Annotation of quake2/game/m_boss3.c, revision 1.1.1.2

1.1       root        1: /*
1.1.1.2 ! root        2: Copyright (C) 1997-2001 Id Software, Inc.
        !             3: 
        !             4: This program is free software; you can redistribute it and/or
        !             5: modify it under the terms of the GNU General Public License
        !             6: as published by the Free Software Foundation; either version 2
        !             7: of the License, or (at your option) any later version.
        !             8: 
        !             9: This program is distributed in the hope that it will be useful,
        !            10: but WITHOUT ANY WARRANTY; without even the implied warranty of
        !            11: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
        !            12: 
        !            13: See the GNU General Public License for more details.
        !            14: 
        !            15: You should have received a copy of the GNU General Public License
        !            16: along with this program; if not, write to the Free Software
        !            17: Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
        !            18: 
        !            19: */
        !            20: /*
1.1       root       21: ==============================================================================
                     22: 
                     23: boss3
                     24: 
                     25: ==============================================================================
                     26: */
                     27: 
                     28: #include "g_local.h"
                     29: #include "m_boss32.h"
                     30: 
                     31: void Use_Boss3 (edict_t *ent, edict_t *other, edict_t *activator)
                     32: {
                     33:        gi.WriteByte (svc_temp_entity);
                     34:        gi.WriteByte (TE_BOSSTPORT);
                     35:        gi.WritePosition (ent->s.origin);
                     36:        gi.multicast (ent->s.origin, MULTICAST_PVS);
                     37:        G_FreeEdict (ent);
                     38: }
                     39: 
                     40: void Think_Boss3Stand (edict_t *ent)
                     41: {
                     42:        if (ent->s.frame == FRAME_stand260)
                     43:                ent->s.frame = FRAME_stand201;
                     44:        else
                     45:                ent->s.frame++;
                     46:        ent->nextthink = level.time + FRAMETIME;
                     47: }
                     48: 
                     49: /*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
                     50: 
                     51: Just stands and cycles in one place until targeted, then teleports away.
                     52: */
                     53: void SP_monster_boss3_stand (edict_t *self)
                     54: {
                     55:        if (deathmatch->value)
                     56:        {
                     57:                G_FreeEdict (self);
                     58:                return;
                     59:        }
                     60: 
                     61:        self->movetype = MOVETYPE_STEP;
                     62:        self->solid = SOLID_BBOX;
                     63:        self->model = "models/monsters/boss3/rider/tris.md2";
                     64:        self->s.modelindex = gi.modelindex (self->model);
                     65:        self->s.frame = FRAME_stand201;
                     66: 
                     67:        gi.soundindex ("misc/bigtele.wav");
                     68: 
                     69:        VectorSet (self->mins, -32, -32, 0);
                     70:        VectorSet (self->maxs, 32, 32, 90);
                     71: 
                     72:        self->use = Use_Boss3;
                     73:        self->think = Think_Boss3Stand;
                     74:        self->nextthink = level.time + FRAMETIME;
                     75:        gi.linkentity (self);
                     76: }

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