/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * 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. */ /* SOLDIER */ #include "g_local.h" #include "m_soldier.h" static int sound_idle; static int sound_sight1; static int sound_sight2; static int sound_pain_light; static int sound_pain; static int sound_pain_ss; static int sound_death_light; static int sound_death; static int sound_death_ss; static int sound_cock; void soldier_idle(edict_t *self){ if(random() > 0.8) gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void soldier_cock(edict_t *self){ if(self->s.frame == FRAME_stand322) gi.sound(self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0); else gi.sound(self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0); } // STAND void soldier_stand(edict_t *self); mframe_t soldier_frames_stand1 [] = { {ai_stand, 0, soldier_idle}, {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 soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand}; mframe_t soldier_frames_stand3 [] = { {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, soldier_cock}, {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 soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand}; void soldier_stand(edict_t *self){ if((self->monsterinfo.currentmove == &soldier_move_stand3) ||(random() < 0.8)) self->monsterinfo.currentmove = &soldier_move_stand1; else self->monsterinfo.currentmove = &soldier_move_stand3; } // WALK void soldier_walk1_random(edict_t *self){ if(random() > 0.1) self->monsterinfo.nextframe = FRAME_walk101; } mframe_t soldier_frames_walk1 [] = { {ai_walk, 3, NULL}, {ai_walk, 6, NULL}, {ai_walk, 2, NULL}, {ai_walk, 2, NULL}, {ai_walk, 2, NULL}, {ai_walk, 1, NULL}, {ai_walk, 6, NULL}, {ai_walk, 5, NULL}, {ai_walk, 3, NULL}, {ai_walk, -1, soldier_walk1_random}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL} }; mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL}; mframe_t soldier_frames_walk2 [] = { {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 9, NULL}, {ai_walk, 8, NULL}, {ai_walk, 5, NULL}, {ai_walk, 1, NULL}, {ai_walk, 3, NULL}, {ai_walk, 7, NULL}, {ai_walk, 6, NULL}, {ai_walk, 7, NULL} }; mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL}; void soldier_walk(edict_t *self){ if(random() < 0.5) self->monsterinfo.currentmove = &soldier_move_walk1; else self->monsterinfo.currentmove = &soldier_move_walk2; } // RUN void soldier_run(edict_t *self); mframe_t soldier_frames_start_run [] = { {ai_run, 7, NULL}, {ai_run, 5, NULL} }; mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run}; mframe_t soldier_frames_run [] = { {ai_run, 10, NULL}, {ai_run, 11, NULL}, {ai_run, 11, NULL}, {ai_run, 16, NULL}, {ai_run, 10, NULL}, {ai_run, 15, NULL} }; mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL}; void soldier_run(edict_t *self){ if(self->monsterinfo.aiflags & AI_STAND_GROUND){ self->monsterinfo.currentmove = &soldier_move_stand1; return; } if(self->monsterinfo.currentmove == &soldier_move_walk1 || self->monsterinfo.currentmove == &soldier_move_walk2 || self->monsterinfo.currentmove == &soldier_move_start_run){ self->monsterinfo.currentmove = &soldier_move_run; } else { self->monsterinfo.currentmove = &soldier_move_start_run; } } // PAIN mframe_t soldier_frames_pain1 [] = { {ai_move, -3, NULL}, {ai_move, 4, NULL}, {ai_move, 1, NULL}, {ai_move, 1, NULL}, {ai_move, 0, NULL} }; mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run}; mframe_t soldier_frames_pain2 [] = { {ai_move, -13, NULL}, {ai_move, -1, NULL}, {ai_move, 2, NULL}, {ai_move, 4, NULL}, {ai_move, 2, NULL}, {ai_move, 3, NULL}, {ai_move, 2, NULL} }; mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run}; mframe_t soldier_frames_pain3 [] = { {ai_move, -8, NULL}, {ai_move, 10, NULL}, {ai_move, -4, NULL}, {ai_move, -1, NULL}, {ai_move, -3, 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, 1, NULL}, {ai_move, 0, NULL}, {ai_move, 1, NULL}, {ai_move, 2, NULL}, {ai_move, 4, NULL}, {ai_move, 3, NULL}, {ai_move, 2, NULL} }; mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run}; mframe_t soldier_frames_pain4 [] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -10, NULL}, {ai_move, -6, NULL}, {ai_move, 8, NULL}, {ai_move, 4, NULL}, {ai_move, 1, NULL}, {ai_move, 0, NULL}, {ai_move, 2, NULL}, {ai_move, 5, NULL}, {ai_move, 2, NULL}, {ai_move, -1, NULL}, {ai_move, -1, NULL}, {ai_move, 3, NULL}, {ai_move, 2, NULL}, {ai_move, 0, NULL} }; mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run}; void soldier_pain(edict_t *self, edict_t *other, float kick, int damage){ float r; int n; if(self->health <(self->max_health / 2)) self->s.skinnum |= 1; if(level.time < self->pain_debounce_time){ if((self->velocity[2] > 100) &&((self->monsterinfo.currentmove == &soldier_move_pain1) ||(self->monsterinfo.currentmove == &soldier_move_pain2) ||(self->monsterinfo.currentmove == &soldier_move_pain3))) self->monsterinfo.currentmove = &soldier_move_pain4; return; } self->pain_debounce_time = level.time + 3; n = self->s.skinnum | 1; if(n == 1) gi.sound(self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0); else if(n == 3) gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0); if(self->velocity[2] > 100){ self->monsterinfo.currentmove = &soldier_move_pain4; return; } if(skill->value == 3) return; // no pain anims in nightmare r = random(); if(r < 0.33) self->monsterinfo.currentmove = &soldier_move_pain1; else if(r < 0.66) self->monsterinfo.currentmove = &soldier_move_pain2; else self->monsterinfo.currentmove = &soldier_move_pain3; } // ATTACK static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8}; static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8}; static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8}; void soldier_fire(edict_t *self, int flash_number){ vec3_t start; vec3_t forward, right, up; vec3_t aim; vec3_t dir; vec3_t end; float r, u; int flash_index; if(self->s.skinnum < 2) flash_index = blaster_flash[flash_number]; else if(self->s.skinnum < 4) flash_index = shotgun_flash[flash_number]; else flash_index = machinegun_flash[flash_number]; AngleVectors(self->s.angles, forward, right, NULL); G_ProjectSource(self->s.origin, monster_flash_offset[flash_index], forward, right, start); if(flash_number == 5 || flash_number == 6){ VectorCopy(forward, aim); } else { VectorCopy(self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract(end, start, aim); vectoangles(aim, dir); AngleVectors(dir, forward, right, up); r = crandom() * 1000; u = crandom() * 500; VectorMA(start, 8192, forward, end); VectorMA(end, r, right, end); VectorMA(end, u, up, end); VectorSubtract(end, start, aim); VectorNormalize(aim); } if(self->s.skinnum <= 1){ monster_fire_blaster(self, start, aim, 5, 600, flash_index, EF_BLASTER); } else if(self->s.skinnum <= 3){ monster_fire_shotgun(self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index); } else { if(!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) self->monsterinfo.pausetime = level.time +(3 + rand() % 8) * FRAMETIME; monster_fire_bullet(self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index); if(level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } } // ATTACK1(blaster/shotgun) void soldier_fire1(edict_t *self){ soldier_fire(self, 0); } void soldier_attack1_refire1(edict_t *self){ if(self->s.skinnum > 1) return; if(self->enemy->health <= 0) return; if(((skill->value == 3) &&(random() < 0.5)) ||(range(self, self->enemy) == RANGE_MELEE)) self->monsterinfo.nextframe = FRAME_attak102; else self->monsterinfo.nextframe = FRAME_attak110; } void soldier_attack1_refire2(edict_t *self){ if(self->s.skinnum < 2) return; if(self->enemy->health <= 0) return; if(((skill->value == 3) &&(random() < 0.5)) ||(range(self, self->enemy) == RANGE_MELEE)) self->monsterinfo.nextframe = FRAME_attak102; } mframe_t soldier_frames_attack1 [] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_fire1}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_attack1_refire1}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_cock}, {ai_charge, 0, soldier_attack1_refire2}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL} }; mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run}; // ATTACK2(blaster/shotgun) void soldier_fire2(edict_t *self){ soldier_fire(self, 1); } void soldier_attack2_refire1(edict_t *self){ if(self->s.skinnum > 1) return; if(self->enemy->health <= 0) return; if(((skill->value == 3) &&(random() < 0.5)) ||(range(self, self->enemy) == RANGE_MELEE)) self->monsterinfo.nextframe = FRAME_attak204; else self->monsterinfo.nextframe = FRAME_attak216; } void soldier_attack2_refire2(edict_t *self){ if(self->s.skinnum < 2) return; if(self->enemy->health <= 0) return; if(((skill->value == 3) &&(random() < 0.5)) ||(range(self, self->enemy) == RANGE_MELEE)) self->monsterinfo.nextframe = FRAME_attak204; } mframe_t soldier_frames_attack2 [] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_fire2}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_attack2_refire1}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_cock}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_attack2_refire2}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL} }; mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run}; // ATTACK3(duck and shoot) void soldier_duck_down(edict_t *self){ 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 soldier_duck_up(edict_t *self){ self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity(self); } void soldier_fire3(edict_t *self){ soldier_duck_down(self); soldier_fire(self, 2); } void soldier_attack3_refire(edict_t *self){ if((level.time + 0.4) < self->monsterinfo.pausetime) self->monsterinfo.nextframe = FRAME_attak303; } mframe_t soldier_frames_attack3 [] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_fire3}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_attack3_refire}, {ai_charge, 0, soldier_duck_up}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL} }; mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run}; // ATTACK4(machinegun) void soldier_fire4(edict_t *self){ soldier_fire(self, 3); // // if(self->enemy->health <= 0) // return; // // if(((skill->value == 3) &&(random() < 0.5)) ||(range(self, self->enemy) == RANGE_MELEE)) // self->monsterinfo.nextframe = FRAME_attak402; } mframe_t soldier_frames_attack4 [] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, soldier_fire4}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL} }; mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run}; // ATTACK6(run & shoot) void soldier_fire8(edict_t *self){ soldier_fire(self, 7); } void soldier_attack6_refire(edict_t *self){ if(self->enemy->health <= 0) return; if(range(self, self->enemy) < RANGE_MID) return; if(skill->value == 3) self->monsterinfo.nextframe = FRAME_runs03; } mframe_t soldier_frames_attack6 [] = { {ai_charge, 10, NULL}, {ai_charge, 4, NULL}, {ai_charge, 12, NULL}, {ai_charge, 11, soldier_fire8}, {ai_charge, 13, NULL}, {ai_charge, 18, NULL}, {ai_charge, 15, NULL}, {ai_charge, 14, NULL}, {ai_charge, 11, NULL}, {ai_charge, 8, NULL}, {ai_charge, 11, NULL}, {ai_charge, 12, NULL}, {ai_charge, 12, NULL}, {ai_charge, 17, soldier_attack6_refire} }; mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run}; void soldier_attack(edict_t *self){ if(self->s.skinnum < 4){ if(random() < 0.5) self->monsterinfo.currentmove = &soldier_move_attack1; else self->monsterinfo.currentmove = &soldier_move_attack2; } else { self->monsterinfo.currentmove = &soldier_move_attack4; } } // SIGHT void soldier_sight(edict_t *self, edict_t *other){ if(random() < 0.5) gi.sound(self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0); if((skill->value > 0) &&(range(self, self->enemy) >= RANGE_MID)){ if(random() > 0.5) self->monsterinfo.currentmove = &soldier_move_attack6; } } // DUCK void soldier_duck_hold(edict_t *self){ if(level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } mframe_t soldier_frames_duck [] = { {ai_move, 5, soldier_duck_down}, {ai_move, -1, soldier_duck_hold}, {ai_move, 1, NULL}, {ai_move, 0, soldier_duck_up}, {ai_move, 5, NULL} }; mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run}; void soldier_dodge(edict_t *self, edict_t *attacker, float eta){ float r; r = random(); if(r > 0.25) return; if(!self->enemy) self->enemy = attacker; if(skill->value == 0){ self->monsterinfo.currentmove = &soldier_move_duck; return; } self->monsterinfo.pausetime = level.time + eta + 0.3; r = random(); if(skill->value == 1){ if(r > 0.33) self->monsterinfo.currentmove = &soldier_move_duck; else self->monsterinfo.currentmove = &soldier_move_attack3; return; } if(skill->value >= 2){ if(r > 0.66) self->monsterinfo.currentmove = &soldier_move_duck; else self->monsterinfo.currentmove = &soldier_move_attack3; return; } self->monsterinfo.currentmove = &soldier_move_attack3; } // DEATH void soldier_fire6(edict_t *self){ soldier_fire(self, 5); } void soldier_fire7(edict_t *self){ soldier_fire(self, 6); } void soldier_dead(edict_t *self){ VectorSet(self->mins, -16, -16, -24); VectorSet(self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity(self); } mframe_t soldier_frames_death1 [] = { {ai_move, 0, NULL}, {ai_move, -10, NULL}, {ai_move, -10, NULL}, {ai_move, -10, NULL}, {ai_move, -5, 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, 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, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, soldier_fire6}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, soldier_fire7}, {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, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead}; mframe_t soldier_frames_death2 [] = { {ai_move, -5, NULL}, {ai_move, -5, NULL}, {ai_move, -5, 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, 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, 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, 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, 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} }; mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead}; mframe_t soldier_frames_death3 [] = { {ai_move, -5, NULL}, {ai_move, -5, NULL}, {ai_move, -5, 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, 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, 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, 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, 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, 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, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, }; mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead}; mframe_t soldier_frames_death4 [] = { {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, 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, 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, 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, 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, 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, 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, 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, 0, NULL} }; mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead}; mframe_t soldier_frames_death5 [] = { {ai_move, -5, NULL}, {ai_move, -5, NULL}, {ai_move, -5, 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, 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, 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, 0, NULL}, {ai_move, 0, NULL} }; mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead}; mframe_t soldier_frames_death6 [] = { {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, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead}; void soldier_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point){ int n; // 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 < 3; n++) ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowGib(self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC); ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if(self->deadflag == DEAD_DEAD) return; // regular death self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->s.skinnum |= 1; if(self->s.skinnum == 1) gi.sound(self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0); else if(self->s.skinnum == 3) gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); else //(self->s.skinnum == 5) gi.sound(self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0); if(fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4){ // head shot self->monsterinfo.currentmove = &soldier_move_death3; return; } n = rand() % 5; if(n == 0) self->monsterinfo.currentmove = &soldier_move_death1; else if(n == 1) self->monsterinfo.currentmove = &soldier_move_death2; else if(n == 2) self->monsterinfo.currentmove = &soldier_move_death4; else if(n == 3) self->monsterinfo.currentmove = &soldier_move_death5; else self->monsterinfo.currentmove = &soldier_move_death6; } // SPAWN void SP_monster_soldier_x(edict_t *self){ self->s.modelindex = gi.modelindex("models/monsters/soldier/tris.md2"); self->monsterinfo.scale = MODEL_SCALE; VectorSet(self->mins, -16, -16, -24); VectorSet(self->maxs, 16, 16, 32); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; sound_idle = gi.soundindex("soldier/solidle1.wav"); sound_sight1 = gi.soundindex("soldier/solsght1.wav"); sound_sight2 = gi.soundindex("soldier/solsrch1.wav"); sound_cock = gi.soundindex("infantry/infatck3.wav"); self->mass = 100; self->pain = soldier_pain; self->die = soldier_die; self->monsterinfo.stand = soldier_stand; self->monsterinfo.walk = soldier_walk; self->monsterinfo.run = soldier_run; self->monsterinfo.dodge = soldier_dodge; self->monsterinfo.attack = soldier_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = soldier_sight; gi.linkentity(self); self->monsterinfo.stand(self); walkmonster_start(self); } /*QUAKED monster_soldier_light(1 .5 0)(-16 -16 -24)(16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_soldier_light(edict_t *self){ if(deathmatch->value){ G_FreeEdict(self); return; } SP_monster_soldier_x(self); sound_pain_light = gi.soundindex("soldier/solpain2.wav"); sound_death_light = gi.soundindex("soldier/soldeth2.wav"); gi.modelindex("models/objects/laser/tris.md2"); gi.soundindex("misc/lasfly.wav"); gi.soundindex("soldier/solatck2.wav"); self->s.skinnum = 0; self->health = 20; self->gib_health = -30; } /*QUAKED monster_soldier(1 .5 0)(-16 -16 -24)(16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_soldier(edict_t *self){ if(deathmatch->value){ G_FreeEdict(self); return; } SP_monster_soldier_x(self); sound_pain = gi.soundindex("soldier/solpain1.wav"); sound_death = gi.soundindex("soldier/soldeth1.wav"); gi.soundindex("soldier/solatck1.wav"); self->s.skinnum = 2; self->health = 30; self->gib_health = -30; } /*QUAKED monster_soldier_ss(1 .5 0)(-16 -16 -24)(16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_soldier_ss(edict_t *self){ if(deathmatch->value){ G_FreeEdict(self); return; } SP_monster_soldier_x(self); sound_pain_ss = gi.soundindex("soldier/solpain3.wav"); sound_death_ss = gi.soundindex("soldier/soldeth3.wav"); gi.soundindex("soldier/solatck3.wav"); self->s.skinnum = 4; self->health = 40; self->gib_health = -30; }