quake2-rogue/m_soldier.c

1782 lines
40 KiB
C
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1998-11-29 00:00:00 +00:00
/*
==============================================================================
SOLDIER
==============================================================================
*/
#include "g_local.h"
#include "m_soldier.h"
//ROGUE
#define RUN_SHOOT 1
#define CHECK_TARGET 1
//ROGUE
static int sound_idle;
static int sound_sight1;
static int sound_sight2;
static int sound_pain_light;
static int sound_pain;
static int sound_pain_ss;
static int sound_death_light;
static int sound_death;
static int sound_death_ss;
static int sound_cock;
void soldier_duck_up (edict_t *self);
void soldier_start_charge (edict_t *self)
{
self->monsterinfo.aiflags |= AI_CHARGING;
}
void soldier_stop_charge (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_CHARGING;
}
void soldier_idle (edict_t *self)
{
if (random() > 0.8)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void soldier_cock (edict_t *self)
{
if (self->s.frame == FRAME_stand322)
gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
}
// STAND
void soldier_stand (edict_t *self);
mframe_t soldier_frames_stand1 [] =
{
ai_stand, 0, soldier_idle,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};
mframe_t soldier_frames_stand3 [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, soldier_cock,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};
#if 0
mframe_t soldier_frames_stand4 [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 4, NULL,
ai_stand, 1, NULL,
ai_stand, -1, NULL,
ai_stand, -2, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
#endif
void soldier_stand (edict_t *self)
{
if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (random() < 0.8))
self->monsterinfo.currentmove = &soldier_move_stand1;
else
self->monsterinfo.currentmove = &soldier_move_stand3;
}
//
// WALK
//
void soldier_walk1_random (edict_t *self)
{
if (random() > 0.1)
self->monsterinfo.nextframe = FRAME_walk101;
}
mframe_t soldier_frames_walk1 [] =
{
ai_walk, 3, NULL,
ai_walk, 6, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 1, NULL,
ai_walk, 6, NULL,
ai_walk, 5, NULL,
ai_walk, 3, NULL,
ai_walk, -1, soldier_walk1_random,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL
};
mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};
mframe_t soldier_frames_walk2 [] =
{
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 9, NULL,
ai_walk, 8, NULL,
ai_walk, 5, NULL,
ai_walk, 1, NULL,
ai_walk, 3, NULL,
ai_walk, 7, NULL,
ai_walk, 6, NULL,
ai_walk, 7, NULL
};
mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};
void soldier_walk (edict_t *self)
{
if (random() < 0.5)
self->monsterinfo.currentmove = &soldier_move_walk1;
else
self->monsterinfo.currentmove = &soldier_move_walk2;
}
//
// RUN
//
void soldier_run (edict_t *self);
mframe_t soldier_frames_start_run [] =
{
ai_run, 7, NULL,
ai_run, 5, NULL
};
mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};
#ifdef RUN_SHOOT
void soldier_fire (edict_t *self, int);
void soldier_fire_run (edict_t *self) {
if ((self->s.skinnum <= 1) && (self->enemy) && visible(self, self->enemy)) {
soldier_fire(self, 0);
}
}
#endif
mframe_t soldier_frames_run [] =
{
ai_run, 10, NULL,
ai_run, 11, monster_done_dodge,
ai_run, 11, NULL,
ai_run, 16, NULL,
ai_run, 10, NULL,
ai_run, 15, monster_done_dodge
};
mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};
void soldier_run (edict_t *self)
{
monster_done_dodge (self);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &soldier_move_stand1;
return;
}
if (self->monsterinfo.currentmove == &soldier_move_walk1 ||
self->monsterinfo.currentmove == &soldier_move_walk2 ||
self->monsterinfo.currentmove == &soldier_move_start_run)
{
self->monsterinfo.currentmove = &soldier_move_run;
}
else
{
self->monsterinfo.currentmove = &soldier_move_start_run;
}
}
//
// PAIN
//
mframe_t soldier_frames_pain1 [] =
{
ai_move, -3, NULL,
ai_move, 4, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL
};
mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};
mframe_t soldier_frames_pain2 [] =
{
ai_move, -13, NULL,
ai_move, -1, NULL,
ai_move, 2, NULL,
ai_move, 4, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL
};
mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};
mframe_t soldier_frames_pain3 [] =
{
ai_move, -8, NULL,
ai_move, 10, NULL,
ai_move, -4, NULL,
ai_move, -1, NULL,
ai_move, -3, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 4, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL
};
mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};
mframe_t soldier_frames_pain4 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -10, NULL,
ai_move, -6, NULL,
ai_move, 8, NULL,
ai_move, 4, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 5, NULL,
ai_move, 2, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL
};
mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};
void soldier_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
int n;
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
monster_done_dodge (self);
soldier_stop_charge(self);
// if we're blind firing, this needs to be turned off here
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
if (level.time < self->pain_debounce_time)
{
if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3)))
{
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
self->monsterinfo.currentmove = &soldier_move_pain4;
}
return;
}
self->pain_debounce_time = level.time + 3;
n = self->s.skinnum | 1;
if (n == 1)
gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
else if (n == 3)
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
if (self->velocity[2] > 100)
{
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
self->monsterinfo.currentmove = &soldier_move_pain4;
// self->monsterinfo.pausetime = 0;
return;
}
if (skill->value == 3)
return; // no pain anims in nightmare
r = random();
if (r < 0.33)
self->monsterinfo.currentmove = &soldier_move_pain1;
else if (r < 0.66)
self->monsterinfo.currentmove = &soldier_move_pain2;
else
self->monsterinfo.currentmove = &soldier_move_pain3;
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
// self->monsterinfo.pausetime = 0;
}
//
// ATTACK
//
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};
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};
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};
//void soldier_fire (edict_t *self, int flash_number) PMM
void soldier_fire (edict_t *self, int in_flash_number)
{
vec3_t start;
vec3_t forward, right, up;
vec3_t aim;
vec3_t dir;
vec3_t end;
float r, u;
int flash_index;
int flash_number;
#ifdef RUN_SHOOT
vec3_t aim_norm;
float angle;
#endif
#ifdef CHECK_TARGET
trace_t tr;
vec3_t aim_good;
#endif
if ((!self->enemy) || (!self->enemy->inuse))
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
return;
}
if (in_flash_number < 0)
{
flash_number = -1 * in_flash_number;
}
else
flash_number = in_flash_number;
if (self->s.skinnum < 2)
flash_index = blaster_flash[flash_number];
else if (self->s.skinnum < 4)
flash_index = shotgun_flash[flash_number];
else
flash_index = machinegun_flash[flash_number];
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
if (flash_number == 5 || flash_number == 6) // he's dead
{
VectorCopy (forward, aim);
}
else
{
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, aim);
#ifdef CHECK_TARGET
VectorCopy (end, aim_good);
#endif
#ifdef RUN_SHOOT
//PMM
if (in_flash_number < 0)
{
VectorCopy (aim, aim_norm);
VectorNormalize (aim_norm);
angle = DotProduct (aim_norm, forward);
//gi.dprintf ("Dot Product: %f", DotProduct (aim_norm, forward));
if (angle < 0.9) // ~25 degree angle
{
// if(g_showlogic && g_showlogic->value)
// gi.dprintf (" not firing due to bad dotprod %f\n", angle);
return;
}
// else
// {
// if(g_showlogic && g_showlogic->value)
// gi.dprintf (" firing: dotprod = %f\n", angle);
// }
}
//-PMM
#endif
vectoangles (aim, dir);
AngleVectors (dir, forward, right, up);
if (skill->value < 2)
{
r = crandom()*1000;
u = crandom()*500;
}
else
{
r = crandom()*500;
u = crandom()*250;
}
VectorMA (start, 8192, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
VectorSubtract (end, start, aim);
VectorNormalize (aim);
}
#ifdef CHECK_TARGET
if (!(flash_number == 5 || flash_number == 6)) // he's dead
{
tr = gi.trace (start, NULL, NULL, aim_good, self, MASK_SHOT);
if ((tr.ent != self->enemy) && (tr.ent != world))
{
// if(g_showlogic && g_showlogic->value)
// gi.dprintf ("infantry shot aborted due to bad target\n");
return;
}
}
#endif
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
{
// PMM - changed to wait from pausetime to not interfere with dodge code
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
self->wait = 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->wait)
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)
{
// PMM - blindfire
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
return;
}
// pmm
if (!self->enemy)
return;
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->enemy)
return;
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->enemy)
return;
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->enemy)
return;
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 ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("duck down - %d!\n", self->s.frame);
self->monsterinfo.aiflags |= AI_DUCKED;
// self->maxs[2] -= 32;
self->maxs[2] = self->monsterinfo.base_height - 32;
self->takedamage = DAMAGE_YES;
if (self->monsterinfo.duck_wait_time < level.time)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("soldier duck with no time!\n");
self->monsterinfo.duck_wait_time = level.time + 1;
}
gi.linkentity (self);
}
void soldier_duck_up (edict_t *self)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("duck up - %d!\n", self->s.frame);
self->monsterinfo.aiflags &= ~AI_DUCKED;
// self->maxs[2] += 32;
self->maxs[2] = self->monsterinfo.base_height;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
*/
void soldier_fire3 (edict_t *self)
{
monster_duck_down (self);
soldier_fire (self, 2);
}
void soldier_attack3_refire (edict_t *self)
{
if ((level.time + 0.4) < self->monsterinfo.duck_wait_time)
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, monster_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)
return;
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);
// self->monsterinfo.aiflags |= AI_HOLD_FRAME;
// self->monsterinfo.pausetime = level.time + 1000000;
}
void soldier_attack6_refire (edict_t *self)
{
// PMM - make sure dodge & charge bits are cleared
monster_done_dodge (self);
soldier_stop_charge (self);
if (!self->enemy)
return;
if (self->enemy->health <= 0)
return;
// if (range(self, self->enemy) < RANGE_MID)
if (range(self, self->enemy) < RANGE_NEAR)
return;
if ((skill->value == 3) || ((random() < (0.25*((float)skill->value)))))
self->monsterinfo.nextframe = FRAME_runs03;
}
mframe_t soldier_frames_attack6 [] =
{
// PMM
// ai_run, 10, NULL,
ai_run, 10, soldier_start_charge,
ai_run, 4, NULL,
ai_run, 12, soldier_fire8,
ai_run, 11, NULL,
ai_run, 13, monster_done_dodge,
ai_run, 18, NULL,
ai_run, 15, NULL,
ai_run, 14, NULL,
ai_run, 11, NULL,
ai_run, 8, NULL,
ai_run, 11, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 17, soldier_attack6_refire
};
mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};
void soldier_attack(edict_t *self)
{
float r, chance;
monster_done_dodge (self);
// PMM - blindfire!
if (self->monsterinfo.attack_state == AS_BLIND)
{
// setup shot probabilities
if (self->monsterinfo.blind_fire_delay < 1.0)
chance = 1.0;
else if (self->monsterinfo.blind_fire_delay < 7.5)
chance = 0.4;
else
chance = 0.1;
r = random();
// minimum of 2 seconds, plus 0-3, after the shots are done
self->monsterinfo.blind_fire_delay += 2.1 + 2.0 + random()*3.0;
// don't shoot at the origin
if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
return;
// don't shoot if the dice say not to
if (r > chance)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("blindfire - NO SHOT\n");
return;
}
// turn on manual steering to signal both manual steering and blindfire
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &soldier_move_attack1;
self->monsterinfo.attack_finished = level.time + 1.5 + random();
return;
}
// pmm
// PMM - added this so the soldiers now run toward you and shoot instead of just stopping and shooting
// if ((range(self, self->enemy) >= RANGE_MID) && (r < (skill->value*0.25) && (self->s.skinnum <= 3)))
r = random();
if ((!(self->monsterinfo.aiflags & (AI_BLOCKED|AI_STAND_GROUND))) &&
(range(self, self->enemy) >= RANGE_NEAR) &&
(r < (skill->value*0.25) &&
(self->s.skinnum <= 3)))
{
self->monsterinfo.currentmove = &soldier_move_attack6;
}
else
{
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) && (self->enemy) && (range(self, self->enemy) >= RANGE_MID))
if ((skill->value > 0) && (self->enemy) && (range(self, self->enemy) >= RANGE_NEAR))
{
// PMM - don't let machinegunners run & shoot
if ((random() > 0.75) && (self->s.skinnum <= 3))
self->monsterinfo.currentmove = &soldier_move_attack6;
}
}
//
// DUCK
//
/*
void soldier_duck_hold (edict_t *self)
{
if (level.time >= self->monsterinfo.duck_wait_time)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
*/
mframe_t soldier_frames_duck [] =
{
ai_move, 5, monster_duck_down,
ai_move, -1, monster_duck_hold,
ai_move, 1, NULL,
ai_move, 0, monster_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, trace_t *tr)
{
//===========
//PMM - rogue rewrite of dodge code.
// lots o' changes in here. Basically, they now check the tr and see if ducking would help,
// and if it doesn't, they dodge like mad
float r = random();
float height;
if ((g_showlogic) && (g_showlogic->value))
{
if (self->monsterinfo.aiflags & AI_DODGING)
gi.dprintf ("dodging - ");
if (self->monsterinfo.aiflags & AI_DUCKED)
gi.dprintf ("ducked - ");
}
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget (self);
}
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
// seeing numbers like 13 and 14)
if ((eta < 0.1) || (eta > 5))
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("timeout\n");
return;
}
// skill level determination..
if (r > (0.25*((skill->value)+1)))
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("skillout\n");
return;
}
// stop charging, since we're going to dodge (somehow) instead
soldier_stop_charge (self);
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
// if we're ducking already, or the shot is at our knees
if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))
{
vec3_t right, diff;
// if we're already dodging, just finish the sequence, i.e. don't do anything else
if (self->monsterinfo.aiflags & AI_DODGING)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("already dodging\n");
return;
}
AngleVectors (self->s.angles, NULL, right, NULL);
VectorSubtract (tr->endpos, self->s.origin, diff);
if (DotProduct (right, diff) < 0)
{
self->monsterinfo.lefty = 1;
// gi.dprintf ("left\n");
} else {
// gi.dprintf ("right\n");
}
// if it doesn't sense to duck, try to strafe and shoot
// we don't want the machine gun guys running & shooting (looks bad)
// if we are currently ducked, unduck
if (self->monsterinfo.aiflags & AI_DUCKED)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("unducking - ");
soldier_duck_up(self);
}
self->monsterinfo.aiflags |= AI_DODGING;
self->monsterinfo.attack_state = AS_SLIDING;
if (self->s.skinnum <= 3)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("shooting back!\n");
self->monsterinfo.currentmove = &soldier_move_attack6;
}
else
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("strafing away!\n");
self->monsterinfo.currentmove = &soldier_move_start_run;
}
return;
}
// if we're here, we're ducking, so clear the dodge bit if it's set
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("ducking!\n");
if (skill->value == 0)
{
// set this prematurely; it doesn't hurt, and prevents extra iterations
self->monsterinfo.aiflags |= AI_DUCKED;
monster_done_dodge (self);
self->monsterinfo.currentmove = &soldier_move_duck;
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
return;
}
// PMM - since we're only ducking some of the time, this needs to be moved down below
// self->monsterinfo.duck_wait_time = level.time + eta + 0.3;
r = random();
// set this prematurely; it doesn't hurt, and prevents extra iterations
self->monsterinfo.aiflags |= AI_DUCKED;
monster_done_dodge (self);
if (r > (skill->value * 0.33))
{
self->monsterinfo.currentmove = &soldier_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
// has to be done immediately otherwise he can get stuck
soldier_duck_down(self);
}
else
{
// has to be done immediately otherwise he can get stuck
soldier_duck_down(self);
self->monsterinfo.duck_wait_time = level.time + eta + 1;
self->monsterinfo.currentmove = &soldier_move_attack3;
self->monsterinfo.nextframe = FRAME_attak301;
}
return;
//PMM
//===========
}
*/
// pmm - blocking code
qboolean soldier_blocked (edict_t *self, float dist)
{
// don't do anything if you're dodging
if ((self->monsterinfo.aiflags & AI_DODGING) || (self->monsterinfo.aiflags & AI_DUCKED))
return false;
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
// if(blocked_checkjump (self, dist, 192, 40))
// {
// soldier_jump(self);
// return true;
// }
if(blocked_checkplat (self, dist))
return true;
return false;
}
//
// 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);
}
// pmm - this quickie does a location trace to try to grow the bounding box
//
// this is because the frames are off; the origin is at the guy's feet.
void soldier_dead2 (edict_t *self)
{
vec3_t tempmins, tempmaxs, temporg;
trace_t tr;
VectorCopy (self->s.origin, temporg);
// this is because location traces done at the floor are guaranteed to hit the floor
// (inside the sv_trace code it grows the bbox by 1 in all directions)
temporg[2] += 1;
VectorSet (tempmins, -32, -32, -24);
VectorSet (tempmaxs, 32, 32, -8);
tr = gi.trace (temporg, tempmins, tempmaxs, temporg, self, MASK_SOLID);
if (tr.startsolid || tr.allsolid)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
}
else
{
VectorCopy (tempmins, self->mins);
VectorCopy (tempmaxs, self->maxs);
}
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
};
// PMM -changed to soldier_dead2 to get a larger bounding box
mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead2};
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;
}
//
// NEW DODGE CODE
//
void soldier_sidestep (edict_t *self)
{
if (self->s.skinnum <= 3)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("shooting back!\n");
if (self->monsterinfo.currentmove != &soldier_move_attack6)
self->monsterinfo.currentmove = &soldier_move_attack6;
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("strafing away!\n");
if (self->monsterinfo.currentmove != &soldier_move_start_run)
self->monsterinfo.currentmove = &soldier_move_start_run;
}
}
void soldier_duck (edict_t *self, float eta)
{
float r;
// has to be done immediately otherwise he can get stuck
monster_duck_down(self);
if (skill->value == 0)
{
// PMM - stupid dodge
self->monsterinfo.nextframe = FRAME_duck01;
self->monsterinfo.currentmove = &soldier_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + 1;
return;
}
r = random();
if (r > (skill->value * 0.3))
{
self->monsterinfo.nextframe = FRAME_duck01;
self->monsterinfo.currentmove = &soldier_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
}
else
{
self->monsterinfo.nextframe = FRAME_attak301;
self->monsterinfo.currentmove = &soldier_move_attack3;
self->monsterinfo.duck_wait_time = level.time + eta + 1;
}
return;
}
//=========
//ROGUE
void soldier_blind (edict_t *self);
mframe_t soldier_frames_blind [] =
{
ai_move, 0, soldier_idle,
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_blind = {FRAME_stand101, FRAME_stand130, soldier_frames_blind, soldier_blind};
void soldier_blind (edict_t *self)
{
self->monsterinfo.currentmove = &soldier_move_blind;
}
//ROGUE
//=========
//
// SPAWN
//
void SP_monster_soldier_x (edict_t *self)
{
self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
//PMM
// self->s.effects |= EF_SPLATTER;
//PMM
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 = M_MonsterDodge;
self->monsterinfo.attack = soldier_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = soldier_sight;
//=====
//ROGUE
self->monsterinfo.blocked = soldier_blocked;
self->monsterinfo.duck = soldier_duck;
self->monsterinfo.unduck = monster_duck_up;
self->monsterinfo.sidestep = soldier_sidestep;
if(self->spawnflags & 8) // blind
self->monsterinfo.stand = soldier_blind;
//ROGUE
//=====
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 Blind
Blind - monster will just stand there until triggered
*/
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;
// PMM - blindfire
self->monsterinfo.blindfire = true;
}
/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Blind
Blind - monster will just stand there until triggered
*/
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 Blind
Blind - monster will just stand there until triggered
*/
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;
}