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-rw-r--r--src/baseq2/m_float.c663
1 files changed, 663 insertions, 0 deletions
diff --git a/src/baseq2/m_float.c b/src/baseq2/m_float.c
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index 0000000..af2ae84
--- /dev/null
+++ b/src/baseq2/m_float.c
@@ -0,0 +1,663 @@
+/*
+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.
+
+*/
+/*
+==============================================================================
+
+floater
+
+==============================================================================
+*/
+
+#include "g_local.h"
+#include "m_float.h"
+
+
+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;
+
+
+void floater_sight (edict_t *self, edict_t *other)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void floater_idle (edict_t *self)
+{
+ 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_fire_blaster (edict_t *self)
+{
+ vec3_t start;
+ vec3_t forward, right;
+ vec3_t end;
+ vec3_t dir;
+ int effect;
+
+ if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
+ 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);
+
+ VectorCopy (self->enemy->s.origin, end);
+ end[2] += self->enemy->viewheight;
+ VectorSubtract (end, start, dir);
+
+ monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
+}
+
+
+mframe_t floater_frames_stand1 [] =
+{
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL }
+};
+mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
+
+mframe_t floater_frames_stand2 [] =
+{
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL }
+};
+mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
+
+void floater_stand (edict_t *self)
+{
+ 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 },
+ { ai_move, 0, NULL }
+};
+mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
+
+mframe_t floater_frames_attack1 [] =
+{
+ { ai_charge, 0, NULL }, // Blaster attack
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, floater_fire_blaster }, // BOOM (0, -25.8, 32.5) -- LOOP Starts
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, floater_fire_blaster },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL } // -- LOOP Ends
+};
+mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
+
+mframe_t floater_frames_attack2 [] =
+{
+ { ai_charge, 0, NULL }, // Claws
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, floater_wham }, // WHAM (0, -45, 29.6) -- LOOP Starts
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }, // -- LOOP Ends
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }
+};
+mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
+
+mframe_t floater_frames_attack3 [] =
+{
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, floater_zap }, // -- LOOP Starts
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }, // -- LOOP Ends
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }
+};
+mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
+
+mframe_t floater_frames_death [] =
+{
+ { 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_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
+
+mframe_t floater_frames_pain1 [] =
+{
+ { 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_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
+
+mframe_t floater_frames_pain2 [] =
+{
+ { 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_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
+
+mframe_t floater_frames_pain3 [] =
+{
+ { 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_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
+
+mframe_t floater_frames_walk [] =
+{
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL },
+ { ai_walk, 5, NULL }
+};
+mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
+
+mframe_t floater_frames_run [] =
+{
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL },
+ { ai_run, 13, NULL }
+};
+mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
+
+void floater_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_run;
+}
+
+void floater_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &floater_move_walk;
+}
+
+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);
+}
+
+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);
+
+ 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);
+// 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 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
+}
+
+void floater_attack(edict_t *self)
+{
+ self->monsterinfo.currentmove = &floater_move_attack1;
+}
+
+
+void floater_melee(edict_t *self)
+{
+ 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)
+{
+ 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 = (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;
+ }
+}
+
+void floater_dead (edict_t *self)
+{
+ 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);
+}
+
+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);
+ 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)
+{
+ 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");
+
+ 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");
+ VectorSet (self->mins, -24, -24, -24);
+ 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 (random() <= 0.5)
+ self->monsterinfo.currentmove = &floater_move_stand1;
+ else
+ self->monsterinfo.currentmove = &floater_move_stand2;
+
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ flymonster_start (self);
+}