Annotation of quake2/game/m_boss3.c, revision 1.1.1.1

1.1       root        1: /*
                      2: ==============================================================================
                      3: 
                      4: boss3
                      5: 
                      6: ==============================================================================
                      7: */
                      8: 
                      9: #include "g_local.h"
                     10: #include "m_boss32.h"
                     11: 
                     12: void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
                     13: {
                     14:        gi.WriteByte (svc_temp_entity);
                     15:        gi.WriteByte (TE_BOSSTPORT);
                     16:        gi.WritePosition (ent->s.origin);
                     17:        gi.multicast (ent->s.origin, MULTICAST_PVS);
                     18:        G_FreeEdict (ent);
                     19: }
                     20: 
                     21: void Think_Boss3Stand (edict_t *ent)
                     22: {
                     23:        if (ent->s.frame == FRAME_stand260)
                     24:                ent->s.frame = FRAME_stand201;
                     25:        else
                     26:                ent->s.frame++;
                     27:        ent->nextthink = level.time + FRAMETIME;
                     28: }
                     29: 
                     30: /*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
                     31: 
                     32: Just stands and cycles in one place until targeted, then teleports away.
                     33: */
                     34: void SP_monster_boss3_stand (edict_t *self)
                     35: {
                     36:        if (deathmatch->value)
                     37:        {
                     38:                G_FreeEdict (self);
                     39:                return;
                     40:        }
                     41: 
                     42:        self->movetype = MOVETYPE_STEP;
                     43:        self->solid = SOLID_BBOX;
                     44:        self->model = "models/monsters/boss3/rider/tris.md2";
                     45:        self->s.modelindex = gi.modelindex (self->model);
                     46:        self->s.frame = FRAME_stand201;
                     47: 
                     48:        gi.soundindex ("misc/bigtele.wav");
                     49: 
                     50:        VectorSet (self->mins, -32, -32, 0);
                     51:        VectorSet (self->maxs, 32, 32, 90);
                     52: 
                     53:        self->use = Use_Boss3;
                     54:        self->think = Think_Boss3Stand;
                     55:        self->nextthink = level.time + FRAMETIME;
                     56:        gi.linkentity (self);
                     57: }

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