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- /*
- ==============================================================================
-
- soldier NPC
-
- ==============================================================================
- */
-
- #include "g_local.h"
- #include "npc_soldier.h"
-
-
- static int sound_pain;
- static int sound_die;
- static int sound_idle;
- static int sound_talk;
- static int sound_talk2;
- static int sound_sight;
- static int sound_search;
- static int sound_help;
- static int sound_please;
- static int sound_groan;
- static int sound_ctalk;
- static int sound_csight;
- static int sound_shoot;
- static int sound_shoot2;
- static int sound_step1;
- static int sound_step2;
- int kick = 0;
-
- void soldier_standstill (edict_t *self);
- void soldier_fidget (edict_t *self);
- void soldier_talk (edict_t *self);
- void soldier_cower (edict_t *self);
- void soldier_run (edict_t *self);
- void soldier_pain (edict_t *self, edict_t *other, float kick, int damage);
-
- void soldier_search (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
- }
-
- mframe_t soldier_frames_stand [] =
- {
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL
-
- };
- mmove_t soldier_move_stand = {FRAME_stand01, FRAME_stand09, soldier_frames_stand, NULL};
-
- void soldier_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_stand;
- }
-
- mframe_t soldier_frames_fidget [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
-
- };
- mmove_t soldier_move_fidget = {FRAME_fid01, FRAME_fid14, soldier_frames_fidget, soldier_standstill};
-
- void soldier_fidget (edict_t *self)
- {
-
- if (random() > 0.15)
- return;
-
- self->monsterinfo.currentmove = &soldier_move_fidget;
-
- }
-
- mframe_t soldier_frames_still [] =
- {
- ai_move, 0, soldier_fidget,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
-
- };
- mmove_t soldier_move_standstill = {FRAME_stand01, FRAME_stand09, soldier_frames_still, soldier_standstill};
-
- void soldier_standstill (edict_t *self)
- {
- self->pain = soldier_pain;
- self->monsterinfo.melee = soldier_standstill;
- self->monsterinfo.currentmove = &soldier_move_standstill;
- }
- void soldier_step1 (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
- }
- void soldier_step2 (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
- }
- mframe_t soldier_frames_walk [] =
- {
- ai_run, 0.0, NULL,
- ai_run, 3.3, NULL,
- ai_run, 8.9, NULL,
- ai_run, 10.0, NULL,
- ai_run, 0.0, soldier_step1,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 3.0, NULL,
- ai_run, 8.0, NULL,
- ai_run, 10.0, NULL,
- ai_run, 0.0, soldier_step2,
- ai_run, 0.0, NULL
- };
- mmove_t soldier_move_walk = {FRAME_walk01, FRAME_walk12, soldier_frames_walk, NULL};
-
- mframe_t soldier_frames_walking [] =
- {
- ai_run, 0.0, NULL,
- ai_run, 3.3, NULL,
- ai_run, 8.9, NULL,
- ai_run, 10.0, NULL,
- ai_run, 0.0, soldier_step1,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 3.0, NULL,
- ai_run, 8.0, NULL,
- ai_run, 10.0, NULL,
- ai_run, 0.0, soldier_step2,
- ai_run, 0.0, NULL
- };
- mmove_t soldier_move_walking = {FRAME_walk01, FRAME_walk12, soldier_frames_walking, NULL};
-
- void soldier_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_walk;
- }
-
- void soldier_walking (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_walking;
- }
-
- //This for a soldier you want to stay active, but not running
- mframe_t soldier_frames_standby [] =
- {
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL,
- ai_run, 0.0, NULL
- };
- mmove_t soldier_move_standby = {FRAME_stand01, FRAME_stand09, soldier_frames_standby, soldier_run};
-
- void soldier_standby (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_standby;
- }
-
- mframe_t soldier_frames_run1 [] =
- {
- ai_run, 25, NULL,
- ai_run, 10, NULL,
- ai_run, 5, soldier_step1,
- ai_run, 24, NULL,
- ai_run, 11, NULL,
- ai_run, 5, soldier_step2
- };
- mmove_t soldier_move_run1 = {FRAME_run01, FRAME_run06, soldier_frames_run1, NULL};
-
- void soldier_run (edict_t *self)
- {
- if ((self->monsterinfo.aiflags & AI_STAND_GROUND))
- self->monsterinfo.currentmove = &soldier_move_stand;
- else
- self->monsterinfo.currentmove = &soldier_move_run1;
- }
-
- void soldierTalk (edict_t *self)
- {
- if (self->spawnflags & 1)
- gi.sound(self, CHAN_VOICE, sound_talk2, 1, ATTN_IDLE, 0);
- else if (!Q_stricmp(self->classname, "npc_commander"))
- gi.sound (self, CHAN_VOICE, sound_ctalk, 1, ATTN_IDLE, 0);
- else
- gi.sound (self, CHAN_VOICE, sound_talk, 1, ATTN_IDLE, 0);
- }
-
- void soldierhelp (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_help, 1, ATTN_IDLE, 0);
- }
-
- void soldiergroan (edict_t *self)
- {
- if (random() > 0.15)
- return;
- if (random() > 0.5)
- gi.sound (self, CHAN_VOICE, sound_groan, 1, ATTN_IDLE, 0);
- else
- gi.sound (self, CHAN_VOICE, sound_help, 1, ATTN_IDLE, 0);
- }
-
- void mouth_open (edict_t *self)
- {
- self->s.skinnum = 1;
- }
-
- void mouth_close (edict_t *self)
- {
- self->s.skinnum = 0;
- }
-
- mframe_t soldier_frames_talk [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t soldier_move_talk = {FRAME_talk01, FRAME_talk18, soldier_frames_talk, soldier_standstill};
-
- mframe_t soldier_frames_talkstart [] =
- {
- ai_charge, 0, soldierTalk,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t soldier_move_talkstart = {FRAME_stand01, FRAME_stand09, soldier_frames_talkstart, soldier_talk};
-
- mframe_t soldier_frames_signal [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
-
- mmove_t soldier_move_signal = {FRAME_signal01, FRAME_signal09, soldier_frames_signal, soldier_run};
-
- mframe_t soldier_frames_comtalk3 [] =
- {
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, NULL
- };
-
- mmove_t soldier_move_comtalk3 = {FRAME_stand01, FRAME_stand09, soldier_frames_comtalk3, soldier_standstill};
-
- void soldier_comtalk3 (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_comtalk3;
- }
- mframe_t soldier_frames_comtalk2 [] =
- {
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, NULL
- };
-
- mmove_t soldier_move_comtalk2 = {FRAME_stand01, FRAME_stand09, soldier_frames_comtalk2, soldier_comtalk3};
-
- void soldier_comtalk2 (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_comtalk2;
- }
-
- mframe_t soldier_frames_comtalk [] =
- {
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, mouth_open,
- ai_stand, 0, mouth_close,
- ai_stand, 0, NULL
- };
-
- mmove_t soldier_move_comtalk = {FRAME_signal01, FRAME_signal09, soldier_frames_comtalk, soldier_comtalk2};
-
- mframe_t soldier_frames_cower [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, soldiergroan,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
-
- mmove_t soldier_move_cower = {FRAME_cower01, FRAME_cower21, soldier_frames_cower, soldier_cower};
-
- void soldier_cower (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_cower;
- }
-
- mframe_t soldier_frames_fall [] =
- {
- /*
- ai_stand, 0, ai_still,
- ai_stand, 0, soldierhelp,
- ai_stand, 0, ai_still,
- ai_stand, 0, ai_still,
- ai_stand, 0, ai_still
- */
- // Vic
- ai_move, 0, NULL,
- ai_move, 0, soldierhelp,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
-
- mmove_t soldier_move_fall = {FRAME_fall01, FRAME_fall05, soldier_frames_fall, soldier_cower};
-
- void soldier_fall (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_fall;
- }
-
- void soldier_sight (edict_t *self, edict_t *other)
- {
- if (self->spawnflags & 1)
- self->monsterinfo.currentmove = &soldier_move_run1;
- else if (self->spawnflags & 8)
- self->monsterinfo.currentmove = &soldier_move_run1;
- else
- {
- if (!Q_stricmp(self->classname, "npc_commander"))
- gi.sound (self, CHAN_AUTO, sound_csight, 1, ATTN_NORM, 0);
- else
- gi.sound (self, CHAN_AUTO, sound_sight, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &soldier_move_signal;
- }
- }
- void Soldier_machgun (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t end;
- vec3_t dir;
- int flash_number = MZ2_TANK_BLASTER_3;
- int damage = 15;
-
- kick = kick + 1;
- if(kick > 6)
- kick = 1;
-
- AngleVectors (self->s.angles, forward, right, NULL);
-
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorCopy (self->s.origin, start);
- right[0] = right[0] * (12 + kick);
- right[1] = right[1] * (12 + kick);
- VectorAdd(start, right, start);
- start[2] += (36 + kick);
- forward[0] = forward[0] * 32;
- forward[1] = forward[1] * 32;
- VectorAdd(start, forward, start);
- VectorCopy (self->enemy->s.origin, end);
- end[2] += self->enemy->viewheight;
- VectorSubtract (end, start, dir);
-
- gi.sound (self, CHAN_VOICE, sound_shoot2, 1, ATTN_NORM, 0);
-
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BLASTER_MUZZLEFLASH);
- gi.WritePosition (start);
- gi.multicast (start, MULTICAST_PHS);
-
- monster_fire_bullet (self, start, dir, 5, 1, 20, 20, flash_number);
- }
-
- void Soldier_Shot (edict_t *self)
- {
-
- vec3_t forward, right;
- vec3_t start;
- vec3_t end;
- vec3_t dir;
- vec3_t from;
- trace_t tr;
- int flash_number = MZ2_TANK_BLASTER_3;
- int damage = 15;
-
- AngleVectors (self->s.angles, forward, right, NULL);
-
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorCopy (self->s.origin, start);
- right[0] = right[0] * 8;
- right[1] = right[1] * 8;
- VectorAdd(start, right, start);
- start[2] += 28;
- forward[0] = forward[0] * 26;
- forward[1] = forward[1] * 26;
- VectorAdd(start, forward, start);
- VectorCopy (self->enemy->s.origin, end);
- end[2] += self->enemy->viewheight;
- VectorSubtract (end, start, dir);
-
- gi.sound (self, CHAN_VOICE, sound_shoot, 1, ATTN_NORM, 0);
-
- VectorCopy (start, from);
- tr = gi.trace (from, NULL, NULL, end, self, MASK_SHOT);
- VectorCopy (tr.endpos, from);
-
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BLASTER_MUZZLEFLASH);
- gi.WritePosition (start);
- gi.multicast (start, MULTICAST_PHS);
-
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BLASTERBEAM);
- gi.WritePosition (start);
- gi.WritePosition (end);
- gi.multicast (start, MULTICAST_PHS);
-
- if ((tr.ent != self) && (tr.ent->takedamage))
- T_Damage (tr.ent, self, self, dir, tr.endpos, tr.plane.normal, damage, 0, 0, MOD_HYPERBLASTER);
- else if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_SCREEN_SPARKS);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.multicast (self->s.origin, MULTICAST_PVS);
- }
- }
-
- mframe_t soldier_frames_attack_shoot [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, Soldier_Shot,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, Soldier_Shot,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t soldier_move_attack_shoot = {FRAME_shoot01, FRAME_shoot12, soldier_frames_attack_shoot, soldier_run};
-
- mframe_t soldier_frames_attack_shoot2 [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, Soldier_Shot,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t soldier_move_attack_shoot2 = {FRAME_shoot01, FRAME_shoot07, soldier_frames_attack_shoot2, soldier_run};
-
- mframe_t soldier_frames_attack_shoot3 [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, Soldier_machgun,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t soldier_move_attack_shoot3 = {FRAME_shoot01, FRAME_shoot12, soldier_frames_attack_shoot3, soldier_run};
-
- void soldier_attack (edict_t *self)
- {
- if (random() < 0.5)
- self->monsterinfo.currentmove = &soldier_move_attack_shoot;
- else
- self->monsterinfo.currentmove = &soldier_move_attack_shoot2;
- }
- void soldier_attack2 (edict_t *self)
- {
- self->monsterinfo.currentmove = &soldier_move_attack_shoot3;
- }
- void commander_melee (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_ctalk, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &soldier_move_comtalk;
- }
-
- void soldier_melee (edict_t *self)
- {
- if (self->spawnflags & 8)
- self->monsterinfo.currentmove = & soldier_move_fall;
- else
- self->monsterinfo.currentmove = &soldier_move_talkstart;
- }
-
- void soldier_talk (edict_t *self)
- {
- if (self->spawnflags & 1)
- self->monsterinfo.currentmove = &soldier_move_standstill;
- else if(self->spawnflags & 8)
- self->monsterinfo.currentmove = &soldier_move_fall;
- else
- self->monsterinfo.currentmove = &soldier_move_talk;
- }
-
- mframe_t soldier_frames_pain [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t soldier_move_pain = {FRAME_pain01, FRAME_pain07, soldier_frames_pain, soldier_run};
-
- void soldier_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (level.time < self->pain_debounce_time)
- return;
-
- self->pain_debounce_time = level.time + 3;
- gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
-
- self->monsterinfo.currentmove = &soldier_move_pain;
- }
-
- void soldier_duck_down (edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_DUCKED)
- return;
-
- self->monsterinfo.aiflags |= AI_DUCKED;
- self->maxs[2] -= 32;
- self->takedamage = DAMAGE_YES;
- self->monsterinfo.pausetime = level.time + 1;
- gi.linkentity (self);
- }
-
- void soldier_duck_hold (edict_t *self)
- {
- if (level.time >= self->monsterinfo.pausetime)
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- else
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- }
-
- void soldier_duck_up (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_DUCKED;
- self->maxs[2] += 32;
- self->takedamage = DAMAGE_AIM;
- gi.linkentity (self);
- }
-
- mframe_t soldier_frames_duck [] =
- {
- ai_move, 0, soldier_duck_down,
- ai_move, 0, NULL,
- ai_move, 0, soldier_duck_hold,
- ai_move, 0, NULL,
- ai_move, 0, soldier_duck_up,
- ai_move, 0, NULL
- };
- mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};
-
- void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
- {
- if (random() > 0.5)
- return;
-
- if (!self->enemy)
- self->enemy = attacker;
-
- self->monsterinfo.currentmove = &soldier_move_duck;
- }
-
- void soldier_dead (edict_t *self)
- {
- VectorSet (self->mins, -16, -16, 0);
- VectorSet (self->maxs, 16, 16, 24);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- }
-
-
- mframe_t soldier_frames_death1 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
-
- };
- mmove_t soldier_move_death1 = {FRAME_die01, FRAME_die13, soldier_frames_death1, soldier_dead};
-
-
- mframe_t soldier_frames_death2 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t soldier_move_death2 = {FRAME_pain01, FRAME_pain07, soldier_frames_death2, soldier_dead};
-
-
- void soldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- vec3_t dir;
- vec3_t normal;
-
- if (Q_stricmp(self->classname, "npc_soldier_hostile"))
- {
- if(self->spawnflags & 1)
- {
- if (inflictor->client) // very very bad for these npc's to die!
- T_Damage (inflictor, self, self, dir, inflictor->s.origin, normal, 200, 5, 0, 0);
- }
- else
- {
- if (inflictor->client) // very bad to kill friendly npc's!!
- T_Damage (inflictor, self, self, dir, inflictor->s.origin, normal, 20, 5, 0, 0);
- }
- if (self->deadflag == DEAD_DEAD)
- return;
- }
-
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_IDLE, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC, EF_GIB);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC, EF_GIB);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC, EF_GIB);
- self->deadflag = DEAD_DEAD;
- }
-
- gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_NO;
-
- self->monsterinfo.currentmove = &soldier_move_death1;
- }
-
-
- /*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
- */
- void SP_npc_soldier (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
-
- // pre-caches
- sound_pain = gi.soundindex ("soldier/pain.wav");
- sound_die = gi.soundindex ("soldier/death.wav");
- sound_idle = gi.soundindex ("soldier/breathe.wav");
- sound_talk = gi.soundindex ("soldier/talk.wav");
- sound_talk2 = gi.soundindex ("soldier/talk2.wav");
- sound_search = gi.soundindex ("soldier/yell.wav");
- sound_sight = gi.soundindex ("soldier/yell.wav");
- sound_help = gi.soundindex ("soldier/help.wav");
- sound_groan = gi.soundindex ("soldier/groan.wav");
- sound_step1 = gi.soundindex ("player/step1.wav");
- sound_step2 = gi.soundindex ("player/step2.wav");
-
- if(self->spawnflags & 1)
- {
-
- self->s.modelindex = gi.modelindex("models/npc/hi_res/mach_gunner/tris.md2");
-
- self->s.modelindex2 = gi.modelindex("models/npc/mach_gun/tris.md2");
- }
- else
- self->s.modelindex = gi.modelindex("models/npc/soldier/tris.md2");
-
- VectorSet (self->mins, -16, -16, 0);
- VectorSet (self->maxs, 16, 16, 56);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
-
- self->classname = "npc_soldier";
-
- self->max_health = 150;
- self->health = self->max_health;
- self->gib_health = -40;
- self->mass = 150;
-
- self->pain = NULL;
- self->die = soldier_die;
- self->monsterinfo.stand = soldier_stand;
- self->monsterinfo.walk = soldier_walk;
- self->monsterinfo.run = soldier_run;
- self->monsterinfo.dodge = NULL;
- self->monsterinfo.attack = NULL;
- self->monsterinfo.melee = soldier_melee;
- self->monsterinfo.sight = soldier_sight;
- self->monsterinfo.search = soldier_search;
-
- self->monsterinfo.currentmove = &soldier_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- self->monsterinfo.aiflags = AI_NPC;
-
- gi.linkentity (self);
-
- walkmonster_start (self);
- }
-
- void SP_npc_commander (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
-
- // pre-caches
- sound_pain = gi.soundindex ("soldier/pain.wav");
- sound_die = gi.soundindex ("soldier/death.wav");
- sound_idle = gi.soundindex ("soldier/breathe.wav");
- sound_ctalk = gi.soundindex ("commander/talk.wav");
- sound_talk2 = gi.soundindex ("soldier/talk2.wav");
- sound_search = gi.soundindex ("soldier/yell.wav");
- sound_csight = gi.soundindex ("commander/yell.wav");
- sound_help = gi.soundindex ("soldier/help.wav");
- sound_groan = gi.soundindex ("soldier/groan.wav");
- sound_step1 = gi.soundindex ("player/step1.wav");
- sound_step2 = gi.soundindex ("player/step2.wav");
-
- self->s.modelindex = gi.modelindex("models/npc/commander/tris.md2");
-
- VectorSet (self->mins, -16, -16, 0);
- VectorSet (self->maxs, 16, 16, 56);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
-
- self->classname = "npc_commander";
-
- self->max_health = 150;
- self->health = self->max_health;
- self->gib_health = 0;
- self->mass = 150;
-
- self->pain = NULL;
- self->die = soldier_die;
- self->monsterinfo.stand = soldier_stand;
- self->monsterinfo.walk = soldier_stand;
- self->monsterinfo.run = soldier_stand;
- self->monsterinfo.dodge = NULL;
- self->monsterinfo.attack = NULL;
- self->monsterinfo.melee = commander_melee;
- self->monsterinfo.sight = soldier_sight;
- self->monsterinfo.search = soldier_search;
-
- self->monsterinfo.currentmove = &soldier_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- self->monsterinfo.aiflags = AI_NPC;
-
- gi.linkentity (self);
-
- walkmonster_start (self);
- }
-
- void SP_npc_soldier_standing (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
-
- // pre-caches
- sound_pain = gi.soundindex ("soldier/pain.wav");
- sound_die = gi.soundindex ("soldier/death.wav");
- sound_idle = gi.soundindex ("soldier/breathe.wav");
- sound_talk = gi.soundindex ("soldier/talk.wav");
- sound_talk2 = gi.soundindex ("soldier/talk2.wav");
- sound_search = gi.soundindex ("soldier/yell.wav");
- sound_sight = gi.soundindex ("soldier/yell.wav");
- sound_help = gi.soundindex ("soldier/help.wav");
- sound_groan = gi.soundindex ("soldier/groan.wav");
- sound_step1 = gi.soundindex ("player/step1.wav");
- sound_step2 = gi.soundindex ("player/step2.wav");
-
- if(self->spawnflags & 4)
- {
-
- self->s.modelindex = gi.modelindex("models/npc/hi_res/mach_gunner/tris.md2");
-
- self->s.modelindex2 = gi.modelindex("models/npc/mach_gun/tris.md2");
- }
- else
- self->s.modelindex = gi.modelindex("models/npc/soldier/tris.md2");
-
- VectorSet (self->mins, -16, -16, 0);
- VectorSet (self->maxs, 16, 16, 56);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
-
- self->classname = "npc_soldier";
-
- self->max_health = 150;
- self->health = self->max_health;
- self->gib_health = -40;
- self->mass = 150;
-
- if (self->spawnflags & 1)
- {
- self->pain = soldier_pain;
- self->die = soldier_die;
- self->monsterinfo.stand = soldier_stand;
- self->monsterinfo.walk = soldier_walk;
- self->monsterinfo.run = soldier_run;
- self->monsterinfo.dodge = NULL;
- self->monsterinfo.attack = soldier_run;
- self->monsterinfo.melee = soldier_standby;
- self->monsterinfo.sight = NULL;
- self->monsterinfo.search = NULL;
- self->monsterinfo.currentmove = &soldier_move_stand;
- }
- else
- {
- self->pain = soldier_pain;
- self->die = soldier_die;
- self->monsterinfo.stand = soldier_standstill;
- self->monsterinfo.walk = soldier_standstill;
- self->monsterinfo.run = soldier_standstill;
- self->monsterinfo.dodge = NULL;
- self->monsterinfo.attack = NULL;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = NULL;
- self->monsterinfo.search = NULL;
- self->monsterinfo.currentmove = &soldier_move_standstill;
- }
-
- self->monsterinfo.scale = MODEL_SCALE;
- self->monsterinfo.aiflags = AI_NPC;
-
- gi.linkentity (self);
-
- walkmonster_start (self);
- }
-
- void SP_npc_soldier_hostile (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
-
- // pre-caches
- sound_pain = gi.soundindex ("soldier/pain.wav");
- sound_die = gi.soundindex ("soldier/death.wav");
- sound_idle = gi.soundindex ("soldier/breathe.wav");
- sound_talk = gi.soundindex ("soldier/talk.wav");
- sound_talk2 = gi.soundindex ("soldier/talk2.wav");
- sound_search = gi.soundindex ("soldier/yell2.wav");
- sound_sight = gi.soundindex ("soldier/yell2.wav");
- sound_help = gi.soundindex ("soldier/help.wav");
- sound_groan = gi.soundindex ("soldier/groan.wav");
- sound_shoot2 = gi.soundindex ("weapons/machgf1b.wav");
- sound_shoot = gi.soundindex ("weapons/blastf1a.wav");
- sound_step1 = gi.soundindex ("player/step1.wav");
- sound_step2 = gi.soundindex ("player/step2.wav");
-
- if (self->spawnflags & 4)
- {
-
- self->s.modelindex = gi.modelindex("models/npc/hi_res/mach_gunner/tris.md2");
-
- self->s.modelindex2 = gi.modelindex("models/npc/mach_gun/tris.md2");
- }
- else
- self->s.modelindex = gi.modelindex("models/npc/soldier/tris.md2");
-
- VectorSet (self->mins, -16, -16, 0);
- VectorSet (self->maxs, 16, 16, 56);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
-
- self->classname = "npc_soldier_hostile";
-
- self->max_health = 150;
- self->health = self->max_health;
- self->gib_health = -40;
- self->mass = 150;
-
- self->pain = soldier_pain;
- self->die = soldier_die;
- self->monsterinfo.stand = soldier_stand;
- self->monsterinfo.walk = soldier_walk;
- self->monsterinfo.run = soldier_run;
- self->monsterinfo.dodge = soldier_dodge;
-
- if(self->spawnflags & 4)
- {
- self->monsterinfo.attack = soldier_attack2;
- self->monsterinfo.melee = soldier_attack2;
- }
- else
- {
- self->monsterinfo.attack = soldier_attack;
- self->monsterinfo.melee = soldier_attack;
- }
- self->monsterinfo.sight = soldier_sight;
- self->monsterinfo.search = soldier_search;
-
- self->monsterinfo.currentmove = &soldier_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- self->monsterinfo.aiflags = AI_NPC;
-
- gi.linkentity (self);
-
- walkmonster_start (self);
- }