mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-26 06:20:48 +00:00
cleanup gunner/ and add sanity checks
This commit is contained in:
parent
fbf51542fb
commit
7442bb1b98
2 changed files with 756 additions and 472 deletions
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@ -1,34 +1,32 @@
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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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GUNNER
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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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* 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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@ -37,22 +35,38 @@ 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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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 gunner_sight (edict_t *self, edict_t *other)
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void
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gunner_sight(edict_t *self, edict_t *other /* unused */)
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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_search (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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gi.sound (self, CHAN_VOICE, sound_search, 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_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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@ -60,11 +74,9 @@ void GunnerFire (edict_t *self);
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void gunner_fire_chain(edict_t *self);
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void gunner_refire_chain(edict_t *self);
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void gunner_stand(edict_t *self);
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mframe_t gunner_frames_fidget [] =
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{
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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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@ -119,18 +131,35 @@ 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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mmove_t gunner_move_fidget =
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{
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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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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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if (random() <= 0.05)
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self->monsterinfo.currentmove = &gunner_move_fidget;
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}
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mframe_t gunner_frames_stand [] =
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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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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, gunner_fidget}
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};
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mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
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void gunner_stand (edict_t *self)
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mmove_t gunner_move_stand =
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{
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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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{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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mmove_t gunner_move_walk =
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{
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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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@ -207,18 +259,33 @@ mframe_t gunner_frames_run [] =
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{ai_run, 6, NULL}
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};
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mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
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void gunner_run (edict_t *self)
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mmove_t gunner_move_run =
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &gunner_move_stand;
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else
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self->monsterinfo.currentmove = &gunner_move_run;
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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
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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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mframe_t gunner_frames_runandshoot [] =
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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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{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, 20, NULL}
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};
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mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
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void gunner_runandshoot (edict_t *self)
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mmove_t gunner_move_runandshoot =
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{
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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
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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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};
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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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mmove_t gunner_move_pain3 =
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{
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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, -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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mmove_t gunner_move_pain2 =
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{
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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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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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@ -278,36 +368,72 @@ mframe_t gunner_frames_pain1 [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
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void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
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mmove_t gunner_move_pain1 =
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{
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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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{
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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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{
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (damage <= 10)
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self->monsterinfo.currentmove = &gunner_move_pain3;
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else if (damage <= 25)
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self->monsterinfo.currentmove = &gunner_move_pain2;
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else
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self->monsterinfo.currentmove = &gunner_move_pain1;
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}
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void gunner_dead (edict_t *self)
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if (skill->value == 3)
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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
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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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@ -316,8 +442,7 @@ void gunner_dead (edict_t *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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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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|
@ -330,49 +455,87 @@ 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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};
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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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{
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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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if (!self)
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{
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return;
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}
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self->s.skinnum |= 1;
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self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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// check for gib
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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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{
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ThrowGib(self, "models/objects/gibs/bone/tris.md2",
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damage, GIB_ORGANIC);
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}
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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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{
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ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
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damage, GIB_ORGANIC);
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}
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ThrowHead(self, "models/objects/gibs/head2/tris.md2",
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damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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{
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return;
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}
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// regular death
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/* regular death */
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gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.currentmove = &gunner_move_death;
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}
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void gunner_duck_down (edict_t *self)
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void
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gunner_duck_down(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||||
return;
|
||||
}
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_DUCKED)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.aiflags |= AI_DUCKED;
|
||||
|
||||
if (skill->value >= 2)
|
||||
{
|
||||
if (random() > 0.5)
|
||||
{
|
||||
GunnerGrenade(self);
|
||||
}
|
||||
}
|
||||
|
||||
self->maxs[2] -= 32;
|
||||
self->takedamage = DAMAGE_YES;
|
||||
|
@ -380,24 +543,39 @@ void gunner_duck_down (edict_t *self)
|
|||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
void gunner_duck_hold (edict_t *self)
|
||||
void
|
||||
gunner_duck_hold(edict_t *self)
|
||||
{
|
||||
if (level.time >= self->monsterinfo.pausetime)
|
||||
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
||||
else
|
||||
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
void gunner_duck_up (edict_t *self)
|
||||
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)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
||||
self->maxs[2] += 32;
|
||||
self->takedamage = DAMAGE_AIM;
|
||||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
mframe_t gunner_frames_duck [] =
|
||||
{
|
||||
mframe_t gunner_frames_duck[] = {
|
||||
{ai_move, 1, gunner_duck_down},
|
||||
{ai_move, 1, NULL},
|
||||
{ai_move, 1, gunner_duck_hold},
|
||||
|
@ -407,26 +585,49 @@ mframe_t gunner_frames_duck [] =
|
|||
{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 /* unused */)
|
||||
{
|
||||
if (!self || !attacker)
|
||||
{
|
||||
if (random() > 0.25)
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() > 0.25)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self->enemy)
|
||||
{
|
||||
self->enemy = attacker;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &gunner_move_duck;
|
||||
}
|
||||
|
||||
|
||||
void gunner_opengun (edict_t *self)
|
||||
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;
|
||||
|
@ -434,48 +635,69 @@ void GunnerFire (edict_t *self)
|
|||
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);
|
||||
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
|
||||
forward, right, start);
|
||||
|
||||
// project enemy back a bit and target there
|
||||
/* 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);
|
||||
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;
|
||||
|
||||
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
|
||||
{
|
||||
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);
|
||||
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);
|
||||
}
|
||||
|
||||
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},
|
||||
|
@ -484,10 +706,16 @@ 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 [] =
|
||||
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},
|
||||
|
@ -497,10 +725,16 @@ mframe_t gunner_frames_fire_chain [] =
|
|||
{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 [] =
|
||||
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},
|
||||
|
@ -509,10 +743,16 @@ 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},
|
||||
|
@ -535,10 +775,23 @@ 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)
|
||||
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;
|
||||
|
@ -546,33 +799,61 @@ void gunner_attack(edict_t *self)
|
|||
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 (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
|
||||
/*
|
||||
* QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_gunner (edict_t *self)
|
||||
void
|
||||
SP_monster_gunner(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(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.
|
||||
|
||||
* 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.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Gunner animations.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
// G:\quake2\baseq2\models/gunner
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
|
||||
#define FRAME_stand01 0
|
||||
#define FRAME_stand02 1
|
||||
|
|
Loading…
Reference in a new issue