quake2-rerelease-dll/rerelease/m_infantry.cpp
2023-10-03 14:43:06 -04:00

928 lines
25 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
INFANTRY
==============================================================================
*/
#include "g_local.h"
#include "m_infantry.h"
#include "m_flash.h"
void InfantryMachineGun(edict_t *self);
static cached_soundindex sound_pain1;
static cached_soundindex sound_pain2;
static cached_soundindex sound_die1;
static cached_soundindex sound_die2;
static cached_soundindex sound_gunshot;
static cached_soundindex sound_weapon_cock;
static cached_soundindex sound_punch_swing;
static cached_soundindex sound_punch_hit;
static cached_soundindex sound_sight;
static cached_soundindex sound_search;
static cached_soundindex sound_idle;
// range at which we'll try to initiate a run-attack to close distance
constexpr float RANGE_RUN_ATTACK = RANGE_NEAR * 0.75f;
mframe_t infantry_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 }
};
MMOVE_T(infantry_move_stand) = { FRAME_stand50, FRAME_stand71, infantry_frames_stand, nullptr };
MONSTERINFO_STAND(infantry_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &infantry_move_stand);
}
mframe_t infantry_frames_fidget[] = {
{ ai_stand, 1 },
{ ai_stand },
{ ai_stand, 1 },
{ ai_stand, 3 },
{ ai_stand, 6 },
{ ai_stand, 3, monster_footstep },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 1 },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 1 },
{ ai_stand },
{ ai_stand, -1 },
{ ai_stand },
{ ai_stand },
{ ai_stand, 1 },
{ ai_stand },
{ ai_stand, -2 },
{ ai_stand, 1 },
{ ai_stand, 1 },
{ ai_stand, 1 },
{ ai_stand, -1 },
{ ai_stand },
{ ai_stand },
{ ai_stand, -1 },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, -1 },
{ ai_stand },
{ ai_stand },
{ ai_stand, 1 },
{ ai_stand },
{ ai_stand },
{ ai_stand, -1 },
{ ai_stand, -1 },
{ ai_stand },
{ ai_stand, -3 },
{ ai_stand, -2 },
{ ai_stand, -3 },
{ ai_stand, -3, monster_footstep },
{ ai_stand, -2 }
};
MMOVE_T(infantry_move_fidget) = { FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand };
MONSTERINFO_IDLE(infantry_fidget) (edict_t *self) -> void
{
if (self->enemy)
return;
M_SetAnimation(self, &infantry_move_fidget);
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t infantry_frames_walk[] = {
{ ai_walk, 5, monster_footstep },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 5 },
{ ai_walk, 4 },
{ ai_walk, 5 },
{ ai_walk, 6, monster_footstep },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 5 }
};
MMOVE_T(infantry_move_walk) = { FRAME_walk03, FRAME_walk14, infantry_frames_walk, nullptr };
MONSTERINFO_WALK(infantry_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &infantry_move_walk);
}
mframe_t infantry_frames_run[] = {
{ ai_run, 10 },
{ ai_run, 15, monster_footstep },
{ ai_run, 5 },
{ ai_run, 7, monster_done_dodge },
{ ai_run, 18 },
{ ai_run, 20, monster_footstep },
{ ai_run, 2 },
{ ai_run, 6 }
};
MMOVE_T(infantry_move_run) = { FRAME_run01, FRAME_run08, infantry_frames_run, nullptr };
MONSTERINFO_RUN(infantry_run) (edict_t *self) -> void
{
monster_done_dodge(self);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
M_SetAnimation(self, &infantry_move_stand);
else
M_SetAnimation(self, &infantry_move_run);
}
mframe_t infantry_frames_pain1[] = {
{ ai_move, -3 },
{ ai_move, -2 },
{ ai_move, -1 },
{ ai_move, -2 },
{ ai_move, -1, monster_footstep },
{ ai_move, 1 },
{ ai_move, -1 },
{ ai_move, 1 },
{ ai_move, 6 },
{ ai_move, 2, monster_footstep }
};
MMOVE_T(infantry_move_pain1) = { FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run };
mframe_t infantry_frames_pain2[] = {
{ ai_move, -3 },
{ ai_move, -3 },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -2, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move, 2 },
{ ai_move, 5 },
{ ai_move, 2, monster_footstep }
};
MMOVE_T(infantry_move_pain2) = { FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run };
extern const mmove_t infantry_move_jump;
extern const mmove_t infantry_move_jump2;
PAIN(infantry_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
int n;
// allow turret to pain
if ((self->monsterinfo.active_move == &infantry_move_jump ||
self->monsterinfo.active_move == &infantry_move_jump2) && self->think == monster_think)
return;
monster_done_dodge(self);
if (level.time < self->pain_debounce_time)
{
if (self->think == monster_think && frandom() < 0.33f)
self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
return;
}
self->pain_debounce_time = level.time + 3_sec;
n = brandom();
if (n == 0)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (self->think != monster_think)
return;
if (!M_ShouldReactToPain(self, mod))
{
if (self->think == monster_think && frandom() < 0.33f)
self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
return; // no pain anims in nightmare
}
if (n == 0)
M_SetAnimation(self, &infantry_move_pain1);
else
M_SetAnimation(self, &infantry_move_pain2);
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
}
MONSTERINFO_SETSKIN(infantry_setskin) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
else
self->s.skinnum = 0;
}
constexpr vec3_t aimangles[] = {
{ 0.0f, 5.0f, 0.0f },
{ 10.0f, 15.0f, 0.0f },
{ 20.0f, 25.0f, 0.0f },
{ 25.0f, 35.0f, 0.0f },
{ 30.0f, 40.0f, 0.0f },
{ 30.0f, 45.0f, 0.0f },
{ 25.0f, 50.0f, 0.0f },
{ 20.0f, 40.0f, 0.0f },
{ 15.0f, 35.0f, 0.0f },
{ 40.0f, 35.0f, 0.0f },
{ 70.0f, 35.0f, 0.0f },
{ 90.0f, 35.0f, 0.0f }
};
void InfantryMachineGun(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t vec;
monster_muzzleflash_id_t flash_number;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
bool is_run_attack = (self->s.frame >= FRAME_run201 && self->s.frame <= FRAME_run208);
if (self->s.frame == FRAME_attak103 || self->s.frame == FRAME_attak311 || is_run_attack || self->s.frame == FRAME_attak416)
{
if (is_run_attack)
flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_INFANTRY_MACHINEGUN_14 + (self->s.frame - MZ2_INFANTRY_MACHINEGUN_14));
else if (self->s.frame == FRAME_attak416)
flash_number = MZ2_INFANTRY_MACHINEGUN_22;
else
flash_number = MZ2_INFANTRY_MACHINEGUN_1;
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
if (self->enemy)
PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr);
else
{
AngleVectors(self->s.angles, forward, right, nullptr);
}
}
else
{
flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211));
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
vec = self->s.angles - aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2];
AngleVectors(vec, forward, nullptr, nullptr);
}
monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
MONSTERINFO_SIGHT(infantry_sight) (edict_t *self, edict_t *other) -> void
{
if (brandom())
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void infantry_dead(edict_t *self)
{
self->mins = { -16, -16, -24 };
self->maxs = { 16, 16, -8 };
monster_dead(self);
}
static void infantry_shrink(edict_t *self)
{
self->maxs[2] = 0;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
}
mframe_t infantry_frames_death1[] = {
{ ai_move, -4, nullptr, FRAME_death102 },
{ ai_move },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -4, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -1, monster_footstep },
{ ai_move, 3 },
{ ai_move, 1 },
{ ai_move, 1 },
{ ai_move, -2 },
{ ai_move, 2 },
{ ai_move, 2 },
{ ai_move, 9, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } },
{ ai_move, 9 },
{ ai_move, 5, monster_footstep },
{ ai_move, -3 },
{ ai_move, -3 }
};
MMOVE_T(infantry_move_death1) = { FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead };
// Off with his head
mframe_t infantry_frames_death2[] = {
{ ai_move, 0, nullptr, FRAME_death202 },
{ ai_move, 1 },
{ ai_move, 5 },
{ ai_move, -1 },
{ ai_move },
{ ai_move, 1, monster_footstep },
{ ai_move, 1, monster_footstep },
{ ai_move, 4 },
{ ai_move, 3 },
{ ai_move },
{ ai_move, -2, InfantryMachineGun },
{ ai_move, -2, InfantryMachineGun },
{ ai_move, -3, InfantryMachineGun },
{ ai_move, -1, InfantryMachineGun },
{ ai_move, -2, InfantryMachineGun },
{ ai_move, 0, InfantryMachineGun },
{ ai_move, 2, InfantryMachineGun },
{ ai_move, 2, InfantryMachineGun },
{ ai_move, 3, InfantryMachineGun },
{ ai_move, -10, InfantryMachineGun },
{ ai_move, -7, InfantryMachineGun },
{ ai_move, -8, InfantryMachineGun },
{ ai_move, -6, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } },
{ ai_move, 4 },
{ ai_move }
};
MMOVE_T(infantry_move_death2) = { FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead };
mframe_t infantry_frames_death3[] = {
{ ai_move, 0 },
{ ai_move },
{ ai_move, 0, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } },
{ ai_move, -6 },
{ ai_move, -11, [](edict_t *self) { self->monsterinfo.nextframe = FRAME_death307; } },
{ ai_move, -3 },
{ ai_move, -11 },
{ ai_move, 0, monster_footstep },
{ ai_move }
};
MMOVE_T(infantry_move_death3) = { FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead };
DIE(infantry_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
int n;
// check for gib
if (M_CheckGib(self, mod))
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
const char *head_gib = (self->monsterinfo.active_move != &infantry_move_death3) ? "models/objects/gibs/sm_meat/tris.md2" : "models/monsters/infantry/gibs/head.md2";
self->s.skinnum /= 2;
ThrowGibs(self, damage, {
{ "models/objects/gibs/bone/tris.md2" },
{ 3, "models/objects/gibs/sm_meat/tris.md2" },
{ "models/monsters/infantry/gibs/chest.md2", GIB_SKINNED },
{ "models/monsters/infantry/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT },
{ 2, "models/monsters/infantry/gibs/foot.md2", GIB_SKINNED },
{ 2, "models/monsters/infantry/gibs/arm.md2", GIB_SKINNED },
{ head_gib, GIB_HEAD | GIB_SKINNED }
});
self->deadflag = true;
return;
}
if (self->deadflag)
return;
// regular death
self->deadflag = true;
self->takedamage = true;
n = irandom(3);
if (n == 0)
{
M_SetAnimation(self, &infantry_move_death1);
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
}
else if (n == 1)
{
M_SetAnimation(self, &infantry_move_death2);
gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
}
else
{
M_SetAnimation(self, &infantry_move_death3);
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
}
// don't always pop a head gib, it gets old
if (n != 2 && frandom() <= 0.25f)
{
edict_t *head = ThrowGib(self, "models/monsters/infantry/gibs/head.md2", damage, GIB_NONE, self->s.scale);
if (head)
{
head->s.angles = self->s.angles;
head->s.origin = self->s.origin + vec3_t{0, 0, 32.f};
vec3_t headDir = (self->s.origin - inflictor->s.origin);
head->velocity = headDir / headDir.length() * 100.0f;
head->velocity[2] = 200.0f;
head->avelocity *= 0.15f;
head->s.skinnum = 0;
gi.linkentity(head);
}
}
}
mframe_t infantry_frames_duck[] = {
{ ai_move, -2, monster_duck_down },
{ ai_move, -5, monster_duck_hold },
{ ai_move, 3 },
{ ai_move, 4, monster_duck_up },
{ ai_move }
};
MMOVE_T(infantry_move_duck) = { FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run };
// PMM - dodge code moved below so I can see the attack frames
extern const mmove_t infantry_move_attack4;
void infantry_set_firetime(edict_t *self)
{
self->monsterinfo.fire_wait = level.time + random_time(0.7_sec, 2_sec);
if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) >= RANGE_RUN_ATTACK && ai_check_move(self, 8.0f))
M_SetAnimation(self, &infantry_move_attack4, false);
}
void infantry_cock_gun(edict_t *self)
{
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
// gun cocked
self->count = 1;
}
void infantry_fire(edict_t *self);
// cock-less attack, used if he has already cocked his gun
mframe_t infantry_frames_attack1[] = {
{ ai_charge },
{ ai_charge, 6, [](edict_t *self) { infantry_set_firetime(self); monster_footstep(self); } },
{ ai_charge, 0, infantry_fire },
{ ai_charge },
{ ai_charge, 1 },
{ ai_charge, -7 },
{ ai_charge, -6, [](edict_t *self) { self->monsterinfo.nextframe = FRAME_attak114; monster_footstep(self); } },
// dead frames start
{ ai_charge, -1 },
{ ai_charge, 0, infantry_cock_gun },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
// dead frames end
{ ai_charge, -1 },
{ ai_charge, -1 }
};
MMOVE_T(infantry_move_attack1) = { FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run };
// old animation, full cock + shoot
mframe_t infantry_frames_attack3[] = {
{ ai_charge, 4, NULL },
{ ai_charge, -1, NULL },
{ ai_charge, -1, NULL },
{ ai_charge, 0, infantry_cock_gun },
{ ai_charge, -1, NULL },
{ ai_charge, 1, NULL },
{ ai_charge, 1, NULL },
{ ai_charge, 2, NULL },
{ ai_charge, -2, NULL },
{ ai_charge, -3, [](edict_t *self) { infantry_set_firetime(self); monster_footstep(self); } },
{ ai_charge, 1, infantry_fire },
{ ai_charge, 5, NULL },
{ ai_charge, -1, NULL },
{ ai_charge, -2, NULL },
{ ai_charge, -3, NULL },
};
MMOVE_T(infantry_move_attack3) = { FRAME_attak301, FRAME_attak315, infantry_frames_attack3, infantry_run };
// even older animation, full cock + shoot
mframe_t infantry_frames_attack5[] = {
// skipped frames
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, nullptr },
{ ai_charge, 0, monster_footstep },
{ ai_charge, 0, infantry_cock_gun },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, [](edict_t *self) { self->monsterinfo.nextframe = self->s.frame + 1; } },
{ ai_charge, 0, NULL }, // skipped frame
{ ai_charge, 0, NULL },
{ ai_charge, 0, nullptr },
{ ai_charge, 0, infantry_set_firetime },
{ ai_charge, 0, infantry_fire },
// skipped frames
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, NULL },
{ ai_charge, 0, monster_footstep }
};
MMOVE_T(infantry_move_attack5) = { FRAME_attak401, FRAME_attak423, infantry_frames_attack5, infantry_run };
extern const mmove_t infantry_move_attack4;
void infantry_fire(edict_t *self)
{
InfantryMachineGun(self);
// we fired, so we must cock again before firing
self->count = 0;
// check if we ran out of firing time
if (self->monsterinfo.active_move == &infantry_move_attack4)
{
if (level.time >= self->monsterinfo.fire_wait)
{
monster_done_dodge(self);
M_SetAnimation(self, &infantry_move_attack1, false);
self->monsterinfo.nextframe = FRAME_attak114;
}
// got close to an edge
else if (!ai_check_move(self, 8.0f))
{
M_SetAnimation(self, &infantry_move_attack1, false);
self->monsterinfo.nextframe = FRAME_attak103;
monster_done_dodge(self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
else if ((self->s.frame >= FRAME_attak101 && self->s.frame <= FRAME_attak115) ||
(self->s.frame >= FRAME_attak301 && self->s.frame <= FRAME_attak315) ||
(self->s.frame >= FRAME_attak401 && self->s.frame <= FRAME_attak424))
{
if (level.time >= self->monsterinfo.fire_wait)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
if (self->s.frame == FRAME_attak416)
self->monsterinfo.nextframe = FRAME_attak420;
}
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
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 = { MELEE_DISTANCE, 0, 0 };
if (fire_hit(self, aim, irandom(5, 10), 50))
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
else
self->monsterinfo.melee_debounce_time = level.time + 1.5_sec;
}
mframe_t infantry_frames_attack2[] = {
{ ai_charge, 3 },
{ ai_charge, 6 },
{ ai_charge, 0, infantry_swing },
{ ai_charge, 8, monster_footstep },
{ ai_charge, 5 },
{ ai_charge, 8, infantry_smack },
{ ai_charge, 6 },
{ ai_charge, 3 }
};
MMOVE_T(infantry_move_attack2) = { FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run };
// [Paril-KEX] run-attack, inspired by q2test
void infantry_attack4_refire(edict_t *self)
{
// ran out of firing time
if (level.time >= self->monsterinfo.fire_wait)
{
monster_done_dodge(self);
M_SetAnimation(self, &infantry_move_attack1, false);
self->monsterinfo.nextframe = FRAME_attak114;
}
// we got too close, or we can't move forward, switch us back to regular attack
else if ((self->monsterinfo.aiflags & AI_STAND_GROUND) || (self->enemy && (range_to(self, self->enemy) < RANGE_RUN_ATTACK || !ai_check_move(self, 8.0f))))
{
M_SetAnimation(self, &infantry_move_attack1, false);
self->monsterinfo.nextframe = FRAME_attak103;
monster_done_dodge(self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
else
self->monsterinfo.nextframe = FRAME_run201;
infantry_fire(self);
}
mframe_t infantry_frames_attack4[] = {
{ ai_charge, 16, infantry_fire },
{ ai_charge, 16, [](edict_t *self) { monster_footstep(self); infantry_fire(self); } },
{ ai_charge, 13, infantry_fire },
{ ai_charge, 10, infantry_fire },
{ ai_charge, 16, infantry_fire },
{ ai_charge, 16, [](edict_t *self) { monster_footstep(self); infantry_fire(self); } },
{ ai_charge, 16, infantry_fire },
{ ai_charge, 16, infantry_attack4_refire }
};
MMOVE_T(infantry_move_attack4) = { FRAME_run201, FRAME_run208, infantry_frames_attack4, infantry_run, 0.5f };
MONSTERINFO_ATTACK(infantry_attack) (edict_t *self) -> void
{
monster_done_dodge(self);
float r = range_to(self, self->enemy);
if (r <= RANGE_MELEE && self->monsterinfo.melee_debounce_time <= level.time)
M_SetAnimation(self, &infantry_move_attack2);
else if (M_CheckClearShot(self, monster_flash_offset[MZ2_INFANTRY_MACHINEGUN_1]))
{
if (self->count)
M_SetAnimation(self, &infantry_move_attack1);
else
{
M_SetAnimation(self, frandom() <= 0.1f ? &infantry_move_attack5 : &infantry_move_attack3);
self->monsterinfo.nextframe = FRAME_attak405;
}
}
}
//===========
// PGM
void infantry_jump_now(edict_t *self)
{
vec3_t forward, up;
AngleVectors(self->s.angles, forward, nullptr, up);
self->velocity += (forward * 100);
self->velocity += (up * 300);
}
void infantry_jump2_now(edict_t *self)
{
vec3_t forward, up;
AngleVectors(self->s.angles, forward, nullptr, up);
self->velocity += (forward * 150);
self->velocity += (up * 400);
}
void infantry_jump_wait_land(edict_t *self)
{
if (self->groundentity == nullptr)
{
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 },
{ ai_move },
{ ai_move },
{ ai_move, 0, infantry_jump_now },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, infantry_jump_wait_land },
{ ai_move },
{ ai_move }
};
MMOVE_T(infantry_move_jump) = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run };
mframe_t infantry_frames_jump2[] = {
{ ai_move, -8 },
{ ai_move, -4 },
{ ai_move, -4 },
{ ai_move, 0, infantry_jump2_now },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, infantry_jump_wait_land },
{ ai_move },
{ ai_move }
};
MMOVE_T(infantry_move_jump2) = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run };
void infantry_jump(edict_t *self, blocked_jump_result_t result)
{
if (!self->enemy)
return;
monster_done_dodge(self);
if (result == blocked_jump_result_t::JUMP_JUMP_UP)
M_SetAnimation(self, &infantry_move_jump2);
else
M_SetAnimation(self, &infantry_move_jump);
}
MONSTERINFO_BLOCKED(infantry_blocked) (edict_t *self, float dist) -> bool
{
if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP)
{
if (result != blocked_jump_result_t::JUMP_TURN)
infantry_jump(self, result);
return true;
}
if (blocked_checkplat(self, dist))
return true;
return false;
}
MONSTERINFO_DUCK(infantry_duck) (edict_t *self, gtime_t eta) -> bool
{
// if we're jumping, don't dodge
if ((self->monsterinfo.active_move == &infantry_move_jump) ||
(self->monsterinfo.active_move == &infantry_move_jump2))
{
return false;
}
// don't duck during our firing or melee frames
if (self->s.frame == FRAME_attak103 ||
self->s.frame == FRAME_attak315 ||
(self->monsterinfo.active_move == &infantry_move_attack2))
{
self->monsterinfo.unduck(self);
return false;
}
M_SetAnimation(self, &infantry_move_duck);
return true;
}
MONSTERINFO_SIDESTEP(infantry_sidestep) (edict_t *self) -> bool
{
// if we're jumping, don't dodge
if ((self->monsterinfo.active_move == &infantry_move_jump) ||
(self->monsterinfo.active_move == &infantry_move_jump2))
{
return false;
}
if (self->monsterinfo.active_move == &infantry_move_run)
return true;
// Don't sidestep if we're already sidestepping, and def not unless we're actually shooting
// or if we already cocked
if (self->monsterinfo.active_move != &infantry_move_attack4 &&
self->monsterinfo.next_move != &infantry_move_attack4 &&
((self->s.frame == FRAME_attak103 ||
self->s.frame == FRAME_attak311 ||
self->s.frame == FRAME_attak416) &&
!self->count))
{
// give us a fire time boost so we don't end up firing for 1 frame
self->monsterinfo.fire_wait += random_time(300_ms, 600_ms);
M_SetAnimation(self, &infantry_move_attack4, false);
}
return true;
}
void InfantryPrecache()
{
sound_pain1.assign("infantry/infpain1.wav");
sound_pain2.assign("infantry/infpain2.wav");
sound_die1.assign("infantry/infdeth1.wav");
sound_die2.assign("infantry/infdeth2.wav");
sound_gunshot.assign("infantry/infatck1.wav");
sound_weapon_cock.assign("infantry/infatck3.wav");
sound_punch_swing.assign("infantry/infatck2.wav");
sound_punch_hit.assign("infantry/melee2.wav");
sound_sight.assign("infantry/infsght1.wav");
sound_search.assign("infantry/infsrch1.wav");
sound_idle.assign("infantry/infidle1.wav");
}
constexpr spawnflags_t SPAWNFLAG_INFANTRY_NOJUMPING = 8_spawnflag;
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping
*/
void SP_monster_infantry(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
InfantryPrecache();
self->monsterinfo.aiflags |= AI_STINKY;
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
gi.modelindex("models/monsters/infantry/gibs/head.md2");
gi.modelindex("models/monsters/infantry/gibs/chest.md2");
gi.modelindex("models/monsters/infantry/gibs/gun.md2");
gi.modelindex("models/monsters/infantry/gibs/arm.md2");
gi.modelindex("models/monsters/infantry/gibs/foot.md2");
self->mins = { -16, -16, -24 };
self->maxs = { 16, 16, 32 };
self->health = 100 * st.health_multiplier;
self->gib_health = -65;
self->mass = 200;
self->pain = infantry_pain;
self->die = infantry_die;
self->monsterinfo.combat_style = COMBAT_MIXED;
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.blocked = infantry_blocked;
// pmm
self->monsterinfo.attack = infantry_attack;
self->monsterinfo.melee = nullptr;
self->monsterinfo.sight = infantry_sight;
self->monsterinfo.idle = infantry_fidget;
self->monsterinfo.setskin = infantry_setskin;
gi.linkentity(self);
M_SetAnimation(self, &infantry_move_stand);
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.can_jump = !self->spawnflags.has(SPAWNFLAG_INFANTRY_NOJUMPING);
self->monsterinfo.drop_height = 192;
self->monsterinfo.jump_height = 40;
walkmonster_start(self);
}