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Cleanup infantry and add sanity checks
This commit is contained in:
parent
cc4c996cd5
commit
b123f6870d
2 changed files with 600 additions and 437 deletions
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@ -1,9 +1,8 @@
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/*
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/* =======================================================================
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==============================================================================
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*
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* Infantry.
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INFANTRY
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*
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* =======================================================================
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==============================================================================
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*/
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*/
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#include "../../header/local.h"
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#include "../../header/local.h"
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@ -11,7 +10,6 @@ INFANTRY
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void InfantryMachineGun(edict_t *self);
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void InfantryMachineGun(edict_t *self);
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static int sound_pain1;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain2;
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static int sound_die1;
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static int sound_die1;
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@ -25,8 +23,7 @@ static int sound_sight;
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static int sound_search;
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static int sound_search;
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static int sound_idle;
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static int sound_idle;
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mframe_t infantry_frames_stand [] =
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mframe_t infantry_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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@ -50,16 +47,26 @@ mframe_t infantry_frames_stand [] =
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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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};
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mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
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void infantry_stand (edict_t *self)
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mmove_t infantry_move_stand = {
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FRAME_stand50,
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FRAME_stand71,
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infantry_frames_stand,
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NULL
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};
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void
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infantry_stand(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_stand;
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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}
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mframe_t infantry_frames_fidget[] = {
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mframe_t infantry_frames_fidget [] =
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{
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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@ -110,16 +117,27 @@ mframe_t infantry_frames_fidget [] =
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{ai_stand, -3, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL}
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{ai_stand, -2, NULL}
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};
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};
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mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
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void infantry_fidget (edict_t *self)
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mmove_t infantry_move_fidget = {
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FRAME_stand01,
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FRAME_stand49,
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infantry_frames_fidget,
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infantry_stand
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};
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void
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infantry_fidget(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_fidget;
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self->monsterinfo.currentmove = &infantry_move_fidget;
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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}
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mframe_t infantry_frames_walk [] =
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mframe_t infantry_frames_walk[] = {
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{
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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@ -133,15 +151,26 @@ mframe_t infantry_frames_walk [] =
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL}
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{ai_walk, 5, NULL}
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};
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};
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mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
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void infantry_walk (edict_t *self)
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mmove_t infantry_move_walk = {
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FRAME_walk03,
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FRAME_walk14,
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infantry_frames_walk,
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NULL
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};
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void
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infantry_walk(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_walk;
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self->monsterinfo.currentmove = &infantry_move_walk;
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}
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}
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mframe_t infantry_frames_run [] =
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mframe_t infantry_frames_run[] = {
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{
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{ai_run, 10, NULL},
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{ai_run, 10, NULL},
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{ai_run, 20, NULL},
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{ai_run, 20, NULL},
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{ai_run, 5, NULL},
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{ai_run, 5, NULL},
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@ -151,21 +180,35 @@ mframe_t infantry_frames_run [] =
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{ai_run, 2, NULL},
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{ai_run, 2, NULL},
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{ai_run, 6, NULL}
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{ai_run, 6, NULL}
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};
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};
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mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
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void infantry_run (edict_t *self)
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mmove_t infantry_move_run = {
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FRAME_run01,
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FRAME_run08,
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infantry_frames_run,
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NULL
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};
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void
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infantry_run(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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monster_done_dodge(self);
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monster_done_dodge(self);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &infantry_move_stand;
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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else
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else
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{
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self->monsterinfo.currentmove = &infantry_move_run;
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self->monsterinfo.currentmove = &infantry_move_run;
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}
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}
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}
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mframe_t infantry_frames_pain1[] = {
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mframe_t infantry_frames_pain1 [] =
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{
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, -2, NULL},
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{ai_move, -2, NULL},
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{ai_move, -1, NULL},
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{ai_move, -1, NULL},
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@ -177,10 +220,15 @@ mframe_t infantry_frames_pain1 [] =
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{ai_move, 6, NULL},
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{ai_move, 6, NULL},
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{ai_move, 2, NULL}
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{ai_move, 2, NULL}
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};
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};
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mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
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mframe_t infantry_frames_pain2 [] =
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mmove_t infantry_move_pain1 = {
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{
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FRAME_pain101,
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FRAME_pain110,
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infantry_frames_pain1,
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infantry_run
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};
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mframe_t infantry_frames_pain2[] = {
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -192,33 +240,50 @@ mframe_t infantry_frames_pain2 [] =
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{ai_move, 5, NULL},
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{ai_move, 5, NULL},
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{ai_move, 2, NULL}
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{ai_move, 2, NULL}
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};
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};
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mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
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void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
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mmove_t infantry_move_pain2 = {
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FRAME_pain201,
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FRAME_pain210,
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infantry_frames_pain2,
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infantry_run
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};
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void
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infantry_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
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{
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{
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int n;
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int n;
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if (!self)
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{
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return;
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}
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if (self->health < (self->max_health / 2))
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if (self->health < (self->max_health / 2))
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{
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self->s.skinnum = 1;
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self->s.skinnum = 1;
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}
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if (!self->groundentity)
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if (!self->groundentity)
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{
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{
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("infantry: pain avoided due to no ground\n");
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return;
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return;
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}
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}
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monster_done_dodge(self);
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monster_done_dodge(self);
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if (level.time < self->pain_debounce_time)
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if (level.time < self->pain_debounce_time)
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{
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return;
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return;
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}
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self->pain_debounce_time = level.time + 3;
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == 3)
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return; // no pain anims in nightmare
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{
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return; /* no pain anims in nightmare */
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}
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n = rand() % 2;
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n = rand() % 2;
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if (n == 0)
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if (n == 0)
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{
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{
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self->monsterinfo.currentmove = &infantry_move_pain1;
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self->monsterinfo.currentmove = &infantry_move_pain1;
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@ -230,14 +295,14 @@ void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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}
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// PMM - clear duck flag
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/* clear duck flag */
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if (self->monsterinfo.aiflags & AI_DUCKED)
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if (self->monsterinfo.aiflags & AI_DUCKED)
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{
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monster_duck_up(self);
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monster_duck_up(self);
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}
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}
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}
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vec3_t aimangles[] = {
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vec3_t aimangles[] =
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{
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{0.0, 5.0, 0.0},
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{0.0, 5.0, 0.0},
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{10.0, 15.0, 0.0},
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{10.0, 15.0, 0.0},
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{20.0, 25.0, 0.0},
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{20.0, 25.0, 0.0},
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@ -252,22 +317,31 @@ vec3_t aimangles[] =
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{90.0, 35.0, 0.0}
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{90.0, 35.0, 0.0}
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};
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};
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void InfantryMachineGun (edict_t *self)
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void
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InfantryMachineGun(edict_t *self)
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{
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{
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vec3_t start, target;
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vec3_t start, target;
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vec3_t forward, right;
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vec3_t forward, right;
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vec3_t vec;
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vec3_t vec;
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int flash_number;
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int flash_number;
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if(!self->enemy || !self->enemy->inuse) //PGM
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if (!self)
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return; //PGM
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{
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return;
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}
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// pmm - new attack start frame
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if (!self->enemy || !self->enemy->inuse)
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{
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return;
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}
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/* new attack start frame */
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if (self->s.frame == FRAME_attak104)
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if (self->s.frame == FRAME_attak104)
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{
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_1;
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flash_number = MZ2_INFANTRY_MACHINEGUN_1;
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AngleVectors(self->s.angles, forward, right, NULL);
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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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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
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forward, right, start);
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if (self->enemy)
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if (self->enemy)
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{
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{
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@ -286,22 +360,36 @@ void InfantryMachineGun (edict_t *self)
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
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AngleVectors(self->s.angles, forward, right, NULL);
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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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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
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forward, right, start);
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VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
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VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
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AngleVectors(vec, forward, NULL, NULL);
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AngleVectors(vec, forward, NULL, NULL);
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}
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}
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monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD,
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DEFAULT_BULLET_VSPREAD, flash_number);
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}
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}
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void infantry_sight (edict_t *self, edict_t *other)
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void
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infantry_sight(edict_t *self, edict_t *other /* unused */)
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{
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{
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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}
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}
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void infantry_dead (edict_t *self)
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void
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infantry_dead(edict_t *self)
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{
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{
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if (!self)
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{
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return;
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}
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VectorSet(self->mins, -16, -16, -24);
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VectorSet(self->mins, -16, -16, -24);
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VectorSet(self->maxs, 16, 16, -8);
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VectorSet(self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->movetype = MOVETYPE_TOSS;
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@ -311,8 +399,7 @@ void infantry_dead (edict_t *self)
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M_FlyCheck(self);
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M_FlyCheck(self);
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}
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}
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mframe_t infantry_frames_death1 [] =
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mframe_t infantry_frames_death1[] = {
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{
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{ai_move, -4, NULL},
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{ai_move, -4, 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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@ -334,11 +421,16 @@ mframe_t infantry_frames_death1 [] =
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, -3, NULL}
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{ai_move, -3, NULL}
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};
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};
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mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
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// Off with his head
|
mmove_t infantry_move_death1 = {
|
||||||
mframe_t infantry_frames_death2 [] =
|
FRAME_death101,
|
||||||
{
|
FRAME_death120,
|
||||||
|
infantry_frames_death1,
|
||||||
|
infantry_dead
|
||||||
|
};
|
||||||
|
|
||||||
|
/* Off with his head */
|
||||||
|
mframe_t infantry_frames_death2[] = {
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 1, NULL},
|
{ai_move, 1, NULL},
|
||||||
{ai_move, 5, NULL},
|
{ai_move, 5, NULL},
|
||||||
|
@ -365,10 +457,15 @@ mframe_t infantry_frames_death2 [] =
|
||||||
{ai_move, 4, NULL},
|
{ai_move, 4, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
|
|
||||||
|
|
||||||
mframe_t infantry_frames_death3 [] =
|
mmove_t infantry_move_death2 = {
|
||||||
{
|
FRAME_death201,
|
||||||
|
FRAME_death225,
|
||||||
|
infantry_frames_death2,
|
||||||
|
infantry_dead
|
||||||
|
};
|
||||||
|
|
||||||
|
mframe_t infantry_frames_death3[] = {
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
|
@ -379,34 +476,56 @@ mframe_t infantry_frames_death3 [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
|
|
||||||
|
|
||||||
|
mmove_t infantry_move_death3 = {
|
||||||
|
FRAME_death301,
|
||||||
|
FRAME_death309,
|
||||||
|
infantry_frames_death3,
|
||||||
|
infantry_dead
|
||||||
|
};
|
||||||
|
|
||||||
void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
void
|
||||||
|
infantry_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||||
|
int damage, vec3_t point /* unused */)
|
||||||
{
|
{
|
||||||
int n;
|
int n;
|
||||||
|
|
||||||
// check for gib
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* check for gib */
|
||||||
if (self->health <= self->gib_health)
|
if (self->health <= self->gib_health)
|
||||||
{
|
{
|
||||||
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
||||||
|
|
||||||
for (n = 0; n < 2; n++)
|
for (n = 0; n < 2; n++)
|
||||||
|
{
|
||||||
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
|
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
|
||||||
|
}
|
||||||
|
|
||||||
for (n = 0; n < 4; n++)
|
for (n = 0; n < 4; n++)
|
||||||
|
{
|
||||||
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
|
||||||
|
}
|
||||||
|
|
||||||
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
||||||
self->deadflag = DEAD_DEAD;
|
self->deadflag = DEAD_DEAD;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (self->deadflag == DEAD_DEAD)
|
if (self->deadflag == DEAD_DEAD)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// regular death
|
/* regular death */
|
||||||
self->deadflag = DEAD_DEAD;
|
self->deadflag = DEAD_DEAD;
|
||||||
self->takedamage = DAMAGE_YES;
|
self->takedamage = DAMAGE_YES;
|
||||||
|
|
||||||
n = rand() % 3;
|
n = rand() % 3;
|
||||||
|
|
||||||
if (n == 0)
|
if (n == 0)
|
||||||
{
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_death1;
|
self->monsterinfo.currentmove = &infantry_move_death1;
|
||||||
|
@ -424,83 +543,121 @@ void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int dam
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
mframe_t infantry_frames_duck [] =
|
mframe_t infantry_frames_duck[] = {
|
||||||
{
|
|
||||||
{ai_move, -2, monster_duck_down},
|
{ai_move, -2, monster_duck_down},
|
||||||
{ai_move, -5, monster_duck_hold},
|
{ai_move, -5, monster_duck_hold},
|
||||||
{ai_move, 3, NULL},
|
{ai_move, 3, NULL},
|
||||||
{ai_move, 4, monster_duck_up},
|
{ai_move, 4, monster_duck_up},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
|
|
||||||
|
|
||||||
// PMM - dodge code moved below so I can see the attack frames
|
mmove_t infantry_move_duck = {
|
||||||
|
FRAME_duck01,
|
||||||
|
FRAME_duck05,
|
||||||
|
infantry_frames_duck,
|
||||||
|
infantry_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
void infantry_cock_gun (edict_t *self)
|
infantry_cock_gun(edict_t *self)
|
||||||
{
|
{
|
||||||
// pmm .. code that was here no longer needed
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void infantry_fire (edict_t *self)
|
void
|
||||||
|
infantry_fire(edict_t *self)
|
||||||
{
|
{
|
||||||
InfantryMachineGun (self);
|
if (!self)
|
||||||
if (level.time >= self->monsterinfo.pausetime)
|
{
|
||||||
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
return;
|
||||||
else
|
|
||||||
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// this is here instead of cock_gun
|
InfantryMachineGun(self);
|
||||||
|
|
||||||
void infantry_fire_prep (edict_t *self)
|
if (level.time >= self->monsterinfo.pausetime)
|
||||||
|
{
|
||||||
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
infantry_fire_prep(edict_t *self)
|
||||||
{
|
{
|
||||||
int n;
|
int n;
|
||||||
|
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
n = (rand() & 15) + 3 + 1;
|
n = (rand() & 15) + 3 + 1;
|
||||||
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
|
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
|
||||||
}
|
}
|
||||||
|
|
||||||
// pmm
|
mframe_t infantry_frames_attack1[] = {
|
||||||
// frames reordered, tweaked for new frames
|
{ai_charge, -3, NULL}, /* 101 */
|
||||||
|
{ai_charge, -2, NULL}, /* 102 */
|
||||||
mframe_t infantry_frames_attack1 [] =
|
{ai_charge, -1, infantry_fire_prep}, /* 103 */
|
||||||
{
|
{ai_charge, 5, infantry_fire}, /* 104 */
|
||||||
{ai_charge, -3, NULL}, //101
|
{ai_charge, 1, NULL}, /* 105 */
|
||||||
{ai_charge, -2, NULL}, //102
|
{ai_charge, -3, NULL}, /* 106 */
|
||||||
{ai_charge, -1, infantry_fire_prep}, //103
|
{ai_charge, -2, NULL}, /* 107 */
|
||||||
{ai_charge, 5, infantry_fire}, //104
|
{ai_charge, 2, infantry_cock_gun}, /* 108 */
|
||||||
{ai_charge, 1, NULL}, //105
|
{ai_charge, 1, NULL}, /* 109 */
|
||||||
{ai_charge, -3, NULL}, //106
|
{ai_charge, 1, NULL}, /* 110 */
|
||||||
{ai_charge, -2, NULL}, //107
|
{ai_charge, -1, NULL}, /* 111 */
|
||||||
{ai_charge, 2, infantry_cock_gun}, //108
|
{ai_charge, 0, NULL}, /* 112 */
|
||||||
{ai_charge, 1, NULL}, //109
|
{ai_charge, -1, NULL}, /* 113 */
|
||||||
{ai_charge, 1, NULL}, //110
|
{ai_charge, -1, NULL}, /* 114 */
|
||||||
{ai_charge, -1, NULL}, //111
|
{ai_charge, 4, NULL} /* 115 */
|
||||||
{ai_charge, 0, NULL}, //112
|
|
||||||
{ai_charge, -1, NULL}, //113
|
|
||||||
{ai_charge, -1, NULL}, //114
|
|
||||||
{ai_charge, 4, NULL} //115
|
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
|
|
||||||
|
|
||||||
|
mmove_t infantry_move_attack1 = {
|
||||||
|
FRAME_attak101,
|
||||||
|
FRAME_attak115,
|
||||||
|
infantry_frames_attack1,
|
||||||
|
infantry_run
|
||||||
|
};
|
||||||
|
|
||||||
void infantry_swing (edict_t *self)
|
void
|
||||||
|
infantry_swing(edict_t *self)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
|
gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void infantry_smack (edict_t *self)
|
void
|
||||||
|
infantry_smack(edict_t *self)
|
||||||
{
|
{
|
||||||
vec3_t aim;
|
vec3_t aim;
|
||||||
|
|
||||||
VectorSet (aim, MELEE_DISTANCE, 0, 0);
|
if (!self)
|
||||||
if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
|
{
|
||||||
gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
mframe_t infantry_frames_attack2 [] =
|
VectorSet(aim, MELEE_DISTANCE, 0, 0);
|
||||||
|
|
||||||
|
if (fire_hit(self, aim, (5 + (rand() % 5)), 50))
|
||||||
{
|
{
|
||||||
|
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mframe_t infantry_frames_attack2[] = {
|
||||||
{ai_charge, 3, NULL},
|
{ai_charge, 3, NULL},
|
||||||
{ai_charge, 6, NULL},
|
{ai_charge, 6, NULL},
|
||||||
{ai_charge, 0, infantry_swing},
|
{ai_charge, 0, infantry_swing},
|
||||||
|
@ -510,24 +667,44 @@ mframe_t infantry_frames_attack2 [] =
|
||||||
{ai_charge, 6, NULL},
|
{ai_charge, 6, NULL},
|
||||||
{ai_charge, 3, NULL},
|
{ai_charge, 3, NULL},
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
|
|
||||||
|
|
||||||
void infantry_attack(edict_t *self)
|
mmove_t infantry_move_attack2 = {
|
||||||
|
FRAME_attak201,
|
||||||
|
FRAME_attak208,
|
||||||
|
infantry_frames_attack2,
|
||||||
|
infantry_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
infantry_attack(edict_t *self)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
monster_done_dodge(self);
|
monster_done_dodge(self);
|
||||||
|
|
||||||
if (range(self, self->enemy) == RANGE_MELEE)
|
if (range(self, self->enemy) == RANGE_MELEE)
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_attack2;
|
self->monsterinfo.currentmove = &infantry_move_attack2;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_attack1;
|
self->monsterinfo.currentmove = &infantry_move_attack1;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//===========
|
void
|
||||||
//PGM
|
infantry_jump_now(edict_t *self)
|
||||||
void infantry_jump_now (edict_t *self)
|
|
||||||
{
|
{
|
||||||
vec3_t forward, up;
|
vec3_t forward, up;
|
||||||
|
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
monster_jump_start(self);
|
monster_jump_start(self);
|
||||||
|
|
||||||
AngleVectors(self->s.angles, forward, NULL, up);
|
AngleVectors(self->s.angles, forward, NULL, up);
|
||||||
|
@ -535,10 +712,16 @@ void infantry_jump_now (edict_t *self)
|
||||||
VectorMA(self->velocity, 300, up, self->velocity);
|
VectorMA(self->velocity, 300, up, self->velocity);
|
||||||
}
|
}
|
||||||
|
|
||||||
void infantry_jump2_now (edict_t *self)
|
void
|
||||||
|
infantry_jump2_now(edict_t *self)
|
||||||
{
|
{
|
||||||
vec3_t forward, up;
|
vec3_t forward, up;
|
||||||
|
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
monster_jump_start(self);
|
monster_jump_start(self);
|
||||||
|
|
||||||
AngleVectors(self->s.angles, forward, NULL, up);
|
AngleVectors(self->s.angles, forward, NULL, up);
|
||||||
|
@ -546,21 +729,30 @@ void infantry_jump2_now (edict_t *self)
|
||||||
VectorMA(self->velocity, 400, up, self->velocity);
|
VectorMA(self->velocity, 400, up, self->velocity);
|
||||||
}
|
}
|
||||||
|
|
||||||
void infantry_jump_wait_land (edict_t *self)
|
void
|
||||||
|
infantry_jump_wait_land(edict_t *self)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (self->groundentity == NULL)
|
if (self->groundentity == NULL)
|
||||||
{
|
{
|
||||||
self->monsterinfo.nextframe = self->s.frame;
|
self->monsterinfo.nextframe = self->s.frame;
|
||||||
|
|
||||||
if (monster_jump_finished(self))
|
if (monster_jump_finished(self))
|
||||||
|
{
|
||||||
self->monsterinfo.nextframe = self->s.frame + 1;
|
self->monsterinfo.nextframe = self->s.frame + 1;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.nextframe = self->s.frame + 1;
|
self->monsterinfo.nextframe = self->s.frame + 1;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
mframe_t infantry_frames_jump [] =
|
mframe_t infantry_frames_jump[] = {
|
||||||
{
|
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
|
@ -572,10 +764,15 @@ mframe_t infantry_frames_jump [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_jump = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run };
|
|
||||||
|
|
||||||
mframe_t infantry_frames_jump2 [] =
|
mmove_t infantry_move_jump = {
|
||||||
{
|
FRAME_jump01,
|
||||||
|
FRAME_jump10,
|
||||||
|
infantry_frames_jump,
|
||||||
|
infantry_run
|
||||||
|
};
|
||||||
|
|
||||||
|
mframe_t infantry_frames_jump2[] = {
|
||||||
{ai_move, -8, NULL},
|
{ai_move, -8, NULL},
|
||||||
{ai_move, -4, NULL},
|
{ai_move, -4, NULL},
|
||||||
{ai_move, -4, NULL},
|
{ai_move, -4, NULL},
|
||||||
|
@ -587,25 +784,51 @@ mframe_t infantry_frames_jump2 [] =
|
||||||
{ai_move, 0, NULL},
|
{ai_move, 0, NULL},
|
||||||
{ai_move, 0, NULL}
|
{ai_move, 0, NULL}
|
||||||
};
|
};
|
||||||
mmove_t infantry_move_jump2 = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run };
|
|
||||||
|
|
||||||
void infantry_jump (edict_t *self)
|
mmove_t infantry_move_jump2 = {
|
||||||
|
FRAME_jump01,
|
||||||
|
FRAME_jump10,
|
||||||
|
infantry_frames_jump2,
|
||||||
|
infantry_run
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
infantry_jump(edict_t *self)
|
||||||
|
{
|
||||||
|
if (!self)
|
||||||
{
|
{
|
||||||
if(!self->enemy)
|
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!self->enemy)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
monster_done_dodge(self);
|
monster_done_dodge(self);
|
||||||
|
|
||||||
if (self->enemy->s.origin[2] > self->s.origin[2])
|
if (self->enemy->s.origin[2] > self->s.origin[2])
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_jump2;
|
self->monsterinfo.currentmove = &infantry_move_jump2;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_jump;
|
self->monsterinfo.currentmove = &infantry_move_jump;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
qboolean infantry_blocked (edict_t *self, float dist)
|
qboolean
|
||||||
|
infantry_blocked(edict_t *self, float dist)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (blocked_checkshot(self, 0.25 + (0.05 * skill->value)))
|
if (blocked_checkshot(self, 0.25 + (0.05 * skill->value)))
|
||||||
|
{
|
||||||
return true;
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
if (blocked_checkjump(self, dist, 192, 40))
|
if (blocked_checkjump(self, dist, 192, 40))
|
||||||
{
|
{
|
||||||
|
@ -614,96 +837,22 @@ qboolean infantry_blocked (edict_t *self, float dist)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (blocked_checkplat(self, dist))
|
if (blocked_checkplat(self, dist))
|
||||||
|
{
|
||||||
return true;
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//PGM
|
|
||||||
//===========
|
|
||||||
/*
|
|
||||||
void infantry_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
|
|
||||||
{
|
|
||||||
//===========
|
|
||||||
//PMM - rogue rewrite of gunner dodge code.
|
|
||||||
float r;
|
|
||||||
float height;
|
|
||||||
int shooting = 0;
|
|
||||||
|
|
||||||
if (!self->enemy)
|
void
|
||||||
|
infantry_duck(edict_t *self, float eta)
|
||||||
{
|
{
|
||||||
self->enemy = attacker;
|
if (!self)
|
||||||
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 == &infantry_move_attack1) ||
|
|
||||||
(self->monsterinfo.currentmove == &infantry_move_attack2))
|
|
||||||
{
|
{
|
||||||
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 = &infantry_move_run;
|
|
||||||
self->monsterinfo.attack_state = AS_SLIDING;
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (skill->value == 0)
|
/* if we're jumping, don't dodge */
|
||||||
{
|
|
||||||
self->monsterinfo.currentmove = &infantry_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 = &infantry_move_duck;
|
|
||||||
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
|
||||||
self->monsterinfo.aiflags |= AI_DODGING;
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
//PMM
|
|
||||||
//===========
|
|
||||||
*/
|
|
||||||
|
|
||||||
void infantry_duck (edict_t *self, float eta)
|
|
||||||
{
|
|
||||||
// if we're jumping, don't dodge
|
|
||||||
if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
|
if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
|
||||||
(self->monsterinfo.currentmove == &infantry_move_jump2))
|
(self->monsterinfo.currentmove == &infantry_move_jump2))
|
||||||
{
|
{
|
||||||
|
@ -713,7 +862,7 @@ void infantry_duck (edict_t *self, float eta)
|
||||||
if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
|
if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
|
||||||
(self->monsterinfo.currentmove == &infantry_move_attack2))
|
(self->monsterinfo.currentmove == &infantry_move_attack2))
|
||||||
{
|
{
|
||||||
// if we're shooting, and not on easy, don't dodge
|
/* if we're shooting, and not on easy, don't dodge */
|
||||||
if (skill->value)
|
if (skill->value)
|
||||||
{
|
{
|
||||||
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
||||||
|
@ -722,12 +871,16 @@ void infantry_duck (edict_t *self, float eta)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (skill->value == 0)
|
if (skill->value == 0)
|
||||||
// PMM - stupid dodge
|
{
|
||||||
|
/* stupid dodge */
|
||||||
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
self->monsterinfo.duck_wait_time = level.time + eta + 1;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
|
||||||
|
}
|
||||||
|
|
||||||
// has to be done immediately otherwise he can get stuck
|
/* has to be done immediately otherwise he can get stuck */
|
||||||
monster_duck_down(self);
|
monster_duck_down(self);
|
||||||
|
|
||||||
self->monsterinfo.nextframe = FRAME_duck01;
|
self->monsterinfo.nextframe = FRAME_duck01;
|
||||||
|
@ -735,9 +888,15 @@ void infantry_duck (edict_t *self, float eta)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
void infantry_sidestep (edict_t *self)
|
void
|
||||||
|
infantry_sidestep(edict_t *self)
|
||||||
{
|
{
|
||||||
// if we're jumping, don't dodge
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* if we're jumping, don't dodge */
|
||||||
if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
|
if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
|
||||||
(self->monsterinfo.currentmove == &infantry_move_jump2))
|
(self->monsterinfo.currentmove == &infantry_move_jump2))
|
||||||
{
|
{
|
||||||
|
@ -747,7 +906,7 @@ void infantry_sidestep (edict_t *self)
|
||||||
if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
|
if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
|
||||||
(self->monsterinfo.currentmove == &infantry_move_attack2))
|
(self->monsterinfo.currentmove == &infantry_move_attack2))
|
||||||
{
|
{
|
||||||
// if we're shooting, and not on easy, don't dodge
|
/* if we're shooting, and not on easy, don't dodge */
|
||||||
if (skill->value)
|
if (skill->value)
|
||||||
{
|
{
|
||||||
self->monsterinfo.aiflags &= ~AI_DODGING;
|
self->monsterinfo.aiflags &= ~AI_DODGING;
|
||||||
|
@ -756,13 +915,22 @@ void infantry_sidestep (edict_t *self)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (self->monsterinfo.currentmove != &infantry_move_run)
|
if (self->monsterinfo.currentmove != &infantry_move_run)
|
||||||
|
{
|
||||||
self->monsterinfo.currentmove = &infantry_move_run;
|
self->monsterinfo.currentmove = &infantry_move_run;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
/*
|
||||||
|
* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||||
*/
|
*/
|
||||||
void SP_monster_infantry (edict_t *self)
|
void
|
||||||
|
SP_monster_infantry(edict_t *self)
|
||||||
{
|
{
|
||||||
|
if (!self)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (deathmatch->value)
|
if (deathmatch->value)
|
||||||
{
|
{
|
||||||
G_FreeEdict(self);
|
G_FreeEdict(self);
|
||||||
|
@ -783,7 +951,6 @@ void SP_monster_infantry (edict_t *self)
|
||||||
sound_search = gi.soundindex("infantry/infsrch1.wav");
|
sound_search = gi.soundindex("infantry/infsrch1.wav");
|
||||||
sound_idle = gi.soundindex("infantry/infidle1.wav");
|
sound_idle = gi.soundindex("infantry/infidle1.wav");
|
||||||
|
|
||||||
|
|
||||||
self->movetype = MOVETYPE_STEP;
|
self->movetype = MOVETYPE_STEP;
|
||||||
self->solid = SOLID_BBOX;
|
self->solid = SOLID_BBOX;
|
||||||
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
||||||
|
@ -800,13 +967,10 @@ void SP_monster_infantry (edict_t *self)
|
||||||
self->monsterinfo.stand = infantry_stand;
|
self->monsterinfo.stand = infantry_stand;
|
||||||
self->monsterinfo.walk = infantry_walk;
|
self->monsterinfo.walk = infantry_walk;
|
||||||
self->monsterinfo.run = infantry_run;
|
self->monsterinfo.run = infantry_run;
|
||||||
// pmm
|
|
||||||
self->monsterinfo.dodge = M_MonsterDodge;
|
self->monsterinfo.dodge = M_MonsterDodge;
|
||||||
self->monsterinfo.duck = infantry_duck;
|
self->monsterinfo.duck = infantry_duck;
|
||||||
self->monsterinfo.unduck = monster_duck_up;
|
self->monsterinfo.unduck = monster_duck_up;
|
||||||
self->monsterinfo.sidestep = infantry_sidestep;
|
self->monsterinfo.sidestep = infantry_sidestep;
|
||||||
// self->monsterinfo.dodge = infantry_dodge;
|
|
||||||
// pmm
|
|
||||||
self->monsterinfo.attack = infantry_attack;
|
self->monsterinfo.attack = infantry_attack;
|
||||||
self->monsterinfo.melee = NULL;
|
self->monsterinfo.melee = NULL;
|
||||||
self->monsterinfo.sight = infantry_sight;
|
self->monsterinfo.sight = infantry_sight;
|
||||||
|
|
|
@ -1,6 +1,9 @@
|
||||||
// G:\quake2\baseq2\models/monsters/infantry
|
/* =======================================================================
|
||||||
|
*
|
||||||
// This file generated by ModelGen - Do NOT Modify
|
* Infantry animations.
|
||||||
|
*
|
||||||
|
* =======================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
#define FRAME_gun02 0
|
#define FRAME_gun02 0
|
||||||
#define FRAME_stand01 1
|
#define FRAME_stand01 1
|
||||||
|
@ -209,8 +212,6 @@
|
||||||
#define FRAME_attak206 204
|
#define FRAME_attak206 204
|
||||||
#define FRAME_attak207 205
|
#define FRAME_attak207 205
|
||||||
#define FRAME_attak208 206
|
#define FRAME_attak208 206
|
||||||
|
|
||||||
//PGM
|
|
||||||
#define FRAME_jump01 207
|
#define FRAME_jump01 207
|
||||||
#define FRAME_jump02 208
|
#define FRAME_jump02 208
|
||||||
#define FRAME_jump03 209
|
#define FRAME_jump03 209
|
||||||
|
@ -221,6 +222,4 @@
|
||||||
#define FRAME_jump08 214
|
#define FRAME_jump08 214
|
||||||
#define FRAME_jump09 215
|
#define FRAME_jump09 215
|
||||||
#define FRAME_jump10 216
|
#define FRAME_jump10 216
|
||||||
//PGM
|
|
||||||
|
|
||||||
#define MODEL_SCALE 1.000000
|
#define MODEL_SCALE 1.000000
|
||||||
|
|
Loading…
Reference in a new issue