1 /*
2 * Copyright(c) 1997-2001 Id Software, Inc.
3 * Copyright(c) 2002 The Quakeforge Project.
4 * Copyright(c) 2006 Quetoo.
5 *
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or(at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14 *
15 * See the GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 */
21
22 /*
23
24 floater
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 gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
43 }
44
floater_idle(edict_t * self)45 void floater_idle(edict_t *self){
46 gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
47 }
48
49
50 //void floater_stand1(edict_t *self);
51 void floater_dead(edict_t *self);
52 void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
53 void floater_run(edict_t *self);
54 void floater_wham(edict_t *self);
55 void floater_zap(edict_t *self);
56
57
floater_fire_blaster(edict_t * self)58 void floater_fire_blaster(edict_t *self){
59 vec3_t start;
60 vec3_t forward, right;
61 vec3_t end;
62 vec3_t dir;
63 int effect;
64
65 if((self->s.frame == FRAME_attak104) ||(self->s.frame == FRAME_attak107))
66 effect = EF_HYPERBLASTER;
67 else
68 effect = 0;
69 AngleVectors(self->s.angles, forward, right, NULL);
70 G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
71
72 VectorCopy(self->enemy->s.origin, end);
73 end[2] += self->enemy->viewheight;
74 VectorSubtract(end, start, dir);
75
76 monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
77 }
78
79
80 mframe_t floater_frames_stand1 [] =
81 {
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 {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 };
135 mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
136
137 mframe_t floater_frames_stand2 [] =
138 {
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 {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 };
192 mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
193
floater_stand(edict_t * self)194 void floater_stand(edict_t *self){
195 if(random() <= 0.5)
196 self->monsterinfo.currentmove = &floater_move_stand1;
197 else
198 self->monsterinfo.currentmove = &floater_move_stand2;
199 }
200
201 mframe_t floater_frames_activate [] =
202 {
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 {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 };
234 mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
235
236 mframe_t floater_frames_attack1 [] =
237 {
238 {ai_charge, 0, NULL}, // Blaster attack
239 {ai_charge, 0, NULL},
240 {ai_charge, 0, NULL},
241 {ai_charge, 0, floater_fire_blaster}, // BOOM(0, -25.8, 32.5) -- LOOP Starts
242 {ai_charge, 0, floater_fire_blaster},
243 {ai_charge, 0, floater_fire_blaster},
244 {ai_charge, 0, floater_fire_blaster},
245 {ai_charge, 0, floater_fire_blaster},
246 {ai_charge, 0, floater_fire_blaster},
247 {ai_charge, 0, floater_fire_blaster},
248 {ai_charge, 0, NULL},
249 {ai_charge, 0, NULL},
250 {ai_charge, 0, NULL},
251 {ai_charge, 0, NULL} // -- LOOP Ends
252 };
253 mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
254
255 mframe_t floater_frames_attack2 [] =
256 {
257 {ai_charge, 0, NULL}, // Claws
258 {ai_charge, 0, NULL},
259 {ai_charge, 0, NULL},
260 {ai_charge, 0, NULL},
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 {ai_charge, 0, NULL},
268 {ai_charge, 0, floater_wham}, // WHAM(0, -45, 29.6) -- LOOP Starts
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}, // -- LOOP Ends
276 {ai_charge, 0, NULL},
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 };
283 mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
284
285 mframe_t floater_frames_attack3 [] =
286 {
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, floater_zap}, // -- LOOP Starts
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, 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}, // -- LOOP Ends
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 };
322 mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
323
324 mframe_t floater_frames_death [] =
325 {
326 {ai_move, 0, NULL},
327 {ai_move, 0, NULL},
328 {ai_move, 0, NULL},
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 {ai_move, 0, NULL},
337 {ai_move, 0, NULL},
338 {ai_move, 0, NULL}
339 };
340 mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
341
342 mframe_t floater_frames_pain1 [] =
343 {
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 {ai_move, 0, NULL},
350 {ai_move, 0, NULL}
351 };
352 mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
353
354 mframe_t floater_frames_pain2 [] =
355 {
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 };
365 mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
366
367 mframe_t floater_frames_pain3 [] =
368 {
369 {ai_move, 0, NULL},
370 {ai_move, 0, NULL},
371 {ai_move, 0, NULL},
372 {ai_move, 0, NULL},
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 };
382 mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
383
384 mframe_t floater_frames_walk [] =
385 {
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 {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 };
439 mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
440
441 mframe_t floater_frames_run [] =
442 {
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 {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 };
496 mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
497
floater_run(edict_t * self)498 void floater_run(edict_t *self){
499 if(self->monsterinfo.aiflags & AI_STAND_GROUND)
500 self->monsterinfo.currentmove = &floater_move_stand1;
501 else
502 self->monsterinfo.currentmove = &floater_move_run;
503 }
504
floater_walk(edict_t * self)505 void floater_walk(edict_t *self){
506 self->monsterinfo.currentmove = &floater_move_walk;
507 }
508
floater_wham(edict_t * self)509 void floater_wham(edict_t *self){
510 static vec3_t aim = {MELEE_DISTANCE, 0, 0};
511 gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
512 fire_hit(self, aim, 5 + rand() % 6, -50);
513 }
514
floater_zap(edict_t * self)515 void floater_zap(edict_t *self){
516 vec3_t forward, right;
517 vec3_t origin;
518 vec3_t dir;
519 vec3_t offset;
520
521 VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
522
523 AngleVectors(self->s.angles, forward, right, NULL);
524 //FIXME use a flash and replace these two lines with the commented one
525 VectorSet(offset, 18.5, -0.9, 10);
526 G_ProjectSource(self->s.origin, offset, forward, right, origin);
527 // G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
528
529 gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
530
531 //FIXME use the flash, Luke
532 gi.WriteByte(svc_temp_entity);
533 gi.WriteByte(TE_SPLASH);
534 gi.WriteByte(32);
535 gi.WritePosition(origin);
536 gi.WriteDir(dir);
537 gi.WriteByte(1); //sparks
538 gi.multicast(origin, MULTICAST_PVS);
539
540 T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
541 }
542
floater_attack(edict_t * self)543 void floater_attack(edict_t *self){
544 self->monsterinfo.currentmove = &floater_move_attack1;
545 }
546
547
floater_melee(edict_t * self)548 void floater_melee(edict_t *self){
549 if(random() < 0.5)
550 self->monsterinfo.currentmove = &floater_move_attack3;
551 else
552 self->monsterinfo.currentmove = &floater_move_attack2;
553 }
554
555
floater_pain(edict_t * self,edict_t * other,float kick,int damage)556 void floater_pain(edict_t *self, edict_t *other, float kick, int damage){
557 int n;
558
559 if(self->health <(self->max_health / 2))
560 self->s.skinnum = 1;
561
562 if(level.time < self->pain_debounce_time)
563 return;
564
565 self->pain_debounce_time = level.time + 3;
566 if(skill->value == 3)
567 return; // no pain anims in nightmare
568
569 n =(rand() + 1) % 3;
570 if(n == 0){
571 gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
572 self->monsterinfo.currentmove = &floater_move_pain1;
573 } else {
574 gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
575 self->monsterinfo.currentmove = &floater_move_pain2;
576 }
577 }
578
floater_dead(edict_t * self)579 void floater_dead(edict_t *self){
580 VectorSet(self->mins, -16, -16, -24);
581 VectorSet(self->maxs, 16, 16, -8);
582 self->movetype = MOVETYPE_TOSS;
583 self->svflags |= SVF_DEADMONSTER;
584 self->nextthink = 0;
585 gi.linkentity(self);
586 }
587
floater_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)588 void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point){
589 gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
590 BecomeExplosion1(self);
591 }
592
593 /*QUAKED monster_floater(1 .5 0)(-16 -16 -24)(16 16 32) Ambush Trigger_Spawn Sight
594 */
SP_monster_floater(edict_t * self)595 void SP_monster_floater(edict_t *self){
596 if(deathmatch->value){
597 G_FreeEdict(self);
598 return;
599 }
600
601 sound_attack2 = gi.soundindex("floater/fltatck2.wav");
602 sound_attack3 = gi.soundindex("floater/fltatck3.wav");
603 sound_death1 = gi.soundindex("floater/fltdeth1.wav");
604 sound_idle = gi.soundindex("floater/fltidle1.wav");
605 sound_pain1 = gi.soundindex("floater/fltpain1.wav");
606 sound_pain2 = gi.soundindex("floater/fltpain2.wav");
607 sound_sight = gi.soundindex("floater/fltsght1.wav");
608
609 gi.soundindex("floater/fltatck1.wav");
610
611 self->s.sound = gi.soundindex("floater/fltsrch1.wav");
612
613 self->movetype = MOVETYPE_STEP;
614 self->solid = SOLID_BBOX;
615 self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
616 VectorSet(self->mins, -24, -24, -24);
617 VectorSet(self->maxs, 24, 24, 32);
618
619 self->health = 200;
620 self->gib_health = -80;
621 self->mass = 300;
622
623 self->pain = floater_pain;
624 self->die = floater_die;
625
626 self->monsterinfo.stand = floater_stand;
627 self->monsterinfo.walk = floater_walk;
628 self->monsterinfo.run = floater_run;
629 // self->monsterinfo.dodge = floater_dodge;
630 self->monsterinfo.attack = floater_attack;
631 self->monsterinfo.melee = floater_melee;
632 self->monsterinfo.sight = floater_sight;
633 self->monsterinfo.idle = floater_idle;
634
635 gi.linkentity(self);
636
637 if(random() <= 0.5)
638 self->monsterinfo.currentmove = &floater_move_stand1;
639 else
640 self->monsterinfo.currentmove = &floater_move_stand2;
641
642 self->monsterinfo.scale = MODEL_SCALE;
643
644 flymonster_start(self);
645 }
646