Quake II RTX doxygen
1.0 dev
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53 #define FLIPPER_RUN_SPEED 24
217 if (self->health < (self->max_health / 2))
220 if (
level.
time < self->pain_debounce_time)
223 self->pain_debounce_time =
level.
time + 3;
225 if (
skill->value == 3)
228 n = (rand() + 1) % 2;
240 VectorSet(self->mins, -16, -16, -24);
241 VectorSet(self->maxs, 16, 16, -8);
243 self->svflags |= SVF_DEADMONSTER;
318 void flipper_die(edict_t *
self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point)
323 if (self->health <= self->gib_health) {
324 gi.sound(
self, CHAN_VOICE,
gi.soundindex(
"misc/udeath.wav"), 1, ATTN_NORM, 0);
325 for (n = 0; n < 2; n++)
327 for (n = 0; n < 2; n++)
363 self->solid = SOLID_BBOX;
364 self->s.modelindex =
gi.modelindex(
"models/monsters/flipper/tris.md2");
365 VectorSet(self->mins, -16, -16, 0);
366 VectorSet(self->maxs, 16, 16, 32);
369 self->gib_health = -30;
mmove_t flipper_move_run_loop
void flipper_melee(edict_t *self)
mframe_t flipper_frames_stand[]
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
mframe_t flipper_frames_pain2[]
void ai_charge(edict_t *self, float dist)
mmove_t flipper_move_stand
void flipper_stand(edict_t *self)
void flipper_preattack(edict_t *self)
mframe_t flipper_frames_run[]
void SP_monster_flipper(edict_t *self)
mmove_t flipper_move_walk
mmove_t flipper_move_attack
void flipper_walk(edict_t *self)
mmove_t flipper_move_death
mmove_t flipper_move_start_run
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
void flipper_start_run(edict_t *self)
mframe_t flipper_frames_attack[]
mmove_t flipper_move_pain2
void flipper_bite(edict_t *self)
mframe_t flipper_frames_death[]
void flipper_sight(edict_t *self, edict_t *other)
void G_FreeEdict(edict_t *e)
void swimmonster_start(edict_t *self)
void flipper_run_loop(edict_t *self)
#define FLIPPER_RUN_SPEED
void ai_walk(edict_t *self, float dist)
mframe_t flipper_frames_walk[]
void flipper_pain(edict_t *self, edict_t *other, float kick, int damage)
void flipper_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void ai_move(edict_t *self, float dist)
mframe_t flipper_frames_start_run[]
void ai_run(edict_t *self, float dist)
mmove_t flipper_move_run_start
void flipper_run(edict_t *self)
mmove_t flipper_move_pain1
mframe_t flipper_frames_pain1[]
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
mframe_t flipper_frames_run_start[]
void flipper_dead(edict_t *self)
void ai_stand(edict_t *self, float dist)