ref: deeab146549f322d8c16f0746e5cd5cec56cb2a2
dir: /xatrix/m_brain.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_brain.h" static int sound_chest_open; static int sound_tentacles_extend; static int sound_tentacles_retract; static int sound_death; static int sound_idle1; static int sound_idle2; static int sound_idle3; static int sound_pain1; static int sound_pain2; static int sound_sight; static int sound_search; static int sound_melee1; static int sound_melee2; static int sound_melee3; void brain_sight (edict_t *self, edict_t *) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void brain_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void brain_run (edict_t *self); void brain_dead (edict_t *self); // // STAND // mframe_t brain_frames_stand [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL}; void brain_stand (edict_t *self) { self->monsterinfo.currentmove = &brain_move_stand; } // // IDLE // mframe_t brain_frames_idle [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand}; void brain_idle (edict_t *self) { gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0); self->monsterinfo.currentmove = &brain_move_idle; } // // WALK // mframe_t brain_frames_walk1 [] = { ai_walk, 7, NULL, ai_walk, 2, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 1, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 9, NULL, ai_walk, -4, NULL, ai_walk, -1, NULL, ai_walk, 2, NULL }; mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL}; // walk2 is FUBAR, do not use /* void brain_walk2_cycle (edict_t *self) { if (qrandom() > 0.1) self->monsterinfo.nextframe = FRAME_walk220; } mframe_t brain_frames_walk2 [] = { ai_walk, 3, NULL, ai_walk, -2, NULL, ai_walk, -4, NULL, ai_walk, -3, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 12, NULL, ai_walk, 0, NULL, ai_walk, -3, NULL, ai_walk, 0, NULL, ai_walk, -2, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 10, NULL, // Cycle Start ai_walk, -1, NULL, ai_walk, 7, NULL, ai_walk, 0, NULL, ai_walk, 3, NULL, ai_walk, -3, NULL, ai_walk, 2, NULL, ai_walk, 4, NULL, ai_walk, -3, NULL, ai_walk, 2, NULL, ai_walk, 0, NULL, ai_walk, 4, brain_walk2_cycle, ai_walk, -1, NULL, ai_walk, -1, NULL, ai_walk, -8, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 5, NULL, ai_walk, 2, NULL, ai_walk, -1, NULL, ai_walk, -5, NULL }; mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL}; */ void brain_walk (edict_t *self) { // if (random() <= 0.5) self->monsterinfo.currentmove = &brain_move_walk1; // else // self->monsterinfo.currentmove = &brain_move_walk2; } mframe_t brain_frames_defense [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL}; mframe_t brain_frames_pain3 [] = { ai_move, -2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, -4, NULL }; mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run}; mframe_t brain_frames_pain2 [] = { ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, -2, NULL }; mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run}; mframe_t brain_frames_pain1 [] = { ai_move, -6, NULL, ai_move, -2, NULL, ai_move, -6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 7, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, -1, NULL }; mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run}; // // DUCK // void brain_duck_down (edict_t *self) { if (self->monsterinfo.aiflags & AI_DUCKED) return; self->monsterinfo.aiflags |= AI_DUCKED; self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; gi.linkentity (self); } void brain_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void brain_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } mframe_t brain_frames_duck [] = { ai_move, 0, NULL, ai_move, -2, brain_duck_down, ai_move, 17, brain_duck_hold, ai_move, -3, NULL, ai_move, -1, brain_duck_up, ai_move, -5, NULL, ai_move, -6, NULL, ai_move, -6, NULL }; mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run}; void brain_dodge (edict_t *self, edict_t *attacker, float eta) { if (qrandom() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.pausetime = level.time + eta + 0.5; self->monsterinfo.currentmove = &brain_move_duck; } mframe_t brain_frames_death2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 9, NULL, ai_move, 0, NULL }; mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead}; mframe_t brain_frames_death1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 9, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead}; // // MELEE // void brain_swing_right (edict_t *self) { gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0); } void brain_hit_right (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 40)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); } void brain_swing_left (edict_t *self) { gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0); } void brain_hit_left (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 40)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); } mframe_t brain_frames_attack1 [] = { ai_charge, 8, NULL, ai_charge, 3, NULL, ai_charge, 5, NULL, ai_charge, 0, NULL, ai_charge, -3, brain_swing_right, ai_charge, 0, NULL, ai_charge, -5, NULL, ai_charge, -7, brain_hit_right, ai_charge, 0, NULL, ai_charge, 6, brain_swing_left, ai_charge, 1, NULL, ai_charge, 2, brain_hit_left, ai_charge, -3, NULL, ai_charge, 6, NULL, ai_charge, -1, NULL, ai_charge, -3, NULL, ai_charge, 2, NULL, ai_charge, -11,NULL }; mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run}; void brain_chest_open (edict_t *self) { self->spawnflags &= ~65536; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0); } void brain_tentacle_attack (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, 0, 8); if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0) self->spawnflags |= 65536; gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); } void brain_chest_closed (edict_t *self) { self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; if (self->spawnflags & 65536) { self->spawnflags &= ~65536; self->monsterinfo.currentmove = &brain_move_attack1; } } mframe_t brain_frames_attack2 [] = { ai_charge, 5, NULL, ai_charge, -4, NULL, ai_charge, -4, NULL, ai_charge, -3, NULL, ai_charge, 0, brain_chest_open, ai_charge, 0, NULL, ai_charge, 13, brain_tentacle_attack, ai_charge, 0, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, -9, brain_chest_closed, ai_charge, 0, NULL, ai_charge, 4, NULL, ai_charge, 3, NULL, ai_charge, 2, NULL, ai_charge, -3, NULL, ai_charge, -6, NULL }; mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run}; void brain_melee(edict_t *self) { if (qrandom() <= 0.5) self->monsterinfo.currentmove = &brain_move_attack1; else self->monsterinfo.currentmove = &brain_move_attack2; } static qboolean brain_tounge_attack_ok (vec3_t start, vec3_t end) { vec3_t dir, angles; // check for max distance VectorSubtract (start, end, dir); if (VectorLength(dir) > 512) return false; // check for min/max pitch vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 30) return false; return true; } void brain_tounge_attack (edict_t *self) { vec3_t offset, start, f, r, end, dir; trace_t tr; int damage; AngleVectors (self->s.angles, f, r, NULL); // VectorSet (offset, 24, 0, 6); VectorSet (offset, 24, 0, 16); G_ProjectSource (self->s.origin, offset, f, r, start); VectorCopy (self->enemy->s.origin, end); if (!brain_tounge_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8; if (!brain_tounge_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8; if (!brain_tounge_attack_ok(start, end)) return; } } VectorCopy (self->enemy->s.origin, end); tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); if (tr.ent != self->enemy) return; damage = 5; gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PARASITE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); VectorSubtract (start, end, dir); T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_NO_KNOCKBACK, MOD_BRAINTENTACLE); // pull the enemy in { vec3_t forward; self->s.origin[2] += 1; AngleVectors (self->s.angles, forward, NULL, NULL); VectorScale (forward, -1200, self->enemy->velocity); } } // Brian right eye center struct r_eyeball { float x; float y; float z; } brain_reye [11] = { { 0.746700, 0.238370, 34.167690 }, { -1.076390, 0.238370, 33.386372 }, { -1.335500, 5.334300, 32.177170 }, { -0.175360, 8.846370, 30.635479 }, { -2.757590, 7.804610, 30.150860 }, { -5.575090, 5.152840, 30.056160 }, { -7.017550, 3.262470, 30.552521 }, { -7.915740, 0.638800, 33.176189 }, { -3.915390, 8.285730, 33.976349 }, { -0.913540, 10.933030, 34.141811 }, { -0.369900, 8.923900, 34.189079 } }; // Brain left eye center struct l_eyeball { float x; float y; float z; } brain_leye [11] = { { -3.364710, 0.327750, 33.938381 }, { -5.140450, 0.493480, 32.659851 }, { -5.341980, 5.646980, 31.277901 }, { -4.134480, 9.277440, 29.925621 }, { -6.598340, 6.815090, 29.322620 }, { -8.610840, 2.529650, 29.251591 }, { -9.231360, 0.093280, 29.747959 }, { -11.004110, 1.936930, 32.395260 }, { -7.878310, 7.648190, 33.148151 }, { -4.947370, 11.430050, 33.313610 }, { -4.332820, 9.444570, 33.526340 } }; // note to self // need to get an x,y,z offset for // each frame of the run cycle void brain_laserbeam (edict_t *self) { vec3_t forward, right, up; vec3_t tempang, start; vec3_t dir, angles, end; edict_t *ent; // RAFAEL // cant call sound this frequent if (qrandom() > 0.8) gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0); // check for max distance VectorCopy (self->s.origin, start); VectorCopy (self->enemy->s.origin, end); VectorSubtract (end, start, dir); vectoangles (dir, angles); // dis is my right eye ent = G_Spawn (); VectorCopy (self->s.origin, ent->s.origin); VectorCopy (angles, tempang); AngleVectors (tempang, forward, right, up); VectorCopy (tempang, ent->s.angles); VectorCopy (ent->s.origin, start); VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].x, right, start); VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].y, forward, start); VectorMA (start, brain_reye[self->s.frame - FRAME_walk101].z, up, start); VectorCopy (start, ent->s.origin); ent->enemy = self->enemy; ent->owner = self; ent->dmg = 1; monster_dabeam (ent); // dis is me left eye ent = G_Spawn (); VectorCopy (self->s.origin, ent->s.origin); VectorCopy (angles, tempang); AngleVectors (tempang, forward, right, up); VectorCopy (tempang, ent->s.angles); VectorCopy (ent->s.origin, start); VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].x, right, start); VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].y, forward, start); VectorMA (start, brain_leye[self->s.frame - FRAME_walk101].z, up, start); VectorCopy (start, ent->s.origin); ent->enemy = self->enemy; ent->owner = self; ent->dmg = 1; monster_dabeam (ent); } void brain_laserbeam_reattack (edict_t *self) { if (qrandom() < 0.5) if (visible (self, self->enemy)) if (self->enemy->health > 0) self->s.frame = FRAME_walk101; } mframe_t brain_frames_attack3 [] = { ai_charge, 5, NULL, ai_charge, -4, NULL, ai_charge, -4, NULL, ai_charge, -3, NULL, ai_charge, 0, brain_chest_open, ai_charge, 0, brain_tounge_attack, ai_charge, 13, NULL, ai_charge, 0, brain_tentacle_attack, ai_charge, 2, NULL, ai_charge, 0, brain_tounge_attack, ai_charge, -9, brain_chest_closed, ai_charge, 0, NULL, ai_charge, 4, NULL, ai_charge, 3, NULL, ai_charge, 2, NULL, ai_charge, -3, NULL, ai_charge, -6, NULL }; mmove_t brain_move_attack3 = {FRAME_attak201, FRAME_attak217, brain_frames_attack3, brain_run}; mframe_t brain_frames_attack4 [] = { ai_charge, 9, brain_laserbeam, ai_charge, 2, brain_laserbeam, ai_charge, 3, brain_laserbeam, ai_charge, 3, brain_laserbeam, ai_charge, 1, brain_laserbeam, ai_charge, 0, brain_laserbeam, ai_charge, 0, brain_laserbeam, ai_charge, 10, brain_laserbeam, ai_charge, -4, brain_laserbeam, ai_charge, -1, brain_laserbeam, ai_charge, 2, brain_laserbeam_reattack }; mmove_t brain_move_attack4 = {FRAME_walk101, FRAME_walk111, brain_frames_attack4, brain_run}; // RAFAEL void brain_attack (edict_t *self) { int r; if (qrandom() < 0.8) { r = range (self, self->enemy); if (r == RANGE_NEAR) { if (qrandom() < 0.5) self->monsterinfo.currentmove = &brain_move_attack3; else self->monsterinfo.currentmove = &brain_move_attack4; } else if (r > RANGE_NEAR) self->monsterinfo.currentmove = &brain_move_attack4; } } // // RUN // mframe_t brain_frames_run [] = { ai_run, 9, NULL, ai_run, 2, NULL, ai_run, 3, NULL, ai_run, 3, NULL, ai_run, 1, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 10, NULL, ai_run, -4, NULL, ai_run, -1, NULL, ai_run, 2, NULL }; mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL}; void brain_run (edict_t *self) { self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &brain_move_stand; else self->monsterinfo.currentmove = &brain_move_run; } void brain_pain (edict_t *self, edict_t *, float, int) { float r; 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; r = qrandom(); if (r < 0.33) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain1; } else if (r < 0.66) { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain2; } else { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain3; } } void brain_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void brain_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; self->s.effects = 0; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // 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); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; if (qrandom() <= 0.5) self->monsterinfo.currentmove = &brain_move_death1; else self->monsterinfo.currentmove = &brain_move_death2; } /*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_brain (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_chest_open = gi.soundindex ("brain/brnatck1.wav"); sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav"); sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav"); sound_death = gi.soundindex ("brain/brndeth1.wav"); sound_idle1 = gi.soundindex ("brain/brnidle1.wav"); sound_idle2 = gi.soundindex ("brain/brnidle2.wav"); sound_idle3 = gi.soundindex ("brain/brnlens1.wav"); sound_pain1 = gi.soundindex ("brain/brnpain1.wav"); sound_pain2 = gi.soundindex ("brain/brnpain2.wav"); sound_sight = gi.soundindex ("brain/brnsght1.wav"); sound_search = gi.soundindex ("brain/brnsrch1.wav"); sound_melee1 = gi.soundindex ("brain/melee1.wav"); sound_melee2 = gi.soundindex ("brain/melee2.wav"); sound_melee3 = gi.soundindex ("brain/melee3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); self->health = 300; self->gib_health = -150; self->mass = 400; self->pain = brain_pain; self->die = brain_die; self->monsterinfo.stand = brain_stand; self->monsterinfo.walk = brain_walk; self->monsterinfo.run = brain_run; self->monsterinfo.dodge = brain_dodge; self->monsterinfo.attack = brain_attack; self->monsterinfo.melee = brain_melee; self->monsterinfo.sight = brain_sight; self->monsterinfo.search = brain_search; self->monsterinfo.idle = brain_idle; self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; self->monsterinfo.power_armor_power = 100; gi.linkentity (self); self->monsterinfo.currentmove = &brain_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }