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boss3.qc
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boss3.qc
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#ifdef SINGLE_PLAYER
#include "m_boss32.h"
static void Use_Boss3(entity ent, entity other, entity 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);
}
static void Think_Boss3Stand(entity ent)
{
if (ent.s.frame == FRAME_stand260)
ent.s.frame = FRAME_stand201;
else
ent.s.frame++;
ent.nextthink = level.framenum + 1;
}
/*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.
*/
API_FUNC static void SP_monster_boss3_stand(entity self)
{
if (deathmatch.intVal) {
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");
self.mins = '-32 -32 0';
self.maxs = '32 32 90';
self.use = Use_Boss3;
self.think = Think_Boss3Stand;
self.nextthink = level.framenum + 1;
gi.linkentity(self);
}
#endif