mirror of
https://git.code.sf.net/p/quake/quake2forge
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663 lines
15 KiB
C
663 lines
15 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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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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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->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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VectorSubtract (end, start, dir);
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monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
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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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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,
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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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};
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mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
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void floater_run (edict_t *self)
|
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &floater_move_stand1;
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else
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self->monsterinfo.currentmove = &floater_move_run;
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}
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void floater_walk (edict_t *self)
|
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{
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self->monsterinfo.currentmove = &floater_move_walk;
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}
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|
|
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void floater_wham (edict_t *self)
|
|
{
|
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static vec3_t aim = {MELEE_DISTANCE, 0, 0};
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gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
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fire_hit (self, aim, 5 + rand() % 6, -50);
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}
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|
|
|
void floater_zap (edict_t *self)
|
|
{
|
|
vec3_t forward, right;
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vec3_t origin;
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vec3_t dir;
|
|
vec3_t offset;
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|
|
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
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//FIXME use a flash and replace these two lines with the commented one
|
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VectorSet (offset, 18.5, -0.9, 10);
|
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G_ProjectSource (self->s.origin, offset, forward, right, origin);
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// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
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|
|
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gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
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|
|
|
//FIXME use the flash, Luke
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_SPLASH);
|
|
gi.WriteByte (32);
|
|
gi.WritePosition (origin);
|
|
gi.WriteDir (dir);
|
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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);
|
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}
|
|
|
|
void floater_attack(edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &floater_move_attack1;
|
|
}
|
|
|
|
|
|
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 (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)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
|
|
BecomeExplosion1(self);
|
|
}
|
|
|
|
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
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;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
|
|
VectorSet (self->mins, -24, -24, -24);
|
|
VectorSet (self->maxs, 24, 24, 32);
|
|
|
|
self->health = 200;
|
|
self->gib_health = -80;
|
|
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;
|
|
|
|
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);
|
|
}
|