vkQuake2 doxygen  1.0 dev
m_boss31.c
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1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 
19 */
20 /*
21 ==============================================================================
22 
23 jorg
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_boss31.h"
30 
31 extern void SP_monster_makron (edict_t *self);
32 qboolean visible (edict_t *self, edict_t *other);
33 
34 static int sound_pain1;
35 static int sound_pain2;
36 static int sound_pain3;
37 static int sound_idle;
38 static int sound_death;
39 static int sound_search1;
40 static int sound_search2;
41 static int sound_search3;
42 static int sound_attack1;
43 static int sound_attack2;
44 static int sound_firegun;
45 static int sound_step_left;
46 static int sound_step_right;
47 static int sound_death_hit;
48 
49 void BossExplode (edict_t *self);
50 void MakronToss (edict_t *self);
51 
52 
53 void jorg_search (edict_t *self)
54 {
55  float r;
56 
57  r = random();
58 
59  if (r <= 0.3)
60  gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
61  else if (r <= 0.6)
62  gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
63  else
64  gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
65 }
66 
67 
68 void jorg_dead (edict_t *self);
69 void jorgBFG (edict_t *self);
70 void jorgMachineGun (edict_t *self);
71 void jorg_firebullet (edict_t *self);
72 void jorg_reattack1(edict_t *self);
73 void jorg_attack1(edict_t *self);
74 void jorg_idle(edict_t *self);
75 void jorg_step_left(edict_t *self);
76 void jorg_step_right(edict_t *self);
77 void jorg_death_hit(edict_t *self);
78 
79 //
80 // stand
81 //
82 
84 {
85  ai_stand, 0, jorg_idle,
86  ai_stand, 0, NULL,
87  ai_stand, 0, NULL,
88  ai_stand, 0, NULL,
89  ai_stand, 0, NULL,
90  ai_stand, 0, NULL,
91  ai_stand, 0, NULL,
92  ai_stand, 0, NULL,
93  ai_stand, 0, NULL,
94  ai_stand, 0, NULL, // 10
95  ai_stand, 0, NULL,
96  ai_stand, 0, NULL,
97  ai_stand, 0, NULL,
98  ai_stand, 0, NULL,
99  ai_stand, 0, NULL,
100  ai_stand, 0, NULL,
101  ai_stand, 0, NULL,
102  ai_stand, 0, NULL,
103  ai_stand, 0, NULL,
104  ai_stand, 0, NULL, // 20
105  ai_stand, 0, NULL,
106  ai_stand, 0, NULL,
107  ai_stand, 0, NULL,
108  ai_stand, 0, NULL,
109  ai_stand, 0, NULL,
110  ai_stand, 0, NULL,
111  ai_stand, 0, NULL,
112  ai_stand, 0, NULL,
113  ai_stand, 0, NULL,
114  ai_stand, 0, NULL, // 30
115  ai_stand, 0, NULL,
116  ai_stand, 0, NULL,
117  ai_stand, 0, NULL,
118  ai_stand, 19, NULL,
120  ai_stand, 0, NULL,
121  ai_stand, 0, NULL,
122  ai_stand, 6, NULL,
124  ai_stand, 0, NULL, // 40
125  ai_stand, 0, NULL,
126  ai_stand, 0, NULL,
127  ai_stand, 0, NULL,
128  ai_stand, 0, NULL,
129  ai_stand, 0, NULL,
130  ai_stand, 0, NULL,
131  ai_stand, -2, NULL,
132  ai_stand, -17, jorg_step_left,
133  ai_stand, 0, NULL,
134  ai_stand, -12, NULL, // 50
135  ai_stand, -14, jorg_step_right // 51
136 };
138 
139 void jorg_idle (edict_t *self)
140 {
141  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
142 }
143 
145 {
146  gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
147 }
148 
149 
151 {
152  gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
153 }
154 
156 {
158 }
159 
160 
161 void jorg_stand (edict_t *self)
162 {
163  self->monsterinfo.currentmove = &jorg_move_stand;
164 }
165 
167 {
168  ai_run, 17, jorg_step_left,
169  ai_run, 0, NULL,
170  ai_run, 0, NULL,
171  ai_run, 0, NULL,
172  ai_run, 12, NULL,
173  ai_run, 8, NULL,
174  ai_run, 10, NULL,
175  ai_run, 33, jorg_step_right,
176  ai_run, 0, NULL,
177  ai_run, 0, NULL,
178  ai_run, 0, NULL,
179  ai_run, 9, NULL,
180  ai_run, 9, NULL,
181  ai_run, 9, NULL
182 };
184 
185 //
186 // walk
187 //
188 
190 {
191  ai_walk, 5, NULL,
192  ai_walk, 6, NULL,
193  ai_walk, 7, NULL,
194  ai_walk, 9, NULL,
195  ai_walk, 15, NULL
196 };
198 
200 {
201  ai_walk, 17, NULL,
202  ai_walk, 0, NULL,
203  ai_walk, 0, NULL,
204  ai_walk, 0, NULL,
205  ai_walk, 12, NULL,
206  ai_walk, 8, NULL,
207  ai_walk, 10, NULL,
208  ai_walk, 33, NULL,
209  ai_walk, 0, NULL,
210  ai_walk, 0, NULL,
211  ai_walk, 0, NULL,
212  ai_walk, 9, NULL,
213  ai_walk, 9, NULL,
214  ai_walk, 9, NULL
215 };
217 
219 {
220  ai_walk, 11, NULL,
221  ai_walk, 0, NULL,
222  ai_walk, 0, NULL,
223  ai_walk, 0, NULL,
224  ai_walk, 8, NULL,
225  ai_walk, -8, NULL
226 };
228 
229 void jorg_walk (edict_t *self)
230 {
231  self->monsterinfo.currentmove = &jorg_move_walk;
232 }
233 
234 void jorg_run (edict_t *self)
235 {
236  if (self->monsterinfo.aiflags & AI_STAND_GROUND)
237  self->monsterinfo.currentmove = &jorg_move_stand;
238  else
239  self->monsterinfo.currentmove = &jorg_move_run;
240 }
241 
243 {
244  ai_move, -28, NULL,
245  ai_move, -6, NULL,
246  ai_move, -3, jorg_step_left,
247  ai_move, -9, NULL,
249  ai_move, 0, NULL,
250  ai_move, 0, NULL,
251  ai_move, 0, NULL,
252  ai_move, -7, NULL,
253  ai_move, 1, NULL,
254  ai_move, -11, NULL,
255  ai_move, -4, NULL,
256  ai_move, 0, NULL,
257  ai_move, 0, NULL,
258  ai_move, 10, NULL,
259  ai_move, 11, NULL,
260  ai_move, 0, NULL,
261  ai_move, 10, NULL,
262  ai_move, 3, NULL,
263  ai_move, 10, NULL,
265  ai_move, 17, NULL,
266  ai_move, 0, NULL,
267  ai_move, 0, NULL,
269 };
271 
273 {
274  ai_move, 0, NULL,
275  ai_move, 0, NULL,
276  ai_move, 0, NULL
277 };
279 
281 {
282  ai_move, 0, NULL,
283  ai_move, 0, NULL,
284  ai_move, 0, NULL
285 };
287 
289 {
290  ai_move, 0, NULL,
291  ai_move, 0, NULL,
292  ai_move, 0, NULL,
293  ai_move, 0, NULL,
294  ai_move, 0, NULL,
295  ai_move, 0, NULL,
296  ai_move, 0, NULL,
297  ai_move, 0, NULL,
298  ai_move, 0, NULL,
299  ai_move, 0, NULL, // 10
300  ai_move, 0, NULL,
301  ai_move, 0, NULL,
302  ai_move, 0, NULL,
303  ai_move, 0, NULL,
304  ai_move, 0, NULL,
305  ai_move, 0, NULL,
306  ai_move, 0, NULL,
307  ai_move, 0, NULL,
308  ai_move, 0, NULL,
309  ai_move, 0, NULL, // 20
310  ai_move, 0, NULL,
311  ai_move, 0, NULL,
312  ai_move, 0, NULL,
313  ai_move, 0, NULL,
314  ai_move, 0, NULL,
315  ai_move, 0, NULL,
316  ai_move, 0, NULL,
317  ai_move, 0, NULL,
318  ai_move, 0, NULL,
319  ai_move, 0, NULL, // 30
320  ai_move, 0, NULL,
321  ai_move, 0, NULL,
322  ai_move, 0, NULL,
323  ai_move, 0, NULL,
324  ai_move, 0, NULL,
325  ai_move, 0, NULL,
326  ai_move, 0, NULL,
327  ai_move, 0, NULL,
328  ai_move, 0, NULL,
329  ai_move, 0, NULL, // 40
330  ai_move, 0, NULL,
331  ai_move, 0, NULL,
332  ai_move, 0, NULL,
333  ai_move, 0, NULL,
334  ai_move, 0, NULL,
335  ai_move, 0, NULL,
336  ai_move, 0, NULL,
337  ai_move, 0, NULL,
338  ai_move, 0, MakronToss,
339  ai_move, 0, BossExplode // 50
340 };
342 
344 {
345  ai_charge, 0, NULL,
346  ai_charge, 0, NULL,
347  ai_charge, 0, NULL,
348  ai_charge, 0, NULL,
349  ai_charge, 0, NULL,
350  ai_charge, 0, NULL,
351  ai_charge, 0, jorgBFG,
352  ai_move, 0, NULL,
353  ai_move, 0, NULL,
354  ai_move, 0, NULL,
355  ai_move, 0, NULL,
356  ai_move, 0, NULL,
357  ai_move, 0, NULL
358 };
360 
362 {
363  ai_charge, 0, NULL,
364  ai_charge, 0, NULL,
365  ai_charge, 0, NULL,
366  ai_charge, 0, NULL,
367  ai_charge, 0, NULL,
368  ai_charge, 0, NULL,
369  ai_charge, 0, NULL,
370  ai_charge, 0, NULL
371 };
373 
375 {
382 };
384 
386 {
387  ai_move, 0, NULL,
388  ai_move, 0, NULL,
389  ai_move, 0, NULL,
390  ai_move, 0, NULL
391 };
393 
395 {
396  if (visible(self, self->enemy))
397  if (random() < 0.9)
398  self->monsterinfo.currentmove = &jorg_move_attack1;
399  else
400  {
401  self->s.sound = 0;
402  self->monsterinfo.currentmove = &jorg_move_end_attack1;
403  }
404  else
405  {
406  self->s.sound = 0;
407  self->monsterinfo.currentmove = &jorg_move_end_attack1;
408  }
409 }
410 
412 {
413  self->monsterinfo.currentmove = &jorg_move_attack1;
414 }
415 
416 void jorg_pain (edict_t *self, edict_t *other, float kick, int damage)
417 {
418 
419  if (self->health < (self->max_health / 2))
420  self->s.skinnum = 1;
421 
422  self->s.sound = 0;
423 
424  if (level.time < self->pain_debounce_time)
425  return;
426 
427  // Lessen the chance of him going into his pain frames if he takes little damage
428  if (damage <= 40)
429  if (random()<=0.6)
430  return;
431 
432  /*
433  If he's entering his attack1 or using attack1, lessen the chance of him
434  going into pain
435  */
436 
437  if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
438  if (random() <= 0.005)
439  return;
440 
441  if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
442  if (random() <= 0.00005)
443  return;
444 
445 
446  if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
447  if (random() <= 0.005)
448  return;
449 
450 
451  self->pain_debounce_time = level.time + 3;
452  if (skill->value == 3)
453  return; // no pain anims in nightmare
454 
455  if (damage <= 50)
456  {
457  gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
458  self->monsterinfo.currentmove = &jorg_move_pain1;
459  }
460  else if (damage <= 100)
461  {
462  gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
463  self->monsterinfo.currentmove = &jorg_move_pain2;
464  }
465  else
466  {
467  if (random() <= 0.3)
468  {
469  gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
470  self->monsterinfo.currentmove = &jorg_move_pain3;
471  }
472  }
473 };
474 
475 void jorgBFG (edict_t *self)
476 {
478  vec3_t start;
479  vec3_t dir;
480  vec3_t vec;
481 
482  AngleVectors (self->s.angles, forward, right, NULL);
484 
485  VectorCopy (self->enemy->s.origin, vec);
486  vec[2] += self->enemy->viewheight;
487  VectorSubtract (vec, start, dir);
488  VectorNormalize (dir);
489  gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
490  /*void monster_fire_bfg (edict_t *self,
491  vec3_t start,
492  vec3_t aimdir,
493  int damage,
494  int speed,
495  int kick,
496  float damage_radius,
497  int flashtype)*/
498  monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
499 }
500 
502 {
504  vec3_t start;
505 
506  AngleVectors (self->s.angles, forward, right, NULL);
508 
509  VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
510  target[2] += self->enemy->viewheight;
511  VectorSubtract (target, start, forward);
513 
515 }
516 
518 {
520  vec3_t start;
521 
522  AngleVectors (self->s.angles, forward, right, NULL);
524 
525  VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
526  target[2] += self->enemy->viewheight;
527  VectorSubtract (target, start, forward);
529 
531 }
532 
534 {
535  jorg_firebullet_left(self);
536  jorg_firebullet_right(self);
537 };
538 
539 void jorg_attack(edict_t *self)
540 {
541  vec3_t vec;
542  float range;
543 
544  VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
545  range = VectorLength (vec);
546 
547  if (random() <= 0.75)
548  {
549  gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
550  self->s.sound = gi.soundindex ("boss3/w_loop.wav");
551  self->monsterinfo.currentmove = &jorg_move_start_attack1;
552  }
553  else
554  {
555  gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
556  self->monsterinfo.currentmove = &jorg_move_attack2;
557  }
558 }
559 
560 void jorg_dead (edict_t *self)
561 {
562 #if 0
563  edict_t *tempent;
564  /*
565  VectorSet (self->mins, -16, -16, -24);
566  VectorSet (self->maxs, 16, 16, -8);
567  */
568 
569  // Jorg is on modelindex2. Do not clear him.
570  VectorSet (self->mins, -60, -60, 0);
571  VectorSet (self->maxs, 60, 60, 72);
572  self->movetype = MOVETYPE_TOSS;
573  self->nextthink = 0;
574  gi.linkentity (self);
575 
576  tempent = G_Spawn();
577  VectorCopy (self->s.origin, tempent->s.origin);
578  VectorCopy (self->s.angles, tempent->s.angles);
579  tempent->killtarget = self->killtarget;
580  tempent->target = self->target;
581  tempent->activator = self->enemy;
582  self->killtarget = 0;
583  self->target = 0;
584  SP_monster_makron (tempent);
585 #endif
586 }
587 
588 
589 void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
590 {
591  gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
592  self->deadflag = DEAD_DEAD;
593  self->takedamage = DAMAGE_NO;
594  self->s.sound = 0;
595  self->count = 0;
596  self->monsterinfo.currentmove = &jorg_move_death;
597 }
598 
600 {
601  vec3_t spot1, spot2;
602  vec3_t temp;
603  float chance;
604  trace_t tr;
606  int enemy_range;
607  float enemy_yaw;
608 
609  if (self->enemy->health > 0)
610  {
611  // see if any entities are in the way of the shot
612  VectorCopy (self->s.origin, spot1);
613  spot1[2] += self->viewheight;
614  VectorCopy (self->enemy->s.origin, spot2);
615  spot2[2] += self->enemy->viewheight;
616 
618 
619  // do we have a clear shot?
620  if (tr.ent != self->enemy)
621  return false;
622  }
623 
624  enemy_infront = infront(self, self->enemy);
625  enemy_range = range(self, self->enemy);
626  VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
627  enemy_yaw = vectoyaw(temp);
628 
629  self->ideal_yaw = enemy_yaw;
630 
631 
632  // melee attack
633  if (enemy_range == RANGE_MELEE)
634  {
635  if (self->monsterinfo.melee)
636  self->monsterinfo.attack_state = AS_MELEE;
637  else
638  self->monsterinfo.attack_state = AS_MISSILE;
639  return true;
640  }
641 
642 // missile attack
643  if (!self->monsterinfo.attack)
644  return false;
645 
646  if (level.time < self->monsterinfo.attack_finished)
647  return false;
648 
649  if (enemy_range == RANGE_FAR)
650  return false;
651 
652  if (self->monsterinfo.aiflags & AI_STAND_GROUND)
653  {
654  chance = 0.4;
655  }
656  else if (enemy_range == RANGE_MELEE)
657  {
658  chance = 0.8;
659  }
660  else if (enemy_range == RANGE_NEAR)
661  {
662  chance = 0.4;
663  }
664  else if (enemy_range == RANGE_MID)
665  {
666  chance = 0.2;
667  }
668  else
669  {
670  return false;
671  }
672 
673  if (random () < chance)
674  {
675  self->monsterinfo.attack_state = AS_MISSILE;
676  self->monsterinfo.attack_finished = level.time + 2*random();
677  return true;
678  }
679 
680  if (self->flags & FL_FLY)
681  {
682  if (random() < 0.3)
683  self->monsterinfo.attack_state = AS_SLIDING;
684  else
685  self->monsterinfo.attack_state = AS_STRAIGHT;
686  }
687 
688  return false;
689 }
690 
691 
692 void MakronPrecache (void);
693 
694 /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
695 */
697 {
698  if (deathmatch->value)
699  {
700  G_FreeEdict (self);
701  return;
702  }
703 
704  sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
705  sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
706  sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
707  sound_death = gi.soundindex ("boss3/bs3deth1.wav");
708  sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
709  sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
710  sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
711  sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
712  sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
713  sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
714  sound_step_left = gi.soundindex ("boss3/step1.wav");
715  sound_step_right = gi.soundindex ("boss3/step2.wav");
716  sound_firegun = gi.soundindex ("boss3/xfire.wav");
717  sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
718 
719  MakronPrecache ();
720 
721  self->movetype = MOVETYPE_STEP;
722  self->solid = SOLID_BBOX;
723  self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
724  self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
725  VectorSet (self->mins, -80, -80, 0);
726  VectorSet (self->maxs, 80, 80, 140);
727 
728  self->health = 3000;
729  self->gib_health = -2000;
730  self->mass = 1000;
731 
732  self->pain = jorg_pain;
733  self->die = jorg_die;
734  self->monsterinfo.stand = jorg_stand;
735  self->monsterinfo.walk = jorg_walk;
736  self->monsterinfo.run = jorg_run;
737  self->monsterinfo.dodge = NULL;
738  self->monsterinfo.attack = jorg_attack;
739  self->monsterinfo.search = jorg_search;
740  self->monsterinfo.melee = NULL;
741  self->monsterinfo.sight = NULL;
742  self->monsterinfo.checkattack = Jorg_CheckAttack;
743  gi.linkentity (self);
744 
745  self->monsterinfo.currentmove = &jorg_move_stand;
746  self->monsterinfo.scale = MODEL_SCALE;
747 
748  walkmonster_start(self);
749 }
gi
game_import_t gi
Definition: g_main.c:25
FRAME_attak109
#define FRAME_attak109
Definition: m_boss31.h:32
G_ProjectSource
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
Definition: g_utils.c:25
jorg_move_death
mmove_t jorg_move_death
Definition: m_boss31.c:341
edict_s::s
entity_state_t s
Definition: g_local.h:970
RANGE_NEAR
#define RANGE_NEAR
Definition: g_local.h:120
jorg_dead
void jorg_dead(edict_t *self)
Definition: m_boss31.c:560
deathmatch
cvar_t * deathmatch
Definition: g_main.c:35
jorg_firebullet
void jorg_firebullet(edict_t *self)
Definition: m_boss31.c:533
CONTENTS_MONSTER
#define CONTENTS_MONSTER
Definition: qfiles.h:359
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#define DEAD_DEAD
Definition: g_local.h:115
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Definition: m_boss31.h:54
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Definition: m_actor.h:104
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Definition: g_ai.c:194
SOLID_BBOX
@ SOLID_BBOX
Definition: game.h:37
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Definition: m_boss31.c:139
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Definition: m_boss31.c:150
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Definition: m_boss31.h:37
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Definition: m_boss31.c:359
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Definition: m_boss31.h:136
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Definition: m_boss31.c:696
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Definition: m_boss31.h:41
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Definition: m_boss31.c:35
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Definition: qfiles.h:333
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Definition: m_boss31.c:416
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Definition: m_boss31.c:37
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Definition: q_shared.h:995
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Definition: m_boss31.c:229
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Definition: g_monster.c:692
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:196
infront
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Definition: g_ai.c:312
FRAME_attak115
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Definition: m_boss31.h:38
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Definition: m_boss31.h:55
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Definition: m_boss31.h:49
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void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
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Definition: m_flash.c:27
CHAN_VOICE
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Definition: q_shared.h:985
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Definition: g_local.h:671
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Definition: m_boss31.c:270
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Definition: m_boss31.c:227
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Definition: g_local.h:968
Jorg_CheckAttack
qboolean Jorg_CheckAttack(edict_t *self)
Definition: m_boss31.c:599
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void jorg_firebullet_left(edict_t *self)
Definition: m_boss31.c:517
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Definition: g_utils.c:452
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Definition: m_boss31.c:216
r
GLdouble GLdouble r
Definition: qgl_win.c:336
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static int sound_search3
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Definition: m_boss31.c:374
AS_SLIDING
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Definition: g_local.h:147
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Definition: m_boss31.c:272
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Definition: game.h:122
forward
static vec3_t forward
Definition: p_view.c:29
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Definition: q_shared.c:762
AS_MISSILE
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Definition: g_local.h:149
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Definition: game.h:121
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Definition: m_boss31.c:42
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Definition: g_local.h:403
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Definition: g_local.h:410
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Definition: m_boss31.c:411
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Definition: q_shared.h:331
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Definition: m_boss31.c:234
m_boss31.h
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Definition: g_ai.c:163
random
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Definition: g_local.h:515
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Definition: m_boss31.c:46
DAMAGE_NO
@ DAMAGE_NO
Definition: g_local.h:88
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vec_t VectorNormalize(vec3_t v)
Definition: q_shared.c:681
NULL
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Definition: q_shared.h:67
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Definition: m_boss31.c:199
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static int sound_attack2
Definition: m_boss31.c:43
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Definition: m_boss31.c:288
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#define FRAME_walk20
Definition: m_boss2.h:93
monster_fire_bullet
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
Definition: g_monster.c:31
jorg_move_start_walk
mmove_t jorg_move_start_walk
Definition: m_boss31.c:197
jorg_frames_pain3
mframe_t jorg_frames_pain3[]
Definition: m_boss31.c:242
enemy_infront
qboolean enemy_infront
Definition: g_ai.c:30
skill
cvar_t * skill
Definition: g_main.c:38
ai_move
void ai_move(edict_t *self, float dist)
Definition: g_ai.c:92
jorg_frames_start_walk
mframe_t jorg_frames_start_walk[]
Definition: m_boss31.c:189
jorg_move_run
mmove_t jorg_move_run
Definition: m_boss31.c:183
jorg_frames_start_attack1
mframe_t jorg_frames_start_attack1[]
Definition: m_boss31.c:361
monster_fire_bfg
void monster_fire_bfg(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
Definition: g_monster.c:91
jorgBFG
void jorgBFG(edict_t *self)
Definition: m_boss31.c:475
CONTENTS_SLIME
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Definition: qfiles.h:337
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void jorg_step_right(edict_t *self)
Definition: m_boss31.c:155
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#define FRAME_attak108
Definition: m_boss31.h:31
jorg_death_hit
void jorg_death_hit(edict_t *self)
Definition: m_boss31.c:144
VectorCopy
#define VectorCopy(a, b)
Definition: q_shared.h:165
MakronPrecache
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Definition: m_boss32.c:808
sound_death
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Definition: m_boss31.c:38
BossExplode
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Definition: m_supertank.c:594
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#define RANGE_MELEE
Definition: g_local.h:119
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#define FRAME_walk06
Definition: m_actor.h:280
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#define FRAME_pain103
Definition: m_actor.h:100
jorg_search
void jorg_search(edict_t *self)
Definition: m_boss31.c:53
level
GLint level
Definition: qgl_win.c:116
ai_run
void ai_run(edict_t *self, float dist)
Definition: g_ai.c:914
jorg_stand
void jorg_stand(edict_t *self)
Definition: m_boss31.c:161
FRAME_walk01
#define FRAME_walk01
Definition: m_actor.h:275
enemy_range
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Definition: g_ai.c:31
sound_search1
static int sound_search1
Definition: m_boss31.c:39
FRAME_pain203
#define FRAME_pain203
Definition: m_actor.h:103
VectorMA
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
Definition: q_shared.c:719
CONTENTS_LAVA
#define CONTENTS_LAVA
Definition: qfiles.h:336
sound_pain1
static int sound_pain1
Definition: m_boss31.c:34
RANGE_MID
#define RANGE_MID
Definition: g_local.h:121
trace_t::ent
struct edict_s * ent
Definition: q_shared.h:462
FL_FLY
#define FL_FLY
Definition: g_local.h:59
jorg_frames_attack2
mframe_t jorg_frames_attack2[]
Definition: m_boss31.c:343
MakronToss
void MakronToss(edict_t *self)
Definition: m_boss32.c:904
FRAME_walk19
#define FRAME_walk19
Definition: m_boss2.h:92
jorg_move_pain1
mmove_t jorg_move_pain1
Definition: m_boss31.c:286
FRAME_pain201
#define FRAME_pain201
Definition: m_actor.h:101
jorg_firebullet_right
void jorg_firebullet_right(edict_t *self)
Definition: m_boss31.c:501
MOVETYPE_TOSS
@ MOVETYPE_TOSS
Definition: g_local.h:198
jorg_frames_pain1
mframe_t jorg_frames_pain1[]
Definition: m_boss31.c:280
VectorSet
#define VectorSet(v, x, y, z)
Definition: q_shared.h:168
right
GLdouble right
Definition: qgl_win.c:159
sound_step_left
static int sound_step_left
Definition: m_boss31.c:45
MZ2_JORG_MACHINEGUN_L1
#define MZ2_JORG_MACHINEGUN_L1
Definition: q_shared.h:804
edict_s::killtarget
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Definition: g_local.h:1019
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static int sound_search2
Definition: m_boss31.c:40
CHAN_BODY
#define CHAN_BODY
Definition: q_shared.h:987
jorg_move_start_attack1
mmove_t jorg_move_start_attack1
Definition: m_boss31.c:372
edict_s::enemy
edict_t * enemy
Definition: g_local.h:1076
game_import_t::linkentity
void(* linkentity)(edict_t *ent)
Definition: game.h:138
jorg_reattack1
void jorg_reattack1(edict_t *self)
Definition: m_boss31.c:394
entity_state_s::angles
vec3_t angles
Definition: q_shared.h:1150
AS_MELEE
#define AS_MELEE
Definition: g_local.h:148
RANGE_FAR
#define RANGE_FAR
Definition: g_local.h:122
FRAME_death50
#define FRAME_death50
Definition: m_boss2.h:204
enemy_yaw
float enemy_yaw
Definition: g_ai.c:32
vec3_t
vec_t vec3_t[3]
Definition: q_shared.h:134
FRAME_pain325
#define FRAME_pain325
Definition: m_boss31.h:135
FRAME_walk25
#define FRAME_walk25
Definition: m_boss31.h:211
SP_monster_makron
void SP_monster_makron(edict_t *self)
Definition: m_boss32.c:830
edict_s::target
char * target
Definition: g_local.h:1017
jorg_move_pain2
mmove_t jorg_move_pain2
Definition: m_boss31.c:278
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void ai_stand(edict_t *self, float dist)
Definition: g_ai.c:106
FRAME_attak101
#define FRAME_attak101
Definition: m_boss31.h:24
g_local.h
AS_STRAIGHT
#define AS_STRAIGHT
Definition: g_local.h:146
jorg_die
void jorg_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
Definition: m_boss31.c:589