Rework boss2 and add sanity checks.

This commit is contained in:
Yamagi Burmeister 2011-10-07 06:20:34 +00:00
parent cf2fb96cce
commit 3576645846
2 changed files with 845 additions and 638 deletions

View file

@ -1,36 +1,35 @@
/*
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.
*/
/*
==============================================================================
boss2
==============================================================================
*/
* 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.
*
* =======================================================================
*
* Boss 2. Found in biggun and inner hangar.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "boss2.h"
void BossExplode (edict_t *self);
void BossExplode(edict_t *self);
qboolean infront (edict_t *self, edict_t *other);
qboolean infront(edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
@ -38,100 +37,141 @@ static int sound_pain3;
static int sound_death;
static int sound_search1;
void boss2_search (edict_t *self)
void
boss2_search(edict_t *self)
{
if (!self)
{
return;
}
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
{
gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
}
}
void boss2_run (edict_t *self);
void boss2_stand (edict_t *self);
void boss2_dead (edict_t *self);
void boss2_attack (edict_t *self);
void boss2_attack_mg (edict_t *self);
void boss2_reattack_mg (edict_t *self);
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void boss2_run(edict_t *self);
void boss2_stand(edict_t *self);
void boss2_dead(edict_t *self);
void boss2_attack(edict_t *self);
void boss2_attack_mg(edict_t *self);
void boss2_reattack_mg(edict_t *self);
void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point);
void Boss2Rocket (edict_t *self)
void
Boss2Rocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
AngleVectors (self->s.angles, forward, right, NULL);
if (!self)
{
return;
}
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
}
void boss2_firebullet_right (edict_t *self)
void
boss2_firebullet_right(edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
if (!self)
{
return;
}
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1],
forward, right, start);
VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, start, forward);
VectorNormalize (forward);
VectorSubtract(target, start, forward);
VectorNormalize(forward);
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
monster_fire_bullet(self, start, forward,
6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
MZ2_BOSS2_MACHINEGUN_R1);
}
void boss2_firebullet_left (edict_t *self)
void
boss2_firebullet_left(edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
if (!self)
{
return;
}
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1],
forward, right, start);
VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, start, forward);
VectorNormalize (forward);
VectorSubtract(target, start, forward);
VectorNormalize(forward);
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
monster_fire_bullet(self, start, forward, 6, 4,
DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
MZ2_BOSS2_MACHINEGUN_L1);
}
void Boss2MachineGun (edict_t *self)
void
Boss2MachineGun(edict_t *self)
{
if (!self)
{
return;
}
boss2_firebullet_left(self);
boss2_firebullet_right(self);
}
mframe_t boss2_frames_stand [] =
{
mframe_t boss2_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -154,10 +194,15 @@ mframe_t boss2_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
mframe_t boss2_frames_fidget [] =
mmove_t boss2_move_stand =
{
FRAME_stand30,
FRAME_stand50,
boss2_frames_stand,
NULL
};
mframe_t boss2_frames_fidget[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -189,10 +234,15 @@ mframe_t boss2_frames_fidget [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
mframe_t boss2_frames_walk [] =
mmove_t boss2_move_fidget =
{
FRAME_stand1,
FRAME_stand30,
boss2_frames_fidget,
NULL
};
mframe_t boss2_frames_walk[] = {
{ai_walk, 8, NULL},
{ai_walk, 8, NULL},
{ai_walk, 8, NULL},
@ -214,11 +264,15 @@ mframe_t boss2_frames_walk [] =
{ai_walk, 8, NULL},
{ai_walk, 8, NULL}
};
mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
mmove_t boss2_move_walk = {
FRAME_walk1,
FRAME_walk20,
boss2_frames_walk,
NULL
};
mframe_t boss2_frames_run [] =
{
mframe_t boss2_frames_run[] = {
{ai_run, 8, NULL},
{ai_run, 8, NULL},
{ai_run, 8, NULL},
@ -240,10 +294,14 @@ mframe_t boss2_frames_run [] =
{ai_run, 8, NULL},
{ai_run, 8, NULL}
};
mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
mframe_t boss2_frames_attack_pre_mg [] =
{
mmove_t boss2_move_run = {
FRAME_walk1,
FRAME_walk20,
boss2_frames_run,
NULL};
mframe_t boss2_frames_attack_pre_mg[] = {
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
@ -254,12 +312,17 @@ mframe_t boss2_frames_attack_pre_mg [] =
{ai_charge, 1, NULL},
{ai_charge, 1, boss2_attack_mg}
};
mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
// Loop this
mframe_t boss2_frames_attack_mg [] =
mmove_t boss2_move_attack_pre_mg =
{
FRAME_attack1,
FRAME_attack9,
boss2_frames_attack_pre_mg,
NULL
};
/* Loop this */
mframe_t boss2_frames_attack_mg[] = {
{ai_charge, 1, Boss2MachineGun},
{ai_charge, 1, Boss2MachineGun},
{ai_charge, 1, Boss2MachineGun},
@ -267,19 +330,31 @@ mframe_t boss2_frames_attack_mg [] =
{ai_charge, 1, Boss2MachineGun},
{ai_charge, 1, boss2_reattack_mg}
};
mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
mframe_t boss2_frames_attack_post_mg [] =
mmove_t boss2_move_attack_mg =
{
FRAME_attack10,
FRAME_attack15,
boss2_frames_attack_mg,
NULL
};
mframe_t boss2_frames_attack_post_mg[] = {
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL}
};
mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
mframe_t boss2_frames_attack_rocket [] =
mmove_t boss2_move_attack_post_mg =
{
FRAME_attack16,
FRAME_attack19,
boss2_frames_attack_post_mg,
boss2_run
};
mframe_t boss2_frames_attack_rocket[] = {
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
@ -302,10 +377,16 @@ mframe_t boss2_frames_attack_rocket [] =
{ai_charge, 1, NULL},
{ai_charge, 1, NULL}
};
mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
mframe_t boss2_frames_pain_heavy [] =
mmove_t boss2_move_attack_rocket =
{
FRAME_attack20,
FRAME_attack40,
boss2_frames_attack_rocket,
boss2_run
};
mframe_t boss2_frames_pain_heavy[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -325,19 +406,30 @@ mframe_t boss2_frames_pain_heavy [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
mframe_t boss2_frames_pain_light [] =
mmove_t boss2_move_pain_heavy =
{
FRAME_pain2,
FRAME_pain19,
boss2_frames_pain_heavy,
boss2_run};
mframe_t boss2_frames_pain_light[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
mframe_t boss2_frames_death [] =
mmove_t boss2_move_pain_light =
{
FRAME_pain20,
FRAME_pain23,
boss2_frames_pain_light,
boss2_run
};
mframe_t boss2_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -388,33 +480,68 @@ mframe_t boss2_frames_death [] =
{ai_move, 0, NULL},
{ai_move, 0, BossExplode}
};
mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
void boss2_stand (edict_t *self)
mmove_t boss2_move_death =
{
FRAME_death2,
FRAME_death50,
boss2_frames_death,
boss2_dead
};
void
boss2_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss2_move_stand;
}
void boss2_run (edict_t *self)
void
boss2_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &boss2_move_stand;
}
else
{
self->monsterinfo.currentmove = &boss2_move_run;
}
}
void boss2_walk (edict_t *self)
void
boss2_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss2_move_walk;
}
void boss2_attack (edict_t *self)
void
boss2_attack(edict_t *self)
{
vec3_t vec;
float range;
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
if (!self)
{
return;
}
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
range = VectorLength(vec);
if (range <= 125)
{
@ -423,76 +550,125 @@ void boss2_attack (edict_t *self)
else
{
if (random() <= 0.6)
{
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
}
else
{
self->monsterinfo.currentmove = &boss2_move_attack_rocket;
}
}
}
void boss2_attack_mg (edict_t *self)
void
boss2_attack_mg(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss2_move_attack_mg;
}
void boss2_reattack_mg (edict_t *self)
void
boss2_reattack_mg(edict_t *self)
{
if ( infront(self, self->enemy) )
if (!self)
{
return;
}
if (infront(self, self->enemy))
{
if (random() <= 0.7)
{
self->monsterinfo.currentmove = &boss2_move_attack_mg;
}
else
{
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
}
}
else
{
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
}
}
void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
void
boss2_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)
{
return;
}
self->pain_debounce_time = level.time + 3;
// American wanted these at no attenuation
/* American wanted these at no attenuation */
if (damage < 10)
{
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_light;
}
else if (damage < 30)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_light;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_heavy;
}
}
void boss2_dead (edict_t *self)
void
boss2_dead(edict_t *self)
{
VectorSet (self->mins, -56, -56, 0);
VectorSet (self->maxs, 56, 56, 80);
if (!self)
{
return;
}
VectorSet(self->mins, -56, -56, 0);
VectorSet(self->maxs, 56, 56, 80);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
gi.linkentity(self);
}
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void
boss2_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage /* unused */, vec3_t point /* unused */)
{
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
self->count = 0;
self->monsterinfo.currentmove = &boss2_move_death;
}
qboolean Boss2_CheckAttack (edict_t *self)
qboolean
Boss2_CheckAttack(edict_t *self)
{
vec3_t spot1, spot2;
vec3_t temp;
@ -502,48 +678,67 @@ qboolean Boss2_CheckAttack (edict_t *self)
int enemy_range;
float enemy_yaw;
if (!self)
{
return false;
}
if (self->enemy->health > 0)
{
// see if any entities are in the way of the shot
VectorCopy (self->s.origin, spot1);
/* see if any entities are in the way of the shot */
VectorCopy(self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (self->enemy->s.origin, spot2);
VectorCopy(self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
tr = gi.trace( spot1, NULL, NULL, spot2, self,
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME |
CONTENTS_LAVA);
// do we have a clear shot?
/* do we have a clear shot? */
if (tr.ent != self->enemy)
{
return false;
}
}
enemy_infront = infront(self, self->enemy);
enemy_range = range(self, self->enemy);
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
enemy_yaw = vectoyaw(temp);
self->ideal_yaw = enemy_yaw;
// melee attack
/* melee attack */
if (enemy_range == RANGE_MELEE)
{
if (self->monsterinfo.melee)
{
self->monsterinfo.attack_state = AS_MELEE;
}
else
{
self->monsterinfo.attack_state = AS_MISSILE;
}
return true;
}
// missile attack
/* missile attack */
if (!self->monsterinfo.attack)
{
return false;
}
if (level.time < self->monsterinfo.attack_finished)
{
return false;
}
if (enemy_range == RANGE_FAR)
{
return false;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
@ -566,49 +761,58 @@ qboolean Boss2_CheckAttack (edict_t *self)
return false;
}
if (random () < chance)
if (random() < chance)
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2*random();
self->monsterinfo.attack_finished = level.time + 2 * random();
return true;
}
if (self->flags & FL_FLY)
{
if (random() < 0.3)
{
self->monsterinfo.attack_state = AS_SLIDING;
}
else
{
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
return false;
}
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
*/
void SP_monster_boss2 (edict_t *self)
/*
* QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
*/
void
SP_monster_boss2(edict_t *self)
{
if (deathmatch->value)
if (!self)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
sound_pain1 = gi.soundindex("bosshovr/bhvpain1.wav");
sound_pain2 = gi.soundindex("bosshovr/bhvpain2.wav");
sound_pain3 = gi.soundindex("bosshovr/bhvpain3.wav");
sound_death = gi.soundindex("bosshovr/bhvdeth1.wav");
sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");
self->s.sound = gi.soundindex("bosshovr/bhvengn1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
VectorSet (self->mins, -56, -56, 0);
VectorSet (self->maxs, 56, 56, 80);
self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2");
VectorSet(self->mins, -56, -56, 0);
VectorSet(self->maxs, 56, 56, 80);
self->health = 2000;
self->gib_health = -200;
@ -625,11 +829,11 @@ void SP_monster_boss2 (edict_t *self)
self->monsterinfo.attack = boss2_attack;
self->monsterinfo.search = boss2_search;
self->monsterinfo.checkattack = Boss2_CheckAttack;
gi.linkentity (self);
gi.linkentity(self);
self->monsterinfo.currentmove = &boss2_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start (self);
flymonster_start(self);
}

View file

@ -1,25 +1,28 @@
/*
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/monsters/boss2
// This file generated by ModelGen - Do NOT Modify
* 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.
*
* =======================================================================
*
* Animations for boss2.
*
* =======================================================================
*/
#define FRAME_stand30 0
#define FRAME_stand31 1