icculus quake2 doxygen  1.0 dev
m_float.c
Go to the documentation of this file.
1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 
19 */
20 /*
21 ==============================================================================
22 
23 floater
24 
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 
41 void floater_sight (edict_t *self, edict_t *other)
42 {
43  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
44 }
45 
46 void floater_idle (edict_t *self)
47 {
48  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
49 }
50 
51 
52 //void floater_stand1 (edict_t *self);
53 void floater_dead (edict_t *self);
54 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
55 void floater_run (edict_t *self);
56 void floater_wham (edict_t *self);
57 void floater_zap (edict_t *self);
58 
59 
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;
72  AngleVectors (self->s.angles, forward, right, NULL);
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 }
81 
82 
84 {
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  {ai_stand, 0, NULL},
135  {ai_stand, 0, NULL},
136  {ai_stand, 0, NULL}
137 };
139 
141 {
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  {ai_stand, 0, NULL},
192  {ai_stand, 0, NULL},
193  {ai_stand, 0, NULL}
194 };
196 
197 void floater_stand (edict_t *self)
198 {
199  if (random() <= 0.5)
200  self->monsterinfo.currentmove = &floater_move_stand1;
201  else
202  self->monsterinfo.currentmove = &floater_move_stand2;
203 }
204 
206 {
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  {ai_move, 0, NULL},
234  {ai_move, 0, NULL},
235  {ai_move, 0, NULL},
236  {ai_move, 0, NULL}
237 };
239 
241 {
242  {ai_charge, 0, NULL}, // Blaster attack
243  {ai_charge, 0, NULL},
244  {ai_charge, 0, NULL},
245  {ai_charge, 0, floater_fire_blaster}, // BOOM (0, -25.8, 32.5) -- LOOP Starts
252  {ai_charge, 0, NULL},
253  {ai_charge, 0, NULL},
254  {ai_charge, 0, NULL},
255  {ai_charge, 0, NULL} // -- LOOP Ends
256 };
258 
260 {
261  {ai_charge, 0, NULL}, // Claws
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, NULL},
269  {ai_charge, 0, NULL},
270  {ai_charge, 0, NULL},
271  {ai_charge, 0, NULL},
272  {ai_charge, 0, floater_wham}, // WHAM (0, -45, 29}.6) -- LOOP Starts
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}, // -- LOOP Ends
280  {ai_charge, 0, NULL},
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 };
288 
290 {
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, floater_zap}, // -- LOOP Starts
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},
316  {ai_charge, 0, NULL},
317  {ai_charge, 0, NULL},
318  {ai_charge, 0, NULL},
319  {ai_charge, 0, NULL}, // -- LOOP Ends
320  {ai_charge, 0, NULL},
321  {ai_charge, 0, NULL},
322  {ai_charge, 0, NULL},
323  {ai_charge, 0, NULL},
324  {ai_charge, 0, NULL}
325 };
327 
329 {
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  {ai_move, 0, NULL},
340  {ai_move, 0, NULL},
341  {ai_move, 0, NULL},
342  {ai_move, 0, NULL}
343 };
345 
347 {
348  {ai_move, 0, NULL},
349  {ai_move, 0, NULL},
350  {ai_move, 0, NULL},
351  {ai_move, 0, NULL},
352  {ai_move, 0, NULL},
353  {ai_move, 0, NULL},
354  {ai_move, 0, NULL}
355 };
357 
359 {
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  {ai_move, 0, NULL},
367  {ai_move, 0, NULL}
368 };
370 
372 {
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  {ai_move, 0, NULL},
382  {ai_move, 0, NULL},
383  {ai_move, 0, NULL},
384  {ai_move, 0, NULL}
385 };
387 
389 {
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  {ai_walk, 5, NULL},
439  {ai_walk, 5, NULL},
440  {ai_walk, 5, NULL},
441  {ai_walk, 5, NULL}
442 };
444 
446 {
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  {ai_run, 13, NULL},
496  {ai_run, 13, NULL},
497  {ai_run, 13, NULL},
498  {ai_run, 13, NULL}
499 };
501 
502 void floater_run (edict_t *self)
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 }
509 
510 void floater_walk (edict_t *self)
511 {
512  self->monsterinfo.currentmove = &floater_move_walk;
513 }
514 
515 void floater_wham (edict_t *self)
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 }
521 
522 void floater_zap (edict_t *self)
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 }
550 
552 {
553  self->monsterinfo.currentmove = &floater_move_attack1;
554 }
555 
556 
558 {
559  if (random() < 0.5)
560  self->monsterinfo.currentmove = &floater_move_attack3;
561  else
562  self->monsterinfo.currentmove = &floater_move_attack2;
563 }
564 
565 
566 void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
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 }
592 
593 void floater_dead (edict_t *self)
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 }
602 
603 void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
604 {
605  gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
606  BecomeExplosion1(self);
607 }
608 
609 /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
610 */
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 }
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
deathmatch
cvar_t * deathmatch
Definition: g_main.c:35
FRAME_pain301
#define FRAME_pain301
Definition: m_actor.h:104
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
ai_charge
void ai_charge(edict_t *self, float dist)
Definition: g_ai.c:194
floater_frames_pain1
mframe_t floater_frames_pain1[]
Definition: m_float.c:346
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
FRAME_stand101
#define FRAME_stand101
Definition: m_actor.h:152
floater_move_stand2
mmove_t floater_move_stand2
Definition: m_float.c:195
TE_SPLASH
@ TE_SPLASH
Definition: q_shared.h:945
FRAME_attak114
#define FRAME_attak114
Definition: m_boss31.h:37
floater_stand
void floater_stand(edict_t *self)
Definition: m_float.c:197
floater_frames_activate
mframe_t floater_frames_activate[]
Definition: m_float.c:205
floater_frames_attack2
mframe_t floater_frames_attack2[]
Definition: m_float.c:259
sound_attack3
static int sound_attack3
Definition: m_float.c:33
FRAME_stand201
#define FRAME_stand201
Definition: m_actor.h:192
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
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
floater_move_activate
mmove_t floater_move_activate
Definition: m_float.c:238
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
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
FRAME_pain101
#define FRAME_pain101
Definition: m_actor.h:98
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
SP_monster_floater
void SP_monster_floater(edict_t *self)
Definition: m_float.c:611
floater_frames_attack1
mframe_t floater_frames_attack1[]
Definition: m_float.c:240
FRAME_death01
#define FRAME_death01
Definition: m_boss31.h:55
FRAME_attak201
#define FRAME_attak201
Definition: m_boss31.h:42
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
edict_s
Definition: g_local.h:962
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
FRAME_pain312
#define FRAME_pain312
Definition: m_boss31.h:122
game_import_t::modelindex
int(* modelindex)(char *name)
Definition: game.h:121
FRAME_attak301
#define FRAME_attak301
Definition: m_boss32.h:225
mframe_t
Definition: g_local.h:401
mmove_t
Definition: g_local.h:408
sound_sight
static int sound_sight
Definition: m_float.c:38
floater_move_attack1
mmove_t floater_move_attack1
Definition: m_float.c:257
FRAME_attak334
#define FRAME_attak334
Definition: m_float.h:127
cvar_s::value
float value
Definition: q_shared.h:324
ai_walk
void ai_walk(edict_t *self, float dist)
Definition: g_ai.c:163
random
#define random()
Definition: g_local.h:509
floater_frames_death
mframe_t floater_frames_death[]
Definition: m_float.c:328
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
floater_frames_pain2
mframe_t floater_frames_pain2[]
Definition: m_float.c:358
floater_frames_pain3
mframe_t floater_frames_pain3[]
Definition: m_float.c:371
FRAME_pain107
#define FRAME_pain107
Definition: m_brain.h:118
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
FRAME_death13
#define FRAME_death13
Definition: m_berserk.h:259
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
FRAME_actvat31
#define FRAME_actvat31
Definition: m_float.h:54
floater_frames_stand2
mframe_t floater_frames_stand2[]
Definition: m_float.c:140
VectorCopy
#define VectorCopy(a, b)
Definition: q_shared.h:158
floater_frames_attack3
mframe_t floater_frames_attack3[]
Definition: m_float.c:289
floater_move_pain3
mmove_t floater_move_pain3
Definition: m_float.c:386
FRAME_attak225
#define FRAME_attak225
Definition: m_float.h:93
vec3_origin
vec3_t vec3_origin
Definition: q_shared.c:24
floater_dead
void floater_dead(edict_t *self)
Definition: m_float.c:593
game_import_t::WriteDir
void(* WriteDir)(vec3_t pos)
Definition: game.h:153
CHAN_WEAPON
#define CHAN_WEAPON
Definition: q_shared.h:1008
floater_move_death
mmove_t floater_move_death
Definition: m_float.c:344
game_import_t::WriteByte
void(* WriteByte)(int c)
Definition: game.h:147
level
GLint level
Definition: qgl_win.c:116
ai_run
void ai_run(edict_t *self, float dist)
Definition: g_ai.c:915
FRAME_pain208
#define FRAME_pain208
Definition: m_brain.h:140
floater_frames_run
mframe_t floater_frames_run[]
Definition: m_float.c:445
MOD_UNKNOWN
#define MOD_UNKNOWN
Definition: g_local.h:463
FRAME_pain201
#define FRAME_pain201
Definition: m_actor.h:101
sound_pain2
static int sound_pain2
Definition: m_float.c:37
MOVETYPE_TOSS
@ MOVETYPE_TOSS
Definition: g_local.h:196
VectorSet
#define VectorSet(v, x, y, z)
Definition: q_shared.h:161
floater_frames_stand1
mframe_t floater_frames_stand1[]
Definition: m_float.c:83
right
GLdouble right
Definition: qgl_win.c:159
floater_melee
void floater_melee(edict_t *self)
Definition: m_float.c:557
floater_move_attack2
mmove_t floater_move_attack2
Definition: m_float.c:287
floater_frames_walk
mframe_t floater_frames_walk[]
Definition: m_float.c:388
game_import_t::linkentity
void(* linkentity)(edict_t *ent)
Definition: game.h:138
floater_die
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
Definition: m_float.c:603
floater_fire_blaster
void floater_fire_blaster(edict_t *self)
Definition: m_float.c:60
EF_HYPERBLASTER
#define EF_HYPERBLASTER
Definition: q_shared.h:563
FRAME_stand152
#define FRAME_stand152
Definition: m_float.h:219
MULTICAST_PVS
@ MULTICAST_PVS
Definition: q_shared.h:111
m_float.h
vec3_t
vec_t vec3_t[3]
Definition: q_shared.h:127
floater_move_stand1
mmove_t floater_move_stand1
Definition: m_float.c:138
floater_zap
void floater_zap(edict_t *self)
Definition: m_float.c:522
sound_attack2
static int sound_attack2
Definition: m_float.c:32
ai_stand
void ai_stand(edict_t *self, float dist)
Definition: g_ai.c:106
floater_move_walk
mmove_t floater_move_walk
Definition: m_float.c:443
FRAME_attak101
#define FRAME_attak101
Definition: m_boss31.h:24
FRAME_stand252
#define FRAME_stand252
Definition: m_boss32.h:489
g_local.h
flymonster_start
void flymonster_start(edict_t *self)
Definition: g_monster.c:715
FRAME_actvat01
#define FRAME_actvat01
Definition: m_float.h:24