/* 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. */ // Created on 13.11.2003 by RST. // $Id: M_Boss2.java,v 1.2 2004-07-08 15:58:44 hzi Exp $ package jake2.game; import jake2.util.*; import jake2.util.*; public class M_Boss2 extends GameWeapon { public final static int FRAME_stand30= 0; public final static int FRAME_stand31= 1; public final static int FRAME_stand32= 2; public final static int FRAME_stand33= 3; public final static int FRAME_stand34= 4; public final static int FRAME_stand35= 5; public final static int FRAME_stand36= 6; public final static int FRAME_stand37= 7; public final static int FRAME_stand38= 8; public final static int FRAME_stand39= 9; public final static int FRAME_stand40= 10; public final static int FRAME_stand41= 11; public final static int FRAME_stand42= 12; public final static int FRAME_stand43= 13; public final static int FRAME_stand44= 14; public final static int FRAME_stand45= 15; public final static int FRAME_stand46= 16; public final static int FRAME_stand47= 17; public final static int FRAME_stand48= 18; public final static int FRAME_stand49= 19; public final static int FRAME_stand50= 20; public final static int FRAME_stand1= 21; public final static int FRAME_stand2= 22; public final static int FRAME_stand3= 23; public final static int FRAME_stand4= 24; public final static int FRAME_stand5= 25; public final static int FRAME_stand6= 26; public final static int FRAME_stand7= 27; public final static int FRAME_stand8= 28; public final static int FRAME_stand9= 29; public final static int FRAME_stand10= 30; public final static int FRAME_stand11= 31; public final static int FRAME_stand12= 32; public final static int FRAME_stand13= 33; public final static int FRAME_stand14= 34; public final static int FRAME_stand15= 35; public final static int FRAME_stand16= 36; public final static int FRAME_stand17= 37; public final static int FRAME_stand18= 38; public final static int FRAME_stand19= 39; public final static int FRAME_stand20= 40; public final static int FRAME_stand21= 41; public final static int FRAME_stand22= 42; public final static int FRAME_stand23= 43; public final static int FRAME_stand24= 44; public final static int FRAME_stand25= 45; public final static int FRAME_stand26= 46; public final static int FRAME_stand27= 47; public final static int FRAME_stand28= 48; public final static int FRAME_stand29= 49; public final static int FRAME_walk1= 50; public final static int FRAME_walk2= 51; public final static int FRAME_walk3= 52; public final static int FRAME_walk4= 53; public final static int FRAME_walk5= 54; public final static int FRAME_walk6= 55; public final static int FRAME_walk7= 56; public final static int FRAME_walk8= 57; public final static int FRAME_walk9= 58; public final static int FRAME_walk10= 59; public final static int FRAME_walk11= 60; public final static int FRAME_walk12= 61; public final static int FRAME_walk13= 62; public final static int FRAME_walk14= 63; public final static int FRAME_walk15= 64; public final static int FRAME_walk16= 65; public final static int FRAME_walk17= 66; public final static int FRAME_walk18= 67; public final static int FRAME_walk19= 68; public final static int FRAME_walk20= 69; public final static int FRAME_attack1= 70; public final static int FRAME_attack2= 71; public final static int FRAME_attack3= 72; public final static int FRAME_attack4= 73; public final static int FRAME_attack5= 74; public final static int FRAME_attack6= 75; public final static int FRAME_attack7= 76; public final static int FRAME_attack8= 77; public final static int FRAME_attack9= 78; public final static int FRAME_attack10= 79; public final static int FRAME_attack11= 80; public final static int FRAME_attack12= 81; public final static int FRAME_attack13= 82; public final static int FRAME_attack14= 83; public final static int FRAME_attack15= 84; public final static int FRAME_attack16= 85; public final static int FRAME_attack17= 86; public final static int FRAME_attack18= 87; public final static int FRAME_attack19= 88; public final static int FRAME_attack20= 89; public final static int FRAME_attack21= 90; public final static int FRAME_attack22= 91; public final static int FRAME_attack23= 92; public final static int FRAME_attack24= 93; public final static int FRAME_attack25= 94; public final static int FRAME_attack26= 95; public final static int FRAME_attack27= 96; public final static int FRAME_attack28= 97; public final static int FRAME_attack29= 98; public final static int FRAME_attack30= 99; public final static int FRAME_attack31= 100; public final static int FRAME_attack32= 101; public final static int FRAME_attack33= 102; public final static int FRAME_attack34= 103; public final static int FRAME_attack35= 104; public final static int FRAME_attack36= 105; public final static int FRAME_attack37= 106; public final static int FRAME_attack38= 107; public final static int FRAME_attack39= 108; public final static int FRAME_attack40= 109; public final static int FRAME_pain2= 110; public final static int FRAME_pain3= 111; public final static int FRAME_pain4= 112; public final static int FRAME_pain5= 113; public final static int FRAME_pain6= 114; public final static int FRAME_pain7= 115; public final static int FRAME_pain8= 116; public final static int FRAME_pain9= 117; public final static int FRAME_pain10= 118; public final static int FRAME_pain11= 119; public final static int FRAME_pain12= 120; public final static int FRAME_pain13= 121; public final static int FRAME_pain14= 122; public final static int FRAME_pain15= 123; public final static int FRAME_pain16= 124; public final static int FRAME_pain17= 125; public final static int FRAME_pain18= 126; public final static int FRAME_pain19= 127; public final static int FRAME_pain20= 128; public final static int FRAME_pain21= 129; public final static int FRAME_pain22= 130; public final static int FRAME_pain23= 131; public final static int FRAME_death2= 132; public final static int FRAME_death3= 133; public final static int FRAME_death4= 134; public final static int FRAME_death5= 135; public final static int FRAME_death6= 136; public final static int FRAME_death7= 137; public final static int FRAME_death8= 138; public final static int FRAME_death9= 139; public final static int FRAME_death10= 140; public final static int FRAME_death11= 141; public final static int FRAME_death12= 142; public final static int FRAME_death13= 143; public final static int FRAME_death14= 144; public final static int FRAME_death15= 145; public final static int FRAME_death16= 146; public final static int FRAME_death17= 147; public final static int FRAME_death18= 148; public final static int FRAME_death19= 149; public final static int FRAME_death20= 150; public final static int FRAME_death21= 151; public final static int FRAME_death22= 152; public final static int FRAME_death23= 153; public final static int FRAME_death24= 154; public final static int FRAME_death25= 155; public final static int FRAME_death26= 156; public final static int FRAME_death27= 157; public final static int FRAME_death28= 158; public final static int FRAME_death29= 159; public final static int FRAME_death30= 160; public final static int FRAME_death31= 161; public final static int FRAME_death32= 162; public final static int FRAME_death33= 163; public final static int FRAME_death34= 164; public final static int FRAME_death35= 165; public final static int FRAME_death36= 166; public final static int FRAME_death37= 167; public final static int FRAME_death38= 168; public final static int FRAME_death39= 169; public final static int FRAME_death40= 170; public final static int FRAME_death41= 171; public final static int FRAME_death42= 172; public final static int FRAME_death43= 173; public final static int FRAME_death44= 174; public final static int FRAME_death45= 175; public final static int FRAME_death46= 176; public final static int FRAME_death47= 177; public final static int FRAME_death48= 178; public final static int FRAME_death49= 179; public final static int FRAME_death50= 180; public final static float MODEL_SCALE= 1.000000f; static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_death; static int sound_search1; static EntThinkAdapter boss2_stand= new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove= boss2_move_stand; return true; } }; static EntThinkAdapter boss2_run= new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & AI_STAND_GROUND) != 0) self.monsterinfo.currentmove= boss2_move_stand; else self.monsterinfo.currentmove= boss2_move_run; return true; } }; static EntThinkAdapter boss2_walk= new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove= boss2_move_stand; self.monsterinfo.currentmove= boss2_move_walk; return true; } }; static EntThinkAdapter boss2_attack= new EntThinkAdapter() { public boolean think(edict_t self) { float[] vec= { 0, 0, 0 }; float range; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec); range= Math3D.VectorLength(vec); if (range <= 125) { self.monsterinfo.currentmove= boss2_move_attack_pre_mg; } else { if (Lib.random() <= 0.6) self.monsterinfo.currentmove= boss2_move_attack_pre_mg; else self.monsterinfo.currentmove= boss2_move_attack_rocket; } return true; } }; static EntThinkAdapter boss2_attack_mg= new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove= boss2_move_attack_mg; return true; } }; static EntThinkAdapter boss2_reattack_mg= new EntThinkAdapter() { public boolean think(edict_t self) { if (infront(self, self.enemy)) if (Lib.random() <= 0.7) self.monsterinfo.currentmove= boss2_move_attack_mg; else self.monsterinfo.currentmove= boss2_move_attack_post_mg; else self.monsterinfo.currentmove= boss2_move_attack_post_mg; return true; } }; static EntPainAdapter boss2_pain= new EntPainAdapter() { public void pain(edict_t self, edict_t other, float kick, int damage) { if (self.health < (self.max_health / 2)) self.s.skinnum= 1; if (level.time < self.pain_debounce_time) return; 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); self.monsterinfo.currentmove= boss2_move_pain_light; } 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); self.monsterinfo.currentmove= boss2_move_pain_heavy; } } }; static EntThinkAdapter boss2_dead= new EntThinkAdapter() { public boolean think(edict_t self) { Math3D.VectorSet(self.mins, -56, -56, 0); Math3D.VectorSet(self.maxs, 56, 56, 80); self.movetype= MOVETYPE_TOSS; self.svflags |= SVF_DEADMONSTER; self.nextthink= 0; gi.linkentity(self); return true; } }; static EntDieAdapter boss2_die= new EntDieAdapter() { public void die( edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self.deadflag= DEAD_DEAD; self.takedamage= DAMAGE_NO; self.count= 0; self.monsterinfo.currentmove= boss2_move_death; } }; static EntThinkAdapter Boss2_CheckAttack= new EntThinkAdapter() { public boolean think(edict_t self) { float[] spot1= { 0, 0, 0 }, spot2= { 0, 0, 0 }; float[] temp= { 0, 0, 0 }; float chance; trace_t tr; boolean enemy_infront; int enemy_range; float enemy_yaw; if (self.enemy.health > 0) { // see if any entities are in the way of the shot Math3D.VectorCopy(self.s.origin, spot1); spot1[2] += self.viewheight; Math3D.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); // do we have a clear shot? if (tr.ent != self.enemy) return false; } enemy_infront= infront(self, self.enemy); enemy_range= range(self, self.enemy); Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, temp); enemy_yaw= Math3D.vectoyaw(temp); self.ideal_yaw= enemy_yaw; // melee attack if (enemy_range == RANGE_MELEE) { if (self.monsterinfo.melee != null) self.monsterinfo.attack_state= AS_MELEE; else self.monsterinfo.attack_state= AS_MISSILE; return true; } // missile attack if (self.monsterinfo.attack == null) return false; if (level.time < self.monsterinfo.attack_finished) return false; if (enemy_range == RANGE_FAR) return false; if ((self.monsterinfo.aiflags & AI_STAND_GROUND) != 0) { chance= 0.4f; } else if (enemy_range == RANGE_MELEE) { chance= 0.8f; } else if (enemy_range == RANGE_NEAR) { chance= 0.8f; } else if (enemy_range == RANGE_MID) { chance= 0.8f; } else { return false; } if (Lib.random() < chance) { self.monsterinfo.attack_state= AS_MISSILE; self.monsterinfo.attack_finished= level.time + 2 * Lib.random(); return true; } if ((self.flags & FL_FLY) != 0) { if (Lib.random() < 0.3) self.monsterinfo.attack_state= AS_SLIDING; else self.monsterinfo.attack_state= AS_STRAIGHT; } return false; } }; static EntThinkAdapter boss2_search= new EntThinkAdapter() { public boolean think(edict_t self) { if (Lib.random() < 0.5) gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); return true; } }; static EntThinkAdapter Boss2Rocket= new EntThinkAdapter() { public boolean think(edict_t self) { float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; float[] start= { 0, 0, 0 }; float[] dir= { 0, 0, 0 }; float[] vec= { 0, 0, 0 }; Math3D.AngleVectors(self.s.angles, forward, right, null); // 1 Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, vec); vec[2] += self.enemy.viewheight; Math3D.VectorSubtract(vec, start, dir); Math3D.VectorNormalize(dir); Monster.monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1); // 2 Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, vec); vec[2] += self.enemy.viewheight; Math3D.VectorSubtract(vec, start, dir); Math3D.VectorNormalize(dir); Monster.monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); // 3 Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, vec); vec[2] += self.enemy.viewheight; Math3D.VectorSubtract(vec, start, dir); Math3D.VectorNormalize(dir); Monster.monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3); // 4 Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, vec); vec[2] += self.enemy.viewheight; Math3D.VectorSubtract(vec, start, dir); Math3D.VectorNormalize(dir); Monster.monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4); return true; } }; static EntThinkAdapter boss2_firebullet_right= new EntThinkAdapter() { public boolean think(edict_t self) { float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, target= { 0, 0, 0 }; float[] start= { 0, 0, 0 }; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start); Math3D.VectorMA(self.enemy.s.origin, -0.2f, self.enemy.velocity, target); target[2] += self.enemy.viewheight; Math3D.VectorSubtract(target, start, forward); Math3D.VectorNormalize(forward); Monster.monster_fire_bullet( self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1); return true; } }; static EntThinkAdapter boss2_firebullet_left= new EntThinkAdapter() { public boolean think(edict_t self) { float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, target= { 0, 0, 0 }; float[] start= { 0, 0, 0 }; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start); Math3D.VectorMA(self.enemy.s.origin, -0.2f, self.enemy.velocity, target); target[2] += self.enemy.viewheight; Math3D.VectorSubtract(target, start, forward); Math3D.VectorNormalize(forward); Monster.monster_fire_bullet( self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1); return true; } }; static EntThinkAdapter Boss2MachineGun= new EntThinkAdapter() { public boolean think(edict_t self) { /* * RST: this was disabled ! * float[] forward={0,0,0}, right={0,0,0}; float[] start={0,0,0}; float[] dir={0,0,0}; float[] vec={0,0,0}; 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.think(self); boss2_firebullet_right.think(self); return true; } }; static mframe_t boss2_frames_stand[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null)}; static mmove_t boss2_move_stand= new mmove_t(FRAME_stand30, FRAME_stand50, boss2_frames_stand, null); static mframe_t boss2_frames_fidget[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null)}; static mmove_t boss2_move_fidget= new mmove_t(FRAME_stand1, FRAME_stand30, boss2_frames_fidget, null); static mframe_t boss2_frames_walk[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 8, null)}; static mmove_t boss2_move_walk= new mmove_t(FRAME_walk1, FRAME_walk20, boss2_frames_walk, null); static mframe_t boss2_frames_run[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null), new mframe_t(GameAIAdapters.ai_run, 8, null)}; static mmove_t boss2_move_run= new mmove_t(FRAME_walk1, FRAME_walk20, boss2_frames_run, null); static mframe_t boss2_frames_attack_pre_mg[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, boss2_attack_mg)}; static mmove_t boss2_move_attack_pre_mg= new mmove_t(FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, null); // Loop this static mframe_t boss2_frames_attack_mg[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAIAdapters.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAIAdapters.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAIAdapters.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAIAdapters.ai_charge, 1, Boss2MachineGun), new mframe_t(GameAIAdapters.ai_charge, 1, boss2_reattack_mg)}; static mmove_t boss2_move_attack_mg= new mmove_t(FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, null); static mframe_t boss2_frames_attack_post_mg[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null)}; static mmove_t boss2_move_attack_post_mg= new mmove_t(FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run); static mframe_t boss2_frames_attack_rocket[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_move, -20, Boss2Rocket), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null)}; static mmove_t boss2_move_attack_rocket= new mmove_t(FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run); static mframe_t boss2_frames_pain_heavy[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null)}; static mmove_t boss2_move_pain_heavy= new mmove_t(FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run); static mframe_t boss2_frames_pain_light[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null)}; static mmove_t boss2_move_pain_light= new mmove_t(FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run); static mframe_t boss2_frames_death[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, GameAIAdapters.BossExplode)}; /* static EntThinkAdapter xxx = new EntThinkAdapter() { public boolean think(edict_t self) { return true; } }; */ static mmove_t boss2_move_death= new mmove_t(FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead); /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight */ static void SP_monster_boss2(edict_t self) { if (deathmatch.value != 0) { 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"); 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"); Math3D.VectorSet(self.mins, -56, -56, 0); Math3D.VectorSet(self.maxs, 56, 56, 80); self.health= 2000; self.gib_health= -200; self.mass= 1000; self.flags |= FL_IMMUNE_LASER; self.pain= boss2_pain; self.die= boss2_die; self.monsterinfo.stand= boss2_stand; self.monsterinfo.walk= boss2_walk; self.monsterinfo.run= boss2_run; self.monsterinfo.attack= boss2_attack; self.monsterinfo.search= boss2_search; self.monsterinfo.checkattack= Boss2_CheckAttack; gi.linkentity(self); self.monsterinfo.currentmove= boss2_move_stand; self.monsterinfo.scale= MODEL_SCALE; GameAIAdapters.flymonster_start.think(self); } }