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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- GUNNER
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_gunner.h"
- #include "m_flash.h"
- constexpr spawnflags_t SPAWNFLAG_GUNCMDR_NOJUMPING = 8_spawnflag;
- static cached_soundindex sound_pain;
- static cached_soundindex sound_pain2;
- static cached_soundindex sound_death;
- static cached_soundindex sound_idle;
- static cached_soundindex sound_open;
- static cached_soundindex sound_search;
- static cached_soundindex sound_sight;
- void guncmdr_idlesound(edict_t *self)
- {
- gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- MONSTERINFO_SIGHT(guncmdr_sight) (edict_t *self, edict_t *other) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- MONSTERINFO_SEARCH(guncmdr_search) (edict_t *self) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
- }
- void GunnerGrenade(edict_t *self);
- void GunnerFire(edict_t *self);
- void guncmdr_fire_chain(edict_t *self);
- void guncmdr_refire_chain(edict_t *self);
- void guncmdr_stand(edict_t *self);
- mframe_t guncmdr_frames_fidget[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_idlesound },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_idlesound },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(guncmdr_move_fidget) = { FRAME_c_stand201, FRAME_c_stand254, guncmdr_frames_fidget, guncmdr_stand };
- void guncmdr_fidget(edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- return;
- else if (self->enemy)
- return;
- if (frandom() <= 0.05f)
- M_SetAnimation(self, &guncmdr_move_fidget);
- }
- mframe_t guncmdr_frames_stand[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_fidget },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_fidget },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_fidget },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, guncmdr_fidget }
- };
- MMOVE_T(guncmdr_move_stand) = { FRAME_c_stand101, FRAME_c_stand140, guncmdr_frames_stand, nullptr };
- MONSTERINFO_STAND(guncmdr_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &guncmdr_move_stand);
- }
- mframe_t guncmdr_frames_walk[] = {
- { ai_walk, 1.5f, monster_footstep },
- { ai_walk, 2.5f },
- { ai_walk, 3.0f },
- { ai_walk, 2.5f },
- { ai_walk, 2.3f },
- { ai_walk, 3.0f },
- { ai_walk, 2.8f, monster_footstep },
- { ai_walk, 3.6f },
- { ai_walk, 2.8f },
- { ai_walk, 2.5f },
- { ai_walk, 2.3f },
- { ai_walk, 4.3f },
- { ai_walk, 3.0f, monster_footstep },
- { ai_walk, 1.5f },
- { ai_walk, 2.5f },
- { ai_walk, 3.3f },
- { ai_walk, 2.8f },
- { ai_walk, 3.0f },
- { ai_walk, 2.0f, monster_footstep },
- { ai_walk, 2.0f },
- { ai_walk, 3.3f },
- { ai_walk, 3.6f },
- { ai_walk, 3.4f },
- { ai_walk, 2.8f },
- };
- MMOVE_T(guncmdr_move_walk) = { FRAME_c_walk101, FRAME_c_walk124, guncmdr_frames_walk, nullptr };
- MONSTERINFO_WALK(guncmdr_walk) (edict_t *self) -> void
- {
- M_SetAnimation(self, &guncmdr_move_walk);
- }
- mframe_t guncmdr_frames_run[] = {
- { ai_run, 15.f, monster_done_dodge },
- { ai_run, 16.f, monster_footstep },
- { ai_run, 20.f },
- { ai_run, 18.f },
- { ai_run, 24.f, monster_footstep },
- { ai_run, 13.5f }
- };
- MMOVE_T(guncmdr_move_run) = { FRAME_c_run101, FRAME_c_run106, guncmdr_frames_run, nullptr };
- MONSTERINFO_RUN(guncmdr_run) (edict_t *self) -> void
- {
- monster_done_dodge(self);
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &guncmdr_move_stand);
- else
- M_SetAnimation(self, &guncmdr_move_run);
- }
- // standing pains
- mframe_t guncmdr_frames_pain1[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- };
- MMOVE_T(guncmdr_move_pain1) = { FRAME_c_pain101, FRAME_c_pain104, guncmdr_frames_pain1, guncmdr_run };
- mframe_t guncmdr_frames_pain2[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_pain2) = { FRAME_c_pain201, FRAME_c_pain204, guncmdr_frames_pain2, guncmdr_run };
- mframe_t guncmdr_frames_pain3[] = {
- { ai_move, -3.0f },
- { ai_move },
- { ai_move },
- { ai_move },
- };
- MMOVE_T(guncmdr_move_pain3) = { FRAME_c_pain301, FRAME_c_pain304, guncmdr_frames_pain3, guncmdr_run };
- mframe_t guncmdr_frames_pain4[] = {
- { ai_move, -17.1f },
- { ai_move, -3.2f },
- { ai_move, 0.9f },
- { ai_move, 3.6f },
- { ai_move, -2.6f },
- { ai_move, 1.0f },
- { ai_move, -5.1f },
- { ai_move, -6.7f },
- { ai_move, -8.8f },
- { ai_move },
- { ai_move },
- { ai_move, -2.1f },
- { ai_move, -2.3f },
- { ai_move, -2.5f },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_pain4) = { FRAME_c_pain401, FRAME_c_pain415, guncmdr_frames_pain4, guncmdr_run };
- void guncmdr_dead(edict_t *);
- mframe_t guncmdr_frames_death1[] = {
- { ai_move },
- { ai_move },
- { ai_move, 4.0f }, // scoot
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_death1) = { FRAME_c_death101, FRAME_c_death118, guncmdr_frames_death1, guncmdr_dead };
- void guncmdr_pain5_to_death1(edict_t *self)
- {
- if (self->health < 0)
- M_SetAnimation(self, &guncmdr_move_death1, false);
- }
- mframe_t guncmdr_frames_death2[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_death2) = { FRAME_c_death201, FRAME_c_death204, guncmdr_frames_death2, guncmdr_dead };
- void guncmdr_pain5_to_death2(edict_t *self)
- {
- if (self->health < 0 && brandom())
- M_SetAnimation(self, &guncmdr_move_death2, false);
- }
- mframe_t guncmdr_frames_pain5[] = {
- { ai_move, -29.f },
- { ai_move, -5.f },
- { ai_move, -5.f },
- { ai_move, -3.f },
- { ai_move },
- { ai_move, 0, guncmdr_pain5_to_death2 },
- { ai_move, 9.f },
- { ai_move, 3.f },
- { ai_move, 0, guncmdr_pain5_to_death1 },
- { ai_move },
- { ai_move },
- { ai_move, -4.6f },
- { ai_move, -4.8f },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 9.5f },
- { ai_move, 3.4f },
- { ai_move },
- { ai_move },
- { ai_move, -2.4f },
- { ai_move, -9.0f },
- { ai_move, -5.0f },
- { ai_move, -3.6f },
- };
- MMOVE_T(guncmdr_move_pain5) = { FRAME_c_pain501, FRAME_c_pain524, guncmdr_frames_pain5, guncmdr_run };
- void guncmdr_dead(edict_t *self)
- {
- self->mins = vec3_t { -16, -16, -24 } * self->s.scale;
- self->maxs = vec3_t { 16, 16, -8 } * self->s.scale;
- monster_dead(self);
- }
- static void guncmdr_shrink(edict_t *self)
- {
- self->maxs[2] = -4 * self->s.scale;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity(self);
- }
- mframe_t guncmdr_frames_death6[] = {
- { ai_move, 0, guncmdr_shrink },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_death6) = { FRAME_c_death601, FRAME_c_death614, guncmdr_frames_death6, guncmdr_dead };
- static void guncmdr_pain6_to_death6(edict_t *self)
- {
- if (self->health < 0)
- M_SetAnimation(self, &guncmdr_move_death6, false);
- }
- mframe_t guncmdr_frames_pain6[] = {
- { ai_move, 16.f },
- { ai_move, 16.f },
- { ai_move, 12.f },
- { ai_move, 5.5f, monster_duck_down },
- { ai_move, 3.0f },
- { ai_move, -4.7f },
- { ai_move, -6.0f, guncmdr_pain6_to_death6 },
- { ai_move },
- { ai_move, 1.8f },
- { ai_move, 0.7f },
- { ai_move },
- { ai_move, -2.1f },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move, -6.1f },
- { ai_move, 10.5f },
- { ai_move, 4.3f },
- { ai_move, 4.7f, monster_duck_up },
- { ai_move, 1.4f },
- { ai_move },
- { ai_move, -3.2f },
- { ai_move, 2.3f },
- { ai_move, -4.4f },
- { ai_move, -4.4f },
- { ai_move, -2.4f }
- };
- MMOVE_T(guncmdr_move_pain6) = { FRAME_c_pain601, FRAME_c_pain632, guncmdr_frames_pain6, guncmdr_run };
- mframe_t guncmdr_frames_pain7[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_pain7) = { FRAME_c_pain701, FRAME_c_pain714, guncmdr_frames_pain7, guncmdr_run };
- extern const mmove_t guncmdr_move_jump;
- extern const mmove_t guncmdr_move_jump2;
- extern const mmove_t guncmdr_move_duck_attack;
- bool guncmdr_sidestep(edict_t *self);
- PAIN(guncmdr_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
- {
- monster_done_dodge(self);
- if (self->monsterinfo.active_move == &guncmdr_move_jump ||
- self->monsterinfo.active_move == &guncmdr_move_jump2 ||
- self->monsterinfo.active_move == &guncmdr_move_duck_attack)
- return;
- if (level.time < self->pain_debounce_time)
- {
- if (frandom() < 0.3)
- self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
- return;
- }
- self->pain_debounce_time = level.time + 3_sec;
- if (brandom())
- gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
- if (!M_ShouldReactToPain(self, mod))
- {
- if (frandom() < 0.3)
- self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
- return; // no pain anims in nightmare
- }
- vec3_t forward;
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- vec3_t dif = (other->s.origin - self->s.origin);
- dif.z = 0;
- dif.normalize();
- // small pain
- if (damage < 35)
- {
- int r = irandom(0, 4);
- if (r == 0)
- M_SetAnimation(self, &guncmdr_move_pain3);
- else if (r == 1)
- M_SetAnimation(self, &guncmdr_move_pain2);
- else if (r == 2)
- M_SetAnimation(self, &guncmdr_move_pain1);
- else
- M_SetAnimation(self, &guncmdr_move_pain7);
- }
- // large pain from behind (aka Paril)
- else if (dif.dot(forward) < -0.40f)
- {
- M_SetAnimation(self, &guncmdr_move_pain6);
- self->pain_debounce_time += 1.5_sec;
- }
- else
- {
- if (brandom())
- M_SetAnimation(self, &guncmdr_move_pain4);
- else
- M_SetAnimation(self, &guncmdr_move_pain5);
- self->pain_debounce_time += 1.5_sec;
- }
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- // PMM - clear duck flag
- if (self->monsterinfo.aiflags & AI_DUCKED)
- monster_duck_up(self);
- }
- MONSTERINFO_SETSKIN(guncmdr_setskin) (edict_t *self) -> void
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum |= 1;
- else
- self->s.skinnum &= ~1;
- }
- mframe_t guncmdr_frames_death3[] = {
- { ai_move, 20.f },
- { ai_move, 10.f },
- { ai_move, 10.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } },
- { ai_move, 0.f, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move }
- };
- MMOVE_T(guncmdr_move_death3) = { FRAME_c_death301, FRAME_c_death321, guncmdr_frames_death3, guncmdr_dead };
- mframe_t guncmdr_frames_death7[] = {
- { ai_move, 30.f },
- { ai_move, 20.f },
- { ai_move, 16.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } },
- { ai_move, 5.f, monster_footstep },
- { ai_move, -6.f },
- { ai_move, -7.f, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0.f, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move, 0.f, monster_footstep },
- { ai_move },
- { ai_move },
- };
- MMOVE_T(guncmdr_move_death7) = { FRAME_c_death701, FRAME_c_death730, guncmdr_frames_death7, guncmdr_dead };
- mframe_t guncmdr_frames_death4[] = {
- { ai_move, -20.f },
- { ai_move, -16.f },
- { ai_move, -26.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } },
- { ai_move, 0.f, monster_footstep },
- { ai_move, -12.f },
- { ai_move, 16.f },
- { ai_move, 9.2f },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_death4) = { FRAME_c_death401, FRAME_c_death436, guncmdr_frames_death4, guncmdr_dead };
- mframe_t guncmdr_frames_death5[] = {
- { ai_move, -14.f },
- { ai_move, -2.7f },
- { ai_move, -2.5f },
- { ai_move, -4.6f, monster_footstep },
- { ai_move, -4.0f, monster_footstep },
- { ai_move, -1.5f },
- { ai_move, 2.3f },
- { ai_move, 2.5f },
- { ai_move },
- { ai_move },
-
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 3.5f },
- { ai_move, 12.9f, monster_footstep },
- { ai_move, 3.8f },
- { ai_move },
- { ai_move },
- { ai_move },
-
- { ai_move, -2.1f },
- { ai_move, -1.3f },
- { ai_move },
- { ai_move },
- { ai_move, 3.4f },
- { ai_move, 5.7f },
- { ai_move, 11.2f },
- { ai_move, 0, monster_footstep }
- };
- MMOVE_T(guncmdr_move_death5) = { FRAME_c_death501, FRAME_c_death528, guncmdr_frames_death5, guncmdr_dead };
- DIE(guncmdr_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- // check for gib
- if (M_CheckGib(self, mod))
- {
- gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
- const char *head_gib = (self->monsterinfo.active_move != &guncmdr_move_death5) ? "models/objects/gibs/sm_meat/tris.md2" : "models/monsters/gunner/gibs/head.md2";
- self->s.skinnum /= 2;
- ThrowGibs(self, damage, {
- { 2, "models/objects/gibs/bone/tris.md2" },
- { 2, "models/objects/gibs/sm_meat/tris.md2" },
- { 1, "models/objects/gibs/gear/tris.md2" },
- { "models/monsters/gunner/gibs/chest.md2", GIB_SKINNED },
- { "models/monsters/gunner/gibs/garm.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/gunner/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/gunner/gibs/foot.md2", GIB_SKINNED },
- { head_gib, GIB_SKINNED | GIB_HEAD }
- });
- self->deadflag = true;
- return;
- }
- if (self->deadflag)
- return;
- // regular death
- gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
- self->deadflag = true;
- self->takedamage = true;
- // these animations cleanly transitions to death, so just keep going
- if (self->monsterinfo.active_move == &guncmdr_move_pain5 &&
- self->s.frame < FRAME_c_pain508)
- return;
- else if (self->monsterinfo.active_move == &guncmdr_move_pain6 &&
- self->s.frame < FRAME_c_pain607)
- return;
- vec3_t forward;
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- vec3_t dif = (inflictor->s.origin - self->s.origin);
- dif.z = 0;
- dif.normalize();
- // off with da head
- if (fabsf((self->s.origin[2] + self->viewheight) - point[2]) <= 4 &&
- self->velocity.z < 65.f)
- {
- M_SetAnimation(self, &guncmdr_move_death5);
- edict_t *head = ThrowGib(self, "models/monsters/gunner/gibs/head.md2", damage, GIB_NONE, self->s.scale);
- if (head)
- {
- head->s.angles = self->s.angles;
- head->s.origin = self->s.origin + vec3_t{0, 0, 24.f};
- vec3_t headDir = (self->s.origin - inflictor->s.origin);
- head->velocity = headDir / headDir.length() * 100.0f;
- head->velocity[2] = 200.0f;
- head->avelocity *= 0.15f;
- gi.linkentity(head);
- }
- }
- // damage came from behind; use backwards death
- else if (dif.dot(forward) < -0.40f)
- {
- int r = irandom(0, self->monsterinfo.active_move == &guncmdr_move_pain6 ? 2 : 3);
- if (r == 0)
- M_SetAnimation(self, &guncmdr_move_death3);
- else if (r == 1)
- M_SetAnimation(self, &guncmdr_move_death7);
- else if (r == 2)
- M_SetAnimation(self, &guncmdr_move_pain6);
- }
- else
- {
- int r = irandom(0, self->monsterinfo.active_move == &guncmdr_move_pain5 ? 1 : 2);
- if (r == 0)
- M_SetAnimation(self, &guncmdr_move_death4);
- else
- M_SetAnimation(self, &guncmdr_move_pain5);
- }
- }
- void guncmdr_opengun(edict_t *self)
- {
- gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
- }
- void GunnerCmdrFire(edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t aim;
- monster_muzzleflash_id_t flash_number;
- if (!self->enemy || !self->enemy->inuse) // PGM
- return; // PGM
- if (self->s.frame >= FRAME_c_attack401 && self->s.frame <= FRAME_c_attack505)
- flash_number = MZ2_GUNCMDR_CHAINGUN_2;
- else
- flash_number = MZ2_GUNCMDR_CHAINGUN_1;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
- PredictAim(self, self->enemy, start, 800, false, frandom() * 0.3f, &aim, nullptr);
- for (int i = 0; i < 3; i++)
- aim[i] += crandom_open() * 0.025f;
- monster_fire_flechette(self, start, aim, 4, 800, flash_number);
- }
- mframe_t guncmdr_frames_attack_chain[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, guncmdr_opengun },
- { ai_charge }
- };
- MMOVE_T(guncmdr_move_attack_chain) = { FRAME_c_attack101, FRAME_c_attack106, guncmdr_frames_attack_chain, guncmdr_fire_chain };
- mframe_t guncmdr_frames_fire_chain[] = {
- { ai_charge, 0, GunnerCmdrFire },
- { ai_charge, 0, GunnerCmdrFire },
- { ai_charge, 0, GunnerCmdrFire },
- { ai_charge, 0, GunnerCmdrFire },
- { ai_charge, 0, GunnerCmdrFire },
- { ai_charge, 0, GunnerCmdrFire }
- };
- MMOVE_T(guncmdr_move_fire_chain) = { FRAME_c_attack107, FRAME_c_attack112, guncmdr_frames_fire_chain, guncmdr_refire_chain };
- mframe_t guncmdr_frames_fire_chain_run[] = {
- { ai_charge, 15.f, GunnerCmdrFire },
- { ai_charge, 16.f, GunnerCmdrFire },
- { ai_charge, 20.f, GunnerCmdrFire },
- { ai_charge, 18.f, GunnerCmdrFire },
- { ai_charge, 24.f, GunnerCmdrFire },
- { ai_charge, 13.5f, GunnerCmdrFire }
- };
- MMOVE_T(guncmdr_move_fire_chain_run) = { FRAME_c_run201, FRAME_c_run206, guncmdr_frames_fire_chain_run, guncmdr_refire_chain };
- mframe_t guncmdr_frames_fire_chain_dodge_right[] = {
- { ai_charge, 5.1f * 2.0f, GunnerCmdrFire },
- { ai_charge, 9.0f * 2.0f, GunnerCmdrFire },
- { ai_charge, 3.5f * 2.0f, GunnerCmdrFire },
- { ai_charge, 3.6f * 2.0f, GunnerCmdrFire },
- { ai_charge, -1.0f * 2.0f, GunnerCmdrFire }
- };
- MMOVE_T(guncmdr_move_fire_chain_dodge_right) = { FRAME_c_attack401, FRAME_c_attack405, guncmdr_frames_fire_chain_dodge_right, guncmdr_refire_chain };
- mframe_t guncmdr_frames_fire_chain_dodge_left[] = {
- { ai_charge, 5.1f * 2.0f, GunnerCmdrFire },
- { ai_charge, 9.0f * 2.0f, GunnerCmdrFire },
- { ai_charge, 3.5f * 2.0f, GunnerCmdrFire },
- { ai_charge, 3.6f * 2.0f, GunnerCmdrFire },
- { ai_charge, -1.0f * 2.0f, GunnerCmdrFire }
- };
- MMOVE_T(guncmdr_move_fire_chain_dodge_left) = { FRAME_c_attack501, FRAME_c_attack505, guncmdr_frames_fire_chain_dodge_left, guncmdr_refire_chain };
- mframe_t guncmdr_frames_endfire_chain[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, guncmdr_opengun },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(guncmdr_move_endfire_chain) = { FRAME_c_attack118, FRAME_c_attack124, guncmdr_frames_endfire_chain, guncmdr_run };
- constexpr float MORTAR_SPEED = 850.f;
- constexpr float GRENADE_SPEED = 600.f;
- void GunnerCmdrGrenade(edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right, up;
- vec3_t aim;
- monster_muzzleflash_id_t flash_number;
- float spread;
- float pitch = 0;
- // PMM
- vec3_t target;
- bool blindfire = false;
- if (!self->enemy || !self->enemy->inuse) // PGM
- return; // PGM
- // pmm
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- blindfire = true;
-
- if (self->s.frame == FRAME_c_attack205)
- {
- spread = -0.1f;
- flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_1;
- }
- else if (self->s.frame == FRAME_c_attack208)
- {
- spread = 0.f;
- flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_2;
- }
- else if (self->s.frame == FRAME_c_attack211)
- {
- spread = 0.1f;
- flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_3;
- }
- else if (self->s.frame == FRAME_c_attack304)
- {
- spread = -0.1f;
- flash_number = MZ2_GUNCMDR_GRENADE_FRONT_1;
- }
- else if (self->s.frame == FRAME_c_attack307)
- {
- spread = 0.f;
- flash_number = MZ2_GUNCMDR_GRENADE_FRONT_2;
- }
- else if (self->s.frame == FRAME_c_attack310)
- {
- spread = 0.1f;
- flash_number = MZ2_GUNCMDR_GRENADE_FRONT_3;
- }
- else if (self->s.frame == FRAME_c_attack911)
- {
- spread = 0.25f;
- flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_1;
- }
- else if (self->s.frame == FRAME_c_attack912)
- {
- spread = 0.f;
- flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_2;
- }
- else if (self->s.frame == FRAME_c_attack913)
- {
- spread = -0.25f;
- flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_3;
- }
- // pmm
- // if we're shooting blind and we still can't see our enemy
- if ((blindfire) && (!visible(self, self->enemy)))
- {
- // and we have a valid blind_fire_target
- if (!self->monsterinfo.blind_fire_target)
- return;
- target = self->monsterinfo.blind_fire_target;
- }
- else
- target = self->enemy->s.origin;
- // pmm
- AngleVectors(self->s.angles, forward, right, up); // PGM
- start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
- // PGM
- if (self->enemy && !(flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3))
- {
- float dist;
- aim = target - self->s.origin;
- dist = aim.length();
- // aim up if they're on the same level as me and far away.
- if ((dist > 512) && (aim[2] < 64) && (aim[2] > -64))
- {
- aim[2] += (dist - 512);
- }
- aim.normalize();
- pitch = aim[2];
- if (pitch > 0.4f)
- pitch = 0.4f;
- else if (pitch < -0.5f)
- pitch = -0.5f;
- if ((self->enemy->absmin.z - self->absmax.z) > 16.f && flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3)
- pitch += 0.5f;
- }
- // PGM
- if (flash_number >= MZ2_GUNCMDR_GRENADE_FRONT_1 && flash_number <= MZ2_GUNCMDR_GRENADE_FRONT_3)
- pitch -= 0.05f;
- if (!(flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3))
- {
- aim = forward + (right * spread);
- aim += (up * pitch);
- aim.normalize();
- }
- else
- {
- PredictAim(self, self->enemy, start, 800, false, 0.f, &aim, nullptr);
- aim += right * spread;
- aim.normalize();
- }
- if (flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3)
- {
- constexpr float inner_spread = 0.125f;
- for (int32_t i = 0; i < 3; i++)
- fire_ionripper(self, start, aim + (right * (-(inner_spread * 2) + (inner_spread * (i + 1)))), 15, 800, EF_IONRIPPER);
- monster_muzzleflash(self, start, flash_number);
- }
- else
- {
- // mortar fires farther
- float speed;
-
- if (flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3)
- speed = MORTAR_SPEED;
- else
- speed = GRENADE_SPEED;
- // try search for best pitch
- if (M_CalculatePitchToFire(self, target, start, aim, speed, 2.5f, (flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3)))
- monster_fire_grenade(self, start, aim, 50, speed, flash_number, (crandom_open() * 10.0f), frandom() * 10.f);
- else
- // normal shot
- monster_fire_grenade(self, start, aim, 50, speed, flash_number, (crandom_open() * 10.0f), 200.f + (crandom_open() * 10.0f));
- }
- }
- mframe_t guncmdr_frames_attack_mortar[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerCmdrGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerCmdrGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerCmdrGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, monster_duck_up },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(guncmdr_move_attack_mortar) = { FRAME_c_attack201, FRAME_c_attack221, guncmdr_frames_attack_mortar, guncmdr_run };
- void guncmdr_grenade_mortar_resume(edict_t *self)
- {
- M_SetAnimation(self, &guncmdr_move_attack_mortar);
- self->monsterinfo.attack_state = AS_STRAIGHT;
- self->s.frame = self->count;
- }
- mframe_t guncmdr_frames_attack_mortar_dodge[] = {
- { ai_charge, 11.f },
- { ai_charge, 12.f },
- { ai_charge, 16.f },
- { ai_charge, 16.f },
- { ai_charge, 12.f },
- { ai_charge, 11.f }
- };
- MMOVE_T(guncmdr_move_attack_mortar_dodge) = { FRAME_c_duckstep01, FRAME_c_duckstep06, guncmdr_frames_attack_mortar_dodge, guncmdr_grenade_mortar_resume };
- mframe_t guncmdr_frames_attack_back[] = {
- //{ ai_charge },
- { ai_charge, -2.f },
- { ai_charge, -1.5f },
- { ai_charge, -0.5f, GunnerCmdrGrenade },
- { ai_charge, -6.0f },
- { ai_charge, -4.f },
- { ai_charge, -2.5f, GunnerCmdrGrenade },
- { ai_charge, -7.0f },
- { ai_charge, -3.5f },
- { ai_charge, -1.1f, GunnerCmdrGrenade },
- { ai_charge, -4.6f },
- { ai_charge, 1.9f },
- { ai_charge, 1.0f },
- { ai_charge, -4.5f },
- { ai_charge, 3.2f },
- { ai_charge, 4.4f },
- { ai_charge, -6.5f },
- { ai_charge, -6.1f },
- { ai_charge, 3.0f },
- { ai_charge, -0.7f },
- { ai_charge, -1.0f }
- };
- MMOVE_T(guncmdr_move_attack_grenade_back) = { FRAME_c_attack302, FRAME_c_attack321, guncmdr_frames_attack_back, guncmdr_run };
- void guncmdr_grenade_back_dodge_resume(edict_t *self)
- {
- M_SetAnimation(self, &guncmdr_move_attack_grenade_back);
- self->monsterinfo.attack_state = AS_STRAIGHT;
- self->s.frame = self->count;
- }
- mframe_t guncmdr_frames_attack_grenade_back_dodge_right[] = {
- { ai_charge, 5.1f * 2.0f },
- { ai_charge, 9.0f * 2.0f },
- { ai_charge, 3.5f * 2.0f },
- { ai_charge, 3.6f * 2.0f },
- { ai_charge, -1.0f * 2.0f }
- };
- MMOVE_T(guncmdr_move_attack_grenade_back_dodge_right) = { FRAME_c_attack601, FRAME_c_attack605, guncmdr_frames_attack_grenade_back_dodge_right, guncmdr_grenade_back_dodge_resume };
- mframe_t guncmdr_frames_attack_grenade_back_dodge_left[] = {
- { ai_charge, 5.1f * 2.0f },
- { ai_charge, 9.0f * 2.0f },
- { ai_charge, 3.5f * 2.0f },
- { ai_charge, 3.6f * 2.0f },
- { ai_charge, -1.0f * 2.0f }
- };
- MMOVE_T(guncmdr_move_attack_grenade_back_dodge_left) = { FRAME_c_attack701, FRAME_c_attack705, guncmdr_frames_attack_grenade_back_dodge_left, guncmdr_grenade_back_dodge_resume };
- static void guncmdr_kick_finished(edict_t *self)
- {
- self->monsterinfo.melee_debounce_time = level.time + 3_sec;
- self->monsterinfo.attack(self);
- }
- static void guncmdr_kick(edict_t *self)
- {
- if (fire_hit(self, vec3_t { MELEE_DISTANCE, 0.f, -32.f }, 15.f, 400.f))
- {
- if (self->enemy && self->enemy->client && self->enemy->velocity.z < 270.f)
- self->enemy->velocity.z = 270.f;
- }
- }
- mframe_t guncmdr_frames_attack_kick[] = {
- { ai_charge, -7.7f },
- { ai_charge, -4.9f },
- { ai_charge, 12.6f, guncmdr_kick },
- { ai_charge },
- { ai_charge, -3.0f },
- { ai_charge },
- { ai_charge, -4.1f },
- { ai_charge, 8.6f },
- //{ ai_charge, -3.5f }
- };
- MMOVE_T(guncmdr_move_attack_kick) = { FRAME_c_attack801, FRAME_c_attack808, guncmdr_frames_attack_kick, guncmdr_kick_finished };
- // don't ever try grenades if we get this close
- constexpr float RANGE_GRENADE = 100.f;
- // always use mortar at this range
- constexpr float RANGE_GRENADE_MORTAR = 525.f;
- // at this range, run towards the enemy
- constexpr float RANGE_CHAINGUN_RUN = 400.f;
- MONSTERINFO_ATTACK(guncmdr_attack) (edict_t *self) -> void
- {
- monster_done_dodge(self);
- float d = range_to(self, self->enemy);
- vec3_t forward, right, aim;
- AngleVectors(self->s.angles, forward, right, nullptr); // PGM
- // always use chaingun on tesla
- // kick close enemies
- if (!self->bad_area && d < RANGE_MELEE && self->monsterinfo.melee_debounce_time < level.time)
- M_SetAnimation(self, &guncmdr_move_attack_kick);
- else if (self->bad_area || ((d <= RANGE_GRENADE || brandom()) && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_CHAINGUN_1])))
- M_SetAnimation(self, &guncmdr_move_attack_chain);
- else if ((d >= RANGE_GRENADE_MORTAR ||
- fabs(self->absmin.z - self->enemy->absmax.z) > 64.f // enemy is far below or above us, always try mortar
- ) && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1]) &&
- M_CalculatePitchToFire(self, self->enemy->s.origin, M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1], forward, right),
- aim = (self->enemy->s.origin - self->s.origin).normalized(), MORTAR_SPEED, 2.5f, true)
- )
- {
- M_SetAnimation(self, &guncmdr_move_attack_mortar);
- monster_duck_down(self);
- }
- else if (M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1]) && !(self->monsterinfo.aiflags & AI_STAND_GROUND) &&
- M_CalculatePitchToFire(self, self->enemy->s.origin, M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1], forward, right),
- aim = (self->enemy->s.origin - self->s.origin).normalized(), GRENADE_SPEED, 2.5f, false))
- M_SetAnimation(self, &guncmdr_move_attack_grenade_back);
- else if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &guncmdr_move_attack_chain);
- }
- void guncmdr_fire_chain(edict_t *self)
- {
- if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) > RANGE_CHAINGUN_RUN && ai_check_move(self, 8.0f))
- M_SetAnimation(self, &guncmdr_move_fire_chain_run);
- else
- M_SetAnimation(self, &guncmdr_move_fire_chain);
- }
- void guncmdr_refire_chain(edict_t *self)
- {
- monster_done_dodge(self);
- self->monsterinfo.attack_state = AS_STRAIGHT;
- if (self->enemy->health > 0)
- if (visible(self, self->enemy))
- if (frandom() <= 0.5f)
- {
- if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) > RANGE_CHAINGUN_RUN && ai_check_move(self, 8.0f))
- M_SetAnimation(self, &guncmdr_move_fire_chain_run, false);
- else
- M_SetAnimation(self, &guncmdr_move_fire_chain, false);
- return;
- }
- M_SetAnimation(self, &guncmdr_move_endfire_chain, false);
- }
- //===========
- // PGM
- void guncmdr_jump_now(edict_t *self)
- {
- vec3_t forward, up;
- AngleVectors(self->s.angles, forward, nullptr, up);
- self->velocity += (forward * 100);
- self->velocity += (up * 300);
- }
- void guncmdr_jump2_now(edict_t *self)
- {
- vec3_t forward, up;
- AngleVectors(self->s.angles, forward, nullptr, up);
- self->velocity += (forward * 150);
- self->velocity += (up * 400);
- }
- void guncmdr_jump_wait_land(edict_t *self)
- {
- if (self->groundentity == nullptr)
- {
- self->monsterinfo.nextframe = self->s.frame;
- if (monster_jump_finished(self))
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- else
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- mframe_t guncmdr_frames_jump[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, guncmdr_jump_now },
- { ai_move },
- { ai_move },
- { ai_move, 0, guncmdr_jump_wait_land },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_jump) = { FRAME_c_jump01, FRAME_c_jump10, guncmdr_frames_jump, guncmdr_run };
- mframe_t guncmdr_frames_jump2[] = {
- { ai_move, -8 },
- { ai_move, -4 },
- { ai_move, -4 },
- { ai_move, 0, guncmdr_jump2_now },
- { ai_move },
- { ai_move },
- { ai_move, 0, guncmdr_jump_wait_land },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(guncmdr_move_jump2) = { FRAME_c_jump01, FRAME_c_jump10, guncmdr_frames_jump2, guncmdr_run };
- void guncmdr_jump(edict_t *self, blocked_jump_result_t result)
- {
- if (!self->enemy)
- return;
- monster_done_dodge(self);
- if (result == blocked_jump_result_t::JUMP_JUMP_UP)
- M_SetAnimation(self, &guncmdr_move_jump2);
- else
- M_SetAnimation(self, &guncmdr_move_jump);
- }
- void T_SlamRadiusDamage(vec3_t point, edict_t *inflictor, edict_t *attacker, float damage, float kick, edict_t *ignore, float radius, mod_t mod);
- static void GunnerCmdrCounter(edict_t *self)
- {
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_BERSERK_SLAM);
- vec3_t f, r, start;
- AngleVectors(self->s.angles, f, r, nullptr);
- start = M_ProjectFlashSource(self, { 20.f, 0.f, 14.f }, f, r);
- trace_t tr = gi.traceline(self->s.origin, start, self, MASK_SOLID);
- gi.WritePosition(tr.endpos);
- gi.WriteDir(f);
- gi.multicast(tr.endpos, MULTICAST_PHS, false);
- T_SlamRadiusDamage(tr.endpos, self, self, 15, 250.f, self, 200.f, MOD_UNKNOWN);
- }
- //===========
- // PGM
- mframe_t guncmdr_frames_duck_attack[] = {
- { ai_move, 3.6f },
- { ai_move, 5.6f, monster_duck_down },
- { ai_move, 8.4f },
- { ai_move, 2.0f, monster_duck_hold },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- //{ ai_charge, 0, GunnerCmdrGrenade },
- //{ ai_charge, 9.5f, GunnerCmdrGrenade },
- //{ ai_charge, -1.5f, GunnerCmdrGrenade },
-
- { ai_charge, 0 },
- { ai_charge, 9.5f, GunnerCmdrCounter },
- { ai_charge, -1.5f },
- { ai_charge },
- { ai_charge, 0, monster_duck_up },
- { ai_charge },
- { ai_charge, 11.f },
- { ai_charge, 2.0f },
- { ai_charge, 5.6f }
- };
- MMOVE_T(guncmdr_move_duck_attack) = { FRAME_c_attack901, FRAME_c_attack919, guncmdr_frames_duck_attack, guncmdr_run };
- MONSTERINFO_DUCK(guncmdr_duck) (edict_t *self, gtime_t eta) -> bool
- {
- if ((self->monsterinfo.active_move == &guncmdr_move_jump2) ||
- (self->monsterinfo.active_move == &guncmdr_move_jump))
- {
- return false;
- }
- if ((self->monsterinfo.active_move == &guncmdr_move_fire_chain_dodge_left) ||
- (self->monsterinfo.active_move == &guncmdr_move_fire_chain_dodge_right) ||
- (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back_dodge_left) ||
- (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back_dodge_right) ||
- (self->monsterinfo.active_move == &guncmdr_move_attack_mortar_dodge))
- {
- // if we're dodging, don't duck
- self->monsterinfo.unduck(self);
- return false;
- }
- M_SetAnimation(self, &guncmdr_move_duck_attack);
- return true;
- }
- MONSTERINFO_SIDESTEP(guncmdr_sidestep) (edict_t *self) -> bool
- {
- // use special dodge during the main firing anim
- if (self->monsterinfo.active_move == &guncmdr_move_fire_chain ||
- self->monsterinfo.active_move == &guncmdr_move_fire_chain_run)
- {
- M_SetAnimation(self, !self->monsterinfo.lefty ? &guncmdr_move_fire_chain_dodge_right : &guncmdr_move_fire_chain_dodge_left, false);
- return true;
- }
- // for backwards mortar, back up where we are in the animation and do a quick dodge
- if (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back)
- {
- self->count = self->s.frame;
- M_SetAnimation(self, !self->monsterinfo.lefty ? &guncmdr_move_attack_grenade_back_dodge_right : &guncmdr_move_attack_grenade_back_dodge_left, false);
- return true;
- }
- // use crouch-move for mortar dodge
- if (self->monsterinfo.active_move == &guncmdr_move_attack_mortar)
- {
- self->count = self->s.frame;
- M_SetAnimation(self, &guncmdr_move_attack_mortar_dodge, false);
- return true;
- }
- // regular sidestep during run
- if (self->monsterinfo.active_move == &guncmdr_move_run)
- {
- M_SetAnimation(self, &guncmdr_move_run, true);
- return true;
- }
- return false;
- }
- MONSTERINFO_BLOCKED(guncmdr_blocked) (edict_t *self, float dist) -> bool
- {
- if (blocked_checkplat(self, dist))
- return true;
-
- if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP)
- {
- if (result != blocked_jump_result_t::JUMP_TURN)
- guncmdr_jump(self, result);
- return true;
- }
- return false;
- }
- // PGM
- //===========
- /*QUAKED monster_guncmdr (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping
- model="models/monsters/guncmdr/tris.md2"
- */
- void SP_monster_guncmdr(edict_t *self)
- {
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- sound_death.assign("guncmdr/gcdrdeath1.wav");
- sound_pain.assign("guncmdr/gcdrpain2.wav");
- sound_pain2.assign("guncmdr/gcdrpain1.wav");
- sound_idle.assign("guncmdr/gcdridle1.wav");
- sound_open.assign("guncmdr/gcdratck1.wav");
- sound_search.assign("guncmdr/gcdrsrch1.wav");
- sound_sight.assign("guncmdr/sight1.wav");
- gi.soundindex("guncmdr/gcdratck2.wav");
- gi.soundindex("guncmdr/gcdratck3.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2");
-
- gi.modelindex("models/monsters/gunner/gibs/chest.md2");
- gi.modelindex("models/monsters/gunner/gibs/foot.md2");
- gi.modelindex("models/monsters/gunner/gibs/garm.md2");
- gi.modelindex("models/monsters/gunner/gibs/gun.md2");
- gi.modelindex("models/monsters/gunner/gibs/head.md2");
- self->s.scale = 1.25f;
- self->mins = vec3_t { -16, -16, -24 };
- self->maxs = vec3_t { 16, 16, 36 };
- self->s.skinnum = 2;
- self->health = 325 * st.health_multiplier;
- self->gib_health = -175;
- self->mass = 255;
- self->pain = guncmdr_pain;
- self->die = guncmdr_die;
- self->monsterinfo.stand = guncmdr_stand;
- self->monsterinfo.walk = guncmdr_walk;
- self->monsterinfo.run = guncmdr_run;
- // pmm
- self->monsterinfo.dodge = M_MonsterDodge;
- self->monsterinfo.duck = guncmdr_duck;
- self->monsterinfo.unduck = monster_duck_up;
- self->monsterinfo.sidestep = guncmdr_sidestep;
- self->monsterinfo.blocked = guncmdr_blocked; // PGM
- // pmm
- self->monsterinfo.attack = guncmdr_attack;
- self->monsterinfo.melee = nullptr;
- self->monsterinfo.sight = guncmdr_sight;
- self->monsterinfo.search = guncmdr_search;
- self->monsterinfo.setskin = guncmdr_setskin;
- gi.linkentity(self);
- M_SetAnimation(self, &guncmdr_move_stand);
- self->monsterinfo.scale = MODEL_SCALE;
- if (!st.was_key_specified("power_armor_power"))
- self->monsterinfo.power_armor_power = 200;
- if (!st.was_key_specified("power_armor_type"))
- self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD;
- // PMM
- //self->monsterinfo.blindfire = true;
- self->monsterinfo.can_jump = !self->spawnflags.has(SPAWNFLAG_GUNCMDR_NOJUMPING);
- self->monsterinfo.drop_height = 192;
- self->monsterinfo.jump_height = 40;
- walkmonster_start(self);
- }
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