mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-03-11 03:41:32 +00:00
Update to: * https://github.com/yquake2/xatrix/releases/tag/XATRIX_2_10 * https://github.com/yquake2/rogue/releases/tag/ROGUE_2_09 * https://github.com/yquake2/ctf/releases/tag/CTF_1_09 Full sync required: * https://github.com/yquake2/rogue/issues/122 * https://github.com/yquake2/xatrix/issues/96
820 lines
16 KiB
C
820 lines
16 KiB
C
/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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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_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
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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
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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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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],
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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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VectorSubtract(end, start, dir);
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monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
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}
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mframe_t floater_frames_stand1[] = {
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t floater_move_stand1 = {
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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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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t floater_move_stand2 = {
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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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{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 = {
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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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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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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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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_wham}, /* WHAM (0, -45, 29}.6) -- LOOP Starts */
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}, /* -- LOOP Ends */
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t floater_move_attack2 = {
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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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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, floater_zap}, /* -- LOOP Starts */
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}, /* -- LOOP Ends */
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t floater_move_attack3 = {
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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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};
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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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t floater_move_death = {
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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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t floater_move_pain1 = {
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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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t floater_move_pain2 = {
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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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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t floater_move_pain3 = {
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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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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL}
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};
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mmove_t floater_move_walk = {
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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[] = {
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{ai_run, 13, NULL},
|
|
{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)
|
|
{
|
|
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)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.currentmove = &floater_move_walk;
|
|
}
|
|
|
|
void
|
|
floater_wham(edict_t *self)
|
|
{
|
|
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)
|
|
{
|
|
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);
|
|
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.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);
|
|
|
|
if (range(self, self->enemy) == RANGE_MELEE && infront(self, self->enemy) &&
|
|
visible(self, self->enemy))
|
|
{
|
|
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)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.currentmove = &floater_move_attack1;
|
|
}
|
|
|
|
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 /* 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 == SKILL_HARDPLUS)
|
|
{
|
|
return; /* no pain anims in nightmare */
|
|
}
|
|
|
|
n = (rand() + 1) % 3;
|
|
|
|
if (n == 0)
|
|
{
|
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &floater_move_pain1;
|
|
}
|
|
else
|
|
{
|
|
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &floater_move_pain2;
|
|
}
|
|
}
|
|
|
|
void
|
|
floater_dead(edict_t *self)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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->health = 200;
|
|
self->gib_health = -80;
|
|
self->mass = 300;
|
|
|
|
self->pain = floater_pain;
|
|
self->die = floater_die;
|
|
|
|
self->monsterinfo.stand = floater_stand;
|
|
self->monsterinfo.walk = floater_walk;
|
|
self->monsterinfo.run = floater_run;
|
|
self->monsterinfo.attack = floater_attack;
|
|
self->monsterinfo.melee = floater_melee;
|
|
self->monsterinfo.sight = floater_sight;
|
|
self->monsterinfo.idle = floater_idle;
|
|
|
|
gi.linkentity(self);
|
|
|
|
if (random() <= 0.5)
|
|
{
|
|
self->monsterinfo.currentmove = &floater_move_stand1;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.currentmove = &floater_move_stand2;
|
|
}
|
|
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
flymonster_start(self);
|
|
}
|