/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code 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. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* ============================================================================== GUNNER ============================================================================== */ #include "g_local.h" #include "m_gunner.h" static int sound_pain; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_open; static int sound_search; static int sound_sight; // NOTE: Original gunner grenade velocity was 600 units/sec, but then // fire_grenade added 200 units/sec in a direction perpendicular // to the aim direction. We've removed that from fire_grenade // (for the gunner, not for players) since the gunner now shoots // smarter, and adjusted things so that the initial velocity out // of the barrel is the same. #define GRENADE_VELOCITY 632.4555320337 #define GRENADE_VELOCITY_SQUARED 400000 void gunner_idlesound (edict_t *self) { if (!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void gunner_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gunner_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } qboolean visible (edict_t *self, edict_t *other); void GunnerGrenade (edict_t *self); void GunnerFire (edict_t *self); void gunner_fire_chain(edict_t *self); void gunner_refire_chain(edict_t *self); void gunner_stand (edict_t *self); mframe_t gunner_frames_fidget [] = { 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, gunner_idlesound, 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 gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand}; void gunner_fidget (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; if (random() <= 0.05) self->monsterinfo.currentmove = &gunner_move_fidget; } mframe_t gunner_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, gunner_fidget, 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, gunner_fidget, 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, gunner_fidget }; mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL}; void gunner_stand (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_stand; } mframe_t gunner_frames_walk [] = { ai_walk, 0, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 2, NULL, ai_walk, 6, NULL, ai_walk, 4, NULL, ai_walk, 2, NULL, ai_walk, 7, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 4, NULL }; mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL}; void gunner_walk (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_walk; } mframe_t gunner_frames_run [] = { ai_run, 26, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 13, NULL, ai_run, 6, NULL }; mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL}; void gunner_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gunner_move_stand; else self->monsterinfo.currentmove = &gunner_move_run; } mframe_t gunner_frames_runandshoot [] = { ai_run, 32, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 18, NULL, ai_run, 8, NULL, ai_run, 20, NULL }; mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL}; void gunner_runandshoot (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_runandshoot; } mframe_t gunner_frames_pain3 [] = { ai_move, -3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 1, NULL }; mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run}; mframe_t gunner_frames_pain2 [] = { ai_move, -2, NULL, ai_move, 11, NULL, ai_move, 6, NULL, ai_move, 2, NULL, ai_move, -1, NULL, ai_move, -7, NULL, ai_move, -2, NULL, ai_move, -7, NULL }; mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run}; mframe_t gunner_frames_pain1 [] = { ai_move, 2, NULL, ai_move, 0, NULL, ai_move, -5, NULL, ai_move, 3, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run}; void gunner_pain (edict_t *self, edict_t *other, float kick, int damage) { 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 (rand()&1) gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 10) self->monsterinfo.currentmove = &gunner_move_pain3; else if (damage <= 25) self->monsterinfo.currentmove = &gunner_move_pain2; else self->monsterinfo.currentmove = &gunner_move_pain1; } void gunner_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); M_FlyCheck (self); // Lazarus monster fade if (world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think=FadeDieSink; self->nextthink=level.time+corpse_fadetime->value; } } mframe_t gunner_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -7, NULL, ai_move, -3, NULL, ai_move, -5, NULL, ai_move, 8, NULL, ai_move, 6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead}; void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // check for gib if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB)) { 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", 0, 0, damage, GIB_ORGANIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/chest/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->s.skinnum |= 1; self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &gunner_move_death; } // Knightmare added // This does a short-range trace at blast radius, to ensure we won't clip a wall. #define GUNNER_CTGRENADE_DANGER_RANGE 128.0f qboolean gunner_ctgrenade_safety_check (edict_t *self, vec3_t start, vec3_t target) { trace_t tr; vec3_t dir, dangerOffset, dangerTarget; float dist; // get dist to target VectorSubtract (target, start, dir); dist = VectorLength (dir); // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Gunner: perfoming close-range contactgrenade safety check- "); // extrapolate point on path to target at danger range VectorNormalize (dir); VectorScale (dir, GUNNER_CTGRENADE_DANGER_RANGE, dangerOffset); VectorAdd (start, dangerOffset, dangerTarget); tr = gi.trace(start, vec3_origin, vec3_origin, dangerTarget, self, MASK_SHOT); if (tr.fraction < 1.0) { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("failed!\n"); return false; } // if (g_showlogic && g_showlogic->value) // gi.dprintf ("succeeded!\n"); return true; } qboolean gunner_grenade_check (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t target; trace_t tr; vec3_t dir; vec3_t vhorz; float horz, vertmax, dangerClose; qboolean isContact = (self->spawnflags & SF_MONSTER_SPECIAL); if (!self->enemy) return false; // if the player is above my head, use machinegun. // if (self->absmax[2] <= self->enemy->absmin[2]) // return false; // Lazarus: We can do better than that... see below // check to see that we can trace to the player before we start // tossing grenades around. AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start); // see if we're too close // Knightmare- use longer range for contact grenades if (isContact) dangerClose = 128.0f; else dangerClose = 100.0f; VectorSubtract (self->enemy->s.origin, self->s.origin, dir); if (VectorLength(dir) < dangerClose) return false; // Lazarus: Max vertical distance - this is approximate and conservative VectorCopy (dir, vhorz); vhorz[2] = 0; horz = VectorLength (vhorz); vertmax = (GRENADE_VELOCITY_SQUARED) / (2 * sv_gravity->value) - 0.5 * sv_gravity->value * horz * horz / GRENADE_VELOCITY_SQUARED; if (dir[2] > vertmax) return false; // Lazarus: Make sure there's a more-or-less clear flight path to target // Rogue checked target origin, but if target is above gunner then the trace // would almost always hit the platform the target was standing on VectorCopy (self->enemy->s.origin, target); target[2] = self->enemy->absmax[2]; tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT); if (tr.ent == self->enemy || tr.fraction == 1) { VectorCopy (target, self->pos0); // save this aim location in case later safety check fails // Knightmare- added close-range contact grenade safety checks if (isContact) { if ( gunner_ctgrenade_safety_check(self, start, target) ) return true; } else return true; } // Repeat for feet... in case we're looking down at a target standing under, // for example, a short doorway target[2] = self->enemy->absmin[2]; tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT); if (tr.ent == self->enemy || tr.fraction == 1) { VectorCopy (target, self->pos0); // save this aim location in case later safety check fails // Knightmare- added close-range contact grenade safety checks if (isContact) { if ( gunner_ctgrenade_safety_check(self, start, target) ) return true; } else return true; } return false; } void gunner_duck_down (edict_t *self) { if (self->monsterinfo.aiflags & AI_DUCKED) return; self->monsterinfo.aiflags |= AI_DUCKED; if (skill->value >= 2) { // Lazarus: Added check for goodness of grenade firing if (random() > 0.5 && gunner_grenade_check(self)) GunnerGrenade (self); } self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; gi.linkentity (self); } void gunner_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void gunner_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } mframe_t gunner_frames_duck [] = { ai_move, 1, gunner_duck_down, ai_move, 1, NULL, ai_move, 1, gunner_duck_hold, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, 0, gunner_duck_up, ai_move, -1, NULL }; mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run}; void gunner_dodge (edict_t *self, edict_t *attacker, float eta) { if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &gunner_move_duck; } void gunner_opengun (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); } void GunnerFire (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t target; vec3_t aim; int flash_number; flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); // project enemy back a bit and target there VectorCopy (self->enemy->s.origin, target); VectorMA (target, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (target, start, aim); VectorNormalize (aim); monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void GunnerGrenade (edict_t *self) { vec3_t start, target, leadTarget; vec3_t forward, right, up; vec3_t aim; vec_t monster_speed; int flash_number; qboolean leadingTarget = false; qboolean targetSafe = false; qboolean leadSafe = false; qboolean isContact = (self->spawnflags & SF_MONSTER_SPECIAL); if (!self->enemy || !self->enemy->inuse) return; if (self->s.frame == FRAME_attak105) flash_number = MZ2_GUNNER_GRENADE_1; else if (self->s.frame == FRAME_attak108) { if (skill->value == 0) return; flash_number = MZ2_GUNNER_GRENADE_2; } else if (self->s.frame == FRAME_attak111) flash_number = MZ2_GUNNER_GRENADE_3; else // (self->s.frame == FRAME_attak114) { if (skill->value < 2) return; flash_number = MZ2_GUNNER_GRENADE_4; } AngleVectors (self->s.angles, forward, right, up); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); // Lazarus - Improved gunner's grenade-aiming ability quite a bit // VectorCopy (forward, aim); // aim at enemy's feet if he's at same elevation or lower. otherwise aim at origin VectorCopy (self->enemy->s.origin, target); if (self->enemy->absmin[2] <= self->absmax[2]) target[2] = self->enemy->absmin[2]; // lead target... 20, 35, 50, 65 chance of leading if ( random() < (0.2 + skill->value * 0.15) ) { float dist; float time; VectorSubtract (target, start, aim); dist = VectorLength (aim); time = dist / GRENADE_VELOCITY; // Not correct, but better than nothin' VectorMA (target, time, self->enemy->velocity, leadTarget); if (!isContact) // delay copying for ctgrenade safety check VectorCopy (leadTarget, target); leadingTarget = true; } if (isContact) { if ( gunner_ctgrenade_safety_check(self, start, target) ) { VectorCopy (target, self->pos0); // save this target point targetSafe = true; } if ( leadingTarget && gunner_ctgrenade_safety_check(self, start, leadTarget) ) { VectorCopy (leadTarget, target); // copy lead point over target leadSafe = true; } if ( !targetSafe && !leadSafe ) { VectorCopy (self->pos0, target); // revert to prev target point } /* if ( (g_showlogic) && (g_showlogic->value) ) { if ( targetSafe && leadSafe ) gi.dprintf ("GunnerGrenade: safe to fire at and lead target, saving target point.\n"); else if ( targetSafe && leadingTarget && !leadSafe ) gi.dprintf ("GunnerGrenade: safe to fire at but not lead target, saving target point.\n"); else if ( targetSafe && !leadingTarget ) gi.dprintf ("GunnerGrenade: safe to fire at target, saving target point.\n"); else if ( !targetSafe && leadSafe ) gi.dprintf ("GunnerGrenade: safe to lead target only, not saving target point.\n"); else if ( !targetSafe && !leadSafe && leadingTarget ) gi.dprintf ("GunnerGrenade: NOT safe to fire at or lead target, reverting to prev target point.\n"); else if ( !targetSafe && !leadSafe && !leadingTarget ) gi.dprintf ("GunnerGrenade: NOT safe to fire at target, reverting to prev target point.\n"); } */ } // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } // Lazarus - skill level-dependent accuracy /* if (skill->value < 2) { float dist; VectorSubtract(target, start, aim); dist = VectorLength (aim); dist = min(dist,512); target[0] += crandom() * dist/8 * (2 - skill->value); target[1] += crandom() * dist/8 * (2 - skill->value); } */ AimGrenade (self, start, target, GRENADE_VELOCITY, aim); // Lazarus - take into account (sort of) feature of adding shooter's velocity to // grenade velocity monster_speed = VectorLength(self->velocity); if (monster_speed > 0) { vec3_t v1; vec_t delta; VectorCopy (self->velocity ,v1); VectorNormalize (v1); delta = -monster_speed / GRENADE_VELOCITY; VectorMA (aim, delta, v1, aim); VectorNormalize (aim); } monster_fire_grenade (self, start, aim, 50, GRENADE_VELOCITY, flash_number, isContact); } mframe_t gunner_frames_attack_chain [] = { /* 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, gunner_opengun, 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 gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain}; mframe_t gunner_frames_fire_chain [] = { ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire }; mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain}; mframe_t gunner_frames_endfire_chain [] = { 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 }; mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run}; mframe_t gunner_frames_attack_grenade [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, 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 }; mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run}; void gunner_attack(edict_t *self) { if (range (self, self->enemy) == RANGE_MELEE) { self->monsterinfo.currentmove = &gunner_move_attack_chain; } else { // Lazarus: Added bit of logic to check whether grenades are good to fire, // and made it more likely to fire grenades on harder skill levels if (random() <= (0.5 + 0.05*skill->value) && gunner_grenade_check(self) ) self->monsterinfo.currentmove = &gunner_move_attack_grenade; else self->monsterinfo.currentmove = &gunner_move_attack_chain; } } void gunner_fire_chain(edict_t *self) { self->monsterinfo.currentmove = &gunner_move_fire_chain; } void gunner_refire_chain(edict_t *self) { if (self->enemy->health > 0) if ( visible (self, self->enemy) ) if (random() <= 0.5) { self->monsterinfo.currentmove = &gunner_move_fire_chain; return; } self->monsterinfo.currentmove = &gunner_move_endfire_chain; } mframe_t gunner_frames_jump [] = { 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 gunner_move_jump = { FRAME_run01, FRAME_run08, gunner_frames_jump, gunner_run }; void gunner_jump (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_jump; } /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib ContactGrenades */ void SP_monster_gunner (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_death = gi.soundindex ("gunner/death1.wav"); sound_pain = gi.soundindex ("gunner/gunpain2.wav"); sound_pain2 = gi.soundindex ("gunner/gunpain1.wav"); sound_idle = gi.soundindex ("gunner/gunidle1.wav"); sound_open = gi.soundindex ("gunner/gunatck1.wav"); sound_search = gi.soundindex ("gunner/gunsrch1.wav"); sound_sight = gi.soundindex ("gunner/sight1.wav"); gi.soundindex ("gunner/gunatck2.wav"); gi.soundindex ("gunner/gunatck3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/gunner/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); // Lazarus: mapper-configurable health if (!self->health) self->health = 175; if (!self->gib_health) self->gib_health = -150; // Knightmare- was -70 if (!self->mass) self->mass = 200; self->pain = gunner_pain; self->die = gunner_die; self->monsterinfo.stand = gunner_stand; self->monsterinfo.walk = gunner_walk; self->monsterinfo.run = gunner_run; self->monsterinfo.dodge = gunner_dodge; self->monsterinfo.attack = gunner_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = gunner_sight; self->monsterinfo.search = gunner_search; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 3; //sparks and blood // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.30; if (monsterjump->value) { self->monsterinfo.jump = gunner_jump; self->monsterinfo.jumpup = 48; self->monsterinfo.jumpdn = 64; } // Lazarus - use move_origin for grenade aiming VectorCopy(monster_flash_offset[MZ2_GUNNER_GRENADE_1],self->move_origin); gi.linkentity (self); self->monsterinfo.currentmove = &gunner_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {&gunner_move_death, NULL}; M_SetDeath (self, (mmove_t **)&deathmoves); } self->common_name = "Gunner"; self->class_id = ENTITY_MONSTER_GUNNER; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }