mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-20 08:59:28 +01:00
Update 1 changes
This commit is contained in:
@@ -20,20 +20,20 @@ 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;
|
||||
static cached_soundindex sound_pain4;
|
||||
static cached_soundindex sound_pain5;
|
||||
static cached_soundindex sound_pain6;
|
||||
static cached_soundindex sound_death;
|
||||
static cached_soundindex sound_step_left;
|
||||
static cached_soundindex sound_step_right;
|
||||
static cached_soundindex sound_attack_bfg;
|
||||
static cached_soundindex sound_brainsplorch;
|
||||
static cached_soundindex sound_prerailgun;
|
||||
static cached_soundindex sound_popup;
|
||||
static cached_soundindex sound_taunt1;
|
||||
static cached_soundindex sound_taunt2;
|
||||
static cached_soundindex sound_taunt3;
|
||||
static cached_soundindex sound_hit;
|
||||
|
||||
void makron_taunt(edict_t *self)
|
||||
{
|
||||
@@ -692,88 +692,10 @@ DIE(makron_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damag
|
||||
self->maxs = { 60, 60, 48 };
|
||||
}
|
||||
|
||||
// [Paril-KEX] use generic function
|
||||
MONSTERINFO_CHECKATTACK(Makron_CheckAttack) (edict_t *self) -> bool
|
||||
{
|
||||
vec3_t spot1, spot2;
|
||||
vec3_t temp;
|
||||
float chance;
|
||||
trace_t tr;
|
||||
float enemy_yaw;
|
||||
|
||||
if (self->enemy->health > 0)
|
||||
{
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self->s.origin;
|
||||
spot1[2] += self->viewheight;
|
||||
spot2 = self->enemy->s.origin;
|
||||
spot2[2] += self->enemy->viewheight;
|
||||
|
||||
tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);
|
||||
|
||||
// do we have a clear shot?
|
||||
if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
|
||||
return false;
|
||||
}
|
||||
|
||||
float enemy_range = range_to(self, self->enemy);
|
||||
temp = self->enemy->s.origin - self->s.origin;
|
||||
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_MID)
|
||||
return false;
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||||
{
|
||||
chance = 0.4f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_MELEE)
|
||||
{
|
||||
chance = 0.8f;
|
||||
}
|
||||
else if (enemy_range <= RANGE_NEAR)
|
||||
{
|
||||
chance = 0.4f;
|
||||
}
|
||||
else
|
||||
{
|
||||
chance = 0.2f;
|
||||
}
|
||||
|
||||
if (frandom() < chance)
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MISSILE;
|
||||
self->monsterinfo.attack_finished = level.time + random_time(2_sec);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (self->flags & FL_FLY)
|
||||
{
|
||||
if (frandom() < 0.3f)
|
||||
self->monsterinfo.attack_state = AS_SLIDING;
|
||||
else
|
||||
self->monsterinfo.attack_state = AS_STRAIGHT;
|
||||
}
|
||||
|
||||
return false;
|
||||
return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.4f, 0.2f, 0.0f, 0.f);
|
||||
}
|
||||
|
||||
//
|
||||
@@ -782,20 +704,20 @@ MONSTERINFO_CHECKATTACK(Makron_CheckAttack) (edict_t *self) -> bool
|
||||
|
||||
void MakronPrecache()
|
||||
{
|
||||
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");
|
||||
sound_pain4.assign("makron/pain3.wav");
|
||||
sound_pain5.assign("makron/pain2.wav");
|
||||
sound_pain6.assign("makron/pain1.wav");
|
||||
sound_death.assign("makron/death.wav");
|
||||
sound_step_left.assign("makron/step1.wav");
|
||||
sound_step_right.assign("makron/step2.wav");
|
||||
sound_attack_bfg.assign("makron/bfg_fire.wav");
|
||||
sound_brainsplorch.assign("makron/brain1.wav");
|
||||
sound_prerailgun.assign("makron/rail_up.wav");
|
||||
sound_popup.assign("makron/popup.wav");
|
||||
sound_taunt1.assign("makron/voice4.wav");
|
||||
sound_taunt2.assign("makron/voice3.wav");
|
||||
sound_taunt3.assign("makron/voice.wav");
|
||||
sound_hit.assign("makron/bhit.wav");
|
||||
|
||||
gi.modelindex("models/monsters/boss3/rider/tris.md2");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user