public void pain(edict_t self, edict_t other, float kick, int damage) { int n; if (self.health < (self.max_health / 2)) self.s.skinnum = 1; if (GameBase.level.time < self.pain_debounce_time) return; self.pain_debounce_time = GameBase.level.time + 3; if (GameBase.skill.value == 3) return; // no pain anims in nightmare n = (Lib.rand() + 1) % 3; if (n == 0) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain1; } else { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain2; } return; }
public boolean think(edict_t self) { float[] forward = {0, 0, 0}, right = {0, 0, 0}; float[] origin = {0, 0, 0}; float[] dir = {0, 0, 0}; float[] offset = {0, 0, 0}; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir); Math3D.AngleVectors(self.s.angles, forward, right, null); // FIXME use a flash and replace these two lines with the commented // one Math3D.VectorSet(offset, 18.5f, -0.9f, 10f); Math3D.G_ProjectSource(self.s.origin, offset, forward, right, origin); // G_ProjectSource (self.s.origin, // monster_flash_offset[flash_number], forward, right, origin); GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack2, 1, Defines.ATTN_NORM, 0); // FIXME use the flash, Luke GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_SPLASH); GameBase.gi.WriteByte(32); GameBase.gi.WritePosition(origin); GameBase.gi.WriteDir(dir); GameBase.gi.WriteByte(1); // sparks GameBase.gi.multicast(origin, Defines.MULTICAST_PVS); GameCombat.T_Damage( self.enemy, self, self, dir, self.enemy.s.origin, Globals.vec3_origin, 5 + Lib.rand() % 6, -10, Defines.DAMAGE_ENERGY, Defines.MOD_UNKNOWN); return true; }
public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0); GameWeapon.fire_hit(self, aim, 5 + Lib.rand() % 6, -50); return true; }