Quake-2

Quake 2 GPL Source Release
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m_float.c (15620B)


      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 
     60 void floater_fire_blaster (edict_t *self)
     61 {
     62 	vec3_t	start;
     63 	vec3_t	forward, right;
     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);
     73 	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
     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 
     83 mframe_t floater_frames_stand1 [] =
     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 };
    138 mmove_t	floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
    139 
    140 mframe_t floater_frames_stand2 [] =
    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 };
    195 mmove_t	floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
    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 
    205 mframe_t floater_frames_activate [] =
    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 };
    238 mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
    239 
    240 mframe_t floater_frames_attack1 [] =
    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
    246 	ai_charge,	0,	floater_fire_blaster,
    247 	ai_charge,	0,	floater_fire_blaster,
    248 	ai_charge,	0,	floater_fire_blaster,
    249 	ai_charge,	0,	floater_fire_blaster,
    250 	ai_charge,	0,	floater_fire_blaster,
    251 	ai_charge,	0,	floater_fire_blaster,
    252 	ai_charge,	0,	NULL,
    253 	ai_charge,	0,	NULL,
    254 	ai_charge,	0,	NULL,
    255 	ai_charge,	0,	NULL			//							-- LOOP Ends
    256 };
    257 mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
    258 
    259 mframe_t floater_frames_attack2 [] =
    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 };
    287 mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
    288 
    289 mframe_t floater_frames_attack3 [] =
    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 };
    326 mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
    327 
    328 mframe_t floater_frames_death [] =
    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 };
    344 mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
    345 
    346 mframe_t floater_frames_pain1 [] =
    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 };
    356 mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
    357 
    358 mframe_t floater_frames_pain2 [] =
    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 };
    369 mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
    370 
    371 mframe_t floater_frames_pain3 [] =
    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 };
    386 mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
    387 
    388 mframe_t floater_frames_walk [] =
    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 };
    443 mmove_t	floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
    444 
    445 mframe_t floater_frames_run [] =
    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 };
    500 mmove_t	floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
    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 {
    524 	vec3_t	forward, right;
    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
    540 	gi.WriteByte (svc_temp_entity);
    541 	gi.WriteByte (TE_SPLASH);
    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 
    551 void floater_attack(edict_t *self)
    552 {
    553 	self->monsterinfo.currentmove = &floater_move_attack1;
    554 }
    555 
    556 
    557 void floater_melee(edict_t *self)
    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 */
    611 void SP_monster_floater (edict_t *self)
    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 }