/* ============================================================================== 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; }