Quake II RTX doxygen
1.0 dev
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174 void brain_walk2_cycle(edict_t *
self)
310 if (self->monsterinfo.aiflags &
AI_DUCKED)
319 if (
level.
time >= self->monsterinfo.pausetime)
350 self->enemy = attacker;
352 self->monsterinfo.pausetime =
level.
time + eta + 0.5;
403 if (
fire_hit(
self, aim, (15 + (rand() % 5)), 40))
415 if (
fire_hit(
self, aim, (15 + (rand() % 5)), 40))
443 self->spawnflags &= ~65536;
452 if (
fire_hit(
self, aim, (10 + (rand() % 5)), -600) &&
skill->value > 0)
453 self->spawnflags |= 65536;
459 if (self->spawnflags & 65536) {
460 self->spawnflags &= ~65536;
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) {
551 VectorSet(self->mins, -16, -16, -24);
552 VectorSet(self->maxs, 16, 16, -8);
554 self->svflags |= SVF_DEADMONSTER;
561 void brain_die(edict_t *
self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point) {
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++)
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;
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)
mframe_t brain_frames_pain3[]
mframe_t brain_frames_attack1[]
void brain_duck_up(edict_t *self)
mframe_t brain_frames_run[]
void brain_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void brain_chest_open(edict_t *self)
void SP_monster_brain(edict_t *self)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
static int sound_chest_open
mframe_t brain_frames_duck[]
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)
mframe_t brain_frames_death1[]
mmove_t brain_move_death2
mframe_t brain_frames_pain2[]
void ai_walk(edict_t *self, float dist)
void brain_duck_hold(edict_t *self)
mmove_t brain_move_defense
void brain_pain(edict_t *self, edict_t *other, float kick, int damage)
mframe_t brain_frames_walk1[]
static int sound_tentacles_retract
void ai_move(edict_t *self, float dist)
mframe_t brain_frames_death2[]
void brain_melee(edict_t *self)
mframe_t brain_frames_pain1[]
void ai_run(edict_t *self, float dist)
mframe_t brain_frames_idle[]
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
mframe_t brain_frames_stand[]
void brain_run(edict_t *self)
void brain_dead(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)
void ai_stand(edict_t *self, float dist)
mframe_t brain_frames_attack2[]
mframe_t brain_frames_defense[]