/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or(at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* Makron -- Final Boss */ #include "g_local.h" #include "m_boss32.h" qboolean visible(edict_t *self, edict_t *other); void MakronRailgun(edict_t *self); void MakronSaveloc(edict_t *self); void MakronHyperblaster(edict_t *self); void makron_step_left(edict_t *self); void makron_step_right(edict_t *self); void makronBFG(edict_t *self); void makron_dead(edict_t *self); static int sound_pain4; static int sound_pain5; static int sound_pain6; static int sound_death; static int sound_step_left; static int sound_step_right; static int sound_attack_bfg; static int sound_brainsplorch; static int sound_prerailgun; static int sound_popup; static int sound_taunt1; static int sound_taunt2; static int sound_taunt3; static int sound_hit; void makron_taunt(edict_t *self){ float r; r = random(); if(r <= 0.3) gi.sound(self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0); else if(r <= 0.6) gi.sound(self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0); else gi.sound(self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0); } // stand mframe_t makron_frames_stand [] = { {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, // 10 {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, // 20 {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, // 30 {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, // 40 {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, // 50 {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL} // 60 }; mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL}; void makron_stand(edict_t *self){ self->monsterinfo.currentmove = &makron_move_stand; } mframe_t makron_frames_run [] = { {ai_run, 3, makron_step_left}, {ai_run, 12, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, makron_step_right}, {ai_run, 6, NULL}, {ai_run, 12, NULL}, {ai_run, 9, NULL}, {ai_run, 6, NULL}, {ai_run, 12, NULL} }; mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; void makron_hit(edict_t *self){ gi.sound(self, CHAN_AUTO, sound_hit, 1, ATTN_NONE, 0); } void makron_popup(edict_t *self){ gi.sound(self, CHAN_BODY, sound_popup, 1, ATTN_NONE, 0); } void makron_step_left(edict_t *self){ gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0); } void makron_step_right(edict_t *self){ gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0); } void makron_brainsplorch(edict_t *self){ gi.sound(self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM, 0); } void makron_prerailgun(edict_t *self){ gi.sound(self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM, 0); } mframe_t makron_frames_walk [] = { {ai_walk, 3, makron_step_left}, {ai_walk, 12, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, makron_step_right}, {ai_walk, 6, NULL}, {ai_walk, 12, NULL}, {ai_walk, 9, NULL}, {ai_walk, 6, NULL}, {ai_walk, 12, NULL} }; mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; void makron_walk(edict_t *self){ self->monsterinfo.currentmove = &makron_move_walk; } void makron_run(edict_t *self){ if(self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &makron_move_stand; else self->monsterinfo.currentmove = &makron_move_run; } mframe_t makron_frames_pain6 [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 10 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, makron_popup}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 20 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, makron_taunt}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run}; mframe_t makron_frames_pain5 [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run}; mframe_t makron_frames_pain4 [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run}; mframe_t makron_frames_death2 [] = { {ai_move, -15, NULL}, {ai_move, 3, NULL}, {ai_move, -12, NULL}, {ai_move, 0, makron_step_left}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 10 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 11, NULL}, {ai_move, 12, NULL}, {ai_move, 11, makron_step_right}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 20 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 30 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 5, NULL}, {ai_move, 7, NULL}, {ai_move, 6, makron_step_left}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -1, NULL}, {ai_move, 2, NULL}, // 40 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 50 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -6, NULL}, {ai_move, -4, NULL}, {ai_move, -6, makron_step_right}, {ai_move, -4, NULL}, {ai_move, -4, makron_step_left}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 60 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, -5, NULL}, {ai_move, -3, makron_step_right}, {ai_move, -8, NULL}, {ai_move, -3, makron_step_left}, {ai_move, -7, NULL}, {ai_move, -4, NULL}, {ai_move, -4, makron_step_right}, // 70 {ai_move, -6, NULL}, {ai_move, -7, NULL}, {ai_move, 0, makron_step_left}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 80 {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 2, NULL}, {ai_move, 0, NULL}, // 90 {ai_move, 27, makron_hit}, {ai_move, 26, NULL}, {ai_move, 0, makron_brainsplorch}, {ai_move, 0, NULL}, {ai_move, 0, NULL} // 95 }; mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead}; mframe_t makron_frames_death3 [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL}; mframe_t makron_frames_sight [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_sight = {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run}; void makronBFG(edict_t *self){ vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start); VectorCopy(self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract(vec, start, dir); VectorNormalize(dir); gi.sound(self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0); monster_fire_bfg(self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG); } mframe_t makron_frames_attack3 [] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, makronBFG}, // FIXME: BFG Attack here {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run}; mframe_t makron_frames_attack4[] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, MakronHyperblaster}, // fire {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run}; mframe_t makron_frames_attack5[] = { {ai_charge, 0, makron_prerailgun}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, MakronSaveloc}, {ai_move, 0, MakronRailgun}, // Fire railgun {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run}; void MakronSaveloc(edict_t *self){ VectorCopy(self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; } // FIXME: He's not firing from the proper Z void MakronRailgun(edict_t *self){ vec3_t start; vec3_t dir; vec3_t forward, right; AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start); // calc direction to where we targted VectorSubtract(self->pos1, start, dir); VectorNormalize(dir); monster_fire_railgun(self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1); } // FIXME: This is all wrong. He's not firing at the proper angles. void MakronHyperblaster(edict_t *self){ vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; int flash_number; flash_number = MZ2_MAKRON_BLASTER_1 +(self->s.frame - FRAME_attak405); AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start); if(self->enemy){ VectorCopy(self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract(vec, start, vec); vectoangles(vec, vec); dir[0] = vec[0]; } else { dir[0] = 0; } if(self->s.frame <= FRAME_attak413) dir[1] = self->s.angles[1] - 10 *(self->s.frame - FRAME_attak413); else dir[1] = self->s.angles[1] + 10 *(self->s.frame - FRAME_attak421); dir[2] = 0; AngleVectors(dir, forward, NULL, NULL); monster_fire_blaster(self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER); } void makron_pain(edict_t *self, edict_t *other, float kick, int damage){ if(self->health <(self->max_health / 2)) self->s.skinnum = 1; if(level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if(damage <= 25) if(random() < 0.2) return; self->pain_debounce_time = level.time + 3; if(skill->value == 3) return; // no pain anims in nightmare if(damage <= 40){ gi.sound(self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &makron_move_pain4; } else if(damage <= 110){ gi.sound(self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &makron_move_pain5; } else { if(damage <= 150){ if(random() <= 0.45){ gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &makron_move_pain6; } } else { if(random() <= 0.35){ gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &makron_move_pain6; } } } } void makron_sight(edict_t *self, edict_t *other){ self->monsterinfo.currentmove = &makron_move_sight; } void makron_attack(edict_t *self){ vec3_t vec; float range; float r; r = random(); VectorSubtract(self->enemy->s.origin, self->s.origin, vec); range = VectorLength(vec); if(r <= 0.3) self->monsterinfo.currentmove = &makron_move_attack3; else if(r <= 0.6) self->monsterinfo.currentmove = &makron_move_attack4; else self->monsterinfo.currentmove = &makron_move_attack5; } /* --- Makron Torso. This needs to be spawned in --- */ void makron_torso_think(edict_t *self){ if(++self->s.frame < 365) self->nextthink = level.time + FRAMETIME; else { self->s.frame = 346; self->nextthink = level.time + FRAMETIME; } } void makron_torso(edict_t *ent){ ent->movetype = MOVETYPE_NONE; ent->solid = SOLID_NOT; VectorSet(ent->mins, -8, -8, 0); VectorSet(ent->maxs, 8, 8, 8); ent->s.frame = 346; ent->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2"); ent->think = makron_torso_think; ent->nextthink = level.time + 2 * FRAMETIME; ent->s.sound = gi.soundindex("makron/spine.wav"); gi.linkentity(ent); } // death 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); } 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; // 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 /*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); tempent->s.origin[1] -= 84; makron_torso(tempent); self->monsterinfo.currentmove = &makron_move_death2; } qboolean Makron_CheckAttack(edict_t *self){ vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; qboolean enemy_infront; int enemy_range; float enemy_yaw; if(self->enemy->health > 0){ // see if any entities are in the way of the shot VectorCopy(self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy(self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace(spot1, NULL, NULL, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA); // do we have a clear shot? if(tr.ent != self->enemy) return false; } enemy_infront = infront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract(self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw(temp); self->ideal_yaw = enemy_yaw; // melee attack if(enemy_range == RANGE_MELEE){ if(self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } // missile attack if(!self->monsterinfo.attack) return false; if(level.time < self->monsterinfo.attack_finished) return false; if(enemy_range == RANGE_FAR) return false; if(self->monsterinfo.aiflags & AI_STAND_GROUND){ chance = 0.4; } else if(enemy_range == RANGE_MELEE){ chance = 0.8; } else if(enemy_range == RANGE_NEAR){ chance = 0.4; } else if(enemy_range == RANGE_MID){ chance = 0.2; } else { return false; } if(random() < chance){ self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2 * random(); return true; } if(self->flags & FL_FLY){ if(random() < 0.3) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } // monster_makron void MakronPrecache(void){ sound_pain4 = gi.soundindex("makron/pain3.wav"); sound_pain5 = gi.soundindex("makron/pain2.wav"); sound_pain6 = gi.soundindex("makron/pain1.wav"); sound_death = gi.soundindex("makron/death.wav"); sound_step_left = gi.soundindex("makron/step1.wav"); sound_step_right = gi.soundindex("makron/step2.wav"); sound_attack_bfg = gi.soundindex("makron/bfg_fire.wav"); sound_brainsplorch = gi.soundindex("makron/brain1.wav"); sound_prerailgun = gi.soundindex("makron/rail_up.wav"); sound_popup = gi.soundindex("makron/popup.wav"); sound_taunt1 = gi.soundindex("makron/voice4.wav"); sound_taunt2 = gi.soundindex("makron/voice3.wav"); sound_taunt3 = gi.soundindex("makron/voice.wav"); sound_hit = gi.soundindex("makron/bhit.wav"); gi.modelindex("models/monsters/boss3/rider/tris.md2"); } /*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); self->health = 3000; self->gib_health = -2000; 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; gi.linkentity(self); // self->monsterinfo.currentmove = &makron_move_stand; self->monsterinfo.currentmove = &makron_move_sight; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); } /* MakronSpawn */ void MakronSpawn(edict_t *self){ vec3_t vec; edict_t *player; SP_monster_makron(self); // jump at player player = level.sight_client; if(!player) return; VectorSubtract(player->s.origin, self->s.origin, vec); self->s.angles[YAW] = vectoyaw(vec); VectorNormalize(vec); VectorMA(vec3_origin, 400, vec, self->velocity); self->velocity[2] = 200; self->groundentity = NULL; } /* MakronToss Jorg is just about dead, so set up to launch Makron out */ void MakronToss(edict_t *self){ edict_t *ent; ent = G_Spawn(); ent->nextthink = level.time + 0.8; ent->think = MakronSpawn; ent->target = self->target; VectorCopy(self->s.origin, ent->s.origin); }