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authorAndrey Nazarov <skuller@skuller.net>2011-12-20 14:37:44 +0400
committerAndrey Nazarov <skuller@skuller.net>2012-04-03 01:25:47 +0400
commitb3e271a53de2610de173f9b2bda5d15dd4d78909 (patch)
treed567b91dadac42e168bcb13db5fe93ffbc7e1533 /src/baseq2/m_boss2.c
parentca4a019a74b11aa21fea2a03c6dff3b183463aab (diff)
Massive coding style change.
Use linux style brackets. Pad operators with spaces. Unpad parenthesis, except for ‘if’, ‘for’, ‘while’ constructs.
Diffstat (limited to 'src/baseq2/m_boss2.c')
-rw-r--r--src/baseq2/m_boss2.c334
1 files changed, 150 insertions, 184 deletions
diff --git a/src/baseq2/m_boss2.c b/src/baseq2/m_boss2.c
index 902582f..ec8ab63 100644
--- a/src/baseq2/m_boss2.c
+++ b/src/baseq2/m_boss2.c
@@ -8,7 +8,7 @@ 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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -28,9 +28,9 @@ boss2
#include "g_local.h"
#include "m_boss2.h"
-void BossExplode (edict_t *self);
+void BossExplode(edict_t *self);
-qboolean infront (edict_t *self, edict_t *other);
+qboolean infront(edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
@@ -38,121 +38,120 @@ static int sound_pain3;
static int sound_death;
static int sound_search1;
-void boss2_search (edict_t *self)
+void boss2_search(edict_t *self)
{
if (random() < 0.5)
- gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
+ gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
}
-void boss2_run (edict_t *self);
-void boss2_stand (edict_t *self);
-void boss2_dead (edict_t *self);
-void boss2_attack (edict_t *self);
-void boss2_attack_mg (edict_t *self);
-void boss2_reattack_mg (edict_t *self);
-void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void boss2_run(edict_t *self);
+void boss2_stand(edict_t *self);
+void boss2_dead(edict_t *self);
+void boss2_attack(edict_t *self);
+void boss2_attack_mg(edict_t *self);
+void boss2_reattack_mg(edict_t *self);
+void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
-void Boss2Rocket (edict_t *self)
+void Boss2Rocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
- AngleVectors (self->s.angles, forward, right, NULL);
+ AngleVectors(self->s.angles, forward, right, NULL);
//1
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
+ VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize(dir);
+ monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
//2
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
+ VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize(dir);
+ monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
//3
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
+ VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
+ VectorSubtract(vec, start, dir);
+ VectorNormalize(dir);
+ monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
//4
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
+ VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
-}
+ VectorSubtract(vec, start, dir);
+ VectorNormalize(dir);
+ monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
+}
-void boss2_firebullet_right (edict_t *self)
+void boss2_firebullet_right(edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
+ AngleVectors(self->s.angles, forward, right, NULL);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
+ VectorSubtract(target, start, forward);
+ VectorNormalize(forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
-}
+ monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
+}
-void boss2_firebullet_left (edict_t *self)
+void boss2_firebullet_left(edict_t *self)
{
vec3_t forward, right, target;
vec3_t start;
-
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ AngleVectors(self->s.angles, forward, right, NULL);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
+
+ VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
+ VectorSubtract(target, start, forward);
+ VectorNormalize(forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
-}
+ monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
+}
-void Boss2MachineGun (edict_t *self)
+void Boss2MachineGun(edict_t *self)
{
-/* vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- int flash_number;
-
- AngleVectors (self->s.angles, forward, right, NULL);
-
- flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
-
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
-*/
+ /* vec3_t forward, right;
+ vec3_t start;
+ vec3_t dir;
+ vec3_t vec;
+ int flash_number;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+
+ flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
+ G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
+
+ VectorCopy (self->enemy->s.origin, vec);
+ vec[2] += self->enemy->viewheight;
+ VectorSubtract (vec, start, dir);
+ VectorNormalize (dir);
+ monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
+ */
boss2_firebullet_left(self);
boss2_firebullet_right(self);
-}
+}
-mframe_t boss2_frames_stand [] =
-{
+mframe_t boss2_frames_stand [] = {
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
@@ -177,8 +176,7 @@ mframe_t boss2_frames_stand [] =
};
mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
-mframe_t boss2_frames_fidget [] =
-{
+mframe_t boss2_frames_fidget [] = {
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
@@ -212,8 +210,7 @@ mframe_t boss2_frames_fidget [] =
};
mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
-mframe_t boss2_frames_walk [] =
-{
+mframe_t boss2_frames_walk [] = {
{ ai_walk, 8, NULL },
{ ai_walk, 8, NULL },
{ ai_walk, 8, NULL },
@@ -238,8 +235,7 @@ mframe_t boss2_frames_walk [] =
mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
-mframe_t boss2_frames_run [] =
-{
+mframe_t boss2_frames_run [] = {
{ ai_run, 8, NULL },
{ ai_run, 8, NULL },
{ ai_run, 8, NULL },
@@ -263,8 +259,7 @@ mframe_t boss2_frames_run [] =
};
mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
-mframe_t boss2_frames_attack_pre_mg [] =
-{
+mframe_t boss2_frames_attack_pre_mg [] = {
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
@@ -279,8 +274,7 @@ mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_a
// Loop this
-mframe_t boss2_frames_attack_mg [] =
-{
+mframe_t boss2_frames_attack_mg [] = {
{ ai_charge, 1, Boss2MachineGun },
{ ai_charge, 1, Boss2MachineGun },
{ ai_charge, 1, Boss2MachineGun },
@@ -290,8 +284,7 @@ mframe_t boss2_frames_attack_mg [] =
};
mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
-mframe_t boss2_frames_attack_post_mg [] =
-{
+mframe_t boss2_frames_attack_post_mg [] = {
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
@@ -299,8 +292,7 @@ mframe_t boss2_frames_attack_post_mg [] =
};
mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
-mframe_t boss2_frames_attack_rocket [] =
-{
+mframe_t boss2_frames_attack_rocket [] = {
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
@@ -325,8 +317,7 @@ mframe_t boss2_frames_attack_rocket [] =
};
mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
-mframe_t boss2_frames_pain_heavy [] =
-{
+mframe_t boss2_frames_pain_heavy [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -348,8 +339,7 @@ mframe_t boss2_frames_pain_heavy [] =
};
mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
-mframe_t boss2_frames_pain_light [] =
-{
+mframe_t boss2_frames_pain_light [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -357,8 +347,7 @@ mframe_t boss2_frames_pain_light [] =
};
mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
-mframe_t boss2_frames_death [] =
-{
+mframe_t boss2_frames_death [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -411,12 +400,12 @@ mframe_t boss2_frames_death [] =
};
mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
-void boss2_stand (edict_t *self)
+void boss2_stand(edict_t *self)
{
- self->monsterinfo.currentmove = &boss2_move_stand;
+ self->monsterinfo.currentmove = &boss2_move_stand;
}
-void boss2_run (edict_t *self)
+void boss2_run(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &boss2_move_stand;
@@ -424,25 +413,22 @@ void boss2_run (edict_t *self)
self->monsterinfo.currentmove = &boss2_move_run;
}
-void boss2_walk (edict_t *self)
+void boss2_walk(edict_t *self)
{
self->monsterinfo.currentmove = &boss2_move_walk;
}
-void boss2_attack (edict_t *self)
+void boss2_attack(edict_t *self)
{
vec3_t vec;
float range;
- VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
- range = VectorLength (vec);
-
- if (range <= 125)
- {
+ VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
+ range = VectorLength(vec);
+
+ if (range <= 125) {
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
- }
- else
- {
+ } else {
if (random() <= 0.6)
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
else
@@ -450,14 +436,14 @@ void boss2_attack (edict_t *self)
}
}
-void boss2_attack_mg (edict_t *self)
+void boss2_attack_mg(edict_t *self)
{
self->monsterinfo.currentmove = &boss2_move_attack_mg;
}
-void boss2_reattack_mg (edict_t *self)
+void boss2_reattack_mg(edict_t *self)
{
- if ( infront(self, self->enemy) )
+ if (infront(self, self->enemy))
if (random() <= 0.7)
self->monsterinfo.currentmove = &boss2_move_attack_mg;
else
@@ -467,7 +453,7 @@ void boss2_reattack_mg (edict_t *self)
}
-void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
+void boss2_pain(edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
@@ -477,36 +463,31 @@ void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
self->pain_debounce_time = level.time + 3;
// American wanted these at no attenuation
- if (damage < 10)
- {
- gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
+ if (damage < 10) {
+ gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_light;
- }
- else if (damage < 30)
- {
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
+ } else if (damage < 30) {
+ gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_light;
- }
- else
- {
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
+ } else {
+ gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
self->monsterinfo.currentmove = &boss2_move_pain_heavy;
}
}
-void boss2_dead (edict_t *self)
+void boss2_dead(edict_t *self)
{
- VectorSet (self->mins, -56, -56, 0);
- VectorSet (self->maxs, 56, 56, 80);
+ VectorSet(self->mins, -56, -56, 0);
+ VectorSet(self->maxs, 56, 56, 80);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
- gi.linkentity (self);
+ gi.linkentity(self);
}
-void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
- gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
+ gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
self->count = 0;
@@ -516,14 +497,13 @@ void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage
self->s.sound = 0;
// check for gib
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
+ if (self->health <= self->gib_health) {
+ gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
+ for (n = 0; n < 2; n++)
+ ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
+ for (n = 0; n < 4; n++)
+ ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
+ ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
@@ -537,7 +517,7 @@ void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage
#endif
}
-qboolean Boss2_CheckAttack (edict_t *self)
+qboolean Boss2_CheckAttack(edict_t *self)
{
vec3_t spot1, spot2;
vec3_t temp;
@@ -547,79 +527,66 @@ qboolean Boss2_CheckAttack (edict_t *self)
int enemy_range;
float enemy_yaw;
- if (self->enemy->health > 0)
- {
- // see if any entities are in the way of the shot
- VectorCopy (self->s.origin, spot1);
+ if (self->enemy->health > 0) {
+ // see if any entities are in the way of the shot
+ VectorCopy(self->s.origin, spot1);
spot1[2] += self->viewheight;
- VectorCopy (self->enemy->s.origin, spot2);
+ VectorCopy(self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
- tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
+ tr = gi.trace(spot1, NULL, NULL, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);
// do we have a clear shot?
if (tr.ent != self->enemy)
return qfalse;
}
-
+
enemy_infront = infront(self, self->enemy);
enemy_range = range(self, self->enemy);
- VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
+ VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
enemy_yaw = vectoyaw(temp);
self->ideal_yaw = enemy_yaw;
// melee attack
- if (enemy_range == RANGE_MELEE)
- {
+ if (enemy_range == RANGE_MELEE) {
if (self->monsterinfo.melee)
self->monsterinfo.attack_state = AS_MELEE;
else
self->monsterinfo.attack_state = AS_MISSILE;
return qtrue;
}
-
+
// missile attack
if (!self->monsterinfo.attack)
return qfalse;
-
+
if (level.time < self->monsterinfo.attack_finished)
return qfalse;
-
+
if (enemy_range == RANGE_FAR)
return qfalse;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- {
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND) {
chance = 0.4;
- }
- else if (enemy_range == RANGE_MELEE)
- {
+ } else if (enemy_range == RANGE_MELEE) {
chance = 0.8;
- }
- else if (enemy_range == RANGE_NEAR)
- {
+ } else if (enemy_range == RANGE_NEAR) {
chance = 0.8;
- }
- else if (enemy_range == RANGE_MID)
- {
+ } else if (enemy_range == RANGE_MID) {
chance = 0.8;
- }
- else
- {
+ } else {
return qfalse;
}
- if (random () < chance)
- {
+ if (random() < chance) {
self->monsterinfo.attack_state = AS_MISSILE;
- self->monsterinfo.attack_finished = level.time + 2*random();
+ self->monsterinfo.attack_finished = level.time + 2 * random();
return qtrue;
}
- if (self->flags & FL_FLY)
- {
+ if (self->flags & FL_FLY) {
if (random() < 0.3)
self->monsterinfo.attack_state = AS_SLIDING;
else
@@ -633,27 +600,26 @@ qboolean Boss2_CheckAttack (edict_t *self)
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
*/
-void SP_monster_boss2 (edict_t *self)
+void SP_monster_boss2(edict_t *self)
{
- if (deathmatch->value)
- {
- G_FreeEdict (self);
+ if (deathmatch->value) {
+ G_FreeEdict(self);
return;
}
- sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
- sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
- sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
- sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
- sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
+ sound_pain1 = gi.soundindex("bosshovr/bhvpain1.wav");
+ sound_pain2 = gi.soundindex("bosshovr/bhvpain2.wav");
+ sound_pain3 = gi.soundindex("bosshovr/bhvpain3.wav");
+ sound_death = gi.soundindex("bosshovr/bhvdeth1.wav");
+ sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");
- self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
+ self->s.sound = gi.soundindex("bosshovr/bhvengn1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
- VectorSet (self->mins, -56, -56, 0);
- VectorSet (self->maxs, 56, 56, 80);
+ self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2");
+ VectorSet(self->mins, -56, -56, 0);
+ VectorSet(self->maxs, 56, 56, 80);
self->health = 2000;
self->gib_health = -200;
@@ -670,10 +636,10 @@ void SP_monster_boss2 (edict_t *self)
self->monsterinfo.attack = boss2_attack;
self->monsterinfo.search = boss2_search;
self->monsterinfo.checkattack = Boss2_CheckAttack;
- gi.linkentity (self);
+ gi.linkentity(self);
- self->monsterinfo.currentmove = &boss2_move_stand;
+ self->monsterinfo.currentmove = &boss2_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
- flymonster_start (self);
+ flymonster_start(self);
}