1 #ifndef Z_BOSS_H 2 #define Z_BOSS_H 3 4 /* 5 Boss constants 6 7 /zaero/models/monsters/bossz/mech/tris.md2 8 9 001-031 Idle1 (waves arms around menacingly) 10 032-056 Idle2 (grapple thing) 11 12 057-066 RHook (raises weapon from Idle to fire Grappling Hook or Rockets) 13 - weapon arm rotates as it raises 14 15 067-070 RCannon (raises weapon from Idle to fire Cannon) 16 17 071-091 Attack1a (fires 7 Rockets) 18 - you can skip some frames if not firing all 7 rockets and jump to the reload sequence next 19 - (33, 50, 5) frame071 20 - (27, 39, 5) frame074 21 - (39, 39, 5) frame077 22 - (27, 44, 5) frame080 23 - (39, 44, 5) frame083 24 - (29, 48, 5) frame086 25 - (38, 48, 5) frame089 26 27 092-098 Attack1b (reloads rockets) 28 29 099-106 Attack2a (fires Grappling Hook) 30 - (34, 24, 3) frame104 31 32 107-109 Attack2b (reels in Grappling Hook) 33 - loop as long as neccessary 34 - return hook to (34, 24, 5) approx. (arm is moving round) 35 36 110-118 Attack2c (punch/swing, use at end of grapple attack2b) 37 38 119-132 Attack3 (Cannon) 39 - spread is approx 50 degress wide 40 - (30, 44, 19) 25 degrees left of target, frame119 41 - (32, 33, 14) 16 degrees left of target, frame121 42 - (32, 45, 4) 8 degrees left of target, frame123 43 - (32, 34, 2) towards target, frame125 44 - (32, 49, -7) 8 degrees right of target, frame127 45 - (34, 36, -6) 16 degrees right of target, frame129 46 - (34, 36, -6) 16 degrees right of target, frame131 47 48 133-135 LCannon (lowers weapon from Cannon firing to Idle) 49 136-141 LHook (lowers weapon from Grappling Hook or Rocket firing to Idle) 50 51 142-147 H2C (switches from Rocket firing to Cannon) 52 148-153 C2H (switches from Cannon firing to Grappling Hook or Rockets) 53 - use these to switch from one attack to another without resetting to Idle 54 55 154-160 Walk1 (steps out from Idle on left foot) 56 161-169 Walk2 (steps forward on right foot) 57 170-176 Walk3 (steps forward on left foot) 58 177-184 Walk4 (steps to Idle on right foot) 59 60 185-187 Pain1 (short) 61 188-192 Pain2 (medium) 62 193-217 Pain3 (very long) 63 64 218-236 Death1 (falls over backwards) 65 66 237-281 Death2 (head blown off) 67 - steps forward to gain balance 68 - rocket (25, 26, 26) frame249 69 - rocket (20, 21, 16) frame250 70 - rocket (30, 20, 17) frame251 71 - rocket (17, 16, 8) frame252 72 - rocket (30, 16, 10) frame253 73 - rocket (25, 18, 0) frame254 74 - rocket (30, 27, -17) frame255 75 - cannon (33, 46, -9) 20 degrees right of target, frame257 76 - cannon (37, 31, -3) 15 degrees right of target, frame258 77 - cannon (24, 19, 21) 25 degrees left of target, frame264 78 - grappling (28, -8, 35) straight up end of death2 seq. 79 (make grapple hook only occur 15% of the time) 80 81 82 /zaero/models/monsters/bossz/grapple/tris.md2 83 84 282-282 Grapple1 (shooting out) 85 283-283 Grapple2 (retracting) 86 87 */ 88 89 #define FRAME_stand1start 1 90 #define FRAME_stand1end 31 91 #define FRAME_stand2start 32 92 #define FRAME_stand2end 56 93 #define FRAME_preHookStart 57 94 #define FRAME_preHookEnd 66 95 #define FRAME_preCannonStart 67 96 #define FRAME_preCannonEnd 70 97 #define FRAME_attack1aStart 71 98 #define FRAME_attack1aEnd 91 99 #define FRAME_attack1bStart 92 100 #define FRAME_attack1bEnd 98 101 #define FRAME_attack2aStart 99 102 #define FRAME_attack2aEnd 106 103 #define FRAME_attack2bStart 107 104 #define FRAME_attack2bEnd 109 105 #define FRAME_attack2cStart 110 106 #define FRAME_attack2cEnd 118 107 #define FRAME_attack3Start 119 108 #define FRAME_attack3End 132 109 #define FRAME_postCannonStart 133 110 #define FRAME_postCannonEnd 135 111 #define FRAME_postHookStart 136 112 #define FRAME_postHookEnd 141 113 #define FRAME_attackH2CStart 142 114 #define FRAME_attackH2CEnd 147 115 #define FRAME_attackC2HStart 148 116 #define FRAME_attackC2HEnd 153 117 #define FRAME_preWalkStart 154 118 #define FRAME_preWalkEnd 160 119 #define FRAME_walkStart 161 120 #define FRAME_walkEnd 176 121 #define FRAME_postWalkStart 177 122 #define FRAME_postWalkEnd 184 123 #define FRAME_pain1Start 185 124 #define FRAME_pain1End 187 125 #define FRAME_pain2Start 188 126 #define FRAME_pain2End 192 127 #define FRAME_pain3Start 193 128 #define FRAME_pain3End 217 129 #define FRAME_die1Start 218 130 #define FRAME_die1End 236 131 #define FRAME_die2Start 237 132 #define FRAME_die2End 281 133 134 #define MODEL_SCALE 1.000 135 136 #endif 137