mirror of
https://github.com/yquake2/xatrix.git
synced 2024-11-10 06:42:22 +00:00
Cleanup gladiator and add sanity checks
This commit is contained in:
parent
fd7d60680e
commit
5ca949d991
3 changed files with 746 additions and 427 deletions
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue