mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
bf0e8af8a7
Pointer fixes to dedicated console. Renamed new teleport event. Partial cleanup to game DLL fog code. Added Zaero monsters and misc entities to missionpack DLL.
944 lines
23 KiB
C
944 lines
23 KiB
C
/*
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==============================================================================
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INFANTRY
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_infantry.h"
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void InfantryMachineGun (edict_t *self);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die1;
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static int sound_die2;
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static int sound_gunshot;
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static int sound_weapon_cock;
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static int sound_punch_swing;
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static int sound_punch_hit;
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static int sound_sight;
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static int sound_search;
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static int sound_idle;
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mframe_t infantry_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
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void infantry_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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mframe_t infantry_frames_fidget [] =
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{
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ai_stand, 1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 1, NULL,
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ai_stand, 3, NULL,
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ai_stand, 6, NULL,
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ai_stand, 3, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 1, NULL,
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ai_stand, 0, NULL,
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ai_stand, -1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 1, NULL,
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ai_stand, 0, NULL,
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ai_stand, -2, NULL,
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ai_stand, 1, NULL,
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ai_stand, 1, NULL,
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ai_stand, 1, NULL,
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ai_stand, -1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, -1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, -1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 1, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, -1, NULL,
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ai_stand, -1, NULL,
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ai_stand, 0, NULL,
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ai_stand, -3, NULL,
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ai_stand, -2, NULL,
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ai_stand, -3, NULL,
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ai_stand, -3, NULL,
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ai_stand, -2, NULL
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};
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mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
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void infantry_fidget (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_fidget;
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if(!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t infantry_frames_walk [] =
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{
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ai_walk, 5, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 6, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL
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};
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mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
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void infantry_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_walk;
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}
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mframe_t infantry_frames_run [] =
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{
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ai_run, 10, NULL,
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ai_run, 20, NULL,
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ai_run, 5, NULL,
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ai_run, 7, monster_done_dodge,
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ai_run, 30, NULL,
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ai_run, 35, NULL,
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ai_run, 2, NULL,
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ai_run, 6, NULL
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};
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mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
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void infantry_run (edict_t *self)
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{
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monster_done_dodge (self);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &infantry_move_stand;
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else
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self->monsterinfo.currentmove = &infantry_move_run;
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}
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mframe_t infantry_frames_pain1 [] =
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{
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ai_move, -3, NULL,
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ai_move, -2, NULL,
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ai_move, -1, NULL,
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ai_move, -2, NULL,
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ai_move, -1, NULL,
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ai_move, 1, NULL,
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ai_move, -1, NULL,
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ai_move, 1, NULL,
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ai_move, 6, NULL,
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ai_move, 2, NULL
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};
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mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
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mframe_t infantry_frames_pain2 [] =
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{
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ai_move, -3, NULL,
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ai_move, -3, NULL,
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ai_move, 0, NULL,
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ai_move, -1, NULL,
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ai_move, -2, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 2, NULL,
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ai_move, 5, NULL,
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ai_move, 2, NULL
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};
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mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
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void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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int n;
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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if (!self->groundentity)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("infantry: pain avoided due to no ground\n");
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return;
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}
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monster_done_dodge (self);
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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return; // no pain anims in nightmare
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n = rand() % 2;
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_pain1;
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_pain2;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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// PMM - clear duck flag
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if (self->monsterinfo.aiflags & AI_DUCKED)
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monster_duck_up(self);
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}
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vec3_t aimangles[] =
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{
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0.0, 5.0, 0.0,
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10.0, 15.0, 0.0,
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20.0, 25.0, 0.0,
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25.0, 35.0, 0.0,
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30.0, 40.0, 0.0,
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30.0, 45.0, 0.0,
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25.0, 50.0, 0.0,
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20.0, 40.0, 0.0,
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15.0, 35.0, 0.0,
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40.0, 35.0, 0.0,
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70.0, 35.0, 0.0,
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90.0, 35.0, 0.0
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};
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void InfantryMachineGun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right;
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vec3_t vec;
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int flash_number;
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if(!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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// pmm - new attack start frame
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if (self->s.frame == FRAME_attak104)
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_1;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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if (self->enemy)
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{
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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// Lazarus fog reduction of accuracy
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if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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}
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else
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{
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AngleVectors (self->s.angles, forward, right, NULL);
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}
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}
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else
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
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AngleVectors (vec, forward, NULL, NULL);
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}
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monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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}
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void infantry_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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}
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// Knightmare- this was missing
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void infantry_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void infantry_dead (edict_t *self)
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{
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// Lazarus: Stupid... if flies aren't set by M_FlyCheck, monster_think
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// will cause us to come back here over and over and over
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// until flies ARE set or monster is gibbed.
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// This line fixes that:
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self->nextthink = 0;
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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gi.linkentity (self);
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M_FlyCheck (self);
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// Lazarus monster fade
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if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
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{
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self->think = FadeDieSink;
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self->nextthink = level.time+corpse_fadetime->value;
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}
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}
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mframe_t infantry_frames_death1 [] =
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{
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ai_move, -4, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, -1, NULL,
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ai_move, -4, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, -1, NULL,
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ai_move, 3, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, -2, NULL,
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ai_move, 2, NULL,
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ai_move, 2, NULL,
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ai_move, 9, NULL,
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ai_move, 9, NULL,
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ai_move, 5, NULL,
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ai_move, -3, NULL,
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ai_move, -3, NULL
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};
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mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
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// Off with his head
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mframe_t infantry_frames_death2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 1, NULL,
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ai_move, 5, NULL,
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ai_move, -1, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 4, NULL,
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ai_move, 3, NULL,
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ai_move, 0, NULL,
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ai_move, -2, InfantryMachineGun,
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ai_move, -2, InfantryMachineGun,
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ai_move, -3, InfantryMachineGun,
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ai_move, -1, InfantryMachineGun,
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ai_move, -2, InfantryMachineGun,
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ai_move, 0, InfantryMachineGun,
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ai_move, 2, InfantryMachineGun,
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ai_move, 2, InfantryMachineGun,
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ai_move, 3, InfantryMachineGun,
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ai_move, -10, InfantryMachineGun,
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ai_move, -7, InfantryMachineGun,
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ai_move, -8, InfantryMachineGun,
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ai_move, -6, NULL,
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ai_move, 4, NULL,
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ai_move, 0, NULL
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};
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mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
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mframe_t infantry_frames_death3 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, -6, NULL,
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ai_move, -11, NULL,
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ai_move, -3, NULL,
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ai_move, -11, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
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void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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self->s.skinnum |= 1;
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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// check for gib
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if (self->health <= self->gib_health&& !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n= 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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n = rand() % 3;
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_death1;
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gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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else if (n == 1)
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{
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self->monsterinfo.currentmove = &infantry_move_death2;
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gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_death3;
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gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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}
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mframe_t infantry_frames_duck [] =
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{
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ai_move, -2, monster_duck_down,
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ai_move, -5, monster_duck_hold,
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ai_move, 3, NULL,
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ai_move, 4, monster_duck_up,
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ai_move, 0, NULL
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};
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mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
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// PMM - dodge code moved below so I can see the attack frames
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void infantry_cock_gun (edict_t *self)
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{
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// pmm .. code that was here no longer needed
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gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
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}
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void infantry_fire (edict_t *self)
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{
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InfantryMachineGun (self);
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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else
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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// this is here instead of cock_gun
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void infantry_fire_prep (edict_t *self)
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{
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int n;
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n = (rand() & 15) + 3 + 1;
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self->monsterinfo.pausetime = level.time + n*FRAMETIME;
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}
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// pmm
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// frames reordered, tweaked for new frames
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|
|
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;
|
|
}
|
|
|
|
// Zaero added
|
|
void SP_monster_infantry_precache (void)
|
|
{
|
|
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");
|
|
}
|
|
// end Zaero
|
|
|
|
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
|
|
*/
|
|
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;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/infantry/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
if (!self->health)
|
|
self->health = 100;
|
|
if (!self->gib_health)
|
|
self->gib_health = -50;
|
|
if (!self->mass)
|
|
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.search = infantry_search; // Knightmare- this was missing
|
|
self->monsterinfo.idle = infantry_fidget;
|
|
self->monsterinfo.blocked = infantry_blocked;
|
|
|
|
// 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 = 0.40;
|
|
|
|
self->common_name = "Enforcer";
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &infantry_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&infantry_move_death1,
|
|
&infantry_move_death2,
|
|
&infantry_move_death3,
|
|
NULL};
|
|
M_SetDeath(self,(mmove_t **)&deathmoves);
|
|
}
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|
|
|
|
// Zaero added
|
|
void handler_ConvertToInfantry (edict_t *self)
|
|
{
|
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
|
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
self->pain = infantry_pain;
|
|
self->die = infantry_die;
|
|
|
|
self->s.origin[0] -= 18;
|
|
self->s.origin[1] -= 9;
|
|
|
|
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.search = infantry_search; // Knightmare- this was missing
|
|
self->monsterinfo.idle = infantry_fidget;
|
|
self->monsterinfo.blocked = infantry_blocked;
|
|
|
|
self->s.frame = FRAME_run01;
|
|
|
|
// self->common_name = "Enforcer";
|
|
|
|
infantry_run (self);
|
|
}
|
|
// end Zaero
|