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https://github.com/id-Software/quake2-rerelease-dll.git
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62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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boss3
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_boss32.h"
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USE(Use_Boss3) (edict_t *self, edict_t *other, edict_t *activator) -> void
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_BOSSTPORT);
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gi.WritePosition(self->s.origin);
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gi.multicast(self->s.origin, MULTICAST_PHS, false);
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// just hide, don't kill ent so we can trigger it again
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self->svflags |= SVF_NOCLIENT;
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self->solid = SOLID_NOT;
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}
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THINK(Think_Boss3Stand) (edict_t *self) -> void
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{
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if (self->s.frame == FRAME_stand260)
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self->s.frame = FRAME_stand201;
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else
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self->s.frame++;
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self->nextthink = level.time + 10_hz;
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}
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/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
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Just stands and cycles in one place until targeted, then teleports away.
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*/
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void SP_monster_boss3_stand(edict_t *self)
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{
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if ( !M_AllowSpawn( self ) ) {
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G_FreeEdict( self );
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return;
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}
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->model = "models/monsters/boss3/rider/tris.md2";
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self->s.modelindex = gi.modelindex(self->model);
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self->s.frame = FRAME_stand201;
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gi.soundindex("misc/bigtele.wav");
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self->mins = { -32, -32, 0 };
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self->maxs = { 32, 32, 90 };
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self->use = Use_Boss3;
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self->think = Think_Boss3Stand;
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self->nextthink = level.time + FRAME_TIME_S;
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gi.linkentity(self);
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}
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