Quake II RTX doxygen
1.0 dev
|
|
#include "g_local.h"
#include "m_brain.h"
Go to the source code of this file.
|
void | brain_sight (edict_t *self, edict_t *other) |
|
void | brain_search (edict_t *self) |
|
void | brain_run (edict_t *self) |
|
void | brain_dead (edict_t *self) |
|
void | brain_stand (edict_t *self) |
|
void | brain_idle (edict_t *self) |
|
void | brain_walk (edict_t *self) |
|
void | brain_duck_down (edict_t *self) |
|
void | brain_duck_hold (edict_t *self) |
|
void | brain_duck_up (edict_t *self) |
|
void | brain_dodge (edict_t *self, edict_t *attacker, float eta) |
|
void | brain_swing_right (edict_t *self) |
|
void | brain_hit_right (edict_t *self) |
|
void | brain_swing_left (edict_t *self) |
|
void | brain_hit_left (edict_t *self) |
|
void | brain_chest_open (edict_t *self) |
|
void | brain_tentacle_attack (edict_t *self) |
|
void | brain_chest_closed (edict_t *self) |
|
void | brain_melee (edict_t *self) |
|
void | brain_pain (edict_t *self, edict_t *other, float kick, int damage) |
|
void | brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
|
void | SP_monster_brain (edict_t *self) |
|
|
static int | sound_chest_open |
|
static int | sound_tentacles_extend |
|
static int | sound_tentacles_retract |
|
static int | sound_death |
|
static int | sound_idle1 |
|
static int | sound_idle2 |
|
static int | sound_idle3 |
|
static int | sound_pain1 |
|
static int | sound_pain2 |
|
static int | sound_sight |
|
static int | sound_search |
|
static int | sound_melee1 |
|
static int | sound_melee2 |
|
static int | sound_melee3 |
|
mframe_t | brain_frames_stand [] |
|
mmove_t | brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL} |
|
mframe_t | brain_frames_idle [] |
|
mmove_t | brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand} |
|
mframe_t | brain_frames_walk1 [] |
|
mmove_t | brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL} |
|
mframe_t | brain_frames_defense [] |
|
mmove_t | brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL} |
|
mframe_t | brain_frames_pain3 [] |
|
mmove_t | brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run} |
|
mframe_t | brain_frames_pain2 [] |
|
mmove_t | brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run} |
|
mframe_t | brain_frames_pain1 [] |
|
mmove_t | brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run} |
|
mframe_t | brain_frames_duck [] |
|
mmove_t | brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run} |
|
mframe_t | brain_frames_death2 [] |
|
mmove_t | brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead} |
|
mframe_t | brain_frames_death1 [] |
|
mmove_t | brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead} |
|
mframe_t | brain_frames_attack1 [] |
|
mmove_t | brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run} |
|
mframe_t | brain_frames_attack2 [] |
|
mmove_t | brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run} |
|
mframe_t | brain_frames_run [] |
|
mmove_t | brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL} |
|
◆ brain_chest_closed()
void brain_chest_closed |
( |
edict_t * |
self | ) |
|
Definition at line 457 of file m_brain.c.
459 if (self->spawnflags & 65536) {
460 self->spawnflags &= ~65536;
◆ brain_chest_open()
void brain_chest_open |
( |
edict_t * |
self | ) |
|
Definition at line 442 of file m_brain.c.
443 self->spawnflags &= ~65536;
◆ brain_dead()
void brain_dead |
( |
edict_t * |
self | ) |
|
Definition at line 550 of file m_brain.c.
551 VectorSet(self->mins, -16, -16, -24);
552 VectorSet(self->maxs, 16, 16, -8);
554 self->svflags |= SVF_DEADMONSTER;
◆ brain_die()
void brain_die |
( |
edict_t * |
self, |
|
|
edict_t * |
inflictor, |
|
|
edict_t * |
attacker, |
|
|
int |
damage, |
|
|
vec3_t |
point |
|
) |
| |
Definition at line 561 of file m_brain.c.
568 if (self->health <= self->gib_health) {
569 gi.sound(
self, CHAN_VOICE,
gi.soundindex(
"misc/udeath.wav"), 1, ATTN_NORM, 0);
570 for (n = 0; n < 2; n++)
572 for (n = 0; n < 4; n++)
Referenced by SP_monster_brain().
◆ brain_dodge()
void brain_dodge |
( |
edict_t * |
self, |
|
|
edict_t * |
attacker, |
|
|
float |
eta |
|
) |
| |
◆ brain_duck_down()
void brain_duck_down |
( |
edict_t * |
self | ) |
|
◆ brain_duck_hold()
void brain_duck_hold |
( |
edict_t * |
self | ) |
|
◆ brain_duck_up()
void brain_duck_up |
( |
edict_t * |
self | ) |
|
◆ brain_hit_left()
void brain_hit_left |
( |
edict_t * |
self | ) |
|
◆ brain_hit_right()
void brain_hit_right |
( |
edict_t * |
self | ) |
|
◆ brain_idle()
void brain_idle |
( |
edict_t * |
self | ) |
|
◆ brain_melee()
void brain_melee |
( |
edict_t * |
self | ) |
|
◆ brain_pain()
void brain_pain |
( |
edict_t * |
self, |
|
|
edict_t * |
other, |
|
|
float |
kick, |
|
|
int |
damage |
|
) |
| |
Definition at line 524 of file m_brain.c.
527 if (self->health < (self->max_health / 2))
530 if (
level.
time < self->pain_debounce_time)
533 self->pain_debounce_time =
level.
time + 3;
534 if (
skill->value == 3)
541 }
else if (r < 0.66) {
Referenced by SP_monster_brain().
◆ brain_run()
void brain_run |
( |
edict_t * |
self | ) |
|
◆ brain_search()
void brain_search |
( |
edict_t * |
self | ) |
|
◆ brain_sight()
void brain_sight |
( |
edict_t * |
self, |
|
|
edict_t * |
other |
|
) |
| |
◆ brain_stand()
void brain_stand |
( |
edict_t * |
self | ) |
|
◆ brain_swing_left()
void brain_swing_left |
( |
edict_t * |
self | ) |
|
◆ brain_swing_right()
void brain_swing_right |
( |
edict_t * |
self | ) |
|
◆ brain_tentacle_attack()
void brain_tentacle_attack |
( |
edict_t * |
self | ) |
|
Definition at line 448 of file m_brain.c.
452 if (
fire_hit(
self, aim, (10 + (rand() % 5)), -600) &&
skill->value > 0)
453 self->spawnflags |= 65536;
◆ brain_walk()
void brain_walk |
( |
edict_t * |
self | ) |
|
◆ SP_monster_brain()
void SP_monster_brain |
( |
edict_t * |
self | ) |
|
Definition at line 594 of file m_brain.c.
616 self->solid = SOLID_BBOX;
617 self->s.modelindex =
gi.modelindex(
"models/monsters/brain/tris.md2");
618 VectorSet(self->mins, -16, -16, -24);
619 VectorSet(self->maxs, 16, 16, 32);
622 self->gib_health = -150;
639 self->monsterinfo.power_armor_power = 100;
◆ brain_frames_attack1
◆ brain_frames_attack2
◆ brain_frames_death1
◆ brain_frames_death2
◆ brain_frames_defense
◆ brain_frames_duck
◆ brain_frames_idle
◆ brain_frames_pain1
◆ brain_frames_pain2
◆ brain_frames_pain3
◆ brain_frames_run
◆ brain_frames_stand
◆ brain_frames_walk1
◆ brain_move_attack1
◆ brain_move_attack2
◆ brain_move_death1
◆ brain_move_death2
◆ brain_move_defense
◆ brain_move_duck
◆ brain_move_idle
◆ brain_move_pain1
◆ brain_move_pain2
◆ brain_move_pain3
◆ brain_move_run
◆ brain_move_stand
◆ brain_move_walk1
◆ sound_chest_open
◆ sound_death
◆ sound_idle1
◆ sound_idle2
◆ sound_idle3
◆ sound_melee1
◆ sound_melee2
◆ sound_melee3
◆ sound_pain1
◆ sound_pain2
◆ sound_search
◆ sound_sight
◆ sound_tentacles_extend
int sound_tentacles_extend |
|
static |
◆ sound_tentacles_retract
int sound_tentacles_retract |
|
static |
mmove_t brain_move_attack2
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
mmove_t brain_move_attack1
void brain_tentacle_attack(edict_t *self)
void ai_charge(edict_t *self, float dist)
void brain_duck_up(edict_t *self)
void brain_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void brain_chest_open(edict_t *self)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
static int sound_chest_open
void walkmonster_start(edict_t *self)
void brain_swing_right(edict_t *self)
void brain_swing_left(edict_t *self)
void brain_sight(edict_t *self, edict_t *other)
void brain_walk(edict_t *self)
#define POWER_ARMOR_SCREEN
void brain_stand(edict_t *self)
void brain_hit_left(edict_t *self)
void G_FreeEdict(edict_t *e)
void brain_idle(edict_t *self)
mmove_t brain_move_death2
void ai_walk(edict_t *self, float dist)
void brain_duck_hold(edict_t *self)
void brain_pain(edict_t *self, edict_t *other, float kick, int damage)
static int sound_tentacles_retract
void ai_move(edict_t *self, float dist)
void brain_melee(edict_t *self)
void ai_run(edict_t *self, float dist)
void brain_hit_right(edict_t *self)
static int sound_tentacles_extend
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
void brain_chest_closed(edict_t *self)
mmove_t brain_move_death1
void brain_run(edict_t *self)
void brain_dodge(edict_t *self, edict_t *attacker, float eta)
void brain_search(edict_t *self)
void brain_duck_down(edict_t *self)