vkQuake2 doxygen  1.0 dev
m_boss3.c File Reference
#include "g_local.h"
#include "m_boss32.h"

Go to the source code of this file.

Functions

void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
 
void Think_Boss3Stand (edict_t *ent)
 
void SP_monster_boss3_stand (edict_t *self)
 

Function Documentation

◆ SP_monster_boss3_stand()

void SP_monster_boss3_stand ( edict_t self)

Definition at line 53 of file m_boss3.c.

54 {
55  if (deathmatch->value)
56  {
57  G_FreeEdict (self);
58  return;
59  }
60 
61  self->movetype = MOVETYPE_STEP;
62  self->solid = SOLID_BBOX;
63  self->model = "models/monsters/boss3/rider/tris.md2";
64  self->s.modelindex = gi.modelindex (self->model);
65  self->s.frame = FRAME_stand201;
66 
67  gi.soundindex ("misc/bigtele.wav");
68 
69  VectorSet (self->mins, -32, -32, 0);
70  VectorSet (self->maxs, 32, 32, 90);
71 
72  self->use = Use_Boss3;
73  self->think = Think_Boss3Stand;
74  self->nextthink = level.time + FRAMETIME;
75  gi.linkentity (self);
76 }

◆ Think_Boss3Stand()

void Think_Boss3Stand ( edict_t ent)

Definition at line 40 of file m_boss3.c.

41 {
42  if (ent->s.frame == FRAME_stand260)
43  ent->s.frame = FRAME_stand201;
44  else
45  ent->s.frame++;
46  ent->nextthink = level.time + FRAMETIME;
47 }

Referenced by SP_monster_boss3_stand().

◆ Use_Boss3()

void Use_Boss3 ( edict_t ent,
edict_t other,
edict_t activator 
)

Definition at line 31 of file m_boss3.c.

32 {
35  gi.WritePosition (ent->s.origin);
37  G_FreeEdict (ent);
38 }

Referenced by SP_monster_boss3_stand().

FRAME_stand260
#define FRAME_stand260
Definition: m_boss32.h:497
gi
game_import_t gi
Definition: g_main.c:25
edict_s::s
entity_state_t s
Definition: g_local.h:970
deathmatch
cvar_t * deathmatch
Definition: g_main.c:35
edict_s::model
char * model
Definition: g_local.h:1004
entity_state_s::frame
int frame
Definition: q_shared.h:1154
game_import_t::WritePosition
void(* WritePosition)(vec3_t pos)
Definition: game.h:152
game_import_t::multicast
void(* multicast)(vec3_t origin, multicast_t to)
Definition: game.h:144
SOLID_BBOX
@ SOLID_BBOX
Definition: game.h:37
FRAMETIME
#define FRAMETIME
Definition: g_local.h:75
entity_state_s::origin
vec3_t origin
Definition: q_shared.h:1149
FRAME_stand201
#define FRAME_stand201
Definition: m_actor.h:192
edict_s::mins
vec3_t mins
Definition: g_local.h:990
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:196
G_FreeEdict
void G_FreeEdict(edict_t *e)
Definition: g_utils.c:452
Use_Boss3
void Use_Boss3(edict_t *ent, edict_t *other, edict_t *activator)
Definition: m_boss3.c:31
game_import_t::soundindex
int(* soundindex)(char *name)
Definition: game.h:122
game_import_t::modelindex
int(* modelindex)(char *name)
Definition: game.h:121
edict_s::nextthink
float nextthink
Definition: g_local.h:1042
cvar_s::value
float value
Definition: q_shared.h:331
svc_temp_entity
@ svc_temp_entity
Definition: qcommon.h:227
TE_BOSSTPORT
@ TE_BOSSTPORT
Definition: q_shared.h:933
game_import_t::WriteByte
void(* WriteByte)(int c)
Definition: game.h:147
level
GLint level
Definition: qgl_win.c:116
edict_s::maxs
vec3_t maxs
Definition: g_local.h:990
VectorSet
#define VectorSet(v, x, y, z)
Definition: q_shared.h:168
Think_Boss3Stand
void Think_Boss3Stand(edict_t *ent)
Definition: m_boss3.c:40
game_import_t::linkentity
void(* linkentity)(edict_t *ent)
Definition: game.h:138
MULTICAST_PVS
@ MULTICAST_PVS
Definition: q_shared.h:118