icculus quake2 doxygen
1.0 dev
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443 if (
visible(
self, self->enemy))
455 if (self->health < (self->max_health / 2))
458 if (
level.time < self->pain_debounce_time)
471 self->pain_debounce_time =
level.time + 3;
481 else if (damage <= 25)
513 vec[2] +=
self->enemy->viewheight;
532 dir[1] =
self->s.angles[1];
541 VectorMA (vec, 0, self->enemy->velocity, vec);
542 vec[2] +=
self->enemy->viewheight;
601 org[2] += 24 + (rand()&15);
602 switch (self->count++)
638 for (n= 0; n < 4; n++)
640 for (n= 0; n < 8; n++)
653 self->nextthink =
level.time + 0.1;
692 self->s.modelindex =
gi.
modelindex (
"models/monsters/boss1/tris.md2");
697 self->gib_health = -500;
705 self->monsterinfo.dodge =
NULL;
708 self->monsterinfo.melee =
NULL;
709 self->monsterinfo.sight =
NULL;
mmove_t supertank_move_stand
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
mframe_t supertank_frames_attack2[]
#define MZ2_SUPERTANK_ROCKET_2
#define DEFAULT_BULLET_HSPREAD
void ThrowGib(edict_t *self, char *gibname, int damage, int type)
#define VectorSubtract(a, b, c)
mframe_t supertank_frames_pain3[]
void ai_charge(edict_t *self, float dist)
void(* WritePosition)(vec3_t pos)
void(* multicast)(vec3_t origin, multicast_t to)
mframe_t supertank_frames_turn_right[]
void supertank_dead(edict_t *self)
mmove_t supertank_move_attack1
mframe_t supertank_frames_forward[]
mframe_t supertank_frames_attack1[]
mframe_t supertank_frames_death1[]
void supertank_forward(edict_t *self)
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
mframe_t supertank_frames_turn_left[]
mmove_t supertank_move_attack4
mmove_t supertank_move_run
void walkmonster_start(edict_t *self)
qboolean visible(edict_t *self, edict_t *other)
mframe_t supertank_frames_pain2[]
#define MZ2_SUPERTANK_ROCKET_1
void supertank_walk(edict_t *self)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
vec3_t monster_flash_offset[]
#define DEFAULT_BULLET_VSPREAD
void G_FreeEdict(edict_t *e)
void supertank_stand(edict_t *self)
mmove_t supertank_move_forward
mframe_t supertank_frames_attack4[]
#define MZ2_SUPERTANK_ROCKET_3
int(* soundindex)(char *name)
vec_t VectorLength(vec3_t v)
int(* modelindex)(char *name)
mmove_t supertank_move_attack2
mframe_t supertank_frames_stand[]
mmove_t supertank_move_end_attack1
void supertank_run(edict_t *self)
mframe_t supertank_frames_backward[]
void ai_walk(edict_t *self, float dist)
vec_t VectorNormalize(vec3_t v)
mmove_t supertank_move_pain2
mmove_t supertank_move_backward
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 supertank_move_turn_right
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
void SP_monster_supertank(edict_t *self)
mframe_t supertank_frames_end_attack1[]
void ai_move(edict_t *self, float dist)
void supertank_reattack1(edict_t *self)
mframe_t supertank_frames_pain1[]
void BossExplode(edict_t *self)
mmove_t supertank_move_attack3
mmove_t supertank_move_pain3
mframe_t supertank_frames_attack3[]
void TreadSound(edict_t *self)
mmove_t supertank_move_turn_left
void supertank_attack(edict_t *self)
void ai_run(edict_t *self, float dist)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
#define VectorSet(v, x, y, z)
void supertankMachineGun(edict_t *self)
mmove_t supertank_move_death
#define MZ2_SUPERTANK_MACHINEGUN_1
void(* linkentity)(edict_t *ent)
void supertank_search(edict_t *self)
mframe_t supertank_frames_run[]
void supertank_pain(edict_t *self, edict_t *other, float kick, int damage)
void supertank_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void ai_stand(edict_t *self, float dist)
void supertankRocket(edict_t *self)
mmove_t supertank_move_pain1