Cleanup floater and add sanity checks

This commit is contained in:
Yamagi Burmeister 2014-02-04 17:29:21 +01:00
parent e2edf54062
commit 73899ec20c
2 changed files with 477 additions and 307 deletions

View file

@ -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;
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)
void
floater_sight(edict_t *self, edict_t *other /* unused */)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void floater_idle (edict_t *self)
void
floater_idle(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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)
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;
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
if (!self)
{
return;
}
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);
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
AngleVectors(self->s.angles, forward, right, NULL);
VectorSet(offset, 18.5, -0.9, 10);
G_ProjectSource(self->s.origin, offset, forward, right, origin);
//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);
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(32);
gi.WritePosition(origin);
gi.WriteDir(dir);
gi.WriteByte(1); /* sparks */
gi.multicast(origin, MULTICAST_PVS);
T_Damage(self->enemy, self, self, dir, self->enemy->s.origin,
vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
}
void floater_attack(edict_t *self)
void
floater_attack(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &floater_move_attack1;
}
void floater_melee(edict_t *self)
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)
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)
if (!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");
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.soundindex ("floater/fltatck1.wav");
void
floater_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage /* unused */, vec3_t point /* unused */)
{
if (!self)
{
return;
}
self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
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 (!self)
{
return;
}
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->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;
}
else
{
self->monsterinfo.currentmove = &floater_move_stand2;
}
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start (self);
flymonster_start(self);
}

View file

@ -1,6 +1,9 @@
// G:\quake2\baseq2\models/monsters/float
// This file generated by ModelGen - Do NOT Modify
/* =======================================================================
*
* Mechanic animations.
*
* =======================================================================
*/
#define FRAME_actvat01 0
#define FRAME_actvat02 1
@ -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