Example #1
0
void ChickRocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	qboolean tone = true;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);

	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);

	if (self->s.skinnum > 1)
		monster_fire_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);
	else
		monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);

}	
Example #2
0
void
Widow2Beam(edict_t *self)
{
	vec3_t forward, right, target;
	vec3_t start, targ_angles, vec;
	int flashnum;

	if (!self)
	{
		return;
	}

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

	AngleVectors(self->s.angles, forward, right, NULL);

	if ((self->s.frame >= FRAME_fireb05) && (self->s.frame <= FRAME_fireb09))
	{
		/* regular beam attack */
		Widow2SaveBeamTarget(self);
		flashnum = MZ2_WIDOW2_BEAMER_1 + self->s.frame - FRAME_fireb05;
		G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward,
				right, start);
		VectorCopy(self->pos2, target);
		target[2] += self->enemy->viewheight - 10;
		VectorSubtract(target, start, forward);
		VectorNormalize(forward);
		monster_fire_heat(self, start, forward, vec3_origin, 10, 50, flashnum);
	}
	else if ((self->s.frame >= FRAME_spawn04) && (self->s.frame <= FRAME_spawn14))
	{
		/* sweep */
		flashnum = MZ2_WIDOW2_BEAM_SWEEP_1 + self->s.frame - FRAME_spawn04;
		G_ProjectSource(self->s.origin, monster_flash_offset[flashnum],
				forward, right, start);
		VectorSubtract(self->enemy->s.origin, start, target);
		vectoangles2(target, targ_angles);

		VectorCopy(self->s.angles, vec);

		vec[PITCH] += targ_angles[PITCH];
		vec[YAW] -= sweep_angles[flashnum - MZ2_WIDOW2_BEAM_SWEEP_1];

		AngleVectors(vec, forward, NULL, NULL);
		monster_fire_heat(self, start, forward, vec3_origin, 10, 50, flashnum);
	}
	else
	{
		Widow2SaveBeamTarget(self);
		G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_WIDOW2_BEAMER_1],
				forward, right, start);

		VectorCopy(self->pos2, target);
		target[2] += self->enemy->viewheight - 10;

		VectorSubtract(target, start, forward);
		VectorNormalize(forward);

		monster_fire_heat(self, start, forward, vec3_origin, 10, 50, 0);
	}
}
Example #3
0
void Widow2Beam (edict_t *self)
{
	vec3_t	forward, right, target;
	vec3_t	start, targ_angles, vec;
	int		flashnum;

	if ((!self->enemy) || (!self->enemy->inuse))
		return;

	AngleVectors (self->s.angles, forward, right, NULL);
	
	if ((self->s.frame >= FRAME_fireb05) && (self->s.frame <= FRAME_fireb09))
	{
		// regular beam attack
		Widow2SaveBeamTarget(self);
		flashnum = MZ2_WIDOW2_BEAMER_1 + self->s.frame - FRAME_fireb05;
		G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
		VectorCopy (self->pos2, target);
		target[2] += self->enemy->viewheight-10;
		VectorSubtract (target, start, forward);
		VectorNormalize (forward);
		monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum);
	}
	else if ((self->s.frame >= FRAME_spawn04) && (self->s.frame <= FRAME_spawn14))
	{
		// sweep
		flashnum = MZ2_WIDOW2_BEAM_SWEEP_1 + self->s.frame - FRAME_spawn04;
		G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
		VectorSubtract (self->enemy->s.origin, start, target);
		vectoangles2 (target, targ_angles);
		
		VectorCopy (self->s.angles, vec);

		vec[PITCH] += targ_angles[PITCH];
		vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW2_BEAM_SWEEP_1];

		AngleVectors (vec, forward, NULL, NULL);
		monster_fire_heat (self, start, forward, vec3_origin, 10, 50, flashnum);
/*
		if (self->s.frame == FRAME_spawn04)
		{
			VectorMA (start, 1024, forward, debugend);

			gi.WriteByte (svc_temp_entity);
			gi.WriteByte (TE_DEBUGTRAIL);
			gi.WritePosition (start);
			gi.WritePosition (debugend);
			gi.multicast (start, MULTICAST_ALL);

			drawbbox (self);
			self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
		}
*/
	}
	else
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("bad fire frame for widow2 beam -- tell me you saw this!\n");

		Widow2SaveBeamTarget(self);
		G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_WIDOW2_BEAMER_1], forward, right, start);

		VectorCopy (self->pos2, target);
		target[2] += self->enemy->viewheight-10;
		
		VectorSubtract (target, start, forward);
		VectorNormalize (forward);

		monster_fire_heat (self, start, forward, vec3_origin, 10, 50, 0);
	}	
}