1062 lines
25 KiB
C
1062 lines
25 KiB
C
/*
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==============================================================================
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GUNNER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_gunner.h"
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static int sound_pain;
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static int sound_pain2;
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static int sound_death;
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static int sound_idle;
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static int sound_open;
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static int sound_search;
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static int sound_sight;
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void gunner_idlesound (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void gunner_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void gunner_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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qboolean visible (edict_t *self, edict_t *other);
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void GunnerGrenade (edict_t *self);
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void GunnerFire (edict_t *self);
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void gunner_fire_chain(edict_t *self);
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void gunner_refire_chain(edict_t *self);
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void gunner_stand (edict_t *self);
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mframe_t gunner_frames_fidget [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_idlesound,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
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void gunner_fidget (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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if (random() <= 0.05)
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self->monsterinfo.currentmove = &gunner_move_fidget;
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}
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mframe_t gunner_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, gunner_fidget
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};
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mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
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void gunner_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_stand;
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}
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mframe_t gunner_frames_walk [] =
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{
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ai_walk, 0, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 5, NULL,
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ai_walk, 7, NULL,
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ai_walk, 2, NULL,
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ai_walk, 6, NULL,
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ai_walk, 4, NULL,
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ai_walk, 2, NULL,
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ai_walk, 7, NULL,
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ai_walk, 5, NULL,
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ai_walk, 7, NULL,
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ai_walk, 4, NULL
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};
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mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
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void gunner_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_walk;
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}
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mframe_t gunner_frames_run [] =
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{
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ai_run, 26, NULL,
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ai_run, 9, NULL,
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ai_run, 9, NULL,
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ai_run, 9, monster_done_dodge,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 13, NULL,
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ai_run, 6, NULL
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};
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mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
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void gunner_run (edict_t *self)
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{
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monster_done_dodge(self);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &gunner_move_stand;
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else
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self->monsterinfo.currentmove = &gunner_move_run;
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}
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mframe_t gunner_frames_runandshoot [] =
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{
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ai_run, 32, NULL,
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ai_run, 15, NULL,
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ai_run, 10, NULL,
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ai_run, 18, NULL,
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ai_run, 8, NULL,
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ai_run, 20, NULL
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};
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mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
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void gunner_runandshoot (edict_t *self)
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{
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self->monsterinfo.currentmove = &gunner_move_runandshoot;
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}
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mframe_t gunner_frames_pain3 [] =
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{
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ai_move, -3, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL
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};
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mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
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mframe_t gunner_frames_pain2 [] =
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{
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ai_move, -2, NULL,
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ai_move, 11, NULL,
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ai_move, 6, NULL,
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ai_move, 2, NULL,
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ai_move, -1, NULL,
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ai_move, -7, NULL,
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ai_move, -2, NULL,
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ai_move, -7, NULL
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};
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mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
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mframe_t gunner_frames_pain1 [] =
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{
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ai_move, 2, NULL,
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ai_move, 0, NULL,
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ai_move, -5, NULL,
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ai_move, 3, NULL,
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ai_move, -1, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL,
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ai_move, 1, NULL,
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ai_move, 2, NULL,
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ai_move, 1, NULL,
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ai_move, 0, NULL,
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ai_move, -2, NULL,
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ai_move, -2, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
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void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum = 1;
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monster_done_dodge (self);
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if (!self->groundentity)
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("gunner: pain avoided due to no ground\n");
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return;
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}
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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if (rand()&1)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (damage <= 10)
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self->monsterinfo.currentmove = &gunner_move_pain3;
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else if (damage <= 25)
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self->monsterinfo.currentmove = &gunner_move_pain2;
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else
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self->monsterinfo.currentmove = &gunner_move_pain1;
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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// PMM - clear duck flag
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if (self->monsterinfo.aiflags & AI_DUCKED)
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monster_duck_up(self);
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}
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void gunner_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity (self);
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}
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mframe_t gunner_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, -7, NULL,
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ai_move, -3, NULL,
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ai_move, -5, NULL,
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ai_move, 8, NULL,
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ai_move, 6, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
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void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// check for gib
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if (self->health <= self->gib_health)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n= 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.currentmove = &gunner_move_death;
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}
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// PMM - changed to duck code for new dodge
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//
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// this is specific to the gunner, leave it be
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//
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void gunner_duck_down (edict_t *self)
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{
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// if (self->monsterinfo.aiflags & AI_DUCKED)
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// return;
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self->monsterinfo.aiflags |= AI_DUCKED;
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if (skill->value >= 2)
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{
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if (random() > 0.5)
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GunnerGrenade (self);
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}
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// self->maxs[2] -= 32;
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self->maxs[2] = self->monsterinfo.base_height - 32;
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self->takedamage = DAMAGE_YES;
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if (self->monsterinfo.duck_wait_time < level.time)
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self->monsterinfo.duck_wait_time = level.time + 1;
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gi.linkentity (self);
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}
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mframe_t gunner_frames_duck [] =
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{
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ai_move, 1, gunner_duck_down,
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ai_move, 1, NULL,
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ai_move, 1, monster_duck_hold,
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ai_move, 0, NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, 0, monster_duck_up,
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ai_move, -1, NULL
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};
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mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
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// PMM - gunner dodge moved below so I know about attack sequences
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void gunner_opengun (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
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}
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void GunnerFire (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t target;
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vec3_t aim;
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int flash_number;
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if(!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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// project enemy back a bit and target there
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VectorCopy (self->enemy->s.origin, target);
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VectorMA (target, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, aim);
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VectorNormalize (aim);
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monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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}
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qboolean gunner_grenade_check(edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right;
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trace_t tr;
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vec3_t target, dir;
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if(!self->enemy)
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return false;
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// if the player is above my head, use machinegun.
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// check for flag telling us that we're blindfiring
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if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
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{
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if (self->s.origin[2]+self->viewheight < self->monsterinfo.blind_fire_target[2])
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{
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// if(g_showlogic && g_showlogic->value)
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// gi.dprintf("blind_fire_target is above my head, using machinegun\n");
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return false;
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}
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}
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else if(self->absmax[2] <= self->enemy->absmin[2])
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{
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// if(g_showlogic && g_showlogic->value)
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// gi.dprintf("player is above my head, using machinegun\n");
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return false;
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}
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// check to see that we can trace to the player before we start
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// tossing grenades around.
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start);
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// pmm - check for blindfire flag
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if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
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VectorCopy (self->monsterinfo.blind_fire_target, target);
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else
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VectorCopy (self->enemy->s.origin, target);
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// see if we're too close
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VectorSubtract (self->s.origin, target, dir);
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if (VectorLength(dir) < 100)
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return false;
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tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
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if(tr.ent == self->enemy || tr.fraction == 1)
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return true;
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// if(g_showlogic && g_showlogic->value)
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// gi.dprintf("can't trace to target, using machinegun\n");
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return false;
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}
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void GunnerGrenade (edict_t *self)
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{
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vec3_t start;
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vec3_t forward, right, up;
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vec3_t aim;
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int flash_number;
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float spread;
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float pitch;
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// PMM
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vec3_t target;
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qboolean blindfire;
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if(!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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// pmm
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if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
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blindfire = true;
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if (self->s.frame == FRAME_attak105)
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{
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spread = .02;
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flash_number = MZ2_GUNNER_GRENADE_1;
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}
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else if (self->s.frame == FRAME_attak108)
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{
|
|
spread = .05;
|
|
flash_number = MZ2_GUNNER_GRENADE_2;
|
|
}
|
|
else if (self->s.frame == FRAME_attak111)
|
|
{
|
|
spread = .08;
|
|
flash_number = MZ2_GUNNER_GRENADE_3;
|
|
}
|
|
else // (self->s.frame == FRAME_attak114)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
spread = .11;
|
|
flash_number = MZ2_GUNNER_GRENADE_4;
|
|
}
|
|
|
|
// pmm
|
|
// if we're shooting blind and we still can't see our enemy
|
|
if ((blindfire) && (!visible(self, self->enemy)))
|
|
{
|
|
// and we have a valid blind_fire_target
|
|
if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
|
|
return;
|
|
|
|
// gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
|
|
// gi.dprintf ("GunnerGrenade: ideal yaw is %f\n", self->ideal_yaw);
|
|
VectorCopy (self->monsterinfo.blind_fire_target, target);
|
|
}
|
|
else
|
|
VectorCopy (self->s.origin, target);
|
|
// pmm
|
|
|
|
AngleVectors (self->s.angles, forward, right, up); //PGM
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
|
|
|
|
//PGM
|
|
if(self->enemy)
|
|
{
|
|
float dist;
|
|
|
|
// VectorSubtract(self->enemy->s.origin, self->s.origin, aim);
|
|
VectorSubtract(target, self->s.origin, aim);
|
|
dist = VectorLength(aim);
|
|
|
|
// aim up if they're on the same level as me and far away.
|
|
if((dist > 512) && (aim[2] < 64) && (aim[2] > -64))
|
|
{
|
|
aim[2] += (dist - 512);
|
|
}
|
|
|
|
VectorNormalize (aim);
|
|
pitch = aim[2];
|
|
if(pitch > 0.4)
|
|
{
|
|
pitch = 0.4;
|
|
}
|
|
else if(pitch < -0.5)
|
|
pitch = -0.5;
|
|
}
|
|
//PGM
|
|
|
|
//FIXME : do a spread -225 -75 75 225 degrees around forward
|
|
// VectorCopy (forward, aim);
|
|
VectorMA (forward, spread, right, aim);
|
|
VectorMA (aim, pitch, up, aim);
|
|
|
|
monster_fire_grenade (self, start, aim, 50, 600, flash_number);
|
|
}
|
|
|
|
mframe_t gunner_frames_attack_chain [] =
|
|
{
|
|
/*
|
|
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, gunner_opengun,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL
|
|
};
|
|
mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
|
|
|
|
mframe_t gunner_frames_fire_chain [] =
|
|
{
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire,
|
|
ai_charge, 0, GunnerFire
|
|
};
|
|
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
|
|
|
|
mframe_t gunner_frames_endfire_chain [] =
|
|
{
|
|
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
|
|
};
|
|
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
|
|
|
|
void gunner_blind_check (edict_t *self)
|
|
{
|
|
vec3_t aim;
|
|
|
|
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
|
|
{
|
|
VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, aim);
|
|
self->ideal_yaw = vectoyaw(aim);
|
|
|
|
// gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
|
|
// gi.dprintf ("gunner_attack: ideal yaw is %f\n", self->ideal_yaw);
|
|
}
|
|
}
|
|
|
|
mframe_t gunner_frames_attack_grenade [] =
|
|
{
|
|
ai_charge, 0, gunner_blind_check,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, NULL,
|
|
ai_charge, 0, GunnerGrenade,
|
|
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
|
|
};
|
|
mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
|
|
|
|
void gunner_attack(edict_t *self)
|
|
{
|
|
float chance, r;
|
|
|
|
monster_done_dodge(self);
|
|
|
|
// 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();
|
|
|
|
// 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;
|
|
if (gunner_grenade_check(self))
|
|
{
|
|
// if the check passes, go for the attack
|
|
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
|
|
self->monsterinfo.attack_finished = level.time + 2*random();
|
|
}
|
|
// pmm - should this be active?
|
|
// else
|
|
// self->monsterinfo.currentmove = &gunner_move_attack_chain;
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// gi.dprintf ("blind grenade check failed, doing nothing\n");
|
|
|
|
// turn off blindfire flag
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
return;
|
|
}
|
|
// pmm
|
|
|
|
// PGM - gunner needs to use his chaingun if he's being attacked by a tesla.
|
|
if ((range (self, self->enemy) == RANGE_MELEE) || self->bad_area)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_attack_chain;
|
|
}
|
|
else
|
|
{
|
|
if (random() <= 0.5 && gunner_grenade_check(self))
|
|
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
|
|
else
|
|
self->monsterinfo.currentmove = &gunner_move_attack_chain;
|
|
}
|
|
}
|
|
|
|
void gunner_fire_chain(edict_t *self)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_fire_chain;
|
|
}
|
|
|
|
void gunner_refire_chain(edict_t *self)
|
|
{
|
|
if (self->enemy->health > 0)
|
|
if ( visible (self, self->enemy) )
|
|
if (random() <= 0.5)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_fire_chain;
|
|
return;
|
|
}
|
|
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
|
|
}
|
|
/*
|
|
void gunner_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
|
|
{
|
|
// original quake2 dodge code
|
|
|
|
if (random() > 0.25)
|
|
return;
|
|
|
|
if (!self->enemy)
|
|
self->enemy = attacker;
|
|
|
|
self->monsterinfo.currentmove = &gunner_move_duck;
|
|
|
|
//===========
|
|
//PMM - rogue rewrite of gunner dodge code.
|
|
float r;
|
|
float height;
|
|
int shooting = 0;
|
|
|
|
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))
|
|
return;
|
|
|
|
r = random();
|
|
if (r > (0.25*((skill->value)+1)))
|
|
return;
|
|
|
|
if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_attack_grenade)
|
|
)
|
|
{
|
|
shooting = 1;
|
|
}
|
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
|
{
|
|
height = self->absmax[2];
|
|
}
|
|
else
|
|
{
|
|
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
|
|
}
|
|
|
|
// check to see if it makes sense to duck
|
|
if (tr->endpos[2] <= height)
|
|
{
|
|
vec3_t right, diff;
|
|
if (shooting)
|
|
{
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
return;
|
|
}
|
|
AngleVectors (self->s.angles, NULL, right, NULL);
|
|
VectorSubtract (tr->endpos, self->s.origin, diff);
|
|
if (DotProduct (right, diff) < 0)
|
|
{
|
|
self->monsterinfo.lefty = 1;
|
|
}
|
|
// if it doesn't sense to duck, try to strafe away
|
|
monster_done_dodge (self);
|
|
self->monsterinfo.currentmove = &gunner_move_run;
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
return;
|
|
}
|
|
|
|
if (skill->value == 0)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_duck;
|
|
// PMM - stupid dodge
|
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
|
self->monsterinfo.aiflags |= AI_DODGING;
|
|
return;
|
|
}
|
|
|
|
if (!shooting)
|
|
{
|
|
self->monsterinfo.currentmove = &gunner_move_duck;
|
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
|
self->monsterinfo.aiflags |= AI_DODGING;
|
|
}
|
|
return;
|
|
//PMM
|
|
//===========
|
|
}
|
|
*/
|
|
//===========
|
|
//PGM
|
|
void gunner_jump_now (edict_t *self)
|
|
{
|
|
vec3_t forward,up;
|
|
|
|
monster_jump_start (self);
|
|
|
|
AngleVectors (self->s.angles, forward, NULL, up);
|
|
VectorMA(self->velocity, 100, forward, self->velocity);
|
|
VectorMA(self->velocity, 300, up, self->velocity);
|
|
}
|
|
|
|
void gunner_jump2_now (edict_t *self)
|
|
{
|
|
vec3_t forward,up;
|
|
|
|
monster_jump_start (self);
|
|
|
|
AngleVectors (self->s.angles, forward, NULL, up);
|
|
VectorMA(self->velocity, 150, forward, self->velocity);
|
|
VectorMA(self->velocity, 400, up, self->velocity);
|
|
}
|
|
|
|
void gunner_jump_wait_land (edict_t *self)
|
|
{
|
|
if(self->groundentity == NULL)
|
|
{
|
|
self->monsterinfo.nextframe = self->s.frame;
|
|
|
|
if(monster_jump_finished (self))
|
|
self->monsterinfo.nextframe = self->s.frame + 1;
|
|
}
|
|
else
|
|
self->monsterinfo.nextframe = self->s.frame + 1;
|
|
}
|
|
|
|
mframe_t gunner_frames_jump [] =
|
|
{
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, gunner_jump_now,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, gunner_jump_wait_land,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t gunner_move_jump = { FRAME_jump01, FRAME_jump10, gunner_frames_jump, gunner_run };
|
|
|
|
mframe_t gunner_frames_jump2 [] =
|
|
{
|
|
ai_move, -8, NULL,
|
|
ai_move, -4, NULL,
|
|
ai_move, -4, NULL,
|
|
ai_move, 0, gunner_jump_now,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, gunner_jump_wait_land,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t gunner_move_jump2 = { FRAME_jump01, FRAME_jump10, gunner_frames_jump2, gunner_run };
|
|
|
|
void gunner_jump (edict_t *self)
|
|
{
|
|
if(!self->enemy)
|
|
return;
|
|
|
|
monster_done_dodge (self);
|
|
|
|
if(self->enemy->s.origin[2] > self->s.origin[2])
|
|
self->monsterinfo.currentmove = &gunner_move_jump2;
|
|
else
|
|
self->monsterinfo.currentmove = &gunner_move_jump;
|
|
}
|
|
|
|
//===========
|
|
//PGM
|
|
qboolean gunner_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;
|
|
|
|
if(blocked_checkjump (self, dist, 192, 40))
|
|
{
|
|
gunner_jump(self);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
//PGM
|
|
//===========
|
|
|
|
// PMM - new duck code
|
|
void gunner_duck (edict_t *self, float eta)
|
|
{
|
|
if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_jump))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_attack_grenade)
|
|
)
|
|
{
|
|
// if we're shooting, and not on easy, don't dodge
|
|
if (skill->value)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (skill->value == 0)
|
|
// PMM - stupid dodge
|
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
|
else
|
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
|
|
|
// has to be done immediately otherwise he can get stuck
|
|
gunner_duck_down(self);
|
|
|
|
self->monsterinfo.nextframe = FRAME_duck01;
|
|
self->monsterinfo.currentmove = &gunner_move_duck;
|
|
return;
|
|
}
|
|
|
|
void gunner_sidestep (edict_t *self)
|
|
{
|
|
if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_jump))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
|
|
(self->monsterinfo.currentmove == &gunner_move_attack_grenade)
|
|
)
|
|
{
|
|
// if we're shooting, and not on easy, don't dodge
|
|
if (skill->value)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_DODGING;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self->monsterinfo.currentmove != &gunner_move_run)
|
|
self->monsterinfo.currentmove = &gunner_move_run;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_gunner (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_death = gi.soundindex ("gunner/death1.wav");
|
|
sound_pain = gi.soundindex ("gunner/gunpain2.wav");
|
|
sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
|
|
sound_idle = gi.soundindex ("gunner/gunidle1.wav");
|
|
sound_open = gi.soundindex ("gunner/gunatck1.wav");
|
|
sound_search = gi.soundindex ("gunner/gunsrch1.wav");
|
|
sound_sight = gi.soundindex ("gunner/sight1.wav");
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gi.soundindex ("gunner/gunatck2.wav");
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gi.soundindex ("gunner/gunatck3.wav");
|
|
|
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
|
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 32);
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|
|
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self->health = 175;
|
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self->gib_health = -70;
|
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self->mass = 200;
|
|
|
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self->pain = gunner_pain;
|
|
self->die = gunner_die;
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|
|
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self->monsterinfo.stand = gunner_stand;
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self->monsterinfo.walk = gunner_walk;
|
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self->monsterinfo.run = gunner_run;
|
|
// pmm
|
|
self->monsterinfo.dodge = M_MonsterDodge;
|
|
self->monsterinfo.duck = gunner_duck;
|
|
self->monsterinfo.unduck = monster_duck_up;
|
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self->monsterinfo.sidestep = gunner_sidestep;
|
|
// self->monsterinfo.dodge = gunner_dodge;
|
|
// pmm
|
|
self->monsterinfo.attack = gunner_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = gunner_sight;
|
|
self->monsterinfo.search = gunner_search;
|
|
self->monsterinfo.blocked = gunner_blocked; //PGM
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &gunner_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
// PMM
|
|
self->monsterinfo.blindfire = true;
|
|
|
|
walkmonster_start (self);
|
|
}
|