// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== INFANTRY ============================================================================== */ #include "g_local.h" #include "m_infantry.h" #include "m_flash.h" void InfantryMachineGun(edict_t *self); static cached_soundindex sound_pain1; static cached_soundindex sound_pain2; static cached_soundindex sound_die1; static cached_soundindex sound_die2; static cached_soundindex sound_gunshot; static cached_soundindex sound_weapon_cock; static cached_soundindex sound_punch_swing; static cached_soundindex sound_punch_hit; static cached_soundindex sound_sight; static cached_soundindex sound_search; static cached_soundindex sound_idle; // range at which we'll try to initiate a run-attack to close distance constexpr float RANGE_RUN_ATTACK = RANGE_NEAR * 0.75f; mframe_t infantry_frames_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(infantry_move_stand) = { FRAME_stand50, FRAME_stand71, infantry_frames_stand, nullptr }; MONSTERINFO_STAND(infantry_stand) (edict_t *self) -> void { M_SetAnimation(self, &infantry_move_stand); } mframe_t infantry_frames_fidget[] = { { ai_stand, 1 }, { ai_stand }, { ai_stand, 1 }, { ai_stand, 3 }, { ai_stand, 6 }, { ai_stand, 3, monster_footstep }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 1 }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 1 }, { ai_stand }, { ai_stand, -1 }, { ai_stand }, { ai_stand }, { ai_stand, 1 }, { ai_stand }, { ai_stand, -2 }, { ai_stand, 1 }, { ai_stand, 1 }, { ai_stand, 1 }, { ai_stand, -1 }, { ai_stand }, { ai_stand }, { ai_stand, -1 }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, -1 }, { ai_stand }, { ai_stand }, { ai_stand, 1 }, { ai_stand }, { ai_stand }, { ai_stand, -1 }, { ai_stand, -1 }, { ai_stand }, { ai_stand, -3 }, { ai_stand, -2 }, { ai_stand, -3 }, { ai_stand, -3, monster_footstep }, { ai_stand, -2 } }; MMOVE_T(infantry_move_fidget) = { FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand }; MONSTERINFO_IDLE(infantry_fidget) (edict_t *self) -> void { if (self->enemy) return; M_SetAnimation(self, &infantry_move_fidget); gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } mframe_t infantry_frames_walk[] = { { ai_walk, 5, monster_footstep }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 5 }, { ai_walk, 4 }, { ai_walk, 5 }, { ai_walk, 6, monster_footstep }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 5 } }; MMOVE_T(infantry_move_walk) = { FRAME_walk03, FRAME_walk14, infantry_frames_walk, nullptr }; MONSTERINFO_WALK(infantry_walk) (edict_t *self) -> void { M_SetAnimation(self, &infantry_move_walk); } mframe_t infantry_frames_run[] = { { ai_run, 10 }, { ai_run, 15, monster_footstep }, { ai_run, 5 }, { ai_run, 7, monster_done_dodge }, { ai_run, 18 }, { ai_run, 20, monster_footstep }, { ai_run, 2 }, { ai_run, 6 } }; MMOVE_T(infantry_move_run) = { FRAME_run01, FRAME_run08, infantry_frames_run, nullptr }; MONSTERINFO_RUN(infantry_run) (edict_t *self) -> void { monster_done_dodge(self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &infantry_move_stand); else M_SetAnimation(self, &infantry_move_run); } mframe_t infantry_frames_pain1[] = { { ai_move, -3 }, { ai_move, -2 }, { ai_move, -1 }, { ai_move, -2 }, { ai_move, -1, monster_footstep }, { ai_move, 1 }, { ai_move, -1 }, { ai_move, 1 }, { ai_move, 6 }, { ai_move, 2, monster_footstep } }; MMOVE_T(infantry_move_pain1) = { FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run }; mframe_t infantry_frames_pain2[] = { { ai_move, -3 }, { ai_move, -3 }, { ai_move }, { ai_move, -1 }, { ai_move, -2, monster_footstep }, { ai_move }, { ai_move }, { ai_move, 2 }, { ai_move, 5 }, { ai_move, 2, monster_footstep } }; MMOVE_T(infantry_move_pain2) = { FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run }; extern const mmove_t infantry_move_jump; extern const mmove_t infantry_move_jump2; PAIN(infantry_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { int n; // allow turret to pain if ((self->monsterinfo.active_move == &infantry_move_jump || self->monsterinfo.active_move == &infantry_move_jump2) && self->think == monster_think) return; monster_done_dodge(self); if (level.time < self->pain_debounce_time) { if (self->think == monster_think && frandom() < 0.33f) self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false); return; } self->pain_debounce_time = level.time + 3_sec; n = brandom(); if (n == 0) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (self->think != monster_think) return; if (!M_ShouldReactToPain(self, mod)) { if (self->think == monster_think && frandom() < 0.33f) self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false); return; // no pain anims in nightmare } if (n == 0) M_SetAnimation(self, &infantry_move_pain1); else M_SetAnimation(self, &infantry_move_pain2); // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } MONSTERINFO_SETSKIN(infantry_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } constexpr vec3_t aimangles[] = { { 0.0f, 5.0f, 0.0f }, { 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f }, { 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f }, { 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f }, { 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f }, { 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f }, { 90.0f, 35.0f, 0.0f } }; void InfantryMachineGun(edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t vec; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM bool is_run_attack = (self->s.frame >= FRAME_run201 && self->s.frame <= FRAME_run208); if (self->s.frame == FRAME_attak103 || self->s.frame == FRAME_attak311 || is_run_attack || self->s.frame == FRAME_attak416) { if (is_run_attack) flash_number = static_cast(MZ2_INFANTRY_MACHINEGUN_14 + (self->s.frame - MZ2_INFANTRY_MACHINEGUN_14)); else if (self->s.frame == FRAME_attak416) flash_number = MZ2_INFANTRY_MACHINEGUN_22; else flash_number = MZ2_INFANTRY_MACHINEGUN_1; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); if (self->enemy) PredictAim(self, self->enemy, start, 0, true, -0.2f, &forward, nullptr); else { AngleVectors(self->s.angles, forward, right, nullptr); } } else { flash_number = static_cast(MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211)); AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); vec = self->s.angles - aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2]; AngleVectors(vec, forward, nullptr, nullptr); } monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } MONSTERINFO_SIGHT(infantry_sight) (edict_t *self, edict_t *other) -> void { if (brandom()) gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void infantry_dead(edict_t *self) { self->mins = { -16, -16, -24 }; self->maxs = { 16, 16, -8 }; monster_dead(self); } static void infantry_shrink(edict_t *self) { self->maxs[2] = 0; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } mframe_t infantry_frames_death1[] = { { ai_move, -4, nullptr, FRAME_death102 }, { ai_move }, { ai_move }, { ai_move, -1 }, { ai_move, -4, monster_footstep }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -1, monster_footstep }, { ai_move, 3 }, { ai_move, 1 }, { ai_move, 1 }, { ai_move, -2 }, { ai_move, 2 }, { ai_move, 2 }, { ai_move, 9, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } }, { ai_move, 9 }, { ai_move, 5, monster_footstep }, { ai_move, -3 }, { ai_move, -3 } }; MMOVE_T(infantry_move_death1) = { FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead }; // Off with his head mframe_t infantry_frames_death2[] = { { ai_move, 0, nullptr, FRAME_death202 }, { ai_move, 1 }, { ai_move, 5 }, { ai_move, -1 }, { ai_move }, { ai_move, 1, monster_footstep }, { ai_move, 1, monster_footstep }, { ai_move, 4 }, { ai_move, 3 }, { ai_move }, { ai_move, -2, InfantryMachineGun }, { ai_move, -2, InfantryMachineGun }, { ai_move, -3, InfantryMachineGun }, { ai_move, -1, InfantryMachineGun }, { ai_move, -2, InfantryMachineGun }, { ai_move, 0, InfantryMachineGun }, { ai_move, 2, InfantryMachineGun }, { ai_move, 2, InfantryMachineGun }, { ai_move, 3, InfantryMachineGun }, { ai_move, -10, InfantryMachineGun }, { ai_move, -7, InfantryMachineGun }, { ai_move, -8, InfantryMachineGun }, { ai_move, -6, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } }, { ai_move, 4 }, { ai_move } }; MMOVE_T(infantry_move_death2) = { FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead }; mframe_t infantry_frames_death3[] = { { ai_move, 0 }, { ai_move }, { ai_move, 0, [](edict_t *self) { infantry_shrink(self); monster_footstep(self); } }, { ai_move, -6 }, { ai_move, -11, [](edict_t *self) { self->monsterinfo.nextframe = FRAME_death307; } }, { ai_move, -3 }, { ai_move, -11 }, { ai_move, 0, monster_footstep }, { ai_move } }; MMOVE_T(infantry_move_death3) = { FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead }; DIE(infantry_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { int n; // 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 != &infantry_move_death3) ? "models/objects/gibs/sm_meat/tris.md2" : "models/monsters/infantry/gibs/head.md2"; self->s.skinnum /= 2; ThrowGibs(self, damage, { { "models/objects/gibs/bone/tris.md2" }, { 3, "models/objects/gibs/sm_meat/tris.md2" }, { "models/monsters/infantry/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/infantry/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT }, { 2, "models/monsters/infantry/gibs/foot.md2", GIB_SKINNED }, { 2, "models/monsters/infantry/gibs/arm.md2", GIB_SKINNED }, { head_gib, GIB_HEAD | GIB_SKINNED } }); self->deadflag = true; return; } if (self->deadflag) return; // regular death self->deadflag = true; self->takedamage = true; n = irandom(3); if (n == 0) { M_SetAnimation(self, &infantry_move_death1); gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } else if (n == 1) { M_SetAnimation(self, &infantry_move_death2); gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); } else { M_SetAnimation(self, &infantry_move_death3); gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } // don't always pop a head gib, it gets old if (n != 2 && frandom() <= 0.25f) { edict_t *head = ThrowGib(self, "models/monsters/infantry/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, 32.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; head->s.skinnum = 0; gi.linkentity(head); } } } mframe_t infantry_frames_duck[] = { { ai_move, -2, monster_duck_down }, { ai_move, -5, monster_duck_hold }, { ai_move, 3 }, { ai_move, 4, monster_duck_up }, { ai_move } }; MMOVE_T(infantry_move_duck) = { FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run }; // PMM - dodge code moved below so I can see the attack frames extern const mmove_t infantry_move_attack4; void infantry_set_firetime(edict_t *self) { self->monsterinfo.fire_wait = level.time + random_time(0.7_sec, 2_sec); if (!(self->monsterinfo.aiflags & AI_STAND_GROUND) && self->enemy && range_to(self, self->enemy) >= RANGE_RUN_ATTACK && ai_check_move(self, 8.0f)) M_SetAnimation(self, &infantry_move_attack4, false); } void infantry_cock_gun(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); // gun cocked self->count = 1; } void infantry_fire(edict_t *self); // cock-less attack, used if he has already cocked his gun mframe_t infantry_frames_attack1[] = { { ai_charge }, { ai_charge, 6, [](edict_t *self) { infantry_set_firetime(self); monster_footstep(self); } }, { ai_charge, 0, infantry_fire }, { ai_charge }, { ai_charge, 1 }, { ai_charge, -7 }, { ai_charge, -6, [](edict_t *self) { self->monsterinfo.nextframe = FRAME_attak114; monster_footstep(self); } }, // dead frames start { ai_charge, -1 }, { ai_charge, 0, infantry_cock_gun }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, // dead frames end { ai_charge, -1 }, { ai_charge, -1 } }; MMOVE_T(infantry_move_attack1) = { FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run }; // old animation, full cock + shoot mframe_t infantry_frames_attack3[] = { { ai_charge, 4, NULL }, { ai_charge, -1, NULL }, { ai_charge, -1, NULL }, { ai_charge, 0, infantry_cock_gun }, { ai_charge, -1, NULL }, { ai_charge, 1, NULL }, { ai_charge, 1, NULL }, { ai_charge, 2, NULL }, { ai_charge, -2, NULL }, { ai_charge, -3, [](edict_t *self) { infantry_set_firetime(self); monster_footstep(self); } }, { ai_charge, 1, infantry_fire }, { ai_charge, 5, NULL }, { ai_charge, -1, NULL }, { ai_charge, -2, NULL }, { ai_charge, -3, NULL }, }; MMOVE_T(infantry_move_attack3) = { FRAME_attak301, FRAME_attak315, infantry_frames_attack3, infantry_run }; // even older animation, full cock + shoot mframe_t infantry_frames_attack5[] = { // skipped frames { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, nullptr }, { ai_charge, 0, monster_footstep }, { ai_charge, 0, infantry_cock_gun }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, [](edict_t *self) { self->monsterinfo.nextframe = self->s.frame + 1; } }, { ai_charge, 0, NULL }, // skipped frame { ai_charge, 0, NULL }, { ai_charge, 0, nullptr }, { ai_charge, 0, infantry_set_firetime }, { ai_charge, 0, infantry_fire }, // skipped frames { 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, monster_footstep } }; MMOVE_T(infantry_move_attack5) = { FRAME_attak401, FRAME_attak423, infantry_frames_attack5, infantry_run }; extern const mmove_t infantry_move_attack4; void infantry_fire(edict_t *self) { InfantryMachineGun(self); // we fired, so we must cock again before firing self->count = 0; // check if we ran out of firing time if (self->monsterinfo.active_move == &infantry_move_attack4) { if (level.time >= self->monsterinfo.fire_wait) { monster_done_dodge(self); M_SetAnimation(self, &infantry_move_attack1, false); self->monsterinfo.nextframe = FRAME_attak114; } // got close to an edge else if (!ai_check_move(self, 8.0f)) { M_SetAnimation(self, &infantry_move_attack1, false); self->monsterinfo.nextframe = FRAME_attak103; monster_done_dodge(self); self->monsterinfo.attack_state = AS_STRAIGHT; } } else if ((self->s.frame >= FRAME_attak101 && self->s.frame <= FRAME_attak115) || (self->s.frame >= FRAME_attak301 && self->s.frame <= FRAME_attak315) || (self->s.frame >= FRAME_attak401 && self->s.frame <= FRAME_attak424)) { if (level.time >= self->monsterinfo.fire_wait) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if (self->s.frame == FRAME_attak416) self->monsterinfo.nextframe = FRAME_attak420; } else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } } void infantry_swing(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); } void infantry_smack(edict_t *self) { vec3_t aim = { MELEE_DISTANCE, 0, 0 }; if (fire_hit(self, aim, irandom(5, 10), 50)) gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); else self->monsterinfo.melee_debounce_time = level.time + 1.5_sec; } mframe_t infantry_frames_attack2[] = { { ai_charge, 3 }, { ai_charge, 6 }, { ai_charge, 0, infantry_swing }, { ai_charge, 8, monster_footstep }, { ai_charge, 5 }, { ai_charge, 8, infantry_smack }, { ai_charge, 6 }, { ai_charge, 3 } }; MMOVE_T(infantry_move_attack2) = { FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run }; // [Paril-KEX] run-attack, inspired by q2test void infantry_attack4_refire(edict_t *self) { // ran out of firing time if (level.time >= self->monsterinfo.fire_wait) { monster_done_dodge(self); M_SetAnimation(self, &infantry_move_attack1, false); self->monsterinfo.nextframe = FRAME_attak114; } // we got too close, or we can't move forward, switch us back to regular attack else if ((self->monsterinfo.aiflags & AI_STAND_GROUND) || (self->enemy && (range_to(self, self->enemy) < RANGE_RUN_ATTACK || !ai_check_move(self, 8.0f)))) { M_SetAnimation(self, &infantry_move_attack1, false); self->monsterinfo.nextframe = FRAME_attak103; monster_done_dodge(self); self->monsterinfo.attack_state = AS_STRAIGHT; } else self->monsterinfo.nextframe = FRAME_run201; infantry_fire(self); } mframe_t infantry_frames_attack4[] = { { ai_charge, 16, infantry_fire }, { ai_charge, 16, [](edict_t *self) { monster_footstep(self); infantry_fire(self); } }, { ai_charge, 13, infantry_fire }, { ai_charge, 10, infantry_fire }, { ai_charge, 16, infantry_fire }, { ai_charge, 16, [](edict_t *self) { monster_footstep(self); infantry_fire(self); } }, { ai_charge, 16, infantry_fire }, { ai_charge, 16, infantry_attack4_refire } }; MMOVE_T(infantry_move_attack4) = { FRAME_run201, FRAME_run208, infantry_frames_attack4, infantry_run, 0.5f }; MONSTERINFO_ATTACK(infantry_attack) (edict_t *self) -> void { monster_done_dodge(self); float r = range_to(self, self->enemy); if (r <= RANGE_MELEE && self->monsterinfo.melee_debounce_time <= level.time) M_SetAnimation(self, &infantry_move_attack2); else if (M_CheckClearShot(self, monster_flash_offset[MZ2_INFANTRY_MACHINEGUN_1])) { if (self->count) M_SetAnimation(self, &infantry_move_attack1); else { M_SetAnimation(self, frandom() <= 0.1f ? &infantry_move_attack5 : &infantry_move_attack3); self->monsterinfo.nextframe = FRAME_attak405; } } } //=========== // PGM void infantry_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 infantry_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 infantry_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 infantry_frames_jump[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, infantry_jump_now }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, infantry_jump_wait_land }, { ai_move }, { ai_move } }; MMOVE_T(infantry_move_jump) = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run }; mframe_t infantry_frames_jump2[] = { { ai_move, -8 }, { ai_move, -4 }, { ai_move, -4 }, { ai_move, 0, infantry_jump2_now }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, infantry_jump_wait_land }, { ai_move }, { ai_move } }; MMOVE_T(infantry_move_jump2) = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run }; void infantry_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, &infantry_move_jump2); else M_SetAnimation(self, &infantry_move_jump); } MONSTERINFO_BLOCKED(infantry_blocked) (edict_t *self, float dist) -> bool { if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP) { if (result != blocked_jump_result_t::JUMP_TURN) infantry_jump(self, result); return true; } if (blocked_checkplat(self, dist)) return true; return false; } MONSTERINFO_DUCK(infantry_duck) (edict_t *self, gtime_t eta) -> bool { // if we're jumping, don't dodge if ((self->monsterinfo.active_move == &infantry_move_jump) || (self->monsterinfo.active_move == &infantry_move_jump2)) { return false; } // don't duck during our firing or melee frames if (self->s.frame == FRAME_attak103 || self->s.frame == FRAME_attak315 || (self->monsterinfo.active_move == &infantry_move_attack2)) { self->monsterinfo.unduck(self); return false; } M_SetAnimation(self, &infantry_move_duck); return true; } MONSTERINFO_SIDESTEP(infantry_sidestep) (edict_t *self) -> bool { // if we're jumping, don't dodge if ((self->monsterinfo.active_move == &infantry_move_jump) || (self->monsterinfo.active_move == &infantry_move_jump2)) { return false; } if (self->monsterinfo.active_move == &infantry_move_run) return true; // Don't sidestep if we're already sidestepping, and def not unless we're actually shooting // or if we already cocked if (self->monsterinfo.active_move != &infantry_move_attack4 && self->monsterinfo.next_move != &infantry_move_attack4 && ((self->s.frame == FRAME_attak103 || self->s.frame == FRAME_attak311 || self->s.frame == FRAME_attak416) && !self->count)) { // give us a fire time boost so we don't end up firing for 1 frame self->monsterinfo.fire_wait += random_time(300_ms, 600_ms); M_SetAnimation(self, &infantry_move_attack4, false); } return true; } void InfantryPrecache() { sound_pain1.assign("infantry/infpain1.wav"); sound_pain2.assign("infantry/infpain2.wav"); sound_die1.assign("infantry/infdeth1.wav"); sound_die2.assign("infantry/infdeth2.wav"); sound_gunshot.assign("infantry/infatck1.wav"); sound_weapon_cock.assign("infantry/infatck3.wav"); sound_punch_swing.assign("infantry/infatck2.wav"); sound_punch_hit.assign("infantry/melee2.wav"); sound_sight.assign("infantry/infsght1.wav"); sound_search.assign("infantry/infsrch1.wav"); sound_idle.assign("infantry/infidle1.wav"); } constexpr spawnflags_t SPAWNFLAG_INFANTRY_NOJUMPING = 8_spawnflag; /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping */ void SP_monster_infantry(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } InfantryPrecache(); self->monsterinfo.aiflags |= AI_STINKY; self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2"); gi.modelindex("models/monsters/infantry/gibs/head.md2"); gi.modelindex("models/monsters/infantry/gibs/chest.md2"); gi.modelindex("models/monsters/infantry/gibs/gun.md2"); gi.modelindex("models/monsters/infantry/gibs/arm.md2"); gi.modelindex("models/monsters/infantry/gibs/foot.md2"); self->mins = { -16, -16, -24 }; self->maxs = { 16, 16, 32 }; self->health = 100 * st.health_multiplier; self->gib_health = -65; self->mass = 200; self->pain = infantry_pain; self->die = infantry_die; self->monsterinfo.combat_style = COMBAT_MIXED; self->monsterinfo.stand = infantry_stand; self->monsterinfo.walk = infantry_walk; self->monsterinfo.run = infantry_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = infantry_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = infantry_sidestep; self->monsterinfo.blocked = infantry_blocked; // pmm self->monsterinfo.attack = infantry_attack; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = infantry_sight; self->monsterinfo.idle = infantry_fidget; self->monsterinfo.setskin = infantry_setskin; gi.linkentity(self); M_SetAnimation(self, &infantry_move_stand); self->monsterinfo.scale = MODEL_SCALE; self->monsterinfo.can_jump = !self->spawnflags.has(SPAWNFLAG_INFANTRY_NOJUMPING); self->monsterinfo.drop_height = 192; self->monsterinfo.jump_height = 40; walkmonster_start(self); }