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679 lines
16 KiB
679 lines
16 KiB
/* |
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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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boss2 |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_boss2.h" |
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void BossExplode (edict_t *self); |
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qboolean infront (edict_t *self, edict_t *other); |
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static int sound_pain1; |
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static int sound_pain2; |
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static int sound_pain3; |
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static int sound_death; |
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static int sound_search1; |
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void boss2_search (edict_t *self) |
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{ |
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if (random() < 0.5) |
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gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); |
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} |
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void boss2_run (edict_t *self); |
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void boss2_stand (edict_t *self); |
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void boss2_dead (edict_t *self); |
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void boss2_attack (edict_t *self); |
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void boss2_attack_mg (edict_t *self); |
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void boss2_reattack_mg (edict_t *self); |
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void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); |
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void Boss2Rocket (edict_t *self) |
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{ |
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vec3_t forward, right; |
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vec3_t start; |
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vec3_t dir; |
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vec3_t vec; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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//1 |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start); |
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VectorCopy (self->enemy->s.origin, vec); |
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vec[2] += self->enemy->viewheight; |
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VectorSubtract (vec, start, dir); |
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VectorNormalize (dir); |
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1); |
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//2 |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start); |
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VectorCopy (self->enemy->s.origin, vec); |
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vec[2] += self->enemy->viewheight; |
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VectorSubtract (vec, start, dir); |
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VectorNormalize (dir); |
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); |
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//3 |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start); |
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VectorCopy (self->enemy->s.origin, vec); |
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vec[2] += self->enemy->viewheight; |
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VectorSubtract (vec, start, dir); |
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VectorNormalize (dir); |
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3); |
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//4 |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start); |
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VectorCopy (self->enemy->s.origin, vec); |
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vec[2] += self->enemy->viewheight; |
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VectorSubtract (vec, start, dir); |
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VectorNormalize (dir); |
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4); |
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} |
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void boss2_firebullet_right (edict_t *self) |
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{ |
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vec3_t forward, right, target; |
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vec3_t start; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start); |
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); |
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target[2] += self->enemy->viewheight; |
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VectorSubtract (target, start, forward); |
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VectorNormalize (forward); |
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1); |
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} |
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void boss2_firebullet_left (edict_t *self) |
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{ |
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vec3_t forward, right, target; |
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vec3_t start; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start); |
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); |
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target[2] += self->enemy->viewheight; |
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VectorSubtract (target, start, forward); |
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VectorNormalize (forward); |
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1); |
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} |
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void Boss2MachineGun (edict_t *self) |
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{ |
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/* vec3_t forward, right; |
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vec3_t start; |
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vec3_t dir; |
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vec3_t vec; |
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int flash_number; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10); |
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); |
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VectorCopy (self->enemy->s.origin, vec); |
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vec[2] += self->enemy->viewheight; |
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VectorSubtract (vec, start, dir); |
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VectorNormalize (dir); |
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monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); |
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*/ |
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boss2_firebullet_left(self); |
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boss2_firebullet_right(self); |
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} |
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mframe_t boss2_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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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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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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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 boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL}; |
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mframe_t boss2_frames_fidget [] = |
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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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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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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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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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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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}; |
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mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL}; |
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mframe_t boss2_frames_walk [] = |
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{ |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 8, NULL |
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}; |
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mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL}; |
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mframe_t boss2_frames_run [] = |
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{ |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL, |
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ai_run, 8, NULL |
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}; |
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mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL}; |
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mframe_t boss2_frames_attack_pre_mg [] = |
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{ |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, boss2_attack_mg |
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}; |
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mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL}; |
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// Loop this |
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mframe_t boss2_frames_attack_mg [] = |
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{ |
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ai_charge, 1, Boss2MachineGun, |
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ai_charge, 1, Boss2MachineGun, |
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ai_charge, 1, Boss2MachineGun, |
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ai_charge, 1, Boss2MachineGun, |
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ai_charge, 1, Boss2MachineGun, |
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ai_charge, 1, boss2_reattack_mg |
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}; |
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mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL}; |
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mframe_t boss2_frames_attack_post_mg [] = |
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{ |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL |
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}; |
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mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run}; |
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mframe_t boss2_frames_attack_rocket [] = |
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{ |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_move, -20, Boss2Rocket, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL, |
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ai_charge, 1, NULL |
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}; |
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mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run}; |
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mframe_t boss2_frames_pain_heavy [] = |
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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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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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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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}; |
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mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run}; |
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mframe_t boss2_frames_pain_light [] = |
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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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}; |
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mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run}; |
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mframe_t boss2_frames_death [] = |
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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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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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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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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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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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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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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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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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ai_move, 0, BossExplode |
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}; |
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mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead}; |
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void boss2_stand (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &boss2_move_stand; |
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} |
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void boss2_run (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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self->monsterinfo.currentmove = &boss2_move_stand; |
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else |
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self->monsterinfo.currentmove = &boss2_move_run; |
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} |
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void boss2_walk (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &boss2_move_walk; |
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} |
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void boss2_attack (edict_t *self) |
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{ |
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vec3_t vec; |
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float range; |
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VectorSubtract (self->enemy->s.origin, self->s.origin, vec); |
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range = VectorLength (vec); |
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if (range <= 125) |
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{ |
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self->monsterinfo.currentmove = &boss2_move_attack_pre_mg; |
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} |
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else |
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{ |
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if (random() <= 0.6) |
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self->monsterinfo.currentmove = &boss2_move_attack_pre_mg; |
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else |
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self->monsterinfo.currentmove = &boss2_move_attack_rocket; |
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} |
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} |
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void boss2_attack_mg (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &boss2_move_attack_mg; |
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} |
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void boss2_reattack_mg (edict_t *self) |
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{ |
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if ( infront(self, self->enemy) ) |
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if (random() <= 0.7) |
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self->monsterinfo.currentmove = &boss2_move_attack_mg; |
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else |
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self->monsterinfo.currentmove = &boss2_move_attack_post_mg; |
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else |
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self->monsterinfo.currentmove = &boss2_move_attack_post_mg; |
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} |
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void boss2_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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if (self->health < (self->max_health / 2)) |
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self->s.skinnum = 1; |
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if (level.time < self->pain_debounce_time) |
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return; |
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self->pain_debounce_time = level.time + 3; |
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// American wanted these at no attenuation |
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if (damage < 10) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); |
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self->monsterinfo.currentmove = &boss2_move_pain_light; |
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} |
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else if (damage < 30) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); |
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self->monsterinfo.currentmove = &boss2_move_pain_light; |
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} |
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else |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); |
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self->monsterinfo.currentmove = &boss2_move_pain_heavy; |
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} |
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} |
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void boss2_dead (edict_t *self) |
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{ |
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VectorSet (self->mins, -56, -56, 0); |
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VectorSet (self->maxs, 56, 56, 80); |
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self->movetype = MOVETYPE_TOSS; |
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self->svflags |= SVF_DEADMONSTER; |
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self->nextthink = 0; |
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gi.linkentity (self); |
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} |
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void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_NO; |
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self->count = 0; |
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self->monsterinfo.currentmove = &boss2_move_death; |
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#if 0 |
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int n; |
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self->s.sound = 0; |
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// check for gib |
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if (self->health <= self->gib_health) |
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{ |
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); |
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for (n= 0; n < 2; n++) |
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); |
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for (n= 0; n < 4; n++) |
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); |
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); |
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self->deadflag = DEAD_DEAD; |
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return; |
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} |
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if (self->deadflag == DEAD_DEAD) |
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return; |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_YES; |
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self->monsterinfo.currentmove = &boss2_move_death; |
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#endif |
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} |
|
|
|
qboolean Boss2_CheckAttack (edict_t *self) |
|
{ |
|
vec3_t spot1, spot2; |
|
vec3_t temp; |
|
float chance; |
|
trace_t tr; |
|
qboolean enemy_infront; |
|
int enemy_range; |
|
float enemy_yaw; |
|
|
|
if (self->enemy->health > 0) |
|
{ |
|
// see if any entities are in the way of the shot |
|
VectorCopy (self->s.origin, spot1); |
|
spot1[2] += self->viewheight; |
|
VectorCopy (self->enemy->s.origin, spot2); |
|
spot2[2] += self->enemy->viewheight; |
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); |
|
|
|
// do we have a clear shot? |
|
if (tr.ent != self->enemy) |
|
return false; |
|
} |
|
|
|
enemy_infront = infront(self, self->enemy); |
|
enemy_range = range(self, self->enemy); |
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp); |
|
enemy_yaw = vectoyaw(temp); |
|
|
|
self->ideal_yaw = enemy_yaw; |
|
|
|
|
|
// melee attack |
|
if (enemy_range == RANGE_MELEE) |
|
{ |
|
if (self->monsterinfo.melee) |
|
self->monsterinfo.attack_state = AS_MELEE; |
|
else |
|
self->monsterinfo.attack_state = AS_MISSILE; |
|
return true; |
|
} |
|
|
|
// missile attack |
|
if (!self->monsterinfo.attack) |
|
return false; |
|
|
|
if (level.time < self->monsterinfo.attack_finished) |
|
return false; |
|
|
|
if (enemy_range == RANGE_FAR) |
|
return false; |
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
|
{ |
|
chance = 0.4; |
|
} |
|
else if (enemy_range == RANGE_MELEE) |
|
{ |
|
chance = 0.8; |
|
} |
|
else if (enemy_range == RANGE_NEAR) |
|
{ |
|
chance = 0.8; |
|
} |
|
else if (enemy_range == RANGE_MID) |
|
{ |
|
chance = 0.8; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
|
|
if (random () < chance) |
|
{ |
|
self->monsterinfo.attack_state = AS_MISSILE; |
|
self->monsterinfo.attack_finished = level.time + 2*random(); |
|
return true; |
|
} |
|
|
|
if (self->flags & FL_FLY) |
|
{ |
|
if (random() < 0.3) |
|
self->monsterinfo.attack_state = AS_SLIDING; |
|
else |
|
self->monsterinfo.attack_state = AS_STRAIGHT; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
|
|
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight |
|
*/ |
|
void SP_monster_boss2 (edict_t *self) |
|
{ |
|
if (deathmatch->value) |
|
{ |
|
G_FreeEdict (self); |
|
return; |
|
} |
|
|
|
sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav"); |
|
sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav"); |
|
sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav"); |
|
sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav"); |
|
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav"); |
|
|
|
self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav"); |
|
|
|
self->movetype = MOVETYPE_STEP; |
|
self->solid = SOLID_BBOX; |
|
self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2"); |
|
VectorSet (self->mins, -56, -56, 0); |
|
VectorSet (self->maxs, 56, 56, 80); |
|
|
|
self->health = 2000; |
|
self->gib_health = -200; |
|
self->mass = 1000; |
|
|
|
self->flags |= FL_IMMUNE_LASER; |
|
|
|
self->pain = boss2_pain; |
|
self->die = boss2_die; |
|
|
|
self->monsterinfo.stand = boss2_stand; |
|
self->monsterinfo.walk = boss2_walk; |
|
self->monsterinfo.run = boss2_run; |
|
self->monsterinfo.attack = boss2_attack; |
|
self->monsterinfo.search = boss2_search; |
|
self->monsterinfo.checkattack = Boss2_CheckAttack; |
|
gi.linkentity (self); |
|
|
|
self->monsterinfo.currentmove = &boss2_move_stand; |
|
self->monsterinfo.scale = MODEL_SCALE; |
|
|
|
flymonster_start (self); |
|
}
|
|
|