1 /*
2 ==============================================================================
3 
4 floater
5 
6 ==============================================================================
7 */
8 
9 #include "g_local.h"
10 #include "m_float.h"
11 
12 
13 static int	sound_attack2;
14 static int	sound_attack3;
15 static int	sound_death1;
16 static int	sound_idle;
17 static int	sound_pain1;
18 static int	sound_pain2;
19 static int	sound_sight;
20 
21 
floater_sight(edict_t * self,edict_t * other)22 void floater_sight (edict_t *self, edict_t *other)
23 {
24 	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
25 }
26 
floater_idle(edict_t * self)27 void floater_idle (edict_t *self)
28 {
29 	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
30 }
31 
32 
33 //void floater_stand1 (edict_t *self);
34 void floater_dead (edict_t *self);
35 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
36 void floater_run (edict_t *self);
37 void floater_wham (edict_t *self);
38 void floater_zap (edict_t *self);
39 
40 
floater_fire_blaster(edict_t * self)41 void floater_fire_blaster (edict_t *self)
42 {
43 	vec3_t	start;
44 	vec3_t	forward, right;
45 	vec3_t	end;
46 	vec3_t	dir;
47 	int		effect;
48 
49 	if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
50 		effect = EF_HYPERBLASTER;
51 	else
52 		effect = 0;
53 	AngleVectors (self->s.angles, forward, right, NULL);
54 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
55 
56 	VectorCopy (self->enemy->s.origin, end);
57 	end[2] += self->enemy->viewheight;
58 	VectorSubtract (end, start, dir);
59 
60 	monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
61 }
62 
63 
64 mframe_t floater_frames_stand1 [] =
65 {
66 	ai_stand, 0, NULL,
67 	ai_stand, 0, NULL,
68 	ai_stand, 0, NULL,
69 	ai_stand, 0, NULL,
70 	ai_stand, 0, NULL,
71 	ai_stand, 0, NULL,
72 	ai_stand, 0, NULL,
73 	ai_stand, 0, NULL,
74 	ai_stand, 0, NULL,
75 	ai_stand, 0, NULL,
76 	ai_stand, 0, NULL,
77 	ai_stand, 0, NULL,
78 	ai_stand, 0, NULL,
79 	ai_stand, 0, NULL,
80 	ai_stand, 0, NULL,
81 	ai_stand, 0, NULL,
82 	ai_stand, 0, NULL,
83 	ai_stand, 0, NULL,
84 	ai_stand, 0, NULL,
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 };
119 mmove_t	floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
120 
121 mframe_t floater_frames_stand2 [] =
122 {
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 	ai_stand, 0, NULL,
138 	ai_stand, 0, NULL,
139 	ai_stand, 0, NULL,
140 	ai_stand, 0, NULL,
141 	ai_stand, 0, NULL,
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 };
176 mmove_t	floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
177 
floater_stand(edict_t * self)178 void floater_stand (edict_t *self)
179 {
180 	if (random() <= 0.5)
181 		self->monsterinfo.currentmove = &floater_move_stand1;
182 	else
183 		self->monsterinfo.currentmove = &floater_move_stand2;
184 }
185 
186 mframe_t floater_frames_activate [] =
187 {
188 	ai_move,	0,	NULL,
189 	ai_move,	0,	NULL,
190 	ai_move,	0,	NULL,
191 	ai_move,	0,	NULL,
192 	ai_move,	0,	NULL,
193 	ai_move,	0,	NULL,
194 	ai_move,	0,	NULL,
195 	ai_move,	0,	NULL,
196 	ai_move,	0,	NULL,
197 	ai_move,	0,	NULL,
198 	ai_move,	0,	NULL,
199 	ai_move,	0,	NULL,
200 	ai_move,	0,	NULL,
201 	ai_move,	0,	NULL,
202 	ai_move,	0,	NULL,
203 	ai_move,	0,	NULL,
204 	ai_move,	0,	NULL,
205 	ai_move,	0,	NULL,
206 	ai_move,	0,	NULL,
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 };
219 mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
220 
221 mframe_t floater_frames_attack1 [] =
222 {
223 	ai_charge,	0,	NULL,			// Blaster attack
224 	ai_charge,	0,	NULL,
225 	ai_charge,	0,	NULL,
226 	ai_charge,	0,	floater_fire_blaster,			// BOOM (0, -25.8, 32.5)	-- LOOP Starts
227 	ai_charge,	0,	floater_fire_blaster,
228 	ai_charge,	0,	floater_fire_blaster,
229 	ai_charge,	0,	floater_fire_blaster,
230 	ai_charge,	0,	floater_fire_blaster,
231 	ai_charge,	0,	floater_fire_blaster,
232 	ai_charge,	0,	floater_fire_blaster,
233 	ai_charge,	0,	NULL,
234 	ai_charge,	0,	NULL,
235 	ai_charge,	0,	NULL,
236 	ai_charge,	0,	NULL			//							-- LOOP Ends
237 };
238 mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
239 
240 mframe_t floater_frames_attack2 [] =
241 {
242 	ai_charge,	0,	NULL,			// Claws
243 	ai_charge,	0,	NULL,
244 	ai_charge,	0,	NULL,
245 	ai_charge,	0,	NULL,
246 	ai_charge,	0,	NULL,
247 	ai_charge,	0,	NULL,
248 	ai_charge,	0,	NULL,
249 	ai_charge,	0,	NULL,
250 	ai_charge,	0,	NULL,
251 	ai_charge,	0,	NULL,
252 	ai_charge,	0,	NULL,
253 	ai_charge,	0,	floater_wham,			// WHAM (0, -45, 29.6)		-- LOOP Starts
254 	ai_charge,	0,	NULL,
255 	ai_charge,	0,	NULL,
256 	ai_charge,	0,	NULL,
257 	ai_charge,	0,	NULL,
258 	ai_charge,	0,	NULL,
259 	ai_charge,	0,	NULL,
260 	ai_charge,	0,	NULL,			//							-- LOOP Ends
261 	ai_charge,	0,	NULL,
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 };
268 mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
269 
270 mframe_t floater_frames_attack3 [] =
271 {
272 	ai_charge,	0,	NULL,
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,
280 	ai_charge,	0,	floater_zap,		//								-- LOOP Starts
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 	ai_charge,	0,	NULL,
287 	ai_charge,	0,	NULL,
288 	ai_charge,	0,	NULL,
289 	ai_charge,	0,	NULL,
290 	ai_charge,	0,	NULL,
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,	NULL,
300 	ai_charge,	0,	NULL,		//								-- LOOP Ends
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 };
307 mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
308 
309 mframe_t floater_frames_death [] =
310 {
311 	ai_move,	0,	NULL,
312 	ai_move,	0,	NULL,
313 	ai_move,	0,	NULL,
314 	ai_move,	0,	NULL,
315 	ai_move,	0,	NULL,
316 	ai_move,	0,	NULL,
317 	ai_move,	0,	NULL,
318 	ai_move,	0,	NULL,
319 	ai_move,	0,	NULL,
320 	ai_move,	0,	NULL,
321 	ai_move,	0,	NULL,
322 	ai_move,	0,	NULL,
323 	ai_move,	0,	NULL
324 };
325 mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
326 
327 mframe_t floater_frames_pain1 [] =
328 {
329 	ai_move,	0,	NULL,
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 };
337 mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
338 
339 mframe_t floater_frames_pain2 [] =
340 {
341 	ai_move,	0,	NULL,
342 	ai_move,	0,	NULL,
343 	ai_move,	0,	NULL,
344 	ai_move,	0,	NULL,
345 	ai_move,	0,	NULL,
346 	ai_move,	0,	NULL,
347 	ai_move,	0,	NULL,
348 	ai_move,	0,	NULL
349 };
350 mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
351 
352 mframe_t floater_frames_pain3 [] =
353 {
354 	ai_move,	0,	NULL,
355 	ai_move,	0,	NULL,
356 	ai_move,	0,	NULL,
357 	ai_move,	0,	NULL,
358 	ai_move,	0,	NULL,
359 	ai_move,	0,	NULL,
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 };
367 mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
368 
369 mframe_t floater_frames_walk [] =
370 {
371 	ai_walk, 5, NULL,
372 	ai_walk, 5, NULL,
373 	ai_walk, 5, NULL,
374 	ai_walk, 5, NULL,
375 	ai_walk, 5, NULL,
376 	ai_walk, 5, NULL,
377 	ai_walk, 5, NULL,
378 	ai_walk, 5, NULL,
379 	ai_walk, 5, NULL,
380 	ai_walk, 5, NULL,
381 	ai_walk, 5, NULL,
382 	ai_walk, 5, NULL,
383 	ai_walk, 5, NULL,
384 	ai_walk, 5, NULL,
385 	ai_walk, 5, NULL,
386 	ai_walk, 5, NULL,
387 	ai_walk, 5, NULL,
388 	ai_walk, 5, NULL,
389 	ai_walk, 5, NULL,
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 };
424 mmove_t	floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
425 
426 mframe_t floater_frames_run [] =
427 {
428 	ai_run, 13, NULL,
429 	ai_run, 13, NULL,
430 	ai_run, 13, NULL,
431 	ai_run, 13, NULL,
432 	ai_run, 13, NULL,
433 	ai_run, 13, NULL,
434 	ai_run, 13, NULL,
435 	ai_run, 13, NULL,
436 	ai_run, 13, NULL,
437 	ai_run, 13, NULL,
438 	ai_run, 13, NULL,
439 	ai_run, 13, NULL,
440 	ai_run, 13, NULL,
441 	ai_run, 13, NULL,
442 	ai_run, 13, NULL,
443 	ai_run, 13, NULL,
444 	ai_run, 13, NULL,
445 	ai_run, 13, NULL,
446 	ai_run, 13, NULL,
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 };
481 mmove_t	floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
482 
floater_run(edict_t * self)483 void floater_run (edict_t *self)
484 {
485 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
486 		self->monsterinfo.currentmove = &floater_move_stand1;
487 	else
488 		self->monsterinfo.currentmove = &floater_move_run;
489 }
490 
floater_walk(edict_t * self)491 void floater_walk (edict_t *self)
492 {
493 	self->monsterinfo.currentmove = &floater_move_walk;
494 }
495 
floater_wham(edict_t * self)496 void floater_wham (edict_t *self)
497 {
498 	static	vec3_t	aim = {MELEE_DISTANCE, 0, 0};
499 	gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
500 	fire_hit (self, aim, 5 + rand() % 6, -50);
501 }
502 
floater_zap(edict_t * self)503 void floater_zap (edict_t *self)
504 {
505 	vec3_t	forward, right;
506 	vec3_t	origin;
507 	vec3_t	dir;
508 	vec3_t	offset;
509 
510 	VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
511 
512 	AngleVectors (self->s.angles, forward, right, NULL);
513 	//FIXME use a flash and replace these two lines with the commented one
514 	VectorSet (offset, 18.5, -0.9, 10);
515 	G_ProjectSource (self->s.origin, offset, forward, right, origin);
516 //	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
517 
518 	gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
519 
520 	//FIXME use the flash, Luke
521 	gi.WriteByte (svc_temp_entity);
522 	gi.WriteByte (TE_SPLASH);
523 	gi.WriteByte (32);
524 	gi.WritePosition (origin);
525 	gi.WriteDir (dir);
526 	gi.WriteByte (1);	//sparks
527 	gi.multicast (origin, MULTICAST_PVS);
528 
529 	T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
530 }
531 
floater_attack(edict_t * self)532 void floater_attack(edict_t *self)
533 {
534 	self->monsterinfo.currentmove = &floater_move_attack1;
535 }
536 
537 
floater_melee(edict_t * self)538 void floater_melee(edict_t *self)
539 {
540 	if (random() < 0.5)
541 		self->monsterinfo.currentmove = &floater_move_attack3;
542 	else
543 		self->monsterinfo.currentmove = &floater_move_attack2;
544 }
545 
546 
floater_pain(edict_t * self,edict_t * other,float kick,int damage)547 void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
548 {
549 	int		n;
550 
551 	if (self->health < (self->max_health / 2))
552 		self->s.skinnum = 1;
553 
554 	if (level.time < self->pain_debounce_time)
555 		return;
556 
557 	self->pain_debounce_time = level.time + 3;
558 	if (skill->value == 3)
559 		return;		// no pain anims in nightmare
560 
561 	n = (rand() + 1) % 3;
562 	if (n == 0)
563 	{
564 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
565 		self->monsterinfo.currentmove = &floater_move_pain1;
566 	}
567 	else
568 	{
569 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
570 		self->monsterinfo.currentmove = &floater_move_pain2;
571 	}
572 }
573 
floater_dead(edict_t * self)574 void floater_dead (edict_t *self)
575 {
576 	VectorSet (self->mins, -16, -16, -24);
577 	VectorSet (self->maxs, 16, 16, -8);
578 	self->movetype = MOVETYPE_TOSS;
579 	self->svflags |= SVF_DEADMONSTER;
580 	self->nextthink = 0;
581 	gi.linkentity (self);
582 }
583 
floater_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)584 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
585 {
586 	gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
587 	BecomeExplosion1(self);
588 }
589 
590 /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
591 */
SP_monster_floater(edict_t * self)592 void SP_monster_floater (edict_t *self)
593 {
594 	if (deathmatch->value)
595 	{
596 		G_FreeEdict (self);
597 		return;
598 	}
599 
600 	sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
601 	sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
602 	sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
603 	sound_idle = gi.soundindex ("floater/fltidle1.wav");
604 	sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
605 	sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
606 	sound_sight = gi.soundindex ("floater/fltsght1.wav");
607 
608 	gi.soundindex ("floater/fltatck1.wav");
609 
610 	self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
611 
612 	self->movetype = MOVETYPE_STEP;
613 	self->solid = SOLID_BBOX;
614 	self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
615 	VectorSet (self->mins, -24, -24, -24);
616 	VectorSet (self->maxs, 24, 24, 32);
617 
618 	self->health = 200;
619 	self->gib_health = -80;
620 	self->mass = 300;
621 
622 	self->pain = floater_pain;
623 	self->die = floater_die;
624 
625 	self->monsterinfo.stand = floater_stand;
626 	self->monsterinfo.walk = floater_walk;
627 	self->monsterinfo.run = floater_run;
628 //	self->monsterinfo.dodge = floater_dodge;
629 	self->monsterinfo.attack = floater_attack;
630 	self->monsterinfo.melee = floater_melee;
631 	self->monsterinfo.sight = floater_sight;
632 	self->monsterinfo.idle = floater_idle;
633 
634 	gi.linkentity (self);
635 
636 	if (random() <= 0.5)
637 		self->monsterinfo.currentmove = &floater_move_stand1;
638 	else
639 		self->monsterinfo.currentmove = &floater_move_stand2;
640 
641 	self->monsterinfo.scale = MODEL_SCALE;
642 
643 	flymonster_start (self);
644 }
645