yquake2remaster/original/xatrix/monster/tank/tank.c

1101 lines
20 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Tank and Tank Commander.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "tank.h"
void tank_refire_rocket(edict_t *self);
void tank_doattack_rocket(edict_t *self);
void tank_reattack_blaster(edict_t *self);
void tank_walk(edict_t *self);
void tank_run(edict_t *self);
static int sound_thud;
static int sound_pain;
static int sound_idle;
static int sound_die;
static int sound_step;
static int sound_sight;
static int sound_windup;
static int sound_strike;
void
tank_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void
tank_footstep(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
}
void
tank_thud(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
}
void
tank_windup(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
}
void
tank_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t tank_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t tank_move_stand = {
FRAME_stand01,
FRAME_stand30,
tank_frames_stand,
NULL
};
void
tank_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &tank_move_stand;
}
mframe_t tank_frames_start_walk[] = {
{ai_walk, 0, NULL},
{ai_walk, 6, NULL},
{ai_walk, 6, NULL},
{ai_walk, 11, tank_footstep}
};
mmove_t tank_move_start_walk = {
FRAME_walk01,
FRAME_walk04,
tank_frames_start_walk,
tank_walk
};
mframe_t tank_frames_walk[] = {
{ai_walk, 4, NULL},
{ai_walk, 5, NULL},
{ai_walk, 3, NULL},
{ai_walk, 2, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, tank_footstep},
{ai_walk, 3, NULL},
{ai_walk, 5, NULL},
{ai_walk, 4, NULL},
{ai_walk, 5, NULL},
{ai_walk, 7, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 6, tank_footstep}
};
mmove_t tank_move_walk = {
FRAME_walk05,
FRAME_walk20,
tank_frames_walk,
NULL
};
mframe_t tank_frames_stop_walk[] = {
{ai_walk, 3, NULL},
{ai_walk, 3, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 4, tank_footstep}
};
mmove_t tank_move_stop_walk = {
FRAME_walk21,
FRAME_walk25,
tank_frames_stop_walk,
tank_stand
};
void
tank_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &tank_move_walk;
}
mframe_t tank_frames_start_run[] = {
{ai_run, 0, NULL},
{ai_run, 6, NULL},
{ai_run, 6, NULL},
{ai_run, 11, tank_footstep}
};
mmove_t tank_move_start_run = {
FRAME_walk01,
FRAME_walk04,
tank_frames_start_run,
tank_run
};
mframe_t tank_frames_run[] = {
{ai_run, 4, NULL},
{ai_run, 5, NULL},
{ai_run, 3, NULL},
{ai_run, 2, NULL},
{ai_run, 5, NULL},
{ai_run, 5, NULL},
{ai_run, 4, NULL},
{ai_run, 4, tank_footstep},
{ai_run, 3, NULL},
{ai_run, 5, NULL},
{ai_run, 4, NULL},
{ai_run, 5, NULL},
{ai_run, 7, NULL},
{ai_run, 7, NULL},
{ai_run, 6, NULL},
{ai_run, 6, tank_footstep}
};
mmove_t tank_move_run = {
FRAME_walk05,
FRAME_walk20,
tank_frames_run,
NULL
};
mframe_t tank_frames_stop_run[] = {
{ai_run, 3, NULL},
{ai_run, 3, NULL},
{ai_run, 2, NULL},
{ai_run, 2, NULL},
{ai_run, 4, tank_footstep}
};
mmove_t tank_move_stop_run = {
FRAME_walk21,
FRAME_walk25,
tank_frames_stop_run,
tank_walk
};
void
tank_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->enemy && self->enemy->client)
{
self->monsterinfo.aiflags |= AI_BRUTAL;
}
else
{
self->monsterinfo.aiflags &= ~AI_BRUTAL;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &tank_move_stand;
return;
}
if ((self->monsterinfo.currentmove == &tank_move_walk) ||
(self->monsterinfo.currentmove == &tank_move_start_run))
{
self->monsterinfo.currentmove = &tank_move_run;
}
else
{
self->monsterinfo.currentmove = &tank_move_start_run;
}
}
mframe_t tank_frames_pain1[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t tank_move_pain1 = {
FRAME_pain101,
FRAME_pain104,
tank_frames_pain1,
tank_run
};
mframe_t tank_frames_pain2[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t tank_move_pain2 = {
FRAME_pain201,
FRAME_pain205,
tank_frames_pain2,
tank_run
};
mframe_t tank_frames_pain3[] = {
{ai_move, -7, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 3, NULL},
{ai_move, 0, NULL},
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, tank_footstep}
};
mmove_t tank_move_pain3 = {
FRAME_pain301,
FRAME_pain316,
tank_frames_pain3,
tank_run
};
void
tank_pain(edict_t *self, edict_t *other /* other */,
float kick /* other */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum |= 1;
}
if (damage <= 10)
{
return;
}
if (level.time < self->pain_debounce_time)
{
return;
}
if (damage <= 30)
{
if (random() > 0.2)
{
return;
}
}
/* If hard or nightmare, don't go into pain while attacking */
if (skill->value >= SKILL_HARD)
{
if ((self->s.frame >= FRAME_attak301) &&
(self->s.frame <= FRAME_attak330))
{
return;
}
if ((self->s.frame >= FRAME_attak101) &&
(self->s.frame <= FRAME_attak116))
{
return;
}
}
self->pain_debounce_time = level.time + 3;
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
if (damage <= 30)
{
self->monsterinfo.currentmove = &tank_move_pain1;
}
else if (damage <= 60)
{
self->monsterinfo.currentmove = &tank_move_pain2;
}
else
{
self->monsterinfo.currentmove = &tank_move_pain3;
}
}
void
TankBlaster(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t end;
vec3_t dir;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak110)
{
flash_number = MZ2_TANK_BLASTER_1;
}
else if (self->s.frame == FRAME_attak113)
{
flash_number = MZ2_TANK_BLASTER_2;
}
else
{
flash_number = MZ2_TANK_BLASTER_3;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract(end, start, dir);
monster_fire_blaster(self, start, dir, 30, 800, flash_number, EF_BLASTER);
}
void
TankStrike(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
}
void
TankRocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak324)
{
flash_number = MZ2_TANK_ROCKET_1;
}
else if (self->s.frame == FRAME_attak327)
{
flash_number = MZ2_TANK_ROCKET_2;
}
else
{
flash_number = MZ2_TANK_ROCKET_3;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 550, flash_number);
}
void
TankMachineGun(edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
int flash_number;
if (!self)
{
return;
}
flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
if (self->enemy)
{
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract(vec, start, vec);
vectoangles(vec, vec);
dir[0] = vec[0];
}
else
{
dir[0] = 0;
}
if (self->s.frame <= FRAME_attak415)
{
dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
}
else
{
dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
}
dir[2] = 0;
AngleVectors(dir, forward, NULL, NULL);
monster_fire_bullet(self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD,
DEFAULT_BULLET_VSPREAD, flash_number);
}
mframe_t tank_frames_attack_blast[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, -1, NULL},
{ai_charge, -2, NULL},
{ai_charge, -1, NULL},
{ai_charge, -1, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankBlaster}, /* 10 */
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankBlaster},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankBlaster} /* 16 */
};
mmove_t tank_move_attack_blast = {
FRAME_attak101,
FRAME_attak116,
tank_frames_attack_blast,
tank_reattack_blaster
};
mframe_t tank_frames_reattack_blast[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankBlaster},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankBlaster} /* 16 */
};
mmove_t tank_move_reattack_blast = {
FRAME_attak111,
FRAME_attak116,
tank_frames_reattack_blast,
tank_reattack_blaster
};
mframe_t tank_frames_attack_post_blast[] = {
{ai_move, 0, NULL}, /* 17 */
{ai_move, 0, NULL},
{ai_move, 2, NULL},
{ai_move, 3, NULL},
{ai_move, 2, NULL},
{ai_move, -2, tank_footstep} /* 22 */
};
mmove_t tank_move_attack_post_blast = {
FRAME_attak117,
FRAME_attak122,
tank_frames_attack_post_blast,
tank_run
};
void
tank_reattack_blaster(edict_t *self)
{
if (!self)
{
return;
}
if (skill->value >= SKILL_HARD)
{
if (visible(self, self->enemy))
{
if (self->enemy->health > 0)
{
if (random() <= 0.6)
{
self->monsterinfo.currentmove = &tank_move_reattack_blast;
return;
}
}
}
}
self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}
void
tank_poststrike(edict_t *self)
{
self->enemy = NULL;
tank_run(self);
}
mframe_t tank_frames_attack_strike[] = {
{ai_move, 3, NULL},
{ai_move, 2, NULL},
{ai_move, 2, NULL},
{ai_move, 1, NULL},
{ai_move, 6, NULL},
{ai_move, 7, NULL},
{ai_move, 9, tank_footstep},
{ai_move, 2, NULL},
{ai_move, 1, NULL},
{ai_move, 2, NULL},
{ai_move, 2, tank_footstep},
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -2, NULL},
{ai_move, -2, NULL},
{ai_move, 0, tank_windup},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, TankStrike},
{ai_move, 0, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -3, NULL},
{ai_move, -10, NULL},
{ai_move, -10, NULL},
{ai_move, -2, NULL},
{ai_move, -3, NULL},
{ai_move, -2, tank_footstep}
};
mmove_t tank_move_attack_strike = {
FRAME_attak201,
FRAME_attak238,
tank_frames_attack_strike,
tank_poststrike
};
mframe_t tank_frames_attack_pre_rocket[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}, /* 10 */
{ai_charge, 0, NULL},
{ai_charge, 1, NULL},
{ai_charge, 2, NULL},
{ai_charge, 7, NULL},
{ai_charge, 7, NULL},
{ai_charge, 7, tank_footstep},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}, /* 20 */
{ai_charge, -3, NULL}
};
mmove_t tank_move_attack_pre_rocket = {
FRAME_attak301,
FRAME_attak321,
tank_frames_attack_pre_rocket,
tank_doattack_rocket
};
mframe_t tank_frames_attack_fire_rocket[] = {
{ai_charge, -3, NULL}, /* Loop Start 22 */
{ai_charge, 0, NULL},
{ai_charge, 0, TankRocket}, /* 24 */
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, TankRocket},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, -1, TankRocket} /* 30 Loop End */
};
mmove_t tank_move_attack_fire_rocket = {
FRAME_attak322,
FRAME_attak330,
tank_frames_attack_fire_rocket,
tank_refire_rocket
};
mframe_t tank_frames_attack_post_rocket[] = {
{ai_charge, 0, NULL}, /* 31 */
{ai_charge, -1, NULL},
{ai_charge, -1, NULL},
{ai_charge, 0, NULL},
{ai_charge, 2, NULL},
{ai_charge, 3, NULL},
{ai_charge, 4, NULL},
{ai_charge, 2, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}, /* 40 */
{ai_charge, 0, NULL},
{ai_charge, -9, NULL},
{ai_charge, -8, NULL},
{ai_charge, -7, NULL},
{ai_charge, -1, NULL},
{ai_charge, -1, tank_footstep},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}, /* 50 */
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t tank_move_attack_post_rocket = {
FRAME_attak331,
FRAME_attak353,
tank_frames_attack_post_rocket,
tank_run
};
mframe_t tank_frames_attack_chain[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{NULL, 0, TankMachineGun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t tank_move_attack_chain = {
FRAME_attak401,
FRAME_attak429,
tank_frames_attack_chain,
tank_run
};
void
tank_refire_rocket(edict_t *self)
{
if (!self)
{
return;
}
/* Only on hard or nightmare */
if (skill->value >= SKILL_HARD)
{
if (self->enemy->health > 0)
{
if (visible(self, self->enemy))
{
if (random() <= 0.4)
{
self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
return;
}
}
}
}
self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}
void
tank_doattack_rocket(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
}
void
tank_attack(edict_t *self)
{
vec3_t vec;
float range;
float r;
if (!self)
{
return;
}
if (self->enemy->health < 0)
{
self->monsterinfo.currentmove = &tank_move_attack_strike;
self->monsterinfo.aiflags &= ~AI_BRUTAL;
return;
}
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
range = VectorLength(vec);
r = random();
if (range <= 125)
{
if (r < 0.4)
{
self->monsterinfo.currentmove = &tank_move_attack_chain;
}
else
{
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
}
else if (range <= 250)
{
if (r < 0.5)
{
self->monsterinfo.currentmove = &tank_move_attack_chain;
}
else
{
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
}
else
{
if (r < 0.33)
{
self->monsterinfo.currentmove = &tank_move_attack_chain;
}
else if (r < 0.66)
{
self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
self->pain_debounce_time = level.time + 5.0; /* no pain for a while */
}
else
{
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
}
}
void
tank_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -16);
VectorSet(self->maxs, 16, 16, -0);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity(self);
}
mframe_t tank_frames_death1[] = {
{ai_move, -7, NULL},
{ai_move, -2, NULL},
{ai_move, -2, NULL},
{ai_move, 1, NULL},
{ai_move, 3, NULL},
{ai_move, 6, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -3, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -4, NULL},
{ai_move, -6, NULL},
{ai_move, -4, NULL},
{ai_move, -5, NULL},
{ai_move, -7, NULL},
{ai_move, -15, tank_thud},
{ai_move, -5, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t tank_move_death = {
FRAME_death101,
FRAME_death132,
tank_frames_death1,
tank_dead
};
void
tank_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage,
vec3_t point /* unused */)
{
int n;
if (!self)
{
return;
}
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 1 /*4*/; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
}
ThrowGib(self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
ThrowHead(self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
/* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &tank_move_death;
}
/*
* QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
* QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void
SP_monster_tank(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
self->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2");
VectorSet(self->mins, -32, -32, -16);
VectorSet(self->maxs, 32, 32, 72);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
sound_pain = gi.soundindex("tank/tnkpain2.wav");
sound_thud = gi.soundindex("tank/tnkdeth2.wav");
sound_idle = gi.soundindex("tank/tnkidle1.wav");
sound_die = gi.soundindex("tank/death.wav");
sound_step = gi.soundindex("tank/step.wav");
sound_windup = gi.soundindex("tank/tnkatck4.wav");
sound_strike = gi.soundindex("tank/tnkatck5.wav");
sound_sight = gi.soundindex("tank/sight1.wav");
gi.soundindex("tank/tnkatck1.wav");
gi.soundindex("tank/tnkatk2a.wav");
gi.soundindex("tank/tnkatk2b.wav");
gi.soundindex("tank/tnkatk2c.wav");
gi.soundindex("tank/tnkatk2d.wav");
gi.soundindex("tank/tnkatk2e.wav");
gi.soundindex("tank/tnkatck3.wav");
if (strcmp(self->classname, "monster_tank_commander") == 0)
{
self->health = 1000;
self->gib_health = -225;
}
else
{
self->health = 750;
self->gib_health = -200;
}
self->mass = 500;
self->pain = tank_pain;
self->die = tank_die;
self->monsterinfo.stand = tank_stand;
self->monsterinfo.walk = tank_walk;
self->monsterinfo.run = tank_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = tank_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = tank_sight;
self->monsterinfo.idle = tank_idle;
gi.linkentity(self);
self->monsterinfo.currentmove = &tank_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
if (strcmp(self->classname, "monster_tank_commander") == 0)
{
self->s.skinnum = 2;
}
}