Пример #1
0
void makron_dead (edict_t *self)
{
	VectorSet (self->mins, -60, -60, 0);
	VectorSet (self->maxs, 60, 60, 72);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
	M_FlyCheck (self);
}
Пример #2
0
void mutant_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	gi.linkentity (self);

	M_FlyCheck (self);
}
Пример #3
0
void widow_dead (edict_t *self)
{
	VectorSet (self->mins, -56, -56, 0);
	VectorSet (self->maxs, 56, 56, 80);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
	M_FlyCheck (self);
}
Пример #4
0
void makron_dead (edict_t *self)
{
	// Lazarus - this is way too big
//	VectorSet (self->mins, -60, -60, 0);
//	VectorSet (self->maxs, 60, 60, 72);
	VectorSet (self->mins, -48, -48,  0);
	VectorSet (self->maxs,  48,  48, 32);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
	M_FlyCheck (self);
}
Пример #5
0
void gunner_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
	M_FlyCheck (self);

	// Lazarus monster fade
	if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		self->think=FadeDieSink;
		self->nextthink=level.time+corpse_fadetime->value;
	}
}
Пример #6
0
void insane_dead (edict_t *self)
{
	if (self->spawnflags & 8)
	{
		self->flags |= FL_FLY;
	}
	else
	{
		VectorSet (self->mins, -16, -16, -24);
		VectorSet (self->maxs, 16, 16, -8);
		self->movetype = MOVETYPE_TOSS;
	}
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
	M_FlyCheck(self);	// Lazarus
}
Пример #7
0
void infantry_dead (edict_t *self)
{
	// Lazarus: Stupid... if flies aren't set by M_FlyCheck, monster_think
	//          will cause us to come back here over and over and over
	//          until flies ARE set or monster is gibbed.
	//          This line fixes that:
	self->nextthink = 0;

	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	gi.linkentity (self);
	M_FlyCheck (self);

	// Lazarus monster fade
	if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		self->think=FadeDieSink;
		self->nextthink=level.time+corpse_fadetime->value;
	}
}
Пример #8
0
void gekk_dead (edict_t *self)
{
	// fix this because of no blocking problem
	if (self->waterlevel)
	{
		return;
	}
	else
	{
		VectorSet (self->mins, -16, -16, -24);
		VectorSet (self->maxs, 16, 16, -8);
		self->movetype = MOVETYPE_TOSS;
		self->svflags |= SVF_DEADMONSTER;
		self->nextthink = 0;
		gi.linkentity (self);
		M_FlyCheck (self);
	}
	// Lazarus monster fade
	if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		self->think=FadeDieSink;
		self->nextthink=level.time+corpse_fadetime->value;
	}
}