icculus quake2 doxygen  1.0 dev
m_float.c File Reference
#include "g_local.h"
#include "m_float.h"

Go to the source code of this file.

Functions

void floater_sight (edict_t *self, edict_t *other)
 
void floater_idle (edict_t *self)
 
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)
 
void floater_stand (edict_t *self)
 
void floater_walk (edict_t *self)
 
void floater_attack (edict_t *self)
 
void floater_melee (edict_t *self)
 
void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
 
void SP_monster_floater (edict_t *self)
 

Variables

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
 
mframe_t floater_frames_stand1 []
 
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL}
 
mframe_t floater_frames_stand2 []
 
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL}
 
mframe_t floater_frames_activate []
 
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL}
 
mframe_t floater_frames_attack1 []
 
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run}
 
mframe_t floater_frames_attack2 []
 
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run}
 
mframe_t floater_frames_attack3 []
 
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run}
 
mframe_t floater_frames_death []
 
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead}
 
mframe_t floater_frames_pain1 []
 
mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run}
 
mframe_t floater_frames_pain2 []
 
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run}
 
mframe_t floater_frames_pain3 []
 
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run}
 
mframe_t floater_frames_walk []
 
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL}
 
mframe_t floater_frames_run []
 
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL}
 

Function Documentation

◆ floater_attack()

void floater_attack ( edict_t self)

Definition at line 551 of file m_float.c.

552 {
553  self->monsterinfo.currentmove = &floater_move_attack1;
554 }

Referenced by SP_monster_floater().

◆ floater_dead()

void floater_dead ( edict_t self)

Definition at line 593 of file m_float.c.

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 }

◆ floater_die()

void floater_die ( edict_t self,
edict_t inflictor,
edict_t attacker,
int  damage,
vec3_t  point 
)

Definition at line 603 of file m_float.c.

604 {
605  gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
606  BecomeExplosion1(self);
607 }

Referenced by SP_monster_floater().

◆ floater_fire_blaster()

void floater_fire_blaster ( edict_t self)

Definition at line 60 of file m_float.c.

61 {
62  vec3_t start;
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;
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 }

◆ floater_idle()

void floater_idle ( edict_t self)

Definition at line 46 of file m_float.c.

47 {
48  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
49 }

Referenced by SP_monster_floater().

◆ floater_melee()

void floater_melee ( edict_t self)

Definition at line 557 of file m_float.c.

558 {
559  if (random() < 0.5)
560  self->monsterinfo.currentmove = &floater_move_attack3;
561  else
562  self->monsterinfo.currentmove = &floater_move_attack2;
563 }

Referenced by SP_monster_floater().

◆ floater_pain()

void floater_pain ( edict_t self,
edict_t other,
float  kick,
int  damage 
)

Definition at line 566 of file m_float.c.

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 }

Referenced by SP_monster_floater().

◆ floater_run()

void floater_run ( edict_t self)

Definition at line 502 of file m_float.c.

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 }

Referenced by SP_monster_floater().

◆ floater_sight()

void floater_sight ( edict_t self,
edict_t other 
)

Definition at line 41 of file m_float.c.

42 {
43  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
44 }

Referenced by SP_monster_floater().

◆ floater_stand()

void floater_stand ( edict_t self)

Definition at line 197 of file m_float.c.

198 {
199  if (random() <= 0.5)
200  self->monsterinfo.currentmove = &floater_move_stand1;
201  else
202  self->monsterinfo.currentmove = &floater_move_stand2;
203 }

Referenced by SP_monster_floater().

◆ floater_walk()

void floater_walk ( edict_t self)

Definition at line 510 of file m_float.c.

511 {
512  self->monsterinfo.currentmove = &floater_move_walk;
513 }

Referenced by SP_monster_floater().

◆ floater_wham()

void floater_wham ( edict_t self)

Definition at line 515 of file m_float.c.

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 }

◆ floater_zap()

void floater_zap ( edict_t self)

Definition at line 522 of file m_float.c.

523 {
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
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 }

◆ SP_monster_floater()

void SP_monster_floater ( edict_t self)

Definition at line 611 of file m_float.c.

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 }

Variable Documentation

◆ floater_frames_activate

mframe_t floater_frames_activate[]

Definition at line 205 of file m_float.c.

◆ floater_frames_attack1

◆ floater_frames_attack2

mframe_t floater_frames_attack2[]
Initial value:
=
{
{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},
}

Definition at line 259 of file m_float.c.

◆ floater_frames_attack3

mframe_t floater_frames_attack3[]

Definition at line 289 of file m_float.c.

◆ floater_frames_death

mframe_t floater_frames_death[]
Initial value:
=
{
{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}
}

Definition at line 328 of file m_float.c.

◆ floater_frames_pain1

mframe_t floater_frames_pain1[]
Initial value:
=
{
{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}
}

Definition at line 346 of file m_float.c.

◆ floater_frames_pain2

mframe_t floater_frames_pain2[]
Initial value:
=
{
{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}
}

Definition at line 358 of file m_float.c.

◆ floater_frames_pain3

mframe_t floater_frames_pain3[]
Initial value:
=
{
{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}
}

Definition at line 371 of file m_float.c.

◆ floater_frames_run

mframe_t floater_frames_run[]

Definition at line 445 of file m_float.c.

◆ floater_frames_stand1

mframe_t floater_frames_stand1[]

Definition at line 83 of file m_float.c.

◆ floater_frames_stand2

mframe_t floater_frames_stand2[]

Definition at line 140 of file m_float.c.

◆ floater_frames_walk

mframe_t floater_frames_walk[]

Definition at line 388 of file m_float.c.

◆ floater_move_activate

Definition at line 238 of file m_float.c.

◆ floater_move_attack1

Definition at line 257 of file m_float.c.

Referenced by floater_attack().

◆ floater_move_attack2

Definition at line 287 of file m_float.c.

Referenced by floater_melee().

◆ floater_move_attack3

Definition at line 326 of file m_float.c.

Referenced by floater_melee().

◆ floater_move_death

Definition at line 344 of file m_float.c.

◆ floater_move_pain1

Definition at line 356 of file m_float.c.

Referenced by floater_pain().

◆ floater_move_pain2

Definition at line 369 of file m_float.c.

Referenced by floater_pain().

◆ floater_move_pain3

Definition at line 386 of file m_float.c.

◆ floater_move_run

Definition at line 500 of file m_float.c.

Referenced by floater_run().

◆ floater_move_stand1

Definition at line 138 of file m_float.c.

Referenced by floater_run(), floater_stand(), and SP_monster_floater().

◆ floater_move_stand2

Definition at line 195 of file m_float.c.

Referenced by floater_stand(), and SP_monster_floater().

◆ floater_move_walk

Definition at line 443 of file m_float.c.

Referenced by floater_walk().

◆ sound_attack2

int sound_attack2
static

Definition at line 32 of file m_float.c.

Referenced by floater_zap(), and SP_monster_floater().

◆ sound_attack3

int sound_attack3
static

Definition at line 33 of file m_float.c.

Referenced by floater_wham(), and SP_monster_floater().

◆ sound_death1

int sound_death1
static

Definition at line 34 of file m_float.c.

Referenced by floater_die(), and SP_monster_floater().

◆ sound_idle

int sound_idle
static

Definition at line 35 of file m_float.c.

Referenced by floater_idle(), and SP_monster_floater().

◆ sound_pain1

int sound_pain1
static

Definition at line 36 of file m_float.c.

Referenced by floater_pain(), and SP_monster_floater().

◆ sound_pain2

int sound_pain2
static

Definition at line 37 of file m_float.c.

Referenced by floater_pain(), and SP_monster_floater().

◆ sound_sight

int sound_sight
static

Definition at line 38 of file m_float.c.

Referenced by floater_sight(), and SP_monster_floater().

gi
game_import_t gi
Definition: g_main.c:25
G_ProjectSource
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
Definition: g_utils.c:25
edict_s::s
entity_state_t s
Definition: g_local.h:964
deathmatch
cvar_t * deathmatch
Definition: g_main.c:35
sound_pain1
static int sound_pain1
Definition: m_float.c:36
MELEE_DISTANCE
#define MELEE_DISTANCE
Definition: g_local.h:80
VectorSubtract
#define VectorSubtract(a, b, c)
Definition: q_shared.h:156
entity_state_s::frame
int frame
Definition: q_shared.h:1178
ai_charge
void ai_charge(edict_t *self, float dist)
Definition: g_ai.c:194
game_import_t::WritePosition
void(* WritePosition)(vec3_t pos)
Definition: game.h:152
game_import_t::multicast
void(* multicast)(vec3_t origin, multicast_t to)
Definition: game.h:144
SOLID_BBOX
@ SOLID_BBOX
Definition: game.h:37
sound_death1
static int sound_death1
Definition: m_float.c:34
floater_move_stand2
mmove_t floater_move_stand2
Definition: m_float.c:195
TE_SPLASH
@ TE_SPLASH
Definition: q_shared.h:945
floater_stand
void floater_stand(edict_t *self)
Definition: m_float.c:197
entity_state_s::origin
vec3_t origin
Definition: q_shared.h:1173
sound_attack3
static int sound_attack3
Definition: m_float.c:33
floater_walk
void floater_walk(edict_t *self)
Definition: m_float.c:510
DAMAGE_ENERGY
#define DAMAGE_ENERGY
Definition: g_local.h:659
AI_STAND_GROUND
#define AI_STAND_GROUND
Definition: g_local.h:127
MODEL_SCALE
#define MODEL_SCALE
Definition: m_actor.h:506
edict_s::max_health
int max_health
Definition: g_local.h:1052
BecomeExplosion1
void BecomeExplosion1(edict_t *self)
Definition: g_misc.c:314
game_import_t::sound
void(* sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs)
Definition: game.h:109
ATTN_IDLE
#define ATTN_IDLE
Definition: q_shared.h:1020
floater_idle
void floater_idle(edict_t *self)
Definition: m_float.c:46
floater_move_run
mmove_t floater_move_run
Definition: m_float.c:500
edict_s::mins
vec3_t mins
Definition: g_local.h:984
fire_hit
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
Definition: g_weapon.c:63
ATTN_NORM
#define ATTN_NORM
Definition: q_shared.h:1019
T_Damage
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
Definition: g_combat.c:378
MOVETYPE_STEP
@ MOVETYPE_STEP
Definition: g_local.h:194
floater_move_attack3
mmove_t floater_move_attack3
Definition: m_float.c:326
floater_wham
void floater_wham(edict_t *self)
Definition: m_float.c:515
FRAME_attak107
#define FRAME_attak107
Definition: m_boss31.h:30
floater_move_pain1
mmove_t floater_move_pain1
Definition: m_float.c:356
SVF_DEADMONSTER
#define SVF_DEADMONSTER
Definition: game.h:28
AngleVectors
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: q_shared.c:93
sound_idle
static int sound_idle
Definition: m_float.c:35
monster_flash_offset
vec3_t monster_flash_offset[]
Definition: m_flash.c:27
CHAN_VOICE
#define CHAN_VOICE
Definition: q_shared.h:1009
G_FreeEdict
void G_FreeEdict(edict_t *e)
Definition: g_utils.c:452
floater_attack
void floater_attack(edict_t *self)
Definition: m_float.c:551
floater_run
void floater_run(edict_t *self)
Definition: m_float.c:502
FRAME_attak104
#define FRAME_attak104
Definition: m_boss31.h:27
game_import_t::soundindex
int(* soundindex)(char *name)
Definition: game.h:122
forward
static vec3_t forward
Definition: p_view.c:29
game_import_t::modelindex
int(* modelindex)(char *name)
Definition: game.h:121
sound_sight
static int sound_sight
Definition: m_float.c:38
floater_move_attack1
mmove_t floater_move_attack1
Definition: m_float.c:257
cvar_s::value
float value
Definition: q_shared.h:324
random
#define random()
Definition: g_local.h:509
NULL
#define NULL
Definition: q_shared.h:60
floater_pain
void floater_pain(edict_t *self, edict_t *other, float kick, int damage)
Definition: m_float.c:566
monsterinfo_t::aiflags
int aiflags
Definition: g_local.h:419
floater_sight
void floater_sight(edict_t *self, edict_t *other)
Definition: m_float.c:41
floater_move_pain2
mmove_t floater_move_pain2
Definition: m_float.c:369
skill
cvar_t * skill
Definition: g_main.c:38
MZ2_FLOAT_BLASTER_1
#define MZ2_FLOAT_BLASTER_1
Definition: q_shared.h:787
ai_move
void ai_move(edict_t *self, float dist)
Definition: g_ai.c:92
monster_fire_blaster
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
Definition: g_monster.c:51
svc_temp_entity
@ svc_temp_entity
Definition: qcommon.h:210
VectorCopy
#define VectorCopy(a, b)
Definition: q_shared.h:158
edict_s::pain_debounce_time
float pain_debounce_time
Definition: g_local.h:1046
edict_s::monsterinfo
monsterinfo_t monsterinfo
Definition: g_local.h:1108
vec3_origin
vec3_t vec3_origin
Definition: q_shared.c:24
game_import_t::WriteDir
void(* WriteDir)(vec3_t pos)
Definition: game.h:153
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#define CHAN_WEAPON
Definition: q_shared.h:1008
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void(* WriteByte)(int c)
Definition: game.h:147
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Definition: qgl_win.c:116
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Definition: g_local.h:984
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Definition: g_local.h:463
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Definition: m_float.c:37
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@ MOVETYPE_TOSS
Definition: g_local.h:196
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#define VectorSet(v, x, y, z)
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Definition: qgl_win.c:159
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Definition: m_float.c:557
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Definition: m_float.c:287
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Definition: g_local.h:1070
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Definition: game.h:138
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Definition: m_float.c:603
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void floater_fire_blaster(edict_t *self)
Definition: m_float.c:60
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Definition: q_shared.h:1174
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#define EF_HYPERBLASTER
Definition: q_shared.h:563
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@ MULTICAST_PVS
Definition: q_shared.h:111
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Definition: q_shared.h:127
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mmove_t floater_move_stand1
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static int sound_attack2
Definition: m_float.c:32
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Definition: m_float.c:443
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Definition: g_monster.c:715
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Definition: g_local.h:1051