mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-03-09 02:41:07 +00:00
Update to: * https://github.com/yquake2/xatrix/releases/tag/XATRIX_2_10 * https://github.com/yquake2/rogue/releases/tag/ROGUE_2_09 * https://github.com/yquake2/ctf/releases/tag/CTF_1_09 Full sync required: * https://github.com/yquake2/rogue/issues/122 * https://github.com/yquake2/xatrix/issues/96
815 lines
15 KiB
C
815 lines
15 KiB
C
/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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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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static int sound_pain1;
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static int sound_pain2;
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static int sound_die1;
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static int sound_die2;
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static int sound_gunshot;
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static int sound_weapon_cock;
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static int sound_punch_swing;
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static int sound_punch_hit;
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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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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t infantry_move_stand = {
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FRAME_stand50,
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FRAME_stand71,
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infantry_frames_stand,
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NULL
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};
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void
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infantry_stand(edict_t *self)
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{
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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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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 3, NULL},
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{ai_stand, 6, NULL},
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{ai_stand, 3, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -2, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, -1, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -3, NULL},
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{ai_stand, -2, NULL}
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};
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mmove_t infantry_move_fidget = {
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FRAME_stand01,
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FRAME_stand49,
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infantry_frames_fidget,
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infantry_stand
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};
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void
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infantry_fidget(edict_t *self)
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{
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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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}
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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, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL}
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};
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mmove_t infantry_move_walk = {
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FRAME_walk03,
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FRAME_walk14,
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infantry_frames_walk,
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NULL
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};
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void
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infantry_walk(edict_t *self)
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{
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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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{ai_run, 10, NULL},
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{ai_run, 20, NULL},
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{ai_run, 5, NULL},
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{ai_run, 7, NULL},
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{ai_run, 30, NULL},
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{ai_run, 35, NULL},
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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 = {
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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)
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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 = &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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{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, -2, 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, 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 = {
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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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{ai_move, -1, 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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{ai_move, 2, NULL},
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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 = {
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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 == SKILL_HARDPLUS)
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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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}
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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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}
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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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{25.0, 35.0, 0.0},
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{30.0, 40.0, 0.0},
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{30.0, 45.0, 0.0},
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{25.0, 50.0, 0.0},
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{20.0, 40.0, 0.0},
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{15.0, 35.0, 0.0},
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{40.0, 35.0, 0.0},
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{70.0, 35.0, 0.0},
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{90.0, 35.0, 0.0}
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};
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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_attak103)
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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],
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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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target[2] += self->enemy->viewheight;
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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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}
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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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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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}
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monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD,
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DEFAULT_BULLET_VSPREAD, flash_number);
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}
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void
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infantry_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_BODY, sound_sight, 1, ATTN_NORM, 0);
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}
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void
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infantry_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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gi.linkentity(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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{ai_move, -4, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, -1, NULL},
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{ai_move, -4, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, -1, NULL},
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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, -2, NULL},
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{ai_move, 2, NULL},
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{ai_move, 2, NULL},
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{ai_move, 9, NULL},
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{ai_move, 9, NULL},
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{ai_move, 5, NULL},
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{ai_move, -3, NULL},
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{ai_move, -3, NULL}
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};
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mmove_t infantry_move_death1 = {
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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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{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, 4, NULL},
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{ai_move, 3, NULL},
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{ai_move, 0, NULL},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, -3, InfantryMachineGun},
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{ai_move, -1, InfantryMachineGun},
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{ai_move, -2, InfantryMachineGun},
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{ai_move, 0, InfantryMachineGun},
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{ai_move, 2, InfantryMachineGun},
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{ai_move, 2, InfantryMachineGun},
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{ai_move, 3, InfantryMachineGun},
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{ai_move, -10, InfantryMachineGun},
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{ai_move, -7, InfantryMachineGun},
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{ai_move, -8, InfantryMachineGun},
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{ai_move, -6, NULL},
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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 = {
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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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{ai_move, -6, NULL},
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{ai_move, -11, NULL},
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{ai_move, -3, NULL},
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{ai_move, -11, 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 infantry_move_death3 = {
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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
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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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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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{
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ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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}
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for (n = 0; n < 4; n++)
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{
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ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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}
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ThrowHead(self, "models/objects/gibs/head2/tris.md2", 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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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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self->s.skinnum = 1; /* switch to bloody skin */
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|
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n = rand() % 3;
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|
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if (n == 0)
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{
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self->monsterinfo.currentmove = &infantry_move_death1;
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gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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else if (n == 1)
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{
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self->monsterinfo.currentmove = &infantry_move_death2;
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gi.sound(self, CHAN_VOICE, sound_die1, 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_death3;
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gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
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}
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}
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|
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void
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infantry_duck_down(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_DUCKED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.aiflags |= AI_DUCKED;
|
|
self->maxs[2] -= 32;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->monsterinfo.pausetime = level.time + 1;
|
|
gi.linkentity(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)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
self->maxs[2] += 32;
|
|
self->takedamage = DAMAGE_AIM;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
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 /* unused */)
|
|
{
|
|
if (!self || !attacker)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (random() > 0.25)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!self->enemy)
|
|
{
|
|
self->enemy = attacker;
|
|
FoundTarget(self);
|
|
}
|
|
|
|
self->monsterinfo.currentmove = &infantry_move_duck;
|
|
}
|
|
|
|
void
|
|
infantry_set_firetime(edict_t *self)
|
|
{
|
|
int n;
|
|
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
n = (rand() & 15) + 5;
|
|
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
|
|
}
|
|
|
|
void
|
|
infantry_cock_gun(edict_t *self)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
void
|
|
infantry_fire(edict_t *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[] = {
|
|
{ai_charge, 10, infantry_set_firetime},
|
|
{ai_charge, 6, NULL},
|
|
{ai_charge, 0, infantry_fire},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 1, NULL},
|
|
{ai_charge, -7, NULL},
|
|
{ai_charge, -6, NULL},
|
|
{ai_charge, -1, NULL},
|
|
{ai_charge, 0, infantry_cock_gun},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, 0, NULL},
|
|
{ai_charge, -1, NULL},
|
|
{ai_charge, -1, NULL}
|
|
};
|
|
|
|
mmove_t infantry_move_attack1 = {
|
|
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)
|
|
{
|
|
vec3_t aim;
|
|
|
|
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[] = {
|
|
{ai_charge, 3, NULL},
|
|
{ai_charge, 6, NULL},
|
|
{ai_charge, 0, infantry_swing},
|
|
{ai_charge, 8, NULL},
|
|
{ai_charge, 5, NULL},
|
|
{ai_charge, 8, infantry_smack},
|
|
{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)
|
|
{
|
|
if (!self)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (range(self, self->enemy) == RANGE_MELEE)
|
|
{
|
|
self->monsterinfo.currentmove = &infantry_move_attack2;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.currentmove = &infantry_move_attack1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
}
|
|
|
|
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);
|
|
|
|
self->health = 100;
|
|
self->gib_health = -40;
|
|
self->mass = 200;
|
|
|
|
self->pain = infantry_pain;
|
|
self->die = infantry_die;
|
|
|
|
self->monsterinfo.stand = infantry_stand;
|
|
self->monsterinfo.walk = infantry_walk;
|
|
self->monsterinfo.run = infantry_run;
|
|
self->monsterinfo.dodge = infantry_dodge;
|
|
self->monsterinfo.attack = infantry_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = infantry_sight;
|
|
self->monsterinfo.idle = infantry_fidget;
|
|
|
|
gi.linkentity(self);
|
|
|
|
self->monsterinfo.currentmove = &infantry_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start(self);
|
|
}
|