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Diffstat (limited to 'src/baseq2/m_float.c')
-rw-r--r--src/baseq2/m_float.c240
1 files changed, 112 insertions, 128 deletions
diff --git a/src/baseq2/m_float.c b/src/baseq2/m_float.c
index af2ae84..025f49b 100644
--- a/src/baseq2/m_float.c
+++ b/src/baseq2/m_float.c
@@ -8,7 +8,7 @@ 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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -38,26 +38,26 @@ static int sound_pain2;
static int sound_sight;
-void floater_sight (edict_t *self, edict_t *other)
+void floater_sight(edict_t *self, edict_t *other)
{
- gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+ gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
-void floater_idle (edict_t *self)
+void floater_idle(edict_t *self)
{
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
+ gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//void floater_stand1 (edict_t *self);
-void floater_dead (edict_t *self);
-void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
-void floater_run (edict_t *self);
-void floater_wham (edict_t *self);
-void floater_zap (edict_t *self);
+void floater_dead(edict_t *self);
+void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
+void floater_run(edict_t *self);
+void floater_wham(edict_t *self);
+void floater_zap(edict_t *self);
-void floater_fire_blaster (edict_t *self)
+void floater_fire_blaster(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
@@ -69,19 +69,18 @@ void floater_fire_blaster (edict_t *self)
effect = EF_HYPERBLASTER;
else
effect = 0;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
+ AngleVectors(self->s.angles, forward, right, NULL);
+ G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
- VectorCopy (self->enemy->s.origin, end);
+ VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
- VectorSubtract (end, start, dir);
+ VectorSubtract(end, start, dir);
- monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
+ monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}
-mframe_t floater_frames_stand1 [] =
-{
+mframe_t floater_frames_stand1 [] = {
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
@@ -137,8 +136,7 @@ mframe_t floater_frames_stand1 [] =
};
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
-mframe_t floater_frames_stand2 [] =
-{
+mframe_t floater_frames_stand2 [] = {
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
{ ai_stand, 0, NULL },
@@ -194,51 +192,49 @@ mframe_t floater_frames_stand2 [] =
};
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
-void floater_stand (edict_t *self)
+void floater_stand(edict_t *self)
{
- if (random() <= 0.5)
+ if (random() <= 0.5)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_stand2;
}
-mframe_t floater_frames_activate [] =
-{
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
- { ai_move, 0, NULL },
+mframe_t floater_frames_activate [] = {
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
{ ai_move, 0, NULL }
};
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
-mframe_t floater_frames_attack1 [] =
-{
+mframe_t floater_frames_attack1 [] = {
{ ai_charge, 0, NULL }, // Blaster attack
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
@@ -256,8 +252,7 @@ mframe_t floater_frames_attack1 [] =
};
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
-mframe_t floater_frames_attack2 [] =
-{
+mframe_t floater_frames_attack2 [] = {
{ ai_charge, 0, NULL }, // Claws
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
@@ -286,8 +281,7 @@ mframe_t floater_frames_attack2 [] =
};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
-mframe_t floater_frames_attack3 [] =
-{
+mframe_t floater_frames_attack3 [] = {
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
@@ -325,8 +319,7 @@ mframe_t floater_frames_attack3 [] =
};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
-mframe_t floater_frames_death [] =
-{
+mframe_t floater_frames_death [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -343,8 +336,7 @@ mframe_t floater_frames_death [] =
};
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
-mframe_t floater_frames_pain1 [] =
-{
+mframe_t floater_frames_pain1 [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -355,8 +347,7 @@ mframe_t floater_frames_pain1 [] =
};
mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
-mframe_t floater_frames_pain2 [] =
-{
+mframe_t floater_frames_pain2 [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -368,8 +359,7 @@ mframe_t floater_frames_pain2 [] =
};
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
-mframe_t floater_frames_pain3 [] =
-{
+mframe_t floater_frames_pain3 [] = {
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
{ ai_move, 0, NULL },
@@ -385,8 +375,7 @@ mframe_t floater_frames_pain3 [] =
};
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
-mframe_t floater_frames_walk [] =
-{
+mframe_t floater_frames_walk [] = {
{ ai_walk, 5, NULL },
{ ai_walk, 5, NULL },
{ ai_walk, 5, NULL },
@@ -442,8 +431,7 @@ mframe_t floater_frames_walk [] =
};
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
-mframe_t floater_frames_run [] =
-{
+mframe_t floater_frames_run [] = {
{ ai_run, 13, NULL },
{ ai_run, 13, NULL },
{ ai_run, 13, NULL },
@@ -499,7 +487,7 @@ mframe_t floater_frames_run [] =
};
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
-void floater_run (edict_t *self)
+void floater_run(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &floater_move_stand1;
@@ -507,45 +495,45 @@ void floater_run (edict_t *self)
self->monsterinfo.currentmove = &floater_move_run;
}
-void floater_walk (edict_t *self)
+void floater_walk(edict_t *self)
{
self->monsterinfo.currentmove = &floater_move_walk;
}
-void floater_wham (edict_t *self)
+void floater_wham(edict_t *self)
{
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
- gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
- fire_hit (self, aim, 5 + rand() % 6, -50);
+ gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
+ fire_hit(self, aim, 5 + rand() % 6, -50);
}
-void floater_zap (edict_t *self)
+void floater_zap(edict_t *self)
{
vec3_t forward, right;
vec3_t origin;
vec3_t dir;
vec3_t offset;
- VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
+ VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
- AngleVectors (self->s.angles, forward, right, NULL);
+ AngleVectors(self->s.angles, forward, right, NULL);
//FIXME use a flash and replace these two lines with the commented one
- VectorSet (offset, 18.5, -0.9, 10);
- G_ProjectSource (self->s.origin, offset, forward, right, origin);
+ VectorSet(offset, 18.5, -0.9, 10);
+ 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);
+ 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 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
+ 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 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
}
void floater_attack(edict_t *self)
@@ -556,14 +544,14 @@ void floater_attack(edict_t *self)
void floater_melee(edict_t *self)
{
- if (random() < 0.5)
+ if (random() < 0.5)
self->monsterinfo.currentmove = &floater_move_attack3;
else
self->monsterinfo.currentmove = &floater_move_attack2;
}
-void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
+void floater_pain(edict_t *self, edict_t *other, float kick, int damage)
{
int n;
@@ -578,61 +566,57 @@ void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
return; // no pain anims in nightmare
n = (rand() + 1) % 3;
- if (n == 0)
- {
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
+ 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);
+ } else {
+ gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &floater_move_pain2;
}
}
-void floater_dead (edict_t *self)
+void floater_dead(edict_t *self)
{
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, -8);
+ VectorSet(self->mins, -16, -16, -24);
+ VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
- gi.linkentity (self);
+ gi.linkentity(self);
}
-void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
- gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
+ 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
*/
-void SP_monster_floater (edict_t *self)
+void SP_monster_floater(edict_t *self)
{
- if (deathmatch->value)
- {
- G_FreeEdict (self);
+ if (deathmatch->value) {
+ 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");
+ 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");
+ gi.soundindex("floater/fltatck1.wav");
- self->s.sound = gi.soundindex ("floater/fltsrch1.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");
- VectorSet (self->mins, -24, -24, -24);
- VectorSet (self->maxs, 24, 24, 32);
+ self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
+ VectorSet(self->mins, -24, -24, -24);
+ VectorSet(self->maxs, 24, 24, 32);
self->health = 200;
self->gib_health = -80;
@@ -650,14 +634,14 @@ void SP_monster_floater (edict_t *self)
self->monsterinfo.sight = floater_sight;
self->monsterinfo.idle = floater_idle;
- gi.linkentity (self);
+ gi.linkentity(self);
- if (random() <= 0.5)
- self->monsterinfo.currentmove = &floater_move_stand1;
+ if (random() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
else
- self->monsterinfo.currentmove = &floater_move_stand2;
-
+ self->monsterinfo.currentmove = &floater_move_stand2;
+
self->monsterinfo.scale = MODEL_SCALE;
- flymonster_start (self);
+ flymonster_start(self);
}