diff options
Diffstat (limited to 'src/baseq2/m_boss2.c')
-rw-r--r-- | src/baseq2/m_boss2.c | 334 |
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); } |