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https://github.com/id-Software/quake2-rerelease-dll.git
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628 lines
15 KiB
C
628 lines
15 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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==============================================================================
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GUNNER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_gunner.h"
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static int sound_pain;
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static int sound_pain2;
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static int sound_death;
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static int sound_idle;
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static int sound_open;
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static int sound_search;
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static int sound_sight;
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void gunner_idlesound (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void gunner_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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}
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void gunner_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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qboolean visible (edict_t *self, edict_t *other);
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void GunnerGrenade (edict_t *self);
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void GunnerFire (edict_t *self);
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void gunner_fire_chain(edict_t *self);
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void gunner_refire_chain(edict_t *self);
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void gunner_stand (edict_t *self);
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mframe_t gunner_frames_fidget [] =
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{
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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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ai_stand, 0, gunner_idlesound,
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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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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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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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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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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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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 gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
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void gunner_fidget (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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if (random() <= 0.05)
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self->monsterinfo.currentmove = &gunner_move_fidget;
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}
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mframe_t gunner_frames_stand [] =
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{
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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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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget,
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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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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget,
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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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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget
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};
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mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
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void gunner_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_stand;
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}
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mframe_t gunner_frames_walk [] =
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{
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ai_walk, 0, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 7, NULL,
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ai_walk, 2, NULL,
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ai_walk, 6, NULL,
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ai_walk, 4, NULL,
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ai_walk, 2, NULL,
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ai_walk, 7, NULL,
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ai_walk, 5, NULL,
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ai_walk, 7, NULL,
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ai_walk, 4, NULL
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};
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mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
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void gunner_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_walk;
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}
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mframe_t gunner_frames_run [] =
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{
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ai_run, 26, NULL,
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ai_run, 9, NULL,
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ai_run, 9, NULL,
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ai_run, 9, NULL,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 13, NULL,
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ai_run, 6, NULL
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};
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mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
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void gunner_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &gunner_move_stand;
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else
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self->monsterinfo.currentmove = &gunner_move_run;
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}
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mframe_t gunner_frames_runandshoot [] =
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{
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ai_run, 32, NULL,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 18, NULL,
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ai_run, 8, NULL,
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ai_run, 20, NULL
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};
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mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
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void gunner_runandshoot (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_runandshoot;
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}
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mframe_t gunner_frames_pain3 [] =
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{
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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, 1, NULL
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};
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mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
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mframe_t gunner_frames_pain2 [] =
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{
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ai_move, -2, NULL,
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ai_move, 11, NULL,
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ai_move, 6, NULL,
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ai_move, 2, NULL,
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ai_move, -1, NULL,
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ai_move, -7, NULL,
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ai_move, -2, NULL,
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ai_move, -7, NULL
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};
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mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
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mframe_t gunner_frames_pain1 [] =
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{
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ai_move, 2, NULL,
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ai_move, 0, NULL,
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ai_move, -5, NULL,
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ai_move, 3, 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, 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, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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ai_move, -2, NULL,
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ai_move, -2, 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 gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
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void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum = 1;
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (rand()&1)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (damage <= 10)
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self->monsterinfo.currentmove = &gunner_move_pain3;
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else if (damage <= 25)
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self->monsterinfo.currentmove = &gunner_move_pain2;
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else
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self->monsterinfo.currentmove = &gunner_move_pain1;
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}
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void gunner_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 gunner_frames_death [] =
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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, 0, NULL,
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ai_move, -7, NULL,
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ai_move, -3, NULL,
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ai_move, -5, NULL,
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ai_move, 8, NULL,
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ai_move, 6, 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 gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
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void gunner_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)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n= 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", 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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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.currentmove = &gunner_move_death;
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}
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void gunner_duck_down (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_DUCKED)
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return;
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self->monsterinfo.aiflags |= AI_DUCKED;
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if (skill->value >= 2)
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{
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if (random() > 0.5)
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GunnerGrenade (self);
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}
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self->maxs[2] -= 32;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.pausetime = level.time + 1;
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gi.linkentity (self);
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}
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void gunner_duck_hold (edict_t *self)
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{
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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else
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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void gunner_duck_up (edict_t *self)
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{
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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self->maxs[2] += 32;
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self->takedamage = DAMAGE_AIM;
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gi.linkentity (self);
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}
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mframe_t gunner_frames_duck [] =
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{
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ai_move, 1, gunner_duck_down,
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ai_move, 1, NULL,
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ai_move, 1, gunner_duck_hold,
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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, gunner_duck_up,
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ai_move, -1, NULL
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};
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mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
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void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
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{
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if (random() > 0.25)
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return;
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if (!self->enemy)
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self->enemy = attacker;
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self->monsterinfo.currentmove = &gunner_move_duck;
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}
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void gunner_opengun (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
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}
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void GunnerFire (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t target;
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vec3_t aim;
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int flash_number;
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flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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// project enemy back a bit and target there
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VectorCopy (self->enemy->s.origin, target);
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VectorMA (target, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, aim);
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VectorNormalize (aim);
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monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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}
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void GunnerGrenade (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t aim;
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int flash_number;
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if (self->s.frame == FRAME_attak105)
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flash_number = MZ2_GUNNER_GRENADE_1;
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else if (self->s.frame == FRAME_attak108)
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flash_number = MZ2_GUNNER_GRENADE_2;
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else if (self->s.frame == FRAME_attak111)
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flash_number = MZ2_GUNNER_GRENADE_3;
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else // (self->s.frame == FRAME_attak114)
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flash_number = MZ2_GUNNER_GRENADE_4;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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//FIXME : do a spread -225 -75 75 225 degrees around forward
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VectorCopy (forward, aim);
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monster_fire_grenade (self, start, aim, 50, 600, flash_number);
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}
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mframe_t gunner_frames_attack_chain [] =
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{
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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, 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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*/
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ai_charge, 0, gunner_opengun,
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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, NULL,
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ai_charge, 0, NULL
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};
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mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
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mframe_t gunner_frames_fire_chain [] =
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{
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
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ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire
|
|
};
|
|
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
|
|
|
|
mframe_t gunner_frames_endfire_chain [] =
|
|
{
|
|
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, NULL
|
|
};
|
|
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
|
|
|
|
mframe_t gunner_frames_attack_grenade [] =
|
|
{
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
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, NULL
|
|
};
|
|
mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
|
|
|
|
void gunner_attack(edict_t *self)
|
|
{
|
|
if (range (self, self->enemy) == RANGE_MELEE)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_attack_chain;
|
|
}
|
|
else
|
|
{
|
|
if (random() <= 0.5)
|
|
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
|
|
else
|
|
self->monsterinfo.currentmove = &gunner_move_attack_chain;
|
|
}
|
|
}
|
|
|
|
void gunner_fire_chain(edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_fire_chain;
|
|
}
|
|
|
|
void gunner_refire_chain(edict_t *self)
|
|
{
|
|
if (self->enemy->health > 0)
|
|
if ( visible (self, self->enemy) )
|
|
if (random() <= 0.5)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_fire_chain;
|
|
return;
|
|
}
|
|
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
|
|
}
|
|
|
|
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_gunner (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_death = gi.soundindex ("gunner/death1.wav");
|
|
sound_pain = gi.soundindex ("gunner/gunpain2.wav");
|
|
sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
|
|
sound_idle = gi.soundindex ("gunner/gunidle1.wav");
|
|
sound_open = gi.soundindex ("gunner/gunatck1.wav");
|
|
sound_search = gi.soundindex ("gunner/gunsrch1.wav");
|
|
sound_sight = gi.soundindex ("gunner/sight1.wav");
|
|
|
|
gi.soundindex ("gunner/gunatck2.wav");
|
|
gi.soundindex ("gunner/gunatck3.wav");
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
self->health = 175;
|
|
self->gib_health = -70;
|
|
self->mass = 200;
|
|
|
|
self->pain = gunner_pain;
|
|
self->die = gunner_die;
|
|
|
|
self->monsterinfo.stand = gunner_stand;
|
|
self->monsterinfo.walk = gunner_walk;
|
|
self->monsterinfo.run = gunner_run;
|
|
self->monsterinfo.dodge = gunner_dodge;
|
|
self->monsterinfo.attack = gunner_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = gunner_sight;
|
|
self->monsterinfo.search = gunner_search;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &gunner_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|