/* * QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ public static void SP_monster_floater(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return; } sound_attack2 = GameBase.gi.soundindex("floater/fltatck2.wav"); sound_attack3 = GameBase.gi.soundindex("floater/fltatck3.wav"); sound_death1 = GameBase.gi.soundindex("floater/fltdeth1.wav"); sound_idle = GameBase.gi.soundindex("floater/fltidle1.wav"); sound_pain1 = GameBase.gi.soundindex("floater/fltpain1.wav"); sound_pain2 = GameBase.gi.soundindex("floater/fltpain2.wav"); sound_sight = GameBase.gi.soundindex("floater/fltsght1.wav"); GameBase.gi.soundindex("floater/fltatck1.wav"); self.s.sound = GameBase.gi.soundindex("floater/fltsrch1.wav"); self.movetype = Defines.MOVETYPE_STEP; self.solid = Defines.SOLID_BBOX; self.s.modelindex = GameBase.gi.modelindex("models/monsters/float/tris.md2"); Math3D.VectorSet(self.mins, -24, -24, -24); Math3D.VectorSet(self.maxs, 24, 24, 32); self.health = 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.dodge = floater_dodge; self.monsterinfo.attack = floater_attack; self.monsterinfo.melee = floater_melee; self.monsterinfo.sight = floater_sight; self.monsterinfo.idle = floater_idle; GameBase.gi.linkentity(self); if (Lib.random() <= 0.5) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_stand2; self.monsterinfo.scale = MODEL_SCALE; GameAI.flymonster_start.think(self); }
public void pain(edict_t self, edict_t other, float kick, int damage) { int n; if (self.health < (self.max_health / 2)) self.s.skinnum = 1; if (GameBase.level.time < self.pain_debounce_time) return; self.pain_debounce_time = GameBase.level.time + 3; if (GameBase.skill.value == 3) return; // no pain anims in nightmare n = (Lib.rand() + 1) % 3; if (n == 0) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain1; } else { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, Defines.ATTN_NORM, 0); self.monsterinfo.currentmove = floater_move_pain2; } return; }
public boolean think(edict_t self) { float[] forward = {0, 0, 0}, right = {0, 0, 0}; float[] origin = {0, 0, 0}; float[] dir = {0, 0, 0}; float[] offset = {0, 0, 0}; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir); Math3D.AngleVectors(self.s.angles, forward, right, null); // FIXME use a flash and replace these two lines with the commented // one Math3D.VectorSet(offset, 18.5f, -0.9f, 10f); Math3D.G_ProjectSource(self.s.origin, offset, forward, right, origin); // G_ProjectSource (self.s.origin, // monster_flash_offset[flash_number], forward, right, origin); GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack2, 1, Defines.ATTN_NORM, 0); // FIXME use the flash, Luke GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_SPLASH); GameBase.gi.WriteByte(32); GameBase.gi.WritePosition(origin); GameBase.gi.WriteDir(dir); GameBase.gi.WriteByte(1); // sparks GameBase.gi.multicast(origin, Defines.MULTICAST_PVS); GameCombat.T_Damage( self.enemy, self, self, dir, self.enemy.s.origin, Globals.vec3_origin, 5 + Lib.rand() % 6, -10, Defines.DAMAGE_ENERGY, Defines.MOD_UNKNOWN); return true; }
public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0); GameWeapon.fire_hit(self, aim, 5 + Lib.rand() % 6, -50); return true; }
public boolean think(edict_t self) { if (Lib.random() <= 0.5) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_stand2; return true; }