diff --git a/Makefile b/Makefile index fae4928b..e50e2f04 100644 --- a/Makefile +++ b/Makefile @@ -182,7 +182,6 @@ BASEQ2_OBJS_ = \ src/game/baseq2/g_turret.o \ src/game/baseq2/g_utils.o \ src/game/baseq2/g_weapon.o \ - src/game/baseq2/monster/actor/actor.o \ src/game/baseq2/monster/berserker/berserker.o \ src/game/baseq2/monster/boss2/boss2.o \ src/game/baseq2/monster/boss3/boss3.o \ diff --git a/src/game/baseq2/g_spawn.c b/src/game/baseq2/g_spawn.c index ac01efcb..7b88633c 100644 --- a/src/game/baseq2/g_spawn.c +++ b/src/game/baseq2/g_spawn.c @@ -84,7 +84,6 @@ void SP_target_crosslevel_trigger(edict_t *ent); void SP_target_crosslevel_target(edict_t *ent); void SP_target_laser(edict_t *self); void SP_target_help(edict_t *ent); -void SP_target_actor(edict_t *ent); void SP_target_lightramp(edict_t *self); void SP_target_earthquake(edict_t *ent); void SP_target_character(edict_t *ent); @@ -104,7 +103,6 @@ void SP_point_combat(edict_t *self); void SP_misc_explobox(edict_t *self); void SP_misc_banner(edict_t *self); void SP_misc_satellite_dish(edict_t *self); -void SP_misc_actor(edict_t *self); void SP_misc_gib_arm(edict_t *self); void SP_misc_gib_leg(edict_t *self); void SP_misc_gib_head(edict_t *self); @@ -202,7 +200,6 @@ spawn_t spawns[] = { {"target_crosslevel_target", SP_target_crosslevel_target}, {"target_laser", SP_target_laser}, {"target_help", SP_target_help}, - {"target_actor", SP_target_actor}, {"target_lightramp", SP_target_lightramp}, {"target_earthquake", SP_target_earthquake}, {"target_character", SP_target_character}, @@ -223,7 +220,6 @@ spawn_t spawns[] = { {"misc_explobox", SP_misc_explobox}, {"misc_banner", SP_misc_banner}, {"misc_satellite_dish", SP_misc_satellite_dish}, - {"misc_actor", SP_misc_actor}, {"misc_gib_arm", SP_misc_gib_arm}, {"misc_gib_leg", SP_misc_gib_leg}, {"misc_gib_head", SP_misc_gib_head}, diff --git a/src/game/baseq2/monster/actor/actor.c b/src/game/baseq2/monster/actor/actor.c deleted file mode 100644 index d0bb2808..00000000 --- a/src/game/baseq2/monster/actor/actor.c +++ /dev/null @@ -1,607 +0,0 @@ -/* -Copyright (C) 1997-2001 Id Software, Inc. - -This program is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ -// g_actor.c - -#include "../../header/local.h" -#include "actor.h" - -#define MAX_ACTOR_NAMES 8 -char *actor_names[MAX_ACTOR_NAMES] = -{ - "Hellrot", - "Tokay", - "Killme", - "Disruptor", - "Adrianator", - "Rambear", - "Titus", - "Bitterman" -}; - - -mframe_t actor_frames_stand [] = -{ - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL}, - {ai_stand, 0, NULL} -}; -mmove_t actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL}; - -void actor_stand (edict_t *self) -{ - self->monsterinfo.currentmove = &actor_move_stand; - - // randomize on startup - if (level.time < 1.0) - self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1)); -} - - -mframe_t actor_frames_walk [] = -{ - {ai_walk, 0, NULL}, - {ai_walk, 6, NULL}, - {ai_walk, 10, NULL}, - {ai_walk, 3, NULL}, - {ai_walk, 2, NULL}, - {ai_walk, 7, NULL}, - {ai_walk, 10, NULL}, - {ai_walk, 1, NULL}, - {ai_walk, 4, NULL}, - {ai_walk, 0, NULL}, - {ai_walk, 0, NULL} -}; -mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL}; - -void actor_walk (edict_t *self) -{ - self->monsterinfo.currentmove = &actor_move_walk; -} - - -mframe_t actor_frames_run [] = -{ - {ai_run, 4, NULL}, - {ai_run, 15, NULL}, - {ai_run, 15, NULL}, - {ai_run, 8, NULL}, - {ai_run, 20, NULL}, - {ai_run, 15, NULL}, - {ai_run, 8, NULL}, - {ai_run, 17, NULL}, - {ai_run, 12, NULL}, - {ai_run, -2, NULL}, - {ai_run, -2, NULL}, - {ai_run, -1, NULL} -}; -mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL}; - -void actor_run (edict_t *self) -{ - if ((level.time < self->pain_debounce_time) && (!self->enemy)) - { - if (self->movetarget) - actor_walk(self); - else - actor_stand(self); - return; - } - - if (self->monsterinfo.aiflags & AI_STAND_GROUND) - { - actor_stand(self); - return; - } - - self->monsterinfo.currentmove = &actor_move_run; -} - - -mframe_t actor_frames_pain1 [] = -{ - {ai_move, -5, NULL}, - {ai_move, 4, NULL}, - {ai_move, 1, NULL} -}; -mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run}; - -mframe_t actor_frames_pain2 [] = -{ - {ai_move, -4, NULL}, - {ai_move, 4, NULL}, - {ai_move, 0, NULL} -}; -mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run}; - -mframe_t actor_frames_pain3 [] = -{ - {ai_move, -1, NULL}, - {ai_move, 1, NULL}, - {ai_move, 0, NULL} -}; -mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run}; - -mframe_t actor_frames_flipoff [] = -{ - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL} -}; -mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run}; - -mframe_t actor_frames_taunt [] = -{ - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL}, - {ai_turn, 0, NULL} -}; -mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run}; - -char *messages[] = -{ - "Watch it", - "#$@*&", - "Idiot", - "Check your targets" -}; - -void actor_pain (edict_t *self, edict_t *other, float kick, int damage) -{ - int n; - - 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 ((other->client) && (random() < 0.4)) - { - vec3_t v; - char *name; - - VectorSubtract (other->s.origin, self->s.origin, v); - self->ideal_yaw = vectoyaw (v); - if (random() < 0.5) - self->monsterinfo.currentmove = &actor_move_flipoff; - else - self->monsterinfo.currentmove = &actor_move_taunt; - name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES]; - gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]); - return; - } - - n = rand() % 3; - if (n == 0) - self->monsterinfo.currentmove = &actor_move_pain1; - else if (n == 1) - self->monsterinfo.currentmove = &actor_move_pain2; - else - self->monsterinfo.currentmove = &actor_move_pain3; -} - - -void actorMachineGun (edict_t *self) -{ - vec3_t start, target; - vec3_t forward, right; - - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start); - if (self->enemy) - { - if (self->enemy->health > 0) - { - VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); - target[2] += self->enemy->viewheight; - } - else - { - VectorCopy (self->enemy->absmin, target); - target[2] += (self->enemy->size[2] / 2); - } - VectorSubtract (target, start, forward); - VectorNormalize (forward); - } - else - { - AngleVectors (self->s.angles, forward, NULL, NULL); - } - monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1); -} - - -void actor_dead (edict_t *self) -{ - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, -8); - self->movetype = MOVETYPE_TOSS; - self->svflags |= SVF_DEADMONSTER; - self->nextthink = 0; - gi.linkentity (self); -} - -mframe_t actor_frames_death1 [] = -{ - {ai_move, 0, NULL}, - {ai_move, 0, NULL}, - {ai_move, -13, NULL}, - {ai_move, 14, NULL}, - {ai_move, 3, NULL}, - {ai_move, -2, NULL}, - {ai_move, 1, NULL} -}; -mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead}; - -mframe_t actor_frames_death2 [] = -{ - {ai_move, 0, NULL}, - {ai_move, 7, NULL}, - {ai_move, -6, NULL}, - {ai_move, -5, NULL}, - {ai_move, 1, NULL}, - {ai_move, 0, NULL}, - {ai_move, -1, NULL}, - {ai_move, -2, NULL}, - {ai_move, -1, NULL}, - {ai_move, -9, NULL}, - {ai_move, -13, NULL}, - {ai_move, -13, NULL}, - {ai_move, 0, NULL} -}; -mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead}; - -void actor_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) -{ - int n; - - // check for gib - if (self->health <= -80) - { - 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 - self->deadflag = DEAD_DEAD; - self->takedamage = DAMAGE_YES; - - n = rand() % 2; - if (n == 0) - self->monsterinfo.currentmove = &actor_move_death1; - else - self->monsterinfo.currentmove = &actor_move_death2; -} - - -void actor_fire (edict_t *self) -{ - actorMachineGun (self); - - if (level.time >= self->monsterinfo.pausetime) - self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; - else - self->monsterinfo.aiflags |= AI_HOLD_FRAME; -} - -mframe_t actor_frames_attack [] = -{ - {ai_charge, -2, actor_fire}, - {ai_charge, -2, NULL}, - {ai_charge, 3, NULL}, - {ai_charge, 2, NULL} -}; -mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run}; - -void actor_attack(edict_t *self) -{ - int n; - - self->monsterinfo.currentmove = &actor_move_attack; - n = (rand() & 15) + 3 + 7; - self->monsterinfo.pausetime = level.time + n * FRAMETIME; -} - - -void actor_use (edict_t *self, edict_t *other, edict_t *activator) -{ - vec3_t v; - - self->goalentity = self->movetarget = G_PickTarget(self->target); - if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0)) - { - gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin)); - self->target = NULL; - self->monsterinfo.pausetime = 100000000; - self->monsterinfo.stand (self); - return; - } - - VectorSubtract (self->goalentity->s.origin, self->s.origin, v); - self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v); - self->monsterinfo.walk (self); - self->target = NULL; -} - - -/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32) -*/ - -void SP_misc_actor (edict_t *self) -{ - if (deathmatch->value) - { - G_FreeEdict (self); - return; - } - - if (!self->targetname) - { - gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin)); - G_FreeEdict (self); - return; - } - - if (!self->target) - { - gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin)); - G_FreeEdict (self); - return; - } - - self->movetype = MOVETYPE_STEP; - self->solid = SOLID_BBOX; - self->s.modelindex = gi.modelindex("players/male/tris.md2"); - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, 32); - - if (!self->health) - self->health = 100; - self->mass = 200; - - self->pain = actor_pain; - self->die = actor_die; - - self->monsterinfo.stand = actor_stand; - self->monsterinfo.walk = actor_walk; - self->monsterinfo.run = actor_run; - self->monsterinfo.attack = actor_attack; - self->monsterinfo.melee = NULL; - self->monsterinfo.sight = NULL; - - self->monsterinfo.aiflags |= AI_GOOD_GUY; - - gi.linkentity (self); - - self->monsterinfo.currentmove = &actor_move_stand; - self->monsterinfo.scale = MODEL_SCALE; - - walkmonster_start (self); - - // actors always start in a dormant state, they *must* be used to get going - self->use = actor_use; -} - - -/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL -JUMP jump in set direction upon reaching this target -SHOOT take a single shot at the pathtarget -ATTACK attack pathtarget until it or actor is dead - -"target" next target_actor -"pathtarget" target of any action to be taken at this point -"wait" amount of time actor should pause at this point -"message" actor will "say" this to the player - -for JUMP only: -"speed" speed thrown forward (default 200) -"height" speed thrown upwards (default 200) -*/ - -void target_actor_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) -{ - vec3_t v; - - if (other->movetarget != self) - return; - - if (other->enemy) - return; - - other->goalentity = other->movetarget = NULL; - - if (self->message) - { - int n; - edict_t *ent; - - for (n = 1; n <= game.maxclients; n++) - { - ent = &g_edicts[n]; - if (!ent->inuse) - continue; - gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message); - } - } - - if (self->spawnflags & 1) //jump - { - other->velocity[0] = self->movedir[0] * self->speed; - other->velocity[1] = self->movedir[1] * self->speed; - - if (other->groundentity) - { - other->groundentity = NULL; - other->velocity[2] = self->movedir[2]; - gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0); - } - } - - if (self->spawnflags & 2) //shoot - { - } - else if (self->spawnflags & 4) //attack - { - other->enemy = G_PickTarget(self->pathtarget); - if (other->enemy) - { - other->goalentity = other->enemy; - if (self->spawnflags & 32) - other->monsterinfo.aiflags |= AI_BRUTAL; - if (self->spawnflags & 16) - { - other->monsterinfo.aiflags |= AI_STAND_GROUND; - actor_stand (other); - } - else - { - actor_run (other); - } - } - } - - if (!(self->spawnflags & 6) && (self->pathtarget)) - { - char *savetarget; - - savetarget = self->target; - self->target = self->pathtarget; - G_UseTargets (self, other); - self->target = savetarget; - } - - other->movetarget = G_PickTarget(self->target); - - if (!other->goalentity) - other->goalentity = other->movetarget; - - if (!other->movetarget && !other->enemy) - { - other->monsterinfo.pausetime = level.time + 100000000; - other->monsterinfo.stand (other); - } - else if (other->movetarget == other->goalentity) - { - VectorSubtract (other->movetarget->s.origin, other->s.origin, v); - other->ideal_yaw = vectoyaw (v); - } -} - -void SP_target_actor (edict_t *self) -{ - if (!self->targetname) - gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin)); - - self->solid = SOLID_TRIGGER; - self->touch = target_actor_touch; - VectorSet (self->mins, -8, -8, -8); - VectorSet (self->maxs, 8, 8, 8); - self->svflags = SVF_NOCLIENT; - - if (self->spawnflags & 1) - { - if (!self->speed) - self->speed = 200; - if (!st.height) - st.height = 200; - if (self->s.angles[YAW] == 0) - self->s.angles[YAW] = 360; - G_SetMovedir (self->s.angles, self->movedir); - self->movedir[2] = st.height; - } - - gi.linkentity (self); -} - diff --git a/src/game/baseq2/monster/actor/actor.h b/src/game/baseq2/monster/actor/actor.h deleted file mode 100644 index 5fc0d8df..00000000 --- a/src/game/baseq2/monster/actor/actor.h +++ /dev/null @@ -1,506 +0,0 @@ -/* -Copyright (C) 1997-2001 Id Software, Inc. - -This program is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ -// G:\quake2\baseq2\models/player_y - -// This file generated by ModelGen - Do NOT Modify - -#define FRAME_attak01 0 -#define FRAME_attak02 1 -#define FRAME_attak03 2 -#define FRAME_attak04 3 -#define FRAME_death101 4 -#define FRAME_death102 5 -#define FRAME_death103 6 -#define FRAME_death104 7 -#define FRAME_death105 8 -#define FRAME_death106 9 -#define FRAME_death107 10 -#define FRAME_death201 11 -#define FRAME_death202 12 -#define FRAME_death203 13 -#define FRAME_death204 14 -#define FRAME_death205 15 -#define FRAME_death206 16 -#define FRAME_death207 17 -#define FRAME_death208 18 -#define FRAME_death209 19 -#define FRAME_death210 20 -#define FRAME_death211 21 -#define FRAME_death212 22 -#define FRAME_death213 23 -#define FRAME_death301 24 -#define FRAME_death302 25 -#define FRAME_death303 26 -#define FRAME_death304 27 -#define FRAME_death305 28 -#define FRAME_death306 29 -#define FRAME_death307 30 -#define FRAME_death308 31 -#define FRAME_death309 32 -#define FRAME_death310 33 -#define FRAME_death311 34 -#define FRAME_death312 35 -#define FRAME_death313 36 -#define FRAME_death314 37 -#define FRAME_death315 38 -#define FRAME_flip01 39 -#define FRAME_flip02 40 -#define FRAME_flip03 41 -#define FRAME_flip04 42 -#define FRAME_flip05 43 -#define FRAME_flip06 44 -#define FRAME_flip07 45 -#define FRAME_flip08 46 -#define FRAME_flip09 47 -#define FRAME_flip10 48 -#define FRAME_flip11 49 -#define FRAME_flip12 50 -#define FRAME_flip13 51 -#define FRAME_flip14 52 -#define FRAME_grenad01 53 -#define FRAME_grenad02 54 -#define FRAME_grenad03 55 -#define FRAME_grenad04 56 -#define FRAME_grenad05 57 -#define FRAME_grenad06 58 -#define FRAME_grenad07 59 -#define FRAME_grenad08 60 -#define FRAME_grenad09 61 -#define FRAME_grenad10 62 -#define FRAME_grenad11 63 -#define FRAME_grenad12 64 -#define FRAME_grenad13 65 -#define FRAME_grenad14 66 -#define FRAME_grenad15 67 -#define FRAME_jump01 68 -#define FRAME_jump02 69 -#define FRAME_jump03 70 -#define FRAME_jump04 71 -#define FRAME_jump05 72 -#define FRAME_jump06 73 -#define FRAME_pain101 74 -#define FRAME_pain102 75 -#define FRAME_pain103 76 -#define FRAME_pain201 77 -#define FRAME_pain202 78 -#define FRAME_pain203 79 -#define FRAME_pain301 80 -#define FRAME_pain302 81 -#define FRAME_pain303 82 -#define FRAME_push01 83 -#define FRAME_push02 84 -#define FRAME_push03 85 -#define FRAME_push04 86 -#define FRAME_push05 87 -#define FRAME_push06 88 -#define FRAME_push07 89 -#define FRAME_push08 90 -#define FRAME_push09 91 -#define FRAME_run01 92 -#define FRAME_run02 93 -#define FRAME_run03 94 -#define FRAME_run04 95 -#define FRAME_run05 96 -#define FRAME_run06 97 -#define FRAME_run07 98 -#define FRAME_run08 99 -#define FRAME_run09 100 -#define FRAME_run10 101 -#define FRAME_run11 102 -#define FRAME_run12 103 -#define FRAME_runs01 104 -#define FRAME_runs02 105 -#define FRAME_runs03 106 -#define FRAME_runs04 107 -#define FRAME_runs05 108 -#define FRAME_runs06 109 -#define FRAME_runs07 110 -#define FRAME_runs08 111 -#define FRAME_runs09 112 -#define FRAME_runs10 113 -#define FRAME_runs11 114 -#define FRAME_runs12 115 -#define FRAME_salute01 116 -#define FRAME_salute02 117 -#define FRAME_salute03 118 -#define FRAME_salute04 119 -#define FRAME_salute05 120 -#define FRAME_salute06 121 -#define FRAME_salute07 122 -#define FRAME_salute08 123 -#define FRAME_salute09 124 -#define FRAME_salute10 125 -#define FRAME_salute11 126 -#define FRAME_salute12 127 -#define FRAME_stand101 128 -#define FRAME_stand102 129 -#define FRAME_stand103 130 -#define FRAME_stand104 131 -#define FRAME_stand105 132 -#define FRAME_stand106 133 -#define FRAME_stand107 134 -#define FRAME_stand108 135 -#define FRAME_stand109 136 -#define FRAME_stand110 137 -#define FRAME_stand111 138 -#define FRAME_stand112 139 -#define FRAME_stand113 140 -#define FRAME_stand114 141 -#define FRAME_stand115 142 -#define FRAME_stand116 143 -#define FRAME_stand117 144 -#define FRAME_stand118 145 -#define FRAME_stand119 146 -#define FRAME_stand120 147 -#define FRAME_stand121 148 -#define FRAME_stand122 149 -#define FRAME_stand123 150 -#define FRAME_stand124 151 -#define FRAME_stand125 152 -#define FRAME_stand126 153 -#define FRAME_stand127 154 -#define FRAME_stand128 155 -#define FRAME_stand129 156 -#define FRAME_stand130 157 -#define FRAME_stand131 158 -#define FRAME_stand132 159 -#define FRAME_stand133 160 -#define FRAME_stand134 161 -#define FRAME_stand135 162 -#define FRAME_stand136 163 -#define FRAME_stand137 164 -#define FRAME_stand138 165 -#define FRAME_stand139 166 -#define FRAME_stand140 167 -#define FRAME_stand201 168 -#define FRAME_stand202 169 -#define FRAME_stand203 170 -#define FRAME_stand204 171 -#define FRAME_stand205 172 -#define FRAME_stand206 173 -#define FRAME_stand207 174 -#define FRAME_stand208 175 -#define FRAME_stand209 176 -#define FRAME_stand210 177 -#define FRAME_stand211 178 -#define FRAME_stand212 179 -#define FRAME_stand213 180 -#define FRAME_stand214 181 -#define FRAME_stand215 182 -#define FRAME_stand216 183 -#define FRAME_stand217 184 -#define FRAME_stand218 185 -#define FRAME_stand219 186 -#define FRAME_stand220 187 -#define FRAME_stand221 188 -#define FRAME_stand222 189 -#define FRAME_stand223 190 -#define FRAME_swim01 191 -#define FRAME_swim02 192 -#define FRAME_swim03 193 -#define FRAME_swim04 194 -#define FRAME_swim05 195 -#define FRAME_swim06 196 -#define FRAME_swim07 197 -#define FRAME_swim08 198 -#define FRAME_swim09 199 -#define FRAME_swim10 200 -#define FRAME_swim11 201 -#define FRAME_swim12 202 -#define FRAME_sw_atk01 203 -#define FRAME_sw_atk02 204 -#define FRAME_sw_atk03 205 -#define FRAME_sw_atk04 206 -#define FRAME_sw_atk05 207 -#define FRAME_sw_atk06 208 -#define FRAME_sw_pan01 209 -#define FRAME_sw_pan02 210 -#define FRAME_sw_pan03 211 -#define FRAME_sw_pan04 212 -#define FRAME_sw_pan05 213 -#define FRAME_sw_std01 214 -#define FRAME_sw_std02 215 -#define FRAME_sw_std03 216 -#define FRAME_sw_std04 217 -#define FRAME_sw_std05 218 -#define FRAME_sw_std06 219 -#define FRAME_sw_std07 220 -#define FRAME_sw_std08 221 -#define FRAME_sw_std09 222 -#define FRAME_sw_std10 223 -#define FRAME_sw_std11 224 -#define FRAME_sw_std12 225 -#define FRAME_sw_std13 226 -#define FRAME_sw_std14 227 -#define FRAME_sw_std15 228 -#define FRAME_sw_std16 229 -#define FRAME_sw_std17 230 -#define FRAME_sw_std18 231 -#define FRAME_sw_std19 232 -#define FRAME_sw_std20 233 -#define FRAME_taunt01 234 -#define FRAME_taunt02 235 -#define FRAME_taunt03 236 -#define FRAME_taunt04 237 -#define FRAME_taunt05 238 -#define FRAME_taunt06 239 -#define FRAME_taunt07 240 -#define FRAME_taunt08 241 -#define FRAME_taunt09 242 -#define FRAME_taunt10 243 -#define FRAME_taunt11 244 -#define FRAME_taunt12 245 -#define FRAME_taunt13 246 -#define FRAME_taunt14 247 -#define FRAME_taunt15 248 -#define FRAME_taunt16 249 -#define FRAME_taunt17 250 -#define FRAME_walk01 251 -#define FRAME_walk02 252 -#define FRAME_walk03 253 -#define FRAME_walk04 254 -#define FRAME_walk05 255 -#define FRAME_walk06 256 -#define FRAME_walk07 257 -#define FRAME_walk08 258 -#define FRAME_walk09 259 -#define FRAME_walk10 260 -#define FRAME_walk11 261 -#define FRAME_wave01 262 -#define FRAME_wave02 263 -#define FRAME_wave03 264 -#define FRAME_wave04 265 -#define FRAME_wave05 266 -#define FRAME_wave06 267 -#define FRAME_wave07 268 -#define FRAME_wave08 269 -#define FRAME_wave09 270 -#define FRAME_wave10 271 -#define FRAME_wave11 272 -#define FRAME_wave12 273 -#define FRAME_wave13 274 -#define FRAME_wave14 275 -#define FRAME_wave15 276 -#define FRAME_wave16 277 -#define FRAME_wave17 278 -#define FRAME_wave18 279 -#define FRAME_wave19 280 -#define FRAME_wave20 281 -#define FRAME_wave21 282 -#define FRAME_bl_atk01 283 -#define FRAME_bl_atk02 284 -#define FRAME_bl_atk03 285 -#define FRAME_bl_atk04 286 -#define FRAME_bl_atk05 287 -#define FRAME_bl_atk06 288 -#define FRAME_bl_flp01 289 -#define FRAME_bl_flp02 290 -#define FRAME_bl_flp13 291 -#define FRAME_bl_flp14 292 -#define FRAME_bl_flp15 293 -#define FRAME_bl_jmp01 294 -#define FRAME_bl_jmp02 295 -#define FRAME_bl_jmp03 296 -#define FRAME_bl_jmp04 297 -#define FRAME_bl_jmp05 298 -#define FRAME_bl_jmp06 299 -#define FRAME_bl_pn101 300 -#define FRAME_bl_pn102 301 -#define FRAME_bl_pn103 302 -#define FRAME_bl_pn201 303 -#define FRAME_bl_pn202 304 -#define FRAME_bl_pn203 305 -#define FRAME_bl_pn301 306 -#define FRAME_bl_pn302 307 -#define FRAME_bl_pn303 308 -#define FRAME_bl_psh08 309 -#define FRAME_bl_psh09 310 -#define FRAME_bl_run01 311 -#define FRAME_bl_run02 312 -#define FRAME_bl_run03 313 -#define FRAME_bl_run04 314 -#define FRAME_bl_run05 315 -#define FRAME_bl_run06 316 -#define FRAME_bl_run07 317 -#define FRAME_bl_run08 318 -#define FRAME_bl_run09 319 -#define FRAME_bl_run10 320 -#define FRAME_bl_run11 321 -#define FRAME_bl_run12 322 -#define FRAME_bl_rns03 323 -#define FRAME_bl_rns04 324 -#define FRAME_bl_rns05 325 -#define FRAME_bl_rns06 326 -#define FRAME_bl_rns07 327 -#define FRAME_bl_rns08 328 -#define FRAME_bl_rns09 329 -#define FRAME_bl_sal10 330 -#define FRAME_bl_sal11 331 -#define FRAME_bl_sal12 332 -#define FRAME_bl_std01 333 -#define FRAME_bl_std02 334 -#define FRAME_bl_std03 335 -#define FRAME_bl_std04 336 -#define FRAME_bl_std05 337 -#define FRAME_bl_std06 338 -#define FRAME_bl_std07 339 -#define FRAME_bl_std08 340 -#define FRAME_bl_std09 341 -#define FRAME_bl_std10 342 -#define FRAME_bl_std11 343 -#define FRAME_bl_std12 344 -#define FRAME_bl_std13 345 -#define FRAME_bl_std14 346 -#define FRAME_bl_std15 347 -#define FRAME_bl_std16 348 -#define FRAME_bl_std17 349 -#define FRAME_bl_std18 350 -#define FRAME_bl_std19 351 -#define FRAME_bl_std20 352 -#define FRAME_bl_std21 353 -#define FRAME_bl_std22 354 -#define FRAME_bl_std23 355 -#define FRAME_bl_std24 356 -#define FRAME_bl_std25 357 -#define FRAME_bl_std26 358 -#define FRAME_bl_std27 359 -#define FRAME_bl_std28 360 -#define FRAME_bl_std29 361 -#define FRAME_bl_std30 362 -#define FRAME_bl_std31 363 -#define FRAME_bl_std32 364 -#define FRAME_bl_std33 365 -#define FRAME_bl_std34 366 -#define FRAME_bl_std35 367 -#define FRAME_bl_std36 368 -#define FRAME_bl_std37 369 -#define FRAME_bl_std38 370 -#define FRAME_bl_std39 371 -#define FRAME_bl_std40 372 -#define FRAME_bl_swm01 373 -#define FRAME_bl_swm02 374 -#define FRAME_bl_swm03 375 -#define FRAME_bl_swm04 376 -#define FRAME_bl_swm05 377 -#define FRAME_bl_swm06 378 -#define FRAME_bl_swm07 379 -#define FRAME_bl_swm08 380 -#define FRAME_bl_swm09 381 -#define FRAME_bl_swm10 382 -#define FRAME_bl_swm11 383 -#define FRAME_bl_swm12 384 -#define FRAME_bl_swk01 385 -#define FRAME_bl_swk02 386 -#define FRAME_bl_swk03 387 -#define FRAME_bl_swk04 388 -#define FRAME_bl_swk05 389 -#define FRAME_bl_swk06 390 -#define FRAME_bl_swp01 391 -#define FRAME_bl_swp02 392 -#define FRAME_bl_swp03 393 -#define FRAME_bl_swp04 394 -#define FRAME_bl_swp05 395 -#define FRAME_bl_sws01 396 -#define FRAME_bl_sws02 397 -#define FRAME_bl_sws03 398 -#define FRAME_bl_sws04 399 -#define FRAME_bl_sws05 400 -#define FRAME_bl_sws06 401 -#define FRAME_bl_sws07 402 -#define FRAME_bl_sws08 403 -#define FRAME_bl_sws09 404 -#define FRAME_bl_sws10 405 -#define FRAME_bl_sws11 406 -#define FRAME_bl_sws12 407 -#define FRAME_bl_sws13 408 -#define FRAME_bl_sws14 409 -#define FRAME_bl_tau14 410 -#define FRAME_bl_tau15 411 -#define FRAME_bl_tau16 412 -#define FRAME_bl_tau17 413 -#define FRAME_bl_wlk01 414 -#define FRAME_bl_wlk02 415 -#define FRAME_bl_wlk03 416 -#define FRAME_bl_wlk04 417 -#define FRAME_bl_wlk05 418 -#define FRAME_bl_wlk06 419 -#define FRAME_bl_wlk07 420 -#define FRAME_bl_wlk08 421 -#define FRAME_bl_wlk09 422 -#define FRAME_bl_wlk10 423 -#define FRAME_bl_wlk11 424 -#define FRAME_bl_wav19 425 -#define FRAME_bl_wav20 426 -#define FRAME_bl_wav21 427 -#define FRAME_cr_atk01 428 -#define FRAME_cr_atk02 429 -#define FRAME_cr_atk03 430 -#define FRAME_cr_atk04 431 -#define FRAME_cr_atk05 432 -#define FRAME_cr_atk06 433 -#define FRAME_cr_atk07 434 -#define FRAME_cr_atk08 435 -#define FRAME_cr_pan01 436 -#define FRAME_cr_pan02 437 -#define FRAME_cr_pan03 438 -#define FRAME_cr_pan04 439 -#define FRAME_cr_std01 440 -#define FRAME_cr_std02 441 -#define FRAME_cr_std03 442 -#define FRAME_cr_std04 443 -#define FRAME_cr_std05 444 -#define FRAME_cr_std06 445 -#define FRAME_cr_std07 446 -#define FRAME_cr_std08 447 -#define FRAME_cr_wlk01 448 -#define FRAME_cr_wlk02 449 -#define FRAME_cr_wlk03 450 -#define FRAME_cr_wlk04 451 -#define FRAME_cr_wlk05 452 -#define FRAME_cr_wlk06 453 -#define FRAME_cr_wlk07 454 -#define FRAME_crbl_a01 455 -#define FRAME_crbl_a02 456 -#define FRAME_crbl_a03 457 -#define FRAME_crbl_a04 458 -#define FRAME_crbl_a05 459 -#define FRAME_crbl_a06 460 -#define FRAME_crbl_a07 461 -#define FRAME_crbl_p01 462 -#define FRAME_crbl_p02 463 -#define FRAME_crbl_p03 464 -#define FRAME_crbl_p04 465 -#define FRAME_crbl_s01 466 -#define FRAME_crbl_s02 467 -#define FRAME_crbl_s03 468 -#define FRAME_crbl_s04 469 -#define FRAME_crbl_s05 470 -#define FRAME_crbl_s06 471 -#define FRAME_crbl_s07 472 -#define FRAME_crbl_s08 473 -#define FRAME_crbl_w01 474 -#define FRAME_crbl_w02 475 -#define FRAME_crbl_w03 476 -#define FRAME_crbl_w04 477 -#define FRAME_crbl_w05 478 -#define FRAME_crbl_w06 479 -#define FRAME_crbl_w07 480 - -#define MODEL_SCALE 1.000000 diff --git a/src/game/baseq2/savegame/tables/gamefunc_decs.h b/src/game/baseq2/savegame/tables/gamefunc_decs.h index 64620deb..19d109a3 100644 --- a/src/game/baseq2/savegame/tables/gamefunc_decs.h +++ b/src/game/baseq2/savegame/tables/gamefunc_decs.h @@ -602,19 +602,6 @@ extern void berserk_fidget ( edict_t * self ) ; extern void berserk_stand ( edict_t * self ) ; extern void berserk_search ( edict_t * self ) ; extern void berserk_sight ( edict_t * self , edict_t * other ) ; -extern void SP_target_actor ( edict_t * self ) ; -extern void target_actor_touch ( edict_t * self , edict_t * other , cplane_t * plane , csurface_t * surf ) ; -extern void SP_misc_actor ( edict_t * self ) ; -extern void actor_use ( edict_t * self , edict_t * other , edict_t * activator ) ; -extern void actor_attack ( edict_t * self ) ; -extern void actor_fire ( edict_t * self ) ; -extern void actor_die ( edict_t * self , edict_t * inflictor , edict_t * attacker , int damage , vec3_t point ) ; -extern void actor_dead ( edict_t * self ) ; -extern void actorMachineGun ( edict_t * self ) ; -extern void actor_pain ( edict_t * self , edict_t * other , float kick , int damage ) ; -extern void actor_run ( edict_t * self ) ; -extern void actor_walk ( edict_t * self ) ; -extern void actor_stand ( edict_t * self ) ; extern void fire_bfg ( edict_t * self , vec3_t start , vec3_t dir , int damage , int speed , float damage_radius ) ; extern void bfg_think ( edict_t * self ) ; extern void bfg_touch ( edict_t * self , edict_t * other , cplane_t * plane , csurface_t * surf ) ; diff --git a/src/game/baseq2/savegame/tables/gamefunc_list.h b/src/game/baseq2/savegame/tables/gamefunc_list.h index 99ab38ad..46f2078c 100644 --- a/src/game/baseq2/savegame/tables/gamefunc_list.h +++ b/src/game/baseq2/savegame/tables/gamefunc_list.h @@ -602,19 +602,6 @@ {"berserk_stand", (byte *)berserk_stand}, {"berserk_search", (byte *)berserk_search}, {"berserk_sight", (byte *)berserk_sight}, -{"SP_target_actor", (byte *)SP_target_actor}, -{"target_actor_touch", (byte *)target_actor_touch}, -{"SP_misc_actor", (byte *)SP_misc_actor}, -{"actor_use", (byte *)actor_use}, -{"actor_attack", (byte *)actor_attack}, -{"actor_fire", (byte *)actor_fire}, -{"actor_die", (byte *)actor_die}, -{"actor_dead", (byte *)actor_dead}, -{"actorMachineGun", (byte *)actorMachineGun}, -{"actor_pain", (byte *)actor_pain}, -{"actor_run", (byte *)actor_run}, -{"actor_walk", (byte *)actor_walk}, -{"actor_stand", (byte *)actor_stand}, {"fire_bfg", (byte *)fire_bfg}, {"bfg_think", (byte *)bfg_think}, {"bfg_touch", (byte *)bfg_touch}, diff --git a/src/game/baseq2/savegame/tables/gamemmove_decs.h b/src/game/baseq2/savegame/tables/gamemmove_decs.h index 9a32c802..ad9b0c4a 100644 --- a/src/game/baseq2/savegame/tables/gamemmove_decs.h +++ b/src/game/baseq2/savegame/tables/gamemmove_decs.h @@ -301,14 +301,3 @@ extern mmove_t berserk_move_run1 ; extern mmove_t berserk_move_walk ; extern mmove_t berserk_move_stand_fidget ; extern mmove_t berserk_move_stand ; -extern mmove_t actor_move_attack ; -extern mmove_t actor_move_death2 ; -extern mmove_t actor_move_death1 ; -extern mmove_t actor_move_taunt ; -extern mmove_t actor_move_flipoff ; -extern mmove_t actor_move_pain3 ; -extern mmove_t actor_move_pain2 ; -extern mmove_t actor_move_pain1 ; -extern mmove_t actor_move_run ; -extern mmove_t actor_move_walk ; -extern mmove_t actor_move_stand ; diff --git a/src/game/baseq2/savegame/tables/gamemmove_list.h b/src/game/baseq2/savegame/tables/gamemmove_list.h index e7527d76..d05d9382 100644 --- a/src/game/baseq2/savegame/tables/gamemmove_list.h +++ b/src/game/baseq2/savegame/tables/gamemmove_list.h @@ -300,15 +300,4 @@ {"berserk_move_walk", &berserk_move_walk}, {"berserk_move_stand_fidget", &berserk_move_stand_fidget}, {"berserk_move_stand", &berserk_move_stand}, -{"actor_move_attack", &actor_move_attack}, -{"actor_move_death2", &actor_move_death2}, -{"actor_move_death1", &actor_move_death1}, -{"actor_move_taunt", &actor_move_taunt}, -{"actor_move_flipoff", &actor_move_flipoff}, -{"actor_move_pain3", &actor_move_pain3}, -{"actor_move_pain2", &actor_move_pain2}, -{"actor_move_pain1", &actor_move_pain1}, -{"actor_move_run", &actor_move_run}, -{"actor_move_walk", &actor_move_walk}, -{"actor_move_stand", &actor_move_stand}, {0, 0}