#include "../g_local.h"
#include "m_float.h"
static int sound_attack2;
static int sound_attack3;
static int sound_death1;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
void floater_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); }
void floater_idle(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); }
void floater_dead(edict_t *self);
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void floater_run(edict_t *self);
void floater_wham(edict_t *self);
void floater_zap(edict_t *self);
void floater_fire_blaster(edict_t *self) {
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract(end, start, dir);
monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}
mframe_t floater_frames_stand1[] = {
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
mframe_t floater_frames_stand2[] = {
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
void floater_stand(edict_t *self) {
if(random() <= 0.5)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_stand2;
}
mframe_t floater_frames_activate[] = {
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
mframe_t floater_frames_attack1[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, floater_fire_blaster}, {ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, floater_fire_blaster},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL} };
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
mframe_t floater_frames_attack2[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, floater_wham}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
mframe_t floater_frames_attack3[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, floater_zap}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
mframe_t floater_frames_death[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}};
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
mframe_t floater_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
mframe_t floater_frames_pain2[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
mframe_t floater_frames_pain3[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
mframe_t floater_frames_walk[] = {
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
{ai_walk, 5, NULL}, {ai_walk, 5, NULL}};
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
mframe_t floater_frames_run[] = {
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
{ai_run, 13, NULL}, {ai_run, 13, NULL}};
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
void floater_run(edict_t *self) {
if(self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_run;
}
void floater_walk(edict_t *self) { self->monsterinfo.currentmove = &floater_move_walk; }
void floater_wham(edict_t *self) {
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
fire_hit(self, aim, 5 + rand() % 6, -50);
}
void floater_zap(edict_t *self) {
vec3_t forward, right;
vec3_t origin;
vec3_t dir;
vec3_t offset;
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
AngleVectors(self->s.angles, forward, right, NULL);
VectorSet(offset, 18.5, -0.9, 10);
G_ProjectSource(self->s.origin, offset, forward, right, origin);
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(32);
gi.WritePosition(origin);
gi.WriteDir(dir);
gi.WriteByte(1); gi.multicast(self->s.cmodel_index, origin, MULTICAST_PVS);
T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY,
MOD_UNKNOWN);
}
void floater_attack(edict_t *self) { self->monsterinfo.currentmove = &floater_move_attack1; }
void floater_melee(edict_t *self) {
if(random() < 0.5)
self->monsterinfo.currentmove = &floater_move_attack3;
else
self->monsterinfo.currentmove = &floater_move_attack2;
}
void floater_pain(edict_t *self, edict_t *other, float kick, int damage) {
int n;
if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 2))
self->s.skinnum = 1;
if(level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if(skill->value == 3)
return;
n = (rand() + 1) % 3;
if(n == 0) {
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &floater_move_pain1;
} else {
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &floater_move_pain2;
}
}
void floater_dead(edict_t *self) {
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity(self);
}
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
}
void SP_monster_floater(edict_t *self) {
if(deathmatch->value) {
G_FreeEdict(self);
return;
}
sound_attack2 = gi.soundindex("floater/fltatck2.wav");
sound_attack3 = gi.soundindex("floater/fltatck3.wav");
sound_death1 = gi.soundindex("floater/fltdeth1.wav");
sound_idle = gi.soundindex("floater/fltidle1.wav");
sound_pain1 = gi.soundindex("floater/fltpain1.wav");
sound_pain2 = gi.soundindex("floater/fltpain2.wav");
sound_sight = gi.soundindex("floater/fltsght1.wav");
gi.soundindex("floater/fltatck1.wav");
self->s.sound = gi.soundindex("floater/fltsrch1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
VectorSet(self->mins, -24, -24, -24);
VectorSet(self->maxs, 24, 24, 32);
dv_set(ent_write_health(self), 200);
self->gib_health = -80;
self->mass = 300;
self->pain = floater_pain;
self->die = floater_die;
self->monsterinfo.stand = floater_stand;
self->monsterinfo.walk = floater_walk;
self->monsterinfo.run = floater_run;
self->monsterinfo.attack = floater_attack;
self->monsterinfo.melee = floater_melee;
self->monsterinfo.sight = floater_sight;
self->monsterinfo.idle = floater_idle;
gi.linkentity(self);
if(random() <= 0.5)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_stand2;
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start(self);
}