Quake II RTX doxygen  1.0 dev
m_boss31.c
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1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or modify
5 it under the terms of the GNU General Public License as published by
6 the Free Software Foundation; either version 2 of the License, or
7 (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 GNU General Public License for more details.
13 
14 You should have received a copy of the GNU General Public License along
15 with this program; if not, write to the Free Software Foundation, Inc.,
16 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
17 */
18 /*
19 ==============================================================================
20 
21 jorg
22 
23 ==============================================================================
24 */
25 
26 #include "g_local.h"
27 #include "m_boss31.h"
28 
29 extern void SP_monster_makron(edict_t *self);
30 qboolean visible(edict_t *self, edict_t *other);
31 
32 static int sound_pain1;
33 static int sound_pain2;
34 static int sound_pain3;
35 static int sound_idle;
36 static int sound_death;
37 static int sound_search1;
38 static int sound_search2;
39 static int sound_search3;
40 static int sound_attack1;
41 static int sound_attack2;
42 static int sound_firegun;
43 static int sound_step_left;
44 static int sound_step_right;
45 static int sound_death_hit;
46 
47 void BossExplode(edict_t *self);
48 void MakronToss(edict_t *self);
49 
50 
51 void jorg_search(edict_t *self)
52 {
53  float r;
54 
55  r = random();
56 
57  if (r <= 0.3)
58  gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
59  else if (r <= 0.6)
60  gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
61  else
62  gi.sound(self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
63 }
64 
65 
66 void jorg_dead(edict_t *self);
67 void jorgBFG(edict_t *self);
68 void jorgMachineGun(edict_t *self);
69 void jorg_firebullet(edict_t *self);
70 void jorg_reattack1(edict_t *self);
71 void jorg_attack1(edict_t *self);
72 void jorg_idle(edict_t *self);
73 void jorg_step_left(edict_t *self);
74 void jorg_step_right(edict_t *self);
75 void jorg_death_hit(edict_t *self);
76 
77 //
78 // stand
79 //
80 
82  { ai_stand, 0, jorg_idle },
83  { ai_stand, 0, NULL },
84  { ai_stand, 0, NULL },
85  { ai_stand, 0, NULL },
86  { ai_stand, 0, NULL },
87  { ai_stand, 0, NULL },
88  { ai_stand, 0, NULL },
89  { ai_stand, 0, NULL },
90  { ai_stand, 0, NULL },
91  { ai_stand, 0, NULL }, // 10
92  { ai_stand, 0, NULL },
93  { ai_stand, 0, NULL },
94  { ai_stand, 0, NULL },
95  { ai_stand, 0, NULL },
96  { ai_stand, 0, NULL },
97  { ai_stand, 0, NULL },
98  { ai_stand, 0, NULL },
99  { ai_stand, 0, NULL },
100  { ai_stand, 0, NULL },
101  { ai_stand, 0, NULL }, // 20
102  { ai_stand, 0, NULL },
103  { ai_stand, 0, NULL },
104  { ai_stand, 0, NULL },
105  { ai_stand, 0, NULL },
106  { ai_stand, 0, NULL },
107  { ai_stand, 0, NULL },
108  { ai_stand, 0, NULL },
109  { ai_stand, 0, NULL },
110  { ai_stand, 0, NULL },
111  { ai_stand, 0, NULL }, // 30
112  { ai_stand, 0, NULL },
113  { ai_stand, 0, NULL },
114  { ai_stand, 0, NULL },
115  { ai_stand, 19, NULL },
116  { ai_stand, 11, jorg_step_left },
117  { ai_stand, 0, NULL },
118  { ai_stand, 0, NULL },
119  { ai_stand, 6, NULL },
120  { ai_stand, 9, jorg_step_right },
121  { ai_stand, 0, NULL }, // 40
122  { ai_stand, 0, NULL },
123  { ai_stand, 0, NULL },
124  { ai_stand, 0, NULL },
125  { ai_stand, 0, NULL },
126  { ai_stand, 0, NULL },
127  { ai_stand, 0, NULL },
128  { ai_stand, -2, NULL },
129  { ai_stand, -17, jorg_step_left },
130  { ai_stand, 0, NULL },
131  { ai_stand, -12, NULL }, // 50
132  { ai_stand, -14, jorg_step_right } // 51
133 };
135 
136 void jorg_idle(edict_t *self)
137 {
138  gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0);
139 }
140 
141 void jorg_death_hit(edict_t *self)
142 {
143  gi.sound(self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM, 0);
144 }
145 
146 
147 void jorg_step_left(edict_t *self)
148 {
149  gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0);
150 }
151 
152 void jorg_step_right(edict_t *self)
153 {
154  gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0);
155 }
156 
157 
158 void jorg_stand(edict_t *self)
159 {
160  self->monsterinfo.currentmove = &jorg_move_stand;
161 }
162 
164  { ai_run, 17, jorg_step_left },
165  { ai_run, 0, NULL },
166  { ai_run, 0, NULL },
167  { ai_run, 0, NULL },
168  { ai_run, 12, NULL },
169  { ai_run, 8, NULL },
170  { ai_run, 10, NULL },
171  { ai_run, 33, jorg_step_right },
172  { ai_run, 0, NULL },
173  { ai_run, 0, NULL },
174  { ai_run, 0, NULL },
175  { ai_run, 9, NULL },
176  { ai_run, 9, NULL },
177  { ai_run, 9, NULL }
178 };
180 
181 //
182 // walk
183 //
184 
186  { ai_walk, 5, NULL },
187  { ai_walk, 6, NULL },
188  { ai_walk, 7, NULL },
189  { ai_walk, 9, NULL },
190  { ai_walk, 15, NULL }
191 };
193 
195  { ai_walk, 17, NULL },
196  { ai_walk, 0, NULL },
197  { ai_walk, 0, NULL },
198  { ai_walk, 0, NULL },
199  { ai_walk, 12, NULL },
200  { ai_walk, 8, NULL },
201  { ai_walk, 10, NULL },
202  { ai_walk, 33, NULL },
203  { ai_walk, 0, NULL },
204  { ai_walk, 0, NULL },
205  { ai_walk, 0, NULL },
206  { ai_walk, 9, NULL },
207  { ai_walk, 9, NULL },
208  { ai_walk, 9, NULL }
209 };
211 
213  { ai_walk, 11, NULL },
214  { ai_walk, 0, NULL },
215  { ai_walk, 0, NULL },
216  { ai_walk, 0, NULL },
217  { ai_walk, 8, NULL },
218  { ai_walk, -8, NULL }
219 };
221 
222 void jorg_walk(edict_t *self)
223 {
224  self->monsterinfo.currentmove = &jorg_move_walk;
225 }
226 
227 void jorg_run(edict_t *self)
228 {
229  if (self->monsterinfo.aiflags & AI_STAND_GROUND)
230  self->monsterinfo.currentmove = &jorg_move_stand;
231  else
232  self->monsterinfo.currentmove = &jorg_move_run;
233 }
234 
236  { ai_move, -28, NULL },
237  { ai_move, -6, NULL },
238  { ai_move, -3, jorg_step_left },
239  { ai_move, -9, NULL },
240  { ai_move, 0, jorg_step_right },
241  { ai_move, 0, NULL },
242  { ai_move, 0, NULL },
243  { ai_move, 0, NULL },
244  { ai_move, -7, NULL },
245  { ai_move, 1, NULL },
246  { ai_move, -11, NULL },
247  { ai_move, -4, NULL },
248  { ai_move, 0, NULL },
249  { ai_move, 0, NULL },
250  { ai_move, 10, NULL },
251  { ai_move, 11, NULL },
252  { ai_move, 0, NULL },
253  { ai_move, 10, NULL },
254  { ai_move, 3, NULL },
255  { ai_move, 10, NULL },
256  { ai_move, 7, jorg_step_left },
257  { ai_move, 17, NULL },
258  { ai_move, 0, NULL },
259  { ai_move, 0, NULL },
260  { ai_move, 0, jorg_step_right }
261 };
263 
265  { ai_move, 0, NULL },
266  { ai_move, 0, NULL },
267  { ai_move, 0, NULL }
268 };
270 
272  { ai_move, 0, NULL },
273  { ai_move, 0, NULL },
274  { ai_move, 0, NULL }
275 };
277 
279  { ai_move, 0, NULL },
280  { ai_move, 0, NULL },
281  { ai_move, 0, NULL },
282  { ai_move, 0, NULL },
283  { ai_move, 0, NULL },
284  { ai_move, 0, NULL },
285  { ai_move, 0, NULL },
286  { ai_move, 0, NULL },
287  { ai_move, 0, NULL },
288  { ai_move, 0, NULL }, // 10
289  { ai_move, 0, NULL },
290  { ai_move, 0, NULL },
291  { ai_move, 0, NULL },
292  { ai_move, 0, NULL },
293  { ai_move, 0, NULL },
294  { ai_move, 0, NULL },
295  { ai_move, 0, NULL },
296  { ai_move, 0, NULL },
297  { ai_move, 0, NULL },
298  { ai_move, 0, NULL }, // 20
299  { ai_move, 0, NULL },
300  { ai_move, 0, NULL },
301  { ai_move, 0, NULL },
302  { ai_move, 0, NULL },
303  { ai_move, 0, NULL },
304  { ai_move, 0, NULL },
305  { ai_move, 0, NULL },
306  { ai_move, 0, NULL },
307  { ai_move, 0, NULL },
308  { ai_move, 0, NULL }, // 30
309  { ai_move, 0, NULL },
310  { ai_move, 0, NULL },
311  { ai_move, 0, NULL },
312  { ai_move, 0, NULL },
313  { ai_move, 0, NULL },
314  { ai_move, 0, NULL },
315  { ai_move, 0, NULL },
316  { ai_move, 0, NULL },
317  { ai_move, 0, NULL },
318  { ai_move, 0, NULL }, // 40
319  { ai_move, 0, NULL },
320  { ai_move, 0, NULL },
321  { ai_move, 0, NULL },
322  { ai_move, 0, NULL },
323  { ai_move, 0, NULL },
324  { ai_move, 0, NULL },
325  { ai_move, 0, NULL },
326  { ai_move, 0, NULL },
327  { ai_move, 0, MakronToss },
328  { ai_move, 0, BossExplode } // 50
329 };
331 
333  { ai_charge, 0, NULL },
334  { ai_charge, 0, NULL },
335  { ai_charge, 0, NULL },
336  { ai_charge, 0, NULL },
337  { ai_charge, 0, NULL },
338  { ai_charge, 0, NULL },
339  { ai_charge, 0, jorgBFG },
340  { ai_move, 0, NULL },
341  { ai_move, 0, NULL },
342  { ai_move, 0, NULL },
343  { ai_move, 0, NULL },
344  { ai_move, 0, NULL },
345  { ai_move, 0, NULL }
346 };
348 
350  { ai_charge, 0, NULL },
351  { ai_charge, 0, NULL },
352  { ai_charge, 0, NULL },
353  { ai_charge, 0, NULL },
354  { ai_charge, 0, NULL },
355  { ai_charge, 0, NULL },
356  { ai_charge, 0, NULL },
357  { ai_charge, 0, NULL }
358 };
360 
362  { ai_charge, 0, jorg_firebullet },
363  { ai_charge, 0, jorg_firebullet },
364  { ai_charge, 0, jorg_firebullet },
365  { ai_charge, 0, jorg_firebullet },
366  { ai_charge, 0, jorg_firebullet },
367  { ai_charge, 0, jorg_firebullet }
368 };
370 
372  { ai_move, 0, NULL },
373  { ai_move, 0, NULL },
374  { ai_move, 0, NULL },
375  { ai_move, 0, NULL }
376 };
378 
379 void jorg_reattack1(edict_t *self)
380 {
381  if (visible(self, self->enemy))
382  if (random() < 0.9)
383  self->monsterinfo.currentmove = &jorg_move_attack1;
384  else {
385  self->s.sound = 0;
386  self->monsterinfo.currentmove = &jorg_move_end_attack1;
387  }
388  else {
389  self->s.sound = 0;
390  self->monsterinfo.currentmove = &jorg_move_end_attack1;
391  }
392 }
393 
394 void jorg_attack1(edict_t *self)
395 {
396  self->monsterinfo.currentmove = &jorg_move_attack1;
397 }
398 
399 void jorg_pain(edict_t *self, edict_t *other, float kick, int damage)
400 {
401 
402  if (self->health < (self->max_health / 2))
403  self->s.skinnum = 1;
404 
405  self->s.sound = 0;
406 
407  if (level.time < self->pain_debounce_time)
408  return;
409 
410  // Lessen the chance of him going into his pain frames if he takes little damage
411  if (damage <= 40)
412  if (random() <= 0.6)
413  return;
414 
415  /*
416  If he's entering his attack1 or using attack1, lessen the chance of him
417  going into pain
418  */
419 
420  if ((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108))
421  if (random() <= 0.005)
422  return;
423 
424  if ((self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114))
425  if (random() <= 0.00005)
426  return;
427 
428 
429  if ((self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208))
430  if (random() <= 0.005)
431  return;
432 
433 
434  self->pain_debounce_time = level.time + 3;
435  if (skill->value == 3)
436  return; // no pain anims in nightmare
437 
438  if (damage <= 50) {
439  gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
440  self->monsterinfo.currentmove = &jorg_move_pain1;
441  } else if (damage <= 100) {
442  gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
443  self->monsterinfo.currentmove = &jorg_move_pain2;
444  } else {
445  if (random() <= 0.3) {
446  gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
447  self->monsterinfo.currentmove = &jorg_move_pain3;
448  }
449  }
450 }
451 
452 void jorgBFG(edict_t *self)
453 {
454  vec3_t forward, right;
455  vec3_t start;
456  vec3_t dir;
457  vec3_t vec;
458 
459  AngleVectors(self->s.angles, forward, right, NULL);
460  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);
461 
462  VectorCopy(self->enemy->s.origin, vec);
463  vec[2] += self->enemy->viewheight;
464  VectorSubtract(vec, start, dir);
465  VectorNormalize(dir);
466  gi.sound(self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
467  /*void monster_fire_bfg (edict_t *self,
468  vec3_t start,
469  vec3_t aimdir,
470  int damage,
471  int speed,
472  int kick,
473  float damage_radius,
474  int flashtype)*/
475  monster_fire_bfg(self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
476 }
477 
478 void jorg_firebullet_right(edict_t *self)
479 {
480  vec3_t forward, right, target;
481  vec3_t start;
482 
483  AngleVectors(self->s.angles, forward, right, NULL);
484  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
485 
486  VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
487  target[2] += self->enemy->viewheight;
488  VectorSubtract(target, start, forward);
490 
491  monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
492 }
493 
494 void jorg_firebullet_left(edict_t *self)
495 {
496  vec3_t forward, right, target;
497  vec3_t start;
498 
499  AngleVectors(self->s.angles, forward, right, NULL);
500  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
501 
502  VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
503  target[2] += self->enemy->viewheight;
504  VectorSubtract(target, start, forward);
506 
507  monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
508 }
509 
510 void jorg_firebullet(edict_t *self)
511 {
512  jorg_firebullet_left(self);
513  jorg_firebullet_right(self);
514 }
515 
516 void jorg_attack(edict_t *self)
517 {
518  if (random() <= 0.75) {
519  gi.sound(self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM, 0);
520  self->s.sound = gi.soundindex("boss3/w_loop.wav");
521  self->monsterinfo.currentmove = &jorg_move_start_attack1;
522  } else {
523  gi.sound(self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
524  self->monsterinfo.currentmove = &jorg_move_attack2;
525  }
526 }
527 
528 void jorg_dead(edict_t *self)
529 {
530 #if 0
531  edict_t *tempent;
532  /*
533  VectorSet (self->mins, -16, -16, -24);
534  VectorSet (self->maxs, 16, 16, -8);
535  */
536 
537  // Jorg is on modelindex2. Do not clear him.
538  VectorSet(self->mins, -60, -60, 0);
539  VectorSet(self->maxs, 60, 60, 72);
540  self->movetype = MOVETYPE_TOSS;
541  self->nextthink = 0;
542  gi.linkentity(self);
543 
544  tempent = G_Spawn();
545  VectorCopy(self->s.origin, tempent->s.origin);
546  VectorCopy(self->s.angles, tempent->s.angles);
547  tempent->killtarget = self->killtarget;
548  tempent->target = self->target;
549  tempent->activator = self->enemy;
550  self->killtarget = 0;
551  self->target = 0;
552  SP_monster_makron(tempent);
553 #endif
554 }
555 
556 
557 void jorg_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
558 {
559  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
560  self->deadflag = DEAD_DEAD;
561  self->takedamage = DAMAGE_NO;
562  self->s.sound = 0;
563  self->count = 0;
564  self->monsterinfo.currentmove = &jorg_move_death;
565 }
566 
567 qboolean Jorg_CheckAttack(edict_t *self)
568 {
569  vec3_t spot1, spot2;
570  vec3_t temp;
571  float chance;
572  trace_t tr;
573  int enemy_range;
574  float enemy_yaw;
575 
576  if (self->enemy->health > 0) {
577  // see if any entities are in the way of the shot
578  VectorCopy(self->s.origin, spot1);
579  spot1[2] += self->viewheight;
580  VectorCopy(self->enemy->s.origin, spot2);
581  spot2[2] += self->enemy->viewheight;
582 
583  tr = gi.trace(spot1, NULL, NULL, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);
584 
585  // do we have a clear shot?
586  if (tr.ent != self->enemy)
587  return qfalse;
588  }
589 
590  enemy_range = range(self, self->enemy);
591  VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
592  enemy_yaw = vectoyaw(temp);
593 
594  self->ideal_yaw = enemy_yaw;
595 
596 
597  // melee attack
598  if (enemy_range == RANGE_MELEE) {
599  if (self->monsterinfo.melee)
600  self->monsterinfo.attack_state = AS_MELEE;
601  else
602  self->monsterinfo.attack_state = AS_MISSILE;
603  return qtrue;
604  }
605 
606 // missile attack
607  if (!self->monsterinfo.attack)
608  return qfalse;
609 
610  if (level.time < self->monsterinfo.attack_finished)
611  return qfalse;
612 
613  if (enemy_range == RANGE_FAR)
614  return qfalse;
615 
616  if (self->monsterinfo.aiflags & AI_STAND_GROUND) {
617  chance = 0.4;
618  } else if (enemy_range == RANGE_MELEE) {
619  chance = 0.8;
620  } else if (enemy_range == RANGE_NEAR) {
621  chance = 0.4;
622  } else if (enemy_range == RANGE_MID) {
623  chance = 0.2;
624  } else {
625  return qfalse;
626  }
627 
628  if (random() < chance) {
629  self->monsterinfo.attack_state = AS_MISSILE;
630  self->monsterinfo.attack_finished = level.time + 2 * random();
631  return qtrue;
632  }
633 
634  if (self->flags & FL_FLY) {
635  if (random() < 0.3)
636  self->monsterinfo.attack_state = AS_SLIDING;
637  else
638  self->monsterinfo.attack_state = AS_STRAIGHT;
639  }
640 
641  return qfalse;
642 }
643 
644 
645 void MakronPrecache(void);
646 
647 /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
648 */
649 void SP_monster_jorg(edict_t *self)
650 {
651  if (deathmatch->value) {
652  G_FreeEdict(self);
653  return;
654  }
655 
656  sound_pain1 = gi.soundindex("boss3/bs3pain1.wav");
657  sound_pain2 = gi.soundindex("boss3/bs3pain2.wav");
658  sound_pain3 = gi.soundindex("boss3/bs3pain3.wav");
659  sound_death = gi.soundindex("boss3/bs3deth1.wav");
660  sound_attack1 = gi.soundindex("boss3/bs3atck1.wav");
661  sound_attack2 = gi.soundindex("boss3/bs3atck2.wav");
662  sound_search1 = gi.soundindex("boss3/bs3srch1.wav");
663  sound_search2 = gi.soundindex("boss3/bs3srch2.wav");
664  sound_search3 = gi.soundindex("boss3/bs3srch3.wav");
665  sound_idle = gi.soundindex("boss3/bs3idle1.wav");
666  sound_step_left = gi.soundindex("boss3/step1.wav");
667  sound_step_right = gi.soundindex("boss3/step2.wav");
668  sound_firegun = gi.soundindex("boss3/xfire.wav");
669  sound_death_hit = gi.soundindex("boss3/d_hit.wav");
670 
671  MakronPrecache();
672 
673  self->movetype = MOVETYPE_STEP;
674  self->solid = SOLID_BBOX;
675  self->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
676  self->s.modelindex2 = gi.modelindex("models/monsters/boss3/jorg/tris.md2");
677  VectorSet(self->mins, -80, -80, 0);
678  VectorSet(self->maxs, 80, 80, 140);
679 
680  self->health = 3000;
681  self->gib_health = -2000;
682  self->mass = 1000;
683 
684  self->pain = jorg_pain;
685  self->die = jorg_die;
686  self->monsterinfo.stand = jorg_stand;
687  self->monsterinfo.walk = jorg_walk;
688  self->monsterinfo.run = jorg_run;
689  self->monsterinfo.dodge = NULL;
690  self->monsterinfo.attack = jorg_attack;
691  self->monsterinfo.search = jorg_search;
692  self->monsterinfo.melee = NULL;
693  self->monsterinfo.sight = NULL;
694  self->monsterinfo.checkattack = Jorg_CheckAttack;
695  gi.linkentity(self);
696 
697  self->monsterinfo.currentmove = &jorg_move_stand;
698  self->monsterinfo.scale = MODEL_SCALE;
699 
700  walkmonster_start(self);
701 }
gi
game_import_t gi
Definition: g_main.c:23
FRAME_attak109
#define FRAME_attak109
Definition: m_boss31.h:30
jorg_move_death
mmove_t jorg_move_death
Definition: m_boss31.c:330
RANGE_NEAR
#define RANGE_NEAR
Definition: g_local.h:117
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void jorg_dead(edict_t *self)
Definition: m_boss31.c:528
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cvar_t * deathmatch
Definition: g_main.c:33
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void G_ProjectSource(const vec3_t point, const vec3_t distance, const vec3_t forward, const vec3_t right, vec3_t result)
Definition: g_utils.c:23
jorg_firebullet
void jorg_firebullet(edict_t *self)
Definition: m_boss31.c:510
DEAD_DEAD
#define DEAD_DEAD
Definition: g_local.h:112
FRAME_attak213
#define FRAME_attak213
Definition: m_boss31.h:52
FRAME_pain301
#define FRAME_pain301
Definition: m_actor.h:102
G_Spawn
edict_t * G_Spawn(void)
Definition: g_utils.c:391
DEFAULT_BULLET_HSPREAD
#define DEFAULT_BULLET_HSPREAD
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mframe_t jorg_frames_run[]
Definition: m_boss31.c:163
FRAME_walk05
#define FRAME_walk05
Definition: m_actor.h:277
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void ai_charge(edict_t *self, float dist)
Definition: g_ai.c:175
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Definition: m_boss31.c:136
jorg_attack
void jorg_attack(edict_t *self)
Definition: m_boss31.c:516
jorg_step_left
void jorg_step_left(edict_t *self)
Definition: m_boss31.c:147
jorg_move_stand
mmove_t jorg_move_stand
Definition: m_boss31.c:134
FRAME_attak114
#define FRAME_attak114
Definition: m_boss31.h:35
FRAME_stand51
#define FRAME_stand51
Definition: m_boss31.h:184
sound_death_hit
static int sound_death_hit
Definition: m_boss31.c:45
jorg_move_attack2
mmove_t jorg_move_attack2
Definition: m_boss31.c:347
FRAME_stand01
#define FRAME_stand01
Definition: m_boss31.h:134
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void SP_monster_jorg(edict_t *self)
Definition: m_boss31.c:649
FRAME_attak118
#define FRAME_attak118
Definition: m_boss31.h:39
AI_STAND_GROUND
#define AI_STAND_GROUND
Definition: g_local.h:126
sound_pain2
static int sound_pain2
Definition: m_boss31.c:33
jorg_frames_end_walk
mframe_t jorg_frames_end_walk[]
Definition: m_boss31.c:212
jorg_frames_end_attack1
mframe_t jorg_frames_end_attack1[]
Definition: m_boss31.c:371
MODEL_SCALE
#define MODEL_SCALE
Definition: m_actor.h:504
sound_firegun
static int sound_firegun
Definition: m_boss31.c:42
jorg_frames_stand
mframe_t jorg_frames_stand[]
Definition: m_boss31.c:81
sound_pain3
static int sound_pain3
Definition: m_boss31.c:34
vectoyaw
float vectoyaw(vec3_t vec)
Definition: g_utils.c:310
jorg_move_end_attack1
mmove_t jorg_move_end_attack1
Definition: m_boss31.c:377
jorg_move_attack1
mmove_t jorg_move_attack1
Definition: m_boss31.c:369
visible
qboolean visible(edict_t *self, edict_t *other)
Definition: g_ai.c:268
jorgMachineGun
void jorgMachineGun(edict_t *self)
jorg_pain
void jorg_pain(edict_t *self, edict_t *other, float kick, int damage)
Definition: m_boss31.c:399
sound_idle
static int sound_idle
Definition: m_boss31.c:35
jorg_walk
void jorg_walk(edict_t *self)
Definition: m_boss31.c:222
other
@ other
Definition: ogg.c:63
FRAME_pain101
#define FRAME_pain101
Definition: m_actor.h:96
walkmonster_start
void walkmonster_start(edict_t *self)
Definition: g_monster.c:630
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:192
FRAME_attak115
#define FRAME_attak115
Definition: m_boss31.h:36
FRAME_death01
#define FRAME_death01
Definition: m_boss31.h:53
FRAME_attak201
#define FRAME_attak201
Definition: m_boss31.h:40
FRAME_attak208
#define FRAME_attak208
Definition: m_boss31.h:47
DEFAULT_BULLET_VSPREAD
#define DEFAULT_BULLET_VSPREAD
Definition: g_local.h:655
jorg_move_pain3
mmove_t jorg_move_pain3
Definition: m_boss31.c:262
jorg_move_end_walk
mmove_t jorg_move_end_walk
Definition: m_boss31.c:220
Jorg_CheckAttack
qboolean Jorg_CheckAttack(edict_t *self)
Definition: m_boss31.c:567
jorg_firebullet_left
void jorg_firebullet_left(edict_t *self)
Definition: m_boss31.c:494
G_FreeEdict
void G_FreeEdict(edict_t *e)
Definition: g_utils.c:421
jorg_move_walk
mmove_t jorg_move_walk
Definition: m_boss31.c:210
sound_search3
static int sound_search3
Definition: m_boss31.c:39
jorg_frames_attack1
mframe_t jorg_frames_attack1[]
Definition: m_boss31.c:361
AS_SLIDING
#define AS_SLIDING
Definition: g_local.h:144
jorg_frames_pain2
mframe_t jorg_frames_pain2[]
Definition: m_boss31.c:264
forward
static vec3_t forward
Definition: p_view.c:27
AS_MISSILE
#define AS_MISSILE
Definition: g_local.h:146
sound_attack1
static int sound_attack1
Definition: m_boss31.c:40
mframe_t
Definition: g_local.h:394
mmove_t
Definition: g_local.h:400
jorg_attack1
void jorg_attack1(edict_t *self)
Definition: m_boss31.c:394
jorg_run
void jorg_run(edict_t *self)
Definition: m_boss31.c:227
m_boss31.h
ai_walk
void ai_walk(edict_t *self, float dist)
Definition: g_ai.c:148
random
#define random()
Definition: g_local.h:504
sound_step_right
static int sound_step_right
Definition: m_boss31.c:44
AngleVectors
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: shared.c:23
DAMAGE_NO
@ DAMAGE_NO
Definition: g_local.h:87
jorg_frames_walk
mframe_t jorg_frames_walk[]
Definition: m_boss31.c:194
sound_attack2
static int sound_attack2
Definition: m_boss31.c:41
jorg_frames_death1
mframe_t jorg_frames_death1[]
Definition: m_boss31.c:278
FRAME_walk20
#define FRAME_walk20
Definition: m_boss2.h:91
monster_fire_bullet
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
Definition: g_monster.c:29
jorg_move_start_walk
mmove_t jorg_move_start_walk
Definition: m_boss31.c:192
jorg_frames_pain3
mframe_t jorg_frames_pain3[]
Definition: m_boss31.c:235
skill
cvar_t * skill
Definition: g_main.c:36
ai_move
void ai_move(edict_t *self, float dist)
Definition: g_ai.c:86
jorg_frames_start_walk
mframe_t jorg_frames_start_walk[]
Definition: m_boss31.c:185
jorg_move_run
mmove_t jorg_move_run
Definition: m_boss31.c:179
jorg_frames_start_attack1
mframe_t jorg_frames_start_attack1[]
Definition: m_boss31.c:349
monster_fire_bfg
void monster_fire_bfg(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
Definition: g_monster.c:89
jorgBFG
void jorgBFG(edict_t *self)
Definition: m_boss31.c:452
level_locals_t::time
float time
Definition: g_local.h:299
jorg_step_right
void jorg_step_right(edict_t *self)
Definition: m_boss31.c:152
FRAME_attak108
#define FRAME_attak108
Definition: m_boss31.h:29
jorg_death_hit
void jorg_death_hit(edict_t *self)
Definition: m_boss31.c:141
MakronPrecache
void MakronPrecache(void)
Definition: m_boss32.c:762
sound_death
static int sound_death
Definition: m_boss31.c:36
BossExplode
void BossExplode(edict_t *self)
Definition: m_supertank.c:569
RANGE_MELEE
#define RANGE_MELEE
Definition: g_local.h:116
FRAME_walk06
#define FRAME_walk06
Definition: m_actor.h:278
FRAME_pain103
#define FRAME_pain103
Definition: m_actor.h:98
jorg_search
void jorg_search(edict_t *self)
Definition: m_boss31.c:51
right
static vec3_t right
Definition: p_view.c:27
ai_run
void ai_run(edict_t *self, float dist)
Definition: g_ai.c:821
jorg_stand
void jorg_stand(edict_t *self)
Definition: m_boss31.c:158
FRAME_walk01
#define FRAME_walk01
Definition: m_actor.h:273
enemy_range
int enemy_range
Definition: g_ai.c:28
sound_search1
static int sound_search1
Definition: m_boss31.c:37
FRAME_pain203
#define FRAME_pain203
Definition: m_actor.h:101
level
level_locals_t level
Definition: g_main.c:22
sound_pain1
static int sound_pain1
Definition: m_boss31.c:32
RANGE_MID
#define RANGE_MID
Definition: g_local.h:118
FL_FLY
#define FL_FLY
Definition: g_local.h:59
monster_flash_offset
const vec3_t monster_flash_offset[256]
Definition: m_flash.c:25
jorg_frames_attack2
mframe_t jorg_frames_attack2[]
Definition: m_boss31.c:332
MakronToss
void MakronToss(edict_t *self)
Definition: m_boss32.c:857
FRAME_walk19
#define FRAME_walk19
Definition: m_boss2.h:90
jorg_move_pain1
mmove_t jorg_move_pain1
Definition: m_boss31.c:276
FRAME_pain201
#define FRAME_pain201
Definition: m_actor.h:99
jorg_firebullet_right
void jorg_firebullet_right(edict_t *self)
Definition: m_boss31.c:478
MOVETYPE_TOSS
@ MOVETYPE_TOSS
Definition: g_local.h:194
range
int range(edict_t *self, edict_t *other)
Definition: g_ai.c:245
jorg_frames_pain1
mframe_t jorg_frames_pain1[]
Definition: m_boss31.c:271
sound_step_left
static int sound_step_left
Definition: m_boss31.c:43
sound_search2
static int sound_search2
Definition: m_boss31.c:38
jorg_move_start_attack1
mmove_t jorg_move_start_attack1
Definition: m_boss31.c:359
jorg_reattack1
void jorg_reattack1(edict_t *self)
Definition: m_boss31.c:379
AS_MELEE
#define AS_MELEE
Definition: g_local.h:145
RANGE_FAR
#define RANGE_FAR
Definition: g_local.h:119
FRAME_death50
#define FRAME_death50
Definition: m_boss2.h:202
enemy_yaw
float enemy_yaw
Definition: g_ai.c:29
VectorNormalize
vec_t VectorNormalize(vec3_t v)
Definition: shared.c:55
FRAME_pain325
#define FRAME_pain325
Definition: m_boss31.h:133
FRAME_walk25
#define FRAME_walk25
Definition: m_boss31.h:209
SP_monster_makron
void SP_monster_makron(edict_t *self)
Definition: m_boss32.c:784
jorg_move_pain2
mmove_t jorg_move_pain2
Definition: m_boss31.c:269
ai_stand
void ai_stand(edict_t *self, float dist)
Definition: g_ai.c:100
FRAME_attak101
#define FRAME_attak101
Definition: m_boss31.h:22
g_local.h
AS_STRAIGHT
#define AS_STRAIGHT
Definition: g_local.h:143
jorg_die
void jorg_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
Definition: m_boss31.c:557