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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- INFANTRY
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_infantry.h"
- void InfantryMachineGun (edict_t *self);
- static int sound_pain1;
- static int sound_pain2;
- static int sound_die1;
- static int sound_die2;
- static int sound_gunshot;
- static int sound_weapon_cock;
- static int sound_punch_swing;
- static int sound_punch_hit;
- static int sound_sight;
- static int sound_search;
- static int sound_idle;
- mframe_t infantry_frames_stand [] =
- {
- 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 infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
- void infantry_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_stand;
- }
- mframe_t infantry_frames_fidget [] =
- {
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 3, NULL,
- ai_stand, 6, NULL,
- ai_stand, 3, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -2, NULL,
- ai_stand, 1, NULL,
- ai_stand, 1, NULL,
- ai_stand, 1, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -3, NULL,
- ai_stand, -2, NULL,
- ai_stand, -3, NULL,
- ai_stand, -3, NULL,
- ai_stand, -2, NULL
- };
- mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
- void infantry_fidget (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_fidget;
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- mframe_t infantry_frames_walk [] =
- {
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 6, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL
- };
- mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
- void infantry_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_walk;
- }
- mframe_t infantry_frames_run [] =
- {
- ai_run, 10, NULL,
- ai_run, 20, NULL,
- ai_run, 5, NULL,
- ai_run, 7, monster_done_dodge,
- ai_run, 30, NULL,
- ai_run, 35, NULL,
- ai_run, 2, NULL,
- ai_run, 6, NULL
- };
- mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
- void infantry_run (edict_t *self)
- {
- monster_done_dodge (self);
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &infantry_move_stand;
- else
- self->monsterinfo.currentmove = &infantry_move_run;
- }
- mframe_t infantry_frames_pain1 [] =
- {
- ai_move, -3, NULL,
- ai_move, -2, NULL,
- ai_move, -1, NULL,
- ai_move, -2, NULL,
- ai_move, -1, NULL,
- ai_move, 1, NULL,
- ai_move, -1, NULL,
- ai_move, 1, NULL,
- ai_move, 6, NULL,
- ai_move, 2, NULL
- };
- mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
- mframe_t infantry_frames_pain2 [] =
- {
- ai_move, -3, NULL,
- ai_move, -3, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 2, NULL,
- ai_move, 5, NULL,
- ai_move, 2, NULL
- };
- mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
- void infantry_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 (!self->groundentity)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("infantry: pain avoided due to no ground\n");
- return;
- }
- monster_done_dodge (self);
- 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() % 2;
- if (n == 0)
- {
- self->monsterinfo.currentmove = &infantry_move_pain1;
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
- }
- else
- {
- self->monsterinfo.currentmove = &infantry_move_pain2;
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
- }
- // PMM - clear duck flag
- if (self->monsterinfo.aiflags & AI_DUCKED)
- monster_duck_up(self);
- }
- vec3_t aimangles[] =
- {
- 0.0, 5.0, 0.0,
- 10.0, 15.0, 0.0,
- 20.0, 25.0, 0.0,
- 25.0, 35.0, 0.0,
- 30.0, 40.0, 0.0,
- 30.0, 45.0, 0.0,
- 25.0, 50.0, 0.0,
- 20.0, 40.0, 0.0,
- 15.0, 35.0, 0.0,
- 40.0, 35.0, 0.0,
- 70.0, 35.0, 0.0,
- 90.0, 35.0, 0.0
- };
- void InfantryMachineGun (edict_t *self)
- {
- vec3_t start, target;
- vec3_t forward, right;
- vec3_t vec;
- int flash_number;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- // pmm - new attack start frame
- if (self->s.frame == FRAME_attak104)
- {
- flash_number = MZ2_INFANTRY_MACHINEGUN_1;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- if (self->enemy)
- {
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- }
- else
- {
- AngleVectors (self->s.angles, forward, right, NULL);
- }
- }
- else
- {
- flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
- AngleVectors (vec, forward, NULL, NULL);
- }
- monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- }
- void infantry_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
- }
- void infantry_dead (edict_t *self)
- {
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, -8);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity (self);
- M_FlyCheck (self);
- }
- mframe_t infantry_frames_death1 [] =
- {
- ai_move, -4, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -4, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, 3, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, -2, NULL,
- ai_move, 2, NULL,
- ai_move, 2, NULL,
- ai_move, 9, NULL,
- ai_move, 9, NULL,
- ai_move, 5, NULL,
- ai_move, -3, NULL,
- ai_move, -3, NULL
- };
- mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
- // Off with his head
- mframe_t infantry_frames_death2 [] =
- {
- ai_move, 0, NULL,
- ai_move, 1, NULL,
- ai_move, 5, NULL,
- ai_move, -1, NULL,
- ai_move, 0, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, 4, NULL,
- ai_move, 3, NULL,
- ai_move, 0, NULL,
- ai_move, -2, InfantryMachineGun,
- ai_move, -2, InfantryMachineGun,
- ai_move, -3, InfantryMachineGun,
- ai_move, -1, InfantryMachineGun,
- ai_move, -2, InfantryMachineGun,
- ai_move, 0, InfantryMachineGun,
- ai_move, 2, InfantryMachineGun,
- ai_move, 2, InfantryMachineGun,
- ai_move, 3, InfantryMachineGun,
- ai_move, -10, InfantryMachineGun,
- ai_move, -7, InfantryMachineGun,
- ai_move, -8, InfantryMachineGun,
- ai_move, -6, NULL,
- ai_move, 4, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
- mframe_t infantry_frames_death3 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -6, NULL,
- ai_move, -11, NULL,
- ai_move, -3, NULL,
- ai_move, -11, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
- void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- // check for gib
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
- self->deadflag = DEAD_DEAD;
- return;
- }
- if (self->deadflag == DEAD_DEAD)
- return;
- // regular death
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- n = rand() % 3;
- if (n == 0)
- {
- self->monsterinfo.currentmove = &infantry_move_death1;
- gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
- }
- else if (n == 1)
- {
- self->monsterinfo.currentmove = &infantry_move_death2;
- gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
- }
- else
- {
- self->monsterinfo.currentmove = &infantry_move_death3;
- gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
- }
- }
- mframe_t infantry_frames_duck [] =
- {
- ai_move, -2, monster_duck_down,
- ai_move, -5, monster_duck_hold,
- ai_move, 3, NULL,
- ai_move, 4, monster_duck_up,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
- // PMM - dodge code moved below so I can see the attack frames
- void infantry_cock_gun (edict_t *self)
- {
- // pmm .. code that was here no longer needed
- gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
- }
- void infantry_fire (edict_t *self)
- {
- InfantryMachineGun (self);
- if (level.time >= self->monsterinfo.pausetime)
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- else
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- }
- // this is here instead of cock_gun
- void infantry_fire_prep (edict_t *self)
- {
- int n;
- n = (rand() & 15) + 3 + 1;
- self->monsterinfo.pausetime = level.time + n*FRAMETIME;
- }
- // pmm
- // frames reordered, tweaked for new frames
- mframe_t infantry_frames_attack1 [] =
- {
- ai_charge, -3, NULL, //101
- ai_charge, -2, NULL, //102
- ai_charge, -1, infantry_fire_prep, //103
- ai_charge, 5, infantry_fire, //104
- ai_charge, 1, NULL, //105
- ai_charge, -3, NULL, //106
- ai_charge, -2, NULL, //107
- ai_charge, 2, infantry_cock_gun, //108
- ai_charge, 1, NULL, //109
- ai_charge, 1, NULL, //110
- ai_charge, -1, NULL, //111
- ai_charge, 0, NULL, //112
- ai_charge, -1, NULL, //113
- ai_charge, -1, NULL, //114
- ai_charge, 4, NULL //115
- };
- mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
- void infantry_swing (edict_t *self)
- {
- gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
- }
- void infantry_smack (edict_t *self)
- {
- vec3_t aim;
- VectorSet (aim, MELEE_DISTANCE, 0, 0);
- if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
- gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
- }
- mframe_t infantry_frames_attack2 [] =
- {
- ai_charge, 3, NULL,
- ai_charge, 6, NULL,
- ai_charge, 0, infantry_swing,
- ai_charge, 8, NULL,
- ai_charge, 5, NULL,
- ai_charge, 8, infantry_smack,
- ai_charge, 6, NULL,
- ai_charge, 3, NULL,
- };
- mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
- void infantry_attack(edict_t *self)
- {
- monster_done_dodge (self);
- if (range (self, self->enemy) == RANGE_MELEE)
- self->monsterinfo.currentmove = &infantry_move_attack2;
- else
- self->monsterinfo.currentmove = &infantry_move_attack1;
- }
- //===========
- //PGM
- void infantry_jump_now (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 100, forward, self->velocity);
- VectorMA(self->velocity, 300, up, self->velocity);
- }
- void infantry_jump2_now (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 150, forward, self->velocity);
- VectorMA(self->velocity, 400, up, self->velocity);
- }
- void infantry_jump_wait_land (edict_t *self)
- {
- if(self->groundentity == NULL)
- {
- 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 infantry_frames_jump [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, infantry_jump_now,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, infantry_jump_wait_land,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_jump = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run };
- mframe_t infantry_frames_jump2 [] =
- {
- ai_move, -8, NULL,
- ai_move, -4, NULL,
- ai_move, -4, NULL,
- ai_move, 0, infantry_jump_now,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, infantry_jump_wait_land,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_jump2 = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run };
- void infantry_jump (edict_t *self)
- {
- if(!self->enemy)
- return;
- monster_done_dodge(self);
- if(self->enemy->s.origin[2] > self->s.origin[2])
- self->monsterinfo.currentmove = &infantry_move_jump2;
- else
- self->monsterinfo.currentmove = &infantry_move_jump;
- }
- qboolean infantry_blocked (edict_t *self, float dist)
- {
- if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
- return true;
- if(blocked_checkjump (self, dist, 192, 40))
- {
- infantry_jump(self);
- return true;
- }
- if(blocked_checkplat (self, dist))
- return true;
- return false;
- }
- //PGM
- //===========
- /*
- void infantry_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
- {
- //===========
- //PMM - rogue rewrite of gunner dodge code.
- float r;
- float height;
- int shooting = 0;
- if (!self->enemy)
- {
- self->enemy = attacker;
- FoundTarget (self);
- }
- // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
- // seeing numbers like 13 and 14)
- if ((eta < 0.1) || (eta > 5))
- return;
- r = random();
- if (r > (0.25*((skill->value)+1)))
- return;
- if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
- (self->monsterinfo.currentmove == &infantry_move_attack2))
- {
- shooting = 1;
- }
- if (self->monsterinfo.aiflags & AI_DODGING)
- {
- height = self->absmax[2];
- }
- else
- {
- height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
- }
- // check to see if it makes sense to duck
- if (tr->endpos[2] <= height)
- {
- vec3_t right,diff;
- if (shooting)
- {
- self->monsterinfo.attack_state = AS_SLIDING;
- return;
- }
- AngleVectors (self->s.angles, NULL, right, NULL);
- VectorSubtract (tr->endpos, self->s.origin, diff);
- if (DotProduct (right, diff) < 0)
- {
- self->monsterinfo.lefty = 1;
- }
- // if it doesn't sense to duck, try to strafe away
- monster_done_dodge (self);
- self->monsterinfo.currentmove = &infantry_move_run;
- self->monsterinfo.attack_state = AS_SLIDING;
- return;
- }
- if (skill->value == 0)
- {
- self->monsterinfo.currentmove = &infantry_move_duck;
- // PMM - stupid dodge
- self->monsterinfo.duck_wait_time = level.time + eta + 1;
- self->monsterinfo.aiflags |= AI_DODGING;
- return;
- }
- if (!shooting)
- {
- self->monsterinfo.currentmove = &infantry_move_duck;
- self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
- self->monsterinfo.aiflags |= AI_DODGING;
- }
- return;
- //PMM
- //===========
- */
- void infantry_duck (edict_t *self, float eta)
- {
- // if we're jumping, don't dodge
- if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
- (self->monsterinfo.currentmove == &infantry_move_jump2))
- {
- return;
- }
- if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
- (self->monsterinfo.currentmove == &infantry_move_attack2))
- {
- // if we're shooting, and not on easy, don't dodge
- if (skill->value)
- {
- self->monsterinfo.aiflags &= ~AI_DUCKED;
- return;
- }
- }
- if (skill->value == 0)
- // PMM - stupid dodge
- self->monsterinfo.duck_wait_time = level.time + eta + 1;
- else
- self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
- // has to be done immediately otherwise he can get stuck
- monster_duck_down(self);
- self->monsterinfo.nextframe = FRAME_duck01;
- self->monsterinfo.currentmove = &infantry_move_duck;
- return;
- }
- void infantry_sidestep (edict_t *self)
- {
- // if we're jumping, don't dodge
- if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
- (self->monsterinfo.currentmove == &infantry_move_jump2))
- {
- return;
- }
- if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
- (self->monsterinfo.currentmove == &infantry_move_attack2))
- {
- // if we're shooting, and not on easy, don't dodge
- if (skill->value)
- {
- self->monsterinfo.aiflags &= ~AI_DODGING;
- return;
- }
- }
- if (self->monsterinfo.currentmove != &infantry_move_run)
- self->monsterinfo.currentmove = &infantry_move_run;
- }
- /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
- */
- void SP_monster_infantry (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
- sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
- sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
- sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
- sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
- sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
- sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
- sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
-
- sound_sight = gi.soundindex ("infantry/infsght1.wav");
- sound_search = gi.soundindex ("infantry/infsrch1.wav");
- sound_idle = gi.soundindex ("infantry/infidle1.wav");
-
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, 32);
- self->health = 100;
- self->gib_health = -40;
- self->mass = 200;
- self->pain = infantry_pain;
- self->die = infantry_die;
- self->monsterinfo.stand = infantry_stand;
- self->monsterinfo.walk = infantry_walk;
- self->monsterinfo.run = infantry_run;
- // pmm
- self->monsterinfo.dodge = M_MonsterDodge;
- self->monsterinfo.duck = infantry_duck;
- self->monsterinfo.unduck = monster_duck_up;
- self->monsterinfo.sidestep = infantry_sidestep;
- // self->monsterinfo.dodge = infantry_dodge;
- // pmm
- self->monsterinfo.attack = infantry_attack;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = infantry_sight;
- self->monsterinfo.idle = infantry_fidget;
- self->monsterinfo.blocked = infantry_blocked;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &infantry_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start (self);
- }
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