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diff --git a/src/jake2/game/monsters/M_Infantry.java b/src/jake2/game/monsters/M_Infantry.java
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+/*
+ * Copyright (C) 1997-2001 Id Software, Inc.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License as published by the Free Software
+ * Foundation; either version 2 of the License, or (at your option) any later
+ * version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE.
+ *
+ * See the GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+ * Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ */
+
+// Created on 13.11.2003 by RST.
+// $Id: M_Infantry.java,v 1.2 2005-02-06 18:48:14 salomo Exp $
+package jake2.game.monsters;
+
+import jake2.Defines;
+import jake2.client.M;
+import jake2.game.EntDieAdapter;
+import jake2.game.EntDodgeAdapter;
+import jake2.game.EntInteractAdapter;
+import jake2.game.EntPainAdapter;
+import jake2.game.EntThinkAdapter;
+import jake2.game.Fire;
+import jake2.game.GameAI;
+import jake2.game.GameBase;
+import jake2.game.GameUtil;
+import jake2.game.Monster;
+import jake2.game.edict_t;
+import jake2.game.mframe_t;
+import jake2.game.mmove_t;
+import jake2.util.Lib;
+import jake2.util.Math3D;
+
+public class M_Infantry {
+
+ // This file generated by ModelGen - Do NOT Modify
+
+ public final static int FRAME_gun02 = 0;
+
+ public final static int FRAME_stand01 = 1;
+
+ public final static int FRAME_stand02 = 2;
+
+ public final static int FRAME_stand03 = 3;
+
+ public final static int FRAME_stand04 = 4;
+
+ public final static int FRAME_stand05 = 5;
+
+ public final static int FRAME_stand06 = 6;
+
+ public final static int FRAME_stand07 = 7;
+
+ public final static int FRAME_stand08 = 8;
+
+ public final static int FRAME_stand09 = 9;
+
+ public final static int FRAME_stand10 = 10;
+
+ public final static int FRAME_stand11 = 11;
+
+ public final static int FRAME_stand12 = 12;
+
+ public final static int FRAME_stand13 = 13;
+
+ public final static int FRAME_stand14 = 14;
+
+ public final static int FRAME_stand15 = 15;
+
+ public final static int FRAME_stand16 = 16;
+
+ public final static int FRAME_stand17 = 17;
+
+ public final static int FRAME_stand18 = 18;
+
+ public final static int FRAME_stand19 = 19;
+
+ public final static int FRAME_stand20 = 20;
+
+ public final static int FRAME_stand21 = 21;
+
+ public final static int FRAME_stand22 = 22;
+
+ public final static int FRAME_stand23 = 23;
+
+ public final static int FRAME_stand24 = 24;
+
+ public final static int FRAME_stand25 = 25;
+
+ public final static int FRAME_stand26 = 26;
+
+ public final static int FRAME_stand27 = 27;
+
+ public final static int FRAME_stand28 = 28;
+
+ public final static int FRAME_stand29 = 29;
+
+ public final static int FRAME_stand30 = 30;
+
+ public final static int FRAME_stand31 = 31;
+
+ public final static int FRAME_stand32 = 32;
+
+ public final static int FRAME_stand33 = 33;
+
+ public final static int FRAME_stand34 = 34;
+
+ public final static int FRAME_stand35 = 35;
+
+ public final static int FRAME_stand36 = 36;
+
+ public final static int FRAME_stand37 = 37;
+
+ public final static int FRAME_stand38 = 38;
+
+ public final static int FRAME_stand39 = 39;
+
+ public final static int FRAME_stand40 = 40;
+
+ public final static int FRAME_stand41 = 41;
+
+ public final static int FRAME_stand42 = 42;
+
+ public final static int FRAME_stand43 = 43;
+
+ public final static int FRAME_stand44 = 44;
+
+ public final static int FRAME_stand45 = 45;
+
+ public final static int FRAME_stand46 = 46;
+
+ public final static int FRAME_stand47 = 47;
+
+ public final static int FRAME_stand48 = 48;
+
+ public final static int FRAME_stand49 = 49;
+
+ public final static int FRAME_stand50 = 50;
+
+ public final static int FRAME_stand51 = 51;
+
+ public final static int FRAME_stand52 = 52;
+
+ public final static int FRAME_stand53 = 53;
+
+ public final static int FRAME_stand54 = 54;
+
+ public final static int FRAME_stand55 = 55;
+
+ public final static int FRAME_stand56 = 56;
+
+ public final static int FRAME_stand57 = 57;
+
+ public final static int FRAME_stand58 = 58;
+
+ public final static int FRAME_stand59 = 59;
+
+ public final static int FRAME_stand60 = 60;
+
+ public final static int FRAME_stand61 = 61;
+
+ public final static int FRAME_stand62 = 62;
+
+ public final static int FRAME_stand63 = 63;
+
+ public final static int FRAME_stand64 = 64;
+
+ public final static int FRAME_stand65 = 65;
+
+ public final static int FRAME_stand66 = 66;
+
+ public final static int FRAME_stand67 = 67;
+
+ public final static int FRAME_stand68 = 68;
+
+ public final static int FRAME_stand69 = 69;
+
+ public final static int FRAME_stand70 = 70;
+
+ public final static int FRAME_stand71 = 71;
+
+ public final static int FRAME_walk01 = 72;
+
+ public final static int FRAME_walk02 = 73;
+
+ public final static int FRAME_walk03 = 74;
+
+ public final static int FRAME_walk04 = 75;
+
+ public final static int FRAME_walk05 = 76;
+
+ public final static int FRAME_walk06 = 77;
+
+ public final static int FRAME_walk07 = 78;
+
+ public final static int FRAME_walk08 = 79;
+
+ public final static int FRAME_walk09 = 80;
+
+ public final static int FRAME_walk10 = 81;
+
+ public final static int FRAME_walk11 = 82;
+
+ public final static int FRAME_walk12 = 83;
+
+ public final static int FRAME_walk13 = 84;
+
+ public final static int FRAME_walk14 = 85;
+
+ public final static int FRAME_walk15 = 86;
+
+ public final static int FRAME_walk16 = 87;
+
+ public final static int FRAME_walk17 = 88;
+
+ public final static int FRAME_walk18 = 89;
+
+ public final static int FRAME_walk19 = 90;
+
+ public final static int FRAME_walk20 = 91;
+
+ public final static int FRAME_run01 = 92;
+
+ public final static int FRAME_run02 = 93;
+
+ public final static int FRAME_run03 = 94;
+
+ public final static int FRAME_run04 = 95;
+
+ public final static int FRAME_run05 = 96;
+
+ public final static int FRAME_run06 = 97;
+
+ public final static int FRAME_run07 = 98;
+
+ public final static int FRAME_run08 = 99;
+
+ public final static int FRAME_pain101 = 100;
+
+ public final static int FRAME_pain102 = 101;
+
+ public final static int FRAME_pain103 = 102;
+
+ public final static int FRAME_pain104 = 103;
+
+ public final static int FRAME_pain105 = 104;
+
+ public final static int FRAME_pain106 = 105;
+
+ public final static int FRAME_pain107 = 106;
+
+ public final static int FRAME_pain108 = 107;
+
+ public final static int FRAME_pain109 = 108;
+
+ public final static int FRAME_pain110 = 109;
+
+ public final static int FRAME_pain201 = 110;
+
+ public final static int FRAME_pain202 = 111;
+
+ public final static int FRAME_pain203 = 112;
+
+ public final static int FRAME_pain204 = 113;
+
+ public final static int FRAME_pain205 = 114;
+
+ public final static int FRAME_pain206 = 115;
+
+ public final static int FRAME_pain207 = 116;
+
+ public final static int FRAME_pain208 = 117;
+
+ public final static int FRAME_pain209 = 118;
+
+ public final static int FRAME_pain210 = 119;
+
+ public final static int FRAME_duck01 = 120;
+
+ public final static int FRAME_duck02 = 121;
+
+ public final static int FRAME_duck03 = 122;
+
+ public final static int FRAME_duck04 = 123;
+
+ public final static int FRAME_duck05 = 124;
+
+ public final static int FRAME_death101 = 125;
+
+ public final static int FRAME_death102 = 126;
+
+ public final static int FRAME_death103 = 127;
+
+ public final static int FRAME_death104 = 128;
+
+ public final static int FRAME_death105 = 129;
+
+ public final static int FRAME_death106 = 130;
+
+ public final static int FRAME_death107 = 131;
+
+ public final static int FRAME_death108 = 132;
+
+ public final static int FRAME_death109 = 133;
+
+ public final static int FRAME_death110 = 134;
+
+ public final static int FRAME_death111 = 135;
+
+ public final static int FRAME_death112 = 136;
+
+ public final static int FRAME_death113 = 137;
+
+ public final static int FRAME_death114 = 138;
+
+ public final static int FRAME_death115 = 139;
+
+ public final static int FRAME_death116 = 140;
+
+ public final static int FRAME_death117 = 141;
+
+ public final static int FRAME_death118 = 142;
+
+ public final static int FRAME_death119 = 143;
+
+ public final static int FRAME_death120 = 144;
+
+ public final static int FRAME_death201 = 145;
+
+ public final static int FRAME_death202 = 146;
+
+ public final static int FRAME_death203 = 147;
+
+ public final static int FRAME_death204 = 148;
+
+ public final static int FRAME_death205 = 149;
+
+ public final static int FRAME_death206 = 150;
+
+ public final static int FRAME_death207 = 151;
+
+ public final static int FRAME_death208 = 152;
+
+ public final static int FRAME_death209 = 153;
+
+ public final static int FRAME_death210 = 154;
+
+ public final static int FRAME_death211 = 155;
+
+ public final static int FRAME_death212 = 156;
+
+ public final static int FRAME_death213 = 157;
+
+ public final static int FRAME_death214 = 158;
+
+ public final static int FRAME_death215 = 159;
+
+ public final static int FRAME_death216 = 160;
+
+ public final static int FRAME_death217 = 161;
+
+ public final static int FRAME_death218 = 162;
+
+ public final static int FRAME_death219 = 163;
+
+ public final static int FRAME_death220 = 164;
+
+ public final static int FRAME_death221 = 165;
+
+ public final static int FRAME_death222 = 166;
+
+ public final static int FRAME_death223 = 167;
+
+ public final static int FRAME_death224 = 168;
+
+ public final static int FRAME_death225 = 169;
+
+ public final static int FRAME_death301 = 170;
+
+ public final static int FRAME_death302 = 171;
+
+ public final static int FRAME_death303 = 172;
+
+ public final static int FRAME_death304 = 173;
+
+ public final static int FRAME_death305 = 174;
+
+ public final static int FRAME_death306 = 175;
+
+ public final static int FRAME_death307 = 176;
+
+ public final static int FRAME_death308 = 177;
+
+ public final static int FRAME_death309 = 178;
+
+ public final static int FRAME_block01 = 179;
+
+ public final static int FRAME_block02 = 180;
+
+ public final static int FRAME_block03 = 181;
+
+ public final static int FRAME_block04 = 182;
+
+ public final static int FRAME_block05 = 183;
+
+ public final static int FRAME_attak101 = 184;
+
+ public final static int FRAME_attak102 = 185;
+
+ public final static int FRAME_attak103 = 186;
+
+ public final static int FRAME_attak104 = 187;
+
+ public final static int FRAME_attak105 = 188;
+
+ public final static int FRAME_attak106 = 189;
+
+ public final static int FRAME_attak107 = 190;
+
+ public final static int FRAME_attak108 = 191;
+
+ public final static int FRAME_attak109 = 192;
+
+ public final static int FRAME_attak110 = 193;
+
+ public final static int FRAME_attak111 = 194;
+
+ public final static int FRAME_attak112 = 195;
+
+ public final static int FRAME_attak113 = 196;
+
+ public final static int FRAME_attak114 = 197;
+
+ public final static int FRAME_attak115 = 198;
+
+ public final static int FRAME_attak201 = 199;
+
+ public final static int FRAME_attak202 = 200;
+
+ public final static int FRAME_attak203 = 201;
+
+ public final static int FRAME_attak204 = 202;
+
+ public final static int FRAME_attak205 = 203;
+
+ public final static int FRAME_attak206 = 204;
+
+ public final static int FRAME_attak207 = 205;
+
+ public final static int FRAME_attak208 = 206;
+
+ public final static float MODEL_SCALE = 1.000000f;
+
+ static int sound_pain1;
+
+ static int sound_pain2;
+
+ static int sound_die1;
+
+ static int sound_die2;
+
+ static int sound_gunshot;
+
+ static int sound_weapon_cock;
+
+ static int sound_punch_swing;
+
+ static int sound_punch_hit;
+
+ static int sound_sight;
+
+ static int sound_search;
+
+ static int sound_idle;
+
+ static mframe_t infantry_frames_stand[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null) };
+
+ static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50,
+ FRAME_stand71, infantry_frames_stand, null);
+
+ public static EntThinkAdapter infantry_stand = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ self.monsterinfo.currentmove = infantry_move_stand;
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_fidget[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 3, null),
+ new mframe_t(GameAI.ai_stand, 6, null),
+ new mframe_t(GameAI.ai_stand, 3, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -2, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, -1, null),
+ new mframe_t(GameAI.ai_stand, 0, null),
+ new mframe_t(GameAI.ai_stand, -3, null),
+ new mframe_t(GameAI.ai_stand, -2, null),
+ new mframe_t(GameAI.ai_stand, -3, null),
+ new mframe_t(GameAI.ai_stand, -3, null),
+ new mframe_t(GameAI.ai_stand, -2, null) };
+
+ static mmove_t infantry_move_fidget = new mmove_t(FRAME_stand01,
+ FRAME_stand49, infantry_frames_fidget, infantry_stand);
+
+ static EntThinkAdapter infantry_fidget = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ self.monsterinfo.currentmove = infantry_move_fidget;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1,
+ Defines.ATTN_IDLE, 0);
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_walk[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_walk, 5, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 5, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 5, null),
+ new mframe_t(GameAI.ai_walk, 6, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 4, null),
+ new mframe_t(GameAI.ai_walk, 5, null) };
+
+ static mmove_t infantry_move_walk = new mmove_t(FRAME_walk03, FRAME_walk14,
+ infantry_frames_walk, null);
+
+ static EntThinkAdapter infantry_walk = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ self.monsterinfo.currentmove = infantry_move_walk;
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_run[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_run, 10, null),
+ new mframe_t(GameAI.ai_run, 20, null),
+ new mframe_t(GameAI.ai_run, 5, null),
+ new mframe_t(GameAI.ai_run, 7, null),
+ new mframe_t(GameAI.ai_run, 30, null),
+ new mframe_t(GameAI.ai_run, 35, null),
+ new mframe_t(GameAI.ai_run, 2, null),
+ new mframe_t(GameAI.ai_run, 6, null) };
+
+ static mmove_t infantry_move_run = new mmove_t(FRAME_run01, FRAME_run08,
+ infantry_frames_run, null);
+
+ static EntThinkAdapter infantry_run = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
+ self.monsterinfo.currentmove = infantry_move_stand;
+ else
+ self.monsterinfo.currentmove = infantry_move_run;
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_pain1[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, -3, null),
+ new mframe_t(GameAI.ai_move, -2, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, -2, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, 6, null),
+ new mframe_t(GameAI.ai_move, 2, null) };
+
+ static mmove_t infantry_move_pain1 = new mmove_t(FRAME_pain101,
+ FRAME_pain110, infantry_frames_pain1, infantry_run);
+
+ static mframe_t infantry_frames_pain2[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, -3, null),
+ new mframe_t(GameAI.ai_move, -3, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, -2, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 2, null),
+ new mframe_t(GameAI.ai_move, 5, null),
+ new mframe_t(GameAI.ai_move, 2, null) };
+
+ static mmove_t infantry_move_pain2 = new mmove_t(FRAME_pain201,
+ FRAME_pain210, infantry_frames_pain2, infantry_run);
+
+ static EntPainAdapter infantry_pain = new EntPainAdapter() {
+ public void pain(edict_t self, edict_t other, float kick, int damage) {
+
+ int n;
+
+ if (self.health < (self.max_health / 2))
+ self.s.skinnum = 1;
+
+ if (GameBase.level.time < self.pain_debounce_time)
+ return;
+
+ self.pain_debounce_time = GameBase.level.time + 3;
+
+ if (GameBase.skill.value == 3)
+ return; // no pain anims in nightmare
+
+ n = Lib.rand() % 2;
+ if (n == 0) {
+ self.monsterinfo.currentmove = infantry_move_pain1;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1,
+ Defines.ATTN_NORM, 0);
+ } else {
+ self.monsterinfo.currentmove = infantry_move_pain2;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1,
+ Defines.ATTN_NORM, 0);
+ }
+ }
+ };
+
+ static float[] aimangles[] = { { 0.0f, 5.0f, 0.0f },
+ { 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f },
+ { 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f },
+ { 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f },
+ { 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f },
+ { 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f },
+ { 90.0f, 35.0f, 0.0f } };
+
+ static EntThinkAdapter InfantryMachineGun = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ float[] start = { 0, 0, 0 }, target = { 0, 0, 0 };
+ float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
+ float[] vec = { 0, 0, 0 };
+ int flash_number;
+
+ if (self.s.frame == FRAME_attak111) {
+ flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_1;
+ Math3D.AngleVectors(self.s.angles, forward, right, null);
+ Math3D.G_ProjectSource(self.s.origin,
+ M_Flash.monster_flash_offset[flash_number], forward,
+ right, start);
+
+ if (self.enemy != null) {
+ Math3D.VectorMA(self.enemy.s.origin, -0.2f,
+ self.enemy.velocity, target);
+ target[2] += self.enemy.viewheight;
+ Math3D.VectorSubtract(target, start, forward);
+ Math3D.VectorNormalize(forward);
+ } else {
+ Math3D.AngleVectors(self.s.angles, forward, right, null);
+ }
+ } else {
+ flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_2
+ + (self.s.frame - FRAME_death211);
+
+ Math3D.AngleVectors(self.s.angles, forward, right, null);
+ Math3D.G_ProjectSource(self.s.origin,
+ M_Flash.monster_flash_offset[flash_number], forward,
+ right, start);
+
+ Math3D.VectorSubtract(self.s.angles, aimangles[flash_number
+ - Defines.MZ2_INFANTRY_MACHINEGUN_2], vec);
+ Math3D.AngleVectors(vec, forward, null, null);
+ }
+
+ Monster.monster_fire_bullet(self, start, forward, 3, 4,
+ Defines.DEFAULT_BULLET_HSPREAD,
+ Defines.DEFAULT_BULLET_VSPREAD, flash_number);
+ return true;
+ }
+ };
+
+ static EntInteractAdapter infantry_sight = new EntInteractAdapter() {
+ public boolean interact(edict_t self, edict_t other) {
+ GameBase.gi.sound(self, Defines.CHAN_BODY, sound_sight, 1,
+ Defines.ATTN_NORM, 0);
+ return true;
+ }
+ };
+
+ ///
+
+ static EntThinkAdapter infantry_dead = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ Math3D.VectorSet(self.mins, -16, -16, -24);
+ Math3D.VectorSet(self.maxs, 16, 16, -8);
+ self.movetype = Defines.MOVETYPE_TOSS;
+ self.svflags |= Defines.SVF_DEADMONSTER;
+ GameBase.gi.linkentity(self);
+
+ M.M_FlyCheck.think(self);
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_death1[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, -4, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, -4, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, 3, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, -2, null),
+ new mframe_t(GameAI.ai_move, 2, null),
+ new mframe_t(GameAI.ai_move, 2, null),
+ new mframe_t(GameAI.ai_move, 9, null),
+ new mframe_t(GameAI.ai_move, 9, null),
+ new mframe_t(GameAI.ai_move, 5, null),
+ new mframe_t(GameAI.ai_move, -3, null),
+ new mframe_t(GameAI.ai_move, -3, null) };
+
+ static mmove_t infantry_move_death1 = new mmove_t(FRAME_death101,
+ FRAME_death120, infantry_frames_death1, infantry_dead);
+
+ // Off with his head
+ static mframe_t infantry_frames_death2[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, 5, null),
+ new mframe_t(GameAI.ai_move, -1, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, 1, null),
+ new mframe_t(GameAI.ai_move, 4, null),
+ new mframe_t(GameAI.ai_move, 3, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -3, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -1, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, 0, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, 3, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -10, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -7, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -8, InfantryMachineGun),
+ new mframe_t(GameAI.ai_move, -6, null),
+ new mframe_t(GameAI.ai_move, 4, null),
+ new mframe_t(GameAI.ai_move, 0, null) };
+
+ static mmove_t infantry_move_death2 = new mmove_t(FRAME_death201,
+ FRAME_death225, infantry_frames_death2, infantry_dead);
+
+ static mframe_t infantry_frames_death3[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, -6, null),
+ new mframe_t(GameAI.ai_move, -11, null),
+ new mframe_t(GameAI.ai_move, -3, null),
+ new mframe_t(GameAI.ai_move, -11, null),
+ new mframe_t(GameAI.ai_move, 0, null),
+ new mframe_t(GameAI.ai_move, 0, null) };
+
+ static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301,
+ FRAME_death309, infantry_frames_death3, infantry_dead);
+
+ public static EntDieAdapter infantry_die = new EntDieAdapter() {
+ public void die(edict_t self, edict_t inflictor, edict_t attacker,
+ int damage, float[] point) {
+
+ int n;
+
+ // check for gib
+ if (self.health <= self.gib_health) {
+ GameBase.gi
+ .sound(self, Defines.CHAN_VOICE, GameBase.gi
+ .soundindex("misc/udeath.wav"), 1,
+ Defines.ATTN_NORM, 0);
+ for (n = 0; n < 2; n++)
+ GameAI.ThrowGib(self, "models/objects/gibs/bone/tris.md2",
+ damage, Defines.GIB_ORGANIC);
+ for (n = 0; n < 4; n++)
+ GameAI.ThrowGib(self,
+ "models/objects/gibs/sm_meat/tris.md2", damage,
+ Defines.GIB_ORGANIC);
+ GameAI.ThrowHead(self, "models/objects/gibs/head2/tris.md2",
+ damage, Defines.GIB_ORGANIC);
+ self.deadflag = Defines.DEAD_DEAD;
+ return;
+ }
+
+ if (self.deadflag == Defines.DEAD_DEAD)
+ return;
+
+ // regular death
+ self.deadflag = Defines.DEAD_DEAD;
+ self.takedamage = Defines.DAMAGE_YES;
+
+ n = Lib.rand() % 3;
+ if (n == 0) {
+ self.monsterinfo.currentmove = infantry_move_death1;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,
+ Defines.ATTN_NORM, 0);
+ } else if (n == 1) {
+ self.monsterinfo.currentmove = infantry_move_death2;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die1, 1,
+ Defines.ATTN_NORM, 0);
+ } else {
+ self.monsterinfo.currentmove = infantry_move_death3;
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,
+ Defines.ATTN_NORM, 0);
+ }
+ }
+ };
+
+ static EntThinkAdapter infantry_duck_down = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
+ return true;
+ self.monsterinfo.aiflags |= Defines.AI_DUCKED;
+ self.maxs[2] -= 32;
+ self.takedamage = Defines.DAMAGE_YES;
+ self.monsterinfo.pausetime = GameBase.level.time + 1;
+ GameBase.gi.linkentity(self);
+ return true;
+ }
+ };
+
+ static EntThinkAdapter infantry_duck_hold = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ if (GameBase.level.time >= self.monsterinfo.pausetime)
+ self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;
+ else
+ self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
+ return true;
+ }
+ };
+
+ static EntThinkAdapter infantry_duck_up = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ self.monsterinfo.aiflags &= ~Defines.AI_DUCKED;
+ self.maxs[2] += 32;
+ self.takedamage = Defines.DAMAGE_AIM;
+ GameBase.gi.linkentity(self);
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_duck[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_move, -2, infantry_duck_down),
+ new mframe_t(GameAI.ai_move, -5, infantry_duck_hold),
+ new mframe_t(GameAI.ai_move, 3, null),
+ new mframe_t(GameAI.ai_move, 4, infantry_duck_up),
+ new mframe_t(GameAI.ai_move, 0, null) };
+
+ static mmove_t infantry_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05,
+ infantry_frames_duck, infantry_run);
+
+ static EntDodgeAdapter infantry_dodge = new EntDodgeAdapter() {
+ public void dodge(edict_t self, edict_t attacker, float eta) {
+ if (Lib.random() > 0.25)
+ return;
+
+ if (null == self.enemy)
+ self.enemy = attacker;
+
+ self.monsterinfo.currentmove = infantry_move_duck;
+ }
+ };
+
+ static EntThinkAdapter infantry_cock_gun = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ int n;
+
+ GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_weapon_cock, 1,
+ Defines.ATTN_NORM, 0);
+ n = (Lib.rand() & 15) + 3 + 7;
+ self.monsterinfo.pausetime = GameBase.level.time + n
+ * Defines.FRAMETIME;
+ return true;
+ }
+ };
+
+ static EntThinkAdapter infantry_fire = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ InfantryMachineGun.think(self);
+
+ if (GameBase.level.time >= self.monsterinfo.pausetime)
+ self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;
+ else
+ self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_attack1[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_charge, 4, null),
+ new mframe_t(GameAI.ai_charge, -1, null),
+ new mframe_t(GameAI.ai_charge, -1, null),
+ new mframe_t(GameAI.ai_charge, 0, infantry_cock_gun),
+ new mframe_t(GameAI.ai_charge, -1, null),
+ new mframe_t(GameAI.ai_charge, 1, null),
+ new mframe_t(GameAI.ai_charge, 1, null),
+ new mframe_t(GameAI.ai_charge, 2, null),
+ new mframe_t(GameAI.ai_charge, -2, null),
+ new mframe_t(GameAI.ai_charge, -3, null),
+ new mframe_t(GameAI.ai_charge, 1, infantry_fire),
+ new mframe_t(GameAI.ai_charge, 5, null),
+ new mframe_t(GameAI.ai_charge, -1, null),
+ new mframe_t(GameAI.ai_charge, -2, null),
+ new mframe_t(GameAI.ai_charge, -3, null) };
+
+ static mmove_t infantry_move_attack1 = new mmove_t(FRAME_attak101,
+ FRAME_attak115, infantry_frames_attack1, infantry_run);
+
+ static EntThinkAdapter infantry_swing = new EntThinkAdapter() {
+
+ public boolean think(edict_t self) {
+ GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_swing, 1,
+ Defines.ATTN_NORM, 0);
+ return true;
+ }
+ };
+
+ static EntThinkAdapter infantry_smack = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ float[] aim = { 0, 0, 0 };
+
+ Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);
+ if (Fire.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50))
+ GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_hit,
+ 1, Defines.ATTN_NORM, 0);
+ return true;
+ }
+ };
+
+ static mframe_t infantry_frames_attack2[] = new mframe_t[] {
+ new mframe_t(GameAI.ai_charge, 3, null),
+ new mframe_t(GameAI.ai_charge, 6, null),
+ new mframe_t(GameAI.ai_charge, 0, infantry_swing),
+ new mframe_t(GameAI.ai_charge, 8, null),
+ new mframe_t(GameAI.ai_charge, 5, null),
+ new mframe_t(GameAI.ai_charge, 8, infantry_smack),
+ new mframe_t(GameAI.ai_charge, 6, null),
+ new mframe_t(GameAI.ai_charge, 3, null), };
+
+ static mmove_t infantry_move_attack2 = new mmove_t(FRAME_attak201,
+ FRAME_attak208, infantry_frames_attack2, infantry_run);
+
+ static EntThinkAdapter infantry_attack = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)
+ self.monsterinfo.currentmove = infantry_move_attack2;
+ else
+ self.monsterinfo.currentmove = infantry_move_attack1;
+ return true;
+ }
+ };
+
+ /*
+ * QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
+ * Trigger_Spawn Sight
+ */
+ public static void SP_monster_infantry(edict_t self) {
+ if (GameBase.deathmatch.value != 0) {
+ GameUtil.G_FreeEdict(self);
+ return;
+ }
+
+ sound_pain1 = GameBase.gi.soundindex("infantry/infpain1.wav");
+ sound_pain2 = GameBase.gi.soundindex("infantry/infpain2.wav");
+ sound_die1 = GameBase.gi.soundindex("infantry/infdeth1.wav");
+ sound_die2 = GameBase.gi.soundindex("infantry/infdeth2.wav");
+
+ sound_gunshot = GameBase.gi.soundindex("infantry/infatck1.wav");
+ sound_weapon_cock = GameBase.gi.soundindex("infantry/infatck3.wav");
+ sound_punch_swing = GameBase.gi.soundindex("infantry/infatck2.wav");
+ sound_punch_hit = GameBase.gi.soundindex("infantry/melee2.wav");
+
+ sound_sight = GameBase.gi.soundindex("infantry/infsght1.wav");
+ sound_search = GameBase.gi.soundindex("infantry/infsrch1.wav");
+ sound_idle = GameBase.gi.soundindex("infantry/infidle1.wav");
+
+ self.movetype = Defines.MOVETYPE_STEP;
+ self.solid = Defines.SOLID_BBOX;
+ self.s.modelindex = GameBase.gi
+ .modelindex("models/monsters/infantry/tris.md2");
+ Math3D.VectorSet(self.mins, -16, -16, -24);
+ Math3D.VectorSet(self.maxs, 16, 16, 32);
+
+ self.health = 100;
+ self.gib_health = -40;
+ self.mass = 200;
+
+ self.pain = infantry_pain;
+ self.die = infantry_die;
+
+ self.monsterinfo.stand = infantry_stand;
+ self.monsterinfo.walk = infantry_walk;
+ self.monsterinfo.run = infantry_run;
+ self.monsterinfo.dodge = infantry_dodge;
+ self.monsterinfo.attack = infantry_attack;
+ self.monsterinfo.melee = null;
+ self.monsterinfo.sight = infantry_sight;
+ self.monsterinfo.idle = infantry_fidget;
+
+ GameBase.gi.linkentity(self);
+
+ self.monsterinfo.currentmove = infantry_move_stand;
+ self.monsterinfo.scale = MODEL_SCALE;
+
+ GameAI.walkmonster_start.think(self);
+ }
+} \ No newline at end of file