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- // 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"
- 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 gunner_idlesound(edict_t *self)
- {
- gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- MONSTERINFO_SIGHT(gunner_sight) (edict_t *self, edict_t *other) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- MONSTERINFO_SEARCH(gunner_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 gunner_fire_chain(edict_t *self);
- void gunner_refire_chain(edict_t *self);
- void gunner_stand(edict_t *self);
- mframe_t gunner_frames_fidget[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, gunner_idlesound },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(gunner_move_fidget) = { FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand };
- void gunner_fidget(edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- return;
- else if (self->enemy)
- return;
- if (frandom() <= 0.05f)
- M_SetAnimation(self, &gunner_move_fidget);
- }
- mframe_t gunner_frames_stand[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, gunner_fidget },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, gunner_fidget },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand, 0, gunner_fidget }
- };
- MMOVE_T(gunner_move_stand) = { FRAME_stand01, FRAME_stand30, gunner_frames_stand, nullptr };
- MONSTERINFO_STAND(gunner_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &gunner_move_stand);
- }
- mframe_t gunner_frames_walk[] = {
- { ai_walk },
- { ai_walk, 3 },
- { ai_walk, 4 },
- { ai_walk, 5 },
- { ai_walk, 7 },
- { ai_walk, 2, monster_footstep },
- { ai_walk, 6 },
- { ai_walk, 4 },
- { ai_walk, 2 },
- { ai_walk, 7 },
- { ai_walk, 5 },
- { ai_walk, 7 },
- { ai_walk, 4, monster_footstep }
- };
- MMOVE_T(gunner_move_walk) = { FRAME_walk07, FRAME_walk19, gunner_frames_walk, nullptr };
- MONSTERINFO_WALK(gunner_walk) (edict_t *self) -> void
- {
- M_SetAnimation(self, &gunner_move_walk);
- }
- mframe_t gunner_frames_run[] = {
- { ai_run, 26 },
- { ai_run, 9, monster_footstep },
- { ai_run, 9 },
- { ai_run, 9, monster_done_dodge },
- { ai_run, 15 },
- { ai_run, 10, monster_footstep },
- { ai_run, 13 },
- { ai_run, 6 }
- };
- MMOVE_T(gunner_move_run) = { FRAME_run01, FRAME_run08, gunner_frames_run, nullptr };
- MONSTERINFO_RUN(gunner_run) (edict_t *self) -> void
- {
- monster_done_dodge(self);
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &gunner_move_stand);
- else
- M_SetAnimation(self, &gunner_move_run);
- }
- mframe_t gunner_frames_runandshoot[] = {
- { ai_run, 32 },
- { ai_run, 15 },
- { ai_run, 10 },
- { ai_run, 18 },
- { ai_run, 8 },
- { ai_run, 20 }
- };
- MMOVE_T(gunner_move_runandshoot) = { FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, nullptr };
- void gunner_runandshoot(edict_t *self)
- {
- M_SetAnimation(self, &gunner_move_runandshoot);
- }
- mframe_t gunner_frames_pain3[] = {
- { ai_move, -3 },
- { ai_move, 1 },
- { ai_move, 1 },
- { ai_move },
- { ai_move, 1 }
- };
- MMOVE_T(gunner_move_pain3) = { FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run };
- mframe_t gunner_frames_pain2[] = {
- { ai_move, -2 },
- { ai_move, 11 },
- { ai_move, 6, monster_footstep },
- { ai_move, 2 },
- { ai_move, -1 },
- { ai_move, -7 },
- { ai_move, -2 },
- { ai_move, -7, monster_footstep }
- };
- MMOVE_T(gunner_move_pain2) = { FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run };
- mframe_t gunner_frames_pain1[] = {
- { ai_move, 2 },
- { ai_move },
- { ai_move, -5 },
- { ai_move, 3 },
- { ai_move, -1, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 1 },
- { ai_move, 1 },
- { ai_move, 2 },
- { ai_move, 1, monster_footstep },
- { ai_move },
- { ai_move, -2 },
- { ai_move, -2 },
- { ai_move },
- { ai_move, 0, monster_footstep }
- };
- MMOVE_T(gunner_move_pain1) = { FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run };
- extern const mmove_t gunner_move_jump;
- extern const mmove_t gunner_move_jump2;
- PAIN(gunner_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 == &gunner_move_jump ||
- self->monsterinfo.active_move == &gunner_move_jump2)
- return;
- if (level.time < self->pain_debounce_time)
- 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))
- return; // no pain anims in nightmare
- if (damage <= 10)
- M_SetAnimation(self, &gunner_move_pain3);
- else if (damage <= 25)
- M_SetAnimation(self, &gunner_move_pain2);
- else
- M_SetAnimation(self, &gunner_move_pain1);
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- // PMM - clear duck flag
- if (self->monsterinfo.aiflags & AI_DUCKED)
- monster_duck_up(self);
- }
- MONSTERINFO_SETSKIN(gunner_setskin) (edict_t *self) -> void
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- else
- self->s.skinnum = 0;
- }
- void gunner_dead(edict_t *self)
- {
- self->mins = { -16, -16, -24 };
- self->maxs = { 16, 16, -8 };
- monster_dead(self);
- }
- static void gunner_shrink(edict_t *self)
- {
- self->maxs[2] = -4;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity(self);
- }
- mframe_t gunner_frames_death[] = {
- { ai_move },
- { ai_move },
- { ai_move, 0, monster_footstep },
- { ai_move, -7, gunner_shrink },
- { ai_move, -3 },
- { ai_move, -5 },
- { ai_move, 8 },
- { ai_move, 6 },
- { ai_move, 0, monster_footstep },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gunner_move_death) = { FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead };
- DIE(gunner_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);
- self->s.skinnum /= 2;
- ThrowGibs(self, damage, {
- { 2, "models/objects/gibs/bone/tris.md2" },
- { 2, "models/objects/gibs/sm_meat/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 },
- { "models/monsters/gunner/gibs/head.md2", 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;
- M_SetAnimation(self, &gunner_move_death);
- }
- // PMM - changed to duck code for new dodge
- mframe_t gunner_frames_duck[] = {
- { ai_move, 1, monster_duck_down },
- { ai_move, 1 },
- { ai_move, 1, monster_duck_hold },
- { ai_move },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, 0, monster_duck_up },
- { ai_move, -1 }
- };
- MMOVE_T(gunner_move_duck) = { FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run };
- // PMM - gunner dodge moved below so I know about attack sequences
- void gunner_opengun(edict_t *self)
- {
- gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
- }
- void GunnerFire(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
- flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216));
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
- PredictAim(self, self->enemy, start, 0, true, -0.2f, &aim, nullptr);
- monster_fire_bullet(self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- }
- bool gunner_grenade_check(edict_t *self)
- {
- vec3_t dir;
- if (!self->enemy)
- return false;
- vec3_t start;
- if (!M_CheckClearShot(self, monster_flash_offset[MZ2_GUNNER_GRENADE_1], start))
- return false;
- vec3_t target;
- // check for flag telling us that we're blindfiring
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- target = self->monsterinfo.blind_fire_target;
- else
- target = self->enemy->s.origin;
- // see if we're too close
- dir = target - start;
- if (dir.length() < 100)
- return false;
- // check to see that we can trace to the player before we start
- // tossing grenades around.
- vec3_t aim = dir.normalized();
- return M_CalculatePitchToFire(self, target, start, aim, 600, 2.5f, false);
- }
- void GunnerGrenade(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_attak105 || self->s.frame == FRAME_attak309)
- {
- spread = -0.10f;
- flash_number = MZ2_GUNNER_GRENADE_1;
- }
- else if (self->s.frame == FRAME_attak108 || self->s.frame == FRAME_attak312)
- {
- spread = -0.05f;
- flash_number = MZ2_GUNNER_GRENADE_2;
- }
- else if (self->s.frame == FRAME_attak111 || self->s.frame == FRAME_attak315)
- {
- spread = 0.05f;
- flash_number = MZ2_GUNNER_GRENADE_3;
- }
- else // (self->s.frame == FRAME_attak114)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- spread = 0.10f;
- flash_number = MZ2_GUNNER_GRENADE_4;
- }
- if (self->s.frame >= FRAME_attak301 && self->s.frame <= FRAME_attak324)
- flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_GUNNER_GRENADE2_1 + (MZ2_GUNNER_GRENADE_4 - flash_number));
- // 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)
- {
- 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;
- }
- // PGM
- aim = forward + (right * spread);
- aim += (up * pitch);
- // try search for best pitch
- if (M_CalculatePitchToFire(self, target, start, aim, 600, 2.5f, false))
- monster_fire_grenade(self, start, aim, 50, 600, flash_number, (crandom_open() * 10.0f), frandom() * 10.f);
- else
- // normal shot
- monster_fire_grenade(self, start, aim, 50, 600, flash_number, (crandom_open() * 10.0f), 200.f + (crandom_open() * 10.0f));
- }
- mframe_t gunner_frames_attack_chain[] = {
- { ai_charge, 0, gunner_opengun },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(gunner_move_attack_chain) = { FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain };
- mframe_t gunner_frames_fire_chain[] = {
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire },
- { ai_charge, 0, GunnerFire }
- };
- MMOVE_T(gunner_move_fire_chain) = { FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain };
- mframe_t gunner_frames_endfire_chain[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, monster_footstep }
- };
- MMOVE_T(gunner_move_endfire_chain) = { FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run };
- void gunner_blind_check(edict_t *self)
- {
- vec3_t aim;
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- {
- aim = self->monsterinfo.blind_fire_target - self->s.origin;
- self->ideal_yaw = vectoyaw(aim);
- }
- }
- mframe_t gunner_frames_attack_grenade[] = {
- { ai_charge, 0, gunner_blind_check },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(gunner_move_attack_grenade) = { FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run };
- mframe_t gunner_frames_attack_grenade2[] = {
- //{ ai_charge },
- //{ ai_charge },
- //{ ai_charge },
- //{ ai_charge },
- { ai_charge, 0, gunner_blind_check },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GunnerGrenade },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(gunner_move_attack_grenade2) = { FRAME_attak305, FRAME_attak324, gunner_frames_attack_grenade2, gunner_run };
- MONSTERINFO_ATTACK(gunner_attack) (edict_t *self) -> void
- {
- float chance, r;
- monster_done_dodge(self);
- // PMM
- if (self->monsterinfo.attack_state == AS_BLIND)
- {
- if (self->timestamp > level.time)
- return;
- // setup shot probabilities
- if (self->monsterinfo.blind_fire_delay < 1_sec)
- chance = 1.0f;
- else if (self->monsterinfo.blind_fire_delay < 7.5_sec)
- chance = 0.4f;
- else
- chance = 0.1f;
- r = frandom();
- // minimum of 4.1 seconds, plus 0-3, after the shots are done
- self->monsterinfo.blind_fire_delay += 4.1_sec + random_time(3_sec);
- // don't shoot at the origin
- if (!self->monsterinfo.blind_fire_target)
- return;
- // don't shoot if the dice say not to
- if (r > chance)
- return;
- // turn on manual steering to signal both manual steering and blindfire
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- if (gunner_grenade_check(self))
- {
- // if the check passes, go for the attack
- M_SetAnimation(self, brandom() ? &gunner_move_attack_grenade2 : &gunner_move_attack_grenade);
- self->monsterinfo.attack_finished = level.time + random_time(2_sec);
- }
- else
- // turn off blindfire flag
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->timestamp = level.time + random_time(2_sec, 3_sec);
- return;
- }
- // pmm
- // PGM - gunner needs to use his chaingun if he's being attacked by a tesla.
- if (self->bad_area || self->timestamp > level.time ||
- (range_to(self, self->enemy) <= RANGE_NEAR * 0.35f && M_CheckClearShot(self, monster_flash_offset[MZ2_GUNNER_MACHINEGUN_1])))
- {
- M_SetAnimation(self, &gunner_move_attack_chain);
- }
- else
- {
- if (self->timestamp <= level.time && frandom() <= 0.5f && gunner_grenade_check(self))
- {
- M_SetAnimation(self, brandom() ? &gunner_move_attack_grenade2 : &gunner_move_attack_grenade);
- self->timestamp = level.time + random_time(2_sec, 3_sec);
- }
- else if (M_CheckClearShot(self, monster_flash_offset[MZ2_GUNNER_MACHINEGUN_1]))
- M_SetAnimation(self, &gunner_move_attack_chain);
- }
- }
- void gunner_fire_chain(edict_t *self)
- {
- M_SetAnimation(self, &gunner_move_fire_chain);
- }
- void gunner_refire_chain(edict_t *self)
- {
- if (self->enemy->health > 0)
- if (visible(self, self->enemy))
- if (frandom() <= 0.5f)
- {
- M_SetAnimation(self, &gunner_move_fire_chain, false);
- return;
- }
- M_SetAnimation(self, &gunner_move_endfire_chain, false);
- }
- //===========
- // PGM
- void gunner_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 gunner_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 gunner_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 gunner_frames_jump[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, gunner_jump_now },
- { ai_move },
- { ai_move },
- { ai_move, 0, gunner_jump_wait_land },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gunner_move_jump) = { FRAME_jump01, FRAME_jump10, gunner_frames_jump, gunner_run };
- mframe_t gunner_frames_jump2[] = {
- { ai_move, -8 },
- { ai_move, -4 },
- { ai_move, -4 },
- { ai_move, 0, gunner_jump2_now },
- { ai_move },
- { ai_move },
- { ai_move, 0, gunner_jump_wait_land },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gunner_move_jump2) = { FRAME_jump01, FRAME_jump10, gunner_frames_jump2, gunner_run };
- void gunner_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, &gunner_move_jump2);
- else
- M_SetAnimation(self, &gunner_move_jump);
- }
- //===========
- // PGM
- MONSTERINFO_BLOCKED(gunner_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)
- gunner_jump(self, result);
- return true;
- }
- return false;
- }
- // PGM
- //===========
- // PMM - new duck code
- MONSTERINFO_DUCK(gunner_duck) (edict_t *self, gtime_t eta) -> bool
- {
- if ((self->monsterinfo.active_move == &gunner_move_jump2) ||
- (self->monsterinfo.active_move == &gunner_move_jump))
- {
- return false;
- }
- if ((self->monsterinfo.active_move == &gunner_move_attack_chain) ||
- (self->monsterinfo.active_move == &gunner_move_fire_chain) ||
- (self->monsterinfo.active_move == &gunner_move_attack_grenade) ||
- (self->monsterinfo.active_move == &gunner_move_attack_grenade2))
- {
- // if we're shooting don't dodge
- self->monsterinfo.unduck(self);
- return false;
- }
- if (frandom() > 0.5f)
- GunnerGrenade(self);
- M_SetAnimation(self, &gunner_move_duck);
- return true;
- }
- MONSTERINFO_SIDESTEP(gunner_sidestep) (edict_t *self) -> bool
- {
- if ((self->monsterinfo.active_move == &gunner_move_jump2) ||
- (self->monsterinfo.active_move == &gunner_move_jump) ||
- (self->monsterinfo.active_move == &gunner_move_pain1))
- return false;
- if ((self->monsterinfo.active_move == &gunner_move_attack_chain) ||
- (self->monsterinfo.active_move == &gunner_move_fire_chain) ||
- (self->monsterinfo.active_move == &gunner_move_attack_grenade) ||
- (self->monsterinfo.active_move == &gunner_move_attack_grenade2))
- {
- // if we're shooting, don't dodge
- return false;
- }
- if (self->monsterinfo.active_move != &gunner_move_run)
- M_SetAnimation(self, &gunner_move_run);
- return true;
- }
- constexpr spawnflags_t SPAWNFLAG_GUNNER_NOJUMPING = 8_spawnflag;
- /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight NoJumping
- model="models/monsters/gunner/tris.md2"
- */
- void SP_monster_gunner(edict_t *self)
- {
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- sound_death.assign("gunner/death1.wav");
- sound_pain.assign("gunner/gunpain2.wav");
- sound_pain2.assign("gunner/gunpain1.wav");
- sound_idle.assign("gunner/gunidle1.wav");
- sound_open.assign("gunner/gunatck1.wav");
- sound_search.assign("gunner/gunsrch1.wav");
- sound_sight.assign("gunner/sight1.wav");
- gi.soundindex("gunner/gunatck2.wav");
- gi.soundindex("gunner/gunatck3.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2");
-
- 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->mins = { -16, -16, -24 };
- self->maxs = { 16, 16, 36 };
- self->health = 175 * st.health_multiplier;
- self->gib_health = -70;
- self->mass = 200;
- self->pain = gunner_pain;
- self->die = gunner_die;
- self->monsterinfo.stand = gunner_stand;
- self->monsterinfo.walk = gunner_walk;
- self->monsterinfo.run = gunner_run;
- // pmm
- self->monsterinfo.dodge = M_MonsterDodge;
- self->monsterinfo.duck = gunner_duck;
- self->monsterinfo.unduck = monster_duck_up;
- self->monsterinfo.sidestep = gunner_sidestep;
- self->monsterinfo.blocked = gunner_blocked; // PGM
- // pmm
- self->monsterinfo.attack = gunner_attack;
- self->monsterinfo.melee = nullptr;
- self->monsterinfo.sight = gunner_sight;
- self->monsterinfo.search = gunner_search;
- self->monsterinfo.setskin = gunner_setskin;
- gi.linkentity(self);
- M_SetAnimation(self, &gunner_move_stand);
- self->monsterinfo.scale = MODEL_SCALE;
- // PMM
- self->monsterinfo.blindfire = true;
- self->monsterinfo.can_jump = !self->spawnflags.has(SPAWNFLAG_GUNNER_NOJUMPING);
- self->monsterinfo.drop_height = 192;
- self->monsterinfo.jump_height = 40;
- walkmonster_start(self);
- }
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