Beispiel #1
0
void slimeDie(Entity *my) {
	Entity *entity;
	int c = 0;
	for( c=0; c<5; c++ ) {
		Entity *gib = spawnGib(my);
		serverSpawnGibForClient(gib);
	}
	if (spawn_blood) {
		int x, y;
		x = std::min<unsigned int>(std::max<int>(0,my->x/16),map.width-1);
		y = std::min<unsigned int>(std::max<int>(0,my->y/16),map.height-1);
		if( map.tiles[y*MAPLAYERS+x*MAPLAYERS*map.height] ) {
			if( !checkObstacle(my->x,my->y,my,NULL) ) {
				if( my->sprite == 210 )
					entity = newEntity(212,1,map.entities);
				else
					entity = newEntity(214,1,map.entities);
				entity->x = my->x;
				entity->y = my->y;
				entity->z = 7.4+(rand()%20)/100.f;
				entity->parent = my->uid;
				entity->sizex = 2;
				entity->sizey = 2;
				entity->yaw = (rand()%360)*PI/180.0;
				entity->flags[UPDATENEEDED] = TRUE;
				entity->flags[PASSABLE] = TRUE;
			}
		}
	}
	playSoundEntity(my, 69, 64);
	list_RemoveNode(my->mynode);
	return;
}
Beispiel #2
0
void skeletonDie(Entity *my) {
	node_t *node, *nextnode;
	int i = 0;
	for( node=my->children.first; node!=NULL; node=nextnode ) {
		nextnode = node->next;
		if( node->element != NULL && i >= 2 ) {
			Entity *entity=(Entity *)node->element;
			if( entity->light != NULL )
				list_RemoveNode(entity->light->node);
			entity->light = NULL;
			list_RemoveNode(entity->mynode);
		}
		list_RemoveNode(node);
		i++;
	}
	int c;
	for( c=0; c<6; c++ ) {
		Entity *entity = spawnGib(my);
		if( entity ) {
			switch( c ) {
				case 0:
					entity->sprite = 229;
					break;
				case 1:
					entity->sprite = 230;
					break;
				case 2:
					entity->sprite = 231;
					break;
				case 3:
					entity->sprite = 233;
					break;
				case 4:
					entity->sprite = 235;
					break;
				case 5:
					entity->sprite = 236;
					break;
			}
			serverSpawnGibForClient(entity);
		}
	}
	playSoundEntity(my, 94, 128);
	list_RemoveNode(my->mynode);
	return;
}
Beispiel #3
0
void humanDie(Entity* my)
{
	int c;
	for ( c = 0; c < 5; c++ )
	{
		Entity* gib = spawnGib(my);
		serverSpawnGibForClient(gib);
	}

	my->spawnBlood();

	playSoundEntity(my, 28, 128);

	my->removeMonsterDeathNodes();

	list_RemoveNode(my->mynode);
	return;
}
Beispiel #4
0
void gnomeDie(Entity *my) {
	node_t *node, *nextnode;
	int c;
	for( c=0; c<6; c++ ) {
		Entity *entity = spawnGib(my);
		if( entity )
			serverSpawnGibForClient(entity);
	}
	if (spawn_blood) {
		int x, y;
		x = std::min<unsigned int>(std::max<int>(0,my->x/16),map.width-1);
		y = std::min<unsigned int>(std::max<int>(0,my->y/16),map.height-1);
		if( map.tiles[y*MAPLAYERS+x*MAPLAYERS*map.height] ) {
			if( !checkObstacle(my->x,my->y,my,NULL) ) {
				Entity *entity = newEntity(160,1,map.entities);
				entity->x = my->x;
				entity->y = my->y;
				entity->z = 7.4+(rand()%20)/100.f;
				entity->parent = my->uid;
				entity->sizex = 2;
				entity->sizey = 2;
				entity->yaw = (rand()%360)*PI/180.0;
				entity->flags[UPDATENEEDED] = TRUE;
				entity->flags[PASSABLE] = TRUE;
			}
		}
	}
	int i = 0;
	for( node=my->children.first; node!=NULL; node=nextnode ) {
		nextnode = node->next;
		if( node->element != NULL && i >= 2 ) {
			Entity *entity=(Entity *)node->element;
			if( entity->light != NULL )
				list_RemoveNode(entity->light->node);
			entity->light = NULL;
			list_RemoveNode(entity->mynode);
		}
		list_RemoveNode(node);
		i++;
	}
	playSoundEntity(my,225+rand()%4,128);
	list_RemoveNode(my->mynode);
	return;
}
void minotaurDie(Entity* my)
{
	int c;
	for ( c = 0; c < 5; c++ )
	{
		Entity* gib = spawnGib(my);
		serverSpawnGibForClient(gib);
	}

	my->spawnBlood();

	for ( c = 0; c < MAXPLAYERS; c++ )
	{
		playSoundPlayer(c, 114, 128);
	}

	my->removeMonsterDeathNodes();

	list_RemoveNode(my->mynode);
	return;
}