mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-19 16:00:56 +00:00
cleanup infantry/ and add sanity checks
This commit is contained in:
parent
71dca0bc24
commit
5369804a6f
2 changed files with 756 additions and 530 deletions
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@ -1,35 +1,33 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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==============================================================================
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INFANTRY
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==============================================================================
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*/
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Infantry.
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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 "infantry.h"
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void InfantryMachineGun (edict_t *self);
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void InfantryMachineGun(edict_t *self);
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static int sound_pain1;
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static int sound_pain2;
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@ -44,9 +42,7 @@ static int sound_sight;
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static int sound_search;
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static int sound_idle;
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mframe_t infantry_frames_stand [] =
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{
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mframe_t infantry_frames_stand[] = {
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -70,16 +66,27 @@ mframe_t infantry_frames_stand [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
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void infantry_stand (edict_t *self)
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mmove_t infantry_move_stand =
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{
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FRAME_stand50,
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FRAME_stand71,
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infantry_frames_stand,
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NULL
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};
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void
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infantry_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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mframe_t infantry_frames_fidget [] =
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{
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mframe_t infantry_frames_fidget[] = {
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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@ -130,16 +137,28 @@ mframe_t infantry_frames_fidget [] =
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL}
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};
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mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
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void infantry_fidget (edict_t *self)
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mmove_t infantry_move_fidget =
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{
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FRAME_stand01,
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FRAME_stand49,
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infantry_frames_fidget,
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infantry_stand
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};
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void
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infantry_fidget(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_fidget;
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t infantry_frames_walk [] =
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{
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mframe_t infantry_frames_walk[] = {
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL}
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};
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mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
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void infantry_walk (edict_t *self)
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mmove_t infantry_move_walk =
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{
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FRAME_walk03,
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FRAME_walk14,
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infantry_frames_walk,
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NULL
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};
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void
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infantry_walk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &infantry_move_walk;
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}
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mframe_t infantry_frames_run [] =
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{
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mframe_t infantry_frames_run[] = {
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{ai_run, 10, NULL},
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{ai_run, 20, NULL},
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{ai_run, 5, NULL},
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@ -171,19 +202,29 @@ mframe_t infantry_frames_run [] =
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{ai_run, 2, NULL},
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{ai_run, 6, NULL}
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};
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mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
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void infantry_run (edict_t *self)
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mmove_t infantry_move_run =
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{
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FRAME_run01,
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FRAME_run08,
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infantry_frames_run,
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NULL
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};
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void
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infantry_run(edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &infantry_move_stand;
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_run;
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}
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}
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mframe_t infantry_frames_pain1 [] =
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{
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mframe_t infantry_frames_pain1[] = {
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{ai_move, -3, NULL},
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{ai_move, -2, NULL},
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{ai_move, -1, NULL},
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{ai_move, 6, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
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mframe_t infantry_frames_pain2 [] =
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mmove_t infantry_move_pain1 =
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{
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FRAME_pain101,
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FRAME_pain110,
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infantry_frames_pain1,
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infantry_run
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};
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mframe_t infantry_frames_pain2[] = {
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{ai_move, -3, NULL},
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{ai_move, -3, NULL},
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{ai_move, 0, NULL},
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@ -210,39 +257,58 @@ mframe_t infantry_frames_pain2 [] =
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{ai_move, 5, NULL},
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{ai_move, 2, NULL}
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};
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mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
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void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
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mmove_t infantry_move_pain2 =
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{
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FRAME_pain201,
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FRAME_pain210,
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infantry_frames_pain2,
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infantry_run
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};
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void
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infantry_pain(edict_t *self, edict_t *other /* unused */,
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float kick /* unused */, int damage)
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{
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int n;
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if (!self)
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{
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return;
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}
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if (self->health < (self->max_health / 2))
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{
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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 (skill->value == 3)
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return; // no pain anims in nightmare
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{
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return; /* no pain anims in nightmare */
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}
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n = rand() % 2;
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_pain1;
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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}
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else
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{
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self->monsterinfo.currentmove = &infantry_move_pain2;
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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}
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vec3_t aimangles[] =
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{
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vec3_t aimangles[] = {
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{0.0, 5.0, 0.0},
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{10.0, 15.0, 0.0},
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{20.0, 25.0, 0.0},
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{90.0, 35.0, 0.0}
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};
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void InfantryMachineGun (edict_t *self)
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void
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InfantryMachineGun(edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right;
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vec3_t vec;
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int flash_number;
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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->s.frame == FRAME_attak111)
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_1;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
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forward, right, start);
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if (self->enemy)
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{
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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VectorSubtract(target, start, forward);
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VectorNormalize(forward);
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}
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else
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{
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AngleVectors (self->s.angles, forward, right, NULL);
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AngleVectors(self->s.angles, forward, right, NULL);
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}
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}
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else
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{
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
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flash_number = MZ2_INFANTRY_MACHINEGUN_2 +
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(self->s.frame - FRAME_death211);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
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forward, right, start);
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VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
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AngleVectors (vec, forward, NULL, NULL);
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VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
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AngleVectors(vec, forward, NULL, NULL);
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}
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monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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monster_fire_bullet(self, start, forward, 3, 4,
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DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
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flash_number);
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}
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void infantry_sight (edict_t *self, edict_t *other)
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void
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infantry_sight(edict_t *self, edict_t *other /* unused */)
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{
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gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
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}
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void infantry_dead (edict_t *self)
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void
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infantry_dead(edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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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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gi.linkentity (self);
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gi.linkentity(self);
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M_FlyCheck (self);
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M_FlyCheck(self);
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}
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mframe_t infantry_frames_death1 [] =
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{
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mframe_t infantry_frames_death1[] = {
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{ai_move, -4, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -335,11 +423,17 @@ mframe_t infantry_frames_death1 [] =
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{ai_move, -3, NULL},
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{ai_move, -3, NULL}
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};
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mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
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// Off with his head
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mframe_t infantry_frames_death2 [] =
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mmove_t infantry_move_death1 =
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{
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FRAME_death101,
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FRAME_death120,
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infantry_frames_death1,
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infantry_dead
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};
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/* Off with his head */
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mframe_t infantry_frames_death2[] = {
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{ai_move, 0, NULL},
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{ai_move, 1, NULL},
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{ai_move, 5, NULL},
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|
@ -366,10 +460,16 @@ mframe_t infantry_frames_death2 [] =
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{ai_move, 4, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
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mframe_t infantry_frames_death3 [] =
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mmove_t infantry_move_death2 =
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{
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FRAME_death201,
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FRAME_death225,
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infantry_frames_death2,
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infantry_dead
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};
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mframe_t infantry_frames_death3[] = {
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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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|
@ -380,122 +480,203 @@ mframe_t infantry_frames_death3 [] =
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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 infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
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mmove_t infantry_move_death3 =
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{
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FRAME_death301,
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FRAME_death309,
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infantry_frames_death3,
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infantry_dead
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};
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void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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void
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infantry_die(edict_t *self, edict_t *inflictor /* unused */,
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edict_t *attacker /* unused */, int damage,
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vec3_t point /* unused */)
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{
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int n;
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// check for gib
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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);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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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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{
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||||
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
|
||||
/* regular death */
|
||||
self->deadflag = DEAD_DEAD;
|
||||
self->takedamage = DAMAGE_YES;
|
||||
|
||||
n = rand() % 3;
|
||||
|
||||
if (n == 0)
|
||||
{
|
||||
self->monsterinfo.currentmove = &infantry_move_death1;
|
||||
gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
|
||||
}
|
||||
else if (n == 1)
|
||||
{
|
||||
self->monsterinfo.currentmove = &infantry_move_death2;
|
||||
gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &infantry_move_death3;
|
||||
gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void infantry_duck_down (edict_t *self)
|
||||
void
|
||||
infantry_duck_down(edict_t *self)
|
||||
{
|
||||
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.aiflags |= AI_DUCKED;
|
||||
self->maxs[2] -= 32;
|
||||
self->takedamage = DAMAGE_YES;
|
||||
self->monsterinfo.pausetime = level.time + 1;
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
void infantry_duck_hold (edict_t *self)
|
||||
void
|
||||
infantry_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 infantry_duck_up (edict_t *self)
|
||||
void
|
||||
infantry_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 infantry_frames_duck [] =
|
||||
{
|
||||
mframe_t infantry_frames_duck[] = {
|
||||
{ai_move, -2, infantry_duck_down},
|
||||
{ai_move, -5, infantry_duck_hold},
|
||||
{ai_move, 3, NULL},
|
||||
{ai_move, 4, infantry_duck_up},
|
||||
{ai_move, 0, NULL}
|
||||
};
|
||||
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
|
||||
|
||||
void infantry_dodge (edict_t *self, edict_t *attacker, float eta)
|
||||
mmove_t infantry_move_duck =
|
||||
{
|
||||
if (random() > 0.25)
|
||||
FRAME_duck01,
|
||||
FRAME_duck05,
|
||||
infantry_frames_duck,
|
||||
infantry_run
|
||||
};
|
||||
|
||||
void
|
||||
infantry_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
|
||||
{
|
||||
if (!self || !attacker)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() > 0.25)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self->enemy)
|
||||
{
|
||||
self->enemy = attacker;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &infantry_move_duck;
|
||||
}
|
||||
|
||||
|
||||
void infantry_cock_gun (edict_t *self)
|
||||
void
|
||||
infantry_cock_gun(edict_t *self)
|
||||
{
|
||||
int n;
|
||||
|
||||
gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
|
||||
n = (rand() & 15) + 3 + 7;
|
||||
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
|
||||
}
|
||||
|
||||
void infantry_fire (edict_t *self)
|
||||
void
|
||||
infantry_fire(edict_t *self)
|
||||
{
|
||||
InfantryMachineGun (self);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
InfantryMachineGun(self);
|
||||
|
||||
if (level.time >= self->monsterinfo.pausetime)
|
||||
{
|
||||
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
||||
}
|
||||
}
|
||||
|
||||
mframe_t infantry_frames_attack1 [] =
|
||||
{
|
||||
mframe_t infantry_frames_attack1[] = {
|
||||
{ai_charge, 4, NULL},
|
||||
{ai_charge, -1, NULL},
|
||||
{ai_charge, -1, NULL},
|
||||
|
@ -512,25 +693,45 @@ mframe_t infantry_frames_attack1 [] =
|
|||
{ai_charge, -2, NULL},
|
||||
{ai_charge, -3, NULL}
|
||||
};
|
||||
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
|
||||
|
||||
|
||||
void infantry_swing (edict_t *self)
|
||||
mmove_t infantry_move_attack1 =
|
||||
{
|
||||
gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
|
||||
FRAME_attak101,
|
||||
FRAME_attak115,
|
||||
infantry_frames_attack1,
|
||||
infantry_run
|
||||
};
|
||||
|
||||
void
|
||||
infantry_swing(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
|
||||
}
|
||||
|
||||
void infantry_smack (edict_t *self)
|
||||
void
|
||||
infantry_smack(edict_t *self)
|
||||
{
|
||||
vec3_t aim;
|
||||
|
||||
VectorSet (aim, MELEE_DISTANCE, 0, 0);
|
||||
if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
|
||||
gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSet(aim, MELEE_DISTANCE, 0, 0);
|
||||
|
||||
if (fire_hit(self, aim, (5 + (rand() % 5)), 50))
|
||||
{
|
||||
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
|
||||
}
|
||||
}
|
||||
|
||||
mframe_t infantry_frames_attack2 [] =
|
||||
{
|
||||
mframe_t infantry_frames_attack2[] = {
|
||||
{ai_charge, 3, NULL},
|
||||
{ai_charge, 6, NULL},
|
||||
{ai_charge, 0, infantry_swing},
|
||||
|
@ -540,47 +741,69 @@ mframe_t infantry_frames_attack2 [] =
|
|||
{ai_charge, 6, NULL},
|
||||
{ai_charge, 3, NULL},
|
||||
};
|
||||
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
|
||||
|
||||
void infantry_attack(edict_t *self)
|
||||
mmove_t infantry_move_attack2 =
|
||||
{
|
||||
if (range (self, self->enemy) == RANGE_MELEE)
|
||||
self->monsterinfo.currentmove = &infantry_move_attack2;
|
||||
else
|
||||
self->monsterinfo.currentmove = &infantry_move_attack1;
|
||||
}
|
||||
FRAME_attak201,
|
||||
FRAME_attak208,
|
||||
infantry_frames_attack2,
|
||||
infantry_run
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_infantry (edict_t *self)
|
||||
void
|
||||
infantry_attack(edict_t *self)
|
||||
{
|
||||
if (deathmatch->value)
|
||||
if (!self)
|
||||
{
|
||||
G_FreeEdict (self);
|
||||
return;
|
||||
}
|
||||
|
||||
sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
|
||||
sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
|
||||
sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
|
||||
sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
|
||||
if (range(self, self->enemy) == RANGE_MELEE)
|
||||
{
|
||||
self->monsterinfo.currentmove = &infantry_move_attack2;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &infantry_move_attack1;
|
||||
}
|
||||
}
|
||||
|
||||
sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
|
||||
sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
|
||||
sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
|
||||
sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
|
||||
/*
|
||||
* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void
|
||||
SP_monster_infantry(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
sound_sight = gi.soundindex ("infantry/infsght1.wav");
|
||||
sound_search = gi.soundindex ("infantry/infsrch1.wav");
|
||||
sound_idle = gi.soundindex ("infantry/infidle1.wav");
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(self);
|
||||
return;
|
||||
}
|
||||
|
||||
sound_pain1 = gi.soundindex("infantry/infpain1.wav");
|
||||
sound_pain2 = gi.soundindex("infantry/infpain2.wav");
|
||||
sound_die1 = gi.soundindex("infantry/infdeth1.wav");
|
||||
sound_die2 = gi.soundindex("infantry/infdeth2.wav");
|
||||
|
||||
sound_gunshot = gi.soundindex("infantry/infatck1.wav");
|
||||
sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
|
||||
sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
|
||||
sound_punch_hit = gi.soundindex("infantry/melee2.wav");
|
||||
|
||||
sound_sight = gi.soundindex("infantry/infsght1.wav");
|
||||
sound_search = gi.soundindex("infantry/infsrch1.wav");
|
||||
sound_idle = gi.soundindex("infantry/infidle1.wav");
|
||||
|
||||
self->movetype = MOVETYPE_STEP;
|
||||
self->solid = SOLID_BBOX;
|
||||
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
||||
VectorSet (self->mins, -16, -16, -24);
|
||||
VectorSet (self->maxs, 16, 16, 32);
|
||||
VectorSet(self->mins, -16, -16, -24);
|
||||
VectorSet(self->maxs, 16, 16, 32);
|
||||
|
||||
self->health = 100;
|
||||
self->gib_health = -40;
|
||||
|
@ -598,11 +821,11 @@ void SP_monster_infantry (edict_t *self)
|
|||
self->monsterinfo.sight = infantry_sight;
|
||||
self->monsterinfo.idle = infantry_fidget;
|
||||
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
|
||||
self->monsterinfo.currentmove = &infantry_move_stand;
|
||||
self->monsterinfo.scale = MODEL_SCALE;
|
||||
|
||||
walkmonster_start (self);
|
||||
walkmonster_start(self);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,25 +1,28 @@
|
|||
/*
|
||||
Copyright (C) 1997-2001 Id Software, Inc.
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
// G:\quake2\baseq2\models/monsters/infantry
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*
|
||||
* See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
* 02111-1307, USA.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Infantry animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
||||
#define FRAME_gun02 0
|
||||
#define FRAME_stand01 1
|
||||
|
|
Loading…
Reference in a new issue