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Rework brain and add sanity checks
This commit is contained in:
parent
c64d346e7f
commit
c08a7e1bbe
3 changed files with 916 additions and 681 deletions
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@ -1,25 +1,28 @@
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/*
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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*
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* This program is free software; you can redistribute it and/or
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* This program is free software; you can redistribute it and/or modify
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* modify it under the terms of the GNU General Public License
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* it under the terms of the GNU General Public License as published by
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* as published by the Free Software Foundation; either version 2
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* the Free Software Foundation; either version 2 of the License, or (at
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* of the License, or (at your option) any later version.
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* your option) any later version.
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*
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*
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* This program is distributed in the hope that it will be useful,
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* This program is distributed in the hope that it will be useful, but
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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*
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* See the GNU General Public License for more details.
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* See the GNU General Public License for more details.
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*
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*
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* You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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||||||
* along with this program; if not, write to the Free Software
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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*
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* =======================================================================
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*
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* Final boss, stage 2 (makron).
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*
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* =======================================================================
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*/
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*/
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/* G:\quake2\baseq2\models/monsters/boss3/rider */
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/* This file generated by ModelGen - Do NOT Modify */
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#define FRAME_attak101 0
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#define FRAME_attak101 0
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#define FRAME_attak102 1
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#define FRAME_attak102 1
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@ -1,34 +1,32 @@
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/*
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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This program is free software; you can redistribute it and/or
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* This program is free software; you can redistribute it and/or modify
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modify it under the terms of the GNU General Public License
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* it under the terms of the GNU General Public License as published by
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as published by the Free Software Foundation; either version 2
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* the Free Software Foundation; either version 2 of the License, or (at
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of the License, or (at your option) any later version.
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* your option) any later version.
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*
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This program is distributed in the hope that it will be useful,
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* This program is distributed in the hope that it will be useful, but
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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See the GNU General Public License for more details.
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* See the GNU General Public License for more details.
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*
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You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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||||||
along with this program; if not, write to the Free Software
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* along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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*
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/*
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* =======================================================================
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==============================================================================
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*
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* Brain.
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brain
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*
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* =======================================================================
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==============================================================================
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*/
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*/
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#include "../../header/local.h"
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#include "../../header/local.h"
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#include "brain.h"
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#include "brain.h"
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static int sound_chest_open;
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static int sound_chest_open;
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static int sound_tentacles_extend;
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static int sound_tentacles_extend;
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static int sound_tentacles_retract;
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static int sound_tentacles_retract;
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@ -44,28 +42,32 @@ static int sound_melee1;
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static int sound_melee2;
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static int sound_melee2;
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static int sound_melee3;
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static int sound_melee3;
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void
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void brain_sight (edict_t *self, edict_t *other)
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brain_sight(edict_t *self, edict_t *other /* unused */)
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{
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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}
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void brain_search (edict_t *self)
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void
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brain_search(edict_t *self)
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{
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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}
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void brain_run(edict_t *self);
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void brain_dead(edict_t *self);
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void brain_run (edict_t *self);
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mframe_t brain_frames_stand[] = {
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void brain_dead (edict_t *self);
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//
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// STAND
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//
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mframe_t brain_frames_stand [] =
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{
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -99,20 +101,27 @@ mframe_t brain_frames_stand [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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{ai_stand, 0, NULL}
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};
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};
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mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
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void brain_stand (edict_t *self)
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mmove_t brain_move_stand =
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{
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{
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FRAME_stand01,
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FRAME_stand30,
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brain_frames_stand,
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NULL
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};
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void
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brain_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &brain_move_stand;
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self->monsterinfo.currentmove = &brain_move_stand;
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}
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}
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mframe_t brain_frames_idle[] = {
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//
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// IDLE
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//
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mframe_t brain_frames_idle [] =
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{
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -146,20 +155,28 @@ mframe_t brain_frames_idle [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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{ai_stand, 0, NULL}
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};
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};
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mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
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void brain_idle (edict_t *self)
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mmove_t brain_move_idle =
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{
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{
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gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
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FRAME_stand31,
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FRAME_stand60,
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brain_frames_idle,
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brain_stand
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};
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void
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brain_idle(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
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self->monsterinfo.currentmove = &brain_move_idle;
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self->monsterinfo.currentmove = &brain_move_idle;
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}
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}
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mframe_t brain_frames_walk1[] = {
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//
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// WALK
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//
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mframe_t brain_frames_walk1 [] =
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{
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{ai_walk, 7, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, -1, NULL},
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{ai_walk, -1, NULL},
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{ai_walk, 2, NULL}
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{ai_walk, 2, NULL}
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};
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};
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mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
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mmove_t brain_move_walk1 =
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void brain_walk (edict_t *self)
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{
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{
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FRAME_walk101,
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FRAME_walk111,
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brain_frames_walk1,
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NULL
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};
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void
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brain_walk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &brain_move_walk1;
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self->monsterinfo.currentmove = &brain_move_walk1;
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}
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}
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mframe_t brain_frames_defense[] = {
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mframe_t brain_frames_defense [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -194,10 +220,16 @@ mframe_t brain_frames_defense [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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{ai_move, 0, NULL}
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};
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};
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mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
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mframe_t brain_frames_pain3 [] =
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mmove_t brain_move_defense =
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{
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{
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FRAME_defens01,
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FRAME_defens08,
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brain_frames_defense,
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NULL
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};
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mframe_t brain_frames_pain3[] = {
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{ai_move, -2, NULL},
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{ai_move, -2, NULL},
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{ai_move, 2, NULL},
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{ai_move, 2, NULL},
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{ai_move, 1, NULL},
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{ai_move, 1, NULL},
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@ -205,10 +237,16 @@ mframe_t brain_frames_pain3 [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, -4, NULL}
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{ai_move, -4, NULL}
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};
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};
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mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
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mframe_t brain_frames_pain2 [] =
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mmove_t brain_move_pain3 =
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{
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{
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FRAME_pain301,
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FRAME_pain306,
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brain_frames_pain3,
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brain_run
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};
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mframe_t brain_frames_pain2[] = {
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{ai_move, -2, NULL},
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{ai_move, -2, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -218,10 +256,16 @@ mframe_t brain_frames_pain2 [] =
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{ai_move, 1, NULL},
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{ai_move, 1, NULL},
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{ai_move, -2, NULL}
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{ai_move, -2, NULL}
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};
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};
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mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
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mframe_t brain_frames_pain1 [] =
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mmove_t brain_move_pain2 =
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{
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{
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FRAME_pain201,
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FRAME_pain208,
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brain_frames_pain2,
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brain_run
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};
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mframe_t brain_frames_pain1[] = {
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{ai_move, -6, NULL},
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{ai_move, -6, NULL},
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{ai_move, -2, NULL},
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{ai_move, -2, NULL},
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{ai_move, -6, NULL},
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{ai_move, -6, NULL},
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@ -244,41 +288,67 @@ mframe_t brain_frames_pain1 [] =
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{ai_move, 3, NULL},
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{ai_move, 3, NULL},
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{ai_move, -1, NULL}
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{ai_move, -1, NULL}
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};
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};
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mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
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mmove_t brain_move_pain1 =
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//
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// DUCK
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//
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void brain_duck_down (edict_t *self)
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{
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{
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if (self->monsterinfo.aiflags & AI_DUCKED)
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FRAME_pain101,
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FRAME_pain121,
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brain_frames_pain1,
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brain_run
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};
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void
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brain_duck_down(edict_t *self)
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{
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if (!self)
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{
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return;
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return;
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}
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if (self->monsterinfo.aiflags & AI_DUCKED)
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{
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return;
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}
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->maxs[2] -= 32;
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self->maxs[2] -= 32;
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self->takedamage = DAMAGE_YES;
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self->takedamage = DAMAGE_YES;
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gi.linkentity (self);
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gi.linkentity(self);
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}
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}
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void brain_duck_hold (edict_t *self)
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void
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brain_duck_hold(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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if (level.time >= self->monsterinfo.pausetime)
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if (level.time >= self->monsterinfo.pausetime)
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{
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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}
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else
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else
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{
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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}
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}
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void brain_duck_up (edict_t *self)
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void
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brain_duck_up(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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self->maxs[2] += 32;
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self->maxs[2] += 32;
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self->takedamage = DAMAGE_AIM;
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self->takedamage = DAMAGE_AIM;
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gi.linkentity (self);
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gi.linkentity(self);
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}
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}
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mframe_t brain_frames_duck [] =
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mframe_t brain_frames_duck[] = {
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, -2, brain_duck_down},
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{ai_move, -2, brain_duck_down},
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{ai_move, 17, brain_duck_hold},
|
{ai_move, 17, brain_duck_hold},
|
||||||
|
@ -288,33 +358,54 @@ mframe_t brain_frames_duck [] =
|
||||||
{ai_move, -6, NULL},
|
{ai_move, -6, NULL},
|
||||||
{ai_move, -6, NULL}
|
{ai_move, -6, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
|
|
||||||
|
|
||||||
void brain_dodge (edict_t *self, edict_t *attacker, float eta)
|
mmove_t brain_move_duck =
|
||||||
{
|
{
|
||||||
if (random() > 0.25)
|
FRAME_duck01,
|
||||||
|
FRAME_duck08,
|
||||||
|
brain_frames_duck,
|
||||||
|
brain_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_dodge(edict_t *self, edict_t *attacker, float eta)
|
||||||
|
{
|
||||||
|
if (!self || !attacker)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (random() > 0.25)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (!self->enemy)
|
if (!self->enemy)
|
||||||
|
{
|
||||||
self->enemy = attacker;
|
self->enemy = attacker;
|
||||||
|
}
|
||||||
|
|
||||||
self->monsterinfo.pausetime = level.time + eta + 0.5;
|
self->monsterinfo.pausetime = level.time + eta + 0.5;
|
||||||
self->monsterinfo.currentmove = &brain_move_duck;
|
self->monsterinfo.currentmove = &brain_move_duck;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
mframe_t brain_frames_death2[] = {
|
||||||
mframe_t brain_frames_death2 [] =
|
|
||||||
{
|
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 9, NULL},
|
{ai_move, 9, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
|
|
||||||
|
|
||||||
mframe_t brain_frames_death1 [] =
|
mmove_t brain_move_death2 =
|
||||||
{
|
{
|
||||||
|
FRAME_death201,
|
||||||
|
FRAME_death205,
|
||||||
|
brain_frames_death2,
|
||||||
|
brain_dead
|
||||||
|
};
|
||||||
|
|
||||||
|
mframe_t brain_frames_death1[] = {
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, -2, NULL},
|
{ai_move, -2, NULL},
|
||||||
|
@ -334,43 +425,74 @@ mframe_t brain_frames_death1 [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
|
|
||||||
|
|
||||||
|
mmove_t brain_move_death1 =
|
||||||
//
|
|
||||||
// MELEE
|
|
||||||
//
|
|
||||||
|
|
||||||
void brain_swing_right (edict_t *self)
|
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
|
FRAME_death101,
|
||||||
|
FRAME_death118,
|
||||||
|
brain_frames_death1,
|
||||||
|
brain_dead
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_swing_right(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
gi.sound(self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_hit_right (edict_t *self)
|
void
|
||||||
|
brain_hit_right(edict_t *self)
|
||||||
{
|
{
|
||||||
vec3_t aim;
|
vec3_t aim;
|
||||||
|
|
||||||
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
|
if (!self)
|
||||||
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
|
{
|
||||||
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);
|
||||||
|
|
||||||
|
if (fire_hit(self, aim, (15 + (rand() % 5)), 40))
|
||||||
|
{
|
||||||
|
gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_swing_left (edict_t *self)
|
void
|
||||||
|
brain_swing_left(edict_t *self)
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
gi.sound(self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_hit_left (edict_t *self)
|
void
|
||||||
|
brain_hit_left(edict_t *self)
|
||||||
{
|
{
|
||||||
vec3_t aim;
|
vec3_t aim;
|
||||||
|
|
||||||
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
|
if (!self)
|
||||||
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
|
{
|
||||||
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);
|
||||||
|
|
||||||
|
if (fire_hit(self, aim, (15 + (rand() % 5)), 40))
|
||||||
|
{
|
||||||
|
gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
mframe_t brain_frames_attack1 [] =
|
mframe_t brain_frames_attack1[] = {
|
||||||
{
|
|
||||||
{ai_charge, 8, NULL},
|
{ai_charge, 8, NULL},
|
||||||
{ai_charge, 3, NULL},
|
{ai_charge, 3, NULL},
|
||||||
{ai_charge, 5, NULL},
|
{ai_charge, 5, NULL},
|
||||||
|
@ -388,30 +510,60 @@ mframe_t brain_frames_attack1 [] =
|
||||||
{ai_charge, -1, NULL},
|
{ai_charge, -1, NULL},
|
||||||
{ai_charge, -3, NULL},
|
{ai_charge, -3, NULL},
|
||||||
{ai_charge, 2, NULL},
|
{ai_charge, 2, NULL},
|
||||||
{ai_charge, -11,NULL}
|
{ai_charge, -11, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
|
|
||||||
|
|
||||||
void brain_chest_open (edict_t *self)
|
mmove_t brain_move_attack1 =
|
||||||
{
|
{
|
||||||
|
FRAME_attak101,
|
||||||
|
FRAME_attak118,
|
||||||
|
brain_frames_attack1,
|
||||||
|
brain_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_chest_open(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
self->spawnflags &= ~65536;
|
self->spawnflags &= ~65536;
|
||||||
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
||||||
gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_tentacle_attack (edict_t *self)
|
void
|
||||||
|
brain_tentacle_attack(edict_t *self)
|
||||||
{
|
{
|
||||||
vec3_t aim;
|
vec3_t aim;
|
||||||
|
|
||||||
VectorSet (aim, MELEE_DISTANCE, 0, 8);
|
if (!self)
|
||||||
if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorSet(aim, MELEE_DISTANCE, 0, 8);
|
||||||
|
|
||||||
|
if (fire_hit(self, aim, (10 + (rand() % 5)), -600) && (skill->value > 0))
|
||||||
|
{
|
||||||
self->spawnflags |= 65536;
|
self->spawnflags |= 65536;
|
||||||
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
|
}
|
||||||
|
|
||||||
|
gi.sound(self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_chest_closed (edict_t *self)
|
void
|
||||||
|
brain_chest_closed(edict_t *self)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
||||||
|
|
||||||
if (self->spawnflags & 65536)
|
if (self->spawnflags & 65536)
|
||||||
{
|
{
|
||||||
self->spawnflags &= ~65536;
|
self->spawnflags &= ~65536;
|
||||||
|
@ -419,8 +571,7 @@ void brain_chest_closed (edict_t *self)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
mframe_t brain_frames_attack2 [] =
|
mframe_t brain_frames_attack2[] = {
|
||||||
{
|
|
||||||
{ai_charge, 5, NULL},
|
{ai_charge, 5, NULL},
|
||||||
{ai_charge, -4, NULL},
|
{ai_charge, -4, NULL},
|
||||||
{ai_charge, -4, NULL},
|
{ai_charge, -4, NULL},
|
||||||
|
@ -439,23 +590,34 @@ mframe_t brain_frames_attack2 [] =
|
||||||
{ai_charge, -3, NULL},
|
{ai_charge, -3, NULL},
|
||||||
{ai_charge, -6, NULL}
|
{ai_charge, -6, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
|
|
||||||
|
|
||||||
void brain_melee(edict_t *self)
|
mmove_t brain_move_attack2 =
|
||||||
{
|
{
|
||||||
|
FRAME_attak201,
|
||||||
|
FRAME_attak217,
|
||||||
|
brain_frames_attack2,
|
||||||
|
brain_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_melee(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (random() <= 0.5)
|
if (random() <= 0.5)
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &brain_move_attack1;
|
self->monsterinfo.currentmove = &brain_move_attack1;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &brain_move_attack2;
|
self->monsterinfo.currentmove = &brain_move_attack2;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
mframe_t brain_frames_run[] = {
|
||||||
//
|
|
||||||
// RUN
|
|
||||||
//
|
|
||||||
|
|
||||||
mframe_t brain_frames_run [] =
|
|
||||||
{
|
|
||||||
{ai_run, 9, NULL},
|
{ai_run, 9, NULL},
|
||||||
{ai_run, 2, NULL},
|
{ai_run, 2, NULL},
|
||||||
{ai_run, 3, NULL},
|
{ai_run, 3, NULL},
|
||||||
|
@ -468,125 +630,192 @@ mframe_t brain_frames_run [] =
|
||||||
{ai_run, -1, NULL},
|
{ai_run, -1, NULL},
|
||||||
{ai_run, 2, NULL}
|
{ai_run, 2, NULL}
|
||||||
};
|
};
|
||||||
mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
|
|
||||||
|
|
||||||
void brain_run (edict_t *self)
|
mmove_t brain_move_run =
|
||||||
{
|
{
|
||||||
|
FRAME_walk101,
|
||||||
|
FRAME_walk111,
|
||||||
|
brain_frames_run,
|
||||||
|
NULL
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_run(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
||||||
|
|
||||||
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &brain_move_stand;
|
self->monsterinfo.currentmove = &brain_move_stand;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &brain_move_run;
|
self->monsterinfo.currentmove = &brain_move_run;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
|
brain_pain(edict_t *self, edict_t *other /* unused */,
|
||||||
|
float kick /* unused */, int damage /* unused */)
|
||||||
{
|
{
|
||||||
float r;
|
float r;
|
||||||
|
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (self->health < (self->max_health / 2))
|
if (self->health < (self->max_health / 2))
|
||||||
|
{
|
||||||
self->s.skinnum = 1;
|
self->s.skinnum = 1;
|
||||||
|
}
|
||||||
|
|
||||||
if (level.time < self->pain_debounce_time)
|
if (level.time < self->pain_debounce_time)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
self->pain_debounce_time = level.time + 3;
|
self->pain_debounce_time = level.time + 3;
|
||||||
|
|
||||||
if (skill->value == 3)
|
if (skill->value == 3)
|
||||||
return; // no pain anims in nightmare
|
{
|
||||||
|
return; /* no pain anims in nightmare */
|
||||||
|
}
|
||||||
|
|
||||||
r = random();
|
r = random();
|
||||||
|
|
||||||
if (r < 0.33)
|
if (r < 0.33)
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||||
self->monsterinfo.currentmove = &brain_move_pain1;
|
self->monsterinfo.currentmove = &brain_move_pain1;
|
||||||
}
|
}
|
||||||
else if (r < 0.66)
|
else if (r < 0.66)
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||||||
self->monsterinfo.currentmove = &brain_move_pain2;
|
self->monsterinfo.currentmove = &brain_move_pain2;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||||||
self->monsterinfo.currentmove = &brain_move_pain3;
|
self->monsterinfo.currentmove = &brain_move_pain3;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void brain_dead (edict_t *self)
|
void
|
||||||
|
brain_dead(edict_t *self)
|
||||||
{
|
{
|
||||||
VectorSet (self->mins, -16, -16, -24);
|
if (!self)
|
||||||
VectorSet (self->maxs, 16, 16, -8);
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
VectorSet(self->mins, -16, -16, -24);
|
||||||
|
VectorSet(self->maxs, 16, 16, -8);
|
||||||
self->movetype = MOVETYPE_TOSS;
|
self->movetype = MOVETYPE_TOSS;
|
||||||
self->svflags |= SVF_DEADMONSTER;
|
self->svflags |= SVF_DEADMONSTER;
|
||||||
self->nextthink = 0;
|
self->nextthink = 0;
|
||||||
gi.linkentity (self);
|
gi.linkentity(self);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
brain_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||||
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
int damage, vec3_t point /* unused */)
|
||||||
{
|
{
|
||||||
int n;
|
int n;
|
||||||
|
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
self->s.effects = 0;
|
self->s.effects = 0;
|
||||||
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
||||||
|
|
||||||
// check for gib
|
/* check for gib */
|
||||||
if (self->health <= self->gib_health)
|
if (self->health <= self->gib_health)
|
||||||
{
|
{
|
||||||
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
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 < 2; n++)
|
||||||
for (n= 0; n < 4; n++)
|
{
|
||||||
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
ThrowGib(self, "models/objects/gibs/bone/tris.md2",
|
||||||
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
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;
|
self->deadflag = DEAD_DEAD;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (self->deadflag == DEAD_DEAD)
|
if (self->deadflag == DEAD_DEAD)
|
||||||
return;
|
|
||||||
|
|
||||||
// regular death
|
|
||||||
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
||||||
self->deadflag = DEAD_DEAD;
|
|
||||||
self->takedamage = DAMAGE_YES;
|
|
||||||
if (random() <= 0.5)
|
|
||||||
self->monsterinfo.currentmove = &brain_move_death1;
|
|
||||||
else
|
|
||||||
self->monsterinfo.currentmove = &brain_move_death2;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
||||||
*/
|
|
||||||
void SP_monster_brain (edict_t *self)
|
|
||||||
{
|
|
||||||
if (deathmatch->value)
|
|
||||||
{
|
{
|
||||||
G_FreeEdict (self);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
|
/* regular death */
|
||||||
sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
|
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
||||||
sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
|
self->deadflag = DEAD_DEAD;
|
||||||
sound_death = gi.soundindex ("brain/brndeth1.wav");
|
self->takedamage = DAMAGE_YES;
|
||||||
sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
|
|
||||||
sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
|
if (random() <= 0.5)
|
||||||
sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
|
{
|
||||||
sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
|
self->monsterinfo.currentmove = &brain_move_death1;
|
||||||
sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
|
}
|
||||||
sound_sight = gi.soundindex ("brain/brnsght1.wav");
|
else
|
||||||
sound_search = gi.soundindex ("brain/brnsrch1.wav");
|
{
|
||||||
sound_melee1 = gi.soundindex ("brain/melee1.wav");
|
self->monsterinfo.currentmove = &brain_move_death2;
|
||||||
sound_melee2 = gi.soundindex ("brain/melee2.wav");
|
}
|
||||||
sound_melee3 = gi.soundindex ("brain/melee3.wav");
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||||
|
*/
|
||||||
|
void
|
||||||
|
SP_monster_brain(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (deathmatch->value)
|
||||||
|
{
|
||||||
|
G_FreeEdict(self);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sound_chest_open = gi.soundindex("brain/brnatck1.wav");
|
||||||
|
sound_tentacles_extend = gi.soundindex("brain/brnatck2.wav");
|
||||||
|
sound_tentacles_retract = gi.soundindex("brain/brnatck3.wav");
|
||||||
|
sound_death = gi.soundindex("brain/brndeth1.wav");
|
||||||
|
sound_idle1 = gi.soundindex("brain/brnidle1.wav");
|
||||||
|
sound_idle2 = gi.soundindex("brain/brnidle2.wav");
|
||||||
|
sound_idle3 = gi.soundindex("brain/brnlens1.wav");
|
||||||
|
sound_pain1 = gi.soundindex("brain/brnpain1.wav");
|
||||||
|
sound_pain2 = gi.soundindex("brain/brnpain2.wav");
|
||||||
|
sound_sight = gi.soundindex("brain/brnsght1.wav");
|
||||||
|
sound_search = gi.soundindex("brain/brnsrch1.wav");
|
||||||
|
sound_melee1 = gi.soundindex("brain/melee1.wav");
|
||||||
|
sound_melee2 = gi.soundindex("brain/melee2.wav");
|
||||||
|
sound_melee3 = gi.soundindex("brain/melee3.wav");
|
||||||
|
|
||||||
self->movetype = MOVETYPE_STEP;
|
self->movetype = MOVETYPE_STEP;
|
||||||
self->solid = SOLID_BBOX;
|
self->solid = SOLID_BBOX;
|
||||||
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
|
self->s.modelindex = gi.modelindex("models/monsters/brain/tris.md2");
|
||||||
VectorSet (self->mins, -16, -16, -24);
|
VectorSet(self->mins, -16, -16, -24);
|
||||||
VectorSet (self->maxs, 16, 16, 32);
|
VectorSet(self->maxs, 16, 16, 32);
|
||||||
|
|
||||||
self->health = 300;
|
self->health = 300;
|
||||||
self->gib_health = -150;
|
self->gib_health = -150;
|
||||||
|
@ -607,11 +836,11 @@ void SP_monster_brain (edict_t *self)
|
||||||
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
||||||
self->monsterinfo.power_armor_power = 100;
|
self->monsterinfo.power_armor_power = 100;
|
||||||
|
|
||||||
gi.linkentity (self);
|
gi.linkentity(self);
|
||||||
|
|
||||||
self->monsterinfo.currentmove = &brain_move_stand;
|
self->monsterinfo.currentmove = &brain_move_stand;
|
||||||
self->monsterinfo.scale = MODEL_SCALE;
|
self->monsterinfo.scale = MODEL_SCALE;
|
||||||
|
|
||||||
walkmonster_start (self);
|
walkmonster_start(self);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,25 +1,28 @@
|
||||||
/*
|
/*
|
||||||
Copyright (C) 1997-2001 Id Software, Inc.
|
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||||
|
*
|
||||||
This program is free software; you can redistribute it and/or
|
* This program is free software; you can redistribute it and/or modify
|
||||||
modify it under the terms of the GNU General Public License
|
* it under the terms of the GNU General Public License as published by
|
||||||
as published by the Free Software Foundation; either version 2
|
* the Free Software Foundation; either version 2 of the License, or (at
|
||||||
of the License, or (at your option) any later version.
|
* your option) any later version.
|
||||||
|
*
|
||||||
This program is distributed in the hope that it will be useful,
|
* This program is distributed in the hope that it will be useful, but
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||||
|
*
|
||||||
See the GNU General Public License for more details.
|
* See the GNU General Public License for more details.
|
||||||
|
*
|
||||||
You should have received a copy of the GNU General Public License
|
* You should have received a copy of the GNU General Public License
|
||||||
along with this program; if not, write to the Free Software
|
* along with this program; if not, write to the Free Software
|
||||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||||
|
* 02111-1307, USA.
|
||||||
*/
|
*
|
||||||
// G:\quake2\baseq2\models/monsters/brain
|
* =======================================================================
|
||||||
|
*
|
||||||
// This file generated by ModelGen - Do NOT Modify
|
* Brain animations.
|
||||||
|
*
|
||||||
|
* =======================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
#define FRAME_walk101 0
|
#define FRAME_walk101 0
|
||||||
#define FRAME_walk102 1
|
#define FRAME_walk102 1
|
||||||
|
|
Loading…
Reference in a new issue