// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== GUNNER ============================================================================== */ #include "g_local.h" #include "m_gunner.h" #include "m_flash.h" constexpr spawnflags_t SPAWNFLAG_GUNCMDR_NOJUMPING = 8_spawnflag; static cached_soundindex sound_pain; static cached_soundindex sound_pain2; static cached_soundindex sound_death; static cached_soundindex sound_idle; static cached_soundindex sound_open; static cached_soundindex sound_search; static cached_soundindex sound_sight; void guncmdr_idlesound(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } MONSTERINFO_SIGHT(guncmdr_sight) (edict_t *self, edict_t *other) -> void { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } MONSTERINFO_SEARCH(guncmdr_search) (edict_t *self) -> void { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void GunnerGrenade(edict_t *self); void GunnerFire(edict_t *self); void guncmdr_fire_chain(edict_t *self); void guncmdr_refire_chain(edict_t *self); void guncmdr_stand(edict_t *self); mframe_t guncmdr_frames_fidget[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_idlesound }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_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 }, { ai_stand }, { ai_stand } }; MMOVE_T(guncmdr_move_fidget) = { FRAME_c_stand201, FRAME_c_stand254, guncmdr_frames_fidget, guncmdr_stand }; void guncmdr_fidget(edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; else if (self->enemy) return; if (frandom() <= 0.05f) M_SetAnimation(self, &guncmdr_move_fidget); } mframe_t guncmdr_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_fidget }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_fidget }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_fidget }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 0, guncmdr_fidget } }; MMOVE_T(guncmdr_move_stand) = { FRAME_c_stand101, FRAME_c_stand140, guncmdr_frames_stand, nullptr }; MONSTERINFO_STAND(guncmdr_stand) (edict_t *self) -> void { M_SetAnimation(self, &guncmdr_move_stand); } mframe_t guncmdr_frames_walk[] = { { ai_walk, 1.5f, monster_footstep }, { ai_walk, 2.5f }, { ai_walk, 3.0f }, { ai_walk, 2.5f }, { ai_walk, 2.3f }, { ai_walk, 3.0f }, { ai_walk, 2.8f, monster_footstep }, { ai_walk, 3.6f }, { ai_walk, 2.8f }, { ai_walk, 2.5f }, { ai_walk, 2.3f }, { ai_walk, 4.3f }, { ai_walk, 3.0f, monster_footstep }, { ai_walk, 1.5f }, { ai_walk, 2.5f }, { ai_walk, 3.3f }, { ai_walk, 2.8f }, { ai_walk, 3.0f }, { ai_walk, 2.0f, monster_footstep }, { ai_walk, 2.0f }, { ai_walk, 3.3f }, { ai_walk, 3.6f }, { ai_walk, 3.4f }, { ai_walk, 2.8f }, }; MMOVE_T(guncmdr_move_walk) = { FRAME_c_walk101, FRAME_c_walk124, guncmdr_frames_walk, nullptr }; MONSTERINFO_WALK(guncmdr_walk) (edict_t *self) -> void { M_SetAnimation(self, &guncmdr_move_walk); } mframe_t guncmdr_frames_run[] = { { ai_run, 15.f, monster_done_dodge }, { ai_run, 16.f, monster_footstep }, { ai_run, 20.f }, { ai_run, 18.f }, { ai_run, 24.f, monster_footstep }, { ai_run, 13.5f } }; MMOVE_T(guncmdr_move_run) = { FRAME_c_run101, FRAME_c_run106, guncmdr_frames_run, nullptr }; MONSTERINFO_RUN(guncmdr_run) (edict_t *self) -> void { monster_done_dodge(self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &guncmdr_move_stand); else M_SetAnimation(self, &guncmdr_move_run); } // standing pains mframe_t guncmdr_frames_pain1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, }; MMOVE_T(guncmdr_move_pain1) = { FRAME_c_pain101, FRAME_c_pain104, guncmdr_frames_pain1, guncmdr_run }; mframe_t guncmdr_frames_pain2[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_pain2) = { FRAME_c_pain201, FRAME_c_pain204, guncmdr_frames_pain2, guncmdr_run }; mframe_t guncmdr_frames_pain3[] = { { ai_move, -3.0f }, { ai_move }, { ai_move }, { ai_move }, }; MMOVE_T(guncmdr_move_pain3) = { FRAME_c_pain301, FRAME_c_pain304, guncmdr_frames_pain3, guncmdr_run }; mframe_t guncmdr_frames_pain4[] = { { ai_move, -17.1f }, { ai_move, -3.2f }, { ai_move, 0.9f }, { ai_move, 3.6f }, { ai_move, -2.6f }, { ai_move, 1.0f }, { ai_move, -5.1f }, { ai_move, -6.7f }, { ai_move, -8.8f }, { ai_move }, { ai_move }, { ai_move, -2.1f }, { ai_move, -2.3f }, { ai_move, -2.5f }, { ai_move } }; MMOVE_T(guncmdr_move_pain4) = { FRAME_c_pain401, FRAME_c_pain415, guncmdr_frames_pain4, guncmdr_run }; void guncmdr_dead(edict_t *); mframe_t guncmdr_frames_death1[] = { { ai_move }, { ai_move }, { ai_move, 4.0f }, // scoot { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_death1) = { FRAME_c_death101, FRAME_c_death118, guncmdr_frames_death1, guncmdr_dead }; void guncmdr_pain5_to_death1(edict_t *self) { if (self->health < 0) M_SetAnimation(self, &guncmdr_move_death1, false); } mframe_t guncmdr_frames_death2[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_death2) = { FRAME_c_death201, FRAME_c_death204, guncmdr_frames_death2, guncmdr_dead }; void guncmdr_pain5_to_death2(edict_t *self) { if (self->health < 0 && brandom()) M_SetAnimation(self, &guncmdr_move_death2, false); } mframe_t guncmdr_frames_pain5[] = { { ai_move, -29.f }, { ai_move, -5.f }, { ai_move, -5.f }, { ai_move, -3.f }, { ai_move }, { ai_move, 0, guncmdr_pain5_to_death2 }, { ai_move, 9.f }, { ai_move, 3.f }, { ai_move, 0, guncmdr_pain5_to_death1 }, { ai_move }, { ai_move }, { ai_move, -4.6f }, { ai_move, -4.8f }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 9.5f }, { ai_move, 3.4f }, { ai_move }, { ai_move }, { ai_move, -2.4f }, { ai_move, -9.0f }, { ai_move, -5.0f }, { ai_move, -3.6f }, }; MMOVE_T(guncmdr_move_pain5) = { FRAME_c_pain501, FRAME_c_pain524, guncmdr_frames_pain5, guncmdr_run }; void guncmdr_dead(edict_t *self) { self->mins = vec3_t { -16, -16, -24 } * self->s.scale; self->maxs = vec3_t { 16, 16, -8 } * self->s.scale; monster_dead(self); } static void guncmdr_shrink(edict_t *self) { self->maxs[2] = -4 * self->s.scale; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } mframe_t guncmdr_frames_death6[] = { { ai_move, 0, guncmdr_shrink }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_death6) = { FRAME_c_death601, FRAME_c_death614, guncmdr_frames_death6, guncmdr_dead }; static void guncmdr_pain6_to_death6(edict_t *self) { if (self->health < 0) M_SetAnimation(self, &guncmdr_move_death6, false); } mframe_t guncmdr_frames_pain6[] = { { ai_move, 16.f }, { ai_move, 16.f }, { ai_move, 12.f }, { ai_move, 5.5f, monster_duck_down }, { ai_move, 3.0f }, { ai_move, -4.7f }, { ai_move, -6.0f, guncmdr_pain6_to_death6 }, { ai_move }, { ai_move, 1.8f }, { ai_move, 0.7f }, { ai_move }, { ai_move, -2.1f }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -6.1f }, { ai_move, 10.5f }, { ai_move, 4.3f }, { ai_move, 4.7f, monster_duck_up }, { ai_move, 1.4f }, { ai_move }, { ai_move, -3.2f }, { ai_move, 2.3f }, { ai_move, -4.4f }, { ai_move, -4.4f }, { ai_move, -2.4f } }; MMOVE_T(guncmdr_move_pain6) = { FRAME_c_pain601, FRAME_c_pain632, guncmdr_frames_pain6, guncmdr_run }; mframe_t guncmdr_frames_pain7[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_pain7) = { FRAME_c_pain701, FRAME_c_pain714, guncmdr_frames_pain7, guncmdr_run }; extern const mmove_t guncmdr_move_jump; extern const mmove_t guncmdr_move_jump2; extern const mmove_t guncmdr_move_duck_attack; bool guncmdr_sidestep(edict_t *self); PAIN(guncmdr_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { monster_done_dodge(self); if (self->monsterinfo.active_move == &guncmdr_move_jump || self->monsterinfo.active_move == &guncmdr_move_jump2 || self->monsterinfo.active_move == &guncmdr_move_duck_attack) return; if (level.time < self->pain_debounce_time) { if (frandom() < 0.3) self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false); return; } self->pain_debounce_time = level.time + 3_sec; if (brandom()) gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (!M_ShouldReactToPain(self, mod)) { if (frandom() < 0.3) self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false); return; // no pain anims in nightmare } vec3_t forward; AngleVectors(self->s.angles, forward, nullptr, nullptr); vec3_t dif = (other->s.origin - self->s.origin); dif.z = 0; dif.normalize(); // small pain if (damage < 35) { int r = irandom(0, 4); if (r == 0) M_SetAnimation(self, &guncmdr_move_pain3); else if (r == 1) M_SetAnimation(self, &guncmdr_move_pain2); else if (r == 2) M_SetAnimation(self, &guncmdr_move_pain1); else M_SetAnimation(self, &guncmdr_move_pain7); } // large pain from behind (aka Paril) else if (dif.dot(forward) < -0.40f) { M_SetAnimation(self, &guncmdr_move_pain6); self->pain_debounce_time += 1.5_sec; } else { if (brandom()) M_SetAnimation(self, &guncmdr_move_pain4); else M_SetAnimation(self, &guncmdr_move_pain5); self->pain_debounce_time += 1.5_sec; } self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } MONSTERINFO_SETSKIN(guncmdr_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; } mframe_t guncmdr_frames_death3[] = { { ai_move, 20.f }, { ai_move, 10.f }, { ai_move, 10.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } }, { ai_move, 0.f, monster_footstep }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_death3) = { FRAME_c_death301, FRAME_c_death321, guncmdr_frames_death3, guncmdr_dead }; mframe_t guncmdr_frames_death7[] = { { ai_move, 30.f }, { ai_move, 20.f }, { ai_move, 16.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } }, { ai_move, 5.f, monster_footstep }, { ai_move, -6.f }, { ai_move, -7.f, monster_footstep }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0.f, monster_footstep }, { ai_move }, { ai_move }, { ai_move, 0.f, monster_footstep }, { ai_move }, { ai_move }, }; MMOVE_T(guncmdr_move_death7) = { FRAME_c_death701, FRAME_c_death730, guncmdr_frames_death7, guncmdr_dead }; mframe_t guncmdr_frames_death4[] = { { ai_move, -20.f }, { ai_move, -16.f }, { ai_move, -26.f, [](edict_t *self) { monster_footstep(self); guncmdr_shrink(self); } }, { ai_move, 0.f, monster_footstep }, { ai_move, -12.f }, { ai_move, 16.f }, { ai_move, 9.2f }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_death4) = { FRAME_c_death401, FRAME_c_death436, guncmdr_frames_death4, guncmdr_dead }; mframe_t guncmdr_frames_death5[] = { { ai_move, -14.f }, { ai_move, -2.7f }, { ai_move, -2.5f }, { ai_move, -4.6f, monster_footstep }, { ai_move, -4.0f, monster_footstep }, { ai_move, -1.5f }, { ai_move, 2.3f }, { ai_move, 2.5f }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 3.5f }, { ai_move, 12.9f, monster_footstep }, { ai_move, 3.8f }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -2.1f }, { ai_move, -1.3f }, { ai_move }, { ai_move }, { ai_move, 3.4f }, { ai_move, 5.7f }, { ai_move, 11.2f }, { ai_move, 0, monster_footstep } }; MMOVE_T(guncmdr_move_death5) = { FRAME_c_death501, FRAME_c_death528, guncmdr_frames_death5, guncmdr_dead }; DIE(guncmdr_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { // check for gib if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); const char *head_gib = (self->monsterinfo.active_move != &guncmdr_move_death5) ? "models/objects/gibs/sm_meat/tris.md2" : "models/monsters/gunner/gibs/head.md2"; self->s.skinnum /= 2; ThrowGibs(self, damage, { { 2, "models/objects/gibs/bone/tris.md2" }, { 2, "models/objects/gibs/sm_meat/tris.md2" }, { 1, "models/objects/gibs/gear/tris.md2" }, { "models/monsters/gunner/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/gunner/gibs/garm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/gunner/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/gunner/gibs/foot.md2", GIB_SKINNED }, { head_gib, GIB_SKINNED | GIB_HEAD } }); self->deadflag = true; return; } if (self->deadflag) return; // regular death gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = true; self->takedamage = true; // these animations cleanly transitions to death, so just keep going if (self->monsterinfo.active_move == &guncmdr_move_pain5 && self->s.frame < FRAME_c_pain508) return; else if (self->monsterinfo.active_move == &guncmdr_move_pain6 && self->s.frame < FRAME_c_pain607) return; vec3_t forward; AngleVectors(self->s.angles, forward, nullptr, nullptr); vec3_t dif = (inflictor->s.origin - self->s.origin); dif.z = 0; dif.normalize(); // off with da head if (fabsf((self->s.origin[2] + self->viewheight) - point[2]) <= 4 && self->velocity.z < 65.f) { M_SetAnimation(self, &guncmdr_move_death5); edict_t *head = ThrowGib(self, "models/monsters/gunner/gibs/head.md2", damage, GIB_NONE, self->s.scale); if (head) { head->s.angles = self->s.angles; head->s.origin = self->s.origin + vec3_t{0, 0, 24.f}; vec3_t headDir = (self->s.origin - inflictor->s.origin); head->velocity = headDir / headDir.length() * 100.0f; head->velocity[2] = 200.0f; head->avelocity *= 0.15f; gi.linkentity(head); } } // damage came from behind; use backwards death else if (dif.dot(forward) < -0.40f) { int r = irandom(0, self->monsterinfo.active_move == &guncmdr_move_pain6 ? 2 : 3); if (r == 0) M_SetAnimation(self, &guncmdr_move_death3); else if (r == 1) M_SetAnimation(self, &guncmdr_move_death7); else if (r == 2) M_SetAnimation(self, &guncmdr_move_pain6); } else { int r = irandom(0, self->monsterinfo.active_move == &guncmdr_move_pain5 ? 1 : 2); if (r == 0) M_SetAnimation(self, &guncmdr_move_death4); else M_SetAnimation(self, &guncmdr_move_pain5); } } void guncmdr_opengun(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); } void GunnerCmdrFire(edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t aim; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM if (self->s.frame >= FRAME_c_attack401 && self->s.frame <= FRAME_c_attack505) flash_number = MZ2_GUNCMDR_CHAINGUN_2; else flash_number = MZ2_GUNCMDR_CHAINGUN_1; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); PredictAim(self, self->enemy, start, 800, false, frandom() * 0.3f, &aim, nullptr); for (int i = 0; i < 3; i++) aim[i] += crandom_open() * 0.025f; monster_fire_flechette(self, start, aim, 4, 800, flash_number); } mframe_t guncmdr_frames_attack_chain[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, guncmdr_opengun }, { ai_charge } }; MMOVE_T(guncmdr_move_attack_chain) = { FRAME_c_attack101, FRAME_c_attack106, guncmdr_frames_attack_chain, guncmdr_fire_chain }; mframe_t guncmdr_frames_fire_chain[] = { { ai_charge, 0, GunnerCmdrFire }, { ai_charge, 0, GunnerCmdrFire }, { ai_charge, 0, GunnerCmdrFire }, { ai_charge, 0, GunnerCmdrFire }, { ai_charge, 0, GunnerCmdrFire }, { ai_charge, 0, GunnerCmdrFire } }; MMOVE_T(guncmdr_move_fire_chain) = { FRAME_c_attack107, FRAME_c_attack112, guncmdr_frames_fire_chain, guncmdr_refire_chain }; mframe_t guncmdr_frames_fire_chain_run[] = { { ai_charge, 15.f, GunnerCmdrFire }, { ai_charge, 16.f, GunnerCmdrFire }, { ai_charge, 20.f, GunnerCmdrFire }, { ai_charge, 18.f, GunnerCmdrFire }, { ai_charge, 24.f, GunnerCmdrFire }, { ai_charge, 13.5f, GunnerCmdrFire } }; MMOVE_T(guncmdr_move_fire_chain_run) = { FRAME_c_run201, FRAME_c_run206, guncmdr_frames_fire_chain_run, guncmdr_refire_chain }; mframe_t guncmdr_frames_fire_chain_dodge_right[] = { { ai_charge, 5.1f * 2.0f, GunnerCmdrFire }, { ai_charge, 9.0f * 2.0f, GunnerCmdrFire }, { ai_charge, 3.5f * 2.0f, GunnerCmdrFire }, { ai_charge, 3.6f * 2.0f, GunnerCmdrFire }, { ai_charge, -1.0f * 2.0f, GunnerCmdrFire } }; MMOVE_T(guncmdr_move_fire_chain_dodge_right) = { FRAME_c_attack401, FRAME_c_attack405, guncmdr_frames_fire_chain_dodge_right, guncmdr_refire_chain }; mframe_t guncmdr_frames_fire_chain_dodge_left[] = { { ai_charge, 5.1f * 2.0f, GunnerCmdrFire }, { ai_charge, 9.0f * 2.0f, GunnerCmdrFire }, { ai_charge, 3.5f * 2.0f, GunnerCmdrFire }, { ai_charge, 3.6f * 2.0f, GunnerCmdrFire }, { ai_charge, -1.0f * 2.0f, GunnerCmdrFire } }; MMOVE_T(guncmdr_move_fire_chain_dodge_left) = { FRAME_c_attack501, FRAME_c_attack505, guncmdr_frames_fire_chain_dodge_left, guncmdr_refire_chain }; mframe_t guncmdr_frames_endfire_chain[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, guncmdr_opengun }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge } }; MMOVE_T(guncmdr_move_endfire_chain) = { FRAME_c_attack118, FRAME_c_attack124, guncmdr_frames_endfire_chain, guncmdr_run }; constexpr float MORTAR_SPEED = 850.f; constexpr float GRENADE_SPEED = 600.f; void GunnerCmdrGrenade(edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t aim; monster_muzzleflash_id_t flash_number; float spread; float pitch = 0; // PMM vec3_t target; bool blindfire = false; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM // pmm if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) blindfire = true; if (self->s.frame == FRAME_c_attack205) { spread = -0.1f; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_1; } else if (self->s.frame == FRAME_c_attack208) { spread = 0.f; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_2; } else if (self->s.frame == FRAME_c_attack211) { spread = 0.1f; flash_number = MZ2_GUNCMDR_GRENADE_MORTAR_3; } else if (self->s.frame == FRAME_c_attack304) { spread = -0.1f; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_1; } else if (self->s.frame == FRAME_c_attack307) { spread = 0.f; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_2; } else if (self->s.frame == FRAME_c_attack310) { spread = 0.1f; flash_number = MZ2_GUNCMDR_GRENADE_FRONT_3; } else if (self->s.frame == FRAME_c_attack911) { spread = 0.25f; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_1; } else if (self->s.frame == FRAME_c_attack912) { spread = 0.f; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_2; } else if (self->s.frame == FRAME_c_attack913) { spread = -0.25f; flash_number = MZ2_GUNCMDR_GRENADE_CROUCH_3; } // pmm // 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; // pmm AngleVectors(self->s.angles, forward, right, up); // PGM start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); // PGM if (self->enemy && !(flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3)) { float dist; aim = target - self->s.origin; dist = aim.length(); // 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); } aim.normalize(); pitch = aim[2]; if (pitch > 0.4f) pitch = 0.4f; else if (pitch < -0.5f) pitch = -0.5f; if ((self->enemy->absmin.z - self->absmax.z) > 16.f && flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3) pitch += 0.5f; } // PGM if (flash_number >= MZ2_GUNCMDR_GRENADE_FRONT_1 && flash_number <= MZ2_GUNCMDR_GRENADE_FRONT_3) pitch -= 0.05f; if (!(flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3)) { aim = forward + (right * spread); aim += (up * pitch); aim.normalize(); } else { PredictAim(self, self->enemy, start, 800, false, 0.f, &aim, nullptr); aim += right * spread; aim.normalize(); } if (flash_number >= MZ2_GUNCMDR_GRENADE_CROUCH_1 && flash_number <= MZ2_GUNCMDR_GRENADE_CROUCH_3) { constexpr float inner_spread = 0.125f; for (int32_t i = 0; i < 3; i++) fire_ionripper(self, start, aim + (right * (-(inner_spread * 2) + (inner_spread * (i + 1)))), 15, 800, EF_IONRIPPER); monster_muzzleflash(self, start, flash_number); } else { // mortar fires farther float speed; if (flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3) speed = MORTAR_SPEED; else speed = GRENADE_SPEED; // try search for best pitch if (M_CalculatePitchToFire(self, target, start, aim, speed, 2.5f, (flash_number >= MZ2_GUNCMDR_GRENADE_MORTAR_1 && flash_number <= MZ2_GUNCMDR_GRENADE_MORTAR_3))) monster_fire_grenade(self, start, aim, 50, speed, flash_number, (crandom_open() * 10.0f), frandom() * 10.f); else // normal shot monster_fire_grenade(self, start, aim, 50, speed, flash_number, (crandom_open() * 10.0f), 200.f + (crandom_open() * 10.0f)); } } mframe_t guncmdr_frames_attack_mortar[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, GunnerCmdrGrenade }, { ai_charge }, { ai_charge }, { ai_charge, 0, GunnerCmdrGrenade }, { ai_charge }, { ai_charge }, { ai_charge, 0, GunnerCmdrGrenade }, { ai_charge }, { ai_charge }, { ai_charge, 0, monster_duck_up }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge } }; MMOVE_T(guncmdr_move_attack_mortar) = { FRAME_c_attack201, FRAME_c_attack221, guncmdr_frames_attack_mortar, guncmdr_run }; void guncmdr_grenade_mortar_resume(edict_t *self) { M_SetAnimation(self, &guncmdr_move_attack_mortar); self->monsterinfo.attack_state = AS_STRAIGHT; self->s.frame = self->count; } mframe_t guncmdr_frames_attack_mortar_dodge[] = { { ai_charge, 11.f }, { ai_charge, 12.f }, { ai_charge, 16.f }, { ai_charge, 16.f }, { ai_charge, 12.f }, { ai_charge, 11.f } }; MMOVE_T(guncmdr_move_attack_mortar_dodge) = { FRAME_c_duckstep01, FRAME_c_duckstep06, guncmdr_frames_attack_mortar_dodge, guncmdr_grenade_mortar_resume }; mframe_t guncmdr_frames_attack_back[] = { //{ ai_charge }, { ai_charge, -2.f }, { ai_charge, -1.5f }, { ai_charge, -0.5f, GunnerCmdrGrenade }, { ai_charge, -6.0f }, { ai_charge, -4.f }, { ai_charge, -2.5f, GunnerCmdrGrenade }, { ai_charge, -7.0f }, { ai_charge, -3.5f }, { ai_charge, -1.1f, GunnerCmdrGrenade }, { ai_charge, -4.6f }, { ai_charge, 1.9f }, { ai_charge, 1.0f }, { ai_charge, -4.5f }, { ai_charge, 3.2f }, { ai_charge, 4.4f }, { ai_charge, -6.5f }, { ai_charge, -6.1f }, { ai_charge, 3.0f }, { ai_charge, -0.7f }, { ai_charge, -1.0f } }; MMOVE_T(guncmdr_move_attack_grenade_back) = { FRAME_c_attack302, FRAME_c_attack321, guncmdr_frames_attack_back, guncmdr_run }; void guncmdr_grenade_back_dodge_resume(edict_t *self) { M_SetAnimation(self, &guncmdr_move_attack_grenade_back); self->monsterinfo.attack_state = AS_STRAIGHT; self->s.frame = self->count; } mframe_t guncmdr_frames_attack_grenade_back_dodge_right[] = { { ai_charge, 5.1f * 2.0f }, { ai_charge, 9.0f * 2.0f }, { ai_charge, 3.5f * 2.0f }, { ai_charge, 3.6f * 2.0f }, { ai_charge, -1.0f * 2.0f } }; MMOVE_T(guncmdr_move_attack_grenade_back_dodge_right) = { FRAME_c_attack601, FRAME_c_attack605, guncmdr_frames_attack_grenade_back_dodge_right, guncmdr_grenade_back_dodge_resume }; mframe_t guncmdr_frames_attack_grenade_back_dodge_left[] = { { ai_charge, 5.1f * 2.0f }, { ai_charge, 9.0f * 2.0f }, { ai_charge, 3.5f * 2.0f }, { ai_charge, 3.6f * 2.0f }, { ai_charge, -1.0f * 2.0f } }; MMOVE_T(guncmdr_move_attack_grenade_back_dodge_left) = { FRAME_c_attack701, FRAME_c_attack705, guncmdr_frames_attack_grenade_back_dodge_left, guncmdr_grenade_back_dodge_resume }; static void guncmdr_kick_finished(edict_t *self) { self->monsterinfo.melee_debounce_time = level.time + 3_sec; self->monsterinfo.attack(self); } static void guncmdr_kick(edict_t *self) { if (fire_hit(self, vec3_t { MELEE_DISTANCE, 0.f, -32.f }, 15.f, 400.f)) { if (self->enemy && self->enemy->client && self->enemy->velocity.z < 270.f) self->enemy->velocity.z = 270.f; } } mframe_t guncmdr_frames_attack_kick[] = { { ai_charge, -7.7f }, { ai_charge, -4.9f }, { ai_charge, 12.6f, guncmdr_kick }, { ai_charge }, { ai_charge, -3.0f }, { ai_charge }, { ai_charge, -4.1f }, { ai_charge, 8.6f }, //{ ai_charge, -3.5f } }; MMOVE_T(guncmdr_move_attack_kick) = { FRAME_c_attack801, FRAME_c_attack808, guncmdr_frames_attack_kick, guncmdr_kick_finished }; // don't ever try grenades if we get this close constexpr float RANGE_GRENADE = 100.f; // always use mortar at this range constexpr float RANGE_GRENADE_MORTAR = 525.f; // at this range, run towards the enemy constexpr float RANGE_CHAINGUN_RUN = 400.f; MONSTERINFO_ATTACK(guncmdr_attack) (edict_t *self) -> void { monster_done_dodge(self); float d = range_to(self, self->enemy); vec3_t forward, right, aim; AngleVectors(self->s.angles, forward, right, nullptr); // PGM // always use chaingun on tesla // kick close enemies if (!self->bad_area && d < RANGE_MELEE && self->monsterinfo.melee_debounce_time < level.time) M_SetAnimation(self, &guncmdr_move_attack_kick); else if (self->bad_area || ((d <= RANGE_GRENADE || brandom()) && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_CHAINGUN_1]))) M_SetAnimation(self, &guncmdr_move_attack_chain); else if ((d >= RANGE_GRENADE_MORTAR || fabs(self->absmin.z - self->enemy->absmax.z) > 64.f // enemy is far below or above us, always try mortar ) && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1]) && M_CalculatePitchToFire(self, self->enemy->s.origin, M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_MORTAR_1], forward, right), aim = (self->enemy->s.origin - self->s.origin).normalized(), MORTAR_SPEED, 2.5f, true) ) { M_SetAnimation(self, &guncmdr_move_attack_mortar); monster_duck_down(self); } else if (M_CheckClearShot(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1]) && !(self->monsterinfo.aiflags & AI_STAND_GROUND) && M_CalculatePitchToFire(self, self->enemy->s.origin, M_ProjectFlashSource(self, monster_flash_offset[MZ2_GUNCMDR_GRENADE_FRONT_1], forward, right), aim = (self->enemy->s.origin - self->s.origin).normalized(), GRENADE_SPEED, 2.5f, false)) M_SetAnimation(self, &guncmdr_move_attack_grenade_back); else if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &guncmdr_move_attack_chain); } void guncmdr_fire_chain(edict_t *self) { if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) > RANGE_CHAINGUN_RUN && ai_check_move(self, 8.0f)) M_SetAnimation(self, &guncmdr_move_fire_chain_run); else M_SetAnimation(self, &guncmdr_move_fire_chain); } void guncmdr_refire_chain(edict_t *self) { monster_done_dodge(self); self->monsterinfo.attack_state = AS_STRAIGHT; if (self->enemy->health > 0) if (visible(self, self->enemy)) if (frandom() <= 0.5f) { if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) > RANGE_CHAINGUN_RUN && ai_check_move(self, 8.0f)) M_SetAnimation(self, &guncmdr_move_fire_chain_run, false); else M_SetAnimation(self, &guncmdr_move_fire_chain, false); return; } M_SetAnimation(self, &guncmdr_move_endfire_chain, false); } //=========== // PGM void guncmdr_jump_now(edict_t *self) { vec3_t forward, up; AngleVectors(self->s.angles, forward, nullptr, up); self->velocity += (forward * 100); self->velocity += (up * 300); } void guncmdr_jump2_now(edict_t *self) { vec3_t forward, up; AngleVectors(self->s.angles, forward, nullptr, up); self->velocity += (forward * 150); self->velocity += (up * 400); } void guncmdr_jump_wait_land(edict_t *self) { if (self->groundentity == nullptr) { 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; } mframe_t guncmdr_frames_jump[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, guncmdr_jump_now }, { ai_move }, { ai_move }, { ai_move, 0, guncmdr_jump_wait_land }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_jump) = { FRAME_c_jump01, FRAME_c_jump10, guncmdr_frames_jump, guncmdr_run }; mframe_t guncmdr_frames_jump2[] = { { ai_move, -8 }, { ai_move, -4 }, { ai_move, -4 }, { ai_move, 0, guncmdr_jump2_now }, { ai_move }, { ai_move }, { ai_move, 0, guncmdr_jump_wait_land }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(guncmdr_move_jump2) = { FRAME_c_jump01, FRAME_c_jump10, guncmdr_frames_jump2, guncmdr_run }; void guncmdr_jump(edict_t *self, blocked_jump_result_t result) { if (!self->enemy) return; monster_done_dodge(self); if (result == blocked_jump_result_t::JUMP_JUMP_UP) M_SetAnimation(self, &guncmdr_move_jump2); else M_SetAnimation(self, &guncmdr_move_jump); } void T_SlamRadiusDamage(vec3_t point, edict_t *inflictor, edict_t *attacker, float damage, float kick, edict_t *ignore, float radius, mod_t mod); static void GunnerCmdrCounter(edict_t *self) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_BERSERK_SLAM); vec3_t f, r, start; AngleVectors(self->s.angles, f, r, nullptr); start = M_ProjectFlashSource(self, { 20.f, 0.f, 14.f }, f, r); trace_t tr = gi.traceline(self->s.origin, start, self, MASK_SOLID); gi.WritePosition(tr.endpos); gi.WriteDir(f); gi.multicast(tr.endpos, MULTICAST_PHS, false); T_SlamRadiusDamage(tr.endpos, self, self, 15, 250.f, self, 200.f, MOD_UNKNOWN); } //=========== // PGM mframe_t guncmdr_frames_duck_attack[] = { { ai_move, 3.6f }, { ai_move, 5.6f, monster_duck_down }, { ai_move, 8.4f }, { ai_move, 2.0f, monster_duck_hold }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, //{ ai_charge, 0, GunnerCmdrGrenade }, //{ ai_charge, 9.5f, GunnerCmdrGrenade }, //{ ai_charge, -1.5f, GunnerCmdrGrenade }, { ai_charge, 0 }, { ai_charge, 9.5f, GunnerCmdrCounter }, { ai_charge, -1.5f }, { ai_charge }, { ai_charge, 0, monster_duck_up }, { ai_charge }, { ai_charge, 11.f }, { ai_charge, 2.0f }, { ai_charge, 5.6f } }; MMOVE_T(guncmdr_move_duck_attack) = { FRAME_c_attack901, FRAME_c_attack919, guncmdr_frames_duck_attack, guncmdr_run }; MONSTERINFO_DUCK(guncmdr_duck) (edict_t *self, gtime_t eta) -> bool { if ((self->monsterinfo.active_move == &guncmdr_move_jump2) || (self->monsterinfo.active_move == &guncmdr_move_jump)) { return false; } if ((self->monsterinfo.active_move == &guncmdr_move_fire_chain_dodge_left) || (self->monsterinfo.active_move == &guncmdr_move_fire_chain_dodge_right) || (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back_dodge_left) || (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back_dodge_right) || (self->monsterinfo.active_move == &guncmdr_move_attack_mortar_dodge)) { // if we're dodging, don't duck self->monsterinfo.unduck(self); return false; } M_SetAnimation(self, &guncmdr_move_duck_attack); return true; } MONSTERINFO_SIDESTEP(guncmdr_sidestep) (edict_t *self) -> bool { // use special dodge during the main firing anim if (self->monsterinfo.active_move == &guncmdr_move_fire_chain || self->monsterinfo.active_move == &guncmdr_move_fire_chain_run) { M_SetAnimation(self, !self->monsterinfo.lefty ? &guncmdr_move_fire_chain_dodge_right : &guncmdr_move_fire_chain_dodge_left, false); return true; } // for backwards mortar, back up where we are in the animation and do a quick dodge if (self->monsterinfo.active_move == &guncmdr_move_attack_grenade_back) { self->count = self->s.frame; M_SetAnimation(self, !self->monsterinfo.lefty ? &guncmdr_move_attack_grenade_back_dodge_right : &guncmdr_move_attack_grenade_back_dodge_left, false); return true; } // use crouch-move for mortar dodge if (self->monsterinfo.active_move == &guncmdr_move_attack_mortar) { self->count = self->s.frame; M_SetAnimation(self, &guncmdr_move_attack_mortar_dodge, false); return true; } // regular sidestep during run if (self->monsterinfo.active_move == &guncmdr_move_run) { M_SetAnimation(self, &guncmdr_move_run, true); return true; } return false; } MONSTERINFO_BLOCKED(guncmdr_blocked) (edict_t *self, float dist) -> bool { if (blocked_checkplat(self, dist)) return true; if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP) { if (result != blocked_jump_result_t::JUMP_TURN) guncmdr_jump(self, result); return true; } return false; } // PGM //=========== /*QUAKED monster_guncmdr (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping model="models/monsters/guncmdr/tris.md2" */ void SP_monster_guncmdr(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_death.assign("guncmdr/gcdrdeath1.wav"); sound_pain.assign("guncmdr/gcdrpain2.wav"); sound_pain2.assign("guncmdr/gcdrpain1.wav"); sound_idle.assign("guncmdr/gcdridle1.wav"); sound_open.assign("guncmdr/gcdratck1.wav"); sound_search.assign("guncmdr/gcdrsrch1.wav"); sound_sight.assign("guncmdr/sight1.wav"); gi.soundindex("guncmdr/gcdratck2.wav"); gi.soundindex("guncmdr/gcdratck3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2"); gi.modelindex("models/monsters/gunner/gibs/chest.md2"); gi.modelindex("models/monsters/gunner/gibs/foot.md2"); gi.modelindex("models/monsters/gunner/gibs/garm.md2"); gi.modelindex("models/monsters/gunner/gibs/gun.md2"); gi.modelindex("models/monsters/gunner/gibs/head.md2"); self->s.scale = 1.25f; self->mins = vec3_t { -16, -16, -24 }; self->maxs = vec3_t { 16, 16, 36 }; self->s.skinnum = 2; self->health = 325 * st.health_multiplier; self->gib_health = -175; self->mass = 255; self->pain = guncmdr_pain; self->die = guncmdr_die; self->monsterinfo.stand = guncmdr_stand; self->monsterinfo.walk = guncmdr_walk; self->monsterinfo.run = guncmdr_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = guncmdr_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = guncmdr_sidestep; self->monsterinfo.blocked = guncmdr_blocked; // PGM // pmm self->monsterinfo.attack = guncmdr_attack; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = guncmdr_sight; self->monsterinfo.search = guncmdr_search; self->monsterinfo.setskin = guncmdr_setskin; gi.linkentity(self); M_SetAnimation(self, &guncmdr_move_stand); self->monsterinfo.scale = MODEL_SCALE; if (!st.was_key_specified("power_armor_power")) self->monsterinfo.power_armor_power = 200; if (!st.was_key_specified("power_armor_type")) self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD; // PMM //self->monsterinfo.blindfire = true; self->monsterinfo.can_jump = !self->spawnflags.has(SPAWNFLAG_GUNCMDR_NOJUMPING); self->monsterinfo.drop_height = 192; self->monsterinfo.jump_height = 40; walkmonster_start(self); }