shithub: qk2

ref: 372afde46e7defc9dd2d719a1732b8ace1fa096e
dir: /game/m_boss3.c/

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/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
/*
==============================================================================

boss3

==============================================================================
*/

#include "g_local.h"
#include "m_boss32.h"

void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
{
	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_BOSSTPORT);
	gi.WritePosition (ent->s.origin);
	gi.multicast (ent->s.origin, MULTICAST_PVS);
	G_FreeEdict (ent);
}

void Think_Boss3Stand (edict_t *ent)
{
	if (ent->s.frame == FRAME_stand260)
		ent->s.frame = FRAME_stand201;
	else
		ent->s.frame++;
	ent->nextthink = level.time + FRAMETIME;
}

/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)

Just stands and cycles in one place until targeted, then teleports away.
*/
void SP_monster_boss3_stand (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->model = "models/monsters/boss3/rider/tris.md2";
	self->s.modelindex = gi.modelindex (self->model);
	self->s.frame = FRAME_stand201;

	gi.soundindex ("misc/bigtele.wav");

	VectorSet (self->mins, -32, -32, 0);
	VectorSet (self->maxs, 32, 32, 90);

	self->use = Use_Boss3;
	self->think = Think_Boss3Stand;
	self->nextthink = level.time + FRAMETIME;
	gi.linkentity (self);
}