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Cleanup gunner and add sanity checks
This commit is contained in:
parent
5ca949d991
commit
56d613e7b6
2 changed files with 715 additions and 452 deletions
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@ -1,51 +1,62 @@
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/*
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==============================================================================
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GUNNER
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==============================================================================
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*/
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/* =======================================================================
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*
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* Gunner.
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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 "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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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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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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void
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gunner_idlesound(edict_t *self)
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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_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void
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gunner_sight(edict_t *self, edict_t *other)
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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_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void gunner_stand (edict_t *self);
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void
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gunner_search(edict_t *self)
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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_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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mframe_t gunner_frames_fidget [] =
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{
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mframe_t gunner_frames_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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@ -100,18 +111,34 @@ mframe_t gunner_frames_fidget [] =
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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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mmove_t gunner_move_fidget = {
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FRAME_stand31,
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FRAME_stand70,
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gunner_frames_fidget,
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gunner_stand
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};
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void
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gunner_fidget(edict_t *self)
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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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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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return;
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}
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if (random() <= 0.05)
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{
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self->monsterinfo.currentmove = &gunner_move_fidget;
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}
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}
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mframe_t gunner_frames_stand [] =
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{
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mframe_t gunner_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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@ -145,16 +172,26 @@ mframe_t gunner_frames_stand [] =
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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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mmove_t gunner_move_stand = {
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FRAME_stand01,
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FRAME_stand30,
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gunner_frames_stand,
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NULL
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};
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void
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gunner_stand(edict_t *self)
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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 = &gunner_move_stand;
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}
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mframe_t gunner_frames_walk [] =
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{
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mframe_t gunner_frames_walk[] = {
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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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@ -169,291 +206,459 @@ mframe_t gunner_frames_walk [] =
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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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mmove_t gunner_move_walk = {
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FRAME_walk07,
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FRAME_walk19,
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gunner_frames_walk,
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NULL
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};
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void
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gunner_walk(edict_t *self)
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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 = &gunner_move_walk;
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}
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mframe_t gunner_frames_run [] =
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{
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mframe_t gunner_frames_run[] = {
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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, NULL},
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{ai_run, 9, NULL},
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{ai_run, 9, NULL},
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{ai_run, 9, NULL},
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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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{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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mmove_t gunner_move_run = {
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FRAME_run01,
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FRAME_run08,
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gunner_frames_run,
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NULL
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};
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void gunner_run (edict_t *self)
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{
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void
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gunner_run(edict_t *self)
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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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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &gunner_move_stand;
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}
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else
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{
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self->monsterinfo.currentmove = &gunner_move_run;
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}
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}
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mframe_t gunner_frames_runandshoot [] =
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{
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mframe_t gunner_frames_runandshoot[] = {
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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, 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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mmove_t gunner_move_runandshoot = {
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FRAME_runs01,
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FRAME_runs06,
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gunner_frames_runandshoot,
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NULL
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};
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void gunner_runandshoot (edict_t *self)
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{
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void
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gunner_runandshoot(edict_t *self)
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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 = &gunner_move_runandshoot;
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}
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mframe_t gunner_frames_pain3 [] =
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{
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mframe_t gunner_frames_pain3[] = {
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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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{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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mmove_t gunner_move_pain3 = {
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FRAME_pain301,
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FRAME_pain305,
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gunner_frames_pain3,
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gunner_run
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};
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mframe_t gunner_frames_pain2[] = {
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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, 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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mmove_t gunner_move_pain2 = {
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FRAME_pain201,
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FRAME_pain208,
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gunner_frames_pain2,
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gunner_run
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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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mframe_t gunner_frames_pain1[] = {
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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 = {
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FRAME_pain101,
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FRAME_pain118,
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gunner_frames_pain1,
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gunner_run
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};
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void
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gunner_pain(edict_t *self, edict_t *other /* unused */,
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float kick /* unused */, int damage)
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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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if (self->health < (self->max_health / 2))
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{
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self->s.skinnum = 1;
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}
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if (level.time < self->pain_debounce_time)
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{
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return;
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}
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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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if (rand() & 1)
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{
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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}
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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{
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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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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if (damage <= 10)
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{
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self->monsterinfo.currentmove = &gunner_move_pain3;
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}
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else if (damage <= 25)
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{
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self->monsterinfo.currentmove = &gunner_move_pain2;
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}
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else
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{
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self->monsterinfo.currentmove = &gunner_move_pain1;
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}
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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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void
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gunner_dead(edict_t *self)
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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->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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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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mframe_t gunner_frames_death[] = {
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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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{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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mmove_t gunner_move_death = {
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FRAME_death01,
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FRAME_death11,
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gunner_frames_death,
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gunner_dead
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};
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void
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gunner_die(edict_t *self, edict_t *inflictor /* unused */,
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edict_t *attacker /* unused */, int damage /* unused */,
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vec3_t point)
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{
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int n;
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// check for gib
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int n;
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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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/* 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);
|
||||
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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue