/* ============================================================================== TANK ============================================================================== */ #include "g_local.h" #include "m_tank.h" void tank_refire_rocket (edict_t *self); void tank_doattack_rocket (edict_t *self); void tank_reattack_blaster (edict_t *self); static int sound_thud; static int sound_pain; static int sound_idle; static int sound_die; static int sound_step; static int sound_sight; static int sound_windup; static int sound_strike; // // misc // void tank_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void tank_footstep (edict_t *self) { gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0); } void tank_thud (edict_t *self) { gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0); } void tank_windup (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0); } void tank_idle (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } // // stand // mframe_t tank_frames_stand []= { 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 }; mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL}; void tank_stand (edict_t *self) { self->monsterinfo.currentmove = &tank_move_stand; } // // walk // void tank_walk (edict_t *self); mframe_t tank_frames_start_walk [] = { ai_walk, 0, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 11, tank_footstep }; mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk}; mframe_t tank_frames_walk [] = { ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 3, NULL, ai_walk, 2, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 4, tank_footstep, ai_walk, 3, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 7, NULL, ai_walk, 6, NULL, ai_walk, 6, tank_footstep }; mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL}; mframe_t tank_frames_stop_walk [] = { ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 4, tank_footstep }; mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand}; void tank_walk (edict_t *self) { self->monsterinfo.currentmove = &tank_move_walk; } // // run // void tank_run (edict_t *self); mframe_t tank_frames_start_run [] = { ai_run, 0, NULL, ai_run, 6, NULL, ai_run, 6, NULL, ai_run, 11, tank_footstep }; mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run}; mframe_t tank_frames_run [] = { ai_run, 4, NULL, ai_run, 5, NULL, ai_run, 3, NULL, ai_run, 2, NULL, ai_run, 5, NULL, ai_run, 5, NULL, ai_run, 4, NULL, ai_run, 4, tank_footstep, ai_run, 3, NULL, ai_run, 5, NULL, ai_run, 4, NULL, ai_run, 5, NULL, ai_run, 7, NULL, ai_run, 7, NULL, ai_run, 6, NULL, ai_run, 6, tank_footstep }; mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL}; mframe_t tank_frames_stop_run [] = { ai_run, 3, NULL, ai_run, 3, NULL, ai_run, 2, NULL, ai_run, 2, NULL, ai_run, 4, tank_footstep }; mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk}; void tank_run (edict_t *self) { if (self->enemy && self->enemy->client) self->monsterinfo.aiflags |= AI_BRUTAL; else self->monsterinfo.aiflags &= ~AI_BRUTAL; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &tank_move_stand; return; } if (self->monsterinfo.currentmove == &tank_move_walk || self->monsterinfo.currentmove == &tank_move_start_run) { self->monsterinfo.currentmove = &tank_move_run; } else { self->monsterinfo.currentmove = &tank_move_start_run; } } // // pain // mframe_t tank_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run}; mframe_t tank_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run}; mframe_t tank_frames_pain3 [] = { ai_move, -7, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, tank_footstep }; mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run}; void tank_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; if (damage <= 10) return; if (level.time < self->pain_debounce_time) return; if (damage <= 30) if (random() > 0.2) return; // If hard or nightmare, don't go into pain while attacking if ( skill->value >= 2) { if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) ) return; if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) ) return; } self->pain_debounce_time = level.time + 3; gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare // PMM - blindfire cleanup self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; // pmm if (damage <= 30) self->monsterinfo.currentmove = &tank_move_pain1; else if (damage <= 60) self->monsterinfo.currentmove = &tank_move_pain2; else self->monsterinfo.currentmove = &tank_move_pain3; }; // // attacks // void TankBlaster (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t end; vec3_t dir; int flash_number; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM if (self->s.frame == FRAME_attak110) flash_number = MZ2_TANK_BLASTER_1; else if (self->s.frame == FRAME_attak113) flash_number = MZ2_TANK_BLASTER_2; else // (self->s.frame == FRAME_attak116) flash_number = MZ2_TANK_BLASTER_3; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER); } void TankStrike (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0); } void TankRocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; int flash_number; trace_t trace; // PGM int rocketSpeed; // PGM // pmm - blindfire support vec3_t target; qboolean blindfire = false; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM // pmm - blindfire check if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) blindfire = true; else blindfire = false; if (self->s.frame == FRAME_attak324) flash_number = MZ2_TANK_ROCKET_1; else if (self->s.frame == FRAME_attak327) flash_number = MZ2_TANK_ROCKET_2; else // (self->s.frame == FRAME_attak330) flash_number = MZ2_TANK_ROCKET_3; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :) // PMM if (blindfire) VectorCopy (self->monsterinfo.blind_fire_target, target); else VectorCopy (self->enemy->s.origin, target); // pmm // VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; // VectorSubtract (vec, start, dir); //PGM // PMM - blindfire shooting if (blindfire) { VectorCopy (target, vec); VectorSubtract (vec, start, dir); } // pmm // don't shoot at feet if they're above me. else if(random() < 0.66 || (start[2] < self->enemy->absmin[2])) { // gi.dprintf("normal shot\n"); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); } else { // gi.dprintf("shooting at feet!\n"); VectorCopy (self->enemy->s.origin, vec); vec[2] = self->enemy->absmin[2]; VectorSubtract (vec, start, dir); } //PGM //====== //PMM - lead target (not when blindfiring) // 20, 35, 50, 65 chance of leading if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15))))) { float dist; float time; // gi.dprintf ("leading target\n"); dist = VectorLength (dir); time = dist/rocketSpeed; VectorMA(vec, time, self->enemy->velocity, vec); VectorSubtract(vec, start, dir); } //PMM - lead target //====== VectorNormalize (dir); // gi.WriteByte (svc_temp_entity); // gi.WriteByte (TE_DEBUGTRAIL); // gi.WritePosition (start); // gi.WritePosition (vec); // gi.multicast (start, MULTICAST_ALL); // pmm blindfire doesn't check target (done in checkattack) // paranoia, make sure we're not shooting a target right next to us trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (blindfire) { // blindfire has different fail criteria for the trace if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number); else { // try shifting the target to the left a little (to help counter large offset) VectorCopy (target, vec); VectorMA (vec, -20, right, vec); VectorSubtract(vec, start, dir); VectorNormalize (dir); trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number); else { // ok, that failed. try to the right VectorCopy (target, vec); VectorMA (vec, 20, right, vec); VectorSubtract(vec, start, dir); VectorNormalize (dir); trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5))) monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number); else if ((g_showlogic) && (g_showlogic->value)) // ok, I give up gi.dprintf ("tank avoiding blindfire shot\n"); } } } else { trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT); if(trace.ent == self->enemy || trace.ent == world) { if(trace.fraction > 0.5 || (trace.ent && trace.ent->client)) monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1); // else // gi.dprintf("didn't make it halfway to target...aborting\n"); } } } void TankMachineGun (edict_t *self) { vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; int flash_number; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); if (self->enemy) { VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, vec); vectoangles (vec, vec); dir[0] = vec[0]; } else { dir[0] = 0; } if (self->s.frame <= FRAME_attak415) dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411); else dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419); dir[2] = 0; AngleVectors (dir, forward, NULL, NULL); monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } mframe_t tank_frames_attack_blast [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, -1, NULL, ai_charge, -2, NULL, ai_charge, -1, NULL, ai_charge, -1, NULL, ai_charge, 0, NULL, ai_charge, 0, TankBlaster, // 10 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, TankBlaster, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, TankBlaster // 16 }; mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster}; mframe_t tank_frames_reattack_blast [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, TankBlaster, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, TankBlaster // 16 }; mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster}; mframe_t tank_frames_attack_post_blast [] = { ai_move, 0, NULL, // 17 ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, -2, tank_footstep // 22 }; mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run}; void tank_reattack_blaster (edict_t *self) { if (skill->value >= 2) if (visible (self, self->enemy)) if (self->enemy->health > 0) if (random() <= 0.6) { self->monsterinfo.currentmove = &tank_move_reattack_blast; return; } self->monsterinfo.currentmove = &tank_move_attack_post_blast; } void tank_poststrike (edict_t *self) { self->enemy = NULL; tank_run (self); } mframe_t tank_frames_attack_strike [] = { ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 6, NULL, ai_move, 7, NULL, ai_move, 9, tank_footstep, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 2, tank_footstep, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, -2, NULL, ai_move, 0, tank_windup, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, TankStrike, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -3, NULL, ai_move, -10, NULL, ai_move, -10, NULL, ai_move, -2, NULL, ai_move, -3, NULL, ai_move, -2, tank_footstep }; mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike}; mframe_t tank_frames_attack_pre_rocket [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // 10 ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, 2, NULL, ai_charge, 7, NULL, ai_charge, 7, NULL, ai_charge, 7, tank_footstep, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // 20 ai_charge, -3, NULL }; mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket}; mframe_t tank_frames_attack_fire_rocket [] = { ai_charge, -3, NULL, // Loop Start 22 ai_charge, 0, NULL, ai_charge, 0, TankRocket, // 24 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, TankRocket, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, -1, TankRocket // 30 Loop End }; mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket}; mframe_t tank_frames_attack_post_rocket [] = { ai_charge, 0, NULL, // 31 ai_charge, -1, NULL, ai_charge, -1, NULL, ai_charge, 0, NULL, ai_charge, 2, NULL, ai_charge, 3, NULL, ai_charge, 4, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // 40 ai_charge, 0, NULL, ai_charge, -9, NULL, ai_charge, -8, NULL, ai_charge, -7, NULL, ai_charge, -1, NULL, ai_charge, -1, tank_footstep, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // 50 ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run}; mframe_t tank_frames_attack_chain [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, NULL, 0, TankMachineGun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run}; void tank_refire_rocket (edict_t *self) { // PMM - blindfire cleanup if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->monsterinfo.currentmove = &tank_move_attack_post_rocket; return; } // pmm // Only on hard or nightmare if ( skill->value >= 2 ) if (self->enemy->health > 0) if (visible(self, self->enemy) ) if (random() <= 0.4) { self->monsterinfo.currentmove = &tank_move_attack_fire_rocket; return; } self->monsterinfo.currentmove = &tank_move_attack_post_rocket; } void tank_doattack_rocket (edict_t *self) { self->monsterinfo.currentmove = &tank_move_attack_fire_rocket; } void tank_attack(edict_t *self) { vec3_t vec; float range; float r; // PMM float chance; // PMM if (!self->enemy || !self->enemy->inuse) return; if (self->enemy->health < 0) { self->monsterinfo.currentmove = &tank_move_attack_strike; self->monsterinfo.aiflags &= ~AI_BRUTAL; return; } // PMM 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(); self->monsterinfo.blind_fire_delay += 3.2 + 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 = &tank_move_attack_fire_rocket; self->monsterinfo.attack_finished = level.time + 3.0 + 2*random(); self->pain_debounce_time = level.time + 5.0; // no pain for a while return; } // pmm VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); r = random(); if (range <= 125) { if (r < 0.4) self->monsterinfo.currentmove = &tank_move_attack_chain; else self->monsterinfo.currentmove = &tank_move_attack_blast; } else if (range <= 250) { if (r < 0.5) self->monsterinfo.currentmove = &tank_move_attack_chain; else self->monsterinfo.currentmove = &tank_move_attack_blast; } else { if (r < 0.33) self->monsterinfo.currentmove = &tank_move_attack_chain; else if (r < 0.66) { self->monsterinfo.currentmove = &tank_move_attack_pre_rocket; self->pain_debounce_time = level.time + 5.0; // no pain for a while } else self->monsterinfo.currentmove = &tank_move_attack_blast; } } // // death // void tank_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -16); VectorSet (self->maxs, 16, 16, -0); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } mframe_t tank_frames_death1 [] = { ai_move, -7, NULL, ai_move, -2, NULL, ai_move, -2, NULL, ai_move, 1, NULL, ai_move, 3, NULL, ai_move, 6, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 0, 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, 0, NULL, ai_move, 0, NULL, ai_move, -4, NULL, ai_move, -6, NULL, ai_move, -4, NULL, ai_move, -5, NULL, ai_move, -7, NULL, ai_move, -15, tank_thud, ai_move, -5, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead}; void tank_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 < 1 /*4*/; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &tank_move_death; } //=========== //PGM qboolean tank_blocked (edict_t *self, float dist) { if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; if(blocked_checkplat (self, dist)) return true; return false; } //PGM //=========== // // monster_tank // /*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight */ /*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight */ void SP_monster_tank (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2"); VectorSet (self->mins, -32, -32, -16); VectorSet (self->maxs, 32, 32, 72); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; sound_pain = gi.soundindex ("tank/tnkpain2.wav"); sound_thud = gi.soundindex ("tank/tnkdeth2.wav"); sound_idle = gi.soundindex ("tank/tnkidle1.wav"); sound_die = gi.soundindex ("tank/death.wav"); sound_step = gi.soundindex ("tank/step.wav"); sound_windup = gi.soundindex ("tank/tnkatck4.wav"); sound_strike = gi.soundindex ("tank/tnkatck5.wav"); sound_sight = gi.soundindex ("tank/sight1.wav"); gi.soundindex ("tank/tnkatck1.wav"); gi.soundindex ("tank/tnkatk2a.wav"); gi.soundindex ("tank/tnkatk2b.wav"); gi.soundindex ("tank/tnkatk2c.wav"); gi.soundindex ("tank/tnkatk2d.wav"); gi.soundindex ("tank/tnkatk2e.wav"); gi.soundindex ("tank/tnkatck3.wav"); if (strcmp(self->classname, "monster_tank_commander") == 0) { self->health = 1000; self->gib_health = -225; } else { self->health = 750; self->gib_health = -200; } self->mass = 500; self->pain = tank_pain; self->die = tank_die; self->monsterinfo.stand = tank_stand; self->monsterinfo.walk = tank_walk; self->monsterinfo.run = tank_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = tank_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = tank_sight; self->monsterinfo.idle = tank_idle; self->monsterinfo.blocked = tank_blocked; // PGM gi.linkentity (self); self->monsterinfo.currentmove = &tank_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); // PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->monsterinfo.blindfire = true; //pmm if (strcmp(self->classname, "monster_tank_commander") == 0) self->s.skinnum = 2; }