icculus quake2 doxygen
1.0 dev
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396 if (
visible(
self, self->enemy))
419 if (self->health < (self->max_health / 2))
424 if (
level.time < self->pain_debounce_time)
451 self->pain_debounce_time =
level.time + 3;
460 else if (damage <= 100)
486 vec[2] +=
self->enemy->viewheight;
509 VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity,
target);
510 target[2] +=
self->enemy->viewheight;
525 VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity,
target);
526 target[2] +=
self->enemy->viewheight;
580 tempent->
target =
self->target;
609 if (self->enemy->health > 0)
613 spot1[2] +=
self->viewheight;
615 spot2[2] +=
self->enemy->viewheight;
635 if (self->monsterinfo.melee)
636 self->monsterinfo.attack_state =
AS_MELEE;
643 if (!self->monsterinfo.attack)
646 if (
level.time < self->monsterinfo.attack_finished)
676 self->monsterinfo.attack_finished =
level.time + 2*
random();
723 self->s.modelindex =
gi.
modelindex (
"models/monsters/boss3/rider/tris.md2");
724 self->s.modelindex2 =
gi.
modelindex (
"models/monsters/boss3/jorg/tris.md2");
729 self->gib_health = -2000;
737 self->monsterinfo.dodge =
NULL;
740 self->monsterinfo.melee =
NULL;
741 self->monsterinfo.sight =
NULL;
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void jorg_dead(edict_t *self)
void jorg_firebullet(edict_t *self)
trace_t(* trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask)
#define DEFAULT_BULLET_HSPREAD
#define VectorSubtract(a, b, c)
mframe_t jorg_frames_run[]
void ai_charge(edict_t *self, float dist)
void jorg_idle(edict_t *self)
void jorg_attack(edict_t *self)
void jorg_step_left(edict_t *self)
#define MZ2_JORG_MACHINEGUN_R1
static int sound_death_hit
mmove_t jorg_move_attack2
void SP_monster_jorg(edict_t *self)
mframe_t jorg_frames_end_walk[]
mframe_t jorg_frames_end_attack1[]
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
mframe_t jorg_frames_stand[]
float vectoyaw(vec3_t vec)
mmove_t jorg_move_end_attack1
mmove_t jorg_move_attack1
qboolean visible(edict_t *self, edict_t *other)
void jorgMachineGun(edict_t *self)
void jorg_pain(edict_t *self, edict_t *other, float kick, int damage)
void jorg_walk(edict_t *self)
void walkmonster_start(edict_t *self)
qboolean infront(edict_t *self, edict_t *other)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
vec3_t monster_flash_offset[]
#define DEFAULT_BULLET_VSPREAD
mmove_t jorg_move_end_walk
qboolean Jorg_CheckAttack(edict_t *self)
void jorg_firebullet_left(edict_t *self)
void G_FreeEdict(edict_t *e)
mframe_t jorg_frames_attack1[]
mframe_t jorg_frames_pain2[]
int(* soundindex)(char *name)
vec_t VectorLength(vec3_t v)
int(* modelindex)(char *name)
void jorg_attack1(edict_t *self)
void jorg_run(edict_t *self)
void ai_walk(edict_t *self, float dist)
static int sound_step_right
vec_t VectorNormalize(vec3_t v)
mframe_t jorg_frames_walk[]
mframe_t jorg_frames_death1[]
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
mmove_t jorg_move_start_walk
mframe_t jorg_frames_pain3[]
void ai_move(edict_t *self, float dist)
mframe_t jorg_frames_start_walk[]
mframe_t jorg_frames_start_attack1[]
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 jorgBFG(edict_t *self)
void jorg_step_right(edict_t *self)
void jorg_death_hit(edict_t *self)
void MakronPrecache(void)
void BossExplode(edict_t *self)
void jorg_search(edict_t *self)
void ai_run(edict_t *self, float dist)
void jorg_stand(edict_t *self)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
mframe_t jorg_frames_attack2[]
void MakronToss(edict_t *self)
void jorg_firebullet_right(edict_t *self)
mframe_t jorg_frames_pain1[]
#define VectorSet(v, x, y, z)
static int sound_step_left
#define MZ2_JORG_MACHINEGUN_L1
mmove_t jorg_move_start_attack1
void(* linkentity)(edict_t *ent)
void jorg_reattack1(edict_t *self)
void SP_monster_makron(edict_t *self)
void ai_stand(edict_t *self, float dist)
void jorg_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)