BecomeExplosion1(self);
|
||||
}
|
||||
|
||||
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_floater (edict_t *self)
|
||||
{
|
||||
/*
|
||||
* QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void
|
||||
SP_monster_floater(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict (self);
|
||||
G_FreeEdict(self);
|
||||
return;
|
||||
}
|
||||
|
||||
sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
|
||||
sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
|
||||
sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
|
||||
sound_idle = gi.soundindex ("floater/fltidle1.wav");
|
||||
sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
|
||||
sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
|
||||
sound_sight = gi.soundindex ("floater/fltsght1.wav");
|
||||
sound_attack2 = gi.soundindex("floater/fltatck2.wav");
|
||||
sound_attack3 = gi.soundindex("floater/fltatck3.wav");
|
||||
sound_death1 = gi.soundindex("floater/fltdeth1.wav");
|
||||
sound_idle = gi.soundindex("floater/fltidle1.wav");
|
||||
sound_pain1 = gi.soundindex("floater/fltpain1.wav");
|
||||
sound_pain2 = gi.soundindex("floater/fltpain2.wav");
|
||||
sound_sight = gi.soundindex("floater/fltsght1.wav");
|
||||
|
||||
gi.soundindex ("floater/fltatck1.wav");
|
||||
gi.soundindex("floater/fltatck1.wav");
|
||||
|
||||
self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
|
||||
self->s.sound = gi.soundindex("floater/fltsrch1.wav");
|
||||
|
||||
self->movetype = MOVETYPE_STEP;
|
||||
self->solid = SOLID_BBOX;
|
||||
self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
|
||||
VectorSet (self->mins, -24, -24, -24);
|
||||
VectorSet (self->maxs, 24, 24, 32);
|
||||
self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
|
||||
VectorSet(self->mins, -24, -24, -24);
|
||||
VectorSet(self->maxs, 24, 24, 32);
|
||||
|
||||
self->health = 200;
|
||||
self->gib_health = -80;
|
||||
|
@ -628,15 +795,18 @@ void SP_monster_floater (edict_t *self)
|
|||
self->monsterinfo.sight = floater_sight;
|
||||
self->monsterinfo.idle = floater_idle;
|
||||
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
|
||||
if (random() <= 0.5)
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
if (random() <= 0.5)
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
}
|
||||
else
|
||||
self->monsterinfo.currentmove = &floater_move_stand2;
|
||||
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand2;
|
||||
}
|
||||
|
||||
self->monsterinfo.scale = MODEL_SCALE;
|
||||
|
||||
flymonster_start (self);
|
||||
flymonster_start(self);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,254 +1,257 @@
|
|||
// G:\quake2\baseq2\models/monsters/float
|
||||
/* =======================================================================
|
||||
*
|
||||
* Mechanic animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
#define FRAME_actvat01 0
|
||||
#define FRAME_actvat02 1
|
||||
#define FRAME_actvat03 2
|
||||
#define FRAME_actvat04 3
|
||||
#define FRAME_actvat05 4
|
||||
#define FRAME_actvat06 5
|
||||
#define FRAME_actvat07 6
|
||||
#define FRAME_actvat08 7
|
||||
#define FRAME_actvat09 8
|
||||
#define FRAME_actvat10 9
|
||||
#define FRAME_actvat11 10
|
||||
#define FRAME_actvat12 11
|
||||
#define FRAME_actvat13 12
|
||||
#define FRAME_actvat14 13
|
||||
#define FRAME_actvat15 14
|
||||
#define FRAME_actvat16 15
|
||||
#define FRAME_actvat17 16
|
||||
#define FRAME_actvat18 17
|
||||
#define FRAME_actvat19 18
|
||||
#define FRAME_actvat20 19
|
||||
#define FRAME_actvat21 20
|
||||
#define FRAME_actvat22 21
|
||||
#define FRAME_actvat23 22
|
||||
#define FRAME_actvat24 23
|
||||
#define FRAME_actvat25 24
|
||||
#define FRAME_actvat26 25
|
||||
#define FRAME_actvat27 26
|
||||
#define FRAME_actvat28 27
|
||||
#define FRAME_actvat29 28
|
||||
#define FRAME_actvat30 29
|
||||
#define FRAME_actvat31 30
|
||||
#define FRAME_attak101 31
|
||||
#define FRAME_attak102 32
|
||||
#define FRAME_attak103 33
|
||||
#define FRAME_attak104 34
|
||||
#define FRAME_attak105 35
|
||||
#define FRAME_attak106 36
|
||||
#define FRAME_attak107 37
|
||||
#define FRAME_attak108 38
|
||||
#define FRAME_attak109 39
|
||||
#define FRAME_attak110 40
|
||||
#define FRAME_attak111 41
|
||||
#define FRAME_attak112 42
|
||||
#define FRAME_attak113 43
|
||||
#define FRAME_attak114 44
|
||||
#define FRAME_attak201 45
|
||||
#define FRAME_attak202 46
|
||||
#define FRAME_attak203 47
|
||||
#define FRAME_attak204 48
|
||||
#define FRAME_attak205 49
|
||||
#define FRAME_attak206 50
|
||||
#define FRAME_attak207 51
|
||||
#define FRAME_attak208 52
|
||||
#define FRAME_attak209 53
|
||||
#define FRAME_attak210 54
|
||||
#define FRAME_attak211 55
|
||||
#define FRAME_attak212 56
|
||||
#define FRAME_attak213 57
|
||||
#define FRAME_attak214 58
|
||||
#define FRAME_attak215 59
|
||||
#define FRAME_attak216 60
|
||||
#define FRAME_attak217 61
|
||||
#define FRAME_attak218 62
|
||||
#define FRAME_attak219 63
|
||||
#define FRAME_attak220 64
|
||||
#define FRAME_attak221 65
|
||||
#define FRAME_attak222 66
|
||||
#define FRAME_attak223 67
|
||||
#define FRAME_attak224 68
|
||||
#define FRAME_attak225 69
|
||||
#define FRAME_attak301 70
|
||||
#define FRAME_attak302 71
|
||||
#define FRAME_attak303 72
|
||||
#define FRAME_attak304 73
|
||||
#define FRAME_attak305 74
|
||||
#define FRAME_attak306 75
|
||||
#define FRAME_attak307 76
|
||||
#define FRAME_attak308 77
|
||||
#define FRAME_attak309 78
|
||||
#define FRAME_attak310 79
|
||||
#define FRAME_attak311 80
|
||||
#define FRAME_attak312 81
|
||||
#define FRAME_attak313 82
|
||||
#define FRAME_attak314 83
|
||||
#define FRAME_attak315 84
|
||||
#define FRAME_attak316 85
|
||||
#define FRAME_attak317 86
|
||||
#define FRAME_attak318 87
|
||||
#define FRAME_attak319 88
|
||||
#define FRAME_attak320 89
|
||||
#define FRAME_attak321 90
|
||||
#define FRAME_attak322 91
|
||||
#define FRAME_attak323 92
|
||||
#define FRAME_attak324 93
|
||||
#define FRAME_attak325 94
|
||||
#define FRAME_attak326 95
|
||||
#define FRAME_attak327 96
|
||||
#define FRAME_attak328 97
|
||||
#define FRAME_attak329 98
|
||||
#define FRAME_attak330 99
|
||||
#define FRAME_attak331 100
|
||||
#define FRAME_attak332 101
|
||||
#define FRAME_attak333 102
|
||||
#define FRAME_attak334 103
|
||||
#define FRAME_death01 104
|
||||
#define FRAME_death02 105
|
||||
#define FRAME_death03 106
|
||||
#define FRAME_death04 107
|
||||
#define FRAME_death05 108
|
||||
#define FRAME_death06 109
|
||||
#define FRAME_death07 110
|
||||
#define FRAME_death08 111
|
||||
#define FRAME_death09 112
|
||||
#define FRAME_death10 113
|
||||
#define FRAME_death11 114
|
||||
#define FRAME_death12 115
|
||||
#define FRAME_death13 116
|
||||
#define FRAME_pain101 117
|
||||
#define FRAME_pain102 118
|
||||
#define FRAME_pain103 119
|
||||
#define FRAME_pain104 120
|
||||
#define FRAME_pain105 121
|
||||
#define FRAME_pain106 122
|
||||
#define FRAME_pain107 123
|
||||
#define FRAME_pain201 124
|
||||
#define FRAME_pain202 125
|
||||
#define FRAME_pain203 126
|
||||
#define FRAME_pain204 127
|
||||
#define FRAME_pain205 128
|
||||
#define FRAME_pain206 129
|
||||
#define FRAME_pain207 130
|
||||
#define FRAME_pain208 131
|
||||
#define FRAME_pain301 132
|
||||
#define FRAME_pain302 133
|
||||
#define FRAME_pain303 134
|
||||
#define FRAME_pain304 135
|
||||
#define FRAME_pain305 136
|
||||
#define FRAME_pain306 137
|
||||
#define FRAME_pain307 138
|
||||
#define FRAME_pain308 139
|
||||
#define FRAME_pain309 140
|
||||
#define FRAME_pain310 141
|
||||
#define FRAME_pain311 142
|
||||
#define FRAME_pain312 143
|
||||
#define FRAME_stand101 144
|
||||
#define FRAME_stand102 145
|
||||
#define FRAME_stand103 146
|
||||
#define FRAME_stand104 147
|
||||
#define FRAME_stand105 148
|
||||
#define FRAME_stand106 149
|
||||
#define FRAME_stand107 150
|
||||
#define FRAME_stand108 151
|
||||
#define FRAME_stand109 152
|
||||
#define FRAME_stand110 153
|
||||
#define FRAME_stand111 154
|
||||
#define FRAME_stand112 155
|
||||
#define FRAME_stand113 156
|
||||
#define FRAME_stand114 157
|
||||
#define FRAME_stand115 158
|
||||
#define FRAME_stand116 159
|
||||
#define FRAME_stand117 160
|
||||
#define FRAME_stand118 161
|
||||
#define FRAME_stand119 162
|
||||
#define FRAME_stand120 163
|
||||
#define FRAME_stand121 164
|
||||
#define FRAME_stand122 165
|
||||
#define FRAME_stand123 166
|
||||
#define FRAME_stand124 167
|
||||
#define FRAME_stand125 168
|
||||
#define FRAME_stand126 169
|
||||
#define FRAME_stand127 170
|
||||
#define FRAME_stand128 171
|
||||
#define FRAME_stand129 172
|
||||
#define FRAME_stand130 173
|
||||
#define FRAME_stand131 174
|
||||
#define FRAME_stand132 175
|
||||
#define FRAME_stand133 176
|
||||
#define FRAME_stand134 177
|
||||
#define FRAME_stand135 178
|
||||
#define FRAME_stand136 179
|
||||
#define FRAME_stand137 180
|
||||
#define FRAME_stand138 181
|
||||
#define FRAME_stand139 182
|
||||
#define FRAME_stand140 183
|
||||
#define FRAME_stand141 184
|
||||
#define FRAME_stand142 185
|
||||
#define FRAME_stand143 186
|
||||
#define FRAME_stand144 187
|
||||
#define FRAME_stand145 188
|
||||
#define FRAME_stand146 189
|
||||
#define FRAME_stand147 190
|
||||
#define FRAME_stand148 191
|
||||
#define FRAME_stand149 192
|
||||
#define FRAME_stand150 193
|
||||
#define FRAME_stand151 194
|
||||
#define FRAME_stand152 195
|
||||
#define FRAME_stand201 196
|
||||
#define FRAME_stand202 197
|
||||
#define FRAME_stand203 198
|
||||
#define FRAME_stand204 199
|
||||
#define FRAME_stand205 200
|
||||
#define FRAME_stand206 201
|
||||
#define FRAME_stand207 202
|
||||
#define FRAME_stand208 203
|
||||
#define FRAME_stand209 204
|
||||
#define FRAME_stand210 205
|
||||
#define FRAME_stand211 206
|
||||
#define FRAME_stand212 207
|
||||
#define FRAME_stand213 208
|
||||
#define FRAME_stand214 209
|
||||
#define FRAME_stand215 210
|
||||
#define FRAME_stand216 211
|
||||
#define FRAME_stand217 212
|
||||
#define FRAME_stand218 213
|
||||
#define FRAME_stand219 214
|
||||
#define FRAME_stand220 215
|
||||
#define FRAME_stand221 216
|
||||
#define FRAME_stand222 217
|
||||
#define FRAME_stand223 218
|
||||
#define FRAME_stand224 219
|
||||
#define FRAME_stand225 220
|
||||
#define FRAME_stand226 221
|
||||
#define FRAME_stand227 222
|
||||
#define FRAME_stand228 223
|
||||
#define FRAME_stand229 224
|
||||
#define FRAME_stand230 225
|
||||
#define FRAME_stand231 226
|
||||
#define FRAME_stand232 227
|
||||
#define FRAME_stand233 228
|
||||
#define FRAME_stand234 229
|
||||
#define FRAME_stand235 230
|
||||
#define FRAME_stand236 231
|
||||
#define FRAME_stand237 232
|
||||
#define FRAME_stand238 233
|
||||
#define FRAME_stand239 234
|
||||
#define FRAME_stand240 235
|
||||
#define FRAME_stand241 236
|
||||
#define FRAME_stand242 237
|
||||
#define FRAME_stand243 238
|
||||
#define FRAME_stand244 239
|
||||
#define FRAME_stand245 240
|
||||
#define FRAME_stand246 241
|
||||
#define FRAME_stand247 242
|
||||
#define FRAME_stand248 243
|
||||
#define FRAME_stand249 244
|
||||
#define FRAME_stand250 245
|
||||
#define FRAME_stand251 246
|
||||
#define FRAME_stand252 247
|
||||
|
||||
#define FRAME_actvat01 0
|
||||
#define FRAME_actvat02 1
|
||||
#define FRAME_actvat03 2
|
||||
#define FRAME_actvat04 3
|
||||
#define FRAME_actvat05 4
|
||||
#define FRAME_actvat06 5
|
||||
#define FRAME_actvat07 6
|
||||
#define FRAME_actvat08 7
|
||||
#define FRAME_actvat09 8
|
||||
#define FRAME_actvat10 9
|
||||
#define FRAME_actvat11 10
|
||||
#define FRAME_actvat12 11
|
||||
#define FRAME_actvat13 12
|
||||
#define FRAME_actvat14 13
|
||||
#define FRAME_actvat15 14
|
||||
#define FRAME_actvat16 15
|
||||
#define FRAME_actvat17 16
|
||||
#define FRAME_actvat18 17
|
||||
#define FRAME_actvat19 18
|
||||
#define FRAME_actvat20 19
|
||||
#define FRAME_actvat21 20
|
||||
#define FRAME_actvat22 21
|
||||
#define FRAME_actvat23 22
|
||||
#define FRAME_actvat24 23
|
||||
#define FRAME_actvat25 24
|
||||
#define FRAME_actvat26 25
|
||||
#define FRAME_actvat27 26
|
||||
#define FRAME_actvat28 27
|
||||
#define FRAME_actvat29 28
|
||||
#define FRAME_actvat30 29
|
||||
#define FRAME_actvat31 30
|
||||
#define FRAME_attak101 31
|
||||
#define FRAME_attak102 32
|
||||
#define FRAME_attak103 33
|
||||
#define FRAME_attak104 34
|
||||
#define FRAME_attak105 35
|
||||
#define FRAME_attak106 36
|
||||
#define FRAME_attak107 37
|
||||
#define FRAME_attak108 38
|
||||
#define FRAME_attak109 39
|
||||
#define FRAME_attak110 40
|
||||
#define FRAME_attak111 41
|
||||
#define FRAME_attak112 42
|
||||
#define FRAME_attak113 43
|
||||
#define FRAME_attak114 44
|
||||
#define FRAME_attak201 45
|
||||
#define FRAME_attak202 46
|
||||
#define FRAME_attak203 47
|
||||
#define FRAME_attak204 48
|
||||
#define FRAME_attak205 49
|
||||
#define FRAME_attak206 50
|
||||
#define FRAME_attak207 51
|
||||
#define FRAME_attak208 52
|
||||
#define FRAME_attak209 53
|
||||
#define FRAME_attak210 54
|
||||
#define FRAME_attak211 55
|
||||
#define FRAME_attak212 56
|
||||
#define FRAME_attak213 57
|
||||
#define FRAME_attak214 58
|
||||
#define FRAME_attak215 59
|
||||
#define FRAME_attak216 60
|
||||
#define FRAME_attak217 61
|
||||
#define FRAME_attak218 62
|
||||
#define FRAME_attak219 63
|
||||
#define FRAME_attak220 64
|
||||
#define FRAME_attak221 65
|
||||
#define FRAME_attak222 66
|
||||
#define FRAME_attak223 67
|
||||
#define FRAME_attak224 68
|
||||
#define FRAME_attak225 69
|
||||
#define FRAME_attak301 70
|
||||
#define FRAME_attak302 71
|
||||
#define FRAME_attak303 72
|
||||
#define FRAME_attak304 73
|
||||
#define FRAME_attak305 74
|
||||
#define FRAME_attak306 75
|
||||
#define FRAME_attak307 76
|
||||
#define FRAME_attak308 77
|
||||
#define FRAME_attak309 78
|
||||
#define FRAME_attak310 79
|
||||
#define FRAME_attak311 80
|
||||
#define FRAME_attak312 81
|
||||
#define FRAME_attak313 82
|
||||
#define FRAME_attak314 83
|
||||
#define FRAME_attak315 84
|
||||
#define FRAME_attak316 85
|
||||
#define FRAME_attak317 86
|
||||
#define FRAME_attak318 87
|
||||
#define FRAME_attak319 88
|
||||
#define FRAME_attak320 89
|
||||
#define FRAME_attak321 90
|
||||
#define FRAME_attak322 91
|
||||
#define FRAME_attak323 92
|
||||
#define FRAME_attak324 93
|
||||
#define FRAME_attak325 94
|
||||
#define FRAME_attak326 95
|
||||
#define FRAME_attak327 96
|
||||
#define FRAME_attak328 97
|
||||
#define FRAME_attak329 98
|
||||
#define FRAME_attak330 99
|
||||
#define FRAME_attak331 100
|
||||
#define FRAME_attak332 101
|
||||
#define FRAME_attak333 102
|
||||
#define FRAME_attak334 103
|
||||
#define FRAME_death01 104
|
||||
#define FRAME_death02 105
|
||||
#define FRAME_death03 106
|
||||
#define FRAME_death04 107
|
||||
#define FRAME_death05 108
|
||||
#define FRAME_death06 109
|
||||
#define FRAME_death07 110
|
||||
#define FRAME_death08 111
|
||||
#define FRAME_death09 112
|
||||
#define FRAME_death10 113
|
||||
#define FRAME_death11 114
|
||||
#define FRAME_death12 115
|
||||
#define FRAME_death13 116
|
||||
#define FRAME_pain101 117
|
||||
#define FRAME_pain102 118
|
||||
#define FRAME_pain103 119
|
||||
#define FRAME_pain104 120
|
||||
#define FRAME_pain105 121
|
||||
#define FRAME_pain106 122
|
||||
#define FRAME_pain107 123
|
||||
#define FRAME_pain201 124
|
||||
#define FRAME_pain202 125
|
||||
#define FRAME_pain203 126
|
||||
#define FRAME_pain204 127
|
||||
#define FRAME_pain205 128
|
||||
#define FRAME_pain206 129
|
||||
#define FRAME_pain207 130
|
||||
#define FRAME_pain208 131
|
||||
#define FRAME_pain301 132
|
||||
#define FRAME_pain302 133
|
||||
#define FRAME_pain303 134
|
||||
#define FRAME_pain304 135
|
||||
#define FRAME_pain305 136
|
||||
#define FRAME_pain306 137
|
||||
#define FRAME_pain307 138
|
||||
#define FRAME_pain308 139
|
||||
#define FRAME_pain309 140
|
||||
#define FRAME_pain310 141
|
||||
#define FRAME_pain311 142
|
||||
#define FRAME_pain312 143
|
||||
#define FRAME_stand101 144
|
||||
#define FRAME_stand102 145
|
||||
#define FRAME_stand103 146
|
||||
#define FRAME_stand104 147
|
||||
#define FRAME_stand105 148
|
||||
#define FRAME_stand106 149
|
||||
#define FRAME_stand107 150
|
||||
#define FRAME_stand108 151
|
||||
#define FRAME_stand109 152
|
||||
#define FRAME_stand110 153
|
||||
#define FRAME_stand111 154
|
||||
#define FRAME_stand112 155
|
||||
#define FRAME_stand113 156
|
||||
#define FRAME_stand114 157
|
||||
#define FRAME_stand115 158
|
||||
#define FRAME_stand116 159
|
||||
#define FRAME_stand117 160
|
||||
#define FRAME_stand118 161
|
||||
#define FRAME_stand119 162
|
||||
#define FRAME_stand120 163
|
||||
#define FRAME_stand121 164
|
||||
#define FRAME_stand122 165
|
||||
#define FRAME_stand123 166
|
||||
#define FRAME_stand124 167
|
||||
#define FRAME_stand125 168
|
||||
#define FRAME_stand126 169
|
||||
#define FRAME_stand127 170
|
||||
#define FRAME_stand128 171
|
||||
#define FRAME_stand129 172
|
||||
#define FRAME_stand130 173
|
||||
#define FRAME_stand131 174
|
||||
#define FRAME_stand132 175
|
||||
#define FRAME_stand133 176
|
||||
#define FRAME_stand134 177
|
||||
#define FRAME_stand135 178
|
||||
#define FRAME_stand136 179
|
||||
#define FRAME_stand137 180
|
||||
#define FRAME_stand138 181
|
||||
#define FRAME_stand139 182
|
||||
#define FRAME_stand140 183
|
||||
#define FRAME_stand141 184
|
||||
#define FRAME_stand142 185
|
||||
#define FRAME_stand143 186
|
||||
#define FRAME_stand144 187
|
||||
#define FRAME_stand145 188
|
||||
#define FRAME_stand146 189
|
||||
#define FRAME_stand147 190
|
||||
#define FRAME_stand148 191
|
||||
#define FRAME_stand149 192
|
||||
#define FRAME_stand150 193
|
||||
#define FRAME_stand151 194
|
||||
#define FRAME_stand152 195
|
||||
#define FRAME_stand201 196
|
||||
#define FRAME_stand202 197
|
||||
#define FRAME_stand203 198
|
||||
#define FRAME_stand204 199
|
||||
#define FRAME_stand205 200
|
||||
#define FRAME_stand206 201
|
||||
#define FRAME_stand207 202
|
||||
#define FRAME_stand208 203
|
||||
#define FRAME_stand209 204
|
||||
#define FRAME_stand210 205
|
||||
#define FRAME_stand211 206
|
||||
#define FRAME_stand212 207
|
||||
#define FRAME_stand213 208
|
||||
#define FRAME_stand214 209
|
||||
#define FRAME_stand215 210
|
||||
#define FRAME_stand216 211
|
||||
#define FRAME_stand217 212
|
||||
#define FRAME_stand218 213
|
||||
#define FRAME_stand219 214
|
||||
#define FRAME_stand220 215
|
||||
#define FRAME_stand221 216
|
||||
#define FRAME_stand222 217
|
||||
#define FRAME_stand223 218
|
||||
#define FRAME_stand224 219
|
||||
#define FRAME_stand225 220
|
||||
#define FRAME_stand226 221
|
||||
#define FRAME_stand227 222
|
||||
#define FRAME_stand228 223
|
||||
#define FRAME_stand229 224
|
||||
#define FRAME_stand230 225
|
||||
#define FRAME_stand231 226
|
||||
#define FRAME_stand232 227
|
||||
#define FRAME_stand233 228
|
||||
#define FRAME_stand234 229
|
||||
#define FRAME_stand235 230
|
||||
#define FRAME_stand236 231
|
||||
#define FRAME_stand237 232
|
||||
#define FRAME_stand238 233
|
||||
#define FRAME_stand239 234
|
||||
#define FRAME_stand240 235
|
||||
#define FRAME_stand241 236
|
||||
#define FRAME_stand242 237
|
||||
#define FRAME_stand243 238
|
||||
#define FRAME_stand244 239
|
||||
#define FRAME_stand245 240
|
||||
#define FRAME_stand246 241
|
||||
#define FRAME_stand247 242
|
||||
#define FRAME_stand248 243
|
||||
#define FRAME_stand249 244
|
||||
#define FRAME_stand250 245
|
||||
#define FRAME_stand251 246
|
||||
#define FRAME_stand252 247
|
||||
|
||||
#define MODEL_SCALE 1.000000
|
||||
#define MODEL_SCALE 1.000000
|
||||
|
|
Loading…
Reference in a new issue