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676 lines
15 KiB
676 lines
15 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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brain |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_brain.h" |
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static int sound_chest_open; |
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static int sound_tentacles_extend; |
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static int sound_tentacles_retract; |
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static int sound_death; |
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static int sound_idle1; |
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static int sound_idle2; |
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static int sound_idle3; |
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static int sound_pain1; |
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static int sound_pain2; |
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static int sound_sight; |
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static int sound_search; |
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static int sound_melee1; |
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static int sound_melee2; |
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static int sound_melee3; |
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void brain_sight (edict_t *self, edict_t *other) |
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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 brain_search (edict_t *self) |
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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 brain_run (edict_t *self); |
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void brain_dead (edict_t *self); |
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// |
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// STAND |
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// |
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mframe_t brain_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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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 brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL}; |
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void brain_stand (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &brain_move_stand; |
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} |
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// |
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// IDLE |
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// |
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mframe_t brain_frames_idle [] = |
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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 brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand}; |
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void brain_idle (edict_t *self) |
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{ |
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gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0); |
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self->monsterinfo.currentmove = &brain_move_idle; |
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} |
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// |
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// WALK |
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// |
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mframe_t brain_frames_walk1 [] = |
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{ |
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ai_walk, 7, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 9, NULL, |
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ai_walk, -4, NULL, |
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ai_walk, -1, NULL, |
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ai_walk, 2, NULL |
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}; |
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mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL}; |
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// walk2 is FUBAR, do not use |
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#if 0 |
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void brain_walk2_cycle (edict_t *self) |
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{ |
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if (random() > 0.1) |
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self->monsterinfo.nextframe = FRAME_walk220; |
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} |
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mframe_t brain_frames_walk2 [] = |
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{ |
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ai_walk, 3, NULL, |
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ai_walk, -2, NULL, |
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ai_walk, -4, NULL, |
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ai_walk, -3, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 12, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, -3, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, -2, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 10, NULL, // Cycle Start |
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ai_walk, -1, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, -3, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 4, NULL, |
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ai_walk, -3, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 4, brain_walk2_cycle, |
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ai_walk, -1, NULL, |
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ai_walk, -1, NULL, |
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ai_walk, -8, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, -1, NULL, |
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ai_walk, -5, NULL |
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}; |
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mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL}; |
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#endif |
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void brain_walk (edict_t *self) |
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{ |
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// if (random() <= 0.5) |
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self->monsterinfo.currentmove = &brain_move_walk1; |
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// else |
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// self->monsterinfo.currentmove = &brain_move_walk2; |
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} |
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mframe_t brain_frames_defense [] = |
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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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}; |
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mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL}; |
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mframe_t brain_frames_pain3 [] = |
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{ |
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ai_move, -2, NULL, |
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ai_move, 2, NULL, |
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ai_move, 1, NULL, |
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ai_move, 3, NULL, |
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ai_move, 0, NULL, |
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ai_move, -4, NULL |
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}; |
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mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run}; |
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mframe_t brain_frames_pain2 [] = |
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{ |
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ai_move, -2, 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, 3, NULL, |
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ai_move, 1, NULL, |
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ai_move, -2, NULL |
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}; |
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mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run}; |
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mframe_t brain_frames_pain1 [] = |
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{ |
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ai_move, -6, NULL, |
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ai_move, -2, NULL, |
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ai_move, -6, 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, 2, NULL, |
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ai_move, 0, NULL, |
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ai_move, 2, NULL, |
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ai_move, 1, NULL, |
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ai_move, 7, NULL, |
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ai_move, 0, NULL, |
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ai_move, 3, NULL, |
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ai_move, -1, NULL |
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}; |
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mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run}; |
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// |
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// DUCK |
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// |
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void brain_duck_down (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_DUCKED) |
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return; |
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self->monsterinfo.aiflags |= AI_DUCKED; |
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self->maxs[2] -= 32; |
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self->takedamage = DAMAGE_YES; |
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gi.linkentity (self); |
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} |
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void brain_duck_hold (edict_t *self) |
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{ |
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if (level.time >= self->monsterinfo.pausetime) |
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; |
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else |
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self->monsterinfo.aiflags |= AI_HOLD_FRAME; |
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} |
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void brain_duck_up (edict_t *self) |
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{ |
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self->monsterinfo.aiflags &= ~AI_DUCKED; |
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self->maxs[2] += 32; |
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self->takedamage = DAMAGE_AIM; |
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gi.linkentity (self); |
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} |
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mframe_t brain_frames_duck [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, -2, brain_duck_down, |
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ai_move, 17, brain_duck_hold, |
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ai_move, -3, NULL, |
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ai_move, -1, brain_duck_up, |
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ai_move, -5, NULL, |
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ai_move, -6, NULL, |
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ai_move, -6, NULL |
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}; |
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mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run}; |
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void brain_dodge (edict_t *self, edict_t *attacker, float eta) |
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{ |
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if (random() > 0.25) |
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return; |
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if (!self->enemy) |
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self->enemy = attacker; |
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self->monsterinfo.pausetime = level.time + eta + 0.5; |
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self->monsterinfo.currentmove = &brain_move_duck; |
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} |
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mframe_t brain_frames_death2 [] = |
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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, 9, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead}; |
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mframe_t brain_frames_death1 [] = |
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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, -2, NULL, |
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ai_move, 9, 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 brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead}; |
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// |
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// MELEE |
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// |
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void brain_swing_right (edict_t *self) |
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{ |
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gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0); |
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} |
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void brain_hit_right (edict_t *self) |
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{ |
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vec3_t aim; |
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VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8); |
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if (fire_hit (self, aim, (15 + (rand() %5)), 40)) |
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); |
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} |
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void brain_swing_left (edict_t *self) |
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{ |
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gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0); |
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} |
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void brain_hit_left (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], 8); |
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if (fire_hit (self, aim, (15 + (rand() %5)), 40)) |
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gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); |
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} |
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mframe_t brain_frames_attack1 [] = |
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{ |
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ai_charge, 8, NULL, |
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ai_charge, 3, NULL, |
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ai_charge, 5, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, -3, brain_swing_right, |
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ai_charge, 0, NULL, |
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ai_charge, -5, NULL, |
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ai_charge, -7, brain_hit_right, |
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ai_charge, 0, NULL, |
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ai_charge, 6, brain_swing_left, |
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ai_charge, 1, NULL, |
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ai_charge, 2, brain_hit_left, |
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ai_charge, -3, NULL, |
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ai_charge, 6, NULL, |
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ai_charge, -1, NULL, |
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ai_charge, -3, NULL, |
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ai_charge, 2, NULL, |
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ai_charge, -11,NULL |
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}; |
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mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run}; |
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void brain_chest_open (edict_t *self) |
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{ |
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self->spawnflags &= ~65536; |
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; |
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gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0); |
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} |
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void brain_tentacle_attack (edict_t *self) |
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{ |
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vec3_t aim; |
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VectorSet (aim, MELEE_DISTANCE, 0, 8); |
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if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0) |
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self->spawnflags |= 65536; |
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gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); |
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} |
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void brain_chest_closed (edict_t *self) |
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{ |
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; |
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if (self->spawnflags & 65536) |
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{ |
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self->spawnflags &= ~65536; |
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self->monsterinfo.currentmove = &brain_move_attack1; |
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} |
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} |
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mframe_t brain_frames_attack2 [] = |
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{ |
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ai_charge, 5, NULL, |
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ai_charge, -4, NULL, |
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ai_charge, -4, NULL, |
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ai_charge, -3, NULL, |
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ai_charge, 0, brain_chest_open, |
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ai_charge, 0, NULL, |
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ai_charge, 13, brain_tentacle_attack, |
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ai_charge, 0, NULL, |
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ai_charge, 2, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, -9, brain_chest_closed, |
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ai_charge, 0, NULL, |
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ai_charge, 4, NULL, |
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ai_charge, 3, NULL, |
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ai_charge, 2, NULL, |
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ai_charge, -3, NULL, |
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ai_charge, -6, NULL |
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}; |
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mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run}; |
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void brain_melee(edict_t *self) |
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{ |
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if (random() <= 0.5) |
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self->monsterinfo.currentmove = &brain_move_attack1; |
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else |
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self->monsterinfo.currentmove = &brain_move_attack2; |
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} |
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// |
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// RUN |
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// |
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mframe_t brain_frames_run [] = |
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{ |
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ai_run, 9, NULL, |
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ai_run, 2, NULL, |
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ai_run, 3, NULL, |
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ai_run, 3, NULL, |
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ai_run, 1, NULL, |
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ai_run, 0, NULL, |
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ai_run, 0, NULL, |
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ai_run, 10, NULL, |
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ai_run, -4, NULL, |
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ai_run, -1, NULL, |
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ai_run, 2, NULL |
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}; |
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mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL}; |
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void brain_run (edict_t *self) |
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{ |
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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self->monsterinfo.currentmove = &brain_move_stand; |
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else |
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self->monsterinfo.currentmove = &brain_move_run; |
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} |
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void brain_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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float r; |
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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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if (skill->value == 3) |
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return; // no pain anims in nightmare |
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r = random(); |
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if (r < 0.33) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); |
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self->monsterinfo.currentmove = &brain_move_pain1; |
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} |
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else if (r < 0.66) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); |
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self->monsterinfo.currentmove = &brain_move_pain2; |
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} |
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else |
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{ |
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); |
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self->monsterinfo.currentmove = &brain_move_pain3; |
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} |
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} |
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void brain_dead (edict_t *self) |
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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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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 brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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{ |
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int n; |
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self->s.effects = 0; |
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; |
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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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// regular death |
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_YES; |
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if (random() <= 0.5) |
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self->monsterinfo.currentmove = &brain_move_death1; |
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else |
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self->monsterinfo.currentmove = &brain_move_death2; |
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} |
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/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight |
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*/ |
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void SP_monster_brain (edict_t *self) |
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{ |
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if (deathmatch->value) |
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{ |
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G_FreeEdict (self); |
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return; |
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} |
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sound_chest_open = gi.soundindex ("brain/brnatck1.wav"); |
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sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav"); |
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sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav"); |
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sound_death = gi.soundindex ("brain/brndeth1.wav"); |
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sound_idle1 = gi.soundindex ("brain/brnidle1.wav"); |
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sound_idle2 = gi.soundindex ("brain/brnidle2.wav"); |
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sound_idle3 = gi.soundindex ("brain/brnlens1.wav"); |
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sound_pain1 = gi.soundindex ("brain/brnpain1.wav"); |
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sound_pain2 = gi.soundindex ("brain/brnpain2.wav"); |
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sound_sight = gi.soundindex ("brain/brnsght1.wav"); |
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sound_search = gi.soundindex ("brain/brnsrch1.wav"); |
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sound_melee1 = gi.soundindex ("brain/melee1.wav"); |
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sound_melee2 = gi.soundindex ("brain/melee2.wav"); |
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sound_melee3 = gi.soundindex ("brain/melee3.wav"); |
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self->movetype = MOVETYPE_STEP; |
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self->solid = SOLID_BBOX; |
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self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2"); |
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VectorSet (self->mins, -16, -16, -24); |
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VectorSet (self->maxs, 16, 16, 32); |
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self->health = 300; |
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self->gib_health = -150; |
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self->mass = 400; |
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self->pain = brain_pain; |
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self->die = brain_die; |
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self->monsterinfo.stand = brain_stand; |
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self->monsterinfo.walk = brain_walk; |
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self->monsterinfo.run = brain_run; |
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self->monsterinfo.dodge = brain_dodge; |
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// self->monsterinfo.attack = brain_attack; |
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self->monsterinfo.melee = brain_melee; |
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self->monsterinfo.sight = brain_sight; |
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self->monsterinfo.search = brain_search; |
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self->monsterinfo.idle = brain_idle; |
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; |
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self->monsterinfo.power_armor_power = 100; |
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gi.linkentity (self); |
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self->monsterinfo.currentmove = &brain_move_stand; |
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self->monsterinfo.scale = MODEL_SCALE; |
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walkmonster_start (self); |
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}
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