mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
e8769195cd
Added functions ThrowGibFrame() and ThrowDebrisFrame() to g_misc.c in missionpack DLL. Added GIB_FEATHER gib type and MOVETYPE_FEATHER phys type to missionpack DLL. Added precache functions for monster weapons in g_weapon_q1.c in missionpack DLL. Moved function AimGrenade() from grenade.c to g_weapon.c in missionpack DLL.
481 lines
No EOL
11 KiB
C
481 lines
No EOL
11 KiB
C
/*
|
|
==============================================================================
|
|
|
|
Q1 SOLDIER
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
#include "g_local.h"
|
|
#include "m_q1grunt.h"
|
|
|
|
static int sound_idle;
|
|
static int sound_sight;
|
|
static int sound_pain1;
|
|
static int sound_pain2;
|
|
static int sound_death;
|
|
static int sound_gib;
|
|
static int sound_attack;
|
|
|
|
|
|
void q1grunt_idle (edict_t *self)
|
|
{
|
|
if(!self->enemy)
|
|
if (random() > 0.8)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_idle, 0.8, ATTN_STATIC, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// STAND
|
|
|
|
void q1grunt_stand (edict_t *self);
|
|
|
|
mframe_t q1grunt_frames_stand [] =
|
|
{
|
|
ai_stand, 0, q1grunt_idle,
|
|
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 q1grunt_move_stand = {FRAME_stand1, FRAME_stand8, q1grunt_frames_stand, q1grunt_stand};
|
|
|
|
void q1grunt_stand (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_stand;
|
|
}
|
|
|
|
|
|
//
|
|
// WALK
|
|
//
|
|
|
|
mframe_t q1grunt_frames_walk [] =
|
|
{
|
|
ai_walk, 1, q1grunt_idle,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 3, NULL,
|
|
ai_walk, 4, NULL,
|
|
ai_walk, 4, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 0, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 3, NULL,
|
|
ai_walk, 3, NULL,
|
|
ai_walk, 3, NULL,
|
|
ai_walk, 3, NULL,
|
|
ai_walk, 2, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL,
|
|
ai_walk, 1, NULL
|
|
};
|
|
mmove_t q1grunt_move_walk = {FRAME_prowl_1, FRAME_prowl_24, q1grunt_frames_walk, NULL};
|
|
|
|
void q1grunt_walk (edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_walk;
|
|
}
|
|
|
|
|
|
//
|
|
// RUN
|
|
//
|
|
|
|
void q1grunt_run (edict_t *self);
|
|
|
|
mframe_t q1grunt_frames_run [] =
|
|
{
|
|
ai_run, 11, NULL, //q1grunt_idle,
|
|
ai_run, 15, NULL,
|
|
ai_run, 10, NULL,
|
|
ai_run, 10, NULL,
|
|
ai_run, 8, NULL,
|
|
ai_run, 15, NULL,
|
|
ai_run, 10, NULL,
|
|
ai_run, 15, NULL
|
|
};
|
|
mmove_t q1grunt_move_run = {FRAME_run1, FRAME_run8, q1grunt_frames_run, q1grunt_run};
|
|
|
|
void q1grunt_run (edict_t *self)
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_stand;
|
|
return;
|
|
}
|
|
else
|
|
self->monsterinfo.currentmove = &q1grunt_move_run;
|
|
}
|
|
|
|
//
|
|
// PAIN
|
|
//
|
|
|
|
mframe_t q1grunt_frames_pain1 [] =
|
|
{
|
|
ai_move, -2, NULL,
|
|
ai_move, 3, NULL,
|
|
ai_move, 1, NULL,
|
|
ai_move, 1, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_pain1 = {FRAME_pain1, FRAME_pain6, q1grunt_frames_pain1, q1grunt_run};
|
|
|
|
mframe_t q1grunt_frames_pain2 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 13, NULL,
|
|
ai_move, 9, 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,
|
|
ai_move, 0, NULL,
|
|
ai_move, -2, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_pain2 = {FRAME_painb1, FRAME_painb14, q1grunt_frames_pain2, q1grunt_run};
|
|
|
|
mframe_t q1grunt_frames_pain3 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 1, NULL,
|
|
ai_move, 1, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, 4, NULL,
|
|
ai_move, 3, NULL,
|
|
ai_move, 6, NULL,
|
|
ai_move, 8, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_pain3 = {FRAME_painc1, FRAME_painc13, q1grunt_frames_pain3, q1grunt_run};
|
|
|
|
|
|
void q1grunt_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
float r;
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
if(self->health <= 0)
|
|
return;
|
|
|
|
r = random();
|
|
|
|
if (r < 0.2)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_pain1;
|
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
self->pain_debounce_time = level.time + 0.6;
|
|
}
|
|
else if (r < 0.6)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_pain2;
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->pain_debounce_time = level.time + 1.1;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_pain3;
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->pain_debounce_time = level.time + 1.1;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// ATTACK
|
|
//
|
|
|
|
void q1grunt_fire (edict_t *self)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right, up;
|
|
vec3_t aim;
|
|
vec3_t dir;
|
|
vec3_t end;
|
|
float r, u;
|
|
|
|
if(!self->enemy)
|
|
return;
|
|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_SHOTGUN_1], forward, right, start);
|
|
|
|
VectorCopy (self->enemy->s.origin, end);
|
|
end[2] += self->enemy->viewheight;
|
|
VectorSubtract (end, start, aim);
|
|
vectoangles (aim, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
r = crandom()*1000;
|
|
u = crandom()*500;
|
|
VectorMA (start, 8192, forward, end);
|
|
VectorMA (end, r, right, end);
|
|
VectorMA (end, u, up, end);
|
|
|
|
VectorSubtract (end, start, aim);
|
|
VectorNormalize (aim);
|
|
|
|
gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_attack, 1, ATTN_NORM, 0);
|
|
monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, MZ2_SOLDIER_SHOTGUN_1);
|
|
}
|
|
|
|
|
|
void q1grunt_attack_refire (edict_t *self)
|
|
{
|
|
if (!self->enemy || self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.2)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_shoot1;
|
|
else
|
|
self->monsterinfo.nextframe = FRAME_shoot8;
|
|
}
|
|
|
|
|
|
mframe_t q1grunt_frames_attack [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, q1grunt_fire,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, q1grunt_attack_refire,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_attack = {FRAME_shoot1, FRAME_shoot9, q1grunt_frames_attack, q1grunt_run};
|
|
|
|
void q1grunt_attack(edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_attack;
|
|
}
|
|
|
|
|
|
//
|
|
// SIGHT
|
|
//
|
|
|
|
void q1grunt_sight(edict_t *self, edict_t *other)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
|
|
|
|
if ((skill->value > 0) && (range(self, self->enemy) < RANGE_FAR)
|
|
&& !(self->monsterinfo.aiflags & AI_SOUND_TARGET))
|
|
{
|
|
self->monsterinfo.currentmove = &q1grunt_move_attack;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// DEATH
|
|
//
|
|
void q1grunt_dropshells (edict_t *self)
|
|
{
|
|
edict_t *backpack;
|
|
|
|
if (self->health <= self->gib_health)
|
|
return;
|
|
|
|
backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_shells"), 5);
|
|
/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
|
|
backpack->item = FindItemByClassname("ammo_shells");
|
|
backpack->count = 5;
|
|
backpack->touch = Touch_Item;
|
|
backpack->nextthink = level.time + 1800;
|
|
backpack->think = G_FreeEdict;
|
|
*/
|
|
self->gib_health = -10000;
|
|
}
|
|
|
|
void q1grunt_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);
|
|
}
|
|
|
|
mframe_t q1grunt_frames_death1 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, -10, NULL,
|
|
ai_move, -10, q1grunt_dropshells,
|
|
ai_move, -10, NULL,
|
|
ai_move, -5, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_death1 = {FRAME_death1, FRAME_death10, q1grunt_frames_death1, q1grunt_dead};
|
|
|
|
mframe_t q1grunt_frames_death2 [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, -5, NULL,
|
|
ai_move, -4, q1grunt_dropshells,
|
|
ai_move, -13, NULL,
|
|
ai_move, -3, NULL,
|
|
ai_move, -4, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1grunt_move_death2 = {FRAME_deathc1, FRAME_deathc11, q1grunt_frames_death2, q1grunt_dead};
|
|
|
|
void q1grunt_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
// check for gib
|
|
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
|
|
{
|
|
gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
|
|
|
|
// if dead body, don't drop pack when gibbed
|
|
// if (self->deadflag != DEAD_DEAD)
|
|
// q1grunt_dropshells(self);
|
|
|
|
for (n= 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/monsters/q1grunt/head/tris.md2", damage, GIB_ORGANIC);
|
|
self->deadflag = DEAD_DEAD;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag == DEAD_DEAD)
|
|
return;
|
|
|
|
// regular death
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
|
|
if (random() < 0.5)
|
|
self->monsterinfo.currentmove = &q1grunt_move_death1;
|
|
else
|
|
self->monsterinfo.currentmove = &q1grunt_move_death2;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
/*QUAKED monster_q1_grunt (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight
|
|
model="models/monsters/q1grunt/tris.md2"
|
|
*/
|
|
void SP_monster_q1_grunt (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_idle = gi.soundindex ("q1grunt/idle.wav");
|
|
sound_sight = gi.soundindex ("q1grunt/sight1.wav");
|
|
sound_pain1 = gi.soundindex ("q1grunt/pain1.wav");
|
|
sound_pain2 = gi.soundindex ("q1grunt/pain2.wav");
|
|
sound_death = gi.soundindex ("q1grunt/death1.wav");
|
|
sound_gib = gi.soundindex ("q1player/udeath.wav");
|
|
sound_attack = gi.soundindex ("q1grunt/sattck1.wav");
|
|
|
|
// precache backpack
|
|
gi.modelindex ("models/items/q1backpack/tris.md2");
|
|
// gi.soundindex ("q1weapons/lock4.wav");
|
|
// precache gibs
|
|
gi.modelindex ("models/monsters/q1grunt/head/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/q1grunt/tris.md2");
|
|
self->s.skinnum = self->style * 2;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/q1grunt/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 40);
|
|
|
|
if (!self->health)
|
|
self->health = 35;
|
|
if (!self->gib_health)
|
|
self->gib_health = -35;
|
|
if (!self->mass)
|
|
self->mass = 100;
|
|
|
|
self->pain = q1grunt_pain;
|
|
self->die = q1grunt_die;
|
|
|
|
self->flags |= FL_Q1_MONSTER;
|
|
|
|
self->monsterinfo.stand = q1grunt_stand;
|
|
self->monsterinfo.walk = q1grunt_walk;
|
|
self->monsterinfo.run = q1grunt_run;
|
|
self->monsterinfo.attack = q1grunt_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = q1grunt_sight;
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.40;
|
|
|
|
// 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;
|
|
}
|
|
|
|
self->common_name = "Grunt";
|
|
self->class_id = ENTITY_MONSTER_Q1_GRUNT;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &q1grunt_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
} |