icculus quake2 doxygen
1.0 dev
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179 void brain_walk2_cycle (
edict_t *
self)
220 {
ai_walk, 4, brain_walk2_cycle},
315 if (self->monsterinfo.aiflags &
AI_DUCKED)
325 if (
level.time >= self->monsterinfo.pausetime)
358 self->enemy = attacker;
413 if (
fire_hit (
self, aim, (15 + (rand() %5)), 40))
427 if (
fire_hit (
self, aim, (15 + (rand() %5)), 40))
456 self->spawnflags &= ~65536;
467 self->spawnflags |= 65536;
474 if (self->spawnflags & 65536)
476 self->spawnflags &= ~65536;
546 if (self->health < (self->max_health / 2))
549 if (
level.time < self->pain_debounce_time)
552 self->pain_debounce_time =
level.time + 3;
594 if (self->health <= self->gib_health)
597 for (n= 0; n < 2; n++)
599 for (n= 0; n < 4; n++)
646 self->s.modelindex =
gi.
modelindex (
"models/monsters/brain/tris.md2");
651 self->gib_health = -150;
668 self->monsterinfo.power_armor_power = 100;
mmove_t brain_move_attack2
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
mmove_t brain_move_attack1
void brain_tentacle_attack(edict_t *self)
void ai_charge(edict_t *self, float dist)
mframe_t brain_frames_pain3[]
mframe_t brain_frames_attack1[]
void brain_duck_up(edict_t *self)
mframe_t brain_frames_run[]
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void brain_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void brain_chest_open(edict_t *self)
void SP_monster_brain(edict_t *self)
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
static int sound_chest_open
mframe_t brain_frames_duck[]
void walkmonster_start(edict_t *self)
void brain_swing_right(edict_t *self)
void brain_swing_left(edict_t *self)
void brain_sight(edict_t *self, edict_t *other)
void brain_walk(edict_t *self)
#define POWER_ARMOR_SCREEN
void brain_stand(edict_t *self)
void brain_hit_left(edict_t *self)
void G_FreeEdict(edict_t *e)
int(* soundindex)(char *name)
void brain_idle(edict_t *self)
int(* modelindex)(char *name)
mframe_t brain_frames_death1[]
mmove_t brain_move_death2
mframe_t brain_frames_pain2[]
void ai_walk(edict_t *self, float dist)
void brain_duck_hold(edict_t *self)
mmove_t brain_move_defense
void brain_pain(edict_t *self, edict_t *other, float kick, int damage)
mframe_t brain_frames_walk1[]
static int sound_tentacles_retract
void ai_move(edict_t *self, float dist)
mframe_t brain_frames_death2[]
void brain_melee(edict_t *self)
monsterinfo_t monsterinfo
mframe_t brain_frames_pain1[]
void ai_run(edict_t *self, float dist)
mframe_t brain_frames_idle[]
void brain_hit_right(edict_t *self)
static int sound_tentacles_extend
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
void brain_chest_closed(edict_t *self)
#define VectorSet(v, x, y, z)
mmove_t brain_move_death1
mframe_t brain_frames_stand[]
void brain_run(edict_t *self)
void(* linkentity)(edict_t *ent)
void brain_dead(edict_t *self)
void brain_dodge(edict_t *self, edict_t *attacker, float eta)
void brain_search(edict_t *self)
void brain_duck_down(edict_t *self)
void ai_stand(edict_t *self, float dist)
mframe_t brain_frames_attack2[]
mframe_t brain_frames_defense[]