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Cleanup floater and add sanity checks
This commit is contained in:
parent
e2edf54062
commit
73899ec20c
2 changed files with 477 additions and 307 deletions
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@ -1,67 +1,85 @@
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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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/* =======================================================================
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*
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* Mechanic.
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*
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* =======================================================================
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*/
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#include "../../header/local.h"
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#include "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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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_dead(edict_t *self);
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void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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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
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floater_sight(edict_t *self, edict_t *other /* unused */)
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{
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if (!self)
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{
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return;
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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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void
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floater_idle(edict_t *self)
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{
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if (!self)
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{
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return;
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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_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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void
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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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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)
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{
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return;
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}
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if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
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{
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effect = EF_HYPERBLASTER;
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}
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else
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{
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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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}
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VectorCopy (self->enemy->s.origin, end);
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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,
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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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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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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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mframe_t floater_frames_stand1[] = {
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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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@ -115,10 +133,15 @@ mframe_t floater_frames_stand1 [] =
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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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mmove_t floater_move_stand1 = {
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FRAME_stand101,
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FRAME_stand152,
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floater_frames_stand1,
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NULL
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};
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mframe_t floater_frames_stand2[] = {
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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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@ -172,201 +195,256 @@ mframe_t floater_frames_stand2 [] =
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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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mmove_t floater_move_stand2 = {
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FRAME_stand201,
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FRAME_stand252,
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floater_frames_stand2,
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NULL
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};
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void
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floater_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (random() <= 0.5)
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{
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self->monsterinfo.currentmove = &floater_move_stand1;
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}
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else
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{
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self->monsterinfo.currentmove = &floater_move_stand2;
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}
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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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mframe_t floater_frames_activate[] = {
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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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mmove_t floater_move_activate = {
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FRAME_actvat01,
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FRAME_actvat31,
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floater_frames_activate,
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NULL
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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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mframe_t floater_frames_attack1[] = {
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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_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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mmove_t floater_move_attack1 = {
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FRAME_attak101,
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FRAME_attak114,
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floater_frames_attack1,
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floater_run
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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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mframe_t floater_frames_attack2[] = {
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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_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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mmove_t floater_move_attack2 = {
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FRAME_attak201,
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FRAME_attak225,
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floater_frames_attack2,
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floater_run
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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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mframe_t floater_frames_attack3[] = {
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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},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL}, /* -- LOOP Ends */
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL},
|
||||
{ai_charge, 0, NULL}
|
||||
};
|
||||
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
|
||||
|
||||
mframe_t floater_frames_pain3 [] =
|
||||
{
|
||||
{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 floater_move_attack3 = {
|
||||
FRAME_attak301,
|
||||
FRAME_attak334,
|
||||
floater_frames_attack3,
|
||||
floater_run
|
||||
};
|
||||
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
|
||||
|
||||
mframe_t floater_frames_walk [] =
|
||||
{
|
||||
mframe_t floater_frames_death[] = {
|
||||
{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 floater_move_death = {
|
||||
FRAME_death01,
|
||||
FRAME_death13,
|
||||
floater_frames_death,
|
||||
floater_dead
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain1[] = {
|
||||
{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 floater_move_pain1 = {
|
||||
FRAME_pain101,
|
||||
FRAME_pain107,
|
||||
floater_frames_pain1,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain2[] = {
|
||||
{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 floater_move_pain2 = {
|
||||
FRAME_pain201,
|
||||
FRAME_pain208,
|
||||
floater_frames_pain2,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_pain3[] = {
|
||||
{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 floater_move_pain3 = {
|
||||
FRAME_pain301,
|
||||
FRAME_pain312,
|
||||
floater_frames_pain3,
|
||||
floater_run
|
||||
};
|
||||
|
||||
mframe_t floater_frames_walk[] = {
|
||||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL},
|
||||
|
@ -420,10 +498,15 @@ mframe_t floater_frames_walk [] =
|
|||
{ai_walk, 5, NULL},
|
||||
{ai_walk, 5, NULL}
|
||||
};
|
||||
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
|
||||
|
||||
mframe_t floater_frames_run [] =
|
||||
{
|
||||
mmove_t floater_move_walk = {
|
||||
FRAME_stand101,
|
||||
FRAME_stand152,
|
||||
floater_frames_walk,
|
||||
NULL
|
||||
};
|
||||
|
||||
mframe_t floater_frames_run[] = {
|
||||
{ai_run, 13, NULL},
|
||||
{ai_run, 13, NULL},
|
||||
{ai_run, 13, NULL},
|
||||
|
@ -477,141 +560,223 @@ mframe_t floater_frames_run [] =
|
|||
{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)
|
||||
{
|
||||
mmove_t floater_move_run = {
|
||||
FRAME_stand101,
|
||||
FRAME_stand152,
|
||||
floater_frames_run,
|
||||
NULL
|
||||
};
|
||||
|
||||
void
|
||||
floater_run(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
void
|
||||
floater_walk(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &floater_move_walk;
|
||||
}
|
||||
|
||||
void floater_wham (edict_t *self)
|
||||
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);
|
||||
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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)
|
||||
void
|
||||
floater_zap(edict_t *self)
|
||||
{
|
||||
vec3_t forward, right;
|
||||
vec3_t origin;
|
||||
vec3_t dir;
|
||||
vec3_t offset;
|
||||
vec3_t forward, right;
|
||||
vec3_t origin;
|
||||
vec3_t dir;
|
||||
vec3_t offset;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
|
||||
|
||||
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
|
||||
AngleVectors(self->s.angles, forward, right, NULL);
|
||||
VectorSet(offset, 18.5, -0.9, 10);
|
||||
G_ProjectSource(self->s.origin, offset, forward, right, origin);
|
||||
|
||||
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);
|
||||
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
||||
|
||||
gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
||||
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);
|
||||
|
||||
//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);
|
||||
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)
|
||||
{
|
||||
void
|
||||
floater_attack(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &floater_move_attack1;
|
||||
}
|
||||
|
||||
|
||||
void floater_melee(edict_t *self)
|
||||
{
|
||||
if (random() < 0.5)
|
||||
void
|
||||
floater_melee(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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)
|
||||
void
|
||||
floater_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
|
||||
{
|
||||
int n;
|
||||
|
||||
int n;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
return; /* no pain anims in nightmare */
|
||||
}
|
||||
|
||||
n = (rand() + 1) % 3;
|
||||
|
||||
if (n == 0)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 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);
|
||||
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);
|
||||
void
|
||||
floater_dead(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
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);
|
||||
void
|
||||
floater_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||
int damage /* unused */, vec3_t point /* unused */)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
/*
|
||||
* QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void
|
||||
SP_monster_floater(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict (self);
|
||||
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");
|
||||
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");
|
||||
gi.soundindex("floater/fltatck1.wav");
|
||||
|
||||
self->s.sound = gi.soundindex ("floater/fltsrch1.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->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;
|
||||
|
@ -628,15 +793,18 @@ void SP_monster_floater (edict_t *self)
|
|||
self->monsterinfo.sight = floater_sight;
|
||||
self->monsterinfo.idle = floater_idle;
|
||||
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
|
||||
if (random() <= 0.5)
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
if (random() <= 0.5)
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
}
|
||||
else
|
||||
self->monsterinfo.currentmove = &floater_move_stand2;
|
||||
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand2;
|
||||
}
|
||||
|
||||
self->monsterinfo.scale = MODEL_SCALE;
|
||||
|
||||
flymonster_start (self);
|
||||
flymonster_start(self);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,10 @@
|
|||
// G:\quake2\baseq2\models/monsters/float
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
|
||||
/* =======================================================================
|
||||
*
|
||||
* Mechanic animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
||||
#define FRAME_actvat01 0
|
||||
#define FRAME_actvat02 1
|
||||
#define FRAME_actvat03 2
|
||||
|
@ -250,5 +253,4 @@
|
|||
#define FRAME_stand250 245
|
||||
#define FRAME_stand251 246
|
||||
#define FRAME_stand252 247
|
||||
|
||||
#define MODEL_SCALE 1.000000
|
||||
#define MODEL_SCALE 1.000000
|
||||
|
|
Loading…
Reference in a new issue