A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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/*
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.
*/
/*
==============================================================================
boss3
==============================================================================
*/
#include "g_local.h"
#include "m_boss32.h"
void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BOSSTPORT);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
void Think_Boss3Stand (edict_t *ent)
{
if (ent->s.frame == FRAME_stand260)
ent->s.frame = FRAME_stand201;
else
ent->s.frame++;
ent->nextthink = level.time + FRAMETIME;
}
/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
Just stands and cycles in one place until targeted, then teleports away.
*/
void SP_monster_boss3_stand (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->model = "models/monsters/boss3/rider/tris.md2";
self->s.modelindex = gi.modelindex (self->model);
self->s.frame = FRAME_stand201;
gi.soundindex ("misc/bigtele.wav");
VectorSet (self->mins, -32, -32, 0);
VectorSet (self->maxs, 32, 32, 90);
self->use = Use_Boss3;
self->think = Think_Boss3Stand;
self->nextthink = level.time + FRAMETIME;
gi.linkentity (self);
}