Files
quake2-rerelease-dll/rerelease/m_guncmdr.cpp
2023-10-03 14:43:06 -04:00

1474 lines
37 KiB
C++

// 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);
}