mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
754 lines
18 KiB
C
754 lines
18 KiB
C
/*
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==============================================================================
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floater
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_float.h"
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static int sound_attack2;
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static int sound_attack3;
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static int sound_death1;
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static int sound_idle;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_sight;
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void floater_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void floater_idle (edict_t *self)
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{
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if (!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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//void floater_stand1 (edict_t *self);
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void floater_dead (edict_t *self);
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void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void floater_run (edict_t *self);
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void floater_wham (edict_t *self);
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void floater_zap (edict_t *self);
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void floater_fire_blaster (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t end;
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vec3_t dir;
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int effect;
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if (!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
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effect = EF_HYPERBLASTER;
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else
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effect = 0;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
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// Lazarus fog reduction of accuracy
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if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (end, start, dir);
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monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect, BLASTER_ORANGE);
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}
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mframe_t floater_frames_stand1 [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
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mframe_t floater_frames_stand2 [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
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void floater_stand (edict_t *self)
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{
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if (random() <= 0.5)
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self->monsterinfo.currentmove = &floater_move_stand1;
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else
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self->monsterinfo.currentmove = &floater_move_stand2;
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}
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mframe_t floater_frames_activate [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
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mframe_t floater_frames_attack1 [] =
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{
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ai_charge, 0, NULL, // Blaster attack
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, floater_fire_blaster,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL // -- LOOP Ends
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};
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mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
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// PMM - circle strafe frames
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mframe_t floater_frames_attack1a [] =
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{
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ai_charge, 10, NULL, // Blaster attack
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, floater_fire_blaster,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL // -- LOOP Ends
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};
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mmove_t floater_move_attack1a = {FRAME_attak101, FRAME_attak114, floater_frames_attack1a, floater_run};
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//pmm
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mframe_t floater_frames_attack2 [] =
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{
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ai_charge, 0, NULL, // Claws
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, floater_wham, // WHAM (0, -45, 29.6) -- LOOP Starts
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL, // -- LOOP Ends
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
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mframe_t floater_frames_attack3 [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, floater_zap, // -- LOOP Starts
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL, // -- LOOP Ends
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
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mframe_t floater_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
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mframe_t floater_frames_pain1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
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mframe_t floater_frames_pain2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
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mframe_t floater_frames_pain3 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
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mframe_t floater_frames_walk [] =
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{
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL
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};
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mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
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mframe_t floater_frames_run [] =
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{
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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ai_run, 13, NULL,
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|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL,
|
|
ai_run, 13, NULL
|
|
};
|
|
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
|
|
|
|
void floater_run (edict_t *self)
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
self->monsterinfo.currentmove = &floater_move_stand1;
|
|
else
|
|
self->monsterinfo.currentmove = &floater_move_run;
|
|
}
|
|
|
|
void floater_walk (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &floater_move_walk;
|
|
}
|
|
|
|
void floater_wham (edict_t *self)
|
|
{
|
|
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
|
|
gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
|
|
fire_hit (self, aim, 5 + rand() % 6, -50);
|
|
}
|
|
|
|
void floater_zap (edict_t *self)
|
|
{
|
|
vec3_t forward, right;
|
|
vec3_t origin;
|
|
vec3_t dir;
|
|
vec3_t offset;
|
|
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
|
|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
//FIXME use a flash and replace these two lines with the commented one
|
|
VectorSet (offset, 18.5, -0.9, 10);
|
|
G_ProjectSource (self->s.origin, offset, forward, right, origin);
|
|
// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
|
|
|
|
gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
|
|
|
//FIXME use the flash, Luke
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_SPLASH);
|
|
gi.WriteByte (32);
|
|
gi.WritePosition (origin);
|
|
gi.WriteDir (dir);
|
|
gi.WriteByte (1); //sparks
|
|
gi.multicast (origin, MULTICAST_PVS);
|
|
|
|
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
|
|
}
|
|
|
|
void floater_attack(edict_t *self)
|
|
{
|
|
float chance;
|
|
/* if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &flyer_move_attack1;
|
|
else */
|
|
// 0% chance of circle in easy
|
|
// 50% chance in normal
|
|
// 75% chance in hard
|
|
// 86.67% chance in nightmare
|
|
if (!skill->value)
|
|
chance = 0;
|
|
else
|
|
chance = 1.0 - (0.5/(float)(skill->value));
|
|
|
|
if (random() > chance)
|
|
{
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
self->monsterinfo.currentmove = &floater_move_attack1;
|
|
}
|
|
else // circle strafe
|
|
{
|
|
if (random () <= 0.5) // switch directions
|
|
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
self->monsterinfo.currentmove = &floater_move_attack1a;
|
|
}
|
|
}
|
|
|
|
|
|
void floater_melee(edict_t *self)
|
|
{
|
|
if (random() < 0.5)
|
|
self->monsterinfo.currentmove = &floater_move_attack3;
|
|
else
|
|
self->monsterinfo.currentmove = &floater_move_attack2;
|
|
}
|
|
|
|
|
|
void floater_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 (!(self->fogclip & 2)) // custom bloodtype flag check
|
|
self->blood_type = 3; // sparks and blood
|
|
}
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 3;
|
|
if (skill->value == 3)
|
|
return; // no pain anims in nightmare
|
|
|
|
n = (rand() + 1) % 3;
|
|
if (n == 0)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &floater_move_pain1;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &floater_move_pain2;
|
|
}
|
|
}
|
|
|
|
void floater_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 floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n; //Knightmare added
|
|
|
|
for (n = 0; n < 4; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
for (n = 0; n < 10; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 0, 0, damage, GIB_METALLIC);
|
|
for (n = 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/gibs/gear/tris.md2", 0, 0, damage, GIB_METALLIC);
|
|
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
|
|
BecomeExplosion1(self);
|
|
}
|
|
|
|
//===========
|
|
//PGM
|
|
qboolean floater_blocked (edict_t *self, float dist)
|
|
{
|
|
if (blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
//PGM
|
|
//===========
|
|
|
|
/*QUAKED monster_floater (1 .5 0) (-24 -24 -24) (24 24 32) Ambush Trigger_Spawn Sight GoodGuy
|
|
*/
|
|
void SP_monster_floater (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
|
|
sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
|
|
sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
|
|
sound_idle = gi.soundindex ("floater/fltidle1.wav");
|
|
sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
|
|
sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
|
|
sound_sight = gi.soundindex ("floater/fltsght1.wav");
|
|
|
|
gi.soundindex ("floater/fltatck1.wav");
|
|
|
|
self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/float/tris.md2");
|
|
self->s.skinnum |= self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
|
|
//Knightmare- changed bbox, was z= 32, -24
|
|
VectorSet (self->mins, -24, -24, -16);
|
|
VectorSet (self->maxs, 24, 24, 40);
|
|
|
|
if (!self->health)
|
|
self->health = 200;
|
|
if (!self->gib_health)
|
|
self->gib_health = -80;
|
|
if (!self->mass)
|
|
self->mass = 300;
|
|
|
|
self->pain = floater_pain;
|
|
self->die = floater_die;
|
|
|
|
self->monsterinfo.stand = floater_stand;
|
|
self->monsterinfo.walk = floater_walk;
|
|
self->monsterinfo.run = floater_run;
|
|
// self->monsterinfo.dodge = floater_dodge;
|
|
self->monsterinfo.attack = floater_attack;
|
|
self->monsterinfo.melee = floater_melee;
|
|
self->monsterinfo.sight = floater_sight;
|
|
self->monsterinfo.idle = floater_idle;
|
|
self->monsterinfo.blocked = floater_blocked; // PGM
|
|
|
|
//Knightmare - sparks, not blood, on damage
|
|
if (!self->blood_type)
|
|
self->blood_type = 2; //sparks
|
|
else
|
|
self->fogclip |= 2; //custom bloodtype flag
|
|
|
|
// Lazarus
|
|
if (self->powerarmor)
|
|
{
|
|
if (self->powerarmortype == 1)
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
|
|
else
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
|
|
self->monsterinfo.power_armor_power = self->powerarmor;
|
|
}
|
|
self->common_name = "Technician";
|
|
self->class_id = ENTITY_MONSTER_FLOATER;
|
|
|
|
gi.linkentity (self);
|
|
|
|
if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &floater_move_stand1;
|
|
else
|
|
self->monsterinfo.currentmove = &floater_move_stand2;
|
|
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
flymonster_start (self);
|
|
}
|