mirror of
https://git.code.sf.net/p/quake/quake2forge
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bf5ad75554
rogue modpacks. * Moved game/ into game/baseq2
1299 lines
29 KiB
C
1299 lines
29 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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SOLDIER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_soldier.h"
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static int sound_idle;
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static int sound_sight1;
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static int sound_sight2;
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static int sound_pain_light;
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static int sound_pain;
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static int sound_pain_ss;
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static int sound_death_light;
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static int sound_death;
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static int sound_death_ss;
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static int sound_cock;
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void soldier_idle (edict_t *self)
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{
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if (random() > 0.8)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void soldier_cock (edict_t *self)
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{
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if (self->s.frame == FRAME_stand322)
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gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
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else
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gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
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}
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// STAND
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void soldier_stand (edict_t *self);
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mframe_t soldier_frames_stand1 [] =
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{
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{ai_stand, 0, soldier_idle},
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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 soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};
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mframe_t soldier_frames_stand3 [] =
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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, soldier_cock},
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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 soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};
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#if 0
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mframe_t soldier_frames_stand4 [] =
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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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{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, 4, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, -2, 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 soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
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#endif
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void soldier_stand (edict_t *self)
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{
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if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (random() < 0.8))
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self->monsterinfo.currentmove = &soldier_move_stand1;
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else
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self->monsterinfo.currentmove = &soldier_move_stand3;
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}
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//
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// WALK
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//
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void soldier_walk1_random (edict_t *self)
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{
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if (random() > 0.1)
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self->monsterinfo.nextframe = FRAME_walk101;
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}
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mframe_t soldier_frames_walk1 [] =
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{
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{ai_walk, 3, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 1, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, -1, soldier_walk1_random},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL}
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};
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mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};
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mframe_t soldier_frames_walk2 [] =
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{
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 9, NULL},
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{ai_walk, 8, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 1, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 7, NULL}
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};
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mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};
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void soldier_walk (edict_t *self)
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{
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if (random() < 0.5)
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self->monsterinfo.currentmove = &soldier_move_walk1;
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else
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self->monsterinfo.currentmove = &soldier_move_walk2;
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}
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//
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// RUN
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//
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void soldier_run (edict_t *self);
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mframe_t soldier_frames_start_run [] =
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{
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{ai_run, 7, NULL},
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{ai_run, 5, NULL}
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};
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mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};
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mframe_t soldier_frames_run [] =
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{
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{ai_run, 10, NULL},
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{ai_run, 11, NULL},
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{ai_run, 11, NULL},
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{ai_run, 16, NULL},
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{ai_run, 10, NULL},
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{ai_run, 15, NULL}
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};
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mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};
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void soldier_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &soldier_move_stand1;
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return;
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}
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if (self->monsterinfo.currentmove == &soldier_move_walk1 ||
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self->monsterinfo.currentmove == &soldier_move_walk2 ||
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self->monsterinfo.currentmove == &soldier_move_start_run)
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{
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self->monsterinfo.currentmove = &soldier_move_run;
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}
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else
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{
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self->monsterinfo.currentmove = &soldier_move_start_run;
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}
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}
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//
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// PAIN
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//
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mframe_t soldier_frames_pain1 [] =
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{
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{ai_move, -3, NULL},
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{ai_move, 4, 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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};
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mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};
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mframe_t soldier_frames_pain2 [] =
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{
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{ai_move, -13, NULL},
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{ai_move, -1, NULL},
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{ai_move, 2, NULL},
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{ai_move, 4, NULL},
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{ai_move, 2, NULL},
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{ai_move, 3, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};
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mframe_t soldier_frames_pain3 [] =
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{
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{ai_move, -8, NULL},
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{ai_move, 10, NULL},
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{ai_move, -4, NULL},
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{ai_move, -1, NULL},
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{ai_move, -3, NULL},
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{ai_move, 0, NULL},
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{ai_move, 3, 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, 0, NULL},
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{ai_move, 1, NULL},
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{ai_move, 2, NULL},
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{ai_move, 4, NULL},
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{ai_move, 3, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};
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mframe_t soldier_frames_pain4 [] =
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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, -10, NULL},
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{ai_move, -6, NULL},
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{ai_move, 8, NULL},
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{ai_move, 4, 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, 5, 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, 3, NULL},
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{ai_move, 2, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};
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void soldier_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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float r;
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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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{
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if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3)))
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self->monsterinfo.currentmove = &soldier_move_pain4;
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return;
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}
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self->pain_debounce_time = level.time + 3;
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n = self->s.skinnum | 1;
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if (n == 1)
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gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
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else if (n == 3)
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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_pain_ss, 1, ATTN_NORM, 0);
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if (self->velocity[2] > 100)
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{
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self->monsterinfo.currentmove = &soldier_move_pain4;
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return;
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}
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if (skill->value == 3)
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return; // no pain anims in nightmare
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r = random();
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if (r < 0.33)
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self->monsterinfo.currentmove = &soldier_move_pain1;
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else if (r < 0.66)
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self->monsterinfo.currentmove = &soldier_move_pain2;
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else
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self->monsterinfo.currentmove = &soldier_move_pain3;
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}
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//
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// ATTACK
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//
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static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8};
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static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8};
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static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8};
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|
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void soldier_fire (edict_t *self, int flash_number)
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{
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vec3_t start;
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vec3_t forward, right, up;
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vec3_t aim;
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vec3_t dir;
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vec3_t end;
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float r, u;
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int flash_index;
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if (self->s.skinnum < 2)
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flash_index = blaster_flash[flash_number];
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else if (self->s.skinnum < 4)
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flash_index = shotgun_flash[flash_number];
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else
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flash_index = machinegun_flash[flash_number];
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
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if (flash_number == 5 || flash_number == 6)
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{
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VectorCopy (forward, aim);
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}
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else
|
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{
|
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VectorCopy (self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
|
|
VectorSubtract (end, start, aim);
|
|
vectoangles (aim, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
r = crandom()*1000;
|
|
u = crandom()*500;
|
|
VectorMA (start, 8192, forward, end);
|
|
VectorMA (end, r, right, end);
|
|
VectorMA (end, u, up, end);
|
|
|
|
VectorSubtract (end, start, aim);
|
|
VectorNormalize (aim);
|
|
}
|
|
|
|
if (self->s.skinnum <= 1)
|
|
{
|
|
monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER);
|
|
}
|
|
else if (self->s.skinnum <= 3)
|
|
{
|
|
monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
|
|
}
|
|
else
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
|
|
self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;
|
|
|
|
monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);
|
|
|
|
if (level.time >= self->monsterinfo.pausetime)
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
else
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
}
|
|
}
|
|
|
|
// ATTACK1 (blaster/shotgun)
|
|
|
|
void soldier_fire1 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 0);
|
|
}
|
|
|
|
void soldier_attack1_refire1 (edict_t *self)
|
|
{
|
|
if (self->s.skinnum > 1)
|
|
return;
|
|
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_attak102;
|
|
else
|
|
self->monsterinfo.nextframe = FRAME_attak110;
|
|
}
|
|
|
|
void soldier_attack1_refire2 (edict_t *self)
|
|
{
|
|
if (self->s.skinnum < 2)
|
|
return;
|
|
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_attak102;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack1 [] =
|
|
{
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_fire1},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_attack1_refire1},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_cock},
|
|
{ai_charge, 0, soldier_attack1_refire2},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run};
|
|
|
|
// ATTACK2 (blaster/shotgun)
|
|
|
|
void soldier_fire2 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 1);
|
|
}
|
|
|
|
void soldier_attack2_refire1 (edict_t *self)
|
|
{
|
|
if (self->s.skinnum > 1)
|
|
return;
|
|
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_attak204;
|
|
else
|
|
self->monsterinfo.nextframe = FRAME_attak216;
|
|
}
|
|
|
|
void soldier_attack2_refire2 (edict_t *self)
|
|
{
|
|
if (self->s.skinnum < 2)
|
|
return;
|
|
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_attak204;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack2 [] =
|
|
{
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_fire2},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_attack2_refire1},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_cock},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_attack2_refire2},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run};
|
|
|
|
// ATTACK3 (duck and shoot)
|
|
|
|
void soldier_duck_down (edict_t *self)
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_DUCKED)
|
|
return;
|
|
self->monsterinfo.aiflags |= AI_DUCKED;
|
|
self->maxs[2] -= 32;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->monsterinfo.pausetime = level.time + 1;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void soldier_duck_up (edict_t *self)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
self->maxs[2] += 32;
|
|
self->takedamage = DAMAGE_AIM;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
void soldier_fire3 (edict_t *self)
|
|
{
|
|
soldier_duck_down (self);
|
|
soldier_fire (self, 2);
|
|
}
|
|
|
|
void soldier_attack3_refire (edict_t *self)
|
|
{
|
|
if ((level.time + 0.4) < self->monsterinfo.pausetime)
|
|
self->monsterinfo.nextframe = FRAME_attak303;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack3 [] =
|
|
{
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_fire3},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_attack3_refire},
|
|
{ai_charge, 0, soldier_duck_up},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};
|
|
|
|
// ATTACK4 (machinegun)
|
|
|
|
void soldier_fire4 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 3);
|
|
//
|
|
// if (self->enemy->health <= 0)
|
|
// return;
|
|
//
|
|
// if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
// self->monsterinfo.nextframe = FRAME_attak402;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack4 [] =
|
|
{
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_fire4},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};
|
|
|
|
#if 0
|
|
// ATTACK5 (prone)
|
|
|
|
void soldier_fire5 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 4);
|
|
}
|
|
|
|
void soldier_attack5_refire (edict_t *self)
|
|
{
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
|
|
self->monsterinfo.nextframe = FRAME_attak505;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack5 [] =
|
|
{
|
|
{ai_charge, 8, NULL},
|
|
{ai_charge, 8, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_fire5},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, soldier_attack5_refire}
|
|
};
|
|
mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
|
|
#endif
|
|
|
|
// ATTACK6 (run & shoot)
|
|
|
|
void soldier_fire8 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 7);
|
|
}
|
|
|
|
void soldier_attack6_refire (edict_t *self)
|
|
{
|
|
if (self->enemy->health <= 0)
|
|
return;
|
|
|
|
if (range(self, self->enemy) < RANGE_MID)
|
|
return;
|
|
|
|
if (skill->value == 3)
|
|
self->monsterinfo.nextframe = FRAME_runs03;
|
|
}
|
|
|
|
mframe_t soldier_frames_attack6 [] =
|
|
{
|
|
{ai_charge, 10, NULL},
|
|
{ai_charge, 4, NULL},
|
|
{ai_charge, 12, NULL},
|
|
{ai_charge, 11, soldier_fire8},
|
|
{ai_charge, 13, NULL},
|
|
{ai_charge, 18, NULL},
|
|
{ai_charge, 15, NULL},
|
|
{ai_charge, 14, NULL},
|
|
{ai_charge, 11, NULL},
|
|
{ai_charge, 8, NULL},
|
|
{ai_charge, 11, NULL},
|
|
{ai_charge, 12, NULL},
|
|
{ai_charge, 12, NULL},
|
|
{ai_charge, 17, soldier_attack6_refire}
|
|
};
|
|
mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};
|
|
|
|
void soldier_attack(edict_t *self)
|
|
{
|
|
if (self->s.skinnum < 4)
|
|
{
|
|
if (random() < 0.5)
|
|
self->monsterinfo.currentmove = &soldier_move_attack1;
|
|
else
|
|
self->monsterinfo.currentmove = &soldier_move_attack2;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.currentmove = &soldier_move_attack4;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// SIGHT
|
|
//
|
|
|
|
void soldier_sight(edict_t *self, edict_t *other)
|
|
{
|
|
if (random() < 0.5)
|
|
gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
|
|
|
|
if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
|
|
{
|
|
if (random() > 0.5)
|
|
self->monsterinfo.currentmove = &soldier_move_attack6;
|
|
}
|
|
}
|
|
|
|
//
|
|
// DUCK
|
|
//
|
|
|
|
void soldier_duck_hold (edict_t *self)
|
|
{
|
|
if (level.time >= self->monsterinfo.pausetime)
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
else
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
}
|
|
|
|
mframe_t soldier_frames_duck [] =
|
|
{
|
|
{ai_move, 5, soldier_duck_down},
|
|
{ai_move, -1, soldier_duck_hold},
|
|
{ai_move, 1, NULL},
|
|
{ai_move, 0, soldier_duck_up},
|
|
{ai_move, 5, NULL}
|
|
};
|
|
mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};
|
|
|
|
void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
|
|
{
|
|
float r;
|
|
|
|
r = random();
|
|
if (r > 0.25)
|
|
return;
|
|
|
|
if (!self->enemy)
|
|
self->enemy = attacker;
|
|
|
|
if (skill->value == 0)
|
|
{
|
|
self->monsterinfo.currentmove = &soldier_move_duck;
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.pausetime = level.time + eta + 0.3;
|
|
r = random();
|
|
|
|
if (skill->value == 1)
|
|
{
|
|
if (r > 0.33)
|
|
self->monsterinfo.currentmove = &soldier_move_duck;
|
|
else
|
|
self->monsterinfo.currentmove = &soldier_move_attack3;
|
|
return;
|
|
}
|
|
|
|
if (skill->value >= 2)
|
|
{
|
|
if (r > 0.66)
|
|
self->monsterinfo.currentmove = &soldier_move_duck;
|
|
else
|
|
self->monsterinfo.currentmove = &soldier_move_attack3;
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.currentmove = &soldier_move_attack3;
|
|
}
|
|
|
|
|
|
//
|
|
// DEATH
|
|
//
|
|
|
|
void soldier_fire6 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 5);
|
|
}
|
|
|
|
void soldier_fire7 (edict_t *self)
|
|
{
|
|
soldier_fire (self, 6);
|
|
}
|
|
|
|
void soldier_dead (edict_t *self)
|
|
{
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
}
|
|
|
|
mframe_t soldier_frames_death1 [] =
|
|
{
|
|
{ai_move, 0, NULL},
|
|
{ai_move, -10, NULL},
|
|
{ai_move, -10, NULL},
|
|
{ai_move, -10, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, soldier_fire6},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, soldier_fire7},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};
|
|
|
|
mframe_t soldier_frames_death2 [] =
|
|
{
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};
|
|
|
|
mframe_t soldier_frames_death3 [] =
|
|
{
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
};
|
|
mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};
|
|
|
|
mframe_t soldier_frames_death4 [] =
|
|
{
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead};
|
|
|
|
mframe_t soldier_frames_death5 [] =
|
|
{
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, -5, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};
|
|
|
|
mframe_t soldier_frames_death6 [] =
|
|
{
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL},
|
|
{ai_move, 0, NULL}
|
|
};
|
|
mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};
|
|
|
|
void soldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
// check for gib
|
|
if (self->health <= self->gib_health)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
for (n= 0; n < 3; n++)
|
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
|
self->deadflag = DEAD_DEAD;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag == DEAD_DEAD)
|
|
return;
|
|
|
|
// regular death
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->s.skinnum |= 1;
|
|
|
|
if (self->s.skinnum == 1)
|
|
gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
|
|
else if (self->s.skinnum == 3)
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
else // (self->s.skinnum == 5)
|
|
gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
|
|
|
|
if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
|
|
{
|
|
// head shot
|
|
self->monsterinfo.currentmove = &soldier_move_death3;
|
|
return;
|
|
}
|
|
|
|
n = rand() % 5;
|
|
if (n == 0)
|
|
self->monsterinfo.currentmove = &soldier_move_death1;
|
|
else if (n == 1)
|
|
self->monsterinfo.currentmove = &soldier_move_death2;
|
|
else if (n == 2)
|
|
self->monsterinfo.currentmove = &soldier_move_death4;
|
|
else if (n == 3)
|
|
self->monsterinfo.currentmove = &soldier_move_death5;
|
|
else
|
|
self->monsterinfo.currentmove = &soldier_move_death6;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
void SP_monster_soldier_x (edict_t *self)
|
|
{
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
sound_idle = gi.soundindex ("soldier/solidle1.wav");
|
|
sound_sight1 = gi.soundindex ("soldier/solsght1.wav");
|
|
sound_sight2 = gi.soundindex ("soldier/solsrch1.wav");
|
|
sound_cock = gi.soundindex ("infantry/infatck3.wav");
|
|
|
|
self->mass = 100;
|
|
|
|
self->pain = soldier_pain;
|
|
self->die = soldier_die;
|
|
|
|
self->monsterinfo.stand = soldier_stand;
|
|
self->monsterinfo.walk = soldier_walk;
|
|
self->monsterinfo.run = soldier_run;
|
|
self->monsterinfo.dodge = soldier_dodge;
|
|
self->monsterinfo.attack = soldier_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = soldier_sight;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.stand (self);
|
|
|
|
walkmonster_start (self);
|
|
}
|
|
|
|
|
|
/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_soldier_light (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
SP_monster_soldier_x (self);
|
|
|
|
sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
|
|
sound_death_light = gi.soundindex ("soldier/soldeth2.wav");
|
|
gi.modelindex ("models/objects/laser/tris.md2");
|
|
gi.soundindex ("misc/lasfly.wav");
|
|
gi.soundindex ("soldier/solatck2.wav");
|
|
|
|
self->s.skinnum = 0;
|
|
self->health = 20;
|
|
self->gib_health = -30;
|
|
}
|
|
|
|
/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_soldier (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
SP_monster_soldier_x (self);
|
|
|
|
sound_pain = gi.soundindex ("soldier/solpain1.wav");
|
|
sound_death = gi.soundindex ("soldier/soldeth1.wav");
|
|
gi.soundindex ("soldier/solatck1.wav");
|
|
|
|
self->s.skinnum = 2;
|
|
self->health = 30;
|
|
self->gib_health = -30;
|
|
}
|
|
|
|
/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_soldier_ss (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
SP_monster_soldier_x (self);
|
|
|
|
sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
|
|
sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
|
|
gi.soundindex ("soldier/solatck3.wav");
|
|
|
|
self->s.skinnum = 4;
|
|
self->health = 40;
|
|
self->gib_health = -30;
|
|
}
|