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gunner.qc
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gunner.qc
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#ifdef SINGLE_PLAYER
#include "m_gunner.h"
static int sound_pain;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_open;
static int sound_search;
static int sound_sight;
static void(entity self) gunner_idlesound =
{
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
static void(entity self, entity other) gunner_sight =
{
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
static void(entity self) gunner_search =
{
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
static mframe_t gunner_frames_fidget [] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, gunner_idlesound },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
static var mmove_t gunner_move_fidget = { FRAME_stand31, FRAME_stand70 };
static void(entity self) gunner_fidget =
{
if (self.monsterinfo.aiflags & AI_STAND_GROUND)
return;
if (random() <= 0.05f)
self.monsterinfo.currentmove = &gunner_move_fidget;
}
static mframe_t gunner_frames_stand [] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, gunner_fidget },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, gunner_fidget },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, gunner_fidget }
};
static var mmove_t gunner_move_stand = { FRAME_stand01, FRAME_stand30 };
static void(entity self) gunner_stand =
{
self.monsterinfo.currentmove = &gunner_move_stand;
}
static mframe_t gunner_frames_walk [] = {
{ ai_walk },
{ ai_walk, 3 },
{ ai_walk, 4 },
{ ai_walk, 5 },
{ ai_walk, 7 },
{ ai_walk, 2 },
{ ai_walk, 6 },
{ ai_walk, 4 },
{ ai_walk, 2 },
{ ai_walk, 7 },
{ ai_walk, 5 },
{ ai_walk, 7 },
{ ai_walk, 4 }
};
static var mmove_t gunner_move_walk = { FRAME_walk07, FRAME_walk19 };
static void(entity self) gunner_walk =
{
self.monsterinfo.currentmove = &gunner_move_walk;
}
static mframe_t gunner_frames_run [] = {
{ ai_run, 26 },
{ ai_run, 9 },
{ ai_run, 9 },
{ ai_run, 9
#ifdef GROUND_ZERO
, monster_done_dodge
#endif
},
{ ai_run, 15 },
{ ai_run, 10 },
{ ai_run, 13 },
{ ai_run, 6 }
};
static var mmove_t gunner_move_run = { FRAME_run01, FRAME_run08 };
static void(entity self) gunner_run =
{
#ifdef GROUND_ZERO
monster_done_dodge(self);
#endif
if (self.monsterinfo.aiflags & AI_STAND_GROUND)
self.monsterinfo.currentmove = &gunner_move_stand;
else
self.monsterinfo.currentmove = &gunner_move_run;
}
static mframe_t gunner_frames_pain3 [] = {
{ ai_move, -3 },
{ ai_move, 1 },
{ ai_move, 1 },
{ ai_move },
{ ai_move, 1 }
};
static var mmove_t gunner_move_pain3 = { FRAME_pain301, FRAME_pain305, gunner_run };
static mframe_t gunner_frames_pain2 [] = {
{ ai_move, -2 },
{ ai_move, 11 },
{ ai_move, 6 },
{ ai_move, 2 },
{ ai_move, -1 },
{ ai_move, -7 },
{ ai_move, -2 },
{ ai_move, -7 }
};
static var mmove_t gunner_move_pain2 = { FRAME_pain201, FRAME_pain208, gunner_run };
static mframe_t gunner_frames_pain1 [] = {
{ ai_move, 2 },
{ ai_move },
{ ai_move, -5 },
{ ai_move, 3 },
{ ai_move, -1 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 1 },
{ ai_move, 1 },
{ ai_move, 2 },
{ ai_move, 1 },
{ ai_move },
{ ai_move, -2 },
{ ai_move, -2 },
{ ai_move },
{ ai_move }
};
static var mmove_t gunner_move_pain1 = { FRAME_pain101, FRAME_pain118, gunner_run };
static void(entity self, entity other, float kick, int damage) gunner_pain =
{
if (self.health < (self.max_health / 2))
self.s.skinnum = 1;
#ifdef GROUND_ZERO
monster_done_dodge (self);
if (self.groundentity == null_entity)
return;
#endif
if (level.framenum < self.pain_debounce_framenum)
return;
self.pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;
if (Q_rand() & 1)
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (skill.intVal == 3)
return; // no pain anims in nightmare
if (damage <= 10)
self.monsterinfo.currentmove = &gunner_move_pain3;
else if (damage <= 25)
self.monsterinfo.currentmove = &gunner_move_pain2;
else
self.monsterinfo.currentmove = &gunner_move_pain1;
#ifdef GROUND_ZERO
self.monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
// PMM - clear duck flag
if (self.monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
#endif
}
static void(entity self) gunner_dead =
{
self.mins = '-16 -16 -24';
self.maxs = '16 16 -8';
self.movetype = MOVETYPE_TOSS;
self.svflags |= SVF_DEADMONSTER;
self.nextthink = 0;
gi.linkentity(self);
}
static mframe_t gunner_frames_death [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -7 },
{ ai_move, -3 },
{ ai_move, -5 },
{ ai_move, 8 },
{ ai_move, 6 },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gunner_move_death = { FRAME_death01, FRAME_death11, gunner_dead };
static void(entity self, entity inflictor, entity attacker, int damage, vector point) gunner_die =
{
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 = true;
self.monsterinfo.currentmove = &gunner_move_death;
}
static void(entity self) GunnerGrenade;
static void(entity self) gunner_duck_down =
{
#ifndef GROUND_ZERO
if (self.monsterinfo.aiflags & AI_DUCKED)
return;
#endif
self.monsterinfo.aiflags |= AI_DUCKED;
if (skill.intVal >= 2) {
if (random() > 0.5f)
GunnerGrenade(self);
}
#ifdef GROUND_ZERO
self.maxs[2] = self.monsterinfo.base_height - 32;
if (self.monsterinfo.duck_wait_framenum < level.framenum)
self.monsterinfo.duck_wait_framenum = level.framenum + 1 * BASE_FRAMERATE;
#else
self.maxs.z -= 32;
self.monsterinfo.pause_framenum = level.framenum + 1 * BASE_FRAMERATE;
#endif
gi.linkentity(self);
}
#ifdef GROUND_ZERO
#define gunner_duck_hold monster_duck_hold
#define gunner_duck_up monster_duck_up
#else
static void(entity self) gunner_duck_hold =
{
if (level.framenum >= self.monsterinfo.pause_framenum)
self.monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self.monsterinfo.aiflags |= AI_HOLD_FRAME;
}
static void(entity self) gunner_duck_up =
{
self.monsterinfo.aiflags &= ~AI_DUCKED;
self.maxs.z += 32;
self.takedamage = true;
gi.linkentity(self);
}
#endif
static mframe_t gunner_frames_duck [] = {
{ ai_move, 1, gunner_duck_down },
{ ai_move, 1 },
{ ai_move, 1, gunner_duck_hold },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, 0, gunner_duck_up },
{ ai_move, -1 }
};
static var mmove_t gunner_move_duck = { FRAME_duck01, FRAME_duck08, gunner_run };
#ifndef GROUND_ZERO
static void(entity self, entity attacker, float eta) gunner_dodge =
{
if (random() > 0.25f)
return;
if (!self.enemy)
self.enemy = attacker;
self.monsterinfo.currentmove = &gunner_move_duck;
}
#endif
static void(entity self) gunner_opengun =
{
gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
}
static void(entity self) GunnerFire =
{
#ifdef GROUND_ZERO
if(!self.enemy || !self.enemy.inuse)
return;
#endif
vector start;
vector forward, right;
vector target;
vector aim;
int flash_number;
flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self.s.frame - FRAME_attak216);
AngleVectors(self.s.angles, &forward, &right, 0);
start = G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right);
// project enemy back a bit and target there
target = self.enemy.s.origin;
target += (-0.2f * self.enemy.velocity);
target.z += self.enemy.viewheight;
aim = target - start;
VectorNormalize(aim);
monster_fire_bullet(self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
#ifdef GROUND_ZERO
static bool gunner_grenade_check(entity self)
{
vector start;
vector forward, right;
trace_t tr;
vector target, dir;
if(!self.enemy)
return false;
// if the player is above my head, use machinegun.
// check for flag telling us that we're blindfiring
if (self.monsterinfo.aiflags & AI_MANUAL_STEERING)
{
if (self.s.origin[2]+self.viewheight < self.monsterinfo.blind_fire_target[2])
return false;
}
else if(self.absmax[2] <= self.enemy.absmin[2])
return false;
// check to see that we can trace to the player before we start
// tossing grenades around.
AngleVectors (self.s.angles, &forward, &right, 0);
start = G_ProjectSource (self.s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right);
// pmm - check for blindfire flag
if (self.monsterinfo.aiflags & AI_MANUAL_STEERING)
target = self.monsterinfo.blind_fire_target;
else
target = self.enemy.s.origin;
// see if we're too close
dir = self.s.origin - target;
if (VectorLength(dir) < 100)
return false;
gi.traceline(&tr, start, target, self, MASK_SHOT);
if(tr.ent == self.enemy || tr.fraction == 1)
return true;
return false;
}
#endif
static void(entity self) GunnerGrenade =
{
vector start;
vector forward, right;
vector aim;
int flash_number;
#ifdef GROUND_ZERO
vector up;
float spread;
float pitch = 0;
vector target;
bool blindfire = (self.monsterinfo.aiflags & AI_MANUAL_STEERING);
if(!self.enemy || !self.enemy.inuse)
return;
#endif
if (self.s.frame == FRAME_attak105)
#ifdef GROUND_ZERO
{
spread = .02;
#endif
flash_number = MZ2_GUNNER_GRENADE_1;
#ifdef GROUND_ZERO
}
#endif
else if (self.s.frame == FRAME_attak108)
#ifdef GROUND_ZERO
{
spread = .05;
#endif
flash_number = MZ2_GUNNER_GRENADE_2;
#ifdef GROUND_ZERO
}
#endif
else if (self.s.frame == FRAME_attak111)
#ifdef GROUND_ZERO
{
spread = .08;
#endif
flash_number = MZ2_GUNNER_GRENADE_3;
#ifdef GROUND_ZERO
}
#endif
else
#ifdef GROUND_ZERO
{
self.monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
spread = .11;
#endif
flash_number = MZ2_GUNNER_GRENADE_4;
#ifdef GROUND_ZERO
}
// if we're shooting blind and we still can't see our enemy
if (blindfire && !visible(self, self.enemy))
{
// and we have a valid blind_fire_target
if (!self.monsterinfo.blind_fire_target)
return;
target = self.monsterinfo.blind_fire_target;
}
else
target = self.enemy.s.origin;
AngleVectors(self.s.angles, &forward, &right, &up); //PGM
#else
AngleVectors(self.s.angles, &forward, &right, 0);
#endif
start = G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right);
#ifdef GROUND_ZERO
if(self.enemy)
{
aim = target - self.s.origin;
float dist = VectorLength(aim);
// aim up if they're on the same level as me and far away.
if((dist > 512) && (aim[2] < 64) && (aim[2] > -64))
aim[2] += (dist - 512);
VectorNormalize (aim);
pitch = aim[2];
if(pitch > 0.4)
pitch = 0.4;
else if (pitch < -0.5)
pitch = -0.5;
}
aim = forward + (spread * right);
aim += pitch * up;
#else
aim = forward;
#endif
monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}
static mframe_t gunner_frames_attack_chain [] = {
{ ai_charge, 0, gunner_opengun },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
static var mmove_t gunner_move_attack_chain = { FRAME_attak209, FRAME_attak215 };
static 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 }
};
static var mmove_t gunner_move_fire_chain = { FRAME_attak216, FRAME_attak223 };
static mframe_t gunner_frames_endfire_chain [] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
static var mmove_t gunner_move_endfire_chain = { FRAME_attak224, FRAME_attak230, gunner_run };
#ifdef GROUND_ZERO
static void gunner_blind_check (entity self)
{
if (!(self.monsterinfo.aiflags & AI_MANUAL_STEERING))
return;
vector aim = self.monsterinfo.blind_fire_target - self.s.origin;
self.ideal_yaw = vectoyaw(aim);
}
#endif
static mframe_t gunner_frames_attack_grenade [] ={
{ ai_charge
#ifdef GROUND_ZERO
, 0, gunner_blind_check
#endif
},
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, GunnerGrenade },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, GunnerGrenade },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, GunnerGrenade },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, GunnerGrenade },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
static var mmove_t gunner_move_attack_grenade = { FRAME_attak101, FRAME_attak121, gunner_run };
static void(entity self) gunner_attack =
{
#ifdef GROUND_ZERO
monster_done_dodge(self);
// PMM
if (self.monsterinfo.attack_state == AS_BLIND)
{
float chance = 0.1;
// setup shot probabilities
if (self.monsterinfo.blind_fire_framedelay < (int)(1.0 * BASE_FRAMERATE))
chance = 1.0;
else if (self.monsterinfo.blind_fire_framedelay < (int)(7.5 * BASE_FRAMERATE))
chance = 0.4;
float r = random();
// minimum of 2 seconds, plus 0-3, after the shots are done
self.monsterinfo.blind_fire_framedelay += (int)(random(4.1, 7.1) * BASE_FRAMERATE);
// don't shoot at the origin
if (!self.monsterinfo.blind_fire_target)
return;
// don't shoot if the dice say not to
if (r > chance)
return;
// turn on manual steering to signal both manual steering and blindfire
self.monsterinfo.aiflags |= AI_MANUAL_STEERING;
if (gunner_grenade_check(self))
{
// if the check passes, go for the attack
self.monsterinfo.currentmove = &gunner_move_attack_grenade;
self.monsterinfo.attack_finished = level.framenum + (int)(random(2.f) * BASE_FRAMERATE);
}
// turn off blindfire flag
self.monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
return;
}
// gunner needs to use his chaingun if he's being attacked by a tesla.
if ((range (self, self.enemy) == RANGE_MELEE) || self.bad_area)
#else
if (range(self, self.enemy) == RANGE_MELEE)
#endif
{
self.monsterinfo.currentmove = &gunner_move_attack_chain;
}
else
{
if (random() <= 0.5f
#ifdef GROUND_ZERO
&& gunner_grenade_check(self)
#endif
)
self.monsterinfo.currentmove = &gunner_move_attack_grenade;
else
self.monsterinfo.currentmove = &gunner_move_attack_chain;
}
}
static void(entity self) gunner_fire_chain =
{
self.monsterinfo.currentmove = &gunner_move_fire_chain;
}
static void(entity self) gunner_refire_chain =
{
if (self.enemy.health > 0)
if (visible(self, self.enemy))
if (random() <= 0.5f)
{
self.monsterinfo.currentmove = &gunner_move_fire_chain;
return;
}
self.monsterinfo.currentmove = &gunner_move_endfire_chain;
}
#ifdef GROUND_ZERO
static void gunner_jump_now (entity self)
{
vector forward,up;
monster_jump_start (self);
AngleVectors (self.s.angles, &forward, 0, &up);
self.velocity += 100 * forward;
self.velocity += 300 * up;
}
static void gunner_jump2_now (entity self)
{
vector forward,up;
monster_jump_start (self);
AngleVectors (self.s.angles, &forward, 0, &up);
self.velocity += 150 * forward;
self.velocity += 400 * up;
}
static void gunner_jump_wait_land (entity self)
{
if(self.groundentity == null_entity)
{
self.monsterinfo.nextframe = self.s.frame;
if(monster_jump_finished (self))
self.monsterinfo.nextframe = self.s.frame + 1;
}
else
self.monsterinfo.nextframe = self.s.frame + 1;
}
static mframe_t gunner_frames_jump [] =
{
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, gunner_jump_now },
{ ai_move },
{ ai_move },
{ ai_move, 0, gunner_jump_wait_land },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gunner_move_jump = { FRAME_jump01, FRAME_jump10, gunner_run };
static mframe_t gunner_frames_jump2 [] =
{
{ ai_move, -8 },
{ ai_move, -4 },
{ ai_move, -4 },
{ ai_move, 0, gunner_jump_now },
{ ai_move },
{ ai_move },
{ ai_move, 0, gunner_jump_wait_land },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gunner_move_jump2 = { FRAME_jump01, FRAME_jump10, gunner_run };
static void gunner_jump (entity self)
{
if(!self.enemy)
return;
monster_done_dodge (self);
if(self.enemy.s.origin[2] > self.s.origin[2])
self.monsterinfo.currentmove = &gunner_move_jump2;
else
self.monsterinfo.currentmove = &gunner_move_jump;
}
static bool gunner_blocked (entity self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill.intVal)))
return true;
if(blocked_checkplat (self, dist))
return true;
if(blocked_checkjump (self, dist, 192, 40))
{
gunner_jump(self);
return true;
}
return false;
}
// PMM - new duck code
static void gunner_duck (entity self, float eta)
{
if ((self.monsterinfo.currentmove == &gunner_move_jump2) ||
(self.monsterinfo.currentmove == &gunner_move_jump))
return;
if ((self.monsterinfo.currentmove == &gunner_move_attack_chain) ||
(self.monsterinfo.currentmove == &gunner_move_fire_chain) ||
(self.monsterinfo.currentmove == &gunner_move_attack_grenade)
)
{
// if we're shooting, and not on easy, don't dodge
if (skill.intVal)
{
self.monsterinfo.aiflags &= ~AI_DUCKED;
return;
}
}
if (skill.intVal == 0)
// PMM - stupid dodge
self.monsterinfo.duck_wait_framenum = level.framenum + (int)((eta + 1) * BASE_FRAMERATE);
else
self.monsterinfo.duck_wait_framenum = level.framenum + (int)((eta + (0.1 * (3 - skill.intVal))) * BASE_FRAMERATE);
// has to be done immediately otherwise he can get stuck
gunner_duck_down(self);
self.monsterinfo.nextframe = FRAME_duck01;
self.monsterinfo.currentmove = &gunner_move_duck;
}
static void gunner_sidestep (entity self)
{
if ((self.monsterinfo.currentmove == &gunner_move_jump2) ||
(self.monsterinfo.currentmove == &gunner_move_jump))
return;
if ((self.monsterinfo.currentmove == &gunner_move_attack_chain) ||
(self.monsterinfo.currentmove == &gunner_move_fire_chain) ||
(self.monsterinfo.currentmove == &gunner_move_attack_grenade)
)
{
// if we're shooting, and not on easy, don't dodge
if (skill.intVal)
{
self.monsterinfo.aiflags &= ~AI_DODGING;
return;
}
}
if (self.monsterinfo.currentmove != &gunner_move_run)
self.monsterinfo.currentmove = &gunner_move_run;
}
#endif
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
API_FUNC static void(entity self) SP_monster_gunner =
{
if (deathmatch.intVal) {
G_FreeEdict(self);
return;
}
if (!gunner_move_fidget.frame)
{
gunner_move_fidget.frame = &gunner_frames_fidget;
gunner_move_fidget.endfunc = gunner_stand;
gunner_move_stand.frame = &gunner_frames_stand;
gunner_move_walk.frame = &gunner_frames_walk;
gunner_move_run.frame = &gunner_frames_run;
gunner_move_pain3.frame = &gunner_frames_pain3;
gunner_move_pain2.frame = &gunner_frames_pain2;
gunner_move_pain1.frame = &gunner_frames_pain1;
gunner_move_death.frame = &gunner_frames_death;
gunner_move_duck.frame = &gunner_frames_duck;
gunner_move_attack_chain.frame = &gunner_frames_attack_chain;
gunner_move_attack_chain.endfunc = gunner_fire_chain;
gunner_move_fire_chain.frame = &gunner_frames_fire_chain;
gunner_move_fire_chain.endfunc = gunner_refire_chain;
gunner_move_endfire_chain.frame = &gunner_frames_endfire_chain;
gunner_move_attack_grenade.frame = &gunner_frames_attack_grenade;
#ifdef GROUND_ZERO
gunner_move_jump.frame = &gunner_frames_jump;
gunner_move_jump2.frame = &gunner_frames_jump2;
#endif
}
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");
self.mins = '-16 -16 -24';
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;
#ifdef GROUND_ZERO
self.monsterinfo.dodge = M_MonsterDodge;
self.monsterinfo.duck = gunner_duck;
self.monsterinfo.unduck = monster_duck_up;
self.monsterinfo.sidestep = gunner_sidestep;
self.monsterinfo.blindfire = true;
#else
self.monsterinfo.dodge = gunner_dodge;
#endif
self.monsterinfo.attack = gunner_attack;
self.monsterinfo.melee = 0;
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);
}
#endif