/*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); }
/*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); }
/*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); }
/*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 = ¶site_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {¶site_move_death, NULL}; M_SetDeath(self,(mmove_t **)&deathmoves); } self->common_name = "Parasite"; self->monsterinfo.scale = MODEL_SCALE; 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; } 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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }
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); }
/*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); }
/*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); }
/*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); }
/*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); }
/*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); }