Go to the source code of this file.
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void | monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype) |
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void | monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype) |
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void | monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect) |
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void | monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype) |
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void | monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype) |
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void | monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype) |
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void | monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype) |
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static void | M_FliesOff (edict_t *self) |
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static void | M_FliesOn (edict_t *self) |
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void | M_FlyCheck (edict_t *self) |
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void | AttackFinished (edict_t *self, float time) |
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void | M_CheckGround (edict_t *ent) |
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void | M_CatagorizePosition (edict_t *ent) |
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void | M_WorldEffects (edict_t *ent) |
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void | M_droptofloor (edict_t *ent) |
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void | M_SetEffects (edict_t *ent) |
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void | M_MoveFrame (edict_t *self) |
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void | monster_think (edict_t *self) |
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void | monster_use (edict_t *self, edict_t *other, edict_t *activator) |
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void | monster_start_go (edict_t *self) |
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void | monster_triggered_spawn (edict_t *self) |
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void | monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator) |
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void | monster_triggered_start (edict_t *self) |
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void | monster_death_use (edict_t *self) |
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qboolean | monster_start (edict_t *self) |
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void | walkmonster_start_go (edict_t *self) |
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void | walkmonster_start (edict_t *self) |
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void | flymonster_start_go (edict_t *self) |
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void | flymonster_start (edict_t *self) |
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void | swimmonster_start_go (edict_t *self) |
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void | swimmonster_start (edict_t *self) |
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◆ AttackFinished()
◆ flymonster_start()
◆ flymonster_start_go()
◆ M_CatagorizePosition()
◆ M_CheckGround()
◆ M_droptofloor()
◆ M_FliesOff()
◆ M_FliesOn()
◆ M_FlyCheck()
◆ M_MoveFrame()
Definition at line 361 of file g_monster.c.
366 move =
self->monsterinfo.currentmove;
371 self->s.frame =
self->monsterinfo.nextframe;
372 self->monsterinfo.nextframe = 0;
383 move =
self->monsterinfo.currentmove;
Referenced by monster_think().
◆ M_SetEffects()
◆ M_WorldEffects()
◆ monster_death_use()
◆ monster_fire_bfg()
◆ monster_fire_blaster()
Definition at line 51 of file g_monster.c.
53 fire_blaster (
self, start, dir, damage, speed, effect,
false);
Referenced by floater_fire_blaster(), flyer_fire(), hover_fire_blaster(), MakronHyperblaster(), medic_fire_blaster(), soldier_fire(), and TankBlaster().
◆ monster_fire_bullet()
◆ monster_fire_grenade()
◆ monster_fire_railgun()
◆ monster_fire_rocket()
◆ monster_fire_shotgun()
◆ monster_start()
Definition at line 534 of file g_monster.c.
544 self->spawnflags &= ~4;
545 self->spawnflags |= 1;
550 level.total_monsters++;
556 self->air_finished =
level.time + 12;
558 self->max_health =
self->health;
578 self->s.frame =
self->monsterinfo.currentmove->firstframe + (rand() % (
self->monsterinfo.currentmove->lastframe -
self->monsterinfo.currentmove->firstframe + 1));
Referenced by flymonster_start(), swimmonster_start(), and walkmonster_start().
◆ monster_start_go()
Definition at line 583 of file g_monster.c.
602 if (strcmp(target->
classname,
"point_combat") == 0)
604 self->combattarget =
self->target;
626 if (strcmp(target->
classname,
"point_combat") != 0)
628 gi.
dprintf(
"%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
643 self->monsterinfo.pausetime = 100000000;
644 self->monsterinfo.stand (
self);
650 self->monsterinfo.walk (
self);
655 self->goalentity =
self->movetarget =
NULL;
656 self->monsterinfo.pausetime = 100000000;
657 self->monsterinfo.stand (
self);
662 self->monsterinfo.pausetime = 100000000;
663 self->monsterinfo.stand (
self);
Referenced by flymonster_start_go(), monster_triggered_spawn(), swimmonster_start_go(), and walkmonster_start_go().
◆ monster_think()
◆ monster_triggered_spawn()
◆ monster_triggered_spawn_use()
◆ monster_triggered_start()
◆ monster_use()
◆ swimmonster_start()
◆ swimmonster_start_go()
◆ walkmonster_start()
Definition at line 692 of file g_monster.c.
Referenced by SP_misc_actor(), SP_misc_insane(), SP_monster_berserk(), SP_monster_brain(), SP_monster_chick(), SP_monster_gladiator(), SP_monster_gunner(), SP_monster_infantry(), SP_monster_jorg(), SP_monster_makron(), SP_monster_medic(), SP_monster_mutant(), SP_monster_parasite(), SP_monster_soldier_x(), SP_monster_supertank(), and SP_monster_tank().
◆ walkmonster_start_go()
void(* dprintf)(char *fmt,...)
#define MASK_MONSTERSOLID
trace_t(* trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask)
#define VectorSubtract(a, b, c)
gitem_t * FindItemByClassname(char *classname)
void(* multicast)(vec3_t origin, multicast_t to)
qboolean monster_start(edict_t *self)
void(* endfunc)(edict_t *self)
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
void M_SetEffects(edict_t *ent)
qboolean M_walkmove(edict_t *ent, float yaw, float dist)
void monster_triggered_start(edict_t *self)
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
static void M_FliesOff(edict_t *self)
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
void walkmonster_start_go(edict_t *self)
edict_t * G_Find(edict_t *from, int fieldofs, char *match)
void monster_use(edict_t *self, edict_t *other, edict_t *activator)
struct gclient_s * client
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
void M_CheckGround(edict_t *ent)
float vectoyaw(vec3_t vec)
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
void monster_start_go(edict_t *self)
void flymonster_start_go(edict_t *self)
qboolean M_CheckAttack(edict_t *self)
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)
int groundentity_linkcount
void monster_think(edict_t *self)
void(* thinkfunc)(edict_t *self)
#define POWER_ARMOR_SHIELD
#define POWER_ARMOR_SCREEN
void monster_triggered_spawn(edict_t *self)
void M_droptofloor(edict_t *ent)
void G_FreeEdict(edict_t *e)
void M_MoveFrame(edict_t *self)
static void M_FliesOn(edict_t *self)
int(* soundindex)(char *name)
int(* pointcontents)(vec3_t point)
void M_CatagorizePosition(edict_t *ent)
void M_WorldEffects(edict_t *ent)
qboolean(* checkattack)(edict_t *self)
void monster_triggered_spawn_use(edict_t *self, edict_t *other, edict_t *activator)
void FoundTarget(edict_t *self)
float damage_debounce_time
void(* WriteShort)(int c)
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
void(* use)(edict_t *self, edict_t *other, edict_t *activator)
monsterinfo_t monsterinfo
void G_UseTargets(edict_t *ent, edict_t *activator)
edict_t * Drop_Item(edict_t *ent, gitem_t *item)
void swimmonster_start_go(edict_t *self)
qboolean KillBox(edict_t *ent)
void fire_blaster(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper)
void(* aifunc)(edict_t *self, float dist)
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
edict_t * G_PickTarget(char *targetname)
void(* linkentity)(edict_t *ent)