icculus quake2 doxygen
1.0 dev
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#include "g_local.h"
#include "m_medic.h"
Go to the source code of this file.
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qboolean | visible (edict_t *self, edict_t *other) |
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edict_t * | medic_FindDeadMonster (edict_t *self) |
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void | medic_idle (edict_t *self) |
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void | medic_search (edict_t *self) |
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void | medic_sight (edict_t *self, edict_t *other) |
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void | medic_stand (edict_t *self) |
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void | medic_walk (edict_t *self) |
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void | medic_run (edict_t *self) |
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void | medic_pain (edict_t *self, edict_t *other, float kick, int damage) |
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void | medic_fire_blaster (edict_t *self) |
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void | medic_dead (edict_t *self) |
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void | medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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void | medic_duck_down (edict_t *self) |
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void | medic_duck_hold (edict_t *self) |
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void | medic_duck_up (edict_t *self) |
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void | medic_dodge (edict_t *self, edict_t *attacker, float eta) |
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void | medic_continue (edict_t *self) |
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void | medic_hook_launch (edict_t *self) |
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void | ED_CallSpawn (edict_t *ent) |
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void | medic_cable_attack (edict_t *self) |
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void | medic_hook_retract (edict_t *self) |
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void | medic_attack (edict_t *self) |
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qboolean | medic_checkattack (edict_t *self) |
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void | SP_monster_medic (edict_t *self) |
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static int | sound_idle1 |
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static int | sound_pain1 |
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static int | sound_pain2 |
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static int | sound_die |
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static int | sound_sight |
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static int | sound_search |
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static int | sound_hook_launch |
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static int | sound_hook_hit |
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static int | sound_hook_heal |
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static int | sound_hook_retract |
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mframe_t | medic_frames_stand [] |
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mmove_t | medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL} |
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mframe_t | medic_frames_walk [] |
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mmove_t | medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL} |
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mframe_t | medic_frames_run [] |
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mmove_t | medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL} |
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mframe_t | medic_frames_pain1 [] |
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mmove_t | medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run} |
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mframe_t | medic_frames_pain2 [] |
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mmove_t | medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run} |
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mframe_t | medic_frames_death [] |
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mmove_t | medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead} |
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mframe_t | medic_frames_duck [] |
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mmove_t | medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run} |
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mframe_t | medic_frames_attackHyperBlaster [] |
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mmove_t | medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run} |
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mframe_t | medic_frames_attackBlaster [] |
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mmove_t | medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run} |
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static vec3_t | medic_cable_offsets [] |
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mframe_t | medic_frames_attackCable [] |
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mmove_t | medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run} |
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◆ ED_CallSpawn()
◆ medic_attack()
◆ medic_cable_attack()
Definition at line 576 of file m_medic.c.
578 vec3_t offset, start, end, f,
r;
598 if (angles[0] < -180)
600 if (fabs(angles[0]) > 45)
614 self->enemy->spawnflags = 0;
615 self->enemy->monsterinfo.aiflags = 0;
616 self->enemy->target =
NULL;
617 self->enemy->targetname =
NULL;
618 self->enemy->combattarget =
NULL;
619 self->enemy->deathtarget =
NULL;
620 self->enemy->owner =
self;
622 self->enemy->owner =
NULL;
625 self->enemy->nextthink =
level.time;
626 self->enemy->think (self->
enemy);
631 self->enemy->enemy =
self->oldenemy;
646 end[2] =
self->enemy->absmin[2] +
self->enemy->size[2] / 2;
◆ medic_checkattack()
◆ medic_continue()
◆ medic_dead()
◆ medic_die()
◆ medic_dodge()
◆ medic_duck_down()
Definition at line 446 of file m_medic.c.
453 self->monsterinfo.pausetime =
level.time + 1;
◆ medic_duck_hold()
◆ medic_duck_up()
◆ medic_FindDeadMonster()
◆ medic_fire_blaster()
Definition at line 342 of file m_medic.c.
361 end[2] +=
self->enemy->viewheight;
◆ medic_hook_launch()
◆ medic_hook_retract()
◆ medic_idle()
◆ medic_pain()
◆ medic_run()
◆ medic_search()
◆ medic_sight()
◆ medic_stand()
◆ medic_walk()
◆ SP_monster_medic()
Definition at line 718 of file m_medic.c.
741 self->s.modelindex =
gi.
modelindex (
"models/monsters/medic/tris.md2");
746 self->gib_health = -130;
757 self->monsterinfo.melee =
NULL;
◆ visible()
◆ medic_cable_offsets
Initial value:=
{
{45.0, -9.2, 15.5},
{48.4, -9.7, 15.2},
{47.8, -9.8, 15.8},
{47.3, -9.3, 14.3},
{45.4, -10.1, 13.1},
{41.9, -12.7, 12.0},
{37.8, -15.8, 11.2},
{34.3, -18.4, 10.7},
{32.7, -19.7, 10.4},
{32.7, -19.7, 10.4}
}
Definition at line 562 of file m_medic.c.
Referenced by medic_cable_attack().
◆ medic_frames_attackBlaster
◆ medic_frames_attackCable
◆ medic_frames_attackHyperBlaster
mframe_t medic_frames_attackHyperBlaster[] |
◆ medic_frames_death
◆ medic_frames_duck
◆ medic_frames_pain1
◆ medic_frames_pain2
◆ medic_frames_run
◆ medic_frames_stand
◆ medic_frames_walk
◆ medic_move_attackBlaster
◆ medic_move_attackCable
◆ medic_move_attackHyperBlaster
◆ medic_move_death
◆ medic_move_duck
◆ medic_move_pain1
◆ medic_move_pain2
◆ medic_move_run
◆ medic_move_stand
◆ medic_move_walk
◆ sound_die
◆ sound_hook_heal
◆ sound_hook_hit
◆ sound_hook_launch
◆ sound_hook_retract
◆ sound_idle1
◆ sound_pain1
◆ sound_pain2
◆ sound_search
◆ sound_sight
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
void(* dprintf)(char *fmt,...)
void medic_attack(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)
qboolean medic_checkattack(edict_t *self)
#define VectorSubtract(a, b, c)
void ED_CallSpawn(edict_t *ent)
void ai_charge(edict_t *self, float dist)
void(* WritePosition)(vec3_t pos)
void(* multicast)(vec3_t origin, multicast_t to)
void(* spawn)(edict_t *ent)
static int sound_hook_heal
void medic_sight(edict_t *self, edict_t *other)
static int sound_hook_hit
void SpawnItem(edict_t *ent, gitem_t *item)
void medic_run(edict_t *self)
struct gclient_s * client
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void medic_duck_hold(edict_t *self)
qboolean M_CheckAttack(edict_t *self)
void walkmonster_start(edict_t *self)
qboolean visible(edict_t *self, edict_t *other)
#define MZ2_MEDIC_BLASTER_1
static vec3_t medic_cable_offsets[]
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
vec3_t monster_flash_offset[]
void vectoangles(vec3_t vec, vec3_t angles)
void medic_walk(edict_t *self)
edict_t * findradius(edict_t *from, vec3_t org, float rad)
void G_FreeEdict(edict_t *e)
void medic_duck_up(edict_t *self)
void medic_pain(edict_t *self, edict_t *other, float kick, int damage)
int(* soundindex)(char *name)
vec_t VectorLength(vec3_t v)
mmove_t medic_move_attackHyperBlaster
int(* modelindex)(char *name)
void(* think)(edict_t *self)
void ai_walk(edict_t *self, float dist)
void FoundTarget(edict_t *self)
void medic_idle(edict_t *self)
static int sound_hook_launch
void ai_move(edict_t *self, float dist)
void medic_fire_blaster(edict_t *self)
void(* WriteShort)(int c)
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
mmove_t medic_move_attackBlaster
monsterinfo_t monsterinfo
void medic_search(edict_t *self)
mmove_t medic_move_attackCable
void ai_run(edict_t *self, float dist)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
void medic_dodge(edict_t *self, edict_t *attacker, float eta)
void medic_duck_down(edict_t *self)
static int sound_hook_retract
void ThrowHead(edict_t *self, char *gibname, int damage, int type)
void medic_stand(edict_t *self)
void medic_continue(edict_t *self)
#define VectorSet(v, x, y, z)
void medic_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void(* linkentity)(edict_t *ent)
edict_t * medic_FindDeadMonster(edict_t *self)