icculus quake2 doxygen
1.0 dev
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421 vec[2] +=
self->enemy->viewheight;
496 VectorCopy (self->enemy->s.origin, self->pos1);
497 self->pos1[2] +=
self->enemy->viewheight;
534 vec[2] +=
self->enemy->viewheight;
544 dir[1] =
self->s.angles[1] - 10 * (
self->s.frame -
FRAME_attak413);
546 dir[1] =
self->s.angles[1] + 10 * (
self->s.frame -
FRAME_attak421);
558 if (self->health < (self->max_health / 2))
561 if (
level.time < self->pain_debounce_time)
569 self->pain_debounce_time =
level.time + 3;
579 else if (damage <= 110)
636 if (++self->s.frame < 365)
683 if (self->health <= self->gib_health)
686 for (n= 0; n < 1 ; n++)
688 for (n= 0; n < 4; n++)
723 if (self->enemy->health > 0)
727 spot1[2] +=
self->viewheight;
729 spot2[2] +=
self->enemy->viewheight;
749 if (self->monsterinfo.melee)
750 self->monsterinfo.attack_state =
AS_MELEE;
757 if (!self->monsterinfo.attack)
760 if (
level.time < self->monsterinfo.attack_finished)
790 self->monsterinfo.attack_finished =
level.time + 2*
random();
844 self->s.modelindex =
gi.
modelindex (
"models/monsters/boss3/rider/tris.md2");
849 self->gib_health = -2000;
857 self->monsterinfo.dodge =
NULL;
859 self->monsterinfo.melee =
NULL;
887 player =
level.sight_client;
895 self->velocity[2] = 200;
896 self->groundentity =
NULL;
913 ent->
target =
self->target;
void makron_attack(edict_t *self)
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
void makron_step_right(edict_t *self)
trace_t(* trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask)
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
void makron_dead(edict_t *self)
#define VectorSubtract(a, b, c)
void MakronSaveloc(edict_t *self)
void makron_torso(edict_t *ent)
void ai_charge(edict_t *self, float dist)
mframe_t makron_frames_stand[]
static int sound_step_left
void MakronSpawn(edict_t *self)
void MakronToss(edict_t *self)
mmove_t makron_move_pain5
void SP_monster_makron(edict_t *self)
mframe_t makron_frames_death3[]
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
float vectoyaw(vec3_t vec)
void makron_popup(edict_t *self)
static int sound_step_right
static int sound_attack_bfg
static int sound_prerailgun
void walkmonster_start(edict_t *self)
void makron_brainsplorch(edict_t *self)
qboolean infront(edict_t *self, edict_t *other)
void makron_hit(edict_t *self)
void MakronHyperblaster(edict_t *self)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
mframe_t makron_frames_pain5[]
mmove_t makron_move_pain4
mframe_t makron_frames_walk[]
vec3_t monster_flash_offset[]
void vectoangles(vec3_t vec, vec3_t angles)
void makron_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void G_FreeEdict(edict_t *e)
#define MZ2_MAKRON_RAILGUN_1
void MakronPrecache(void)
int(* soundindex)(char *name)
vec_t VectorLength(vec3_t v)
int(* modelindex)(char *name)
mframe_t makron_frames_attack4[]
void makron_stand(edict_t *self)
mmove_t makron_move_attack5
void(* think)(edict_t *self)
void ai_walk(edict_t *self, float dist)
vec_t VectorNormalize(vec3_t v)
void makron_taunt(edict_t *self)
mframe_t makron_frames_pain6[]
mmove_t makron_move_stand
mframe_t makron_frames_run[]
void makron_walk(edict_t *self)
qboolean visible(edict_t *self, edict_t *other)
static int sound_brainsplorch
mframe_t makron_frames_sight[]
void ai_move(edict_t *self, float dist)
void monster_fire_bfg(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
qboolean Makron_CheckAttack(edict_t *self)
mmove_t makron_move_death3
#define MZ2_MAKRON_BLASTER_1
mmove_t makron_move_death2
void makronBFG(edict_t *self)
mframe_t makron_frames_death2[]
mmove_t makron_move_attack3
void ai_run(edict_t *self, float dist)
void makron_step_left(edict_t *self)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
mframe_t makron_frames_attack3[]
mframe_t makron_frames_attack5[]
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
mmove_t makron_move_pain6
#define VectorSet(v, x, y, z)
void makron_sight(edict_t *self, edict_t *other)
void MakronRailgun(edict_t *self)
mmove_t makron_move_attack4
void(* linkentity)(edict_t *ent)
void makron_prerailgun(edict_t *self)
void makron_pain(edict_t *self, edict_t *other, float kick, int damage)
mframe_t makron_frames_pain4[]
void makron_torso_think(edict_t *self)
void ai_stand(edict_t *self, float dist)
mmove_t makron_move_sight
void makron_run(edict_t *self)