Beispiel #1
0
/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
*/
void SP_monster_makron (edict_t *self)
{
	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->mass = 500;
	if (deathmatch->value)
		self->health = 1700 + 490 * skill->value;
	else
		self->health = 2500 + 360 * skill->value;
	self->max_health = self->health;
	self->monsterinfo.level = 3450 + 2670 * skill->value;
	self->monsterinfo.skill = skill->value;
	self->gib_health = -300 - 30 * skill->value;
	strcpy(self->monsterinfo.name, "Makron");

	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;

	self->monsterinfo.cts_any = 1;
	self->monsterinfo.cts_class1 = 0.20;
	self->monsterinfo.cts_class2 = 0.40;
	self->monsterinfo.cts_class3 = 0.70;

	self->monsterinfo.item_any = 0.95;
	self->monsterinfo.itemmult_class1 = 2.0;
	self->monsterinfo.itemmult_class2 = 0.9;
	self->monsterinfo.itemmult_class3 = 0.7;
	self->monsterinfo.itemmult_class4 = 0.5;

	self->monsterinfo.aggressive = false;
	self->monsterinfo.prefered_range = 250;

	gi.linkentity (self);

//	self->monsterinfo.currentmove = &makron_move_stand;
	self->monsterinfo.currentmove = &makron_move_sight;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
Beispiel #2
0
/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
*/
void SP_monster_jorg (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
	sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
	sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
	sound_death = gi.soundindex ("boss3/bs3deth1.wav");
	sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
	sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
	sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
	sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
	sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
	sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
	sound_step_left = gi.soundindex ("boss3/step1.wav");
	sound_step_right = gi.soundindex ("boss3/step2.wav");
	sound_firegun = gi.soundindex ("boss3/xfire.wav");
	sound_death_hit = gi.soundindex ("boss3/d_hit.wav");

	MakronPrecache ();

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
	self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
	VectorSet (self->mins, -80, -80, 0);
	VectorSet (self->maxs, 80, 80, 140);

	self->health = 3000;
	self->gib_health = -2000;
	self->mass = 1000;

	self->pain = jorg_pain;
	self->die = jorg_die;
	self->monsterinfo.stand = jorg_stand;
	self->monsterinfo.walk = jorg_walk;
	self->monsterinfo.run = jorg_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = jorg_attack;
	self->monsterinfo.search = jorg_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;
	self->monsterinfo.checkattack = Jorg_CheckAttack;
	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &jorg_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
Beispiel #3
0
void SP_misc_actor (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	if (!self->targetname)
	{
		gi.dprintf(DEVELOPER_MSG_GAME, "untargeted %s at %s\n", self->classname, vtos(self->s.origin));
		G_FreeEdict (self);
		return;
	}

	if (!self->target)
	{
		gi.dprintf(DEVELOPER_MSG_GAME, "%s with no target at %s\n", self->classname, vtos(self->s.origin));
		G_FreeEdict (self);
		return;
	}

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("players/male/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	if (!self->health)
		self->health = 100;
	self->mass = 200;

	self->pain = actor_pain;
	self->die = actor_die;

	self->monsterinfo.stand = actor_stand;
	self->monsterinfo.walk = actor_walk;
	self->monsterinfo.run = actor_run;
	self->monsterinfo.attack = actor_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;

	self->monsterinfo.aiflags |= AI_GOOD_GUY;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &actor_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);

	// actors always start in a dormant state, they *must* be used to get going
	self->use = actor_use;
}
Beispiel #4
0
/*QUAKED monster_brain(1 .5 0)(-16 -16 -24)(16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_brain(edict_t *self){
	if(deathmatch->value){
		G_FreeEdict(self);
		return;
	}
	
	sound_chest_open = gi.soundindex("brain/brnatck1.wav");
	sound_tentacles_extend = gi.soundindex("brain/brnatck2.wav");
	sound_tentacles_retract = gi.soundindex("brain/brnatck3.wav");
	sound_death = gi.soundindex("brain/brndeth1.wav");
	sound_idle1 = gi.soundindex("brain/brnidle1.wav");
	sound_idle2 = gi.soundindex("brain/brnidle2.wav");
	sound_idle3 = gi.soundindex("brain/brnlens1.wav");
	sound_pain1 = gi.soundindex("brain/brnpain1.wav");
	sound_pain2 = gi.soundindex("brain/brnpain2.wav");
	sound_sight = gi.soundindex("brain/brnsght1.wav");
	sound_search = gi.soundindex("brain/brnsrch1.wav");
	sound_melee1 = gi.soundindex("brain/melee1.wav");
	sound_melee2 = gi.soundindex("brain/melee2.wav");
	sound_melee3 = gi.soundindex("brain/melee3.wav");
	
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/brain/tris.md2");
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, 32);
	
	self->health = 300;
	self->gib_health = -150;
	self->mass = 400;
	
	self->pain = brain_pain;
	self->die = brain_die;
	
	self->monsterinfo.stand = brain_stand;
	self->monsterinfo.walk = brain_walk;
	self->monsterinfo.run = brain_run;
	self->monsterinfo.dodge = brain_dodge;
	//	self->monsterinfo.attack = brain_attack;
	self->monsterinfo.melee = brain_melee;
	self->monsterinfo.sight = brain_sight;
	self->monsterinfo.search = brain_search;
	self->monsterinfo.idle = brain_idle;
	
	self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
	self->monsterinfo.power_armor_power = 100;
	
	gi.linkentity(self);
	
	self->monsterinfo.currentmove = &brain_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;
	
	walkmonster_start(self);
}
Beispiel #5
0
/*
 * QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
 */
void
SP_monster_gladb(edict_t *self)
{
    if (deathmatch->value)
    {
        G_FreeEdict(self);
        return;
    }

    sound_pain1 = gi.soundindex("gladiator/pain.wav");
    sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
    sound_die = gi.soundindex("gladiator/glddeth2.wav");
    sound_gun = gi.soundindex("weapons/plasshot.wav");

    sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
    sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
    sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
    sound_idle = gi.soundindex("gladiator/gldidle1.wav");
    sound_search = gi.soundindex("gladiator/gldsrch1.wav");
    sound_sight = gi.soundindex("gladiator/sight.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/gladb/tris.md2");
    VectorSet(self->mins, -32, -32, -24);
    VectorSet(self->maxs, 32, 32, 64);

    self->health = 800;
    self->gib_health = -175;
    self->mass = 350;

    self->pain = gladb_pain;
    self->die = gladb_die;

    self->monsterinfo.stand = gladb_stand;
    self->monsterinfo.walk = gladb_walk;
    self->monsterinfo.run = gladb_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = gladb_attack;
    self->monsterinfo.melee = gladb_melee;
    self->monsterinfo.sight = gladb_sight;
    self->monsterinfo.idle = gladb_idle;
    self->monsterinfo.search = gladb_search;

    gi.linkentity(self);
    self->monsterinfo.currentmove = &gladb_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
    self->monsterinfo.power_armor_power = 400;

    walkmonster_start(self);
}
Beispiel #6
0
/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_mutant (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_swing = gi.soundindex ("mutant/mutatck1.wav");
	sound_hit = gi.soundindex ("mutant/mutatck2.wav");
	sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
	sound_death = gi.soundindex ("mutant/mutdeth1.wav");
	sound_idle = gi.soundindex ("mutant/mutidle1.wav");
	sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
	sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
	sound_sight = gi.soundindex ("mutant/mutsght1.wav");
	sound_search = gi.soundindex ("mutant/mutsrch1.wav");
	sound_step1 = gi.soundindex ("mutant/step1.wav");
	sound_step2 = gi.soundindex ("mutant/step2.wav");
	sound_step3 = gi.soundindex ("mutant/step3.wav");
	sound_thud = gi.soundindex ("mutant/thud1.wav");
	
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
	VectorSet (self->mins, -32, -32, -24);
	VectorSet (self->maxs, 32, 32, 48);

	self->health = 300;
	self->gib_health = -120;
	self->mass = 300;

	self->pain = mutant_pain;
	self->die = mutant_die;

	self->monsterinfo.stand = mutant_stand;
	self->monsterinfo.walk = mutant_walk;
	self->monsterinfo.run = mutant_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = mutant_jump;
	self->monsterinfo.melee = mutant_melee;
	self->monsterinfo.sight = mutant_sight;
	self->monsterinfo.search = mutant_search;
	self->monsterinfo.idle = mutant_idle;
	self->monsterinfo.checkattack = mutant_checkattack;

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &mutant_move_stand;

	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start (self);
}
Beispiel #7
0
/*
 * QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_parasite(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	sound_pain1 = gi.soundindex("parasite/parpain1.wav");
	sound_pain2 = gi.soundindex("parasite/parpain2.wav");
	sound_die = gi.soundindex("parasite/pardeth1.wav");
	sound_launch = gi.soundindex("parasite/paratck1.wav");
	sound_impact = gi.soundindex("parasite/paratck2.wav");
	sound_suck = gi.soundindex("parasite/paratck3.wav");
	sound_reelin = gi.soundindex("parasite/paratck4.wav");
	sound_sight = gi.soundindex("parasite/parsght1.wav");
	sound_tap = gi.soundindex("parasite/paridle1.wav");
	sound_scratch = gi.soundindex("parasite/paridle2.wav");
	sound_search = gi.soundindex("parasite/parsrch1.wav");

	self->s.modelindex = gi.modelindex("models/monsters/parasite/tris.md2");
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, 24);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	self->health = 175;
	self->gib_health = -50;
	self->mass = 250;

	self->pain = parasite_pain;
	self->die = parasite_die;

	self->monsterinfo.stand = parasite_stand;
	self->monsterinfo.walk = parasite_start_walk;
	self->monsterinfo.run = parasite_start_run;
	self->monsterinfo.attack = parasite_attack;
	self->monsterinfo.sight = parasite_sight;
	self->monsterinfo.idle = parasite_idle;

	gi.linkentity(self);

	self->monsterinfo.currentmove = &parasite_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
Beispiel #8
0
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_medic (edict_t *self)
{
  if (deathmatch->value)
  {
    G_FreeEdict (self);
    return;
  }

  sound_idle1 = gi.soundindex ("medic/idle.wav");
  sound_pain1 = gi.soundindex ("medic/medpain1.wav");
  sound_pain2 = gi.soundindex ("medic/medpain2.wav");
  sound_die = gi.soundindex ("medic/meddeth1.wav");
  sound_sight = gi.soundindex ("medic/medsght1.wav");
  sound_search = gi.soundindex ("medic/medsrch1.wav");
  sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
  sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
  sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
  sound_hook_retract = gi.soundindex ("medic/medatck5.wav");

  gi.soundindex ("medic/medatck1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
  VectorSet (self->mins, -24, -24, -24);
  VectorSet (self->maxs, 24, 24, 32);

  self->health = 300;
  self->gib_health = -130;
  self->mass = 400;

  self->pain = medic_pain;
  self->die = medic_die;

  self->monsterinfo.stand = medic_stand;
  self->monsterinfo.walk = medic_walk;
  self->monsterinfo.run = medic_run;
  self->monsterinfo.dodge = medic_dodge;
  self->monsterinfo.attack = medic_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = medic_sight;
  self->monsterinfo.idle = medic_idle;
  self->monsterinfo.search = medic_search;
  self->monsterinfo.checkattack = medic_checkattack;

  gi.linkentity (self);

  self->monsterinfo.currentmove = &medic_move_stand;
  self->monsterinfo.scale = MODEL_SCALE;

  walkmonster_start (self);
}
Beispiel #9
0
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_infantry (edict_t *self)
{
    if (deathmatch->value)
    {
        G_FreeEdict (self);
        return;
    }

    sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
    sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
    sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
    sound_die2 = gi.soundindex ("infantry/infdeth2.wav");

    sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
    sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
    sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
    sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
    
    sound_sight = gi.soundindex ("infantry/infsght1.wav");
    sound_search = gi.soundindex ("infantry/infsrch1.wav");
    sound_idle = gi.soundindex ("infantry/infidle1.wav");
    

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
    VectorSet (self->mins, -16, -16, -24);
    VectorSet (self->maxs, 16, 16, 32);

    self->health = 100;
    self->gib_health = -40;
    self->mass = 200;

    self->pain = infantry_pain;
    self->die = infantry_die;

    self->monsterinfo.stand = infantry_stand;
    self->monsterinfo.walk = infantry_walk;
    self->monsterinfo.run = infantry_run;
    self->monsterinfo.dodge = infantry_dodge;
    self->monsterinfo.attack = infantry_attack;
    self->monsterinfo.melee = NULL;
    self->monsterinfo.sight = infantry_sight;
    self->monsterinfo.idle = infantry_fidget;

    gi.linkentity (self);

    self->monsterinfo.currentmove = &infantry_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start (self);
}
Beispiel #10
0
/*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_chick (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_missile_prelaunch	= gi.soundindex ("chick/chkatck1.wav");	
	sound_missile_launch	= gi.soundindex ("chick/chkatck2.wav");	
	sound_melee_swing		= gi.soundindex ("chick/chkatck3.wav");	
	sound_melee_hit			= gi.soundindex ("chick/chkatck4.wav");	
	sound_missile_reload	= gi.soundindex ("chick/chkatck5.wav");	
	sound_death1			= gi.soundindex ("chick/chkdeth1.wav");	
	sound_death2			= gi.soundindex ("chick/chkdeth2.wav");	
	sound_fall_down			= gi.soundindex ("chick/chkfall1.wav");	
	sound_idle1				= gi.soundindex ("chick/chkidle1.wav");	
	sound_idle2				= gi.soundindex ("chick/chkidle2.wav");	
	sound_pain1				= gi.soundindex ("chick/chkpain1.wav");	
	sound_pain2				= gi.soundindex ("chick/chkpain2.wav");	
	sound_pain3				= gi.soundindex ("chick/chkpain3.wav");	
	sound_sight				= gi.soundindex ("chick/chksght1.wav");	
	sound_search			= gi.soundindex ("chick/chksrch1.wav");	

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
	VectorSet (self->mins, -16, -16, 0);
	VectorSet (self->maxs, 16, 16, 56);

	self->health = 175;
	self->gib_health = -70;
	self->mass = 200;

	self->pain = chick_pain;
	self->die = chick_die;

	self->monsterinfo.stand = chick_stand;
	self->monsterinfo.walk = chick_walk;
	self->monsterinfo.run = chick_run;
	self->monsterinfo.dodge = chick_dodge;
	self->monsterinfo.attack = chick_attack;
	self->monsterinfo.melee = chick_melee;
	self->monsterinfo.sight = chick_sight;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &chick_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #11
0
/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_supertank (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
	sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
	sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
	sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
	sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
	sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");

//	self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
	tread_sound = gi.soundindex ("bosstank/btkengn1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/boss1/tris.md2");
	VectorSet (self->mins, -64, -64, 0);
	VectorSet (self->maxs, 64, 64, 112);

	self->health = 1500;
	self->gib_health = -500;
	self->mass = 800;

	self->pain = supertank_pain;
	self->die = supertank_die;
	self->monsterinfo.stand = supertank_stand;
	self->monsterinfo.walk = supertank_walk;
	self->monsterinfo.run = supertank_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = supertank_attack;
	self->monsterinfo.search = supertank_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;
	self->monsterinfo.blocked = supertank_blocked;		//PGM

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &supertank_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);

	//PMM
	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
	//pmm
}
Beispiel #12
0
/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_berserk (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	// pre-caches
	sound_pain  = gi.soundindex ("berserk/berpain2.wav");
	sound_die   = gi.soundindex ("berserk/berdeth2.wav");
	sound_idle  = gi.soundindex ("berserk/beridle1.wav");
	sound_punch = gi.soundindex ("berserk/attack.wav");
	sound_search = gi.soundindex ("berserk/bersrch1.wav");
	sound_sight = gi.soundindex ("berserk/sight.wav");

	self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	self->health = 240;
	self->gib_health = -60;
	self->mass = 250;

	self->pain = berserk_pain;
	self->die = berserk_die;

	self->monsterinfo.stand = berserk_stand;
	self->monsterinfo.walk = berserk_walk;
	self->monsterinfo.run = berserk_run;
	// pmm
//	self->monsterinfo.dodge = NULL;
	self->monsterinfo.dodge = M_MonsterDodge;
	self->monsterinfo.sidestep = berserk_sidestep;
	// pmm
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = berserk_melee;
	self->monsterinfo.sight = berserk_sight;
	self->monsterinfo.search = berserk_search;
	self->monsterinfo.blocked = berserk_blocked;		//PGM

	self->monsterinfo.currentmove = &berserk_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	gi.linkentity (self);

	walkmonster_start (self);
}
Beispiel #13
0
void SP_monster_soldier_x (edict_t *self)
{

	self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
	//PMM
//	self->s.effects |= EF_SPLATTER;
	//PMM
	self->monsterinfo.scale = MODEL_SCALE;
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.soundindex ("infantry/infatck3.wav");

	self->mass = 100;

	self->pain = soldier_pain;
	self->die = soldier_die;

	self->monsterinfo.stand = soldier_stand;
	self->monsterinfo.walk = soldier_walk;
	self->monsterinfo.run = soldier_run;
	self->monsterinfo.dodge = M_MonsterDodge;
	self->monsterinfo.attack = soldier_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldier_sight;

//=====
//ROGUE
	self->monsterinfo.blocked = soldier_blocked;
	self->monsterinfo.duck = soldier_duck;
	self->monsterinfo.unduck = monster_duck_up;
	self->monsterinfo.sidestep = soldier_sidestep;

	if(self->spawnflags & 8)	// blind
		self->monsterinfo.stand = soldier_blind;
//ROGUE
//=====

	gi.linkentity (self);

	self->monsterinfo.stand (self);

	walkmonster_start (self);
}
Beispiel #14
0
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_death = gi.soundindex ("gunner/death1.wav");	
	sound_pain = gi.soundindex ("gunner/gunpain2.wav");	
	sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");	
	sound_idle = gi.soundindex ("gunner/gunidle1.wav");	
	sound_open = gi.soundindex ("gunner/gunatck1.wav");	
	sound_search = gi.soundindex ("gunner/gunsrch1.wav");	
	sound_sight = gi.soundindex ("gunner/sight1.wav");	

	gi.soundindex ("gunner/gunatck2.wav");
	gi.soundindex ("gunner/gunatck3.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	self->health = 175;
	self->gib_health = -70;
	self->mass = 200;

	self->pain = gunner_pain;
	self->die = gunner_die;

	self->monsterinfo.stand = gunner_stand;
	self->monsterinfo.walk = gunner_walk;
	self->monsterinfo.run = gunner_run;
	self->monsterinfo.dodge = gunner_dodge;
	self->monsterinfo.attack = gunner_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = gunner_sight;
	self->monsterinfo.search = gunner_search;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &gunner_move_stand;	
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #15
0
/*
 * QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
 */
void
SP_monster_makron(edict_t *self)
{
	if (!self)
	{
		return;
	}

	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_sight;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
Beispiel #16
0
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladiator (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

  SP_monster_gladiator_precache();

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
	VectorSet (self->mins, -32, -32, -24);
	VectorSet (self->maxs, 32, 32, 64);

	self->health = 400;
	self->gib_health = -175;
	self->mass = 400;

	self->pain = gladiator_pain;
	self->die = gladiator_die;

	self->monsterinfo.stand = gladiator_stand;
	self->monsterinfo.walk = gladiator_walk;
	self->monsterinfo.run = gladiator_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = gladiator_attack;
	self->monsterinfo.melee = gladiator_melee;
	self->monsterinfo.sight = gladiator_sight;
	self->monsterinfo.idle = gladiator_idle;
	self->monsterinfo.search = gladiator_search;

	gi.linkentity (self);
	self->monsterinfo.currentmove = &gladiator_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #17
0
/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
*/
void SP_monster_jorg (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

  SP_monster_jorg_precache();

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
	self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
	VectorSet (self->mins, -80, -80, 0);
	VectorSet (self->maxs, 80, 80, 140);

	self->health = 3000;
	self->gib_health = -2000;
	self->mass = 1000;

	self->pain = jorg_pain;
	self->die = jorg_die;
	self->monsterinfo.stand = jorg_stand;
	self->monsterinfo.walk = jorg_walk;
	self->monsterinfo.run = jorg_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = jorg_attack;
	self->monsterinfo.search = jorg_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;
	self->monsterinfo.checkattack = Jorg_CheckAttack;
	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &jorg_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
Beispiel #18
0
void SP_monster_soldier_x (edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
	self->monsterinfo.scale = MODEL_SCALE;
	Vector3Set (self->mins, -16, -16, -24);
	Vector3Set (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.soundindex ("infantry/infatck3.wav");

	self->mass = 100;

	self->pain = soldier_pain;
	self->die = soldier_die;

	self->monsterinfo.stand = soldier_stand;
	self->monsterinfo.walk = soldier_walk;
	self->monsterinfo.run = soldier_run;
	self->monsterinfo.dodge = soldier_dodge;
	self->monsterinfo.attack = soldier_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldier_sight;

	gi.linkentity (self);

	self->monsterinfo.stand (self);

	walkmonster_start (self);
}
Beispiel #19
0
/*QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_parasite (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

  SP_monster_parasite_precache();

	self->s.modelindex = gi.modelindex ("models/monsters/parasite/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 24);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	self->health = 175;
	self->gib_health = -50;
	self->mass = 250;

	self->pain = parasite_pain;
	self->die = parasite_die;

	self->monsterinfo.stand = parasite_stand;
	self->monsterinfo.walk = parasite_start_walk;
	self->monsterinfo.run = parasite_start_run;
	self->monsterinfo.attack = parasite_attack;
	self->monsterinfo.sight = parasite_sight;
	self->monsterinfo.idle = parasite_idle;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &parasite_move_stand;	
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #20
0
/*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
*/
void SP_misc_insane (edict_t *self)
{
//	static int skin = 0;	//@@

	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_fist = gi.soundindex ("insane/insane11.wav");
	sound_shake = gi.soundindex ("insane/insane5.wav");
	sound_moan = gi.soundindex ("insane/insane7.wav");
	sound_scream[0] = gi.soundindex ("insane/insane1.wav");
	sound_scream[1] = gi.soundindex ("insane/insane2.wav");
	sound_scream[2] = gi.soundindex ("insane/insane3.wav");
	sound_scream[3] = gi.soundindex ("insane/insane4.wav");
	sound_scream[4] = gi.soundindex ("insane/insane6.wav");
	sound_scream[5] = gi.soundindex ("insane/insane8.wav");
	sound_scream[6] = gi.soundindex ("insane/insane9.wav");
	sound_scream[7] = gi.soundindex ("insane/insane10.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/insane/tris.md2");

	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	if(!self->health)
		self->health = 100;
	if(!self->gib_health)
		self->gib_health = -50;
	if(!self->mass)
		self->mass = 300;

	self->pain = insane_pain;
	self->die = insane_die;

	self->monsterinfo.stand = insane_stand;
	self->monsterinfo.walk = insane_walk;
	self->monsterinfo.run = insane_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;
	self->monsterinfo.aiflags |= AI_GOOD_GUY;

//@@
//	self->s.skinnum = skin;
//	skin++;
//	if (skin > 12)
//		skin = 0;

	gi.linkentity (self);

	if (self->spawnflags & 16)				// Stand Ground
		self->monsterinfo.aiflags |= AI_STAND_GROUND;

	self->monsterinfo.currentmove = &insane_move_stand_normal;

	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.30;

	self->common_name = "Insane Marine";

	self->monsterinfo.scale = MODEL_SCALE;

	if (self->spawnflags & 8)					// Crucified ?
	{
		VectorSet (self->mins, -16, 0, 0);
		VectorSet (self->maxs, 16, 8, 32);
		self->flags |= FL_NO_KNOCKBACK;
		flymonster_start (self);
	}
	else
	{
		walkmonster_start (self);
		self->s.skinnum = rand()%3;
	}
}
Beispiel #21
0
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_death = gi.soundindex ("gunner/death1.wav");	
	sound_pain = gi.soundindex ("gunner/gunpain2.wav");	
	sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");	
	sound_idle = gi.soundindex ("gunner/gunidle1.wav");	
	sound_open = gi.soundindex ("gunner/gunatck1.wav");	
	sound_search = gi.soundindex ("gunner/gunsrch1.wav");	
	sound_sight = gi.soundindex ("gunner/sight1.wav");	
	if(monsterjump->value)
	{
		self->monsterinfo.jump = gunner_jump;
		self->monsterinfo.jumpup = 48;
		self->monsterinfo.jumpdn = 64;
	}

	gi.soundindex ("gunner/gunatck2.wav");
	gi.soundindex ("gunner/gunatck3.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/gunner/tris.md2");
		self->s.skinnum = self->style * 2;
	}
	
	self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 175;
	if(!self->gib_health)
		self->gib_health = -70;
	if(!self->mass)
		self->mass = 200;

	self->pain = gunner_pain;
	self->die = gunner_die;

	self->monsterinfo.stand = gunner_stand;
	self->monsterinfo.walk = gunner_walk;
	self->monsterinfo.run = gunner_run;
	self->monsterinfo.dodge = gunner_dodge;
	self->monsterinfo.attack = gunner_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = gunner_sight;
	self->monsterinfo.search = gunner_search;

	// Knightmare- added sparks and blood type
	if (!self->blood_type)
		self->blood_type = 3; //sparks and blood

	// Lazarus
	if(self->powerarmor) {
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.30;

	// Lazarus - use move_origin for grenade aiming
	VectorCopy(monster_flash_offset[MZ2_GUNNER_GRENADE_1],self->move_origin);

	gi.linkentity (self);
	self->monsterinfo.currentmove = &gunner_move_stand;	
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&gunner_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->common_name = "Gunner";

	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #22
0
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_infantry (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
	sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
	sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
	sound_die2 = gi.soundindex ("infantry/infdeth2.wav");

	sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
	sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
	sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
	sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
	
	sound_sight = gi.soundindex ("infantry/infsght1.wav");
	sound_search = gi.soundindex ("infantry/infsrch1.wav");
	sound_idle = gi.soundindex ("infantry/infidle1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/infantry/tris.md2");
		self->s.skinnum = self->style * 2;
	}

	self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 100;
	if(!self->gib_health)
		self->gib_health = -40;
	if(!self->mass)
		self->mass = 200;

	self->pain = infantry_pain;
	self->die = infantry_die;

	self->monsterinfo.stand = infantry_stand;
	self->monsterinfo.walk = infantry_walk;
	self->monsterinfo.run = infantry_run;
	self->monsterinfo.dodge = infantry_dodge;
	self->monsterinfo.attack = infantry_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = infantry_sight;
	self->monsterinfo.idle = infantry_fidget;
	if(monsterjump->value)
	{
		self->monsterinfo.jump = infantry_jump;
		self->monsterinfo.jumpup = 48;
		self->monsterinfo.jumpdn = 160;
	}

	// Lazarus
	if(self->powerarmor) {
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.40;

	gi.linkentity (self);
	self->monsterinfo.currentmove = &infantry_move_stand;
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&infantry_move_death1,
			                     &infantry_move_death2,
								 &infantry_move_death3,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->common_name = "Enforcer";

	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Beispiel #23
0
/*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight
*/
void SP_monster_widow (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("widow/bw1pain1.wav");
	sound_pain2 = gi.soundindex ("widow/bw1pain2.wav");
	sound_pain3 = gi.soundindex ("widow/bw1pain3.wav");
	sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
	sound_rail = gi.soundindex ("gladiator/railgun.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2");
	VectorSet (self->mins, -40, -40, 0);
	VectorSet (self->maxs, 40, 40, 144);

	self->health = 2000 + 1000*(skill->value);
	if (coop->value)
		self->health += 500*(skill->value);
	self->gib_health = -5000;
	self->mass = 1500;
	if (skill->value == 3)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = 500;
	}

	self->yaw_speed = 30;
	
	self->flags |= FL_IMMUNE_LASER;
	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;

	self->pain = widow_pain;
	self->die = widow_die;

	self->monsterinfo.melee = widow_melee;
	self->monsterinfo.stand = widow_stand;
	self->monsterinfo.walk = widow_walk;
	self->monsterinfo.run = widow_run;
	self->monsterinfo.attack = widow_attack;
	self->monsterinfo.search = widow_search;
	self->monsterinfo.checkattack = Widow_CheckAttack;
	self->monsterinfo.sight = widow_sight;
	
	self->monsterinfo.blocked = widow_blocked;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &widow_move_stand;	
	self->monsterinfo.scale = MODEL_SCALE;

	WidowPrecache();
	WidowCalcSlots(self);
	widow_damage_multiplier = 1;

	walkmonster_start (self);
}
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank (edict_t *self)
{
// debut mod : pet	

	if (self->monsterinfo.PetOwner && !using_pets->value)
	{
		G_FreeEdict (self);
		return;
	}
	else if (deathmatch->value && !dm_monsters->value)
	{
		
		G_FreeEdict (self);
		return;
	}

// fin mod : pet

	self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
	VectorSet (self->mins, -32, -32, -16);
	VectorSet (self->maxs, 32, 32, 72);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_pain = gi.soundindex ("tank/tnkpain2.wav");
	sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
	sound_idle = gi.soundindex ("tank/tnkidle1.wav");
	sound_die = gi.soundindex ("tank/death.wav");
	sound_step = gi.soundindex ("tank/step.wav");
	sound_windup = gi.soundindex ("tank/tnkatck4.wav");
	sound_strike = gi.soundindex ("tank/tnkatck5.wav");
	sound_sight = gi.soundindex ("tank/sight1.wav");

	gi.soundindex ("tank/tnkatck1.wav");
	gi.soundindex ("tank/tnkatk2a.wav");
	gi.soundindex ("tank/tnkatk2b.wav");
	gi.soundindex ("tank/tnkatk2c.wav");
	gi.soundindex ("tank/tnkatk2d.wav");
	gi.soundindex ("tank/tnkatk2e.wav");
	gi.soundindex ("tank/tnkatck3.wav");

	if (strcmp(self->classname, "monster_tank_commander") == 0)
	{
		self->health = 1000;
		self->gib_health = -225;
	}
	else
	{
		self->health = 750;
		self->gib_health = -200;
	}

	self->mass = 500;

	self->pain = tank_pain;
	self->die = tank_die;
	self->monsterinfo.stand = tank_stand;
	self->monsterinfo.walk = tank_walk;
	self->monsterinfo.run = tank_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = tank_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = tank_sight;
	self->monsterinfo.idle = tank_idle;

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &tank_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);

	if (strcmp(self->classname, "monster_tank_commander") == 0)
		self->s.skinnum = 2;
}
Beispiel #25
0
void SP_monster_soldier_x (edict_t *self)
{
	// Lazarus: special purpose skins
	if ( self->style )
		PatchMonsterModel("models/monsters/soldier/tris.md2");

	self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
	self->monsterinfo.scale = MODEL_SCALE;
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.soundindex ("infantry/infatck3.wav");

	if(!self->mass)
		self->mass = 100;

	self->pain = soldier_pain;
	self->die = soldier_die;

	self->monsterinfo.stand = soldier_stand;
	self->monsterinfo.walk = soldier_walk;
	self->monsterinfo.run = soldier_run;
	self->monsterinfo.dodge = soldier_dodge;
	self->monsterinfo.attack = soldier_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldier_sight;
	if(monsterjump->value)
	{
		self->monsterinfo.jump = soldier_jump;
		self->monsterinfo.jumpup = 48;
		self->monsterinfo.jumpdn = 160;
	}

	// DWH
	if(self->powerarmor)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	// end DWH

	gi.linkentity (self);

	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.40;

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&soldier_move_death1,
			                     &soldier_move_death2,
								 &soldier_move_death3,
								 &soldier_move_death4,
								 &soldier_move_death5,
								 &soldier_move_death6,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	walkmonster_start (self);
}
Beispiel #26
0
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	// Lazarus: special purpose skins
	if (strcmp(self->classname, "monster_tank_commander") == 0)
		self->s.skinnum = 2;
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/tank/tris.md2");
		self->s.skinnum += self->style * 4;
	}

	self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
	VectorSet (self->mins, -32, -32, -16);
	VectorSet (self->maxs, 32, 32, 72);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_pain = gi.soundindex ("tank/tnkpain2.wav");
	sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
	sound_idle = gi.soundindex ("tank/tnkidle1.wav");
	sound_die = gi.soundindex ("tank/death.wav");
	sound_step = gi.soundindex ("tank/step.wav");
	sound_windup = gi.soundindex ("tank/tnkatck4.wav");
	sound_strike = gi.soundindex ("tank/tnkatck5.wav");
	sound_sight = gi.soundindex ("tank/sight1.wav");

	gi.soundindex ("tank/tnkatck1.wav");
	gi.soundindex ("tank/tnkatk2a.wav");
	gi.soundindex ("tank/tnkatk2b.wav");
	gi.soundindex ("tank/tnkatk2c.wav");
	gi.soundindex ("tank/tnkatk2d.wav");
	gi.soundindex ("tank/tnkatk2e.wav");
	gi.soundindex ("tank/tnkatck3.wav");

	if (strcmp(self->classname, "monster_tank_commander") == 0)
	{
		// Lazarus: mapper-configurable health
		if(!self->health)
			self->health = 1000;
		if(!self->gib_health)
			self->gib_health = -225;
		self->common_name = "Tank Commander";
	}
	else
	{
		// Lazarus: mapper-configurable health
		if(!self->health)
			self->health = 750;
		if(!self->gib_health)
			self->gib_health = -200;
		self->common_name = "Tank";
	}

	if(!self->mass)
		self->mass = 500;

	self->pain = tank_pain;
	self->die = tank_die;
	self->monsterinfo.stand = tank_stand;
	self->monsterinfo.walk = tank_walk;
	self->monsterinfo.run = tank_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = tank_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = tank_sight;
	self->monsterinfo.idle = tank_idle;

	// Knightmare- added sparks and blood type
	if (!self->blood_type)
		self->blood_type = 2; //sparks
	else
		self->fogclip |= 2; //custom bloodtype flag

	// Lazarus power armor
	if(self->powerarmor) {
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.05;

	gi.linkentity (self);
	self->monsterinfo.currentmove = &tank_move_stand;
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&tank_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start(self);
}
Beispiel #27
0
void SP_monster_makron_put (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	MakronPrecache ();

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/boss3/rider/tris.md2");
		self->s.skinnum = self->style * 2;
	//	self->style = 0; //clear for custom bloodtype flag
	}

	self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
	VectorSet (self->mins, -30, -30, 0);
	VectorSet (self->maxs, 30, 30, 90);

	if(!self->health)
		self->health = 3000 + 1000 * (skill->value);
	if (coop->value)
		self->health += 500 * (skill->value);
	if(!self->gib_health)
		self->gib_health = -800;
	if(!self->mass)
		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;
	//Knightmare- don't jump flag
	if (self->fogclip & 1)
		self->monsterinfo.sight = NULL;
	else
		self->monsterinfo.sight = makron_sight;
	self->monsterinfo.checkattack = Makron_CheckAttack;
	self->monsterinfo.blocked = Makron_blocked;		//PGM

	if (!self->blood_type)
		self->blood_type = 2; //sparks
	else
		self->fogclip |= 2; //custom bloodtype flag

	// Lazarus
	if(self->powerarmor)
	{
		if (self->powerarmortype == 1)
			self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
		else
			self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}

	self->common_name = "Makron";

	gi.linkentity (self);
	//Knightmare- nojump flag
	if (self->fogclip & 1)
		self->monsterinfo.currentmove = &makron_move_stand;
	else
		self->monsterinfo.currentmove = &makron_move_sight;

	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
	//PMM
	//self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
	//PMM
}
Beispiel #28
0
/*QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_parasite (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("parasite/parpain1.wav");	
	sound_pain2 = gi.soundindex ("parasite/parpain2.wav");	
	sound_die = gi.soundindex ("parasite/pardeth1.wav");	
	sound_launch = gi.soundindex("parasite/paratck1.wav");
	sound_impact = gi.soundindex("parasite/paratck2.wav");
	sound_suck = gi.soundindex("parasite/paratck3.wav");
	sound_reelin = gi.soundindex("parasite/paratck4.wav");
	sound_sight = gi.soundindex("parasite/parsght1.wav");
	sound_tap = gi.soundindex("parasite/paridle1.wav");
	sound_scratch = gi.soundindex("parasite/paridle2.wav");
	sound_search = gi.soundindex("parasite/parsrch1.wav");

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/parasite/tris.md2");
		self->s.skinnum = self->style * 2;
	}

	self->s.modelindex = gi.modelindex ("models/monsters/parasite/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 24);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 175;
	if(!self->gib_health)
		self->gib_health = -50;
	if(!self->mass)
		self->mass = 250;

	self->pain = parasite_pain;
	self->die = parasite_die;

	self->monsterinfo.stand = parasite_stand;
	self->monsterinfo.walk = parasite_start_walk;
	self->monsterinfo.run = parasite_start_run;
	self->monsterinfo.attack = parasite_attack;
	self->monsterinfo.sight = parasite_sight;
	self->monsterinfo.idle = parasite_idle;
	self->monsterinfo.blocked = parasite_blocked;

	// Knightmare- added sparks and blood type
	if (!self->blood_type)
		self->blood_type = 3; //sparks and blood

	// Lazarus
	if (self->powerarmor) {
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	if (!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.35;

	if (monsterjump->value)
	{
		self->monsterinfo.jump = parasite_jump;
		self->monsterinfo.jumpup = 32;
		self->monsterinfo.jumpdn = 160;
	}

	gi.linkentity (self);
	self->monsterinfo.currentmove = &parasite_move_stand;	
	if (self->health < 0)
	{
		mmove_t	*deathmoves[] = {&parasite_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->common_name = "Parasite";
	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start (self);
}
Beispiel #29
0
/*
 * QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight
 */
void
SP_monster_widow(edict_t *self)
{
	if (!self)
	{
		return;
	}

	/* ace - monsters spawned with FL_RMONSTER will get converted	*
	 * to a random spawn spot for the randomizer system.  Class		*
	 * and tier will be tallied, origin, angles, spawnflags, etc..	*
	 * will also be recorded.  This entity will be freed after.		*/
/*	if (self->flags & FL_RMONSTER)
	{
		SP_monster_rspawnspot (self);
		return;
	} */

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	sound_pain1 = gi.soundindex("widow/bw1pain1.wav");
	sound_pain2 = gi.soundindex("widow/bw1pain2.wav");
	sound_pain3 = gi.soundindex("widow/bw1pain3.wav");
	sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");
	sound_rail = gi.soundindex("gladiator/railgun.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/blackwidow/tris.md2");
	VectorSet(self->mins, -40, -40, 0);
	VectorSet(self->maxs, 40, 40, 144);

	self->health = 2000 + 1000 * (skill->value);

	if (coop->value)
	{
		self->health += 500 * (skill->value);
	}

	self->gib_health = -5000;
	self->mass = 1500;

	if (skill->value == 3)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = 500;
	}

	self->yaw_speed = 30;

	self->flags |= FL_IMMUNE_LASER;
	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;

	self->pain = widow_pain;
	self->die = widow_die;

	self->monsterinfo.melee = widow_melee;
	self->monsterinfo.stand = widow_stand;
	self->monsterinfo.walk = widow_walk;
	self->monsterinfo.run = widow_run;
	self->monsterinfo.attack = widow_attack;
	self->monsterinfo.search = widow_search;
	self->monsterinfo.checkattack = Widow_CheckAttack;
	self->monsterinfo.sight = widow_sight;

	self->monsterinfo.blocked = widow_blocked;

	gi.linkentity(self);

	self->monsterinfo.currentmove = &widow_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	WidowPrecache();
	WidowCalcSlots(self);
	widow_damage_multiplier = 1;

	walkmonster_start(self);
}
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_medic (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
	VectorSet (self->mins, -24, -24, -24);
	VectorSet (self->maxs, 24, 24, 32);

//PMM
	if (strcmp(self->classname, "monster_medic_commander") == 0)
	{
		self->health = 600;			//	fixme
		self->gib_health = -130;
		self->mass = 600;
		self->yaw_speed = 40; // default is 20
		MedicCommanderCache();
//		self->s.skinnum = 2;
	}
	else
	{
//PMM
		self->health = 300;
		self->gib_health = -130;
		self->mass = 400;
//		self->s.skinnum = 0;
	}

	self->pain = medic_pain;
	self->die = medic_die;

	self->monsterinfo.stand = medic_stand;
	self->monsterinfo.walk = medic_walk;
	self->monsterinfo.run = medic_run;
	// pmm
	self->monsterinfo.dodge = M_MonsterDodge;
	self->monsterinfo.duck = medic_duck;
	self->monsterinfo.unduck = monster_duck_up;
	self->monsterinfo.sidestep = medic_sidestep;
//	self->monsterinfo.dodge = medic_dodge;
	// pmm
	self->monsterinfo.attack = medic_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = medic_sight;
	self->monsterinfo.idle = medic_idle;
	self->monsterinfo.search = medic_search;
	self->monsterinfo.checkattack = medic_checkattack;
	self->monsterinfo.blocked = medic_blocked;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &medic_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);

	//PMM
	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;


	if (self->mass > 400)
	{
		self->s.skinnum = 2;
		if (skill->value == 0)
			self->monsterinfo.monster_slots = 3;
		else if (skill->value == 1)
			self->monsterinfo.monster_slots = 4;
		else if (skill->value == 2)
			self->monsterinfo.monster_slots = 6;
		else if (skill->value == 3)
			self->monsterinfo.monster_slots = 6;
		// commander sounds
		commander_sound_idle1 = gi.soundindex ("medic_commander/medidle.wav");
		commander_sound_pain1 = gi.soundindex ("medic_commander/medpain1.wav");
		commander_sound_pain2 = gi.soundindex ("medic_commander/medpain2.wav");
		commander_sound_die = gi.soundindex ("medic_commander/meddeth.wav");
		commander_sound_sight = gi.soundindex ("medic_commander/medsght.wav");
		commander_sound_search = gi.soundindex ("medic_commander/medsrch.wav");
		commander_sound_hook_launch = gi.soundindex ("medic_commander/medatck2c.wav");
		commander_sound_hook_hit = gi.soundindex ("medic_commander/medatck3a.wav");
		commander_sound_hook_heal = gi.soundindex ("medic_commander/medatck4a.wav");
		commander_sound_hook_retract = gi.soundindex ("medic_commander/medatck5a.wav");
		commander_sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
		gi.soundindex ("tank/tnkatck3.wav");
	}
	else
	{
		sound_idle1 = gi.soundindex ("medic/idle.wav");
		sound_pain1 = gi.soundindex ("medic/medpain1.wav");
		sound_pain2 = gi.soundindex ("medic/medpain2.wav");
		sound_die = gi.soundindex ("medic/meddeth1.wav");
		sound_sight = gi.soundindex ("medic/medsght1.wav");
		sound_search = gi.soundindex ("medic/medsrch1.wav");
		sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
		sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
		sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
		sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
		gi.soundindex ("medic/medatck1.wav");

		self->s.skinnum = 0;
	}
	//pmm
}