diff --git a/src/monster/float/float.c b/src/monster/float/float.c index a6de674..ff2af27 100644 --- a/src/monster/float/float.c +++ b/src/monster/float/float.c @@ -1,67 +1,85 @@ -/* -============================================================================== - -floater - -============================================================================== -*/ - +/* ======================================================================= + * + * Mechanic. + * + * ======================================================================= + */ + #include "../../header/local.h" #include "float.h" - -static int sound_attack2; -static int sound_attack3; -static int sound_death1; -static int sound_idle; -static int sound_pain1; -static int sound_pain2; -static int sound_sight; - - -void floater_sight (edict_t *self, edict_t *other) -{ - gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); +static int sound_attack2; +static int sound_attack3; +static int sound_death1; +static int sound_idle; +static int sound_pain1; +static int sound_pain2; +static int sound_sight; + +void floater_dead(edict_t *self); +void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, + int damage, vec3_t point); +void floater_run(edict_t *self); +void floater_wham(edict_t *self); +void floater_zap(edict_t *self); + +void +floater_sight(edict_t *self, edict_t *other /* unused */) +{ + if (!self) + { + return; + } + + gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } -void floater_idle (edict_t *self) -{ - gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); +void +floater_idle(edict_t *self) +{ + if (!self) + { + return; + } + + gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } - -void floater_dead (edict_t *self); -void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); -void floater_run (edict_t *self); -void floater_wham (edict_t *self); -void floater_zap (edict_t *self); - - -void floater_fire_blaster (edict_t *self) +void +floater_fire_blaster(edict_t *self) { - vec3_t start; - vec3_t forward, right; - vec3_t end; - vec3_t dir; - int effect; - + vec3_t start; + vec3_t forward, right; + vec3_t end; + vec3_t dir; + int effect; + + if (!self) + { + return; + } + if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107)) + { effect = EF_HYPERBLASTER; + } else + { effect = 0; - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start); + } - VectorCopy (self->enemy->s.origin, end); + AngleVectors(self->s.angles, forward, right, NULL); + G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, + right, start); + + VectorCopy(self->enemy->s.origin, end); end[2] += self->enemy->viewheight; - VectorSubtract (end, start, dir); + VectorSubtract(end, start, dir); - monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect); + monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect); } - -mframe_t floater_frames_stand1 [] = -{ +mframe_t floater_frames_stand1[] = { {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, @@ -115,10 +133,15 @@ mframe_t floater_frames_stand1 [] = {ai_stand, 0, NULL}, {ai_stand, 0, NULL} }; -mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL}; -mframe_t floater_frames_stand2 [] = -{ +mmove_t floater_move_stand1 = { + FRAME_stand101, + FRAME_stand152, + floater_frames_stand1, + NULL +}; + +mframe_t floater_frames_stand2[] = { {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, @@ -172,201 +195,256 @@ mframe_t floater_frames_stand2 [] = {ai_stand, 0, NULL}, {ai_stand, 0, NULL} }; -mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL}; -void floater_stand (edict_t *self) -{ - if (random() <= 0.5) +mmove_t floater_move_stand2 = { + FRAME_stand201, + FRAME_stand252, + floater_frames_stand2, + NULL +}; + +void +floater_stand(edict_t *self) +{ + if (!self) + { + return; + } + + if (random() <= 0.5) + { self->monsterinfo.currentmove = &floater_move_stand1; + } else + { self->monsterinfo.currentmove = &floater_move_stand2; + } } -mframe_t floater_frames_activate [] = -{ - {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}, - {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}, - {ai_move, 0, NULL}, - {ai_move, 0, NULL}, - {ai_move, 0, NULL}, - {ai_move, 0, NULL} +mframe_t floater_frames_activate[] = { + {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}, + {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}, + {ai_move, 0, NULL}, + {ai_move, 0, NULL}, + {ai_move, 0, NULL}, + {ai_move, 0, NULL} }; -mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL}; -mframe_t floater_frames_attack1 [] = -{ - {ai_charge, 0, NULL}, // Blaster attack - {ai_charge, 0, NULL}, - {ai_charge, 0, NULL}, - {ai_charge, 0, floater_fire_blaster}, // BOOM (0, -25.8, 32.5) -- LOOP Starts - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, floater_fire_blaster}, - {ai_charge, 0, NULL}, - {ai_charge, 0, NULL}, - {ai_charge, 0, NULL}, - {ai_charge, 0, NULL} // -- LOOP Ends +mmove_t floater_move_activate = { + FRAME_actvat01, + FRAME_actvat31, + floater_frames_activate, + NULL }; -mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run}; -mframe_t floater_frames_attack2 [] = -{ - {ai_charge, 0, NULL}, // Claws - {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}, - {ai_charge, 0, NULL}, - {ai_charge, 0, floater_wham}, // WHAM (0, -45, 29}.6) -- LOOP Starts - {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}, - {ai_charge, 0, NULL} +mframe_t floater_frames_attack1[] = { + {ai_charge, 0, NULL}, /* Blaster attack */ + {ai_charge, 0, NULL}, + {ai_charge, 0, NULL}, + {ai_charge, 0, floater_fire_blaster}, /* BOOM (0, -25.8, 32.5) -- LOOP Starts */ + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, floater_fire_blaster}, + {ai_charge, 0, NULL}, + {ai_charge, 0, NULL}, + {ai_charge, 0, NULL}, + {ai_charge, 0, NULL} /* -- LOOP Ends */ }; -mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run}; -mframe_t floater_frames_attack3 [] = -{ - {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, floater_zap}, // -- LOOP Starts - {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}, - {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}, - {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_attack1 = { + FRAME_attak101, + FRAME_attak114, + floater_frames_attack1, + floater_run }; -mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run}; -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} +mframe_t floater_frames_attack2[] = { + {ai_charge, 0, NULL}, /* Claws */ + {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}, + {ai_charge, 0, NULL}, + {ai_charge, 0, floater_wham}, /* WHAM (0, -45, 29}.6) -- LOOP Starts */ + {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}, + {ai_charge, 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_attack2 = { + FRAME_attak201, + FRAME_attak225, + floater_frames_attack2, + floater_run }; -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} +mframe_t floater_frames_attack3[] = { + {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, floater_zap}, /* -- LOOP Starts */ + {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}, + {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}, + {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); } - diff --git a/src/monster/float/float.h b/src/monster/float/float.h index e403804..a31d611 100644 --- a/src/monster/float/float.h +++ b/src/monster/float/float.h @@ -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