Cleanup gunner and add sanity checks

This commit is contained in:
Yamagi Burmeister 2013-02-10 17:56:14 +01:00
parent 5ca949d991
commit 56d613e7b6
2 changed files with 715 additions and 452 deletions

View file

@ -1,51 +1,62 @@
/*
==============================================================================
GUNNER
==============================================================================
*/
/* =======================================================================
*
* Gunner.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "gunner.h"
static int sound_pain;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_open;
static int sound_search;
static int sound_sight;
void gunner_idlesound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gunner_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gunner_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
qboolean visible (edict_t *self, edict_t *other);
void GunnerGrenade (edict_t *self);
void GunnerFire (edict_t *self);
static int sound_pain;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_open;
static int sound_search;
static int sound_sight;
qboolean visible(edict_t *self, edict_t *other);
void GunnerGrenade(edict_t *self);
void GunnerFire(edict_t *self);
void gunner_fire_chain(edict_t *self);
void gunner_refire_chain(edict_t *self);
void gunner_stand(edict_t *self);
void
gunner_idlesound(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void
gunner_sight(edict_t *self, edict_t *other)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gunner_stand (edict_t *self);
void
gunner_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
mframe_t gunner_frames_fidget [] =
{
mframe_t gunner_frames_fidget[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -100,18 +111,34 @@ mframe_t gunner_frames_fidget [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
void gunner_fidget (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
mmove_t gunner_move_fidget = {
FRAME_stand31,
FRAME_stand70,
gunner_frames_fidget,
gunner_stand
};
void
gunner_fidget(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
return;
}
if (random() <= 0.05)
{
self->monsterinfo.currentmove = &gunner_move_fidget;
}
}
mframe_t gunner_frames_stand [] =
{
mframe_t gunner_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -145,16 +172,26 @@ mframe_t gunner_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, gunner_fidget}
};
mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
void gunner_stand (edict_t *self)
{
self->monsterinfo.currentmove = &gunner_move_stand;
mmove_t gunner_move_stand = {
FRAME_stand01,
FRAME_stand30,
gunner_frames_stand,
NULL
};
void
gunner_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_stand;
}
mframe_t gunner_frames_walk [] =
{
mframe_t gunner_frames_walk[] = {
{ai_walk, 0, NULL},
{ai_walk, 3, NULL},
{ai_walk, 4, NULL},
@ -169,291 +206,459 @@ mframe_t gunner_frames_walk [] =
{ai_walk, 7, NULL},
{ai_walk, 4, NULL}
};
mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
void gunner_walk (edict_t *self)
{
mmove_t gunner_move_walk = {
FRAME_walk07,
FRAME_walk19,
gunner_frames_walk,
NULL
};
void
gunner_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_walk;
}
mframe_t gunner_frames_run [] =
{
mframe_t gunner_frames_run[] = {
{ai_run, 26, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
{ai_run, 15, NULL},
{ai_run, 10, NULL},
{ai_run, 13, NULL},
{ai_run, 6, NULL}
{ai_run, 6, NULL}
};
mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
mmove_t gunner_move_run = {
FRAME_run01,
FRAME_run08,
gunner_frames_run,
NULL
};
void gunner_run (edict_t *self)
{
void
gunner_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gunner_move_stand;
}
else
{
self->monsterinfo.currentmove = &gunner_move_run;
}
}
mframe_t gunner_frames_runandshoot [] =
{
mframe_t gunner_frames_runandshoot[] = {
{ai_run, 32, NULL},
{ai_run, 15, NULL},
{ai_run, 10, NULL},
{ai_run, 18, NULL},
{ai_run, 8, NULL},
{ai_run, 8, NULL},
{ai_run, 20, NULL}
};
mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
mmove_t gunner_move_runandshoot = {
FRAME_runs01,
FRAME_runs06,
gunner_frames_runandshoot,
NULL
};
void gunner_runandshoot (edict_t *self)
{
void
gunner_runandshoot(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_runandshoot;
}
mframe_t gunner_frames_pain3 [] =
{
mframe_t gunner_frames_pain3[] = {
{ai_move, -3, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL}
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL}
};
mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
mframe_t gunner_frames_pain2 [] =
{
mmove_t gunner_move_pain3 = {
FRAME_pain301,
FRAME_pain305,
gunner_frames_pain3,
gunner_run
};
mframe_t gunner_frames_pain2[] = {
{ai_move, -2, NULL},
{ai_move, 11, NULL},
{ai_move, 6, NULL},
{ai_move, 2, NULL},
{ai_move, 6, NULL},
{ai_move, 2, NULL},
{ai_move, -1, NULL},
{ai_move, -7, NULL},
{ai_move, -2, NULL},
{ai_move, -7, NULL}
};
mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
mframe_t gunner_frames_pain1 [] =
{
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, -5, NULL},
{ai_move, 3, NULL},
{ai_move, -1, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 2, NULL},
{ai_move, 1, NULL},
{ai_move, 0, NULL},
{ai_move, -2, NULL},
{ai_move, -2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
mmove_t gunner_move_pain2 = {
FRAME_pain201,
FRAME_pain208,
gunner_frames_pain2,
gunner_run
};
mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
{
mframe_t gunner_frames_pain1[] = {
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, -5, NULL},
{ai_move, 3, NULL},
{ai_move, -1, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 2, NULL},
{ai_move, 1, NULL},
{ai_move, 0, NULL},
{ai_move, -2, NULL},
{ai_move, -2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gunner_move_pain1 = {
FRAME_pain101,
FRAME_pain118,
gunner_frames_pain1,
gunner_run
};
void
gunner_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
return;
}
self->pain_debounce_time = level.time + 3;
if (rand()&1)
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (rand() & 1)
{
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
}
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
{
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
if (skill->value == 3)
return; // no pain anims in nightmare
{
return; /* no pain anims in nightmare */
}
if (damage <= 10)
{
self->monsterinfo.currentmove = &gunner_move_pain3;
}
else if (damage <= 25)
{
self->monsterinfo.currentmove = &gunner_move_pain2;
}
else
{
self->monsterinfo.currentmove = &gunner_move_pain1;
}
}
void gunner_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
void
gunner_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
gi.linkentity(self);
}
mframe_t gunner_frames_death [] =
{
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
mframe_t gunner_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -7, NULL},
{ai_move, -3, NULL},
{ai_move, -5, NULL},
{ai_move, 8, NULL},
{ai_move, 6, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
{ai_move, 8, NULL},
{ai_move, 6, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
mmove_t gunner_move_death = {
FRAME_death01,
FRAME_death11,
gunner_frames_death,
gunner_dead
};
void
gunner_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /* unused */,
vec3_t point)
{
int n;
// check for gib
int n;
if (!self)
{
return;
}
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
// regular death
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
/* regular death */
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gunner_move_death;
}
void gunner_duck_down (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
void
gunner_duck_down(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
if (skill->value >= 2)
{
if (random() > 0.5)
GunnerGrenade (self);
{
GunnerGrenade(self);
}
}
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity (self);
gi.linkentity(self);
}
void gunner_duck_hold (edict_t *self)
{
void
gunner_duck_hold(edict_t *self)
{
if (!self)
{
return;
}
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void gunner_duck_up (edict_t *self)
{
void
gunner_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
gi.linkentity(self);
}
mframe_t gunner_frames_duck [] =
{
{ai_move, 1, gunner_duck_down},
{ai_move, 1, NULL},
{ai_move, 1, gunner_duck_hold},
{ai_move, 0, NULL},
mframe_t gunner_frames_duck[] = {
{ai_move, 1, gunner_duck_down},
{ai_move, 1, NULL},
{ai_move, 1, gunner_duck_hold},
{ai_move, 0, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, 0, gunner_duck_up},
{ai_move, 0, gunner_duck_up},
{ai_move, -1, NULL}
};
mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
mmove_t gunner_move_duck = {
FRAME_duck01,
FRAME_duck08,
gunner_frames_duck,
gunner_run
};
void
gunner_dodge(edict_t *self, edict_t *attacker, float eta /* unsued */)
{
if (random() > 0.25)
if (!self || !attacker)
{
return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
}
self->monsterinfo.currentmove = &gunner_move_duck;
}
void gunner_opengun (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
void
gunner_opengun(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
}
void GunnerFire (edict_t *self)
void
GunnerFire(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t target;
vec3_t aim;
int flash_number;
vec3_t start;
vec3_t forward, right;
vec3_t target;
vec3_t aim;
int flash_number;
if (!self)
{
return;
}
flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
VectorMA (target, -0.2, self->enemy->velocity, target);
/* project enemy back a bit and target there */
VectorCopy(self->enemy->s.origin, target);
VectorMA(target, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, start, aim);
VectorNormalize (aim);
monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
VectorSubtract(target, start, aim);
VectorNormalize(aim);
monster_fire_bullet(self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD,
DEFAULT_BULLET_VSPREAD, flash_number);
}
void GunnerGrenade (edict_t *self)
void
GunnerGrenade(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t aim;
int flash_number;
vec3_t start;
vec3_t forward, right;
vec3_t aim;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak105)
{
flash_number = MZ2_GUNNER_GRENADE_1;
}
else if (self->s.frame == FRAME_attak108)
{
flash_number = MZ2_GUNNER_GRENADE_2;
}
else if (self->s.frame == FRAME_attak111)
{
flash_number = MZ2_GUNNER_GRENADE_3;
else
}
else
{
flash_number = MZ2_GUNNER_GRENADE_4;
}
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
//FIXME : do a spread -225 -75 75 225 degrees around forward
VectorCopy (forward, aim);
monster_fire_grenade (self, start, aim, 50, 600, flash_number);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorCopy(forward, aim);
monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}
mframe_t gunner_frames_attack_chain [] =
{
mframe_t gunner_frames_attack_chain[] = {
{ai_charge, 0, gunner_opengun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -462,23 +667,33 @@ mframe_t gunner_frames_attack_chain [] =
{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_attack_chain = {
FRAME_attak209,
FRAME_attak215,
gunner_frames_attack_chain,
gunner_fire_chain
};
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
mframe_t gunner_frames_endfire_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},
@ -487,10 +702,15 @@ mframe_t gunner_frames_endfire_chain [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
mframe_t gunner_frames_attack_grenade [] =
{
mmove_t gunner_move_endfire_chain = {
FRAME_attak224,
FRAME_attak230,
gunner_frames_endfire_chain,
gunner_run
};
mframe_t gunner_frames_attack_grenade[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -513,66 +733,106 @@ mframe_t gunner_frames_attack_grenade [] =
{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)
{
if (range (self, self->enemy) == RANGE_MELEE)
mmove_t gunner_move_attack_grenade = {
FRAME_attak101,
FRAME_attak121,
gunner_frames_attack_grenade,
gunner_run
};
void
gunner_attack(edict_t *self)
{
if (!self)
{
return;
}
if (range(self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
else
{
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
}
else
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
}
}
void gunner_fire_chain(edict_t *self)
{
void
gunner_fire_chain(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_fire_chain;
}
void gunner_refire_chain(edict_t *self)
{
void
gunner_refire_chain(edict_t *self)
{
if (!self)
{
return;
}
if (self->enemy->health > 0)
if ( visible (self, self->enemy) )
{
if (visible(self, self->enemy))
{
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_fire_chain;
return;
}
}
}
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
}
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner (edict_t *self)
{
/*
* QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void
SP_monster_gunner(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict (self);
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");
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");
gi.soundindex ("gunner/gunatck2.wav");
gi.soundindex ("gunner/gunatck3.wav");
gi.soundindex("gunner/gunatck2.wav");
gi.soundindex("gunner/gunatck3.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
self->health = 175;
self->gib_health = -70;
@ -590,11 +850,11 @@ void SP_monster_gunner (edict_t *self)
self->monsterinfo.sight = gunner_sight;
self->monsterinfo.search = gunner_search;
gi.linkentity (self);
gi.linkentity(self);
self->monsterinfo.currentmove = &gunner_move_stand;
self->monsterinfo.currentmove = &gunner_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
walkmonster_start(self);
}

View file

@ -1,215 +1,218 @@
// G:\quake2\baseq2\models/gunner
/* =======================================================================
*
* Gunner animations.
*
* =======================================================================
*/
// This file generated by ModelGen - Do NOT Modify
#define FRAME_stand01 0
#define FRAME_stand02 1
#define FRAME_stand03 2
#define FRAME_stand04 3
#define FRAME_stand05 4
#define FRAME_stand06 5
#define FRAME_stand07 6
#define FRAME_stand08 7
#define FRAME_stand09 8
#define FRAME_stand10 9
#define FRAME_stand11 10
#define FRAME_stand12 11
#define FRAME_stand13 12
#define FRAME_stand14 13
#define FRAME_stand15 14
#define FRAME_stand16 15
#define FRAME_stand17 16
#define FRAME_stand18 17
#define FRAME_stand19 18
#define FRAME_stand20 19
#define FRAME_stand21 20
#define FRAME_stand22 21
#define FRAME_stand23 22
#define FRAME_stand24 23
#define FRAME_stand25 24
#define FRAME_stand26 25
#define FRAME_stand27 26
#define FRAME_stand28 27
#define FRAME_stand29 28
#define FRAME_stand30 29
#define FRAME_stand31 30
#define FRAME_stand32 31
#define FRAME_stand33 32
#define FRAME_stand34 33
#define FRAME_stand35 34
#define FRAME_stand36 35
#define FRAME_stand37 36
#define FRAME_stand38 37
#define FRAME_stand39 38
#define FRAME_stand40 39
#define FRAME_stand41 40
#define FRAME_stand42 41
#define FRAME_stand43 42
#define FRAME_stand44 43
#define FRAME_stand45 44
#define FRAME_stand46 45
#define FRAME_stand47 46
#define FRAME_stand48 47
#define FRAME_stand49 48
#define FRAME_stand50 49
#define FRAME_stand51 50
#define FRAME_stand52 51
#define FRAME_stand53 52
#define FRAME_stand54 53
#define FRAME_stand55 54
#define FRAME_stand56 55
#define FRAME_stand57 56
#define FRAME_stand58 57
#define FRAME_stand59 58
#define FRAME_stand60 59
#define FRAME_stand61 60
#define FRAME_stand62 61
#define FRAME_stand63 62
#define FRAME_stand64 63
#define FRAME_stand65 64
#define FRAME_stand66 65
#define FRAME_stand67 66
#define FRAME_stand68 67
#define FRAME_stand69 68
#define FRAME_stand70 69
#define FRAME_walk01 70
#define FRAME_walk02 71
#define FRAME_walk03 72
#define FRAME_walk04 73
#define FRAME_walk05 74
#define FRAME_walk06 75
#define FRAME_walk07 76
#define FRAME_walk08 77
#define FRAME_walk09 78
#define FRAME_walk10 79
#define FRAME_walk11 80
#define FRAME_walk12 81
#define FRAME_walk13 82
#define FRAME_walk14 83
#define FRAME_walk15 84
#define FRAME_walk16 85
#define FRAME_walk17 86
#define FRAME_walk18 87
#define FRAME_walk19 88
#define FRAME_walk20 89
#define FRAME_walk21 90
#define FRAME_walk22 91
#define FRAME_walk23 92
#define FRAME_walk24 93
#define FRAME_run01 94
#define FRAME_run02 95
#define FRAME_run03 96
#define FRAME_run04 97
#define FRAME_run05 98
#define FRAME_run06 99
#define FRAME_run07 100
#define FRAME_run08 101
#define FRAME_runs01 102
#define FRAME_runs02 103
#define FRAME_runs03 104
#define FRAME_runs04 105
#define FRAME_runs05 106
#define FRAME_runs06 107
#define FRAME_attak101 108
#define FRAME_attak102 109
#define FRAME_attak103 110
#define FRAME_attak104 111
#define FRAME_attak105 112
#define FRAME_attak106 113
#define FRAME_attak107 114
#define FRAME_attak108 115
#define FRAME_attak109 116
#define FRAME_attak110 117
#define FRAME_attak111 118
#define FRAME_attak112 119
#define FRAME_attak113 120
#define FRAME_attak114 121
#define FRAME_attak115 122
#define FRAME_attak116 123
#define FRAME_attak117 124
#define FRAME_attak118 125
#define FRAME_attak119 126
#define FRAME_attak120 127
#define FRAME_attak121 128
#define FRAME_attak201 129
#define FRAME_attak202 130
#define FRAME_attak203 131
#define FRAME_attak204 132
#define FRAME_attak205 133
#define FRAME_attak206 134
#define FRAME_attak207 135
#define FRAME_attak208 136
#define FRAME_attak209 137
#define FRAME_attak210 138
#define FRAME_attak211 139
#define FRAME_attak212 140
#define FRAME_attak213 141
#define FRAME_attak214 142
#define FRAME_attak215 143
#define FRAME_attak216 144
#define FRAME_attak217 145
#define FRAME_attak218 146
#define FRAME_attak219 147
#define FRAME_attak220 148
#define FRAME_attak221 149
#define FRAME_attak222 150
#define FRAME_attak223 151
#define FRAME_attak224 152
#define FRAME_attak225 153
#define FRAME_attak226 154
#define FRAME_attak227 155
#define FRAME_attak228 156
#define FRAME_attak229 157
#define FRAME_attak230 158
#define FRAME_pain101 159
#define FRAME_pain102 160
#define FRAME_pain103 161
#define FRAME_pain104 162
#define FRAME_pain105 163
#define FRAME_pain106 164
#define FRAME_pain107 165
#define FRAME_pain108 166
#define FRAME_pain109 167
#define FRAME_pain110 168
#define FRAME_pain111 169
#define FRAME_pain112 170
#define FRAME_pain113 171
#define FRAME_pain114 172
#define FRAME_pain115 173
#define FRAME_pain116 174
#define FRAME_pain117 175
#define FRAME_pain118 176
#define FRAME_pain201 177
#define FRAME_pain202 178
#define FRAME_pain203 179
#define FRAME_pain204 180
#define FRAME_pain205 181
#define FRAME_pain206 182
#define FRAME_pain207 183
#define FRAME_pain208 184
#define FRAME_pain301 185
#define FRAME_pain302 186
#define FRAME_pain303 187
#define FRAME_pain304 188
#define FRAME_pain305 189
#define FRAME_death01 190
#define FRAME_death02 191
#define FRAME_death03 192
#define FRAME_death04 193
#define FRAME_death05 194
#define FRAME_death06 195
#define FRAME_death07 196
#define FRAME_death08 197
#define FRAME_death09 198
#define FRAME_death10 199
#define FRAME_death11 200
#define FRAME_duck01 201
#define FRAME_duck02 202
#define FRAME_duck03 203
#define FRAME_duck04 204
#define FRAME_duck05 205
#define FRAME_duck06 206
#define FRAME_duck07 207
#define FRAME_duck08 208
#define FRAME_stand01 0
#define FRAME_stand02 1
#define FRAME_stand03 2
#define FRAME_stand04 3
#define FRAME_stand05 4
#define FRAME_stand06 5
#define FRAME_stand07 6
#define FRAME_stand08 7
#define FRAME_stand09 8
#define FRAME_stand10 9
#define FRAME_stand11 10
#define FRAME_stand12 11
#define FRAME_stand13 12
#define FRAME_stand14 13
#define FRAME_stand15 14
#define FRAME_stand16 15
#define FRAME_stand17 16
#define FRAME_stand18 17
#define FRAME_stand19 18
#define FRAME_stand20 19
#define FRAME_stand21 20
#define FRAME_stand22 21
#define FRAME_stand23 22
#define FRAME_stand24 23
#define FRAME_stand25 24
#define FRAME_stand26 25
#define FRAME_stand27 26
#define FRAME_stand28 27
#define FRAME_stand29 28
#define FRAME_stand30 29
#define FRAME_stand31 30
#define FRAME_stand32 31
#define FRAME_stand33 32
#define FRAME_stand34 33
#define FRAME_stand35 34
#define FRAME_stand36 35
#define FRAME_stand37 36
#define FRAME_stand38 37
#define FRAME_stand39 38
#define FRAME_stand40 39
#define FRAME_stand41 40
#define FRAME_stand42 41
#define FRAME_stand43 42
#define FRAME_stand44 43
#define FRAME_stand45 44
#define FRAME_stand46 45
#define FRAME_stand47 46
#define FRAME_stand48 47
#define FRAME_stand49 48
#define FRAME_stand50 49
#define FRAME_stand51 50
#define FRAME_stand52 51
#define FRAME_stand53 52
#define FRAME_stand54 53
#define FRAME_stand55 54
#define FRAME_stand56 55
#define FRAME_stand57 56
#define FRAME_stand58 57
#define FRAME_stand59 58
#define FRAME_stand60 59
#define FRAME_stand61 60
#define FRAME_stand62 61
#define FRAME_stand63 62
#define FRAME_stand64 63
#define FRAME_stand65 64
#define FRAME_stand66 65
#define FRAME_stand67 66
#define FRAME_stand68 67
#define FRAME_stand69 68
#define FRAME_stand70 69
#define FRAME_walk01 70
#define FRAME_walk02 71
#define FRAME_walk03 72
#define FRAME_walk04 73
#define FRAME_walk05 74
#define FRAME_walk06 75
#define FRAME_walk07 76
#define FRAME_walk08 77
#define FRAME_walk09 78
#define FRAME_walk10 79
#define FRAME_walk11 80
#define FRAME_walk12 81
#define FRAME_walk13 82
#define FRAME_walk14 83
#define FRAME_walk15 84
#define FRAME_walk16 85
#define FRAME_walk17 86
#define FRAME_walk18 87
#define FRAME_walk19 88
#define FRAME_walk20 89
#define FRAME_walk21 90
#define FRAME_walk22 91
#define FRAME_walk23 92
#define FRAME_walk24 93
#define FRAME_run01 94
#define FRAME_run02 95
#define FRAME_run03 96
#define FRAME_run04 97
#define FRAME_run05 98
#define FRAME_run06 99
#define FRAME_run07 100
#define FRAME_run08 101
#define FRAME_runs01 102
#define FRAME_runs02 103
#define FRAME_runs03 104
#define FRAME_runs04 105
#define FRAME_runs05 106
#define FRAME_runs06 107
#define FRAME_attak101 108
#define FRAME_attak102 109
#define FRAME_attak103 110
#define FRAME_attak104 111
#define FRAME_attak105 112
#define FRAME_attak106 113
#define FRAME_attak107 114
#define FRAME_attak108 115
#define FRAME_attak109 116
#define FRAME_attak110 117
#define FRAME_attak111 118
#define FRAME_attak112 119
#define FRAME_attak113 120
#define FRAME_attak114 121
#define FRAME_attak115 122
#define FRAME_attak116 123
#define FRAME_attak117 124
#define FRAME_attak118 125
#define FRAME_attak119 126
#define FRAME_attak120 127
#define FRAME_attak121 128
#define FRAME_attak201 129
#define FRAME_attak202 130
#define FRAME_attak203 131
#define FRAME_attak204 132
#define FRAME_attak205 133
#define FRAME_attak206 134
#define FRAME_attak207 135
#define FRAME_attak208 136
#define FRAME_attak209 137
#define FRAME_attak210 138
#define FRAME_attak211 139
#define FRAME_attak212 140
#define FRAME_attak213 141
#define FRAME_attak214 142
#define FRAME_attak215 143
#define FRAME_attak216 144
#define FRAME_attak217 145
#define FRAME_attak218 146
#define FRAME_attak219 147
#define FRAME_attak220 148
#define FRAME_attak221 149
#define FRAME_attak222 150
#define FRAME_attak223 151
#define FRAME_attak224 152
#define FRAME_attak225 153
#define FRAME_attak226 154
#define FRAME_attak227 155
#define FRAME_attak228 156
#define FRAME_attak229 157
#define FRAME_attak230 158
#define FRAME_pain101 159
#define FRAME_pain102 160
#define FRAME_pain103 161
#define FRAME_pain104 162
#define FRAME_pain105 163
#define FRAME_pain106 164
#define FRAME_pain107 165
#define FRAME_pain108 166
#define FRAME_pain109 167
#define FRAME_pain110 168
#define FRAME_pain111 169
#define FRAME_pain112 170
#define FRAME_pain113 171
#define FRAME_pain114 172
#define FRAME_pain115 173
#define FRAME_pain116 174
#define FRAME_pain117 175
#define FRAME_pain118 176
#define FRAME_pain201 177
#define FRAME_pain202 178
#define FRAME_pain203 179
#define FRAME_pain204 180
#define FRAME_pain205 181
#define FRAME_pain206 182
#define FRAME_pain207 183
#define FRAME_pain208 184
#define FRAME_pain301 185
#define FRAME_pain302 186
#define FRAME_pain303 187
#define FRAME_pain304 188
#define FRAME_pain305 189
#define FRAME_death01 190
#define FRAME_death02 191
#define FRAME_death03 192
#define FRAME_death04 193
#define FRAME_death05 194
#define FRAME_death06 195
#define FRAME_death07 196
#define FRAME_death08 197
#define FRAME_death09 198
#define FRAME_death10 199
#define FRAME_death11 200
#define FRAME_duck01 201
#define FRAME_duck02 202
#define FRAME_duck03 203
#define FRAME_duck04 204
#define FRAME_duck05 205
#define FRAME_duck06 206
#define FRAME_duck07 207
#define FRAME_duck08 208
#define MODEL_SCALE 1.150000
#define MODEL_SCALE 1.150000