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https://github.com/yquake2/yquake2remaster.git
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cleanup float/ and add sanity checks
This commit is contained in:
parent
1cc82146a2
commit
ea92ba9fe6
2 changed files with 756 additions and 575 deletions
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@ -1,34 +1,32 @@
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/*
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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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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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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
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* 02111-1307, USA.
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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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@ -37,26 +35,37 @@ 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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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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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_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 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 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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}
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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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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1],
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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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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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@ -134,10 +152,16 @@ 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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mmove_t floater_move_stand1 =
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{
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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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{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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mmove_t floater_move_stand2 =
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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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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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mframe_t floater_frames_activate [] =
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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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{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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mmove_t floater_move_activate =
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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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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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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_attack1 =
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{
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{ai_charge, 0, NULL}, // Claws
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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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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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@ -268,14 +320,14 @@ mframe_t floater_frames_attack2 [] =
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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, 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}, /* -- 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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@ -283,10 +335,16 @@ mframe_t floater_frames_attack2 [] =
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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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mmove_t floater_move_attack2 =
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{
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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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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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@ -295,7 +353,7 @@ 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, floater_zap}, // -- LOOP Starts
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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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@ -315,17 +373,22 @@ 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}, // -- LOOP Ends
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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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mmove_t floater_move_attack3 =
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{
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FRAME_attak301,
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FRAME_attak334,
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floater_frames_attack3,
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floater_run};
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mframe_t floater_frames_death[] = {
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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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@ -340,10 +403,16 @@ mframe_t floater_frames_death [] =
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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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mmove_t floater_move_death =
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{
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FRAME_death01,
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FRAME_death13,
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floater_frames_death,
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floater_dead
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};
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mframe_t floater_frames_pain1[] = {
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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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@ -352,10 +421,16 @@ mframe_t floater_frames_pain1 [] =
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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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mmove_t floater_move_pain1 =
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{
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FRAME_pain101,
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FRAME_pain107,
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floater_frames_pain1,
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floater_run
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};
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mframe_t floater_frames_pain2[] = {
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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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@ -365,10 +440,16 @@ mframe_t floater_frames_pain2 [] =
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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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mmove_t floater_move_pain2 =
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{
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FRAME_pain201,
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FRAME_pain208,
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floater_frames_pain2,
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floater_run
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};
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mframe_t floater_frames_pain3[] = {
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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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|
@ -382,10 +463,16 @@ mframe_t floater_frames_pain3 [] =
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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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mmove_t floater_move_pain3 =
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{
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FRAME_pain301,
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FRAME_pain312,
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floater_frames_pain3,
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floater_run
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};
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mframe_t floater_frames_walk[] = {
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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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|
@ -439,10 +526,16 @@ mframe_t floater_frames_walk [] =
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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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mmove_t floater_move_walk =
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{
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FRAME_stand101,
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FRAME_stand152,
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floater_frames_walk,
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NULL
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};
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mframe_t floater_frames_run[] = {
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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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|
@ -496,86 +589,146 @@ mframe_t floater_frames_run [] =
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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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mmove_t floater_move_run =
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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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FRAME_stand101,
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FRAME_stand152,
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floater_frames_run,
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NULL
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};
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void
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floater_run(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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void floater_walk (edict_t *self)
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_stand1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &floater_move_run;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
|
||||
|
||||
AngleVectors(self->s.angles, forward, right, NULL);
|
||||
//FIXME use a flash and replace these two lines with the commented one
|
||||
VectorSet(offset, 18.5, -0.9, 10);
|
||||
G_ProjectSource(self->s.origin, offset, forward, right, origin);
|
||||
|
||||
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
|
||||
|
||||
//FIXME use the flash, Luke
|
||||
gi.WriteByte(svc_temp_entity);
|
||||
gi.WriteByte(TE_SPLASH);
|
||||
gi.WriteByte(32);
|
||||
gi.WritePosition(origin);
|
||||
gi.WriteDir(dir);
|
||||
gi.WriteByte (1); //sparks
|
||||
gi.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)
|
||||
void
|
||||
floater_melee(edict_t *self)
|
||||
{
|
||||
if (random() < 0.5)
|
||||
self->monsterinfo.currentmove = &floater_move_attack3;
|
||||
else
|
||||
self->monsterinfo.currentmove = &floater_move_attack2;
|
||||
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 /* unused */, int damage)
|
||||
{
|
||||
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);
|
||||
|
@ -588,8 +741,14 @@ void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|||
}
|
||||
}
|
||||
|
||||
void floater_dead (edict_t *self)
|
||||
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;
|
||||
|
@ -598,16 +757,30 @@ void floater_dead (edict_t *self)
|
|||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||||
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
|
||||
/*
|
||||
* QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_floater (edict_t *self)
|
||||
void
|
||||
SP_monster_floater(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(self);
|
||||
|
@ -650,9 +823,13 @@ void SP_monster_floater (edict_t *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;
|
||||
|
||||
|
|
|
@ -1,25 +1,29 @@
|
|||
/*
|
||||
Copyright (C) 1997-2001 Id Software, Inc.
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*
|
||||
* See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
* 02111-1307, USA.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Mechanic animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
// G:\quake2\baseq2\models/monsters/float
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
|
||||
#define FRAME_actvat01 0
|
||||
#define FRAME_actvat02 1
|
||||
|
|
Loading…
Reference in a new issue