icculus quake2 doxygen
1.0 dev
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383 end[2] +=
self->enemy->viewheight;
535 if (self->health < (self->max_health / 2))
538 if (
level.time < self->pain_debounce_time)
541 self->pain_debounce_time =
level.time + 3;
582 if (!
Q_stricmp(
level.mapname,
"jail5") && (self->s.origin[2] == -104))
584 self->targetname =
self->target;
598 self->s.modelindex =
gi.
modelindex (
"models/monsters/flyer/tris.md2");
mframe_t flyer_frames_attack2[]
void flyer_loop_melee(edict_t *self)
void flyer_sight(edict_t *self, edict_t *other)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
mframe_t flyer_frames_start_melee[]
mframe_t flyer_frames_rollleft[]
mframe_t flyer_frames_stand[]
mmove_t flyer_move_defense
mframe_t flyer_frames_walk[]
#define VectorSubtract(a, b, c)
void ai_charge(edict_t *self, float dist)
void flyer_stand(edict_t *self)
mframe_t flyer_frames_bankright[]
void flyer_setstart(edict_t *self)
void flyer_start(edict_t *self)
mframe_t flyer_frames_pain3[]
mframe_t flyer_frames_rollright[]
void BecomeExplosion1(edict_t *self)
mframe_t flyer_frames_loop_melee[]
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void flyer_check_melee(edict_t *self)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
void flyer_stop(edict_t *self)
void flyer_fireleft(edict_t *self)
void flyer_slash_left(edict_t *self)
void flyer_pain(edict_t *self, edict_t *other, float kick, int damage)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
mmove_t flyer_move_bankright
vec3_t monster_flash_offset[]
void G_FreeEdict(edict_t *e)
int(* soundindex)(char *name)
mframe_t flyer_frames_defense[]
int(* modelindex)(char *name)
void SP_monster_flyer(edict_t *self)
void ai_walk(edict_t *self, float dist)
mmove_t flyer_move_rollright
void flyer_melee(edict_t *self)
void flyer_slash_right(edict_t *self)
void flyer_walk(edict_t *self)
int Q_stricmp(char *s1, char *s2)
qboolean visible(edict_t *self, edict_t *other)
void ai_move(edict_t *self, float dist)
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
void flyer_idle(edict_t *self)
mframe_t flyer_frames_stop[]
mmove_t flyer_move_start_melee
mmove_t flyer_move_loop_melee
void ai_run(edict_t *self, float dist)
void flyer_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void flyer_pop_blades(edict_t *self)
void flyer_fireright(edict_t *self)
void flyer_fire(edict_t *self, int flash_number)
void flyer_attack(edict_t *self)
mmove_t flyer_move_bankleft
mmove_t flyer_move_rollleft
mframe_t flyer_frames_run[]
#define VectorSet(v, x, y, z)
mframe_t flyer_frames_end_melee[]
mframe_t flyer_frames_bankleft[]
mmove_t flyer_move_end_melee
#define MZ2_FLYER_BLASTER_1
void(* linkentity)(edict_t *ent)
mframe_t flyer_frames_pain2[]
void flyer_run(edict_t *self)
mmove_t flyer_move_attack2
void flyer_nextmove(edict_t *self)
void ai_stand(edict_t *self, float dist)
mframe_t flyer_frames_start[]
#define MZ2_FLYER_BLASTER_2
void flymonster_start(edict_t *self)
mframe_t flyer_frames_pain1[]