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->enemy || !self->enemy->inuse)		//PGM
50 		return;									//PGM
51 
52 	if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
53 		effect = EF_HYPERBLASTER;
54 	else
55 		effect = 0;
56 	AngleVectors (self->s.angles, forward, right, NULL);
57 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
58 
59 	VectorCopy (self->enemy->s.origin, end);
60 	end[2] += self->enemy->viewheight;
61 	VectorSubtract (end, start, dir);
62 
63 	monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
64 }
65 
66 
67 mframe_t floater_frames_stand1 [] =
68 {
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 	ai_stand, 0, NULL,
119 	ai_stand, 0, NULL,
120 	ai_stand, 0, NULL
121 };
122 mmove_t	floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
123 
124 mframe_t floater_frames_stand2 [] =
125 {
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 	ai_stand, 0, NULL,
176 	ai_stand, 0, NULL,
177 	ai_stand, 0, NULL
178 };
179 mmove_t	floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
180 
floater_stand(edict_t * self)181 void floater_stand (edict_t *self)
182 {
183 	if (random() <= 0.5)
184 		self->monsterinfo.currentmove = &floater_move_stand1;
185 	else
186 		self->monsterinfo.currentmove = &floater_move_stand2;
187 }
188 
189 mframe_t floater_frames_activate [] =
190 {
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 	ai_move,	0,	NULL,
219 	ai_move,	0,	NULL,
220 	ai_move,	0,	NULL
221 };
222 mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
223 
224 mframe_t floater_frames_attack1 [] =
225 {
226 	ai_charge,	0,	NULL,			// Blaster attack
227 	ai_charge,	0,	NULL,
228 	ai_charge,	0,	NULL,
229 	ai_charge,	0,	floater_fire_blaster,			// BOOM (0, -25.8, 32.5)	-- LOOP Starts
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,	floater_fire_blaster,
234 	ai_charge,	0,	floater_fire_blaster,
235 	ai_charge,	0,	floater_fire_blaster,
236 	ai_charge,	0,	NULL,
237 	ai_charge,	0,	NULL,
238 	ai_charge,	0,	NULL,
239 	ai_charge,	0,	NULL			//							-- LOOP Ends
240 };
241 mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
242 
243 // PMM - circle strafe frames
244 mframe_t floater_frames_attack1a [] =
245 {
246 	ai_charge,	10,	NULL,			// Blaster attack
247 	ai_charge,	10,	NULL,
248 	ai_charge,	10,	NULL,
249 	ai_charge,	10,	floater_fire_blaster,			// BOOM (0, -25.8, 32.5)	-- LOOP Starts
250 	ai_charge,	10,	floater_fire_blaster,
251 	ai_charge,	10,	floater_fire_blaster,
252 	ai_charge,	10,	floater_fire_blaster,
253 	ai_charge,	10,	floater_fire_blaster,
254 	ai_charge,	10,	floater_fire_blaster,
255 	ai_charge,	10,	floater_fire_blaster,
256 	ai_charge,	10,	NULL,
257 	ai_charge,	10,	NULL,
258 	ai_charge,	10,	NULL,
259 	ai_charge,	10,	NULL			//							-- LOOP Ends
260 };
261 mmove_t floater_move_attack1a = {FRAME_attak101, FRAME_attak114, floater_frames_attack1a, floater_run};
262 //pmm
263 mframe_t floater_frames_attack2 [] =
264 {
265 	ai_charge,	0,	NULL,			// Claws
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,	NULL,
273 	ai_charge,	0,	NULL,
274 	ai_charge,	0,	NULL,
275 	ai_charge,	0,	NULL,
276 	ai_charge,	0,	floater_wham,			// WHAM (0, -45, 29.6)		-- LOOP Starts
277 	ai_charge,	0,	NULL,
278 	ai_charge,	0,	NULL,
279 	ai_charge,	0,	NULL,
280 	ai_charge,	0,	NULL,
281 	ai_charge,	0,	NULL,
282 	ai_charge,	0,	NULL,
283 	ai_charge,	0,	NULL,			//							-- LOOP Ends
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 };
291 mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
292 
293 mframe_t floater_frames_attack3 [] =
294 {
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,
301 	ai_charge,	0,	NULL,
302 	ai_charge,	0,	NULL,
303 	ai_charge,	0,	floater_zap,		//								-- LOOP Starts
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,
320 	ai_charge,	0,	NULL,
321 	ai_charge,	0,	NULL,
322 	ai_charge,	0,	NULL,
323 	ai_charge,	0,	NULL,		//								-- LOOP Ends
324 	ai_charge,	0,	NULL,
325 	ai_charge,	0,	NULL,
326 	ai_charge,	0,	NULL,
327 	ai_charge,	0,	NULL,
328 	ai_charge,	0,	NULL
329 };
330 mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
331 
332 mframe_t floater_frames_death [] =
333 {
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 	ai_move,	0,	NULL,
344 	ai_move,	0,	NULL,
345 	ai_move,	0,	NULL,
346 	ai_move,	0,	NULL
347 };
348 mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
349 
350 mframe_t floater_frames_pain1 [] =
351 {
352 	ai_move,	0,	NULL,
353 	ai_move,	0,	NULL,
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 };
360 mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
361 
362 mframe_t floater_frames_pain2 [] =
363 {
364 	ai_move,	0,	NULL,
365 	ai_move,	0,	NULL,
366 	ai_move,	0,	NULL,
367 	ai_move,	0,	NULL,
368 	ai_move,	0,	NULL,
369 	ai_move,	0,	NULL,
370 	ai_move,	0,	NULL,
371 	ai_move,	0,	NULL
372 };
373 mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
374 
375 mframe_t floater_frames_pain3 [] =
376 {
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 	ai_move,	0,	NULL,
386 	ai_move,	0,	NULL,
387 	ai_move,	0,	NULL,
388 	ai_move,	0,	NULL
389 };
390 mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
391 
392 mframe_t floater_frames_walk [] =
393 {
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 	ai_walk, 5, NULL,
443 	ai_walk, 5, NULL,
444 	ai_walk, 5, NULL,
445 	ai_walk, 5, NULL
446 };
447 mmove_t	floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
448 
449 mframe_t floater_frames_run [] =
450 {
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 	ai_run, 13, NULL,
500 	ai_run, 13, NULL,
501 	ai_run, 13, NULL,
502 	ai_run, 13, NULL
503 };
504 mmove_t	floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
505 
floater_run(edict_t * self)506 void floater_run (edict_t *self)
507 {
508 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
509 		self->monsterinfo.currentmove = &floater_move_stand1;
510 	else
511 		self->monsterinfo.currentmove = &floater_move_run;
512 }
513 
floater_walk(edict_t * self)514 void floater_walk (edict_t *self)
515 {
516 	self->monsterinfo.currentmove = &floater_move_walk;
517 }
518 
floater_wham(edict_t * self)519 void floater_wham (edict_t *self)
520 {
521 	static	vec3_t	aim = {MELEE_DISTANCE, 0, 0};
522 	gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
523 	fire_hit (self, aim, 5 + rand() % 6, -50);
524 }
525 
floater_zap(edict_t * self)526 void floater_zap (edict_t *self)
527 {
528 	vec3_t	forward, right;
529 	vec3_t	origin;
530 	vec3_t	dir;
531 	vec3_t	offset;
532 
533 	VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
534 
535 	AngleVectors (self->s.angles, forward, right, NULL);
536 	//FIXME use a flash and replace these two lines with the commented one
537 	VectorSet (offset, 18.5, -0.9, 10);
538 	G_ProjectSource (self->s.origin, offset, forward, right, origin);
539 //	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
540 
541 	gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
542 
543 	//FIXME use the flash, Luke
544 	gi.WriteByte (svc_temp_entity);
545 	gi.WriteByte (TE_SPLASH);
546 	gi.WriteByte (32);
547 	gi.WritePosition (origin);
548 	gi.WriteDir (dir);
549 	gi.WriteByte (1);	//sparks
550 	gi.multicast (origin, MULTICAST_PVS);
551 
552 	T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
553 }
554 
floater_attack(edict_t * self)555 void floater_attack(edict_t *self)
556 {
557 	float chance;
558 /*	if (random() <= 0.5)
559 		self->monsterinfo.currentmove = &flyer_move_attack1;
560 	else */
561 	// 0% chance of circle in easy
562 	// 50% chance in normal
563 	// 75% chance in hard
564 	// 86.67% chance in nightmare
565 	if (!skill->value)
566 		chance = 0;
567 	else
568 		chance = 1.0 - (0.5/(float)(skill->value));
569 
570 	if (random() > chance)
571 	{
572 		self->monsterinfo.attack_state = AS_STRAIGHT;
573 		self->monsterinfo.currentmove = &floater_move_attack1;
574 	}
575 	else // circle strafe
576 	{
577 		if (random () <= 0.5) // switch directions
578 			self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
579 		self->monsterinfo.attack_state = AS_SLIDING;
580 		self->monsterinfo.currentmove = &floater_move_attack1a;
581 	}
582 }
583 
584 
floater_melee(edict_t * self)585 void floater_melee(edict_t *self)
586 {
587 	if (random() < 0.5)
588 		self->monsterinfo.currentmove = &floater_move_attack3;
589 	else
590 		self->monsterinfo.currentmove = &floater_move_attack2;
591 }
592 
593 
floater_pain(edict_t * self,edict_t * other,float kick,int damage)594 void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
595 {
596 	int		n;
597 
598 	if (self->health < (self->max_health / 2))
599 		self->s.skinnum = 1;
600 
601 	if (level.time < self->pain_debounce_time)
602 		return;
603 
604 	self->pain_debounce_time = level.time + 3;
605 	if (skill->value == 3)
606 		return;		// no pain anims in nightmare
607 
608 	n = (rand() + 1) % 3;
609 	if (n == 0)
610 	{
611 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
612 		self->monsterinfo.currentmove = &floater_move_pain1;
613 	}
614 	else
615 	{
616 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
617 		self->monsterinfo.currentmove = &floater_move_pain2;
618 	}
619 }
620 
floater_dead(edict_t * self)621 void floater_dead (edict_t *self)
622 {
623 	VectorSet (self->mins, -16, -16, -24);
624 	VectorSet (self->maxs, 16, 16, -8);
625 	self->movetype = MOVETYPE_TOSS;
626 	self->svflags |= SVF_DEADMONSTER;
627 	self->nextthink = 0;
628 	gi.linkentity (self);
629 }
630 
floater_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)631 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
632 {
633 	gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
634 	BecomeExplosion1(self);
635 }
636 
637 //===========
638 //PGM
floater_blocked(edict_t * self,float dist)639 qboolean floater_blocked (edict_t *self, float dist)
640 {
641 	if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
642 		return true;
643 
644 	return false;
645 }
646 //PGM
647 //===========
648 
649 /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
650 */
SP_monster_floater(edict_t * self)651 void SP_monster_floater (edict_t *self)
652 {
653 	if (deathmatch->value)
654 	{
655 		G_FreeEdict (self);
656 		return;
657 	}
658 
659 	sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
660 	sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
661 	sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
662 	sound_idle = gi.soundindex ("floater/fltidle1.wav");
663 	sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
664 	sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
665 	sound_sight = gi.soundindex ("floater/fltsght1.wav");
666 
667 	gi.soundindex ("floater/fltatck1.wav");
668 
669 	self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
670 
671 	self->movetype = MOVETYPE_STEP;
672 	self->solid = SOLID_BBOX;
673 	self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
674 	VectorSet (self->mins, -24, -24, -24);
675 	VectorSet (self->maxs, 24, 24, 32);
676 
677 	self->health = 200;
678 	self->gib_health = -80;
679 	self->mass = 300;
680 
681 	self->pain = floater_pain;
682 	self->die = floater_die;
683 
684 	self->monsterinfo.stand = floater_stand;
685 	self->monsterinfo.walk = floater_walk;
686 	self->monsterinfo.run = floater_run;
687 //	self->monsterinfo.dodge = floater_dodge;
688 	self->monsterinfo.attack = floater_attack;
689 	self->monsterinfo.melee = floater_melee;
690 	self->monsterinfo.sight = floater_sight;
691 	self->monsterinfo.idle = floater_idle;
692 	self->monsterinfo.blocked = floater_blocked;		// PGM
693 
694 	gi.linkentity (self);
695 
696 	if (random() <= 0.5)
697 		self->monsterinfo.currentmove = &floater_move_stand1;
698 	else
699 		self->monsterinfo.currentmove = &floater_move_stand2;
700 
701 	self->monsterinfo.scale = MODEL_SCALE;
702 
703 	flymonster_start (self);
704 }
705