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https://git.code.sf.net/p/quake/quake2forge
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bf5ad75554
rogue modpacks. * Moved game/ into game/baseq2
607 lines
15 KiB
C
607 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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INFANTRY
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_infantry.h"
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void InfantryMachineGun (edict_t *self);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die1;
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static int sound_die2;
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static int sound_gunshot;
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static int sound_weapon_cock;
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static int sound_punch_swing;
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static int sound_punch_hit;
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static int sound_sight;
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static int sound_search;
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static int sound_idle;
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mframe_t infantry_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, 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 infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
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void infantry_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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mframe_t infantry_frames_fidget [] =
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{
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 3, NULL},
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{ai_stand, 6, NULL},
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{ai_stand, 3, 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, 1, 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, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -2, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, 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, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL}
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};
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mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
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void infantry_fidget (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_fidget;
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t infantry_frames_walk [] =
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{
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL}
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};
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mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
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void infantry_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &infantry_move_walk;
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}
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mframe_t infantry_frames_run [] =
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{
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{ai_run, 10, NULL},
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{ai_run, 20, NULL},
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{ai_run, 5, NULL},
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{ai_run, 7, NULL},
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{ai_run, 30, NULL},
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{ai_run, 35, NULL},
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{ai_run, 2, NULL},
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{ai_run, 6, NULL}
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};
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mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
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void infantry_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 = &infantry_move_stand;
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else
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self->monsterinfo.currentmove = &infantry_move_run;
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}
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mframe_t infantry_frames_pain1 [] =
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{
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{ai_move, -3, NULL},
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{ai_move, -2, 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, 1, NULL},
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{ai_move, -1, NULL},
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{ai_move, 1, NULL},
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{ai_move, 6, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
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mframe_t infantry_frames_pain2 [] =
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{
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, 0, NULL},
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{ai_move, -1, 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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{ai_move, 2, NULL},
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{ai_move, 5, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
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void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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int n;
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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 (skill->value == 3)
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return; // no pain anims in nightmare
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n = rand() % 2;
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_pain1;
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_pain2;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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}
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vec3_t aimangles[] =
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{
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{0.0, 5.0, 0.0},
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{10.0, 15.0, 0.0},
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{20.0, 25.0, 0.0},
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{25.0, 35.0, 0.0},
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{30.0, 40.0, 0.0},
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{30.0, 45.0, 0.0},
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{25.0, 50.0, 0.0},
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{20.0, 40.0, 0.0},
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{15.0, 35.0, 0.0},
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{40.0, 35.0, 0.0},
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{70.0, 35.0, 0.0},
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{90.0, 35.0, 0.0}
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};
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void InfantryMachineGun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right;
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vec3_t vec;
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int flash_number;
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if (self->s.frame == FRAME_attak111)
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_1;
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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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if (self->enemy)
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{
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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}
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else
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{
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AngleVectors (self->s.angles, forward, right, NULL);
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}
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}
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else
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
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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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VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
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AngleVectors (vec, forward, NULL, NULL);
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}
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monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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}
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void infantry_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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}
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void infantry_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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gi.linkentity (self);
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M_FlyCheck (self);
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}
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mframe_t infantry_frames_death1 [] =
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{
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{ai_move, -4, 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, -4, 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, 3, 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, 2, NULL},
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{ai_move, 2, NULL},
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{ai_move, 9, NULL},
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{ai_move, 9, NULL},
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{ai_move, 5, NULL},
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{ai_move, -3, NULL},
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{ai_move, -3, NULL}
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};
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mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
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// Off with his head
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mframe_t infantry_frames_death2 [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 1, NULL},
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{ai_move, 5, 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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{ai_move, 1, NULL},
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{ai_move, 4, NULL},
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{ai_move, 3, NULL},
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{ai_move, 0, NULL},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, -3, InfantryMachineGun},
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{ai_move, -1, InfantryMachineGun},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, 0, InfantryMachineGun},
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{ai_move, 2, InfantryMachineGun},
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{ai_move, 2, InfantryMachineGun},
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{ai_move, 3, InfantryMachineGun},
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{ai_move, -10, InfantryMachineGun},
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{ai_move, -7, InfantryMachineGun},
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{ai_move, -8, InfantryMachineGun},
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{ai_move, -6, NULL},
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{ai_move, 4, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
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mframe_t infantry_frames_death3 [] =
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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, -6, NULL},
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{ai_move, -11, NULL},
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{ai_move, -3, NULL},
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{ai_move, -11, 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 infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
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void infantry_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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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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n = rand() % 3;
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_death1;
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gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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else if (n == 1)
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{
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self->monsterinfo.currentmove = &infantry_move_death2;
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gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_death3;
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gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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}
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void infantry_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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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 infantry_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 infantry_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 infantry_frames_duck [] =
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{
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{ai_move, -2, infantry_duck_down},
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{ai_move, -5, infantry_duck_hold},
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{ai_move, 3, NULL},
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{ai_move, 4, infantry_duck_up},
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{ai_move, 0, NULL}
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};
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mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
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void infantry_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 = &infantry_move_duck;
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}
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void infantry_cock_gun (edict_t *self)
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{
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int n;
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gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
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n = (rand() & 15) + 3 + 7;
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self->monsterinfo.pausetime = level.time + n * FRAMETIME;
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}
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void infantry_fire (edict_t *self)
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{
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InfantryMachineGun (self);
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
else
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
}
|
|
|
|
mframe_t infantry_frames_attack1 [] =
|
|
{
|
|
{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, NULL},
|
|
{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_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
|
|
|
|
|
|
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;
|
|
|
|
VectorSet (aim, MELEE_DISTANCE, 0, 0);
|
|
if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
|
|
gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
mframe_t infantry_frames_attack2 [] =
|
|
{
|
|
{ai_charge, 3, NULL},
|
|
{ai_charge, 6, NULL},
|
|
{ai_charge, 0, infantry_swing},
|
|
{ai_charge, 8, NULL},
|
|
{ai_charge, 5, NULL},
|
|
{ai_charge, 8, infantry_smack},
|
|
{ai_charge, 6, NULL},
|
|
{ai_charge, 3, NULL},
|
|
};
|
|
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
|
|
|
|
void infantry_attack(edict_t *self)
|
|
{
|
|
if (range (self, self->enemy) == RANGE_MELEE)
|
|
self->monsterinfo.currentmove = &infantry_move_attack2;
|
|
else
|
|
self->monsterinfo.currentmove = &infantry_move_attack1;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_infantry (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
|
|
sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
|
|
sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
|
|
sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
|
|
|
|
sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
|
|
sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
|
|
sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
|
|
sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
|
|
|
|
sound_sight = gi.soundindex ("infantry/infsght1.wav");
|
|
sound_search = gi.soundindex ("infantry/infsrch1.wav");
|
|
sound_idle = gi.soundindex ("infantry/infidle1.wav");
|
|
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
self->health = 100;
|
|
self->gib_health = -40;
|
|
self->mass = 200;
|
|
|
|
self->pain = infantry_pain;
|
|
self->die = infantry_die;
|
|
|
|
self->monsterinfo.stand = infantry_stand;
|
|
self->monsterinfo.walk = infantry_walk;
|
|
self->monsterinfo.run = infantry_run;
|
|
self->monsterinfo.dodge = infantry_dodge;
|
|
self->monsterinfo.attack = infantry_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = infantry_sight;
|
|
self->monsterinfo.idle = infantry_fidget;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &infantry_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start (self);
|
|
}
|