Example #1
0
void widow_attack_kick (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, 100, 0, 4);
	if (self->enemy->groundentity)
		fire_hit (self, aim, (50 + (rand() % 6)), 500);
	else	// not as much kick if they're in the air .. makes it harder to land on her head
		fire_hit (self, aim, (50 + (rand() % 6)), 250);

}
Example #2
0
void brain_hit_left(edict_t *self){
	vec3_t	aim;
	
	VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);
	if(fire_hit(self, aim,(15 +(rand() % 5)), 40))
		gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
Example #3
0
void flipper_bite (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, 0, 0);
	fire_hit (self, aim, 5, 0);
}
Example #4
0
/*
-----------------------------------------------------------------------------
 Function: 
 
 Parameters:
 
 Returns:
 
 Notes: 

-----------------------------------------------------------------------------
*/
PRIVATE void PL_PlayerAttack( player_t *self, _boolean re_attack )
{
	struct atkinf *cur;

	self->attackcount -= tics;
	while( self->attackcount <= 0 )
	{
		cur = &attackinfo[ self->weapon ][ self->attackframe ];
		switch( cur->attack )
		{
			case -1:
				self->flags &= ~PL_FLAG_ATTCK;
				if( ! self->ammo[ AMMO_BULLETS ] )
				{
					self->weapon = WEAPON_KNIFE;
				}
				else if( self->weapon != self->pendingweapon )
				{
					self->weapon = self->pendingweapon;
				}
				self->attackframe = self->weaponframe = 0;
				return;

			case 4:
				if( ! self->ammo[ AMMO_BULLETS ] )
				{
					break;
				}

				if( re_attack ) 
				{
					self->attackframe -= 2;
				}

			case 1:
				if( ! self->ammo[ AMMO_BULLETS ] ) // can only happen with chain gun
				{
					self->attackframe++;
					break;
				}
				fire_lead( self );
				self->ammo[ AMMO_BULLETS ]--;
				break;

			case 2:
				fire_hit( self );
				break;

			case 3:
				if(self->ammo[AMMO_BULLETS] && re_attack)
					self->attackframe-=2;
				break;
		}

		self->attackcount += cur->tics;
		self->attackframe++;
		self->weaponframe = attackinfo[ self->weapon ][ self->attackframe ].frame;
	}

}
Example #5
0
void flyer_slash_right(edict_t *self)
{
	vec3_t aim;
	VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 0);
	fire_hit(self, aim, 5, 0);
	gi.sound(self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
}
Example #6
0
void berserk_attack_club (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
	fire_hit (self, aim, (5 + (rand() % 6)), 400);		// Slower attack
}
Example #7
0
void brain_tentacle_attack(edict_t *self){
	vec3_t	aim;
	
	VectorSet(aim, MELEE_DISTANCE, 0, 8);
	if(fire_hit(self, aim,(10 +(rand() % 5)), -600) && skill->value > 0)
		self->spawnflags |= 65536;
	gi.sound(self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
}
Example #8
0
void
floater_wham(edict_t *self)
{
	static vec3_t aim = {MELEE_DISTANCE, 0, 0};

	gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
	fire_hit(self, aim, 5 + rand() % 6, -50);
}
Example #9
0
void ChickSlash(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, self->mins[0], 10);
    gi.sound(self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
    fire_hit(self, aim, (10 + (Q_rand() % 6)), 100);
}
Example #10
0
void infantry_smack (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, 0, 0);
	if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
		gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}
Example #11
0
void GaldiatorMelee (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
	if (fire_hit (self, aim, (20 + (rand() %5)), 300))
		gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
Example #12
0
void mutant_hit_right (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
	if (fire_hit (self, aim, (10 + (rand() %5)), 100))
		gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
Example #13
0
void gekk_hit_left (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
	if (fire_hit (self, aim, (15 + (rand() %5)), 100))
		gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
Example #14
0
void stalker_swing_attack (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, 0, 0);
	if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
		if (self->s.frame < FRAME_attack08)
			gi.sound (self, CHAN_WEAPON, sound_punch_hit2, 1, ATTN_NORM, 0);
		else
			gi.sound (self, CHAN_WEAPON, sound_punch_hit1, 1, ATTN_NORM, 0);
}
Example #15
0
void berserk_attack_spike (edict_t *self)
{
	static	vec3_t	aim = {MELEE_DISTANCE, 0, -24};

	if (!self)
	{
		return;
	}

	fire_hit (self, aim, (15 + (rand() % 6)), 400);		//	Faster attack -- upwards and backwards
}
Example #16
0
void
gekk_bite(edict_t *self)
{
	vec3_t aim;

  	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, 0, 0);
	fire_hit(self, aim, 5, 0);
}
Example #17
0
void ChickSlash (edict_t *self) {
	vec3_t	aim;
	int damage;
	if (self->radius_dmg)
		damage = (100 + 12 * self->monsterinfo.skill);
	else
		damage = (50 + 6 * self->monsterinfo.skill);

	VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
	if (!self->radius_dmg || !(self->monsterinfo.ability & GIEX_MABILITY_SILENCED)) {
		gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
	}
	fire_hit (self, aim, damage, 100);
}
Example #18
0
void
flyer_slash_left(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->mins[0], 0);
	fire_hit(self, aim, 5, 0);
	gi.sound(self, CHAN_WEAPON, sound_slash, 1, ATTN_NORM, 0);
}
Example #19
0
void
Widow2Crunch(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	if ((!self->enemy) || (!self->enemy->inuse))
	{
		self->monsterinfo.run(self);
		return;
	}

	Widow2TonguePull(self);

	/* 70 + 32 */
	VectorSet(aim, 150, 0, 4);

	if (self->s.frame != FRAME_tongs07)
	{
		fire_hit(self, aim, 20 + (rand() % 6), 0);
	}
	else
	{
		if (self->enemy->groundentity)
		{
			fire_hit(self, aim, (20 + (rand() % 6)), 500);
		}
		else /* not as much kick if they're in the air .. makes it harder to land on her head */
		{
			fire_hit(self, aim, (20 + (rand() % 6)), 250);
		}
	}
}
Example #20
0
void myChickSlash (edict_t *self)
{
	vec3_t	aim;
	
	if (self->monsterinfo.bonus_flags & BF_UNIQUE_FIRE)
	{
		myChickMeteor(self);
		return;
	}

	if (!G_EntExists(self->enemy))
		return;

	VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
	gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
	fire_hit (self, aim, (10 + (rand() %6)), 100);
}
Example #21
0
void
brain_hit_right(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);

	if (fire_hit(self, aim, (15 + (rand() % 5)), 40))
	{
		gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
	}
}
Example #22
0
void GaldiatorMelee (edict_t *self)
{
	vec3_t	aim;
	int damage;

	if (self->radius_dmg)
		damage = (80 + 20 * self->monsterinfo.skill);
	else
		damage = (40 + 10 * self->monsterinfo.skill);
	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
	if (fire_hit (self, aim, damage, 300)) {
		if (!self->radius_dmg || !(self->monsterinfo.ability & GIEX_MABILITY_SILENCED)) {
			gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
		}
	} else {
		if (!self->radius_dmg || !(self->monsterinfo.ability & GIEX_MABILITY_SILENCED)) {
			gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
		}
	}
}
Example #23
0
void
GladbMelee(edict_t *self)
{
    vec3_t aim;

    if (!self)
    {
        return;
    }

    VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);

    if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
    {
        gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
    }
    else
    {
        gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
    }
}
Example #24
0
void
gekk_hit_right(edict_t *self)
{
	vec3_t aim;

  	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);

	if (fire_hit(self, aim, (15 + (rand() % 5)), 100))
	{
		gi.sound(self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
	}
}
Example #25
0
void
mutant_hit_left(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);

	if (fire_hit(self, aim, (10 + (rand() % 5)), 100))
	{
		gi.sound(self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
	}
}
Example #26
0
File: z_boss.c Project: ZwS/qudos
void zboss_swing (edict_t *self)
{
	static	vec3_t	aim = {MELEE_DISTANCE, 0, -24};
	fire_hit (self, aim, (15 + (rand() % 6)), 800);
}