icculus quake2 doxygen
1.0 dev
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270 if (self->health < (self->max_health / 2))
273 if (
level.time < self->pain_debounce_time)
276 self->pain_debounce_time =
level.time + 3;
291 else if (damage <= 25)
358 if (self->health <= self->gib_health)
361 for (n= 0; n < 2; n++)
363 for (n= 0; n < 4; n++)
393 if (self->monsterinfo.aiflags &
AI_DUCKED)
398 self->monsterinfo.pausetime =
level.time + 1;
404 if (
level.time >= self->monsterinfo.pausetime)
436 self->enemy = attacker;
447 fire_hit (
self, aim, (10 + (rand() %6)), 100);
462 vec[2] +=
self->enemy->viewheight;
531 if (self->enemy->health > 0)
534 if (
visible (
self, self->enemy) )
575 if (self->enemy->health > 0)
654 self->s.modelindex =
gi.
modelindex (
"models/monsters/bitch/tris.md2");
659 self->gib_health = -70;
void chick_slash(edict_t *self)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void chick_sight(edict_t *self, edict_t *other)
qboolean visible(edict_t *self, edict_t *other)
static int sound_missile_reload
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
#define VectorSubtract(a, b, c)
void ai_charge(edict_t *self, float dist)
void chick_reslash(edict_t *self)
mframe_t chick_frames_death1[]
mframe_t chick_frames_pain1[]
mframe_t chick_frames_walk[]
mframe_t chick_frames_stand[]
mmove_t chick_move_death2
void ChickRocket(edict_t *self)
mframe_t chick_frames_start_attack1[]
void chick_stand(edict_t *self)
mmove_t chick_move_start_slash
static int sound_missile_prelaunch
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
mframe_t chick_frames_start_slash[]
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
void ChickMoan(edict_t *self)
void chick_rerocket(edict_t *self)
void walkmonster_start(edict_t *self)
mframe_t chick_frames_end_attack1[]
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
void chick_duck_down(edict_t *self)
void chick_dead(edict_t *self)
vec3_t monster_flash_offset[]
void ChickSlash(edict_t *self)
mmove_t chick_move_attack1
void G_FreeEdict(edict_t *e)
mframe_t chick_frames_pain3[]
mmove_t chick_move_start_attack1
mmove_t chick_move_start_run
#define MZ2_CHICK_ROCKET_1
static int sound_missile_launch
void SP_monster_chick(edict_t *self)
mmove_t chick_move_death1
int(* soundindex)(char *name)
void chick_pain(edict_t *self, edict_t *other, float kick, int damage)
mmove_t chick_move_fidget
static int sound_fall_down
int(* modelindex)(char *name)
void ChickReload(edict_t *self)
mframe_t chick_frames_start_run[]
void chick_duck_hold(edict_t *self)
void ai_walk(edict_t *self, float dist)
void chick_walk(edict_t *self)
vec_t VectorNormalize(vec3_t v)
void Chick_PreAttack1(edict_t *self)
mframe_t chick_frames_run[]
mmove_t chick_move_end_slash
void chick_duck_up(edict_t *self)
void chick_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void chick_attack(edict_t *self)
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
void ai_move(edict_t *self, float dist)
static int sound_melee_hit
monsterinfo_t monsterinfo
void chick_melee(edict_t *self)
void ai_run(edict_t *self, float dist)
mframe_t chick_frames_fidget[]
mframe_t chick_frames_attack1[]
static int sound_melee_swing
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
void chick_dodge(edict_t *self, edict_t *attacker, float eta)
mframe_t chick_frames_duck[]
mmove_t chick_move_end_attack1
#define VectorSet(v, x, y, z)
void chick_attack1(edict_t *self)
void(* linkentity)(edict_t *ent)
void chick_run(edict_t *self)
void chick_fidget(edict_t *self)
mframe_t chick_frames_slash[]
mframe_t chick_frames_end_slash[]
mframe_t chick_frames_death2[]
void ai_stand(edict_t *self, float dist)
mframe_t chick_frames_pain2[]