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Rework berserker and add sanity checks
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commit
cf2fb96cce
2 changed files with 594 additions and 416 deletions
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@ -1,34 +1,32 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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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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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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==============================================================================
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BERSERK
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==============================================================================
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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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, but
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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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*
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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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* along with this program; if not, write to the Free Software
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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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* The berserker.
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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 "berserker.h"
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static int sound_pain;
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static int sound_die;
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static int sound_idle;
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@ -36,35 +34,57 @@ static int sound_punch;
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static int sound_sight;
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static int sound_search;
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void berserk_sight (edict_t *self, edict_t *other)
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void
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berserk_sight(edict_t *self, edict_t *other /* unused */)
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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_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void berserk_search (edict_t *self)
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void
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berserk_search(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_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void berserk_fidget(edict_t *self);
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mframe_t berserk_frames_stand [] =
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{
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mframe_t berserk_frames_stand[] = {
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{ai_stand, 0, berserk_fidget},
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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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mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
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void berserk_stand (edict_t *self)
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mmove_t berserk_move_stand =
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{
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FRAME_stand1,
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FRAME_stand5,
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berserk_frames_stand,
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NULL};
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void
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berserk_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 = &berserk_move_stand;
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}
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mframe_t berserk_frames_stand_fidget [] =
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{
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mframe_t berserk_frames_stand_fidget[] = {
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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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@ -86,22 +106,38 @@ mframe_t berserk_frames_stand_fidget [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
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void berserk_fidget (edict_t *self)
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mmove_t berserk_move_stand_fidget =
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{
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FRAME_standb1,
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FRAME_standb20,
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berserk_frames_stand_fidget,
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berserk_stand
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};
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void
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berserk_fidget(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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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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return;
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}
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if (random() > 0.15)
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{
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return;
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}
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self->monsterinfo.currentmove = &berserk_move_stand_fidget;
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gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t berserk_frames_walk [] =
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{
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mframe_t berserk_frames_walk[] = {
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{ai_walk, 9.1, NULL},
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{ai_walk, 6.3, NULL},
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{ai_walk, 4.9, NULL},
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@ -115,15 +151,26 @@ mframe_t berserk_frames_walk [] =
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{ai_walk, 4.7, NULL},
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{ai_walk, 4.8, NULL}
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};
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mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
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void berserk_walk (edict_t *self)
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mmove_t berserk_move_walk =
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{
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FRAME_walkc1,
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FRAME_walkc11,
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berserk_frames_walk,
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NULL
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};
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void
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berserk_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 = &berserk_move_walk;
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}
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mframe_t berserk_frames_run1 [] =
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{
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mframe_t berserk_frames_run1[] = {
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{ai_run, 21, NULL},
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{ai_run, 11, NULL},
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{ai_run, 21, NULL},
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{ai_run, 18, NULL},
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{ai_run, 19, NULL}
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};
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mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
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void berserk_run (edict_t *self)
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mmove_t berserk_move_run1 =
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{
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FRAME_run1,
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FRAME_run6,
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berserk_frames_run1,
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NULL
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};
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void
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berserk_run(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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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &berserk_move_stand;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_run1;
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}
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void berserk_attack_spike (edict_t *self)
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{
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static vec3_t aim = {MELEE_DISTANCE, 0, -24};
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fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
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}
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void berserk_swing (edict_t *self)
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void
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berserk_attack_spike(edict_t *self)
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{
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static vec3_t aim = {MELEE_DISTANCE, 0, -24};
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if (!self)
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{
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return;
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}
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fire_hit(self, aim, (15 + (rand() % 6)), 400); /* Faster attack -- upwards and backwards */
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}
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void
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berserk_swing(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_WEAPON, sound_punch, 1, ATTN_NORM, 0);
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}
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mframe_t berserk_frames_attack_spike [] =
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{
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mframe_t berserk_frames_attack_spike[] = {
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_swing},
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@ -165,19 +239,30 @@ mframe_t berserk_frames_attack_spike [] =
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
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mmove_t berserk_move_attack_spike =
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{
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FRAME_att_c1,
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FRAME_att_c8,
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berserk_frames_attack_spike,
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berserk_run
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};
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void berserk_attack_club (edict_t *self)
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void
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berserk_attack_club(edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
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fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
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if (!self)
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{
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return;
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}
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mframe_t berserk_frames_attack_club [] =
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{
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VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
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fire_hit(self, aim, (5 + (rand() % 6)), 400); /* Slower attack */
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}
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mframe_t berserk_frames_attack_club[] = {
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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@ -191,16 +276,23 @@ mframe_t berserk_frames_attack_club [] =
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
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void berserk_strike (edict_t *self)
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mmove_t berserk_move_attack_club =
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{
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FRAME_att_c9,
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FRAME_att_c20,
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berserk_frames_attack_club,
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berserk_run
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};
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void
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berserk_strike(edict_t *self)
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{
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/* Unused, but removal is
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very PITA. Let it be... */
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}
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mframe_t berserk_frames_attack_strike [] =
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{
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mframe_t berserk_frames_attack_strike[] = {
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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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@ -217,29 +309,47 @@ mframe_t berserk_frames_attack_strike [] =
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{ai_move, 13.6, NULL}
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};
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mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
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void berserk_melee (edict_t *self)
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mmove_t berserk_move_attack_strike =
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{
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if ((rand() % 2) == 0)
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self->monsterinfo.currentmove = &berserk_move_attack_spike;
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else
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self->monsterinfo.currentmove = &berserk_move_attack_club;
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FRAME_att_c21,
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FRAME_att_c34,
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berserk_frames_attack_strike,
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berserk_run
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};
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void
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berserk_melee(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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mframe_t berserk_frames_pain1 [] =
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if ((rand() % 2) == 0)
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{
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self->monsterinfo.currentmove = &berserk_move_attack_spike;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_attack_club;
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}
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}
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mframe_t berserk_frames_pain1[] = {
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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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mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
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mframe_t berserk_frames_pain2 [] =
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mmove_t berserk_move_pain1 =
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{
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FRAME_painc1,
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FRAME_painc4,
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berserk_frames_pain1,
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berserk_run};
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mframe_t berserk_frames_pain2[] = {
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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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@ -261,31 +371,60 @@ mframe_t berserk_frames_pain2 [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
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void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
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mmove_t berserk_move_pain2 =
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{
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FRAME_painb1,
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FRAME_painb20,
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berserk_frames_pain2,
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berserk_run
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};
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void
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berserk_pain(edict_t *self, edict_t *other /* unused */,
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float kick /* unused */, int damage)
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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 (self->health < (self->max_health / 2))
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{
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self->s.skinnum = 1;
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}
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if (level.time < self->pain_debounce_time)
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{
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return;
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}
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self->pain_debounce_time = level.time + 3;
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if ((damage < 20) || (random() < 0.5))
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self->monsterinfo.currentmove = &berserk_move_pain1;
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else
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self->monsterinfo.currentmove = &berserk_move_pain2;
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{
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return; /* no pain anims in nightmare */
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}
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void berserk_dead (edict_t *self)
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if ((damage < 20) || (random() < 0.5))
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{
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self->monsterinfo.currentmove = &berserk_move_pain1;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_pain2;
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}
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}
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void
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berserk_dead(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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VectorSet(self->mins, -16, -16, -24);
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VectorSet(self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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@ -294,9 +433,7 @@ void berserk_dead (edict_t *self)
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gi.linkentity(self);
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}
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mframe_t berserk_frames_death1 [] =
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{
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mframe_t berserk_frames_death1[] = {
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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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|
@ -310,13 +447,17 @@ mframe_t berserk_frames_death1 [] =
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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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mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
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mframe_t berserk_frames_death2 [] =
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mmove_t berserk_move_death1 =
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{
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FRAME_death1,
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FRAME_death13,
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berserk_frames_death1,
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berserk_dead
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};
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mframe_t berserk_frames_death2[] = {
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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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||||
|
@ -326,50 +467,84 @@ mframe_t berserk_frames_death2 [] =
|
|||
{ai_move, 0, NULL},
|
||||
{ai_move, 0, NULL}
|
||||
};
|
||||
mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
|
||||
|
||||
mmove_t berserk_move_death2 =
|
||||
{
|
||||
FRAME_deathc1,
|
||||
FRAME_deathc8,
|
||||
berserk_frames_death2,
|
||||
berserk_dead};
|
||||
|
||||
void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||||
void
|
||||
berserk_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||
int damage, vec3_t point /* unused */)
|
||||
{
|
||||
int n;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
{
|
||||
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);
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
||||
self->deadflag = DEAD_DEAD;
|
||||
self->takedamage = DAMAGE_YES;
|
||||
|
||||
if (damage >= 50)
|
||||
{
|
||||
self->monsterinfo.currentmove = &berserk_move_death1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &berserk_move_death2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
/*
|
||||
* QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_berserk (edict_t *self)
|
||||
void
|
||||
SP_monster_berserk(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(self);
|
||||
return;
|
||||
}
|
||||
|
||||
// pre-caches
|
||||
/* pre-caches */
|
||||
sound_pain = gi.soundindex("berserk/berpain2.wav");
|
||||
sound_die = gi.soundindex("berserk/berdeth2.wav");
|
||||
sound_idle = gi.soundindex("berserk/beridle1.wav");
|
||||
|
|
|
@ -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.
|
||||
|
||||
* 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.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Berserker animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
// G:\quake2\baseq2\models/monsters/berserk
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
|
||||
#define FRAME_stand1 0
|
||||
#define FRAME_stand2 1
|
||||
|
|
Loading…
Reference in a new issue