/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ // Created on 13.11.2003 by RST. // $Id: M_Float.java,v 1.3 2004-09-22 19:22:01 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.Globals; import jake2.util.Lib; import jake2.util.Math3D; public class M_Float { // This file generated by ModelGen - Do NOT Modify public final static int FRAME_actvat01 = 0; public final static int FRAME_actvat02 = 1; public final static int FRAME_actvat03 = 2; public final static int FRAME_actvat04 = 3; public final static int FRAME_actvat05 = 4; public final static int FRAME_actvat06 = 5; public final static int FRAME_actvat07 = 6; public final static int FRAME_actvat08 = 7; public final static int FRAME_actvat09 = 8; public final static int FRAME_actvat10 = 9; public final static int FRAME_actvat11 = 10; public final static int FRAME_actvat12 = 11; public final static int FRAME_actvat13 = 12; public final static int FRAME_actvat14 = 13; public final static int FRAME_actvat15 = 14; public final static int FRAME_actvat16 = 15; public final static int FRAME_actvat17 = 16; public final static int FRAME_actvat18 = 17; public final static int FRAME_actvat19 = 18; public final static int FRAME_actvat20 = 19; public final static int FRAME_actvat21 = 20; public final static int FRAME_actvat22 = 21; public final static int FRAME_actvat23 = 22; public final static int FRAME_actvat24 = 23; public final static int FRAME_actvat25 = 24; public final static int FRAME_actvat26 = 25; public final static int FRAME_actvat27 = 26; public final static int FRAME_actvat28 = 27; public final static int FRAME_actvat29 = 28; public final static int FRAME_actvat30 = 29; public final static int FRAME_actvat31 = 30; public final static int FRAME_attak101 = 31; public final static int FRAME_attak102 = 32; public final static int FRAME_attak103 = 33; public final static int FRAME_attak104 = 34; public final static int FRAME_attak105 = 35; public final static int FRAME_attak106 = 36; public final static int FRAME_attak107 = 37; public final static int FRAME_attak108 = 38; public final static int FRAME_attak109 = 39; public final static int FRAME_attak110 = 40; public final static int FRAME_attak111 = 41; public final static int FRAME_attak112 = 42; public final static int FRAME_attak113 = 43; public final static int FRAME_attak114 = 44; public final static int FRAME_attak201 = 45; public final static int FRAME_attak202 = 46; public final static int FRAME_attak203 = 47; public final static int FRAME_attak204 = 48; public final static int FRAME_attak205 = 49; public final static int FRAME_attak206 = 50; public final static int FRAME_attak207 = 51; public final static int FRAME_attak208 = 52; public final static int FRAME_attak209 = 53; public final static int FRAME_attak210 = 54; public final static int FRAME_attak211 = 55; public final static int FRAME_attak212 = 56; public final static int FRAME_attak213 = 57; public final static int FRAME_attak214 = 58; public final static int FRAME_attak215 = 59; public final static int FRAME_attak216 = 60; public final static int FRAME_attak217 = 61; public final static int FRAME_attak218 = 62; public final static int FRAME_attak219 = 63; public final static int FRAME_attak220 = 64; public final static int FRAME_attak221 = 65; public final static int FRAME_attak222 = 66; public final static int FRAME_attak223 = 67; public final static int FRAME_attak224 = 68; public final static int FRAME_attak225 = 69; public final static int FRAME_attak301 = 70; public final static int FRAME_attak302 = 71; public final static int FRAME_attak303 = 72; public final static int FRAME_attak304 = 73; public final static int FRAME_attak305 = 74; public final static int FRAME_attak306 = 75; public final static int FRAME_attak307 = 76; public final static int FRAME_attak308 = 77; public final static int FRAME_attak309 = 78; public final static int FRAME_attak310 = 79; public final static int FRAME_attak311 = 80; public final static int FRAME_attak312 = 81; public final static int FRAME_attak313 = 82; public final static int FRAME_attak314 = 83; public final static int FRAME_attak315 = 84; public final static int FRAME_attak316 = 85; public final static int FRAME_attak317 = 86; public final static int FRAME_attak318 = 87; public final static int FRAME_attak319 = 88; public final static int FRAME_attak320 = 89; public final static int FRAME_attak321 = 90; public final static int FRAME_attak322 = 91; public final static int FRAME_attak323 = 92; public final static int FRAME_attak324 = 93; public final static int FRAME_attak325 = 94; public final static int FRAME_attak326 = 95; public final static int FRAME_attak327 = 96; public final static int FRAME_attak328 = 97; public final static int FRAME_attak329 = 98; public final static int FRAME_attak330 = 99; public final static int FRAME_attak331 = 100; public final static int FRAME_attak332 = 101; public final static int FRAME_attak333 = 102; public final static int FRAME_attak334 = 103; public final static int FRAME_death01 = 104; public final static int FRAME_death02 = 105; public final static int FRAME_death03 = 106; public final static int FRAME_death04 = 107; public final static int FRAME_death05 = 108; public final static int FRAME_death06 = 109; public final static int FRAME_death07 = 110; public final static int FRAME_death08 = 111; public final static int FRAME_death09 = 112; public final static int FRAME_death10 = 113; public final static int FRAME_death11 = 114; public final static int FRAME_death12 = 115; public final static int FRAME_death13 = 116; public final static int FRAME_pain101 = 117; public final static int FRAME_pain102 = 118; public final static int FRAME_pain103 = 119; public final static int FRAME_pain104 = 120; public final static int FRAME_pain105 = 121; public final static int FRAME_pain106 = 122; public final static int FRAME_pain107 = 123; public final static int FRAME_pain201 = 124; public final static int FRAME_pain202 = 125; public final static int FRAME_pain203 = 126; public final static int FRAME_pain204 = 127; public final static int FRAME_pain205 = 128; public final static int FRAME_pain206 = 129; public final static int FRAME_pain207 = 130; public final static int FRAME_pain208 = 131; public final static int FRAME_pain301 = 132; public final static int FRAME_pain302 = 133; public final static int FRAME_pain303 = 134; public final static int FRAME_pain304 = 135; public final static int FRAME_pain305 = 136; public final static int FRAME_pain306 = 137; public final static int FRAME_pain307 = 138; public final static int FRAME_pain308 = 139; public final static int FRAME_pain309 = 140; public final static int FRAME_pain310 = 141; public final static int FRAME_pain311 = 142; public final static int FRAME_pain312 = 143; public final static int FRAME_stand101 = 144; public final static int FRAME_stand102 = 145; public final static int FRAME_stand103 = 146; public final static int FRAME_stand104 = 147; public final static int FRAME_stand105 = 148; public final static int FRAME_stand106 = 149; public final static int FRAME_stand107 = 150; public final static int FRAME_stand108 = 151; public final static int FRAME_stand109 = 152; public final static int FRAME_stand110 = 153; public final static int FRAME_stand111 = 154; public final static int FRAME_stand112 = 155; public final static int FRAME_stand113 = 156; public final static int FRAME_stand114 = 157; public final static int FRAME_stand115 = 158; public final static int FRAME_stand116 = 159; public final static int FRAME_stand117 = 160; public final static int FRAME_stand118 = 161; public final static int FRAME_stand119 = 162; public final static int FRAME_stand120 = 163; public final static int FRAME_stand121 = 164; public final static int FRAME_stand122 = 165; public final static int FRAME_stand123 = 166; public final static int FRAME_stand124 = 167; public final static int FRAME_stand125 = 168; public final static int FRAME_stand126 = 169; public final static int FRAME_stand127 = 170; public final static int FRAME_stand128 = 171; public final static int FRAME_stand129 = 172; public final static int FRAME_stand130 = 173; public final static int FRAME_stand131 = 174; public final static int FRAME_stand132 = 175; public final static int FRAME_stand133 = 176; public final static int FRAME_stand134 = 177; public final static int FRAME_stand135 = 178; public final static int FRAME_stand136 = 179; public final static int FRAME_stand137 = 180; public final static int FRAME_stand138 = 181; public final static int FRAME_stand139 = 182; public final static int FRAME_stand140 = 183; public final static int FRAME_stand141 = 184; public final static int FRAME_stand142 = 185; public final static int FRAME_stand143 = 186; public final static int FRAME_stand144 = 187; public final static int FRAME_stand145 = 188; public final static int FRAME_stand146 = 189; public final static int FRAME_stand147 = 190; public final static int FRAME_stand148 = 191; public final static int FRAME_stand149 = 192; public final static int FRAME_stand150 = 193; public final static int FRAME_stand151 = 194; public final static int FRAME_stand152 = 195; public final static int FRAME_stand201 = 196; public final static int FRAME_stand202 = 197; public final static int FRAME_stand203 = 198; public final static int FRAME_stand204 = 199; public final static int FRAME_stand205 = 200; public final static int FRAME_stand206 = 201; public final static int FRAME_stand207 = 202; public final static int FRAME_stand208 = 203; public final static int FRAME_stand209 = 204; public final static int FRAME_stand210 = 205; public final static int FRAME_stand211 = 206; public final static int FRAME_stand212 = 207; public final static int FRAME_stand213 = 208; public final static int FRAME_stand214 = 209; public final static int FRAME_stand215 = 210; public final static int FRAME_stand216 = 211; public final static int FRAME_stand217 = 212; public final static int FRAME_stand218 = 213; public final static int FRAME_stand219 = 214; public final static int FRAME_stand220 = 215; public final static int FRAME_stand221 = 216; public final static int FRAME_stand222 = 217; public final static int FRAME_stand223 = 218; public final static int FRAME_stand224 = 219; public final static int FRAME_stand225 = 220; public final static int FRAME_stand226 = 221; public final static int FRAME_stand227 = 222; public final static int FRAME_stand228 = 223; public final static int FRAME_stand229 = 224; public final static int FRAME_stand230 = 225; public final static int FRAME_stand231 = 226; public final static int FRAME_stand232 = 227; public final static int FRAME_stand233 = 228; public final static int FRAME_stand234 = 229; public final static int FRAME_stand235 = 230; public final static int FRAME_stand236 = 231; public final static int FRAME_stand237 = 232; public final static int FRAME_stand238 = 233; public final static int FRAME_stand239 = 234; public final static int FRAME_stand240 = 235; public final static int FRAME_stand241 = 236; public final static int FRAME_stand242 = 237; public final static int FRAME_stand243 = 238; public final static int FRAME_stand244 = 239; public final static int FRAME_stand245 = 240; public final static int FRAME_stand246 = 241; public final static int FRAME_stand247 = 242; public final static int FRAME_stand248 = 243; public final static int FRAME_stand249 = 244; public final static int FRAME_stand250 = 245; public final static int FRAME_stand251 = 246; public final static int FRAME_stand252 = 247; public final static float MODEL_SCALE = 1.000000f; 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; static EntInteractAdapter floater_sight = new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight, 1, Defines.ATTN_NORM, 0); return true; } }; static EntThinkAdapter floater_idle = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1, Defines.ATTN_IDLE, 0); return true; } }; static EntThinkAdapter floater_fire_blaster = new EntThinkAdapter() { public boolean think(edict_t self) { float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; int effect; if ((self.s.frame == FRAME_attak104) || (self.s.frame == FRAME_attak107)) effect = Defines.EF_HYPERBLASTER; else effect = 0; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_FLOAT_BLASTER_1], forward, right, start); Math3D.VectorCopy(self.enemy.s.origin, end); end[2] += self.enemy.viewheight; Math3D.VectorSubtract(end, start, dir); Monster.monster_fire_blaster(self, start, dir, 1, 1000, Defines.MZ2_FLOAT_BLASTER_1, effect); return true; } }; static mframe_t floater_frames_stand1[] = new mframe_t[] { new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null) }; static mmove_t floater_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_stand1, null); static mframe_t floater_frames_stand2[] = new mframe_t[] { new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null) }; static mmove_t floater_move_stand2 = new mmove_t(FRAME_stand201, FRAME_stand252, floater_frames_stand2, null); static EntThinkAdapter floater_stand = new EntThinkAdapter() { 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; } }; static mframe_t floater_frames_activate[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t floater_move_activate = new mmove_t(FRAME_actvat01, FRAME_actvat31, floater_frames_activate, null); static EntThinkAdapter floater_run = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) self.monsterinfo.currentmove = floater_move_stand1; else self.monsterinfo.currentmove = floater_move_run; return true; } }; static mframe_t floater_frames_attack1[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), // Blaster attack) new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), // BOOM (0, -25.8, 32.5) -- LOOP Starts new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) // -- LOOP Ends }; static mmove_t floater_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run); static float[] aim = { Defines.MELEE_DISTANCE, 0, 0 }; static EntThinkAdapter floater_wham = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0); Fire.fire_hit(self, aim, 5 + Lib.rand() % 6, -50); return true; } }; static mframe_t floater_frames_attack2[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), // Claws new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_wham), // WHAM (0, -45, 29.6) -- LOOP Starts new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), // -- LOOP Ends new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t floater_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run); static EntThinkAdapter floater_zap = new EntThinkAdapter() { 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); GameUtil.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; } }; static mframe_t floater_frames_attack3[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, floater_zap), // -- LOOP Starts new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), // -- LOOP Ends new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t floater_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run); static mframe_t floater_frames_death[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static EntThinkAdapter floater_dead = new EntThinkAdapter() { public boolean think(edict_t self) { Math3D.VectorSet(self.mins, -16, -16, -24); Math3D.VectorSet(self.maxs, 16, 16, -8); self.movetype = Defines.MOVETYPE_TOSS; self.svflags |= Defines.SVF_DEADMONSTER; self.nextthink = 0; GameBase.gi.linkentity(self); return true; } }; static mmove_t floater_move_death = new mmove_t(FRAME_death01, FRAME_death13, floater_frames_death, floater_dead); static mframe_t floater_frames_pain1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t floater_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run); static mframe_t floater_frames_pain2[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t floater_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run); static mframe_t floater_frames_pain3[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t floater_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run); static mframe_t floater_frames_walk[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null) }; static mmove_t floater_move_walk = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_walk, null); static mframe_t floater_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null), new mframe_t(GameAI.ai_run, 13, null) }; static mmove_t floater_move_run = new mmove_t(FRAME_stand101, FRAME_stand152, floater_frames_run, null); static EntThinkAdapter floater_walk = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = floater_move_walk; return true; } }; static EntThinkAdapter floater_attack = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = floater_move_attack1; return true; } }; static EntThinkAdapter floater_melee = new EntThinkAdapter() { public boolean think(edict_t self) { if (Lib.random() < 0.5) self.monsterinfo.currentmove = floater_move_attack3; else self.monsterinfo.currentmove = floater_move_attack2; return true; } }; static EntPainAdapter floater_pain = new EntPainAdapter() { 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; } }; static EntDieAdapter floater_die = new EntDieAdapter() { public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_death1, 1, Defines.ATTN_NORM, 0); GameAI.BecomeExplosion1(self); } }; /* * QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ 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); } }