Cleanup gladiator and add sanity checks

This commit is contained in:
Yamagi Burmeister 2013-02-03 12:36:01 +01:00
parent fd7d60680e
commit 5ca949d991
3 changed files with 746 additions and 427 deletions

View file

@ -1,50 +1,69 @@
/*
==============================================================================
GLADIATOR BOSS
==============================================================================
*/
/* =======================================================================
*
* Gladiator B. (Special variant of gladiator only found in Xatrix)
*
* =======================================================================
*/
#include "../../header/local.h"
#include "gladiator.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
void gladb_idle (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
void
gladb_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gladb_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
void
gladb_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gladb_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
void
gladb_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void gladb_cleaver_swing (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
void
gladb_cleaver_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladb_frames_stand [] =
{
mframe_t gladb_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -53,74 +72,119 @@ mframe_t gladb_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t gladb_move_stand = {FRAME_stand1, FRAME_stand7, gladb_frames_stand, NULL};
void gladb_stand (edict_t *self)
{
mmove_t gladb_move_stand = {
FRAME_stand1,
FRAME_stand7,
gladb_frames_stand,
NULL
};
void
gladb_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladb_move_stand;
}
mframe_t gladb_frames_walk [] =
{
mframe_t gladb_frames_walk[] = {
{ai_walk, 15, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 0, NULL},
{ai_walk, 2, NULL},
{ai_walk, 8, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 0, NULL},
{ai_walk, 2, NULL},
{ai_walk, 8, NULL},
{ai_walk, 12, NULL},
{ai_walk, 8, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 1, NULL},
{ai_walk, 8, NULL}
{ai_walk, 8, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 1, NULL},
{ai_walk, 8, NULL}
};
mmove_t gladb_move_walk = {FRAME_walk1, FRAME_walk16, gladb_frames_walk, NULL};
void gladb_walk (edict_t *self)
{
mmove_t gladb_move_walk = {
FRAME_walk1,
FRAME_walk16,
gladb_frames_walk,
NULL
};
void
gladb_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladb_move_walk;
}
mframe_t gladb_frames_run [] =
{
{ai_run, 23, NULL},
{ai_run, 14, NULL},
{ai_run, 14, NULL},
{ai_run, 21, NULL},
{ai_run, 12, NULL},
{ai_run, 13, NULL}
mframe_t gladb_frames_run[] = {
{ai_run, 23, NULL},
{ai_run, 14, NULL},
{ai_run, 14, NULL},
{ai_run, 21, NULL},
{ai_run, 12, NULL},
{ai_run, 13, NULL}
};
mmove_t gladb_move_run = {FRAME_run1, FRAME_run6, gladb_frames_run, NULL};
void gladb_run (edict_t *self)
{
mmove_t gladb_move_run = {
FRAME_run1,
FRAME_run6,
gladb_frames_run,
NULL
};
void
gladb_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gladb_move_stand;
}
else
{
self->monsterinfo.currentmove = &gladb_move_run;
}
}
void GladbMelee (edict_t *self)
void
GladbMelee(edict_t *self)
{
vec3_t aim;
vec3_t aim;
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
if (fire_hit (self, aim, (20 + (rand() %5)), 300))
gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
{
gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
}
mframe_t gladb_frames_attack_melee [] =
{
mframe_t gladb_frames_attack_melee[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -139,38 +203,63 @@ mframe_t gladb_frames_attack_melee [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladb_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladb_frames_attack_melee, gladb_run};
void gladb_melee(edict_t *self)
{
mmove_t gladb_move_attack_melee = {
FRAME_melee1,
FRAME_melee17,
gladb_frames_attack_melee,
gladb_run
};
void
gladb_melee(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladb_move_attack_melee;
}
void gladbGun (edict_t *self)
void
gladbGun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t forward, right;
if (!self)
{
return;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
forward, right, start);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
/* calc direction to where we targted */
VectorSubtract(self->pos1, start, dir);
VectorNormalize(dir);
// calc direction to where we targted
VectorSubtract (self->pos1, start, dir);
VectorNormalize (dir);
fire_plasma (self, start, dir, 100, 725, 60, 60);
fire_plasma(self, start, dir, 100, 725, 60, 60);
}
void gladbGun_check (edict_t *self)
{
void
gladbGun_check(edict_t *self)
{
if (!self)
{
return;
}
if (skill->value == 3)
gladbGun (self);
{
gladbGun(self);
}
}
mframe_t gladb_frames_attack_gun [] =
{
mframe_t gladb_frames_attack_gun[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, gladbGun},
@ -181,29 +270,42 @@ mframe_t gladb_frames_attack_gun [] =
{ai_charge, 0, NULL},
{ai_charge, 0, gladbGun_check}
};
mmove_t gladb_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladb_run};
void gladb_attack(edict_t *self)
mmove_t gladb_move_attack_gun = {
FRAME_attack1,
FRAME_attack9,
gladb_frames_attack_gun,
gladb_run
};
void
gladb_attack(edict_t *self)
{
float range;
vec3_t v;
// a small safe zone
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
float range;
vec3_t v;
if (!self)
{
return;
}
/* a small safe zone */
VectorSubtract(self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
// charge up the railgun
gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
if (range <= (MELEE_DISTANCE + 32))
{
return;
}
/* charge up the railgun */
gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy(self->enemy->s.origin, self->pos1); /* save for aiming the shot */
self->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladb_move_attack_gun;
}
mframe_t gladb_frames_pain [] =
{
mframe_t gladb_frames_pain[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -211,10 +313,14 @@ mframe_t gladb_frames_pain [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladb_move_pain = {FRAME_pain1, FRAME_pain6, gladb_frames_pain, gladb_run};
mframe_t gladb_frames_pain_air [] =
{
mmove_t gladb_move_pain = {
FRAME_pain1,
FRAME_pain6,
gladb_frames_pain, gladb_run
};
mframe_t gladb_frames_pain_air[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -223,48 +329,77 @@ mframe_t gladb_frames_pain_air [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladb_move_pain_air = {FRAME_painup1, FRAME_painup7, gladb_frames_pain_air, gladb_run};
void gladb_pain (edict_t *self, edict_t *other, float kick, int damage)
{
mmove_t gladb_move_pain_air = {
FRAME_painup1,
FRAME_painup7,
gladb_frames_pain_air,
gladb_run
};
void
gladb_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladb_move_pain))
if ((self->velocity[2] > 100) &&
(self->monsterinfo.currentmove == &gladb_move_pain))
{
self->monsterinfo.currentmove = &gladb_move_pain_air;
}
return;
}
self->pain_debounce_time = level.time + 3;
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
if (self->velocity[2] > 100)
{
self->monsterinfo.currentmove = &gladb_move_pain_air;
}
else
{
self->monsterinfo.currentmove = &gladb_move_pain;
}
}
void gladb_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
void
gladb_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);
}
mframe_t gladb_frames_death [] =
{
mframe_t gladb_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -288,67 +423,88 @@ mframe_t gladb_frames_death [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladb_move_death = {FRAME_death1, FRAME_death22, gladb_frames_death, gladb_dead};
void gladb_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
mmove_t gladb_move_death = {
FRAME_death1,
FRAME_death22,
gladb_frames_death,
gladb_dead
};
void
gladb_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /*unused */,
vec3_t point)
{
int n;
// check for gib
int n;
if (!self)
{
return;
}
/* 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);
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
/* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gladb_move_death;
}
/*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladb (edict_t *self)
/*
* QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void
SP_monster_gladb(edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex("gladiator/pain.wav");
sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
sound_die = gi.soundindex("gladiator/glddeth2.wav");
sound_gun = gi.soundindex("weapons/plasshot.wav");
sound_pain1 = gi.soundindex ("gladiator/pain.wav");
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
sound_die = gi.soundindex ("gladiator/glddeth2.wav");
// note to self
// need to change to PHALANX sound
sound_gun = gi.soundindex ("weapons/plasshot.wav");
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex ("gladiator/sight.wav");
sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
sound_idle = gi.soundindex("gladiator/gldidle1.wav");
sound_search = gi.soundindex("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gladb/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 64);
self->s.modelindex = gi.modelindex("models/monsters/gladb/tris.md2");
VectorSet(self->mins, -32, -32, -24);
VectorSet(self->maxs, 32, 32, 64);
self->health = 800;
self->gib_health = -175;
@ -367,14 +523,12 @@ void SP_monster_gladb (edict_t *self)
self->monsterinfo.idle = gladb_idle;
self->monsterinfo.search = gladb_search;
gi.linkentity (self);
gi.linkentity(self);
self->monsterinfo.currentmove = &gladb_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 400;
walkmonster_start (self);
walkmonster_start(self);
}

View file

@ -1,49 +1,69 @@
/*
==============================================================================
GLADIATOR
==============================================================================
*/
/* =======================================================================
*
* Gladiator.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "gladiator.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
void gladiator_idle (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
void
gladiator_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gladiator_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
void
gladiator_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gladiator_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
void
gladiator_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void gladiator_cleaver_swing (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
void
gladiator_cleaver_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladiator_frames_stand [] =
{
mframe_t gladiator_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -52,74 +72,119 @@ mframe_t gladiator_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
void gladiator_stand (edict_t *self)
{
mmove_t gladiator_move_stand = {
FRAME_stand1,
FRAME_stand7,
gladiator_frames_stand,
NULL
};
void
gladiator_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_stand;
}
mframe_t gladiator_frames_walk [] =
{
mframe_t gladiator_frames_walk[] = {
{ai_walk, 15, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 0, NULL},
{ai_walk, 2, NULL},
{ai_walk, 8, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 0, NULL},
{ai_walk, 2, NULL},
{ai_walk, 8, NULL},
{ai_walk, 12, NULL},
{ai_walk, 8, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 1, NULL},
{ai_walk, 8, NULL}
{ai_walk, 8, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 1, NULL},
{ai_walk, 8, NULL}
};
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
void gladiator_walk (edict_t *self)
{
mmove_t gladiator_move_walk = {
FRAME_walk1,
FRAME_walk16,
gladiator_frames_walk,
NULL
};
void
gladiator_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_walk;
}
mframe_t gladiator_frames_run [] =
{
{ai_run, 23, NULL},
{ai_run, 14, NULL},
{ai_run, 14, NULL},
{ai_run, 21, NULL},
{ai_run, 12, NULL},
{ai_run, 13, NULL}
mframe_t gladiator_frames_run[] = {
{ai_run, 23, NULL},
{ai_run, 14, NULL},
{ai_run, 14, NULL},
{ai_run, 21, NULL},
{ai_run, 12, NULL},
{ai_run, 13, NULL}
};
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
void gladiator_run (edict_t *self)
{
mmove_t gladiator_move_run = {
FRAME_run1,
FRAME_run6,
gladiator_frames_run,
NULL
};
void
gladiator_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gladiator_move_stand;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_run;
}
}
void GaldiatorMelee (edict_t *self)
void
GaldiatorMelee(edict_t *self)
{
vec3_t aim;
vec3_t aim;
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
if (fire_hit (self, aim, (20 + (rand() %5)), 300))
gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
{
gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
}
mframe_t gladiator_frames_attack_melee [] =
{
mframe_t gladiator_frames_attack_melee[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -138,32 +203,49 @@ mframe_t gladiator_frames_attack_melee [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
void gladiator_melee(edict_t *self)
{
mmove_t gladiator_move_attack_melee = {
FRAME_melee1,
FRAME_melee17,
gladiator_frames_attack_melee,
gladiator_run
};
void
gladiator_melee(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}
void GladiatorGun (edict_t *self)
void
GladiatorGun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t forward, right;
if (!self)
{
return;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
forward, right, start);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
/* calc direction to where we targted */
VectorSubtract(self->pos1, start, dir);
VectorNormalize(dir);
// calc direction to where we targted
VectorSubtract (self->pos1, start, dir);
VectorNormalize (dir);
monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
mframe_t gladiator_frames_attack_gun [] =
{
mframe_t gladiator_frames_attack_gun[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -174,29 +256,42 @@ mframe_t gladiator_frames_attack_gun [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
void gladiator_attack(edict_t *self)
mmove_t gladiator_move_attack_gun = {
FRAME_attack1,
FRAME_attack9,
gladiator_frames_attack_gun,
gladiator_run
};
void
gladiator_attack(edict_t *self)
{
float range;
vec3_t v;
// a small safe zone
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
float range;
vec3_t v;
if (!self)
{
return;
}
/* a small safe zone */
VectorSubtract(self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
// charge up the railgun
gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
if (range <= (MELEE_DISTANCE + 32))
{
return;
}
/* charge up the railgun */
gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy(self->enemy->s.origin, self->pos1); /* save for aiming the shot */
self->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}
mframe_t gladiator_frames_pain [] =
{
mframe_t gladiator_frames_pain[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -204,10 +299,15 @@ mframe_t gladiator_frames_pain [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
mframe_t gladiator_frames_pain_air [] =
{
mmove_t gladiator_move_pain = {
FRAME_pain1,
FRAME_pain6,
gladiator_frames_pain,
gladiator_run
};
mframe_t gladiator_frames_pain_air[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -216,51 +316,82 @@ mframe_t gladiator_frames_pain_air [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
{
mmove_t gladiator_move_pain_air = {
FRAME_painup1,
FRAME_painup7,
gladiator_frames_pain_air,
gladiator_run
};
void
gladiator_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
if ((self->velocity[2] > 100) &&
(self->monsterinfo.currentmove == &gladiator_move_pain))
{
self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
return;
}
self->pain_debounce_time = level.time + 3;
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
if (skill->value == 3)
return; // no pain anims in nightmare
{
return; /* no pain anims in nightmare */
}
if (self->velocity[2] > 100)
{
self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_pain;
}
}
void gladiator_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
void
gladiator_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);
}
mframe_t gladiator_frames_death [] =
{
mframe_t gladiator_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -284,64 +415,96 @@ mframe_t gladiator_frames_death [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
mmove_t gladiator_move_death = {
FRAME_death1,
FRAME_death22,
gladiator_frames_death,
gladiator_dead
};
void
gladiator_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /*unused */,
vec3_t point)
{
int n;
// check for gib
int n;
if (!self)
{
return;
}
/* 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);
gi.sound(self, CHAN_VOICE, gi.soundindex(
"misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2",
damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2",
damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
/* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gladiator_move_death;
}
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladiator (edict_t *self)
{
/*
* QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void
SP_monster_gladiator(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict (self);
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex ("gladiator/pain.wav");
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
sound_die = gi.soundindex ("gladiator/glddeth2.wav");
sound_gun = gi.soundindex ("gladiator/railgun.wav");
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex ("gladiator/sight.wav");
sound_pain1 = gi.soundindex("gladiator/pain.wav");
sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
sound_die = gi.soundindex("gladiator/glddeth2.wav");
sound_gun = gi.soundindex("gladiator/railgun.wav");
sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
sound_idle = gi.soundindex("gladiator/gldidle1.wav");
sound_search = gi.soundindex("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 64);
self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
VectorSet(self->mins, -32, -32, -24);
VectorSet(self->maxs, 32, 32, 64);
self->health = 400;
self->gib_health = -175;
@ -360,10 +523,9 @@ void SP_monster_gladiator (edict_t *self)
self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search;
gi.linkentity (self);
gi.linkentity(self);
self->monsterinfo.currentmove = &gladiator_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
walkmonster_start(self);
}

View file

@ -1,96 +1,99 @@
// G:\quake2\baseq2\models/monsters/gladiatr
/* =======================================================================
*
* Gladiator animations.
*
* =======================================================================
*/
// This file generated by ModelGen - Do NOT Modify
#define FRAME_stand1 0
#define FRAME_stand2 1
#define FRAME_stand3 2
#define FRAME_stand4 3
#define FRAME_stand5 4
#define FRAME_stand6 5
#define FRAME_stand7 6
#define FRAME_walk1 7
#define FRAME_walk2 8
#define FRAME_walk3 9
#define FRAME_walk4 10
#define FRAME_walk5 11
#define FRAME_walk6 12
#define FRAME_walk7 13
#define FRAME_walk8 14
#define FRAME_walk9 15
#define FRAME_walk10 16
#define FRAME_walk11 17
#define FRAME_walk12 18
#define FRAME_walk13 19
#define FRAME_walk14 20
#define FRAME_walk15 21
#define FRAME_walk16 22
#define FRAME_run1 23
#define FRAME_run2 24
#define FRAME_run3 25
#define FRAME_run4 26
#define FRAME_run5 27
#define FRAME_run6 28
#define FRAME_melee1 29
#define FRAME_melee2 30
#define FRAME_melee3 31
#define FRAME_melee4 32
#define FRAME_melee5 33
#define FRAME_melee6 34
#define FRAME_melee7 35
#define FRAME_melee8 36
#define FRAME_melee9 37
#define FRAME_melee10 38
#define FRAME_melee11 39
#define FRAME_melee12 40
#define FRAME_melee13 41
#define FRAME_melee14 42
#define FRAME_melee15 43
#define FRAME_melee16 44
#define FRAME_melee17 45
#define FRAME_attack1 46
#define FRAME_attack2 47
#define FRAME_attack3 48
#define FRAME_attack4 49
#define FRAME_attack5 50
#define FRAME_attack6 51
#define FRAME_attack7 52
#define FRAME_attack8 53
#define FRAME_attack9 54
#define FRAME_pain1 55
#define FRAME_pain2 56
#define FRAME_pain3 57
#define FRAME_pain4 58
#define FRAME_pain5 59
#define FRAME_pain6 60
#define FRAME_death1 61
#define FRAME_death2 62
#define FRAME_death3 63
#define FRAME_death4 64
#define FRAME_death5 65
#define FRAME_death6 66
#define FRAME_death7 67
#define FRAME_death8 68
#define FRAME_death9 69
#define FRAME_death10 70
#define FRAME_death11 71
#define FRAME_death12 72
#define FRAME_death13 73
#define FRAME_death14 74
#define FRAME_death15 75
#define FRAME_death16 76
#define FRAME_death17 77
#define FRAME_death18 78
#define FRAME_death19 79
#define FRAME_death20 80
#define FRAME_death21 81
#define FRAME_death22 82
#define FRAME_painup1 83
#define FRAME_painup2 84
#define FRAME_painup3 85
#define FRAME_painup4 86
#define FRAME_painup5 87
#define FRAME_painup6 88
#define FRAME_painup7 89
#define FRAME_stand1 0
#define FRAME_stand2 1
#define FRAME_stand3 2
#define FRAME_stand4 3
#define FRAME_stand5 4
#define FRAME_stand6 5
#define FRAME_stand7 6
#define FRAME_walk1 7
#define FRAME_walk2 8
#define FRAME_walk3 9
#define FRAME_walk4 10
#define FRAME_walk5 11
#define FRAME_walk6 12
#define FRAME_walk7 13
#define FRAME_walk8 14
#define FRAME_walk9 15
#define FRAME_walk10 16
#define FRAME_walk11 17
#define FRAME_walk12 18
#define FRAME_walk13 19
#define FRAME_walk14 20
#define FRAME_walk15 21
#define FRAME_walk16 22
#define FRAME_run1 23
#define FRAME_run2 24
#define FRAME_run3 25
#define FRAME_run4 26
#define FRAME_run5 27
#define FRAME_run6 28
#define FRAME_melee1 29
#define FRAME_melee2 30
#define FRAME_melee3 31
#define FRAME_melee4 32
#define FRAME_melee5 33
#define FRAME_melee6 34
#define FRAME_melee7 35
#define FRAME_melee8 36
#define FRAME_melee9 37
#define FRAME_melee10 38
#define FRAME_melee11 39
#define FRAME_melee12 40
#define FRAME_melee13 41
#define FRAME_melee14 42
#define FRAME_melee15 43
#define FRAME_melee16 44
#define FRAME_melee17 45
#define FRAME_attack1 46
#define FRAME_attack2 47
#define FRAME_attack3 48
#define FRAME_attack4 49
#define FRAME_attack5 50
#define FRAME_attack6 51
#define FRAME_attack7 52
#define FRAME_attack8 53
#define FRAME_attack9 54
#define FRAME_pain1 55
#define FRAME_pain2 56
#define FRAME_pain3 57
#define FRAME_pain4 58
#define FRAME_pain5 59
#define FRAME_pain6 60
#define FRAME_death1 61
#define FRAME_death2 62
#define FRAME_death3 63
#define FRAME_death4 64
#define FRAME_death5 65
#define FRAME_death6 66
#define FRAME_death7 67
#define FRAME_death8 68
#define FRAME_death9 69
#define FRAME_death10 70
#define FRAME_death11 71
#define FRAME_death12 72
#define FRAME_death13 73
#define FRAME_death14 74
#define FRAME_death15 75
#define FRAME_death16 76
#define FRAME_death17 77
#define FRAME_death18 78
#define FRAME_death19 79
#define FRAME_death20 80
#define FRAME_death21 81
#define FRAME_death22 82
#define FRAME_painup1 83
#define FRAME_painup2 84
#define FRAME_painup3 85
#define FRAME_painup4 86
#define FRAME_painup5 87
#define FRAME_painup6 88
#define FRAME_painup7 89
#define MODEL_SCALE 1.000000
#define MODEL_SCALE 1.000000