/* 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 2004-07-08 15:58:43 hzi Exp $ package jake2.game; import jake2.client.M; import jake2.util.*; public class M_Infantry extends Game { // 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(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null)}; static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50, FRAME_stand71, infantry_frames_stand, null); 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(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 3, null), new mframe_t(GameAIAdapters.ai_stand, 6, null), new mframe_t(GameAIAdapters.ai_stand, 3, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -2, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, -1, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, -3, null), new mframe_t(GameAIAdapters.ai_stand, -2, null), new mframe_t(GameAIAdapters.ai_stand, -3, null), new mframe_t(GameAIAdapters.ai_stand, -3, null), new mframe_t(GameAIAdapters.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; gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); return true; } }; static mframe_t infantry_frames_walk[] = new mframe_t[] { new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 6, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.ai_walk, 4, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_run, 10, null), new mframe_t(GameAIAdapters.ai_run, 20, null), new mframe_t(GameAIAdapters.ai_run, 5, null), new mframe_t(GameAIAdapters.ai_run, 7, null), new mframe_t(GameAIAdapters.ai_run, 30, null), new mframe_t(GameAIAdapters.ai_run, 35, null), new mframe_t(GameAIAdapters.ai_run, 2, null), new mframe_t(GameAIAdapters.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 & 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(GameAIAdapters.ai_move, -3, null), new mframe_t(GameAIAdapters.ai_move, -2, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, -2, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, 6, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, -3, null), new mframe_t(GameAIAdapters.ai_move, -3, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, -2, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 2, null), new mframe_t(GameAIAdapters.ai_move, 5, null), new mframe_t(GameAIAdapters.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 (level.time < self.pain_debounce_time) return; self.pain_debounce_time = level.time + 3; if (skill.value == 3) return; // no pain anims in nightmare n = Lib.rand() % 2; if (n == 0) { self.monsterinfo.currentmove = infantry_move_pain1; gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); } else { self.monsterinfo.currentmove = infantry_move_pain2; gi.sound(self, CHAN_VOICE, sound_pain2, 1, 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 = MZ2_INFANTRY_MACHINEGUN_1; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, 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 = MZ2_INFANTRY_MACHINEGUN_2 + (self.s.frame - FRAME_death211); Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right, start); Math3D.VectorSubtract(self.s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec); Math3D.AngleVectors(vec, forward, null, null); } Monster.monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); return true; } }; static EntInteractAdapter infantry_sight = new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { gi.sound(self, CHAN_BODY, sound_sight, 1, 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 = MOVETYPE_TOSS; self.svflags |= SVF_DEADMONSTER; gi.linkentity(self); M.M_FlyCheck.think(self); return true; } }; static mframe_t infantry_frames_death1[] = new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, -4, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, -4, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, 3, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, -2, null), new mframe_t(GameAIAdapters.ai_move, 2, null), new mframe_t(GameAIAdapters.ai_move, 2, null), new mframe_t(GameAIAdapters.ai_move, 9, null), new mframe_t(GameAIAdapters.ai_move, 9, null), new mframe_t(GameAIAdapters.ai_move, 5, null), new mframe_t(GameAIAdapters.ai_move, -3, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, 5, null), new mframe_t(GameAIAdapters.ai_move, -1, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, 1, null), new mframe_t(GameAIAdapters.ai_move, 4, null), new mframe_t(GameAIAdapters.ai_move, 3, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, -2, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -2, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -3, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -1, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -2, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, 0, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, 2, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, 2, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, 3, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -10, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -7, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -8, InfantryMachineGun), new mframe_t(GameAIAdapters.ai_move, -6, null), new mframe_t(GameAIAdapters.ai_move, 4, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, -6, null), new mframe_t(GameAIAdapters.ai_move, -11, null), new mframe_t(GameAIAdapters.ai_move, -3, null), new mframe_t(GameAIAdapters.ai_move, -11, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null)}; static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead); 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) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 2; n++) ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n = 0; n < 4; n++) ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self.deadflag = DEAD_DEAD; return; } if (self.deadflag == DEAD_DEAD) return; // regular death self.deadflag = DEAD_DEAD; self.takedamage = DAMAGE_YES; n = Lib.rand() % 3; if (n == 0) { self.monsterinfo.currentmove = infantry_move_death1; gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } else if (n == 1) { self.monsterinfo.currentmove = infantry_move_death2; gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); } else { self.monsterinfo.currentmove = infantry_move_death3; gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } } }; static EntThinkAdapter infantry_duck_down = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & AI_DUCKED) != 0) return true; self.monsterinfo.aiflags |= AI_DUCKED; self.maxs[2] -= 32; self.takedamage = DAMAGE_YES; self.monsterinfo.pausetime = level.time + 1; gi.linkentity(self); return true; } }; static EntThinkAdapter infantry_duck_hold = new EntThinkAdapter() { public boolean think(edict_t self) { if (level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self.monsterinfo.aiflags |= AI_HOLD_FRAME; return true; } }; static EntThinkAdapter infantry_duck_up = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.aiflags &= ~AI_DUCKED; self.maxs[2] += 32; self.takedamage = DAMAGE_AIM; gi.linkentity(self); return true; } }; static mframe_t infantry_frames_duck[] = new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, -2, infantry_duck_down), new mframe_t(GameAIAdapters.ai_move, -5, infantry_duck_hold), new mframe_t(GameAIAdapters.ai_move, 3, null), new mframe_t(GameAIAdapters.ai_move, 4, infantry_duck_up), new mframe_t(GameAIAdapters.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; gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); n = (Lib.rand() & 15) + 3 + 7; self.monsterinfo.pausetime = level.time + n * FRAMETIME; return true; } }; static EntThinkAdapter infantry_fire = new EntThinkAdapter() { public boolean think(edict_t self) { InfantryMachineGun.think(self); if (level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self.monsterinfo.aiflags |= AI_HOLD_FRAME; return true; } }; static mframe_t infantry_frames_attack1[] = new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 4, null), new mframe_t(GameAIAdapters.ai_charge, -1, null), new mframe_t(GameAIAdapters.ai_charge, -1, null), new mframe_t(GameAIAdapters.ai_charge, 0, infantry_cock_gun), new mframe_t(GameAIAdapters.ai_charge, -1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 1, null), new mframe_t(GameAIAdapters.ai_charge, 2, null), new mframe_t(GameAIAdapters.ai_charge, -2, null), new mframe_t(GameAIAdapters.ai_charge, -3, null), new mframe_t(GameAIAdapters.ai_charge, 1, infantry_fire), new mframe_t(GameAIAdapters.ai_charge, 5, null), new mframe_t(GameAIAdapters.ai_charge, -1, null), new mframe_t(GameAIAdapters.ai_charge, -2, null), new mframe_t(GameAIAdapters.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) { gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, 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, MELEE_DISTANCE, 0, 0); if (Fire.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50)) gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); return true; } }; static mframe_t infantry_frames_attack2[] = new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 3, null), new mframe_t(GameAIAdapters.ai_charge, 6, null), new mframe_t(GameAIAdapters.ai_charge, 0, infantry_swing), new mframe_t(GameAIAdapters.ai_charge, 8, null), new mframe_t(GameAIAdapters.ai_charge, 5, null), new mframe_t(GameAIAdapters.ai_charge, 8, infantry_smack), new mframe_t(GameAIAdapters.ai_charge, 6, null), new mframe_t(GameAIAdapters.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 (range(self, self.enemy) == 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 */ static void SP_monster_infantry(edict_t self) { if (deathmatch.value != 0) { G_FreeEdict(self); return; } sound_pain1 = gi.soundindex("infantry/infpain1.wav"); sound_pain2 = gi.soundindex("infantry/infpain2.wav"); sound_die1 = gi.soundindex("infantry/infdeth1.wav"); sound_die2 = gi.soundindex("infantry/infdeth2.wav"); sound_gunshot = gi.soundindex("infantry/infatck1.wav"); sound_weapon_cock = gi.soundindex("infantry/infatck3.wav"); sound_punch_swing = gi.soundindex("infantry/infatck2.wav"); sound_punch_hit = gi.soundindex("infantry/melee2.wav"); sound_sight = gi.soundindex("infantry/infsght1.wav"); sound_search = gi.soundindex("infantry/infsrch1.wav"); sound_idle = gi.soundindex("infantry/infidle1.wav"); self.movetype = MOVETYPE_STEP; self.solid = SOLID_BBOX; self.s.modelindex = 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; gi.linkentity(self); self.monsterinfo.currentmove = infantry_move_stand; self.monsterinfo.scale = MODEL_SCALE; GameAIAdapters.walkmonster_start.think(self); } }