icculus quake2 doxygen
1.0 dev
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76 end[2] +=
self->enemy->viewheight;
519 fire_hit (
self, aim, 5 + rand() % 6, -50);
570 if (self->health < (self->max_health / 2))
573 if (
level.time < self->pain_debounce_time)
576 self->pain_debounce_time =
level.time + 3;
580 n = (rand() + 1) % 3;
633 self->s.modelindex =
gi.
modelindex (
"models/monsters/float/tris.md2");
638 self->gib_health = -80;
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
#define VectorSubtract(a, b, c)
void ai_charge(edict_t *self, float dist)
mframe_t floater_frames_pain1[]
void(* WritePosition)(vec3_t pos)
void(* multicast)(vec3_t origin, multicast_t to)
mmove_t floater_move_stand2
void floater_stand(edict_t *self)
mframe_t floater_frames_activate[]
mframe_t floater_frames_attack2[]
void floater_walk(edict_t *self)
void BecomeExplosion1(edict_t *self)
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
mmove_t floater_move_activate
void floater_idle(edict_t *self)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
mmove_t floater_move_attack3
void floater_wham(edict_t *self)
void SP_monster_floater(edict_t *self)
mframe_t floater_frames_attack1[]
mmove_t floater_move_pain1
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
vec3_t monster_flash_offset[]
void G_FreeEdict(edict_t *e)
void floater_attack(edict_t *self)
void floater_run(edict_t *self)
int(* soundindex)(char *name)
int(* modelindex)(char *name)
mmove_t floater_move_attack1
void ai_walk(edict_t *self, float dist)
mframe_t floater_frames_death[]
void floater_pain(edict_t *self, edict_t *other, float kick, int damage)
mframe_t floater_frames_pain2[]
mframe_t floater_frames_pain3[]
void floater_sight(edict_t *self, edict_t *other)
mmove_t floater_move_pain2
#define MZ2_FLOAT_BLASTER_1
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)
mframe_t floater_frames_stand2[]
mframe_t floater_frames_attack3[]
mmove_t floater_move_pain3
void floater_dead(edict_t *self)
void(* WriteDir)(vec3_t pos)
mmove_t floater_move_death
void ai_run(edict_t *self, float dist)
mframe_t floater_frames_run[]
#define VectorSet(v, x, y, z)
mframe_t floater_frames_stand1[]
void floater_melee(edict_t *self)
mmove_t floater_move_attack2
mframe_t floater_frames_walk[]
void(* linkentity)(edict_t *ent)
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void floater_fire_blaster(edict_t *self)
mmove_t floater_move_stand1
void floater_zap(edict_t *self)
void ai_stand(edict_t *self, float dist)
mmove_t floater_move_walk
void flymonster_start(edict_t *self)