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); }
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); }
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); }
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); }
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; } }
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 }
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; } }
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; } }