mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
cedf3628ac
Added close range safety check/trace to Tactician Gunner prox aiming. Added check for nightmare mode for Beta-Class Gladiator and dog.
489 lines
No EOL
11 KiB
C
489 lines
No EOL
11 KiB
C
/*
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==============================================================================
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Q1 SOLDIER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1grunt.h"
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static int sound_idle;
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static int sound_sight;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_death;
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static int sound_gib;
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static int sound_attack;
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void q1grunt_idle (edict_t *self)
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{
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if (!self->enemy)
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if (random() > 0.8)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 0.8, ATTN_STATIC, 0);
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}
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}
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// STAND
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void q1grunt_stand (edict_t *self);
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mframe_t q1grunt_frames_stand [] =
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{
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ai_stand, 0, q1grunt_idle,
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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 q1grunt_move_stand = {FRAME_stand1, FRAME_stand8, q1grunt_frames_stand, q1grunt_stand};
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void q1grunt_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1grunt_move_stand;
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}
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//
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// WALK
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//
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mframe_t q1grunt_frames_walk [] =
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{
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ai_walk, 1, q1grunt_idle,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL,
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ai_walk, 1, NULL
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};
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mmove_t q1grunt_move_walk = {FRAME_prowl_1, FRAME_prowl_24, q1grunt_frames_walk, NULL};
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void q1grunt_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1grunt_move_walk;
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}
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//
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// RUN
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//
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void q1grunt_run (edict_t *self);
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mframe_t q1grunt_frames_run [] =
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{
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ai_run, 11, NULL, //q1grunt_idle,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 10, NULL,
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ai_run, 8, NULL,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 15, NULL
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};
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mmove_t q1grunt_move_run = {FRAME_run1, FRAME_run8, q1grunt_frames_run, q1grunt_run};
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void q1grunt_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &q1grunt_move_stand;
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return;
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}
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else
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self->monsterinfo.currentmove = &q1grunt_move_run;
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}
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//
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// PAIN
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//
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mframe_t q1grunt_frames_pain1 [] =
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{
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ai_move, -2, 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, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1grunt_move_pain1 = {FRAME_pain1, FRAME_pain6, q1grunt_frames_pain1, q1grunt_run};
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mframe_t q1grunt_frames_pain2 [] =
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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, 13, NULL,
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ai_move, 9, 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, 0, 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, 0, NULL,
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ai_move, -2, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1grunt_move_pain2 = {FRAME_painb1, FRAME_painb14, q1grunt_frames_pain2, q1grunt_run};
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mframe_t q1grunt_frames_pain3 [] =
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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, 0, 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, 0, 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, 6, NULL,
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ai_move, 8, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1grunt_move_pain3 = {FRAME_painc1, FRAME_painc13, q1grunt_frames_pain3, q1grunt_run};
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void q1grunt_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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float r;
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if (level.time < self->pain_debounce_time)
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return;
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if (self->health <= 0)
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return;
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r = random();
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if (r < 0.2)
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{
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self->pain_debounce_time = level.time + 0.6;
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &q1grunt_move_pain1;
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}
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else if (r < 0.6)
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{
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self->pain_debounce_time = level.time + 1.1;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &q1grunt_move_pain2;
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}
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else
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{
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self->pain_debounce_time = level.time + 1.1;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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self->monsterinfo.currentmove = &q1grunt_move_pain3;
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}
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}
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//
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// ATTACK
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//
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void q1grunt_fire (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right, up;
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vec3_t aim;
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vec3_t dir;
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vec3_t end;
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float r, u;
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if (!self->enemy)
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return;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_SHOTGUN_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
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VectorSubtract (end, start, aim);
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vectoangles (aim, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*1000;
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u = crandom()*500;
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VectorMA (start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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VectorSubtract (end, start, aim);
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VectorNormalize (aim);
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gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_attack, 1, ATTN_NORM, 0);
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monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, MZ2_SOLDIER_SHOTGUN_1);
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}
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void q1grunt_attack_refire (edict_t *self)
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{
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if (!self->enemy || self->enemy->health <= 0)
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return;
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if ( ((skill->value == 3) && (random() < 0.2)) || (range(self, self->enemy) == RANGE_MELEE) )
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self->monsterinfo.nextframe = FRAME_shoot1;
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else
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self->monsterinfo.nextframe = FRAME_shoot8;
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}
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mframe_t q1grunt_frames_attack [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, q1grunt_fire,
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ai_charge, 0, NULL,
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ai_charge, 0, q1grunt_attack_refire,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t q1grunt_move_attack = {FRAME_shoot1, FRAME_shoot9, q1grunt_frames_attack, q1grunt_run};
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void q1grunt_attack(edict_t *self)
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{
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self->monsterinfo.currentmove = &q1grunt_move_attack;
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}
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//
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// SIGHT
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//
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void q1grunt_sight(edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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if ((skill->value > 0) && (range(self, self->enemy) < RANGE_FAR)
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&& !(self->monsterinfo.aiflags & AI_SOUND_TARGET))
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{
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self->monsterinfo.currentmove = &q1grunt_move_attack;
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}
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}
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//
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// DEATH
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//
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void q1grunt_dropshells (edict_t *self)
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{
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edict_t *backpack;
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if (self->health <= self->gib_health)
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return;
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backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_shells"), 5);
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/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
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backpack->item = FindItemByClassname("ammo_shells");
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backpack->count = 5;
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backpack->touch = Touch_Item;
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backpack->nextthink = level.time + 1800;
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backpack->think = G_FreeEdict;
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*/
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self->gib_health = -10000;
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}
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void q1grunt_dead (edict_t *self)
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{
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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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self->nextthink = 0;
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gi.linkentity (self);
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}
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mframe_t q1grunt_frames_death1 [] =
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{
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ai_move, 0, NULL,
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ai_move, -10, NULL,
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ai_move, -10, q1grunt_dropshells,
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ai_move, -10, NULL,
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ai_move, -5, 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, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1grunt_move_death1 = {FRAME_death1, FRAME_death10, q1grunt_frames_death1, q1grunt_dead};
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mframe_t q1grunt_frames_death2 [] =
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{
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ai_move, 0, NULL,
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ai_move, -5, NULL,
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ai_move, -4, q1grunt_dropshells,
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ai_move, -13, NULL,
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ai_move, -3, 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, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t q1grunt_move_death2 = {FRAME_deathc1, FRAME_deathc11, q1grunt_frames_death2, q1grunt_dead};
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void q1grunt_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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// 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|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
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// if dead body, don't drop pack when gibbed
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// if (self->deadflag != DEAD_DEAD)
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// q1grunt_dropshells(self);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/monsters/q1grunt/head/tris.md2", 0, 0, 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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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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if (random() < 0.5)
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self->monsterinfo.currentmove = &q1grunt_move_death1;
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else
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self->monsterinfo.currentmove = &q1grunt_move_death2;
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}
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//
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// SPAWN
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//
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/*QUAKED monster_q1_grunt (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight
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model="models/monsters/q1grunt/tris.md2"
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*/
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void SP_monster_q1_grunt (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_idle = gi.soundindex ("q1grunt/idle.wav");
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sound_sight = gi.soundindex ("q1grunt/sight1.wav");
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sound_pain1 = gi.soundindex ("q1grunt/pain1.wav");
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sound_pain2 = gi.soundindex ("q1grunt/pain2.wav");
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sound_death = gi.soundindex ("q1grunt/death1.wav");
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sound_gib = gi.soundindex ("q1player/udeath.wav");
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sound_attack = gi.soundindex ("q1grunt/sattck1.wav");
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// precache backpack
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gi.modelindex ("models/items/q1backpack/tris.md2");
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// gi.soundindex ("q1weapons/lock4.wav");
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// precache gibs
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gi.modelindex ("models/monsters/q1grunt/head/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/q1grunt/tris.md2");
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self->s.skinnum = self->style;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/q1grunt/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 40);
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if (!self->health)
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self->health = 35;
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if (!self->gib_health)
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self->gib_health = -35;
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if (!self->mass)
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self->mass = 100;
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self->pain = q1grunt_pain;
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self->die = q1grunt_die;
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self->flags |= FL_Q1_MONSTER;
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self->monsterinfo.stand = q1grunt_stand;
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self->monsterinfo.walk = q1grunt_walk;
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self->monsterinfo.run = q1grunt_run;
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self->monsterinfo.attack = q1grunt_attack;
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self->monsterinfo.melee = NULL;
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self->monsterinfo.sight = q1grunt_sight;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.40;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Grunt";
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self->class_id = ENTITY_MONSTER_Q1_GRUNT;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &q1grunt_move_stand;
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if (self->health < 0)
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{
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mmove_t *deathmoves[] = {&q1grunt_move_death1,
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&q1grunt_move_death1,
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NULL};
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M_SetDeath (self, (mmove_t **)&deathmoves);
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}
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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} |