📄 m_infantry.pas
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FRAME_attak204 = 202;
FRAME_attak205 = 203;
FRAME_attak206 = 204;
FRAME_attak207 = 205;
FRAME_attak208 = 206;
// end of m_infantry.h
const
infantry_frames_stand : Array[0..21] of mframe_t =
((aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil));
infantry_move_stand : mmove_t =
(firstframe:FRAME_stand50; lastframe:FRAME_stand71; frame:@infantry_frames_stand; endfunc:nil);
procedure infantry_stand(self : edict_p);
begin
self.monsterinfo.currentmove := @infantry_move_stand;
end;
const
infantry_frames_fidget : Array[0..48] of mframe_t =
((aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:3; thinkfunc:nil),
(aifunc:ai_stand; dist:6; thinkfunc:nil),
(aifunc:ai_stand; dist:3; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-2; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:-1; thinkfunc:nil),
(aifunc:ai_stand; dist:0; thinkfunc:nil),
(aifunc:ai_stand; dist:-3; thinkfunc:nil),
(aifunc:ai_stand; dist:-2; thinkfunc:nil),
(aifunc:ai_stand; dist:-3; thinkfunc:nil),
(aifunc:ai_stand; dist:-3; thinkfunc:nil),
(aifunc:ai_stand; dist:-2; thinkfunc:nil));
infantry_move_fidget : mmove_t =
(firstframe:FRAME_stand01; lastframe:FRAME_stand49; frame:@infantry_frames_fidget; endfunc:infantry_stand);
procedure infantry_fidget(self : edict_p);
begin
self.monsterinfo.currentmove := @infantry_move_fidget;
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;
const
infantry_frames_walk : Array[0..11] of mframe_t =
((aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:6; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:4; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil));
infantry_move_walk : mmove_t =
(firstframe:FRAME_walk03; lastframe:FRAME_walk14; frame:@infantry_frames_walk; endfunc:nil);
procedure infantry_walk(self : edict_p);
begin
self.monsterinfo.currentmove := @infantry_move_walk;
end;
const
infantry_frames_run : Array[0..7] of mframe_t =
((aifunc:ai_run; dist:10; thinkfunc:nil),
(aifunc:ai_run; dist:20; thinkfunc:nil),
(aifunc:ai_run; dist:5; thinkfunc:nil),
(aifunc:ai_run; dist:7; thinkfunc:nil),
(aifunc:ai_run; dist:30; thinkfunc:nil),
(aifunc:ai_run; dist:35; thinkfunc:nil),
(aifunc:ai_run; dist:2; thinkfunc:nil),
(aifunc:ai_run; dist:6; thinkfunc:nil));
infantry_move_run : mmove_t =
(firstframe:FRAME_run01; lastframe:FRAME_run08; frame:@infantry_frames_run; endfunc:nil);
procedure infantry_run(self : edict_p);
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) <> 0 then
self.monsterinfo.currentmove := @infantry_move_stand
else
self.monsterinfo.currentmove := @infantry_move_run;
end;
const
infantry_frames_pain1 : Array[0..9] of mframe_t =
((aifunc:ai_run; dist:-3; thinkfunc:nil),
(aifunc:ai_run; dist:-2; thinkfunc:nil),
(aifunc:ai_run; dist:-1; thinkfunc:nil),
(aifunc:ai_run; dist:-2; thinkfunc:nil),
(aifunc:ai_run; dist:-1; thinkfunc:nil),
(aifunc:ai_run; dist:1; thinkfunc:nil),
(aifunc:ai_run; dist:-1; thinkfunc:nil),
(aifunc:ai_run; dist:1; thinkfunc:nil),
(aifunc:ai_run; dist:6; thinkfunc:nil),
(aifunc:ai_run; dist:2; thinkfunc:nil));
infantry_move_pain1 : mmove_t =
(firstframe:FRAME_pain101; lastframe:FRAME_pain110; frame:@infantry_frames_pain1; endfunc:infantry_run);
const
infantry_frames_pain2 : Array[0..9] of mframe_t =
((aifunc:ai_run; dist:-3; thinkfunc:nil),
(aifunc:ai_run; dist:-3; thinkfunc:nil),
(aifunc:ai_run; dist:0; thinkfunc:nil),
(aifunc:ai_run; dist:-1; thinkfunc:nil),
(aifunc:ai_run; dist:-2; thinkfunc:nil),
(aifunc:ai_run; dist:0; thinkfunc:nil),
(aifunc:ai_run; dist:0; thinkfunc:nil),
(aifunc:ai_run; dist:2; thinkfunc:nil),
(aifunc:ai_run; dist:5; thinkfunc:nil),
(aifunc:ai_run; dist:2; thinkfunc:nil));
infantry_move_pain2 : mmove_t =
(firstframe:FRAME_pain201; lastframe:FRAME_pain210; frame:@infantry_frames_pain2; endfunc:infantry_run);
procedure infantry_pain(self, other : edict_p; kick : Single; damage : Integer);
var
n : integer;
begin
if self^.health < self^.max_health/2 then
self^.s.skinnum := 1;
if level.time < self^.pain_debounce_time then
exit;
self^.pain_debounce_time := level.time + 3;
if skill^.value = 3 then
exit; // no pain anims in nightmare
n := rand() mod 2;
if n = 0 then
begin
self^.monsterinfo.currentmove := @infantry_move_pain1;
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
end
else
begin
self^.monsterinfo.currentmove := @infantry_move_pain2;
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
end;
end;
const
aimangles : Array[0..11] of vec3_t =
(( 0.0, 5.0, 0.0),
(10.0, 15.0, 0.0),
(20.0, 25.0, 0.0),
(25.0, 35.0, 0.0),
(30.0, 40.0, 0.0),
(30.0, 45.0, 0.0),
(25.0, 50.0, 0.0),
(20.0, 40.0, 0.0),
(15.0, 35.0, 0.0),
(40.0, 35.0, 0.0),
(70.0, 35.0, 0.0),
(90.0, 35.0, 0.0));
procedure InfantryMachineGun(self : edict_p);
var
start, target : vec3_t;
fwrd, right : vec3_t;
vec : vec3_t;
flash_number : integer;
begin
if self.s.frame = FRAME_attak111 then
begin
flash_number := MZ2_INFANTRY_MACHINEGUN_1;
AngleVectors(self.s.angles, @fwrd, @right, nil);
G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], fwrd, right, start);
if (self.enemy <> nil) then
begin
VectorMA(self.enemy.s.origin, -0.2, self.enemy.velocity, target);
target[2] := target[2] + self.enemy.viewheight;
VectorSubtract(target, start, fwrd);
VectorNormalize(fwrd);
end
else
AngleVectors(self.s.angles, @fwrd, @right, nil);
end
else
begin
flash_number := MZ2_INFANTRY_MACHINEGUN_2 + (self.s.frame - FRAME_death211);
AngleVectors(self.s.angles, @fwrd, @right, nil);
G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], fwrd, right, start);
VectorSubtract(self.s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
AngleVectors(vec, @fwrd, nil, nil);
end;
monster_fire_bullet(self, start, fwrd, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
end;
procedure infantry_sight(self, other : edict_p);
begin
gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
end;
procedure infantry_dead(self : edict_p);
begin
VectorSet(self.mins, -16, -16, -24);
VectorSet(self.maxs, 16, 16, -8);
self.movetype := MOVETYPE_TOSS;
self.svflags :=(self.svflags or SVF_DEADMONSTER);
gi.linkentity(self);
M_FlyCheck(self);
end;
const
infantry_frames_death1 : Array[0..19] of mframe_t =
((aifunc:ai_move; dist:-4; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:-1; thinkfunc:nil),
(aifunc:ai_move; dist:-4; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
(aifunc:ai_move; dist:0; thinkfunc:nil),
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