Rework brain and add sanity checks

This commit is contained in:
Yamagi Burmeister 2011-10-07 07:23:31 +00:00
parent c64d346e7f
commit c08a7e1bbe
3 changed files with 916 additions and 681 deletions

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@ -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 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
* 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.
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Final boss, stage 2 (makron).
*
* =======================================================================
*/
/* G:\quake2\baseq2\models/monsters/boss3/rider */
/* This file generated by ModelGen - Do NOT Modify */
#define FRAME_attak101 0
#define FRAME_attak102 1

View File

@ -1,34 +1,32 @@
/*
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.
*/
/*
==============================================================================
brain
==============================================================================
*/
* 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.
*
* =======================================================================
*
* Brain.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "brain.h"
static int sound_chest_open;
static int sound_tentacles_extend;
static int sound_tentacles_retract;
@ -44,28 +42,32 @@ static int sound_melee1;
static int sound_melee2;
static int sound_melee3;
void brain_sight (edict_t *self, edict_t *other)
void
brain_sight(edict_t *self, edict_t *other /* unused */)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void brain_search (edict_t *self)
void
brain_search(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void brain_run(edict_t *self);
void brain_dead(edict_t *self);
void brain_run (edict_t *self);
void brain_dead (edict_t *self);
//
// STAND
//
mframe_t brain_frames_stand [] =
{
mframe_t brain_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -99,20 +101,27 @@ mframe_t brain_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
void brain_stand (edict_t *self)
mmove_t brain_move_stand =
{
FRAME_stand01,
FRAME_stand30,
brain_frames_stand,
NULL
};
void
brain_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &brain_move_stand;
}
//
// IDLE
//
mframe_t brain_frames_idle [] =
{
mframe_t brain_frames_idle[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -146,20 +155,28 @@ mframe_t brain_frames_idle [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
void brain_idle (edict_t *self)
mmove_t brain_move_idle =
{
gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
FRAME_stand31,
FRAME_stand60,
brain_frames_idle,
brain_stand
};
void
brain_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
self->monsterinfo.currentmove = &brain_move_idle;
}
//
// WALK
//
mframe_t brain_frames_walk1 [] =
{
mframe_t brain_frames_walk1[] = {
{ai_walk, 7, NULL},
{ai_walk, 2, NULL},
{ai_walk, 3, NULL},
@ -172,18 +189,27 @@ mframe_t brain_frames_walk1 [] =
{ai_walk, -1, NULL},
{ai_walk, 2, NULL}
};
mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
void brain_walk (edict_t *self)
mmove_t brain_move_walk1 =
{
FRAME_walk101,
FRAME_walk111,
brain_frames_walk1,
NULL
};
void
brain_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &brain_move_walk1;
}
mframe_t brain_frames_defense [] =
{
mframe_t brain_frames_defense[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -194,10 +220,16 @@ mframe_t brain_frames_defense [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
mframe_t brain_frames_pain3 [] =
mmove_t brain_move_defense =
{
FRAME_defens01,
FRAME_defens08,
brain_frames_defense,
NULL
};
mframe_t brain_frames_pain3[] = {
{ai_move, -2, NULL},
{ai_move, 2, NULL},
{ai_move, 1, NULL},
@ -205,10 +237,16 @@ mframe_t brain_frames_pain3 [] =
{ai_move, 0, NULL},
{ai_move, -4, NULL}
};
mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
mframe_t brain_frames_pain2 [] =
mmove_t brain_move_pain3 =
{
FRAME_pain301,
FRAME_pain306,
brain_frames_pain3,
brain_run
};
mframe_t brain_frames_pain2[] = {
{ai_move, -2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -218,10 +256,16 @@ mframe_t brain_frames_pain2 [] =
{ai_move, 1, NULL},
{ai_move, -2, NULL}
};
mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
mframe_t brain_frames_pain1 [] =
mmove_t brain_move_pain2 =
{
FRAME_pain201,
FRAME_pain208,
brain_frames_pain2,
brain_run
};
mframe_t brain_frames_pain1[] = {
{ai_move, -6, NULL},
{ai_move, -2, NULL},
{ai_move, -6, NULL},
@ -244,41 +288,67 @@ mframe_t brain_frames_pain1 [] =
{ai_move, 3, NULL},
{ai_move, -1, NULL}
};
mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
//
// DUCK
//
void brain_duck_down (edict_t *self)
mmove_t brain_move_pain1 =
{
if (self->monsterinfo.aiflags & AI_DUCKED)
FRAME_pain101,
FRAME_pain121,
brain_frames_pain1,
brain_run
};
void
brain_duck_down(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
gi.linkentity (self);
gi.linkentity(self);
}
void brain_duck_hold (edict_t *self)
void
brain_duck_hold(edict_t *self)
{
if (!self)
{
return;
}
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void brain_duck_up (edict_t *self)
void
brain_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
gi.linkentity(self);
}
mframe_t brain_frames_duck [] =
{
mframe_t brain_frames_duck[] = {
{ai_move, 0, NULL},
{ai_move, -2, brain_duck_down},
{ai_move, 17, brain_duck_hold},
@ -288,33 +358,54 @@ mframe_t brain_frames_duck [] =
{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;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
}
self->monsterinfo.pausetime = level.time + eta + 0.5;
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, 9, 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, -2, NULL},
@ -334,43 +425,74 @@ mframe_t brain_frames_death1 [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
//
// MELEE
//
void brain_swing_right (edict_t *self)
mmove_t brain_move_death1 =
{
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;
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);
if (!self)
{
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;
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);
if (!self)
{
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, 3, NULL},
{ai_charge, 5, NULL},
@ -388,30 +510,60 @@ mframe_t brain_frames_attack1 [] =
{ai_charge, -1, NULL},
{ai_charge, -3, 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->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;
VectorSet (aim, MELEE_DISTANCE, 0, 8);
if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, 0, 8);
if (fire_hit(self, aim, (10 + (rand() % 5)), -600) && (skill->value > 0))
{
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;
if (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, -4, NULL},
{ai_charge, -4, NULL},
@ -439,23 +590,34 @@ mframe_t brain_frames_attack2 [] =
{ai_charge, -3, 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)
{
self->monsterinfo.currentmove = &brain_move_attack1;
}
else
{
self->monsterinfo.currentmove = &brain_move_attack2;
}
}
//
// RUN
//
mframe_t brain_frames_run [] =
{
mframe_t brain_frames_run[] = {
{ai_run, 9, NULL},
{ai_run, 2, NULL},
{ai_run, 3, NULL},
@ -468,125 +630,192 @@ mframe_t brain_frames_run [] =
{ai_run, -1, 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;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &brain_move_stand;
}
else
{
self->monsterinfo.currentmove = &brain_move_run;
}
}
void brain_pain (edict_t *self, edict_t *other, float kick, int damage)
void
brain_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage /* unused */)
{
float r;
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;
if (skill->value == 3)
return; // no pain anims in nightmare
{
return; /* no pain anims in nightmare */
}
r = random();
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;
}
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;
}
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;
}
}
void brain_dead (edict_t *self)
void
brain_dead(edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
gi.linkentity(self);
}
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void
brain_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage, vec3_t point /* unused */)
{
int n;
if (!self)
{
return;
}
self->s.effects = 0;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
gi.sound(self, CHAN_VOICE, gi.soundindex( "misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2",
damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2",
damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_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;
}
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");
/* 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 (!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->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->s.modelindex = gi.modelindex("models/monsters/brain/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
self->health = 300;
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_power = 100;
gi.linkentity (self);
gi.linkentity(self);
self->monsterinfo.currentmove = &brain_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
walkmonster_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/brain
// 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.
*
* =======================================================================
*
* Brain animations.
*
* =======================================================================
*/
#define FRAME_walk101 0
#define FRAME_walk102 1