Exemple #1
0
void
makron_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
		int damage /* unused */, vec3_t point /* unused */)
{
	edict_t *tempent;
	int n;

	if (!self)
	{
		return;
	}

	self->s.sound = 0;

	/* check for gib */
	if (self->health <= self->gib_health)
	{
		gi.sound(self, CHAN_VOICE, gi.soundindex( "misc/udeath.wav"), 1, ATTN_NORM, 0);

		for (n = 0; n < 1; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
					damage, GIB_ORGANIC);
		}

		for (n = 0; n < 4; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2",
					damage, GIB_METALLIC);
		}

		ThrowHead(self, "models/objects/gibs/gear/tris.md2",
				damage, GIB_METALLIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
	{
		return;
	}

	/* regular death */
	gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	tempent = G_Spawn();
	VectorCopy(self->s.origin, tempent->s.origin);
	VectorCopy(self->s.angles, tempent->s.angles);
	tempent->s.origin[1] -= 84;
	makron_torso(tempent);

	self->monsterinfo.currentmove = &makron_move_death2;
}
Exemple #2
0
void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	edict_t *tempent;

	int		n;

	self->s.sound = 0;
	self->s.skinnum |= 1;
	if (!(self->fogclip & 2)) //custom bloodtype flag check
		self->blood_type = 3; //sparks and blood
	self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;

	// check for gib
	if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 4 /*4*/; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		for (n= 0; n < 4; n++)
			ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
		ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
		self->deadflag = DEAD_DEAD;
	 return;
	}

	if (self->deadflag == DEAD_DEAD)
		return;

//	regular death
	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	tempent = G_Spawn();
	VectorCopy (self->s.origin, tempent->s.origin);
	VectorCopy (self->s.angles, tempent->s.angles);

#ifdef KMQUAKE2_ENGINE_MOD
	// If Makron was transparent, make the torso transparent
	if (self->s.alpha)
		tempent->s.alpha = self->s.alpha;
#endif

	tempent->s.origin[1] -= 84;
	makron_torso (tempent);

	self->monsterinfo.currentmove = &makron_move_death2;
}