📄 m_gunner.c
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gi.linkentity (self);
}
mframe_t gunner_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -7, NULL,
ai_move, -3, NULL,
ai_move, -5, NULL,
ai_move, 8, NULL,
ai_move, 6, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
void gunner_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 < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/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
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gunner_move_death;
}
void gunner_duck_down (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
if (skill->value >= 2)
{
if (random() > 0.5)
GunnerGrenade (self);
}
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity (self);
}
void gunner_duck_hold (edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
void gunner_duck_up (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
mframe_t gunner_frames_duck [] =
{
ai_move, 1, gunner_duck_down,
ai_move, 1, NULL,
ai_move, 1, gunner_duck_hold,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, 0, gunner_duck_up,
ai_move, -1, NULL
};
mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &gunner_move_duck;
}
void gunner_opengun (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
}
void GunnerFire (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t target;
vec3_t aim;
int flash_number;
flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
VectorMA (target, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, start, aim);
VectorNormalize (aim);
monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
void GunnerGrenade (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t aim;
int flash_number;
if (self->s.frame == FRAME_attak105)
flash_number = MZ2_GUNNER_GRENADE_1;
else if (self->s.frame == FRAME_attak108)
flash_number = MZ2_GUNNER_GRENADE_2;
else if (self->s.frame == FRAME_attak111)
flash_number = MZ2_GUNNER_GRENADE_3;
else // (self->s.frame == FRAME_attak114)
flash_number = MZ2_GUNNER_GRENADE_4;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
//FIXME : do a spread -225 -75 75 225 degrees around forward
VectorCopy (forward, aim);
monster_fire_grenade (self, start, aim, 50, 600, flash_number);
}
mframe_t gunner_frames_attack_chain [] =
{
/*
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, gunner_opengun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
mframe_t gunner_frames_fire_chain [] =
{
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire,
ai_charge, 0, GunnerFire
};
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
mframe_t gunner_frames_endfire_chain [] =
{
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
};
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
mframe_t gunner_frames_attack_grenade [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GunnerGrenade,
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
};
mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
void gunner_attack(edict_t *self)
{
if (range (self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
else
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
else
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
}
void gunner_fire_chain(edict_t *self)
{
self->monsterinfo.currentmove = &gunner_move_fire_chain;
}
void gunner_refire_chain(edict_t *self)
{
if (self->enemy->health > 0)
if ( visible (self, self->enemy) )
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_fire_chain;
return;
}
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
}
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_death = gi.soundindex ("gunner/death1.wav");
sound_pain = gi.soundindex ("gunner/gunpain2.wav");
sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
sound_idle = gi.soundindex ("gunner/gunidle1.wav");
sound_open = gi.soundindex ("gunner/gunatck1.wav");
sound_search = gi.soundindex ("gunner/gunsrch1.wav");
sound_sight = gi.soundindex ("gunner/sight1.wav");
gi.soundindex ("gunner/gunatck2.wav");
gi.soundindex ("gunner/gunatck3.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->health = 175;
self->gib_health = -70;
self->mass = 200;
self->pain = gunner_pain;
self->die = gunner_die;
self->monsterinfo.stand = gunner_stand;
self->monsterinfo.walk = gunner_walk;
self->monsterinfo.run = gunner_run;
self->monsterinfo.dodge = gunner_dodge;
self->monsterinfo.attack = gunner_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = gunner_sight;
self->monsterinfo.search = gunner_search;
gi.linkentity (self);
self->monsterinfo.currentmove = &gunner_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}
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