1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 */
20 /*
21 ==============================================================================
22 
23 floater
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_float.h"
30 
31 
32 static int	sound_attack2;
33 static int	sound_attack3;
34 static int	sound_death1;
35 static int	sound_idle;
36 static int	sound_pain1;
37 static int	sound_pain2;
38 static int	sound_sight;
39 
40 
floater_sight(edict_t * self,edict_t * other)41 void floater_sight (edict_t *self, edict_t *other)
42 {
43 	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
44 }
45 
floater_idle(edict_t * self)46 void floater_idle (edict_t *self)
47 {
48 	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
49 }
50 
51 
52 //void floater_stand1 (edict_t *self);
53 void floater_dead (edict_t *self);
54 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
55 void floater_run (edict_t *self);
56 void floater_wham (edict_t *self);
57 void floater_zap (edict_t *self);
58 
59 
floater_fire_blaster(edict_t * self)60 void floater_fire_blaster (edict_t *self)
61 {
62 	vec3_t	start;
63 	vec3_t	forward, right;
64 	vec3_t	end;
65 	vec3_t	dir;
66 	int		effect;
67 
68 	if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
69 		effect = EF_HYPERBLASTER;
70 	else
71 		effect = 0;
72 	Angles_Vectors (self->s.angles, forward, right, NULL);
73 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_FLOAT_BLASTER_1], forward, right, start);
74 
75 	Vec3Copy (self->enemy->s.origin, end);
76 	end[2] += self->enemy->viewheight;
77 	Vec3Subtract (end, start, dir);
78 
79 	monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
80 }
81 
82 
83 mframe_t floater_frames_stand1 [] =
84 {
85 	ai_stand, 0, NULL,
86 	ai_stand, 0, NULL,
87 	ai_stand, 0, NULL,
88 	ai_stand, 0, NULL,
89 	ai_stand, 0, NULL,
90 	ai_stand, 0, NULL,
91 	ai_stand, 0, NULL,
92 	ai_stand, 0, NULL,
93 	ai_stand, 0, NULL,
94 	ai_stand, 0, NULL,
95 	ai_stand, 0, NULL,
96 	ai_stand, 0, NULL,
97 	ai_stand, 0, NULL,
98 	ai_stand, 0, NULL,
99 	ai_stand, 0, NULL,
100 	ai_stand, 0, NULL,
101 	ai_stand, 0, NULL,
102 	ai_stand, 0, NULL,
103 	ai_stand, 0, NULL,
104 	ai_stand, 0, NULL,
105 	ai_stand, 0, NULL,
106 	ai_stand, 0, NULL,
107 	ai_stand, 0, NULL,
108 	ai_stand, 0, NULL,
109 	ai_stand, 0, NULL,
110 	ai_stand, 0, NULL,
111 	ai_stand, 0, NULL,
112 	ai_stand, 0, NULL,
113 	ai_stand, 0, NULL,
114 	ai_stand, 0, NULL,
115 	ai_stand, 0, NULL,
116 	ai_stand, 0, NULL,
117 	ai_stand, 0, NULL,
118 	ai_stand, 0, NULL,
119 	ai_stand, 0, NULL,
120 	ai_stand, 0, NULL,
121 	ai_stand, 0, NULL,
122 	ai_stand, 0, NULL,
123 	ai_stand, 0, NULL,
124 	ai_stand, 0, NULL,
125 	ai_stand, 0, NULL,
126 	ai_stand, 0, NULL,
127 	ai_stand, 0, NULL,
128 	ai_stand, 0, NULL,
129 	ai_stand, 0, NULL,
130 	ai_stand, 0, NULL,
131 	ai_stand, 0, NULL,
132 	ai_stand, 0, NULL,
133 	ai_stand, 0, NULL,
134 	ai_stand, 0, NULL,
135 	ai_stand, 0, NULL,
136 	ai_stand, 0, NULL
137 };
138 mmove_t	floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
139 
140 mframe_t floater_frames_stand2 [] =
141 {
142 	ai_stand, 0, NULL,
143 	ai_stand, 0, NULL,
144 	ai_stand, 0, NULL,
145 	ai_stand, 0, NULL,
146 	ai_stand, 0, NULL,
147 	ai_stand, 0, NULL,
148 	ai_stand, 0, NULL,
149 	ai_stand, 0, NULL,
150 	ai_stand, 0, NULL,
151 	ai_stand, 0, NULL,
152 	ai_stand, 0, NULL,
153 	ai_stand, 0, NULL,
154 	ai_stand, 0, NULL,
155 	ai_stand, 0, NULL,
156 	ai_stand, 0, NULL,
157 	ai_stand, 0, NULL,
158 	ai_stand, 0, NULL,
159 	ai_stand, 0, NULL,
160 	ai_stand, 0, NULL,
161 	ai_stand, 0, NULL,
162 	ai_stand, 0, NULL,
163 	ai_stand, 0, NULL,
164 	ai_stand, 0, NULL,
165 	ai_stand, 0, NULL,
166 	ai_stand, 0, NULL,
167 	ai_stand, 0, NULL,
168 	ai_stand, 0, NULL,
169 	ai_stand, 0, NULL,
170 	ai_stand, 0, NULL,
171 	ai_stand, 0, NULL,
172 	ai_stand, 0, NULL,
173 	ai_stand, 0, NULL,
174 	ai_stand, 0, NULL,
175 	ai_stand, 0, NULL,
176 	ai_stand, 0, NULL,
177 	ai_stand, 0, NULL,
178 	ai_stand, 0, NULL,
179 	ai_stand, 0, NULL,
180 	ai_stand, 0, NULL,
181 	ai_stand, 0, NULL,
182 	ai_stand, 0, NULL,
183 	ai_stand, 0, NULL,
184 	ai_stand, 0, NULL,
185 	ai_stand, 0, NULL,
186 	ai_stand, 0, NULL,
187 	ai_stand, 0, NULL,
188 	ai_stand, 0, NULL,
189 	ai_stand, 0, NULL,
190 	ai_stand, 0, NULL,
191 	ai_stand, 0, NULL,
192 	ai_stand, 0, NULL,
193 	ai_stand, 0, NULL
194 };
195 mmove_t	floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
196 
floater_stand(edict_t * self)197 void floater_stand (edict_t *self)
198 {
199 	if (random() <= 0.5)
200 		self->monsterinfo.currentmove = &floater_move_stand1;
201 	else
202 		self->monsterinfo.currentmove = &floater_move_stand2;
203 }
204 
205 mframe_t floater_frames_activate [] =
206 {
207 	ai_move,	0,	NULL,
208 	ai_move,	0,	NULL,
209 	ai_move,	0,	NULL,
210 	ai_move,	0,	NULL,
211 	ai_move,	0,	NULL,
212 	ai_move,	0,	NULL,
213 	ai_move,	0,	NULL,
214 	ai_move,	0,	NULL,
215 	ai_move,	0,	NULL,
216 	ai_move,	0,	NULL,
217 	ai_move,	0,	NULL,
218 	ai_move,	0,	NULL,
219 	ai_move,	0,	NULL,
220 	ai_move,	0,	NULL,
221 	ai_move,	0,	NULL,
222 	ai_move,	0,	NULL,
223 	ai_move,	0,	NULL,
224 	ai_move,	0,	NULL,
225 	ai_move,	0,	NULL,
226 	ai_move,	0,	NULL,
227 	ai_move,	0,	NULL,
228 	ai_move,	0,	NULL,
229 	ai_move,	0,	NULL,
230 	ai_move,	0,	NULL,
231 	ai_move,	0,	NULL,
232 	ai_move,	0,	NULL,
233 	ai_move,	0,	NULL,
234 	ai_move,	0,	NULL,
235 	ai_move,	0,	NULL,
236 	ai_move,	0,	NULL
237 };
238 mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
239 
240 mframe_t floater_frames_attack1 [] =
241 {
242 	ai_charge,	0,	NULL,			// Blaster attack
243 	ai_charge,	0,	NULL,
244 	ai_charge,	0,	NULL,
245 	ai_charge,	0,	floater_fire_blaster,			// BOOM (0, -25.8, 32.5)	-- LOOP Starts
246 	ai_charge,	0,	floater_fire_blaster,
247 	ai_charge,	0,	floater_fire_blaster,
248 	ai_charge,	0,	floater_fire_blaster,
249 	ai_charge,	0,	floater_fire_blaster,
250 	ai_charge,	0,	floater_fire_blaster,
251 	ai_charge,	0,	floater_fire_blaster,
252 	ai_charge,	0,	NULL,
253 	ai_charge,	0,	NULL,
254 	ai_charge,	0,	NULL,
255 	ai_charge,	0,	NULL			//							-- LOOP Ends
256 };
257 mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
258 
259 mframe_t floater_frames_attack2 [] =
260 {
261 	ai_charge,	0,	NULL,			// Claws
262 	ai_charge,	0,	NULL,
263 	ai_charge,	0,	NULL,
264 	ai_charge,	0,	NULL,
265 	ai_charge,	0,	NULL,
266 	ai_charge,	0,	NULL,
267 	ai_charge,	0,	NULL,
268 	ai_charge,	0,	NULL,
269 	ai_charge,	0,	NULL,
270 	ai_charge,	0,	NULL,
271 	ai_charge,	0,	NULL,
272 	ai_charge,	0,	floater_wham,			// WHAM (0, -45, 29.6)		-- LOOP Starts
273 	ai_charge,	0,	NULL,
274 	ai_charge,	0,	NULL,
275 	ai_charge,	0,	NULL,
276 	ai_charge,	0,	NULL,
277 	ai_charge,	0,	NULL,
278 	ai_charge,	0,	NULL,
279 	ai_charge,	0,	NULL,			//							-- LOOP Ends
280 	ai_charge,	0,	NULL,
281 	ai_charge,	0,	NULL,
282 	ai_charge,	0,	NULL,
283 	ai_charge,	0,	NULL,
284 	ai_charge,	0,	NULL,
285 	ai_charge,	0,	NULL
286 };
287 mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
288 
289 mframe_t floater_frames_attack3 [] =
290 {
291 	ai_charge,	0,	NULL,
292 	ai_charge,	0,	NULL,
293 	ai_charge,	0,	NULL,
294 	ai_charge,	0,	NULL,
295 	ai_charge,	0,	NULL,
296 	ai_charge,	0,	NULL,
297 	ai_charge,	0,	NULL,
298 	ai_charge,	0,	NULL,
299 	ai_charge,	0,	floater_zap,		//								-- LOOP Starts
300 	ai_charge,	0,	NULL,
301 	ai_charge,	0,	NULL,
302 	ai_charge,	0,	NULL,
303 	ai_charge,	0,	NULL,
304 	ai_charge,	0,	NULL,
305 	ai_charge,	0,	NULL,
306 	ai_charge,	0,	NULL,
307 	ai_charge,	0,	NULL,
308 	ai_charge,	0,	NULL,
309 	ai_charge,	0,	NULL,
310 	ai_charge,	0,	NULL,
311 	ai_charge,	0,	NULL,
312 	ai_charge,	0,	NULL,
313 	ai_charge,	0,	NULL,
314 	ai_charge,	0,	NULL,
315 	ai_charge,	0,	NULL,
316 	ai_charge,	0,	NULL,
317 	ai_charge,	0,	NULL,
318 	ai_charge,	0,	NULL,
319 	ai_charge,	0,	NULL,		//								-- LOOP Ends
320 	ai_charge,	0,	NULL,
321 	ai_charge,	0,	NULL,
322 	ai_charge,	0,	NULL,
323 	ai_charge,	0,	NULL,
324 	ai_charge,	0,	NULL
325 };
326 mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
327 
328 mframe_t floater_frames_death [] =
329 {
330 	ai_move,	0,	NULL,
331 	ai_move,	0,	NULL,
332 	ai_move,	0,	NULL,
333 	ai_move,	0,	NULL,
334 	ai_move,	0,	NULL,
335 	ai_move,	0,	NULL,
336 	ai_move,	0,	NULL,
337 	ai_move,	0,	NULL,
338 	ai_move,	0,	NULL,
339 	ai_move,	0,	NULL,
340 	ai_move,	0,	NULL,
341 	ai_move,	0,	NULL,
342 	ai_move,	0,	NULL
343 };
344 mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
345 
346 mframe_t floater_frames_pain1 [] =
347 {
348 	ai_move,	0,	NULL,
349 	ai_move,	0,	NULL,
350 	ai_move,	0,	NULL,
351 	ai_move,	0,	NULL,
352 	ai_move,	0,	NULL,
353 	ai_move,	0,	NULL,
354 	ai_move,	0,	NULL
355 };
356 mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
357 
358 mframe_t floater_frames_pain2 [] =
359 {
360 	ai_move,	0,	NULL,
361 	ai_move,	0,	NULL,
362 	ai_move,	0,	NULL,
363 	ai_move,	0,	NULL,
364 	ai_move,	0,	NULL,
365 	ai_move,	0,	NULL,
366 	ai_move,	0,	NULL,
367 	ai_move,	0,	NULL
368 };
369 mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
370 
371 mframe_t floater_frames_pain3 [] =
372 {
373 	ai_move,	0,	NULL,
374 	ai_move,	0,	NULL,
375 	ai_move,	0,	NULL,
376 	ai_move,	0,	NULL,
377 	ai_move,	0,	NULL,
378 	ai_move,	0,	NULL,
379 	ai_move,	0,	NULL,
380 	ai_move,	0,	NULL,
381 	ai_move,	0,	NULL,
382 	ai_move,	0,	NULL,
383 	ai_move,	0,	NULL,
384 	ai_move,	0,	NULL
385 };
386 mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
387 
388 mframe_t floater_frames_walk [] =
389 {
390 	ai_walk, 5, NULL,
391 	ai_walk, 5, NULL,
392 	ai_walk, 5, NULL,
393 	ai_walk, 5, NULL,
394 	ai_walk, 5, NULL,
395 	ai_walk, 5, NULL,
396 	ai_walk, 5, NULL,
397 	ai_walk, 5, NULL,
398 	ai_walk, 5, NULL,
399 	ai_walk, 5, NULL,
400 	ai_walk, 5, NULL,
401 	ai_walk, 5, NULL,
402 	ai_walk, 5, NULL,
403 	ai_walk, 5, NULL,
404 	ai_walk, 5, NULL,
405 	ai_walk, 5, NULL,
406 	ai_walk, 5, NULL,
407 	ai_walk, 5, NULL,
408 	ai_walk, 5, NULL,
409 	ai_walk, 5, NULL,
410 	ai_walk, 5, NULL,
411 	ai_walk, 5, NULL,
412 	ai_walk, 5, NULL,
413 	ai_walk, 5, NULL,
414 	ai_walk, 5, NULL,
415 	ai_walk, 5, NULL,
416 	ai_walk, 5, NULL,
417 	ai_walk, 5, NULL,
418 	ai_walk, 5, NULL,
419 	ai_walk, 5, NULL,
420 	ai_walk, 5, NULL,
421 	ai_walk, 5, NULL,
422 	ai_walk, 5, NULL,
423 	ai_walk, 5, NULL,
424 	ai_walk, 5, NULL,
425 	ai_walk, 5, NULL,
426 	ai_walk, 5, NULL,
427 	ai_walk, 5, NULL,
428 	ai_walk, 5, NULL,
429 	ai_walk, 5, NULL,
430 	ai_walk, 5, NULL,
431 	ai_walk, 5, NULL,
432 	ai_walk, 5, NULL,
433 	ai_walk, 5, NULL,
434 	ai_walk, 5, NULL,
435 	ai_walk, 5, NULL,
436 	ai_walk, 5, NULL,
437 	ai_walk, 5, NULL,
438 	ai_walk, 5, NULL,
439 	ai_walk, 5, NULL,
440 	ai_walk, 5, NULL,
441 	ai_walk, 5, NULL
442 };
443 mmove_t	floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
444 
445 mframe_t floater_frames_run [] =
446 {
447 	ai_run, 13, NULL,
448 	ai_run, 13, NULL,
449 	ai_run, 13, NULL,
450 	ai_run, 13, NULL,
451 	ai_run, 13, NULL,
452 	ai_run, 13, NULL,
453 	ai_run, 13, NULL,
454 	ai_run, 13, NULL,
455 	ai_run, 13, NULL,
456 	ai_run, 13, NULL,
457 	ai_run, 13, NULL,
458 	ai_run, 13, NULL,
459 	ai_run, 13, NULL,
460 	ai_run, 13, NULL,
461 	ai_run, 13, NULL,
462 	ai_run, 13, NULL,
463 	ai_run, 13, NULL,
464 	ai_run, 13, NULL,
465 	ai_run, 13, NULL,
466 	ai_run, 13, NULL,
467 	ai_run, 13, NULL,
468 	ai_run, 13, NULL,
469 	ai_run, 13, NULL,
470 	ai_run, 13, NULL,
471 	ai_run, 13, NULL,
472 	ai_run, 13, NULL,
473 	ai_run, 13, NULL,
474 	ai_run, 13, NULL,
475 	ai_run, 13, NULL,
476 	ai_run, 13, NULL,
477 	ai_run, 13, NULL,
478 	ai_run, 13, NULL,
479 	ai_run, 13, NULL,
480 	ai_run, 13, NULL,
481 	ai_run, 13, NULL,
482 	ai_run, 13, NULL,
483 	ai_run, 13, NULL,
484 	ai_run, 13, NULL,
485 	ai_run, 13, NULL,
486 	ai_run, 13, NULL,
487 	ai_run, 13, NULL,
488 	ai_run, 13, NULL,
489 	ai_run, 13, NULL,
490 	ai_run, 13, NULL,
491 	ai_run, 13, NULL,
492 	ai_run, 13, NULL,
493 	ai_run, 13, NULL,
494 	ai_run, 13, NULL,
495 	ai_run, 13, NULL,
496 	ai_run, 13, NULL,
497 	ai_run, 13, NULL,
498 	ai_run, 13, NULL
499 };
500 mmove_t	floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
501 
floater_run(edict_t * self)502 void floater_run (edict_t *self)
503 {
504 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
505 		self->monsterinfo.currentmove = &floater_move_stand1;
506 	else
507 		self->monsterinfo.currentmove = &floater_move_run;
508 }
509 
floater_walk(edict_t * self)510 void floater_walk (edict_t *self)
511 {
512 	self->monsterinfo.currentmove = &floater_move_walk;
513 }
514 
floater_wham(edict_t * self)515 void floater_wham (edict_t *self)
516 {
517 	static	vec3_t	aim = {MELEE_DISTANCE, 0, 0};
518 	gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
519 	fire_hit (self, aim, 5 + rand() % 6, -50);
520 }
521 
floater_zap(edict_t * self)522 void floater_zap (edict_t *self)
523 {
524 	vec3_t	forward, right;
525 	vec3_t	origin;
526 	vec3_t	dir;
527 	vec3_t	offset;
528 
529 	Vec3Subtract (self->enemy->s.origin, self->s.origin, dir);
530 
531 	Angles_Vectors (self->s.angles, forward, right, NULL);
532 	//FIXME use a flash and replace these two lines with the commented one
533 	Vec3Set (offset, 18.5f, -0.9f, 10);
534 	G_ProjectSource (self->s.origin, offset, forward, right, origin);
535 //	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, origin);
536 
537 	gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
538 
539 	//FIXME use the flash, Luke
540 	gi.WriteByte (SVC_TEMP_ENTITY);
541 	gi.WriteByte (TE_SPLASH);
542 	gi.WriteByte (32);
543 	gi.WritePosition (origin);
544 	gi.WriteDir (dir);
545 	gi.WriteByte (1);	//sparks
546 	gi.multicast (origin, MULTICAST_PVS);
547 
548 	T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3Origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
549 }
550 
floater_attack(edict_t * self)551 void floater_attack(edict_t *self)
552 {
553 	self->monsterinfo.currentmove = &floater_move_attack1;
554 }
555 
556 
floater_melee(edict_t * self)557 void floater_melee(edict_t *self)
558 {
559 	if (random() < 0.5)
560 		self->monsterinfo.currentmove = &floater_move_attack3;
561 	else
562 		self->monsterinfo.currentmove = &floater_move_attack2;
563 }
564 
565 
floater_pain(edict_t * self,edict_t * other,float kick,int damage)566 void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
567 {
568 	int		n;
569 
570 	if (self->health < (self->max_health / 2))
571 		self->s.skinNum = 1;
572 
573 	if (level.time < self->pain_debounce_time)
574 		return;
575 
576 	self->pain_debounce_time = level.time + 3;
577 	if (skill->floatVal == 3)
578 		return;		// no pain anims in nightmare
579 
580 	n = (rand() + 1) % 3;
581 	if (n == 0)
582 	{
583 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
584 		self->monsterinfo.currentmove = &floater_move_pain1;
585 	}
586 	else
587 	{
588 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
589 		self->monsterinfo.currentmove = &floater_move_pain2;
590 	}
591 }
592 
floater_dead(edict_t * self)593 void floater_dead (edict_t *self)
594 {
595 	Vec3Set (self->mins, -16, -16, -24);
596 	Vec3Set (self->maxs, 16, 16, -8);
597 	self->movetype = MOVETYPE_TOSS;
598 	self->svFlags |= SVF_DEADMONSTER;
599 	self->nextthink = 0;
600 	gi.linkentity (self);
601 }
602 
floater_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)603 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
604 {
605 	gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
606 	BecomeExplosion1(self);
607 }
608 
609 /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
610 */
SP_monster_floater(edict_t * self)611 void SP_monster_floater (edict_t *self)
612 {
613 	if (deathmatch->floatVal)
614 	{
615 		G_FreeEdict (self);
616 		return;
617 	}
618 
619 	sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
620 	sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
621 	sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
622 	sound_idle = gi.soundindex ("floater/fltidle1.wav");
623 	sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
624 	sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
625 	sound_sight = gi.soundindex ("floater/fltsght1.wav");
626 
627 	gi.soundindex ("floater/fltatck1.wav");
628 
629 	self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
630 
631 	self->movetype = MOVETYPE_STEP;
632 	self->solid = SOLID_BBOX;
633 	self->s.modelIndex = gi.modelindex ("models/monsters/float/tris.md2");
634 	Vec3Set (self->mins, -24, -24, -24);
635 	Vec3Set (self->maxs, 24, 24, 32);
636 
637 	self->health = 200;
638 	self->gib_health = -80;
639 	self->mass = 300;
640 
641 	self->pain = floater_pain;
642 	self->die = floater_die;
643 
644 	self->monsterinfo.stand = floater_stand;
645 	self->monsterinfo.walk = floater_walk;
646 	self->monsterinfo.run = floater_run;
647 //	self->monsterinfo.dodge = floater_dodge;
648 	self->monsterinfo.attack = floater_attack;
649 	self->monsterinfo.melee = floater_melee;
650 	self->monsterinfo.sight = floater_sight;
651 	self->monsterinfo.idle = floater_idle;
652 
653 	gi.linkentity (self);
654 
655 	if (random() <= 0.5)
656 		self->monsterinfo.currentmove = &floater_move_stand1;
657 	else
658 		self->monsterinfo.currentmove = &floater_move_stand2;
659 
660 	self->monsterinfo.scale = MODEL_SCALE;
661 
662 	flymonster_start (self);
663 }
664