Ejemplo n.º 1
0
/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_hover (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("hover/hovpain1.wav");	
	sound_pain2 = gi.soundindex ("hover/hovpain2.wav");	
	sound_death1 = gi.soundindex ("hover/hovdeth1.wav");	
	sound_death2 = gi.soundindex ("hover/hovdeth2.wav");	
	sound_sight = gi.soundindex ("hover/hovsght1.wav");	
	sound_search1 = gi.soundindex ("hover/hovsrch1.wav");	
	sound_search2 = gi.soundindex ("hover/hovsrch2.wav");	

	gi.soundindex ("hover/hovatck1.wav");	

	self->s.sound = gi.soundindex ("hover/hovidle1.wav");

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

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 240;
	if(!self->gib_health)
		self->gib_health = -100;
	if(!self->mass)
		self->mass = 150;

	self->pain = hover_pain;
	self->die = hover_die;

	self->monsterinfo.stand = hover_stand;
	self->monsterinfo.walk = hover_walk;
	self->monsterinfo.run = hover_run;
//	self->monsterinfo.dodge = hover_dodge;
	self->monsterinfo.attack = hover_start_attack;
	self->monsterinfo.sight = hover_sight;
	self->monsterinfo.search = hover_search;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &hover_move_stand;	

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&hover_move_death1,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}

	self->monsterinfo.scale = MODEL_SCALE;

	flymonster_start (self);
}
Ejemplo n.º 2
0
/*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_flipper (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1		= gi.soundindex ("flipper/flppain1.wav");	
	sound_pain2		= gi.soundindex ("flipper/flppain2.wav");	
	sound_death		= gi.soundindex ("flipper/flpdeth1.wav");	
	sound_chomp		= gi.soundindex ("flipper/flpatck1.wav");
	sound_attack	= gi.soundindex ("flipper/flpatck2.wav");
	sound_idle		= gi.soundindex ("flipper/flpidle1.wav");
	sound_search	= gi.soundindex ("flipper/flpsrch1.wav");
	sound_sight		= gi.soundindex ("flipper/flpsght1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2");
	VectorSet (self->mins, -16, -16, 0);
	VectorSet (self->maxs, 16, 16, 32);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 50;
	if(!self->gib_health)
		self->gib_health = -30;
	if(!self->mass)
		self->mass = 100;

	self->pain = flipper_pain;
	self->die = flipper_die;

	self->monsterinfo.stand = flipper_stand;
	self->monsterinfo.walk = flipper_walk;
	self->monsterinfo.run = flipper_start_run;
	self->monsterinfo.melee = flipper_melee;
	self->monsterinfo.sight = flipper_sight;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &flipper_move_stand;	

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&flipper_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}

	self->monsterinfo.scale = MODEL_SCALE;

	swimmonster_start (self);
}
Ejemplo n.º 3
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);
}
Ejemplo n.º 4
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);
}
Ejemplo n.º 5
0
Archivo: m_medic.c Proyecto: qbism/qbq2
/*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;
	}

	if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		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;

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

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 300;
	if(!self->gib_health)
		self->gib_health = -130;
	if(!self->mass)
		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;

	// 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 = 0.15;

	gi.linkentity (self);
	self->monsterinfo.currentmove = &medic_move_stand;
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&medic_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->common_name = "Medic";
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Ejemplo n.º 6
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;
	}

	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 ("gladiator/railgun.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;

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/gladiatr/tris.md2");
		self->s.skinnum = self->style * 2;
	}
	
	self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
	VectorSet (self->mins, -32, -32, -24);
	// Lazarus: Why so tall?
//	VectorSet (self->maxs, 32, 32, 64);
	VectorSet (self->maxs, 32, 32, 48);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 400;
	if(!self->gib_health)
		self->gib_health = -175;
	if(!self->mass)
		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;
	self->monsterinfo.blocked = gladiator_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 = 0.05;

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

	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Ejemplo n.º 7
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);
}
Ejemplo n.º 8
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;

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 240;
	if(!self->gib_health)
		self->gib_health = -60;
	if(!self->mass)
		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;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = berserk_melee;
	self->monsterinfo.sight = berserk_sight;
	self->monsterinfo.search = berserk_search;

	self->monsterinfo.currentmove = &berserk_move_stand;

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&berserk_move_death1,
			                     &berserk_move_death2,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}

	self->monsterinfo.scale = MODEL_SCALE;

	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.20;

	gi.linkentity (self);

	walkmonster_start (self);
}
Ejemplo n.º 9
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;

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

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

	// DWH: 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 = 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;

	// 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;
	self->common_name = "Iron Maiden";

	gi.linkentity (self);

	self->monsterinfo.currentmove = &chick_move_stand;
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&chick_move_death1,
			                     &chick_move_death2,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}
Ejemplo n.º 10
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;
    }
    self->class_id    = ENTITY_MONSTER_MUTANT;
    self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;

    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;

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

    self->s.modelindex = gi.modelindex("models/monsters/mutant/tris.md2");
    VectorSet(self->mins, -32, -32, -24);
    VectorSet(self->maxs, 32, 32, 48);

    // Lazarus: mapper-configurable health
    if (!self->health)
    {
        self->health = 300;
    }
    if (!self->gib_health)
    {
        self->gib_health = -120;
    }
    if (!self->mass)
    {
        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;
    if (monsterjump->value)
    {
        self->monsterinfo.jump   = mutant_fake_jump;
        self->monsterinfo.jumpup = 96;
        self->monsterinfo.jumpdn = 160;
    }

    gi.linkentity(self);
    self->monsterinfo.currentmove = &mutant_move_stand;
    if (!self->monsterinfo.flies)
    {
        self->monsterinfo.flies = 0.90;
    }
    if (self->health < 0)
    {
        mmove_t *deathmoves[] =
        {
            &mutant_move_death1,
            &mutant_move_death2,
            NULL
        };
        M_SetDeath(self, (mmove_t **)&deathmoves);
    }
    self->common_name       = "Mutant";
    self->monsterinfo.scale = MODEL_SCALE;
    walkmonster_start(self);
}
Ejemplo n.º 11
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 (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);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 3000;

	// Lazarus: get around Killed's prevention of health dropping below -999
//	if(!self->gib_health)
//		self->gib_health = -2000;
	self->gib_health = -900;
	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;
	self->monsterinfo.sight = makron_sight;
	self->monsterinfo.checkattack = Makron_CheckAttack;

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

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

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &makron_move_sight;
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&makron_move_death2,
			                     &makron_move_death3,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start(self);
}
Ejemplo n.º 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;
	}

	self->class_id = ENTITY_MONSTER_BERSERK;
	self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
	// 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");

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

	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;

	// Lazarus: mapper-configurable health
	if (!self->health)
		self->health = 240;
	if (!self->gib_health)
		self->gib_health = -60;
	if (!self->mass)
		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;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = NULL;
	self->monsterinfo.melee = berserk_melee;
	self->monsterinfo.sight = berserk_sight;
	self->monsterinfo.search = berserk_search;

	if (monsterjump->value) 
	{
		self->monsterinfo.jump = berserk_jump;
		self->monsterinfo.jumpup = 48;
		self->monsterinfo.jumpdn = 160;
	}

	self->monsterinfo.currentmove = &berserk_move_stand;

	if (self->health < 0)
	{
		mmove_t	*deathmoves[] = { &berserk_move_death1, &berserk_move_death2, NULL };
		M_SetDeath(self, (mmove_t **)&deathmoves);
	}

	self->monsterinfo.scale = MODEL_SCALE;

	// 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 = 0.2f;
	self->common_name = "Berserker";

	//mxd. Adjust run speed based on skill
	const float m = berserk_frames_run_distances_multipliers[max(0, min(3, skill->integer))];
	for (int i = 0; i < 6; i++)
		berserk_frames_run1[i].dist = berserk_frames_run_distances[i] * m;

	gi.linkentity(self);

	walkmonster_start(self);
}
Ejemplo n.º 13
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;

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

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

    // Lazarus: mapper-configurable health
    if (!self->health)
    {
        self->health = 300;
    }
    if (!self->gib_health)
    {
        self->gib_health = -150;
    }
    if (!self->mass)
    {
        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;

    if (!self->monsterinfo.flies)
    {
        self->monsterinfo.flies = 0.10;
    }
    self->common_name = "Brains";

    // Knightmare- added sparks and blood type
    if (!self->blood_type)
    {
        self->blood_type = 3;         //sparks and blood
    }
    gi.linkentity(self);

    self->monsterinfo.currentmove = &brain_move_stand;
    if (self->health < 0)
    {
        mmove_t *deathmoves[] =
        {
            &brain_move_death1,
            &brain_move_death2,
            NULL
        };
        M_SetDeath(self, (mmove_t **)&deathmoves);
    }
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start(self);
}
Ejemplo n.º 14
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;
	}

	// Lazarus: special purpose skins
	if ( (self->spawnflags & SF_MONSTER_SPECIAL) && self->style )
	{
		PatchMonsterModel("models/monsters/boss1/tris.md2");
		self->s.skinnum = self->style * 2;
	}

	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;

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/boss1/tris.md2");
		self->s.skinnum = self->style * 2;
	}
	
	self->s.modelindex = gi.modelindex ("models/monsters/boss1/tris.md2");
	VectorSet (self->mins, -64, -64, 0);
	VectorSet (self->maxs, 64, 64, 112);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 1500;
	if(!self->gib_health)
		self->gib_health = -500;
	if(!self->mass)
		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;

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

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

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

	self->monsterinfo.scale = MODEL_SCALE;
	walkmonster_start(self);
}
Ejemplo n.º 15
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);
}
Ejemplo n.º 16
0
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
*/
void SP_monster_boss2 (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	// Lazarus: special purpose skins
	if ( (self->spawnflags & SF_MONSTER_SPECIAL) && self->style )
	{
		PatchMonsterModel("models/monsters/boss2/tris.md2");
		self->s.skinnum = self->style * 2;
	}

	sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
	sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
	sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
	sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
	sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");

	self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
#ifdef LOOP_SOUND_ATTENUATION
	self->s.attenuation = ATTN_IDLE;
#endif

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

	// Lazarus: special purpose skins
	if ( self->style )
	{
		PatchMonsterModel("models/monsters/boss2/tris.md2");
		self->s.skinnum = self->style * 2;
	}
	
	self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
	VectorSet (self->mins, -56, -56, 0);
	VectorSet (self->maxs, 56, 56, 80);

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 2000;
	if(!self->gib_health)
		self->gib_health = -200;
	if(!self->mass)
		self->mass = 1000;

	self->flags |= FL_IMMUNE_LASER;

	self->pain = boss2_pain;
	self->die = boss2_die;

	self->monsterinfo.stand = boss2_stand;
	self->monsterinfo.walk = boss2_walk;
	self->monsterinfo.run = boss2_run;
	self->monsterinfo.attack = boss2_attack;
	self->monsterinfo.search = boss2_search;
	self->monsterinfo.checkattack = Boss2_CheckAttack;

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

	gi.linkentity (self);

	self->monsterinfo.currentmove = &boss2_move_stand;	
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&boss2_move_death,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->monsterinfo.scale = MODEL_SCALE;

	// Lazarus power armor
	if(self->powerarmor) {
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	self->common_name = "Flying Boss";

	flymonster_start (self);
}
Ejemplo n.º 17
0
/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_hover (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("hover/hovpain1.wav");	
	sound_pain2 = gi.soundindex ("hover/hovpain2.wav");	
	sound_death1 = gi.soundindex ("hover/hovdeth1.wav");	
	sound_death2 = gi.soundindex ("hover/hovdeth2.wav");	
	sound_sight = gi.soundindex ("hover/hovsght1.wav");	
	sound_search1 = gi.soundindex ("hover/hovsrch1.wav");	
	sound_search2 = gi.soundindex ("hover/hovsrch2.wav");	

	gi.soundindex ("hover/hovatck1.wav");	

	self->s.sound = gi.soundindex ("hover/hovidle1.wav");

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

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

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 240;
	if(!self->gib_health)
		self->gib_health = -100;
	if(!self->mass)
		self->mass = 150;

	self->pain = hover_pain;
	self->die = hover_die;

	self->monsterinfo.stand = hover_stand;
	self->monsterinfo.walk = hover_walk;
	self->monsterinfo.run = hover_run;
//	self->monsterinfo.dodge = hover_dodge;
	self->monsterinfo.attack = hover_start_attack;
	self->monsterinfo.sight = hover_sight;
	self->monsterinfo.search = hover_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;
	}

	gi.linkentity (self);
	self->monsterinfo.currentmove = &hover_move_stand;	
	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&hover_move_death1,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	self->common_name = "Icarus";
	self->monsterinfo.scale = MODEL_SCALE;

	flymonster_start (self);
}
Ejemplo n.º 18
0
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_floater (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
	sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
	sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
	sound_idle = gi.soundindex ("floater/fltidle1.wav");
	sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
	sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
	sound_sight = gi.soundindex ("floater/fltsght1.wav");

	gi.soundindex ("floater/fltatck1.wav");

	self->s.sound = gi.soundindex ("floater/fltsrch1.wav");

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

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 200;
	if(!self->gib_health)
		self->gib_health = -80;
	if(!self->mass)
		self->mass = 300;

	self->pain = floater_pain;
	self->die = floater_die;

	self->monsterinfo.stand = floater_stand;
	self->monsterinfo.walk = floater_walk;
	self->monsterinfo.run = floater_run;
//	self->monsterinfo.dodge = floater_dodge;
	self->monsterinfo.attack = floater_attack;
	self->monsterinfo.melee = floater_melee;
	self->monsterinfo.sight = floater_sight;
	self->monsterinfo.idle = floater_idle;

	gi.linkentity (self);

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&floater_move_death,
								 NULL};
		if(!M_SetDeath(self,(mmove_t **)&deathmoves))
			self->monsterinfo.currentmove = &floater_move_stand1;
	}
	else
	{
		if (random() <= 0.5)		
			self->monsterinfo.currentmove = &floater_move_stand1;	
		else
			self->monsterinfo.currentmove = &floater_move_stand2;	
	}	
	
	self->monsterinfo.scale = MODEL_SCALE;

	flymonster_start (self);
}
Ejemplo n.º 19
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);
}
Ejemplo n.º 20
0
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_floater(edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	sound_attack2 = gi.soundindex("floater/fltatck2.wav");
	sound_attack3 = gi.soundindex("floater/fltatck3.wav");
	sound_death1 = gi.soundindex("floater/fltdeth1.wav");
	sound_idle = gi.soundindex("floater/fltidle1.wav");
	sound_pain1 = gi.soundindex("floater/fltpain1.wav");
	sound_pain2 = gi.soundindex("floater/fltpain2.wav");
	sound_sight = gi.soundindex("floater/fltsght1.wav");

	gi.soundindex("floater/fltatck1.wav");

	self->s.sound = gi.soundindex("floater/fltsrch1.wav");
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

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

	// Lazarus: mapper-configurable health
	if (!self->health)
		self->health = 200;
	if (!self->gib_health)
		self->gib_health = -80;
	if (!self->mass)
		self->mass = 300;

	self->pain = floater_pain;
	self->die = floater_die;

	self->monsterinfo.stand = floater_stand;
	self->monsterinfo.walk = floater_walk;
	self->monsterinfo.run = floater_run;
//	self->monsterinfo.dodge = floater_dodge;
	self->monsterinfo.attack = floater_attack;
	self->monsterinfo.melee = floater_melee;
	self->monsterinfo.sight = floater_sight;
	self->monsterinfo.idle = floater_idle;

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

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

	self->common_name = "Technician";

	gi.linkentity(self);

	if (self->health < 0)
	{
		mmove_t	*deathmoves[] = { &floater_move_death, NULL };
		if (!M_SetDeath(self, (mmove_t **)&deathmoves))
			self->monsterinfo.currentmove = &floater_move_stand1;
	}
	else
	{
		if (random() <= 0.5)
			self->monsterinfo.currentmove = &floater_move_stand1;
		else
			self->monsterinfo.currentmove = &floater_move_stand2;
	}
	
	self->monsterinfo.scale = MODEL_SCALE;

	flymonster_start(self);
}