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 AngleVectors (self->s.angles, forward, right, NULL);
73 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
74
75 VectorCopy (self->enemy->s.origin, end);
76 end[2] += self->enemy->viewheight;
77 VectorSubtract (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 VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
530
531 AngleVectors (self->s.angles, forward, right, NULL);
532 //FIXME use a flash and replace these two lines with the commented one
533 VectorSet (offset, 18.5, -0.9, 10);
534 G_ProjectSource (self->s.origin, offset, forward, right, origin);
535 // G_ProjectSource (self->s.origin, monster_flash_offset[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, vec3_origin, 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->value == 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 VectorSet (self->mins, -16, -16, -24);
596 VectorSet (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->value)
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 VectorSet (self->mins, -24, -24, -24);
635 VectorSet (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