quake2-rerelease-dll/rerelease/m_chick.cpp
2023-08-07 14:48:30 -05:00

869 lines
21 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
chick
==============================================================================
*/
#include "g_local.h"
#include "m_chick.h"
#include "m_flash.h"
void chick_stand(edict_t *self);
void chick_run(edict_t *self);
void chick_reslash(edict_t *self);
void chick_rerocket(edict_t *self);
void chick_attack1(edict_t *self);
static int sound_missile_prelaunch;
static int sound_missile_launch;
static int sound_melee_swing;
static int sound_melee_hit;
static int sound_missile_reload;
static int sound_death1;
static int sound_death2;
static int sound_fall_down;
static int sound_idle1;
static int sound_idle2;
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_sight;
static int sound_search;
void ChickMoan(edict_t *self)
{
if (frandom() < 0.5f)
gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else
gi.sound(self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
}
mframe_t chick_frames_fidget[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, ChickMoan },
{ 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(chick_move_fidget) = { FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand };
void chick_fidget(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
return;
else if (self->enemy)
return;
if (frandom() <= 0.3f)
M_SetAnimation(self, &chick_move_fidget);
}
mframe_t chick_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, 0, chick_fidget },
};
MMOVE_T(chick_move_stand) = { FRAME_stand101, FRAME_stand130, chick_frames_stand, nullptr };
MONSTERINFO_STAND(chick_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &chick_move_stand);
}
mframe_t chick_frames_start_run[] = {
{ ai_run, 1 },
{ ai_run },
{ ai_run, 0, monster_footstep },
{ ai_run, -1 },
{ ai_run, -1, monster_footstep },
{ ai_run },
{ ai_run, 1 },
{ ai_run, 3 },
{ ai_run, 6 },
{ ai_run, 3 }
};
MMOVE_T(chick_move_start_run) = { FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run };
mframe_t chick_frames_run[] = {
{ ai_run, 6 },
{ ai_run, 8, monster_footstep },
{ ai_run, 13 },
{ ai_run, 5, monster_done_dodge }, // make sure to clear dodge bit
{ ai_run, 7 },
{ ai_run, 4 },
{ ai_run, 11, monster_footstep },
{ ai_run, 5 },
{ ai_run, 9 },
{ ai_run, 7 }
};
MMOVE_T(chick_move_run) = { FRAME_walk11, FRAME_walk20, chick_frames_run, nullptr };
mframe_t chick_frames_walk[] = {
{ ai_walk, 6 },
{ ai_walk, 8, monster_footstep },
{ ai_walk, 13 },
{ ai_walk, 5 },
{ ai_walk, 7 },
{ ai_walk, 4 },
{ ai_walk, 11, monster_footstep },
{ ai_walk, 5 },
{ ai_walk, 9 },
{ ai_walk, 7 }
};
MMOVE_T(chick_move_walk) = { FRAME_walk11, FRAME_walk20, chick_frames_walk, nullptr };
MONSTERINFO_WALK(chick_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &chick_move_walk);
}
MONSTERINFO_RUN(chick_run) (edict_t *self) -> void
{
monster_done_dodge(self);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
M_SetAnimation(self, &chick_move_stand);
return;
}
if (self->monsterinfo.active_move == &chick_move_walk ||
self->monsterinfo.active_move == &chick_move_start_run)
{
M_SetAnimation(self, &chick_move_run);
}
else
{
M_SetAnimation(self, &chick_move_start_run);
}
}
mframe_t chick_frames_pain1[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(chick_move_pain1) = { FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run };
mframe_t chick_frames_pain2[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(chick_move_pain2) = { FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run };
mframe_t chick_frames_pain3[] = {
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move, -6 },
{ ai_move, 3, monster_footstep },
{ ai_move, 11 },
{ ai_move, 3, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move, 4 },
{ ai_move, 1 },
{ ai_move },
{ ai_move, -3 },
{ ai_move, -4 },
{ ai_move, 5 },
{ ai_move, 7 },
{ ai_move, -2 },
{ ai_move, 3 },
{ ai_move, -5 },
{ ai_move, -2 },
{ ai_move, -8 },
{ ai_move, 2, monster_footstep }
};
MMOVE_T(chick_move_pain3) = { FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run };
PAIN(chick_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
float r;
monster_done_dodge(self);
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3_sec;
r = frandom();
if (r < 0.33f)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else if (r < 0.66f)
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
// PMM - clear this from blindfire
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
if (damage <= 10)
M_SetAnimation(self, &chick_move_pain1);
else if (damage <= 25)
M_SetAnimation(self, &chick_move_pain2);
else
M_SetAnimation(self, &chick_move_pain3);
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
}
MONSTERINFO_SETSKIN(chick_setpain) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
else
self->s.skinnum &= ~1;
}
void chick_dead(edict_t *self)
{
self->mins = { -16, -16, 0 };
self->maxs = { 16, 16, 8 };
monster_dead(self);
}
static void chick_shrink(edict_t *self)
{
self->maxs[2] = 12;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
}
mframe_t chick_frames_death2[] = {
{ ai_move, -6 },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -5, monster_footstep },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -2 },
{ ai_move, 1 },
{ ai_move, 10 },
{ ai_move, 2 },
{ ai_move, 3, monster_footstep },
{ ai_move, 1 },
{ ai_move, 2 },
{ ai_move },
{ ai_move, 3 },
{ ai_move, 3 },
{ ai_move, 1, monster_footstep },
{ ai_move, -3 },
{ ai_move, -5 },
{ ai_move, 4 },
{ ai_move, 15, chick_shrink },
{ ai_move, 14, monster_footstep },
{ ai_move, 1 }
};
MMOVE_T(chick_move_death2) = { FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead };
mframe_t chick_frames_death1[] = {
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move, -7 },
{ ai_move, 4, monster_footstep },
{ ai_move, 11, chick_shrink },
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, monster_footstep },
{ ai_move }
};
MMOVE_T(chick_move_death1) = { FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead };
DIE(chick_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);
self->s.skinnum /= 2;
ThrowGibs(self, damage, {
{ 2, "models/objects/gibs/bone/tris.md2" },
{ 3, "models/objects/gibs/sm_meat/tris.md2" },
{ "models/monsters/bitch/gibs/arm.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/bitch/gibs/foot.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/bitch/gibs/tube.md2", GIB_SKINNED | GIB_UPRIGHT },
{ "models/monsters/bitch/gibs/chest.md2", GIB_SKINNED },
{ "models/monsters/bitch/gibs/head.md2", GIB_HEAD | GIB_SKINNED }
});
self->deadflag = true;
return;
}
if (self->deadflag)
return;
// regular death
self->deadflag = true;
self->takedamage = true;
n = brandom();
if (n == 0)
{
M_SetAnimation(self, &chick_move_death1);
gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
}
else
{
M_SetAnimation(self, &chick_move_death2);
gi.sound(self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
}
}
// PMM - changes to duck code for new dodge
mframe_t chick_frames_duck[] = {
{ ai_move, 0, monster_duck_down },
{ ai_move, 1 },
{ ai_move, 4, monster_duck_hold },
{ ai_move, -4 },
{ ai_move, -5, monster_duck_up },
{ ai_move, 3 },
{ ai_move, 1 }
};
MMOVE_T(chick_move_duck) = { FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run };
void ChickSlash(edict_t *self)
{
vec3_t aim = { MELEE_DISTANCE, self->mins[0], 10 };
gi.sound(self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
fire_hit(self, aim, irandom(10, 16), 100);
}
void ChickRocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
trace_t trace; // PMM - check target
int rocketSpeed;
// pmm - blindfire
vec3_t target;
bool blindfire = false;
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
blindfire = true;
else
blindfire = false;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right);
// [Paril-KEX]
if (self->s.skinnum > 1)
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 where i'm shooting from.
else if (frandom() < 0.33f || (start[2] < self->enemy->absmin[2]))
{
vec = target;
vec[2] += self->enemy->viewheight;
dir = vec - start;
}
else
{
vec = target;
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() < 0.35f))
PredictAim(self, self->enemy, start, rocketSpeed, false, 0.f, &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
trace = gi.traceline(start, vec, self, MASK_PROJECTILE);
if (blindfire)
{
// blindfire has different fail criteria for the trace
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
// RAFAEL
if (self->s.skinnum > 1)
monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f);
else
// RAFAEL
monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
}
else
{
// geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things.
// hunt around for a good shot
// try shifting the target to the left a little (to help counter her large offset)
vec = target;
vec += (right * -10);
dir = vec - start;
dir.normalize();
trace = gi.traceline(start, vec, self, MASK_PROJECTILE);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
// RAFAEL
if (self->s.skinnum > 1)
monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f);
else
// RAFAEL
monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
}
else
{
// ok, that failed. try to the right
vec = target;
vec += (right * 10);
dir = vec - start;
dir.normalize();
trace = gi.traceline(start, vec, self, MASK_PROJECTILE);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
// RAFAEL
if (self->s.skinnum > 1)
monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.075f);
else
// RAFAEL
monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
}
}
}
}
else
{
if (trace.fraction > 0.5f || trace.ent->solid != SOLID_BSP)
{
// RAFAEL
if (self->s.skinnum > 1)
monster_fire_heat(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1, 0.15f);
else
// RAFAEL
monster_fire_rocket(self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
}
}
}
void Chick_PreAttack1(edict_t *self)
{
gi.sound(self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0);
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
vec3_t aim = self->monsterinfo.blind_fire_target - self->s.origin;
self->ideal_yaw = vectoyaw(aim);
}
}
void ChickReload(edict_t *self)
{
gi.sound(self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0);
}
mframe_t chick_frames_start_attack1[] = {
{ ai_charge, 0, Chick_PreAttack1 },
{ ai_charge },
{ ai_charge },
{ ai_charge, 4 },
{ ai_charge },
{ ai_charge, -3 },
{ ai_charge, 3 },
{ ai_charge, 5 },
{ ai_charge, 7, monster_footstep },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, chick_attack1 }
};
MMOVE_T(chick_move_start_attack1) = { FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, nullptr };
mframe_t chick_frames_attack1[] = {
{ ai_charge, 19, ChickRocket },
{ ai_charge, -6, monster_footstep },
{ ai_charge, -5 },
{ ai_charge, -2 },
{ ai_charge, -7, monster_footstep },
{ ai_charge },
{ ai_charge, 1 },
{ ai_charge, 10, ChickReload },
{ ai_charge, 4 },
{ ai_charge, 5, monster_footstep },
{ ai_charge, 6 },
{ ai_charge, 6 },
{ ai_charge, 4 },
{ ai_charge, 3, [](edict_t *self) { chick_rerocket(self); monster_footstep(self); } }
};
MMOVE_T(chick_move_attack1) = { FRAME_attak114, FRAME_attak127, chick_frames_attack1, nullptr };
mframe_t chick_frames_end_attack1[] = {
{ ai_charge, -3 },
{ ai_charge },
{ ai_charge, -6 },
{ ai_charge, -4 },
{ ai_charge, -2, monster_footstep }
};
MMOVE_T(chick_move_end_attack1) = { FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run };
void chick_rerocket(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
M_SetAnimation(self, &chick_move_end_attack1);
return;
}
if (!M_CheckClearShot(self, monster_flash_offset[MZ2_CHICK_ROCKET_1]))
{
M_SetAnimation(self, &chick_move_end_attack1);
return;
}
if (self->enemy->health > 0)
{
if (range_to(self, self->enemy) > RANGE_MELEE)
if (visible(self, self->enemy))
if (frandom() <= 0.7f)
{
M_SetAnimation(self, &chick_move_attack1);
return;
}
}
M_SetAnimation(self, &chick_move_end_attack1);
}
void chick_attack1(edict_t *self)
{
M_SetAnimation(self, &chick_move_attack1);
}
mframe_t chick_frames_slash[] = {
{ ai_charge, 1 },
{ ai_charge, 7, ChickSlash },
{ ai_charge, -7, monster_footstep },
{ ai_charge, 1 },
{ ai_charge, -1 },
{ ai_charge, 1 },
{ ai_charge },
{ ai_charge, 1 },
{ ai_charge, -2, chick_reslash }
};
MMOVE_T(chick_move_slash) = { FRAME_attak204, FRAME_attak212, chick_frames_slash, nullptr };
mframe_t chick_frames_end_slash[] = {
{ ai_charge, -6 },
{ ai_charge, -1 },
{ ai_charge, -6 },
{ ai_charge, 0, monster_footstep }
};
MMOVE_T(chick_move_end_slash) = { FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run };
void chick_reslash(edict_t *self)
{
if (self->enemy->health > 0)
{
if (range_to(self, self->enemy) <= RANGE_MELEE)
{
if (frandom() <= 0.9f)
{
M_SetAnimation(self, &chick_move_slash);
return;
}
else
{
M_SetAnimation(self, &chick_move_end_slash);
return;
}
}
}
M_SetAnimation(self, &chick_move_end_slash);
}
void chick_slash(edict_t *self)
{
M_SetAnimation(self, &chick_move_slash);
}
mframe_t chick_frames_start_slash[] = {
{ ai_charge, 1 },
{ ai_charge, 8 },
{ ai_charge, 3 }
};
MMOVE_T(chick_move_start_slash) = { FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash };
MONSTERINFO_MELEE(chick_melee) (edict_t *self) -> void
{
M_SetAnimation(self, &chick_move_start_slash);
}
MONSTERINFO_ATTACK(chick_attack) (edict_t *self) -> void
{
if (!M_CheckClearShot(self, monster_flash_offset[MZ2_CHICK_ROCKET_1]))
return;
float r, chance;
monster_done_dodge(self);
// PMM
if (self->monsterinfo.attack_state == AS_BLIND)
{
// setup shot probabilities
if (self->monsterinfo.blind_fire_delay < 1.0_sec)
chance = 1.0;
else if (self->monsterinfo.blind_fire_delay < 7.5_sec)
chance = 0.4f;
else
chance = 0.1f;
r = frandom();
// minimum of 5.5 seconds, plus 0-1, after the shots are done
self->monsterinfo.blind_fire_delay += random_time(5.5_sec, 6.5_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;
// turn on manual steering to signal both manual steering and blindfire
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
M_SetAnimation(self, &chick_move_start_attack1);
self->monsterinfo.attack_finished = level.time + random_time(2_sec);
return;
}
// pmm
M_SetAnimation(self, &chick_move_start_attack1);
}
MONSTERINFO_SIGHT(chick_sight) (edict_t *self, edict_t *other) -> void
{
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
//===========
// PGM
MONSTERINFO_BLOCKED(chick_blocked) (edict_t *self, float dist) -> bool
{
if (blocked_checkplat(self, dist))
return true;
return false;
}
// PGM
//===========
MONSTERINFO_DUCK(chick_duck) (edict_t *self, gtime_t eta) -> bool
{
if ((self->monsterinfo.active_move == &chick_move_start_attack1) ||
(self->monsterinfo.active_move == &chick_move_attack1))
{
// if we're shooting don't dodge
self->monsterinfo.unduck(self);
return false;
}
M_SetAnimation(self, &chick_move_duck);
return true;
}
MONSTERINFO_SIDESTEP(chick_sidestep) (edict_t *self) -> bool
{
if ((self->monsterinfo.active_move == &chick_move_start_attack1) ||
(self->monsterinfo.active_move == &chick_move_attack1) ||
(self->monsterinfo.active_move == &chick_move_pain3))
{
// if we're shooting, don't dodge
return false;
}
if (self->monsterinfo.active_move != &chick_move_run)
M_SetAnimation(self, &chick_move_run);
return true;
}
/*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_chick(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
sound_missile_prelaunch = gi.soundindex("chick/chkatck1.wav");
sound_missile_launch = gi.soundindex("chick/chkatck2.wav");
sound_melee_swing = gi.soundindex("chick/chkatck3.wav");
sound_melee_hit = gi.soundindex("chick/chkatck4.wav");
sound_missile_reload = gi.soundindex("chick/chkatck5.wav");
sound_death1 = gi.soundindex("chick/chkdeth1.wav");
sound_death2 = gi.soundindex("chick/chkdeth2.wav");
sound_fall_down = gi.soundindex("chick/chkfall1.wav");
sound_idle1 = gi.soundindex("chick/chkidle1.wav");
sound_idle2 = gi.soundindex("chick/chkidle2.wav");
sound_pain1 = gi.soundindex("chick/chkpain1.wav");
sound_pain2 = gi.soundindex("chick/chkpain2.wav");
sound_pain3 = gi.soundindex("chick/chkpain3.wav");
sound_sight = gi.soundindex("chick/chksght1.wav");
sound_search = gi.soundindex("chick/chksrch1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/bitch/tris.md2");
gi.modelindex("models/monsters/bitch/gibs/arm.md2");
gi.modelindex("models/monsters/bitch/gibs/chest.md2");
gi.modelindex("models/monsters/bitch/gibs/foot.md2");
gi.modelindex("models/monsters/bitch/gibs/head.md2");
gi.modelindex("models/monsters/bitch/gibs/tube.md2");
self->mins = { -16, -16, 0 };
self->maxs = { 16, 16, 56 };
self->health = 175 * st.health_multiplier;
self->gib_health = -70;
self->mass = 200;
self->pain = chick_pain;
self->die = chick_die;
self->monsterinfo.stand = chick_stand;
self->monsterinfo.walk = chick_walk;
self->monsterinfo.run = chick_run;
// pmm
self->monsterinfo.dodge = M_MonsterDodge;
self->monsterinfo.duck = chick_duck;
self->monsterinfo.unduck = monster_duck_up;
self->monsterinfo.sidestep = chick_sidestep;
self->monsterinfo.blocked = chick_blocked; // PGM
// pmm
self->monsterinfo.attack = chick_attack;
self->monsterinfo.melee = chick_melee;
self->monsterinfo.sight = chick_sight;
self->monsterinfo.setskin = chick_setpain;
gi.linkentity(self);
M_SetAnimation(self, &chick_move_stand);
self->monsterinfo.scale = MODEL_SCALE;
// PMM
self->monsterinfo.blindfire = true;
// pmm
walkmonster_start(self);
}
// RAFAEL
/*QUAKED monster_chick_heat (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_chick_heat(edict_t *self)
{
SP_monster_chick(self);
self->s.skinnum = 2;
gi.soundindex("weapons/railgr1a.wav");
}
// RAFAEL