// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== TANK ============================================================================== */ #include "g_local.h" #include "m_tank.h" #include "m_flash.h" void tank_refire_rocket(edict_t *self); void tank_doattack_rocket(edict_t *self); void tank_reattack_blaster(edict_t *self); static int sound_thud; static int sound_pain, sound_pain2; static int sound_idle; static int sound_die; static int sound_step; static int sound_sight; static int sound_windup; static int sound_strike; constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_GUARDIAN = 8_spawnflag; constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING = 16_spawnflag; // // misc // MONSTERINFO_SIGHT(tank_sight) (edict_t *self, edict_t *other) -> void { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void tank_footstep(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0); } void tank_thud(edict_t *self) { gi.sound(self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0); } void tank_windup(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0); } MONSTERINFO_IDLE(tank_idle) (edict_t *self) -> void { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } // // stand // mframe_t tank_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } }; MMOVE_T(tank_move_stand) = { FRAME_stand01, FRAME_stand30, tank_frames_stand, nullptr }; MONSTERINFO_STAND(tank_stand) (edict_t *self) -> void { M_SetAnimation(self, &tank_move_stand); } // // walk // void tank_walk(edict_t *self); #if 0 mframe_t tank_frames_start_walk[] = { { ai_walk }, { ai_walk, 6 }, { ai_walk, 6 }, { ai_walk, 11, tank_footstep } }; MMOVE_T(tank_move_start_walk) = { FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk }; #endif mframe_t tank_frames_walk[] = { { ai_walk, 4 }, { ai_walk, 5 }, { ai_walk, 3 }, { ai_walk, 2 }, { ai_walk, 5 }, { ai_walk, 5 }, { ai_walk, 4 }, { ai_walk, 4, tank_footstep }, { ai_walk, 3 }, { ai_walk, 5 }, { ai_walk, 4 }, { ai_walk, 5 }, { ai_walk, 7 }, { ai_walk, 7 }, { ai_walk, 6 }, { ai_walk, 6, tank_footstep } }; MMOVE_T(tank_move_walk) = { FRAME_walk05, FRAME_walk20, tank_frames_walk, nullptr }; #if 0 mframe_t tank_frames_stop_walk[] = { { ai_walk, 3 }, { ai_walk, 3 }, { ai_walk, 2 }, { ai_walk, 2 }, { ai_walk, 4, tank_footstep } }; MMOVE_T(tank_move_stop_walk) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand }; #endif MONSTERINFO_WALK(tank_walk) (edict_t *self) -> void { M_SetAnimation(self, &tank_move_walk); } // // run // void tank_run(edict_t *self); mframe_t tank_frames_start_run[] = { { ai_run }, { ai_run, 6 }, { ai_run, 6 }, { ai_run, 11, tank_footstep } }; MMOVE_T(tank_move_start_run) = { FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run }; mframe_t tank_frames_run[] = { { ai_run, 4 }, { ai_run, 5 }, { ai_run, 3 }, { ai_run, 2 }, { ai_run, 5 }, { ai_run, 5 }, { ai_run, 4 }, { ai_run, 4, tank_footstep }, { ai_run, 3 }, { ai_run, 5 }, { ai_run, 4 }, { ai_run, 5 }, { ai_run, 7 }, { ai_run, 7 }, { ai_run, 6 }, { ai_run, 6, tank_footstep } }; MMOVE_T(tank_move_run) = { FRAME_walk05, FRAME_walk20, tank_frames_run, nullptr }; #if 0 mframe_t tank_frames_stop_run[] = { { ai_run, 3 }, { ai_run, 3 }, { ai_run, 2 }, { ai_run, 2 }, { ai_run, 4, tank_footstep } }; MMOVE_T(tank_move_stop_run) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk }; #endif MONSTERINFO_RUN(tank_run) (edict_t *self) -> void { if (self->enemy && self->enemy->client) self->monsterinfo.aiflags |= AI_BRUTAL; else self->monsterinfo.aiflags &= ~AI_BRUTAL; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { M_SetAnimation(self, &tank_move_stand); return; } if (self->monsterinfo.active_move == &tank_move_walk || self->monsterinfo.active_move == &tank_move_start_run) { M_SetAnimation(self, &tank_move_run); } else { M_SetAnimation(self, &tank_move_start_run); } } // // pain // mframe_t tank_frames_pain1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(tank_move_pain1) = { FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run }; mframe_t tank_frames_pain2[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(tank_move_pain2) = { FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run }; mframe_t tank_frames_pain3[] = { { ai_move, -7 }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 2 }, { ai_move }, { ai_move }, { ai_move, 3 }, { ai_move }, { ai_move, 2 }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, tank_footstep } }; MMOVE_T(tank_move_pain3) = { FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run }; PAIN(tank_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (mod.id != MOD_CHAINFIST && damage <= 10) return; if (level.time < self->pain_debounce_time) return; if (mod.id != MOD_CHAINFIST) { if (damage <= 30) if (frandom() > 0.2f) return; // don't go into pain while attacking if ((self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330)) return; if ((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116)) return; } self->pain_debounce_time = level.time + 3_sec; if (self->count) gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare // PMM - blindfire cleanup self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; // pmm if (damage <= 30) M_SetAnimation(self, &tank_move_pain1); else if (damage <= 60) M_SetAnimation(self, &tank_move_pain2); else M_SetAnimation(self, &tank_move_pain3); } MONSTERINFO_SETSKIN(tank_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; } // [Paril-KEX] bool M_AdjustBlindfireTarget(edict_t *self, const vec3_t &start, const vec3_t &target, const vec3_t &right, vec3_t &out_dir) { trace_t trace = gi.traceline(start, target, self, MASK_PROJECTILE); // blindfire has different fail criteria for the trace if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { out_dir = target - start; out_dir.normalize(); return true; } // try shifting the target to the left a little (to help counter large offset) vec3_t left_target = target + (right * -20); trace = gi.traceline(start, left_target, self, MASK_PROJECTILE); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { out_dir = left_target - start; out_dir.normalize(); return true; } // ok, that failed. try to the right vec3_t right_target = target + (right * 20); trace = gi.traceline(start, right_target, self, MASK_PROJECTILE); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f))) { out_dir = right_target - start; out_dir.normalize(); return true; } return false; } // // attacks // void TankBlaster(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING; if (self->s.frame == FRAME_attak110) flash_number = MZ2_TANK_BLASTER_1; else if (self->s.frame == FRAME_attak113) flash_number = MZ2_TANK_BLASTER_2; else // (self->s.frame == FRAME_attak116) flash_number = MZ2_TANK_BLASTER_3; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); // pmm - blindfire support vec3_t target; // PMM if (blindfire) { target = self->monsterinfo.blind_fire_target; if (!M_AdjustBlindfireTarget(self, start, target, right, dir)) return; } else PredictAim(self, self->enemy, start, 0, false, 0.f, &dir, nullptr); // pmm monster_fire_blaster(self, start, dir, 30, 800, flash_number, EF_BLASTER); } void TankStrike(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0); } void TankRocket(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; monster_muzzleflash_id_t flash_number; int rocketSpeed; // PGM // pmm - blindfire support vec3_t target; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING; if (self->s.frame == FRAME_attak324) flash_number = MZ2_TANK_ROCKET_1; else if (self->s.frame == FRAME_attak327) flash_number = MZ2_TANK_ROCKET_2; else // (self->s.frame == FRAME_attak330) flash_number = MZ2_TANK_ROCKET_3; AngleVectors(self->s.angles, forward, right, nullptr); // [Paril-KEX] scale start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); if (self->speed) rocketSpeed = self->speed; else if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING)) rocketSpeed = 500; else rocketSpeed = 650; // PMM if (blindfire) target = self->monsterinfo.blind_fire_target; else target = self->enemy->s.origin; // pmm // PGM // PMM - blindfire shooting if (blindfire) { vec = target; dir = vec - start; } // pmm // don't shoot at feet if they're above me. else if (frandom() < 0.66f || (start[2] < self->enemy->absmin[2])) { vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; dir = vec - start; } else { vec = self->enemy->s.origin; vec[2] = self->enemy->absmin[2] + 1; dir = vec - start; } // PGM //====== // PMM - lead target (not when blindfiring) // 20, 35, 50, 65 chance of leading if ((!blindfire) && ((frandom() < (0.2f + ((3 - skill->integer) * 0.15f))))) PredictAim(self, self->enemy, start, rocketSpeed, false, 0, &dir, &vec); // PMM - lead target //====== dir.normalize(); // pmm blindfire doesn't check target (done in checkattack) // paranoia, make sure we're not shooting a target right next to us if (blindfire) { // blindfire has different fail criteria for the trace if (M_AdjustBlindfireTarget(self, start, vec, right, dir)) { if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING)) monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel); else monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number); } } else { trace_t trace = gi.traceline(start, vec, self, MASK_PROJECTILE); if (trace.fraction > 0.5f || trace.ent->solid != SOLID_BSP) { if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING)) monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel); else monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number); } } } void TankMachineGun(edict_t *self) { vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM flash_number = static_cast(MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406)); AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); if (self->enemy) { vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; vec -= start; vec = vectoangles(vec); dir[0] = vec[0]; } else { dir[0] = 0; } if (self->s.frame <= FRAME_attak415) dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411); else dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419); dir[2] = 0; AngleVectors(dir, forward, nullptr, nullptr); monster_fire_bullet(self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } static void tank_blind_check(edict_t *self) { if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { vec3_t aim = self->monsterinfo.blind_fire_target - self->s.origin; self->ideal_yaw = vectoyaw(aim); } } mframe_t tank_frames_attack_blast[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, -1 }, { ai_charge, -2 }, { ai_charge, -1 }, { ai_charge, -1, tank_blind_check }, { ai_charge }, { ai_charge, 0, TankBlaster }, // 10 { ai_charge }, { ai_charge }, { ai_charge, 0, TankBlaster }, { ai_charge }, { ai_charge }, { ai_charge, 0, TankBlaster } // 16 }; MMOVE_T(tank_move_attack_blast) = { FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster }; mframe_t tank_frames_reattack_blast[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, TankBlaster }, { ai_charge }, { ai_charge }, { ai_charge, 0, TankBlaster } // 16 }; MMOVE_T(tank_move_reattack_blast) = { FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster }; mframe_t tank_frames_attack_post_blast[] = { { ai_move }, // 17 { ai_move }, { ai_move, 2 }, { ai_move, 3 }, { ai_move, 2 }, { ai_move, -2, tank_footstep } // 22 }; MMOVE_T(tank_move_attack_post_blast) = { FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run }; void tank_reattack_blaster(edict_t *self) { if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; M_SetAnimation(self, &tank_move_attack_post_blast); return; } if (visible(self, self->enemy)) if (self->enemy->health > 0) if (frandom() <= 0.6f) { M_SetAnimation(self, &tank_move_reattack_blast); return; } M_SetAnimation(self, &tank_move_attack_post_blast); } void tank_poststrike(edict_t *self) { self->enemy = nullptr; tank_run(self); } mframe_t tank_frames_attack_strike[] = { { ai_move, 3 }, { ai_move, 2 }, { ai_move, 2 }, { ai_move, 1 }, { ai_move, 6 }, { ai_move, 7 }, { ai_move, 9, tank_footstep }, { ai_move, 2 }, { ai_move, 1 }, { ai_move, 2 }, { ai_move, 2, tank_footstep }, { ai_move, 2 }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -2 }, { ai_move, -2 }, { ai_move, 0, tank_windup }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, TankStrike }, { ai_move }, { ai_move, -1 }, { ai_move, -1 }, { ai_move, -1 }, { ai_move, -1 }, { ai_move, -1 }, { ai_move, -3 }, { ai_move, -10 }, { ai_move, -10 }, { ai_move, -2 }, { ai_move, -3 }, { ai_move, -2, tank_footstep } }; MMOVE_T(tank_move_attack_strike) = { FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike }; mframe_t tank_frames_attack_pre_rocket[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, // 10 { ai_charge }, { ai_charge, 1 }, { ai_charge, 2 }, { ai_charge, 7 }, { ai_charge, 7 }, { ai_charge, 7, tank_footstep }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, // 20 { ai_charge, -3 } }; MMOVE_T(tank_move_attack_pre_rocket) = { FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket }; mframe_t tank_frames_attack_fire_rocket[] = { { ai_charge, -3, tank_blind_check }, // Loop Start 22 { ai_charge }, { ai_charge, 0, TankRocket }, // 24 { ai_charge }, { ai_charge }, { ai_charge, 0, TankRocket }, { ai_charge }, { ai_charge }, { ai_charge, -1, TankRocket } // 30 Loop End }; MMOVE_T(tank_move_attack_fire_rocket) = { FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket }; mframe_t tank_frames_attack_post_rocket[] = { { ai_charge }, // 31 { ai_charge, -1 }, { ai_charge, -1 }, { ai_charge }, { ai_charge, 2 }, { ai_charge, 3 }, { ai_charge, 4 }, { ai_charge, 2 }, { ai_charge }, { ai_charge }, // 40 { ai_charge }, { ai_charge, -9 }, { ai_charge, -8 }, { ai_charge, -7 }, { ai_charge, -1 }, { ai_charge, -1, tank_footstep }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, // 50 { ai_charge }, { ai_charge }, { ai_charge } }; MMOVE_T(tank_move_attack_post_rocket) = { FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run }; mframe_t tank_frames_attack_chain[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { nullptr, 0, TankMachineGun }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge } }; MMOVE_T(tank_move_attack_chain) = { FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run }; void tank_refire_rocket(edict_t *self) { // PMM - blindfire cleanup if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; M_SetAnimation(self, &tank_move_attack_post_rocket); return; } // pmm if (self->enemy->health > 0) if (visible(self, self->enemy)) if (frandom() <= 0.4f) { M_SetAnimation(self, &tank_move_attack_fire_rocket); return; } M_SetAnimation(self, &tank_move_attack_post_rocket); } void tank_doattack_rocket(edict_t *self) { M_SetAnimation(self, &tank_move_attack_fire_rocket); } MONSTERINFO_ATTACK(tank_attack) (edict_t *self) -> void { vec3_t vec; float range; float r; // PMM float chance; // PMM if (!self->enemy || !self->enemy->inuse) return; if (self->enemy->health <= 0) { M_SetAnimation(self, &tank_move_attack_strike); self->monsterinfo.aiflags &= ~AI_BRUTAL; return; } // PMM if (self->monsterinfo.attack_state == AS_BLIND) { // setup shot probabilities if (self->monsterinfo.blind_fire_delay < 1_sec) chance = 1.0f; else if (self->monsterinfo.blind_fire_delay < 7.5_sec) chance = 0.4f; else chance = 0.1f; r = frandom(); self->monsterinfo.blind_fire_delay += 5.2_sec + random_time(3_sec); // don't shoot at the origin if (!self->monsterinfo.blind_fire_target) return; // don't shoot if the dice say not to if (r > chance) return; bool rocket_visible = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_ROCKET_1]); bool blaster_visible = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1]); if (!rocket_visible && !blaster_visible) return; bool use_rocket = (rocket_visible && blaster_visible) ? brandom() : rocket_visible; // turn on manual steering to signal both manual steering and blindfire self->monsterinfo.aiflags |= AI_MANUAL_STEERING; if (use_rocket) M_SetAnimation(self, &tank_move_attack_fire_rocket); else { M_SetAnimation(self, &tank_move_attack_blast); self->monsterinfo.nextframe = FRAME_attak108; } self->monsterinfo.attack_finished = level.time + random_time(3_sec, 5_sec); self->pain_debounce_time = level.time + 5_sec; // no pain for a while return; } // pmm vec = self->enemy->s.origin - self->s.origin; range = vec.length(); r = frandom(); if (range <= 125) { bool can_machinegun = (!self->enemy->classname || strcmp(self->enemy->classname, "tesla_mine")) && M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]); if (can_machinegun && r < 0.5f) M_SetAnimation(self, &tank_move_attack_chain); else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1])) M_SetAnimation(self, &tank_move_attack_blast); } else if (range <= 250) { bool can_machinegun = (!self->enemy->classname || strcmp(self->enemy->classname, "tesla_mine")) && M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]); if (can_machinegun && r < 0.25f) M_SetAnimation(self, &tank_move_attack_chain); else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1])) M_SetAnimation(self, &tank_move_attack_blast); } else { bool can_machinegun = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]); bool can_rocket = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_ROCKET_1]); if (can_machinegun && r < 0.33f) M_SetAnimation(self, &tank_move_attack_chain); else if (can_rocket && r < 0.66f) { M_SetAnimation(self, &tank_move_attack_pre_rocket); self->pain_debounce_time = level.time + 5_sec; // no pain for a while } else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1])) M_SetAnimation(self, &tank_move_attack_blast); } } // // death // void tank_dead(edict_t *self) { self->mins = { -16, -16, -16 }; self->maxs = { 16, 16, -0 }; monster_dead(self); } static void tank_shrink(edict_t *self) { self->maxs[2] = 0; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } mframe_t tank_frames_death1[] = { { ai_move, -7 }, { ai_move, -2 }, { ai_move, -2 }, { ai_move, 1 }, { ai_move, 3 }, { ai_move, 6 }, { ai_move, 1 }, { ai_move, 1 }, { ai_move, 2 }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -2 }, { ai_move }, { ai_move }, { ai_move, -3 }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -4 }, { ai_move, -6 }, { ai_move, -4 }, { ai_move, -5 }, { ai_move, -7, tank_shrink }, { ai_move, -15, tank_thud }, { ai_move, -5 }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(tank_move_death) = { FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead }; DIE(tank_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { // check for gib if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); self->s.skinnum /= 2; ThrowGibs(self, damage, { { "models/objects/gibs/sm_meat/tris.md2" }, { 3, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC }, { "models/objects/gibs/gear/tris.md2", GIB_METALLIC }, { 2, "models/monsters/tank/gibs/foot.md2", GIB_SKINNED | GIB_METALLIC }, { 2, "models/monsters/tank/gibs/thigh.md2", GIB_SKINNED | GIB_METALLIC }, { "models/monsters/tank/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/tank/gibs/head.md2", GIB_HEAD | GIB_SKINNED } }); if (!self->style) ThrowGib(self, "models/monsters/tank/gibs/barm.md2", damage, GIB_SKINNED | GIB_UPRIGHT, self->s.scale); self->deadflag = true; return; } if (self->deadflag) return; // [Paril-KEX] dropped arm if (!self->style) { self->style = 1; auto [ fwd, rgt, up] = AngleVectors(self->s.angles); edict_t *arm_gib = ThrowGib(self, "models/monsters/tank/gibs/barm.md2", damage, GIB_SKINNED | GIB_UPRIGHT, self->s.scale); arm_gib->s.origin = self->s.origin + (rgt * -16.f) + (up * 23.f); arm_gib->s.old_origin = arm_gib->s.origin; arm_gib->avelocity = { crandom() * 15.f, crandom() * 15.f, 180.f }; arm_gib->velocity = (up * 100.f) + (rgt * -120.f); arm_gib->s.angles = self->s.angles; arm_gib->s.angles[2] = -90.f; arm_gib->s.skinnum /= 2; gi.linkentity(arm_gib); } // regular death gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self->deadflag = true; self->takedamage = true; M_SetAnimation(self, &tank_move_death); } //=========== // PGM MONSTERINFO_BLOCKED(tank_blocked) (edict_t *self, float dist) -> bool { if (blocked_checkplat(self, dist)) return true; return false; } // PGM //=========== // // monster_tank // /*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight model="models/monsters/tank/tris.md2" */ /*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight Guardian HeatSeeking */ void SP_monster_tank(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } self->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2"); self->mins = { -32, -32, -16 }; self->maxs = { 32, 32, 64 }; self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; gi.modelindex("models/monsters/tank/gibs/barm.md2"); gi.modelindex("models/monsters/tank/gibs/head.md2"); gi.modelindex("models/monsters/tank/gibs/chest.md2"); gi.modelindex("models/monsters/tank/gibs/foot.md2"); gi.modelindex("models/monsters/tank/gibs/thigh.md2"); sound_thud = gi.soundindex("tank/tnkdeth2.wav"); sound_idle = gi.soundindex("tank/tnkidle1.wav"); sound_die = gi.soundindex("tank/death.wav"); sound_step = gi.soundindex("tank/step.wav"); sound_windup = gi.soundindex("tank/tnkatck4.wav"); sound_strike = gi.soundindex("tank/tnkatck5.wav"); sound_sight = gi.soundindex("tank/sight1.wav"); gi.soundindex("tank/tnkatck1.wav"); gi.soundindex("tank/tnkatk2a.wav"); gi.soundindex("tank/tnkatk2b.wav"); gi.soundindex("tank/tnkatk2c.wav"); gi.soundindex("tank/tnkatk2d.wav"); gi.soundindex("tank/tnkatk2e.wav"); gi.soundindex("tank/tnkatck3.wav"); if (strcmp(self->classname, "monster_tank_commander") == 0) { self->health = 1000 * st.health_multiplier; self->gib_health = -225; self->count = 1; sound_pain2 = gi.soundindex("tank/pain.wav"); } else { self->health = 750 * st.health_multiplier; self->gib_health = -200; sound_pain = gi.soundindex("tank/tnkpain2.wav"); } self->monsterinfo.scale = MODEL_SCALE; // [Paril-KEX] N64 tank commander is a chonky boy if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_GUARDIAN)) { if (!self->s.scale) self->s.scale = 1.5f; self->health = 1500 * st.health_multiplier; } // heat seekingness if (!self->accel) self->accel = 0.075f; self->mass = 500; self->pain = tank_pain; self->die = tank_die; self->monsterinfo.stand = tank_stand; self->monsterinfo.walk = tank_walk; self->monsterinfo.run = tank_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = tank_attack; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = tank_sight; self->monsterinfo.idle = tank_idle; self->monsterinfo.blocked = tank_blocked; // PGM self->monsterinfo.setskin = tank_setskin; gi.linkentity(self); M_SetAnimation(self, &tank_move_stand); walkmonster_start(self); // PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->monsterinfo.blindfire = true; // pmm if (strcmp(self->classname, "monster_tank_commander") == 0) self->s.skinnum = 2; } void Use_Boss3(edict_t *ent, edict_t *other, edict_t *activator); THINK(Think_TankStand) (edict_t *ent) -> void { if (ent->s.frame == FRAME_stand30) ent->s.frame = FRAME_stand01; else ent->s.frame++; ent->nextthink = level.time + 10_hz; } /*QUAKED monster_tank_stand (1 .5 0) (-32 -32 0) (32 32 90) Just stands and cycles in one place until targeted, then teleports away. N64 edition! */ void SP_monster_tank_stand(edict_t *self) { if( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->model = "models/monsters/tank/tris.md2"; self->s.modelindex = gi.modelindex(self->model); self->s.frame = FRAME_stand01; self->s.skinnum = 2; gi.soundindex("misc/bigtele.wav"); self->mins = { -32, -32, -16 }; self->maxs = { 32, 32, 64 }; if (!self->s.scale) self->s.scale = 1.5f; self->mins *= self->s.scale; self->maxs *= self->s.scale; self->use = Use_Boss3; self->think = Think_TankStand; self->nextthink = level.time + 10_hz; gi.linkentity(self); }