thirtyflightsofloving/game/m_gunner.c
Knightmare66 b4fe9c809e Added custom animations array and re-enabled target_animation entity in default Lazarus DLL.
Added support for custom client railgun colors in default Lazarus DLL.
Removed sk_rail_color_* cvars from default Lazarus DLL.
2021-10-28 21:39:19 -04:00

944 lines
25 KiB
C

/*
===========================================================================
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->aim_point); // 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->aim_point); // 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->aim_point); // 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->aim_point, 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);
}