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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- boss2
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_boss2.h"
- #include "m_flash.h"
- // [Paril-KEX]
- constexpr spawnflags_t SPAWNFLAG_BOSS2_N64 = 8_spawnflag;
- bool infront(edict_t *self, edict_t *other);
- static cached_soundindex sound_pain1;
- static cached_soundindex sound_pain2;
- static cached_soundindex sound_pain3;
- static cached_soundindex sound_death;
- static cached_soundindex sound_search1;
- MONSTERINFO_SEARCH(boss2_search) (edict_t *self) -> void
- {
- if (frandom() < 0.5f)
- gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
- }
- void boss2_run(edict_t *self);
- void boss2_dead(edict_t *self);
- void boss2_attack_mg(edict_t *self);
- void boss2_reattack_mg(edict_t *self);
- constexpr int32_t BOSS2_ROCKET_SPEED = 750;
- void Boss2PredictiveRocket(edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- AngleVectors(self->s.angles, forward, right, nullptr);
- // 1
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right);
- PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, -0.10f, &dir, nullptr);
- monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
- // 2
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right);
- PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, -0.05f, &dir, nullptr);
- monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);
- // 3
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right);
- PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, 0.05f, &dir, nullptr);
- monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);
- // 4
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right);
- PredictAim(self, self->enemy, start, BOSS2_ROCKET_SPEED, false, 0.10f, &dir, nullptr);
- monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
- }
- void Boss2Rocket(edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- if (self->enemy)
- {
- if (self->enemy->client && frandom() < 0.9f)
- {
- Boss2PredictiveRocket(self);
- return;
- }
- }
- AngleVectors(self->s.angles, forward, right, nullptr);
- // 1
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right);
- vec = self->enemy->s.origin;
- vec[2] -= 15;
- dir = vec - start;
- dir.normalize();
- dir += (right * 0.4f);
- dir.normalize();
- monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
- // 2
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right);
- vec = self->enemy->s.origin;
- dir = vec - start;
- dir.normalize();
- dir += (right * 0.025f);
- dir.normalize();
- monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
- // 3
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right);
- vec = self->enemy->s.origin;
- dir = vec - start;
- dir.normalize();
- dir += (right * -0.025f);
- dir.normalize();
- monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
- // 4
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right);
- vec = self->enemy->s.origin;
- vec[2] -= 15;
- dir = vec - start;
- dir.normalize();
- dir += (right * -0.4f);
- dir.normalize();
- monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
- }
- void Boss2Rocket64(edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- float time, dist;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right);
- float scale = self->s.scale ? self->s.scale : 1;
- start[2] += 10.f * scale;
- start -= right * 2.f * scale;
- start -= right * ((self->count++ % 4) * 8.f * scale);
-
- if (self->enemy && self->enemy->client && frandom() < 0.9f)
- {
- // 1
- dir = self->enemy->s.origin - start;
- dist = dir.length();
- time = dist / BOSS2_ROCKET_SPEED;
- vec = self->enemy->s.origin + (self->enemy->velocity * (time - 0.3f));
- }
- else
- {
- // 1
- vec = self->enemy->s.origin;
- vec[2] -= 15;
- }
-
- dir = vec - start;
- dir.normalize();
- monster_fire_rocket(self, start, dir, 35, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
- }
- void boss2_firebullet_right(edict_t *self)
- {
- vec3_t forward, right, start;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right);
- PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr);
- monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
- }
- void boss2_firebullet_left(edict_t *self)
- {
- vec3_t forward, right, start;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right);
- PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr);
- monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
- }
- void Boss2MachineGun(edict_t *self)
- {
- boss2_firebullet_left(self);
- boss2_firebullet_right(self);
- }
- mframe_t boss2_frames_stand[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(boss2_move_stand) = { FRAME_stand30, FRAME_stand50, boss2_frames_stand, nullptr };
- mframe_t boss2_frames_walk[] = {
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 },
- { ai_walk, 10 }
- };
- MMOVE_T(boss2_move_walk) = { FRAME_walk1, FRAME_walk20, boss2_frames_walk, nullptr };
- mframe_t boss2_frames_run[] = {
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 },
- { ai_run, 10 }
- };
- MMOVE_T(boss2_move_run) = { FRAME_walk1, FRAME_walk20, boss2_frames_run, nullptr };
- mframe_t boss2_frames_attack_pre_mg[] = {
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2, boss2_attack_mg }
- };
- MMOVE_T(boss2_move_attack_pre_mg) = { FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, nullptr };
- // Loop this
- mframe_t boss2_frames_attack_mg[] = {
- { ai_charge, 2, Boss2MachineGun },
- { ai_charge, 2, Boss2MachineGun },
- { ai_charge, 2, Boss2MachineGun },
- { ai_charge, 2, Boss2MachineGun },
- { ai_charge, 2, Boss2MachineGun },
- { ai_charge, 2, boss2_reattack_mg }
- };
- MMOVE_T(boss2_move_attack_mg) = { FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, nullptr };
- // [Paril-KEX]
- void Boss2HyperBlaster(edict_t *self)
- {
- vec3_t forward, right, target;
- vec3_t start;
- monster_muzzleflash_id_t id = (self->s.frame & 1) ? MZ2_BOSS2_MACHINEGUN_L2 : MZ2_BOSS2_MACHINEGUN_R2;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[id], forward, right);
- target = self->enemy->s.origin;
- target[2] += self->enemy->viewheight;
- forward = target - start;
- forward.normalize();
- monster_fire_blaster(self, start, forward, 2, 1000, id, (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER);
- }
- mframe_t boss2_frames_attack_hb[] = {
- { ai_charge, 2, Boss2HyperBlaster },
- { ai_charge, 2, Boss2HyperBlaster },
- { ai_charge, 2, Boss2HyperBlaster },
- { ai_charge, 2, Boss2HyperBlaster },
- { ai_charge, 2, Boss2HyperBlaster },
- { ai_charge, 2, [](edict_t *self) -> void { Boss2HyperBlaster(self); boss2_reattack_mg(self); } }
- };
- MMOVE_T(boss2_move_attack_hb) = { FRAME_attack10, FRAME_attack15, boss2_frames_attack_hb, nullptr };
- mframe_t boss2_frames_attack_post_mg[] = {
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 }
- };
- MMOVE_T(boss2_move_attack_post_mg) = { FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run };
- mframe_t boss2_frames_attack_rocket[] = {
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_move, -5, Boss2Rocket },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 }
- };
- MMOVE_T(boss2_move_attack_rocket) = { FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run };
- // [Paril-KEX] n64 rocket behavior
- mframe_t boss2_frames_attack_rocket2[] = {
- { ai_charge, 2, Boss2Rocket64 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2, Boss2Rocket64 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2, Boss2Rocket64 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2, Boss2Rocket64 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2, Boss2Rocket64 },
- { ai_charge, 2 },
- { ai_charge, 2 },
- { ai_charge, 2 }
- };
- MMOVE_T(boss2_move_attack_rocket2) = { FRAME_attack20, FRAME_attack39, boss2_frames_attack_rocket2, boss2_run };
- mframe_t boss2_frames_pain_heavy[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(boss2_move_pain_heavy) = { FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run };
- mframe_t boss2_frames_pain_light[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(boss2_move_pain_light) = { FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run };
- static void boss2_shrink(edict_t *self)
- {
- self->maxs.z = 50.f;
- gi.linkentity(self);
- }
- mframe_t boss2_frames_death[] = {
- { ai_move, 0, BossExplode },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, boss2_shrink },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(boss2_move_death) = { FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead };
- MONSTERINFO_STAND(boss2_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &boss2_move_stand);
- }
- MONSTERINFO_RUN(boss2_run) (edict_t *self) -> void
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &boss2_move_stand);
- else
- M_SetAnimation(self, &boss2_move_run);
- }
- MONSTERINFO_WALK(boss2_walk) (edict_t *self) -> void
- {
- M_SetAnimation(self, &boss2_move_walk);
- }
- MONSTERINFO_ATTACK(boss2_attack) (edict_t *self) -> void
- {
- vec3_t vec;
- float range;
- vec = self->enemy->s.origin - self->s.origin;
- range = vec.length();
- if (range <= 125 || frandom() <= 0.6f)
- M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_hb : &boss2_move_attack_pre_mg);
- else
- M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_rocket2 : &boss2_move_attack_rocket);
- }
- void boss2_attack_mg(edict_t *self)
- {
- M_SetAnimation(self, self->spawnflags.has(SPAWNFLAG_BOSS2_N64) ? &boss2_move_attack_hb : &boss2_move_attack_mg);
- }
- void boss2_reattack_mg(edict_t *self)
- {
- if (infront(self, self->enemy) && frandom() <= 0.7f)
- boss2_attack_mg(self);
- else
- M_SetAnimation(self, &boss2_move_attack_post_mg);
- }
- PAIN(boss2_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
- {
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 3_sec;
- // American wanted these at no attenuation
- if (damage < 10)
- gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
- else if (damage < 30)
- gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
- else
- gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
-
- if (!M_ShouldReactToPain(self, mod))
- return; // no pain anims in nightmare
- if (damage < 10)
- M_SetAnimation(self, &boss2_move_pain_light);
- else if (damage < 30)
- M_SetAnimation(self, &boss2_move_pain_light);
- else
- M_SetAnimation(self, &boss2_move_pain_heavy);
- }
- MONSTERINFO_SETSKIN(boss2_setskin) (edict_t *self) -> void
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- else
- self->s.skinnum = 0;
- }
- static void boss2_gib(edict_t *self)
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_EXPLOSION1_BIG);
- gi.WritePosition(self->s.origin);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- self->s.sound = 0;
- self->s.skinnum /= 2;
- self->gravityVector.z = -1.0f;
- ThrowGibs(self, 500, {
- { 2, "models/objects/gibs/sm_meat/tris.md2" },
- { 2, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
- { "models/monsters/boss2/gibs/chest.md2", GIB_SKINNED },
- { 2, "models/monsters/boss2/gibs/chaingun.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/cpu.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/engine.md2", GIB_SKINNED },
- { "models/monsters/boss2/gibs/rocket.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/spine.md2", GIB_SKINNED },
- { 2, "models/monsters/boss2/gibs/wing.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/larm.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/rarm.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/larm.md2", 2.0f, GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/rarm.md2", 2.0f, GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/larm.md2", 1.35f, GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/rarm.md2", 1.35f, GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/boss2/gibs/head.md2", GIB_SKINNED | GIB_METALLIC | GIB_HEAD }
- });
- }
- void boss2_dead(edict_t *self)
- {
- // no blowy on deady
- if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD))
- {
- self->deadflag = false;
- self->takedamage = true;
- return;
- }
- boss2_gib(self);
- }
- DIE(boss2_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD))
- {
- // check for gib
- if (M_CheckGib(self, mod))
- {
- boss2_gib(self);
- self->deadflag = true;
- return;
- }
- if (self->deadflag)
- return;
- }
- else
- {
- gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
- self->deadflag = true;
- self->takedamage = false;
- self->count = 0;
- self->velocity = {};
- self->gravityVector.z *= 0.30f;
- }
- M_SetAnimation(self, &boss2_move_death);
- }
- // [Paril-KEX] use generic function
- MONSTERINFO_CHECKATTACK(Boss2_CheckAttack) (edict_t *self) -> bool
- {
- return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.8f, 0.8f, 0.f, 0.f);
- }
- /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight Hyperblaster
- */
- void SP_monster_boss2(edict_t *self)
- {
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- sound_pain1.assign("bosshovr/bhvpain1.wav");
- sound_pain2.assign("bosshovr/bhvpain2.wav");
- sound_pain3.assign("bosshovr/bhvpain3.wav");
- sound_death.assign("bosshovr/bhvdeth1.wav");
- sound_search1.assign("bosshovr/bhvunqv1.wav");
- gi.soundindex("tank/rocket.wav");
- if (self->spawnflags.has(SPAWNFLAG_BOSS2_N64))
- gi.soundindex("flyer/flyatck3.wav");
- else
- gi.soundindex("infantry/infatck1.wav");
- self->monsterinfo.weapon_sound = gi.soundindex("bosshovr/bhvengn1.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2");
-
- gi.modelindex("models/monsters/boss2/gibs/chaingun.md2");
- gi.modelindex("models/monsters/boss2/gibs/chest.md2");
- gi.modelindex("models/monsters/boss2/gibs/cpu.md2");
- gi.modelindex("models/monsters/boss2/gibs/engine.md2");
- gi.modelindex("models/monsters/boss2/gibs/head.md2");
- gi.modelindex("models/monsters/boss2/gibs/larm.md2");
- gi.modelindex("models/monsters/boss2/gibs/rarm.md2");
- gi.modelindex("models/monsters/boss2/gibs/rocket.md2");
- gi.modelindex("models/monsters/boss2/gibs/spine.md2");
- gi.modelindex("models/monsters/boss2/gibs/wing.md2");
- self->mins = { -56, -56, 0 };
- self->maxs = { 56, 56, 80 };
- self->health = 2000 * st.health_multiplier;
- self->gib_health = -200;
- self->mass = 1000;
- self->yaw_speed = 50;
- self->flags |= FL_IMMUNE_LASER;
- self->pain = boss2_pain;
- self->die = boss2_die;
- self->monsterinfo.stand = boss2_stand;
- self->monsterinfo.walk = boss2_walk;
- self->monsterinfo.run = boss2_run;
- self->monsterinfo.attack = boss2_attack;
- self->monsterinfo.search = boss2_search;
- self->monsterinfo.checkattack = Boss2_CheckAttack;
- self->monsterinfo.setskin = boss2_setskin;
- gi.linkentity(self);
- M_SetAnimation(self, &boss2_move_stand);
- self->monsterinfo.scale = MODEL_SCALE;
- // [Paril-KEX]
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- flymonster_start(self);
- }
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