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.
*/
/*
==============================================================================
Makron -- Final Boss
==============================================================================
*/
#include "g_local.h"
#include "m_boss32.h"
qboolean visible (edict_t *self, edict_t *other);
void MakronRailgun (edict_t *self);
void MakronSaveloc (edict_t *self);
void MakronHyperblaster (edict_t *self);
void makron_step_left (edict_t *self);
void makron_step_right (edict_t *self);
void makronBFG (edict_t *self);
void makron_dead (edict_t *self);
static int sound_pain4;
static int sound_pain5;
static int sound_pain6;
static int sound_death;
static int sound_step_left;
static int sound_step_right;
static int sound_attack_bfg;
static int sound_brainsplorch;
static int sound_prerailgun;
static int sound_popup;
static int sound_taunt1;
static int sound_taunt2;
static int sound_taunt3;
static int sound_hit;
void makron_taunt (edict_t *self)
{
float r;
r=random();
if (r <= 0.3)
gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
else if (r <= 0.6)
gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
else
gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
}
//
// stand
//
mframe_t makron_frames_stand []=
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // 10
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // 20
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // 30
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // 40
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // 50
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL // 60
};
mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};
void makron_stand (edict_t *self)
{
self->monsterinfo.currentmove = &makron_move_stand;
}
mframe_t makron_frames_run [] =
{
ai_run, 3, makron_step_left,
ai_run, 12, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, makron_step_right,
ai_run, 6, NULL,
ai_run, 12, NULL,
ai_run, 9, NULL,
ai_run, 6, NULL,
ai_run, 12, NULL
};
mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
void makron_hit (edict_t *self)
{
gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0);
}
void makron_popup (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0);
}
void makron_step_left (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
}
void makron_step_right (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
}
void makron_brainsplorch (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0);
}
void makron_prerailgun (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0);
}
mframe_t makron_frames_walk [] =
{
ai_walk, 3, makron_step_left,
ai_walk, 12, NULL,
ai_walk, 8, NULL,
ai_walk, 8, NULL,
ai_walk, 8, makron_step_right,
ai_walk, 6, NULL,
ai_walk, 12, NULL,
ai_walk, 9, NULL,
ai_walk, 6, NULL,
ai_walk, 12, NULL
};
mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
void makron_walk (edict_t *self)
{
self->monsterinfo.currentmove = &makron_move_walk;
}
void makron_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &makron_move_stand;
else
self->monsterinfo.currentmove = &makron_move_run;
}
mframe_t makron_frames_pain6 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 10
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, makron_popup,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 20
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, makron_taunt,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};
mframe_t makron_frames_pain5 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};
mframe_t makron_frames_pain4 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};
mframe_t makron_frames_death2 [] =
{
ai_move, -15, NULL,
ai_move, 3, NULL,
ai_move, -12, NULL,
ai_move, 0, makron_step_left,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 10
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 11, NULL,
ai_move, 12, NULL,
ai_move, 11, makron_step_right,
ai_move, 0, NULL,
ai_move, 0, NULL, // 20
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 30
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 5, NULL,
ai_move, 7, NULL,
ai_move, 6, makron_step_left,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, 2, NULL, // 40
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 50
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -6, NULL,
ai_move, -4, NULL,
ai_move, -6, makron_step_right,
ai_move, -4, NULL,
ai_move, -4, makron_step_left,
ai_move, 0, NULL,
ai_move, 0, NULL, // 60
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, -5, NULL,
ai_move, -3, makron_step_right,
ai_move, -8, NULL,
ai_move, -3, makron_step_left,
ai_move, -7, NULL,
ai_move, -4, NULL,
ai_move, -4, makron_step_right, // 70
ai_move, -6, NULL,
ai_move, -7, NULL,
ai_move, 0, makron_step_left,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, // 80
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL, // 90
ai_move, 27, makron_hit,
ai_move, 26, NULL,
ai_move, 0, makron_brainsplorch,
ai_move, 0, NULL,
ai_move, 0, NULL // 95
};
mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};
mframe_t makron_frames_death3 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};
mframe_t makron_frames_sight [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};
void makronBFG (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
}
mframe_t makron_frames_attack3 []=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, makronBFG, // FIXME: BFG Attack here
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};
mframe_t makron_frames_attack4[]=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, MakronHyperblaster, // fire
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};
mframe_t makron_frames_attack5[]=
{
ai_charge, 0, makron_prerailgun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, MakronSaveloc,
ai_move, 0, MakronRailgun, // Fire railgun
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};
void MakronSaveloc (edict_t *self)
{
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
self->pos1[2] += self->enemy->viewheight;
};
// FIXME: He's not firing from the proper Z
void MakronRailgun (edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start);
// calc direction to where we targted
VectorSubtract (self->pos1, start, dir);
VectorNormalize (dir);
monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
}
// FIXME: This is all wrong. He's not firing at the proper angles.
void MakronHyperblaster (edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
int flash_number;
flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
if (self->enemy)
{
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, vec);
vectoangles (vec, vec);
dir[0] = vec[0];
}
else
{
dir[0] = 0;
}
if (self->s.frame <= FRAME_attak413)
dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
else
dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
dir[2] = 0;
AngleVectors (dir, forward, NULL, NULL);
monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
}
void makron_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
if (level.time < self->pain_debounce_time)
return;
// Lessen the chance of him going into his pain frames
if (damage <=25)
if (random()<0.2)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
if (damage <= 40)
{
gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0);
self->monsterinfo.currentmove = &makron_move_pain4;
}
else if (damage <= 110)
{
gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0);
self->monsterinfo.currentmove = &makron_move_pain5;
}
else
{
if (damage <= 150)
if (random() <= 0.45)
{
gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
self->monsterinfo.currentmove = &makron_move_pain6;
}
else
if (random() <= 0.35)
{
gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
self->monsterinfo.currentmove = &makron_move_pain6;
}
}
};
void makron_sight(edict_t *self, edict_t *other)
{
self->monsterinfo.currentmove = &makron_move_sight;
};
void makron_attack(edict_t *self)
{
vec3_t vec;
float range;
float r;
r = random();
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
if (r <= 0.3)
self->monsterinfo.currentmove = &makron_move_attack3;
else if (r <= 0.6)
self->monsterinfo.currentmove = &makron_move_attack4;
else
self->monsterinfo.currentmove = &makron_move_attack5;
}
/*
---
Makron Torso. This needs to be spawned in
---
*/
void makron_torso_think (edict_t *self)
{
if (++self->s.frame < 365)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 346;
self->nextthink = level.time + FRAMETIME;
}
}
void makron_torso (edict_t *ent)
{
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
VectorSet (ent->mins, -8, -8, 0);
VectorSet (ent->maxs, 8, 8, 8);
ent->s.frame = 346;
ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
ent->think = makron_torso_think;
ent->nextthink = level.time + 2 * FRAMETIME;
ent->s.sound = gi.soundindex ("makron/spine.wav");
gi.linkentity (ent);
}
//
// death
//
void makron_dead (edict_t *self)
{
VectorSet (self->mins, -60, -60, 0);
VectorSet (self->maxs, 60, 60, 72);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *tempent;
int n;
self->s.sound = 0;
// 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 < 1 /*4*/; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
tempent = G_Spawn();
VectorCopy (self->s.origin, tempent->s.origin);
VectorCopy (self->s.angles, tempent->s.angles);
tempent->s.origin[1] -= 84;
makron_torso (tempent);
self->monsterinfo.currentmove = &makron_move_death2;
}
qboolean Makron_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 = 0.4;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.2;
}
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;
}
//
// monster_makron
//
void MakronPrecache (void)
{
sound_pain4 = gi.soundindex ("makron/pain3.wav");
sound_pain5 = gi.soundindex ("makron/pain2.wav");
sound_pain6 = gi.soundindex ("makron/pain1.wav");
sound_death = gi.soundindex ("makron/death.wav");
sound_step_left = gi.soundindex ("makron/step1.wav");
sound_step_right = gi.soundindex ("makron/step2.wav");
sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav");
sound_brainsplorch = gi.soundindex ("makron/brain1.wav");
sound_prerailgun = gi.soundindex ("makron/rail_up.wav");
sound_popup = gi.soundindex ("makron/popup.wav");
sound_taunt1 = gi.soundindex ("makron/voice4.wav");
sound_taunt2 = gi.soundindex ("makron/voice3.wav");
sound_taunt3 = gi.soundindex ("makron/voice.wav");
sound_hit = gi.soundindex ("makron/bhit.wav");
gi.modelindex ("models/monsters/boss3/rider/tris.md2");
}
/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
*/
void SP_monster_makron (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
MakronPrecache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
VectorSet (self->mins, -30, -30, 0);
VectorSet (self->maxs, 30, 30, 90);
self->health = 3000;
self->gib_health = -2000;
self->mass = 500;
self->pain = makron_pain;
self->die = makron_die;
self->monsterinfo.stand = makron_stand;
self->monsterinfo.walk = makron_walk;
self->monsterinfo.run = makron_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = makron_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = makron_sight;
self->monsterinfo.checkattack = Makron_CheckAttack;
gi.linkentity (self);
// self->monsterinfo.currentmove = &makron_move_stand;
self->monsterinfo.currentmove = &makron_move_sight;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}
/*
=================
MakronSpawn
=================
*/
void MakronSpawn (edict_t *self)
{
vec3_t vec;
edict_t *player;
SP_monster_makron (self);
// jump at player
player = level.sight_client;
if (!player)
return;
VectorSubtract (player->s.origin, self->s.origin, vec);
self->s.angles[YAW] = vectoyaw(vec);
VectorNormalize (vec);
VectorMA (vec3_origin, 400, vec, self->velocity);
self->velocity[2] = 200;
self->groundentity = NULL;
}
/*
=================
MakronToss
Jorg is just about dead, so set up to launch Makron out
=================
*/
void MakronToss (edict_t *self)
{
edict_t *ent;
ent = G_Spawn ();
ent->nextthink = level.time + 0.8;
ent->think = MakronSpawn;
ent->target = self->target;
VectorCopy (self->s.origin, ent->s.origin);
}