mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-19 16:39:46 +01:00
1474 lines
37 KiB
C++
1474 lines
37 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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GUNNER
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_gunner.h"
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#include "m_flash.h"
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constexpr spawnflags_t SPAWNFLAG_GUNCMDR_NOJUMPING = 8_spawnflag;
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static cached_soundindex sound_pain;
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static cached_soundindex sound_pain2;
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static cached_soundindex sound_death;
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static cached_soundindex sound_idle;
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static cached_soundindex sound_open;
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static cached_soundindex sound_search;
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static cached_soundindex sound_sight;
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void guncmdr_idlesound(edict_t *self)
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{
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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MONSTERINFO_SIGHT(guncmdr_sight) (edict_t *self, edict_t *other) -> void
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{
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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MONSTERINFO_SEARCH(guncmdr_search) (edict_t *self) -> void
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{
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gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void GunnerGrenade(edict_t *self);
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void GunnerFire(edict_t *self);
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void guncmdr_fire_chain(edict_t *self);
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void guncmdr_refire_chain(edict_t *self);
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void guncmdr_stand(edict_t *self);
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mframe_t guncmdr_frames_fidget[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_idlesound },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_idlesound },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(guncmdr_move_fidget) = { FRAME_c_stand201, FRAME_c_stand254, guncmdr_frames_fidget, guncmdr_stand };
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void guncmdr_fidget(edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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else if (self->enemy)
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return;
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if (frandom() <= 0.05f)
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M_SetAnimation(self, &guncmdr_move_fidget);
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}
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mframe_t guncmdr_frames_stand[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_fidget },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_fidget },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_fidget },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand, 0, guncmdr_fidget }
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};
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MMOVE_T(guncmdr_move_stand) = { FRAME_c_stand101, FRAME_c_stand140, guncmdr_frames_stand, nullptr };
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MONSTERINFO_STAND(guncmdr_stand) (edict_t *self) -> void
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{
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M_SetAnimation(self, &guncmdr_move_stand);
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}
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mframe_t guncmdr_frames_walk[] = {
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{ ai_walk, 1.5f, monster_footstep },
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{ ai_walk, 2.5f },
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{ ai_walk, 3.0f },
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{ ai_walk, 2.5f },
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{ ai_walk, 2.3f },
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{ ai_walk, 3.0f },
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{ ai_walk, 2.8f, monster_footstep },
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{ ai_walk, 3.6f },
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{ ai_walk, 2.8f },
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{ ai_walk, 2.5f },
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{ ai_walk, 2.3f },
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{ ai_walk, 4.3f },
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{ ai_walk, 3.0f, monster_footstep },
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{ ai_walk, 1.5f },
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{ ai_walk, 2.5f },
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{ ai_walk, 3.3f },
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{ ai_walk, 2.8f },
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{ ai_walk, 3.0f },
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{ ai_walk, 2.0f, monster_footstep },
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{ ai_walk, 2.0f },
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{ ai_walk, 3.3f },
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{ ai_walk, 3.6f },
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{ ai_walk, 3.4f },
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{ ai_walk, 2.8f },
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};
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MMOVE_T(guncmdr_move_walk) = { FRAME_c_walk101, FRAME_c_walk124, guncmdr_frames_walk, nullptr };
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MONSTERINFO_WALK(guncmdr_walk) (edict_t *self) -> void
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{
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M_SetAnimation(self, &guncmdr_move_walk);
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}
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mframe_t guncmdr_frames_run[] = {
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{ ai_run, 15.f, monster_done_dodge },
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{ ai_run, 16.f, monster_footstep },
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{ ai_run, 20.f },
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{ ai_run, 18.f },
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{ ai_run, 24.f, monster_footstep },
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{ ai_run, 13.5f }
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};
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MMOVE_T(guncmdr_move_run) = { FRAME_c_run101, FRAME_c_run106, guncmdr_frames_run, nullptr };
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MONSTERINFO_RUN(guncmdr_run) (edict_t *self) -> void
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{
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monster_done_dodge(self);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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M_SetAnimation(self, &guncmdr_move_stand);
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else
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M_SetAnimation(self, &guncmdr_move_run);
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}
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// standing pains
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mframe_t guncmdr_frames_pain1[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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};
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MMOVE_T(guncmdr_move_pain1) = { FRAME_c_pain101, FRAME_c_pain104, guncmdr_frames_pain1, guncmdr_run };
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mframe_t guncmdr_frames_pain2[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_pain2) = { FRAME_c_pain201, FRAME_c_pain204, guncmdr_frames_pain2, guncmdr_run };
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mframe_t guncmdr_frames_pain3[] = {
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{ ai_move, -3.0f },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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};
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MMOVE_T(guncmdr_move_pain3) = { FRAME_c_pain301, FRAME_c_pain304, guncmdr_frames_pain3, guncmdr_run };
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mframe_t guncmdr_frames_pain4[] = {
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{ ai_move, -17.1f },
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{ ai_move, -3.2f },
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{ ai_move, 0.9f },
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{ ai_move, 3.6f },
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{ ai_move, -2.6f },
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{ ai_move, 1.0f },
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{ ai_move, -5.1f },
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{ ai_move, -6.7f },
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{ ai_move, -8.8f },
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{ ai_move },
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{ ai_move },
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{ ai_move, -2.1f },
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{ ai_move, -2.3f },
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{ ai_move, -2.5f },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_pain4) = { FRAME_c_pain401, FRAME_c_pain415, guncmdr_frames_pain4, guncmdr_run };
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void guncmdr_dead(edict_t *);
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mframe_t guncmdr_frames_death1[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move, 4.0f }, // scoot
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_death1) = { FRAME_c_death101, FRAME_c_death118, guncmdr_frames_death1, guncmdr_dead };
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void guncmdr_pain5_to_death1(edict_t *self)
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{
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if (self->health < 0)
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M_SetAnimation(self, &guncmdr_move_death1, false);
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}
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mframe_t guncmdr_frames_death2[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_death2) = { FRAME_c_death201, FRAME_c_death204, guncmdr_frames_death2, guncmdr_dead };
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void guncmdr_pain5_to_death2(edict_t *self)
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{
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if (self->health < 0 && brandom())
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M_SetAnimation(self, &guncmdr_move_death2, false);
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}
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mframe_t guncmdr_frames_pain5[] = {
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{ ai_move, -29.f },
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{ ai_move, -5.f },
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{ ai_move, -5.f },
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{ ai_move, -3.f },
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{ ai_move },
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{ ai_move, 0, guncmdr_pain5_to_death2 },
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{ ai_move, 9.f },
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{ ai_move, 3.f },
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{ ai_move, 0, guncmdr_pain5_to_death1 },
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{ ai_move },
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{ ai_move },
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{ ai_move, -4.6f },
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{ ai_move, -4.8f },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move, 9.5f },
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{ ai_move, 3.4f },
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{ ai_move },
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{ ai_move },
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{ ai_move, -2.4f },
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{ ai_move, -9.0f },
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{ ai_move, -5.0f },
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{ ai_move, -3.6f },
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};
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MMOVE_T(guncmdr_move_pain5) = { FRAME_c_pain501, FRAME_c_pain524, guncmdr_frames_pain5, guncmdr_run };
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void guncmdr_dead(edict_t *self)
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{
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self->mins = vec3_t { -16, -16, -24 } * self->s.scale;
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self->maxs = vec3_t { 16, 16, -8 } * self->s.scale;
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monster_dead(self);
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}
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static void guncmdr_shrink(edict_t *self)
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{
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self->maxs[2] = -4 * self->s.scale;
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self->svflags |= SVF_DEADMONSTER;
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gi.linkentity(self);
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}
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mframe_t guncmdr_frames_death6[] = {
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{ ai_move, 0, guncmdr_shrink },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_death6) = { FRAME_c_death601, FRAME_c_death614, guncmdr_frames_death6, guncmdr_dead };
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static void guncmdr_pain6_to_death6(edict_t *self)
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{
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if (self->health < 0)
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M_SetAnimation(self, &guncmdr_move_death6, false);
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}
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mframe_t guncmdr_frames_pain6[] = {
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{ ai_move, 16.f },
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{ ai_move, 16.f },
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{ ai_move, 12.f },
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{ ai_move, 5.5f, monster_duck_down },
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{ ai_move, 3.0f },
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{ ai_move, -4.7f },
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{ ai_move, -6.0f, guncmdr_pain6_to_death6 },
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{ ai_move },
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{ ai_move, 1.8f },
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{ ai_move, 0.7f },
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{ ai_move },
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{ ai_move, -2.1f },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move, -6.1f },
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{ ai_move, 10.5f },
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{ ai_move, 4.3f },
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{ ai_move, 4.7f, monster_duck_up },
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{ ai_move, 1.4f },
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{ ai_move },
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{ ai_move, -3.2f },
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{ ai_move, 2.3f },
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{ ai_move, -4.4f },
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{ ai_move, -4.4f },
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{ ai_move, -2.4f }
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};
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MMOVE_T(guncmdr_move_pain6) = { FRAME_c_pain601, FRAME_c_pain632, guncmdr_frames_pain6, guncmdr_run };
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mframe_t guncmdr_frames_pain7[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(guncmdr_move_pain7) = { FRAME_c_pain701, FRAME_c_pain714, guncmdr_frames_pain7, guncmdr_run };
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extern const mmove_t guncmdr_move_jump;
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extern const mmove_t guncmdr_move_jump2;
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extern const mmove_t guncmdr_move_duck_attack;
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bool guncmdr_sidestep(edict_t *self);
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PAIN(guncmdr_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
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{
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monster_done_dodge(self);
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if (self->monsterinfo.active_move == &guncmdr_move_jump ||
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self->monsterinfo.active_move == &guncmdr_move_jump2 ||
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self->monsterinfo.active_move == &guncmdr_move_duck_attack)
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return;
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if (level.time < self->pain_debounce_time)
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{
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if (frandom() < 0.3)
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self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
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return;
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}
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self->pain_debounce_time = level.time + 3_sec;
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if (brandom())
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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if (!M_ShouldReactToPain(self, mod))
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{
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if (frandom() < 0.3)
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self->monsterinfo.dodge(self, other, FRAME_TIME_S, nullptr, false);
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return; // no pain anims in nightmare
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}
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vec3_t forward;
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AngleVectors(self->s.angles, forward, nullptr, nullptr);
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vec3_t dif = (other->s.origin - self->s.origin);
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dif.z = 0;
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dif.normalize();
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// small pain
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if (damage < 35)
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{
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int r = irandom(0, 4);
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if (r == 0)
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M_SetAnimation(self, &guncmdr_move_pain3);
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else if (r == 1)
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M_SetAnimation(self, &guncmdr_move_pain2);
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else if (r == 2)
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M_SetAnimation(self, &guncmdr_move_pain1);
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else
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M_SetAnimation(self, &guncmdr_move_pain7);
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}
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// large pain from behind (aka Paril)
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else if (dif.dot(forward) < -0.40f)
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{
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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)
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{
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|
if (result != blocked_jump_result_t::JUMP_TURN)
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guncmdr_jump(self, result);
|
|
|
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return true;
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|
}
|
|
|
|
return false;
|
|
}
|
|
// PGM
|
|
//===========
|
|
|
|
/*QUAKED monster_guncmdr (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping
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model="models/monsters/guncmdr/tris.md2"
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|
*/
|
|
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);
|
|
}
|