/* 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 1.2 2004-07-08 15:58:44 hzi Exp $ package jake2.game; import jake2.util.*; import jake2.util.*; public class M_Float extends Game { // 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) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); return true; } }; static EntThinkAdapter floater_idle= new EntThinkAdapter() { public boolean think(edict_t self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, 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= EF_HYPERBLASTER; else effect= 0; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource( self.s.origin, monster_flash_offset[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, MZ2_FLOAT_BLASTER_1, effect); return true; } }; static mframe_t floater_frames_stand1[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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 & 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(GameAIAdapters.ai_charge, 0, null), // Blaster attack) new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), // BOOM (0, -25.8, 32.5) -- LOOP Starts new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, floater_fire_blaster), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.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= { MELEE_DISTANCE, 0, 0 }; static EntThinkAdapter floater_wham= new EntThinkAdapter() { public boolean think(edict_t self) { gi.sound(self, CHAN_WEAPON, sound_attack3, 1, 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(GameAIAdapters.ai_charge, 0, null), // Claws new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, floater_wham), // WHAM (0, -45, 29.6) -- LOOP Starts new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), // -- LOOP Ends new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.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); gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0); //FIXME use the flash, Luke gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_SPLASH); gi.WriteByte(32); gi.WritePosition(origin); gi.WriteDir(dir); gi.WriteByte(1); //sparks gi.multicast(origin, MULTICAST_PVS); T_Damage( self.enemy, self, self, dir, self.enemy.s.origin, vec3_origin, 5 + Lib.rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN); return true; } }; static mframe_t floater_frames_attack3[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, floater_zap), // -- LOOP Starts new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), // -- LOOP Ends new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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= MOVETYPE_TOSS; self.svflags |= SVF_DEADMONSTER; self.nextthink= 0; 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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.ai_run, 13, null), new mframe_t(GameAIAdapters.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 (level.time < self.pain_debounce_time) return; self.pain_debounce_time= level.time + 3; if (skill.value == 3) return; // no pain anims in nightmare n= (Lib.rand() + 1) % 3; if (n == 0) { gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self.monsterinfo.currentmove= floater_move_pain1; } else { gi.sound(self, CHAN_VOICE, sound_pain2, 1, 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) { gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); 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 (deathmatch.value != 0) { G_FreeEdict(self); return; } sound_attack2= gi.soundindex("floater/fltatck2.wav"); sound_attack3= gi.soundindex("floater/fltatck3.wav"); sound_death1= gi.soundindex("floater/fltdeth1.wav"); sound_idle= gi.soundindex("floater/fltidle1.wav"); sound_pain1= gi.soundindex("floater/fltpain1.wav"); sound_pain2= gi.soundindex("floater/fltpain2.wav"); sound_sight= gi.soundindex("floater/fltsght1.wav"); gi.soundindex("floater/fltatck1.wav"); self.s.sound= gi.soundindex("floater/fltsrch1.wav"); self.movetype= MOVETYPE_STEP; self.solid= SOLID_BBOX; self.s.modelindex= 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; 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; GameAIAdapters.flymonster_start.think(self); } }