/* * 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_Soldier.java,v 1.3 2004-09-22 19:22:04 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.util.Lib; import jake2.util.Math3D; public class M_Soldier { // This file generated by ModelGen - Do NOT Modify public final static int FRAME_attak101 = 0; public final static int FRAME_attak102 = 1; public final static int FRAME_attak103 = 2; public final static int FRAME_attak104 = 3; public final static int FRAME_attak105 = 4; public final static int FRAME_attak106 = 5; public final static int FRAME_attak107 = 6; public final static int FRAME_attak108 = 7; public final static int FRAME_attak109 = 8; public final static int FRAME_attak110 = 9; public final static int FRAME_attak111 = 10; public final static int FRAME_attak112 = 11; public final static int FRAME_attak201 = 12; public final static int FRAME_attak202 = 13; public final static int FRAME_attak203 = 14; public final static int FRAME_attak204 = 15; public final static int FRAME_attak205 = 16; public final static int FRAME_attak206 = 17; public final static int FRAME_attak207 = 18; public final static int FRAME_attak208 = 19; public final static int FRAME_attak209 = 20; public final static int FRAME_attak210 = 21; public final static int FRAME_attak211 = 22; public final static int FRAME_attak212 = 23; public final static int FRAME_attak213 = 24; public final static int FRAME_attak214 = 25; public final static int FRAME_attak215 = 26; public final static int FRAME_attak216 = 27; public final static int FRAME_attak217 = 28; public final static int FRAME_attak218 = 29; public final static int FRAME_attak301 = 30; public final static int FRAME_attak302 = 31; public final static int FRAME_attak303 = 32; public final static int FRAME_attak304 = 33; public final static int FRAME_attak305 = 34; public final static int FRAME_attak306 = 35; public final static int FRAME_attak307 = 36; public final static int FRAME_attak308 = 37; public final static int FRAME_attak309 = 38; public final static int FRAME_attak401 = 39; public final static int FRAME_attak402 = 40; public final static int FRAME_attak403 = 41; public final static int FRAME_attak404 = 42; public final static int FRAME_attak405 = 43; public final static int FRAME_attak406 = 44; public final static int FRAME_duck01 = 45; public final static int FRAME_duck02 = 46; public final static int FRAME_duck03 = 47; public final static int FRAME_duck04 = 48; public final static int FRAME_duck05 = 49; public final static int FRAME_pain101 = 50; public final static int FRAME_pain102 = 51; public final static int FRAME_pain103 = 52; public final static int FRAME_pain104 = 53; public final static int FRAME_pain105 = 54; public final static int FRAME_pain201 = 55; public final static int FRAME_pain202 = 56; public final static int FRAME_pain203 = 57; public final static int FRAME_pain204 = 58; public final static int FRAME_pain205 = 59; public final static int FRAME_pain206 = 60; public final static int FRAME_pain207 = 61; public final static int FRAME_pain301 = 62; public final static int FRAME_pain302 = 63; public final static int FRAME_pain303 = 64; public final static int FRAME_pain304 = 65; public final static int FRAME_pain305 = 66; public final static int FRAME_pain306 = 67; public final static int FRAME_pain307 = 68; public final static int FRAME_pain308 = 69; public final static int FRAME_pain309 = 70; public final static int FRAME_pain310 = 71; public final static int FRAME_pain311 = 72; public final static int FRAME_pain312 = 73; public final static int FRAME_pain313 = 74; public final static int FRAME_pain314 = 75; public final static int FRAME_pain315 = 76; public final static int FRAME_pain316 = 77; public final static int FRAME_pain317 = 78; public final static int FRAME_pain318 = 79; public final static int FRAME_pain401 = 80; public final static int FRAME_pain402 = 81; public final static int FRAME_pain403 = 82; public final static int FRAME_pain404 = 83; public final static int FRAME_pain405 = 84; public final static int FRAME_pain406 = 85; public final static int FRAME_pain407 = 86; public final static int FRAME_pain408 = 87; public final static int FRAME_pain409 = 88; public final static int FRAME_pain410 = 89; public final static int FRAME_pain411 = 90; public final static int FRAME_pain412 = 91; public final static int FRAME_pain413 = 92; public final static int FRAME_pain414 = 93; public final static int FRAME_pain415 = 94; public final static int FRAME_pain416 = 95; public final static int FRAME_pain417 = 96; public final static int FRAME_run01 = 97; public final static int FRAME_run02 = 98; public final static int FRAME_run03 = 99; public final static int FRAME_run04 = 100; public final static int FRAME_run05 = 101; public final static int FRAME_run06 = 102; public final static int FRAME_run07 = 103; public final static int FRAME_run08 = 104; public final static int FRAME_run09 = 105; public final static int FRAME_run10 = 106; public final static int FRAME_run11 = 107; public final static int FRAME_run12 = 108; public final static int FRAME_runs01 = 109; public final static int FRAME_runs02 = 110; public final static int FRAME_runs03 = 111; public final static int FRAME_runs04 = 112; public final static int FRAME_runs05 = 113; public final static int FRAME_runs06 = 114; public final static int FRAME_runs07 = 115; public final static int FRAME_runs08 = 116; public final static int FRAME_runs09 = 117; public final static int FRAME_runs10 = 118; public final static int FRAME_runs11 = 119; public final static int FRAME_runs12 = 120; public final static int FRAME_runs13 = 121; public final static int FRAME_runs14 = 122; public final static int FRAME_runs15 = 123; public final static int FRAME_runs16 = 124; public final static int FRAME_runs17 = 125; public final static int FRAME_runs18 = 126; public final static int FRAME_runt01 = 127; public final static int FRAME_runt02 = 128; public final static int FRAME_runt03 = 129; public final static int FRAME_runt04 = 130; public final static int FRAME_runt05 = 131; public final static int FRAME_runt06 = 132; public final static int FRAME_runt07 = 133; public final static int FRAME_runt08 = 134; public final static int FRAME_runt09 = 135; public final static int FRAME_runt10 = 136; public final static int FRAME_runt11 = 137; public final static int FRAME_runt12 = 138; public final static int FRAME_runt13 = 139; public final static int FRAME_runt14 = 140; public final static int FRAME_runt15 = 141; public final static int FRAME_runt16 = 142; public final static int FRAME_runt17 = 143; public final static int FRAME_runt18 = 144; public final static int FRAME_runt19 = 145; public final static int FRAME_stand101 = 146; public final static int FRAME_stand102 = 147; public final static int FRAME_stand103 = 148; public final static int FRAME_stand104 = 149; public final static int FRAME_stand105 = 150; public final static int FRAME_stand106 = 151; public final static int FRAME_stand107 = 152; public final static int FRAME_stand108 = 153; public final static int FRAME_stand109 = 154; public final static int FRAME_stand110 = 155; public final static int FRAME_stand111 = 156; public final static int FRAME_stand112 = 157; public final static int FRAME_stand113 = 158; public final static int FRAME_stand114 = 159; public final static int FRAME_stand115 = 160; public final static int FRAME_stand116 = 161; public final static int FRAME_stand117 = 162; public final static int FRAME_stand118 = 163; public final static int FRAME_stand119 = 164; public final static int FRAME_stand120 = 165; public final static int FRAME_stand121 = 166; public final static int FRAME_stand122 = 167; public final static int FRAME_stand123 = 168; public final static int FRAME_stand124 = 169; public final static int FRAME_stand125 = 170; public final static int FRAME_stand126 = 171; public final static int FRAME_stand127 = 172; public final static int FRAME_stand128 = 173; public final static int FRAME_stand129 = 174; public final static int FRAME_stand130 = 175; public final static int FRAME_stand301 = 176; public final static int FRAME_stand302 = 177; public final static int FRAME_stand303 = 178; public final static int FRAME_stand304 = 179; public final static int FRAME_stand305 = 180; public final static int FRAME_stand306 = 181; public final static int FRAME_stand307 = 182; public final static int FRAME_stand308 = 183; public final static int FRAME_stand309 = 184; public final static int FRAME_stand310 = 185; public final static int FRAME_stand311 = 186; public final static int FRAME_stand312 = 187; public final static int FRAME_stand313 = 188; public final static int FRAME_stand314 = 189; public final static int FRAME_stand315 = 190; public final static int FRAME_stand316 = 191; public final static int FRAME_stand317 = 192; public final static int FRAME_stand318 = 193; public final static int FRAME_stand319 = 194; public final static int FRAME_stand320 = 195; public final static int FRAME_stand321 = 196; public final static int FRAME_stand322 = 197; public final static int FRAME_stand323 = 198; public final static int FRAME_stand324 = 199; public final static int FRAME_stand325 = 200; public final static int FRAME_stand326 = 201; public final static int FRAME_stand327 = 202; public final static int FRAME_stand328 = 203; public final static int FRAME_stand329 = 204; public final static int FRAME_stand330 = 205; public final static int FRAME_stand331 = 206; public final static int FRAME_stand332 = 207; public final static int FRAME_stand333 = 208; public final static int FRAME_stand334 = 209; public final static int FRAME_stand335 = 210; public final static int FRAME_stand336 = 211; public final static int FRAME_stand337 = 212; public final static int FRAME_stand338 = 213; public final static int FRAME_stand339 = 214; public final static int FRAME_walk101 = 215; public final static int FRAME_walk102 = 216; public final static int FRAME_walk103 = 217; public final static int FRAME_walk104 = 218; public final static int FRAME_walk105 = 219; public final static int FRAME_walk106 = 220; public final static int FRAME_walk107 = 221; public final static int FRAME_walk108 = 222; public final static int FRAME_walk109 = 223; public final static int FRAME_walk110 = 224; public final static int FRAME_walk111 = 225; public final static int FRAME_walk112 = 226; public final static int FRAME_walk113 = 227; public final static int FRAME_walk114 = 228; public final static int FRAME_walk115 = 229; public final static int FRAME_walk116 = 230; public final static int FRAME_walk117 = 231; public final static int FRAME_walk118 = 232; public final static int FRAME_walk119 = 233; public final static int FRAME_walk120 = 234; public final static int FRAME_walk121 = 235; public final static int FRAME_walk122 = 236; public final static int FRAME_walk123 = 237; public final static int FRAME_walk124 = 238; public final static int FRAME_walk125 = 239; public final static int FRAME_walk126 = 240; public final static int FRAME_walk127 = 241; public final static int FRAME_walk128 = 242; public final static int FRAME_walk129 = 243; public final static int FRAME_walk130 = 244; public final static int FRAME_walk131 = 245; public final static int FRAME_walk132 = 246; public final static int FRAME_walk133 = 247; public final static int FRAME_walk201 = 248; public final static int FRAME_walk202 = 249; public final static int FRAME_walk203 = 250; public final static int FRAME_walk204 = 251; public final static int FRAME_walk205 = 252; public final static int FRAME_walk206 = 253; public final static int FRAME_walk207 = 254; public final static int FRAME_walk208 = 255; public final static int FRAME_walk209 = 256; public final static int FRAME_walk210 = 257; public final static int FRAME_walk211 = 258; public final static int FRAME_walk212 = 259; public final static int FRAME_walk213 = 260; public final static int FRAME_walk214 = 261; public final static int FRAME_walk215 = 262; public final static int FRAME_walk216 = 263; public final static int FRAME_walk217 = 264; public final static int FRAME_walk218 = 265; public final static int FRAME_walk219 = 266; public final static int FRAME_walk220 = 267; public final static int FRAME_walk221 = 268; public final static int FRAME_walk222 = 269; public final static int FRAME_walk223 = 270; public final static int FRAME_walk224 = 271; public final static int FRAME_death101 = 272; public final static int FRAME_death102 = 273; public final static int FRAME_death103 = 274; public final static int FRAME_death104 = 275; public final static int FRAME_death105 = 276; public final static int FRAME_death106 = 277; public final static int FRAME_death107 = 278; public final static int FRAME_death108 = 279; public final static int FRAME_death109 = 280; public final static int FRAME_death110 = 281; public final static int FRAME_death111 = 282; public final static int FRAME_death112 = 283; public final static int FRAME_death113 = 284; public final static int FRAME_death114 = 285; public final static int FRAME_death115 = 286; public final static int FRAME_death116 = 287; public final static int FRAME_death117 = 288; public final static int FRAME_death118 = 289; public final static int FRAME_death119 = 290; public final static int FRAME_death120 = 291; public final static int FRAME_death121 = 292; public final static int FRAME_death122 = 293; public final static int FRAME_death123 = 294; public final static int FRAME_death124 = 295; public final static int FRAME_death125 = 296; public final static int FRAME_death126 = 297; public final static int FRAME_death127 = 298; public final static int FRAME_death128 = 299; public final static int FRAME_death129 = 300; public final static int FRAME_death130 = 301; public final static int FRAME_death131 = 302; public final static int FRAME_death132 = 303; public final static int FRAME_death133 = 304; public final static int FRAME_death134 = 305; public final static int FRAME_death135 = 306; public final static int FRAME_death136 = 307; public final static int FRAME_death201 = 308; public final static int FRAME_death202 = 309; public final static int FRAME_death203 = 310; public final static int FRAME_death204 = 311; public final static int FRAME_death205 = 312; public final static int FRAME_death206 = 313; public final static int FRAME_death207 = 314; public final static int FRAME_death208 = 315; public final static int FRAME_death209 = 316; public final static int FRAME_death210 = 317; public final static int FRAME_death211 = 318; public final static int FRAME_death212 = 319; public final static int FRAME_death213 = 320; public final static int FRAME_death214 = 321; public final static int FRAME_death215 = 322; public final static int FRAME_death216 = 323; public final static int FRAME_death217 = 324; public final static int FRAME_death218 = 325; public final static int FRAME_death219 = 326; public final static int FRAME_death220 = 327; public final static int FRAME_death221 = 328; public final static int FRAME_death222 = 329; public final static int FRAME_death223 = 330; public final static int FRAME_death224 = 331; public final static int FRAME_death225 = 332; public final static int FRAME_death226 = 333; public final static int FRAME_death227 = 334; public final static int FRAME_death228 = 335; public final static int FRAME_death229 = 336; public final static int FRAME_death230 = 337; public final static int FRAME_death231 = 338; public final static int FRAME_death232 = 339; public final static int FRAME_death233 = 340; public final static int FRAME_death234 = 341; public final static int FRAME_death235 = 342; public final static int FRAME_death301 = 343; public final static int FRAME_death302 = 344; public final static int FRAME_death303 = 345; public final static int FRAME_death304 = 346; public final static int FRAME_death305 = 347; public final static int FRAME_death306 = 348; public final static int FRAME_death307 = 349; public final static int FRAME_death308 = 350; public final static int FRAME_death309 = 351; public final static int FRAME_death310 = 352; public final static int FRAME_death311 = 353; public final static int FRAME_death312 = 354; public final static int FRAME_death313 = 355; public final static int FRAME_death314 = 356; public final static int FRAME_death315 = 357; public final static int FRAME_death316 = 358; public final static int FRAME_death317 = 359; public final static int FRAME_death318 = 360; public final static int FRAME_death319 = 361; public final static int FRAME_death320 = 362; public final static int FRAME_death321 = 363; public final static int FRAME_death322 = 364; public final static int FRAME_death323 = 365; public final static int FRAME_death324 = 366; public final static int FRAME_death325 = 367; public final static int FRAME_death326 = 368; public final static int FRAME_death327 = 369; public final static int FRAME_death328 = 370; public final static int FRAME_death329 = 371; public final static int FRAME_death330 = 372; public final static int FRAME_death331 = 373; public final static int FRAME_death332 = 374; public final static int FRAME_death333 = 375; public final static int FRAME_death334 = 376; public final static int FRAME_death335 = 377; public final static int FRAME_death336 = 378; public final static int FRAME_death337 = 379; public final static int FRAME_death338 = 380; public final static int FRAME_death339 = 381; public final static int FRAME_death340 = 382; public final static int FRAME_death341 = 383; public final static int FRAME_death342 = 384; public final static int FRAME_death343 = 385; public final static int FRAME_death344 = 386; public final static int FRAME_death345 = 387; public final static int FRAME_death401 = 388; public final static int FRAME_death402 = 389; public final static int FRAME_death403 = 390; public final static int FRAME_death404 = 391; public final static int FRAME_death405 = 392; public final static int FRAME_death406 = 393; public final static int FRAME_death407 = 394; public final static int FRAME_death408 = 395; public final static int FRAME_death409 = 396; public final static int FRAME_death410 = 397; public final static int FRAME_death411 = 398; public final static int FRAME_death412 = 399; public final static int FRAME_death413 = 400; public final static int FRAME_death414 = 401; public final static int FRAME_death415 = 402; public final static int FRAME_death416 = 403; public final static int FRAME_death417 = 404; public final static int FRAME_death418 = 405; public final static int FRAME_death419 = 406; public final static int FRAME_death420 = 407; public final static int FRAME_death421 = 408; public final static int FRAME_death422 = 409; public final static int FRAME_death423 = 410; public final static int FRAME_death424 = 411; public final static int FRAME_death425 = 412; public final static int FRAME_death426 = 413; public final static int FRAME_death427 = 414; public final static int FRAME_death428 = 415; public final static int FRAME_death429 = 416; public final static int FRAME_death430 = 417; public final static int FRAME_death431 = 418; public final static int FRAME_death432 = 419; public final static int FRAME_death433 = 420; public final static int FRAME_death434 = 421; public final static int FRAME_death435 = 422; public final static int FRAME_death436 = 423; public final static int FRAME_death437 = 424; public final static int FRAME_death438 = 425; public final static int FRAME_death439 = 426; public final static int FRAME_death440 = 427; public final static int FRAME_death441 = 428; public final static int FRAME_death442 = 429; public final static int FRAME_death443 = 430; public final static int FRAME_death444 = 431; public final static int FRAME_death445 = 432; public final static int FRAME_death446 = 433; public final static int FRAME_death447 = 434; public final static int FRAME_death448 = 435; public final static int FRAME_death449 = 436; public final static int FRAME_death450 = 437; public final static int FRAME_death451 = 438; public final static int FRAME_death452 = 439; public final static int FRAME_death453 = 440; public final static int FRAME_death501 = 441; public final static int FRAME_death502 = 442; public final static int FRAME_death503 = 443; public final static int FRAME_death504 = 444; public final static int FRAME_death505 = 445; public final static int FRAME_death506 = 446; public final static int FRAME_death507 = 447; public final static int FRAME_death508 = 448; public final static int FRAME_death509 = 449; public final static int FRAME_death510 = 450; public final static int FRAME_death511 = 451; public final static int FRAME_death512 = 452; public final static int FRAME_death513 = 453; public final static int FRAME_death514 = 454; public final static int FRAME_death515 = 455; public final static int FRAME_death516 = 456; public final static int FRAME_death517 = 457; public final static int FRAME_death518 = 458; public final static int FRAME_death519 = 459; public final static int FRAME_death520 = 460; public final static int FRAME_death521 = 461; public final static int FRAME_death522 = 462; public final static int FRAME_death523 = 463; public final static int FRAME_death524 = 464; public final static int FRAME_death601 = 465; public final static int FRAME_death602 = 466; public final static int FRAME_death603 = 467; public final static int FRAME_death604 = 468; public final static int FRAME_death605 = 469; public final static int FRAME_death606 = 470; public final static int FRAME_death607 = 471; public final static int FRAME_death608 = 472; public final static int FRAME_death609 = 473; public final static int FRAME_death610 = 474; public final static float MODEL_SCALE = 1.200000f; static int sound_idle; static int sound_sight1; static int sound_sight2; static int sound_pain_light; static int sound_pain; static int sound_pain_ss; static int sound_death_light; static int sound_death; static int sound_death_ss; static int sound_cock; static EntThinkAdapter soldier_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; self.nextthink = 0; GameBase.gi.linkentity(self); return true; } }; static EntDieAdapter soldier_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 < 3; n++) GameAI.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC); GameAI.ThrowGib(self, "models/objects/gibs/chest/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; self.s.skinnum |= 1; if (self.s.skinnum == 1) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_death_light, 1, Defines.ATTN_NORM, 0); else if (self.s.skinnum == 3) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_death, 1, Defines.ATTN_NORM, 0); else // (self.s.skinnum == 5) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_death_ss, 1, Defines.ATTN_NORM, 0); if (Math.abs((self.s.origin[2] + self.viewheight) - point[2]) <= 4) { // head shot self.monsterinfo.currentmove = soldier_move_death3; return; } n = Lib.rand() % 5; if (n == 0) self.monsterinfo.currentmove = soldier_move_death1; else if (n == 1) self.monsterinfo.currentmove = soldier_move_death2; else if (n == 2) self.monsterinfo.currentmove = soldier_move_death4; else if (n == 3) self.monsterinfo.currentmove = soldier_move_death5; else self.monsterinfo.currentmove = soldier_move_death6; } }; static EntThinkAdapter soldier_attack1_refire1 = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.skinnum > 1) return true; if (self.enemy.health <= 0) return true; if (((GameBase.skill.value == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)) self.monsterinfo.nextframe = FRAME_attak102; else self.monsterinfo.nextframe = FRAME_attak110; return true; } }; static EntThinkAdapter soldier_attack1_refire2 = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.skinnum < 2) return true; if (self.enemy.health <= 0) return true; if (((GameBase.skill.value == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)) self.monsterinfo.nextframe = FRAME_attak102; return true; } }; static EntThinkAdapter soldier_attack2_refire1 = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.skinnum > 1) return true; if (self.enemy.health <= 0) return true; if (((GameBase.skill.value == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)) self.monsterinfo.nextframe = FRAME_attak204; else self.monsterinfo.nextframe = FRAME_attak216; return true; } }; static EntThinkAdapter soldier_attack2_refire2 = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.skinnum < 2) return true; if (self.enemy.health <= 0) return true; if (((GameBase.skill.value == 3) && (Lib.random() < 0.5)) || (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)) self.monsterinfo.nextframe = FRAME_attak204; return true; } }; static EntThinkAdapter soldier_attack3_refire = new EntThinkAdapter() { public boolean think(edict_t self) { if ((GameBase.level.time + 0.4) < self.monsterinfo.pausetime) self.monsterinfo.nextframe = FRAME_attak303; return true; } }; static EntThinkAdapter soldier_attack6_refire = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.enemy.health <= 0) return true; if (GameUtil.range(self, self.enemy) < Defines.RANGE_MID) return true; if (GameBase.skill.value == 3) self.monsterinfo.nextframe = FRAME_runs03; return true; } }; // ATTACK6 (run & shoot) static EntThinkAdapter soldier_fire8 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 7); return true; } }; // ATTACK1 (blaster/shotgun) static EntThinkAdapter soldier_fire1 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 0); return true; } }; // ATTACK2 (blaster/shotgun) static EntThinkAdapter soldier_fire2 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 1); return true; } }; static EntThinkAdapter soldier_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 soldier_fire3 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_duck_down.think(self); soldier_fire(self, 2); return true; } }; // ATTACK4 (machinegun) static EntThinkAdapter soldier_fire4 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 3); // // if (self.enemy.health <= 0) // return; // // if ( ((skill.value == 3) && (random() < 0.5)) || (range(self, // self.enemy) == RANGE_MELEE) ) // self.monsterinfo.nextframe = FRAME_attak402; return true; } }; // // DEATH // static EntThinkAdapter soldier_fire6 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 5); return true; } }; static EntThinkAdapter soldier_fire7 = new EntThinkAdapter() { public boolean think(edict_t self) { soldier_fire(self, 6); return true; } }; static EntThinkAdapter soldier_idle = new EntThinkAdapter() { public boolean think(edict_t self) { if (Lib.random() > 0.8) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1, Defines.ATTN_IDLE, 0); return true; } }; static EntThinkAdapter soldier_stand = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.currentmove == soldier_move_stand3) || (Lib.random() < 0.8)) self.monsterinfo.currentmove = soldier_move_stand1; else self.monsterinfo.currentmove = soldier_move_stand3; return true; } }; // // WALK // static EntThinkAdapter soldier_walk1_random = new EntThinkAdapter() { public boolean think(edict_t self) { if (Lib.random() > 0.1) self.monsterinfo.nextframe = FRAME_walk101; return true; } }; static EntThinkAdapter soldier_walk = new EntThinkAdapter() { public boolean think(edict_t self) { if (Lib.random() < 0.5) self.monsterinfo.currentmove = soldier_move_walk1; else self.monsterinfo.currentmove = soldier_move_walk2; return true; } }; static EntThinkAdapter soldier_run = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) { self.monsterinfo.currentmove = soldier_move_stand1; return true; } if (self.monsterinfo.currentmove == soldier_move_walk1 || self.monsterinfo.currentmove == soldier_move_walk2 || self.monsterinfo.currentmove == soldier_move_start_run) { self.monsterinfo.currentmove = soldier_move_run; int a = 2; } else { self.monsterinfo.currentmove = soldier_move_start_run; } return true; } }; static EntPainAdapter soldier_pain = new EntPainAdapter() { public void pain(edict_t self, edict_t other, float kick, int damage) { float r; int n; if (self.health < (self.max_health / 2)) self.s.skinnum |= 1; if (GameBase.level.time < self.pain_debounce_time) { if ((self.velocity[2] > 100) && ((self.monsterinfo.currentmove == soldier_move_pain1) || (self.monsterinfo.currentmove == soldier_move_pain2) || (self.monsterinfo.currentmove == soldier_move_pain3))) self.monsterinfo.currentmove = soldier_move_pain4; return; } self.pain_debounce_time = GameBase.level.time + 3; n = self.s.skinnum | 1; if (n == 1) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain_light, 1, Defines.ATTN_NORM, 0); else if (n == 3) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain, 1, Defines.ATTN_NORM, 0); else GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain_ss, 1, Defines.ATTN_NORM, 0); if (self.velocity[2] > 100) { self.monsterinfo.currentmove = soldier_move_pain4; return; } if (GameBase.skill.value == 3) return; // no pain anims in nightmare r = Lib.random(); if (r < 0.33) self.monsterinfo.currentmove = soldier_move_pain1; else if (r < 0.66) self.monsterinfo.currentmove = soldier_move_pain2; else self.monsterinfo.currentmove = soldier_move_pain3; } }; // // SIGHT // static EntThinkAdapter soldier_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 EntInteractAdapter soldier_sight = new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { if (Lib.random() < 0.5) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight1, 1, Defines.ATTN_NORM, 0); else GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight2, 1, Defines.ATTN_NORM, 0); if ((GameBase.skill.value > 0) && (GameUtil.range(self, self.enemy) >= Defines.RANGE_MID)) { if (Lib.random() > 0.5) self.monsterinfo.currentmove = soldier_move_attack6; } return true; } }; // // SPAWN // static EntThinkAdapter SP_monster_soldier_x = new EntThinkAdapter() { public boolean think(edict_t self) { self.s.modelindex = GameBase.gi .modelindex("models/monsters/soldier/tris.md2"); self.monsterinfo.scale = MODEL_SCALE; Math3D.VectorSet(self.mins, -16, -16, -24); Math3D.VectorSet(self.maxs, 16, 16, 32); self.movetype = Defines.MOVETYPE_STEP; self.solid = Defines.SOLID_BBOX; sound_idle = GameBase.gi.soundindex("soldier/solidle1.wav"); sound_sight1 = GameBase.gi.soundindex("soldier/solsght1.wav"); sound_sight2 = GameBase.gi.soundindex("soldier/solsrch1.wav"); sound_cock = GameBase.gi.soundindex("infantry/infatck3.wav"); self.mass = 100; 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; self.monsterinfo.attack = soldier_attack; self.monsterinfo.melee = null; self.monsterinfo.sight = soldier_sight; GameBase.gi.linkentity(self); self.monsterinfo.stand.think(self); GameAI.walkmonster_start.think(self); return true; } }; /* * QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ static EntThinkAdapter SP_monster_soldier_light = new EntThinkAdapter() { public boolean think(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return true; } SP_monster_soldier_x.think(self); sound_pain_light = GameBase.gi.soundindex("soldier/solpain2.wav"); sound_death_light = GameBase.gi.soundindex("soldier/soldeth2.wav"); GameBase.gi.modelindex("models/objects/laser/tris.md2"); GameBase.gi.soundindex("misc/lasfly.wav"); GameBase.gi.soundindex("soldier/solatck2.wav"); self.s.skinnum = 0; self.health = 20; self.gib_health = -30; return true; } }; /* * QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ static EntThinkAdapter SP_monster_soldier = new EntThinkAdapter() { public boolean think(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return true; } SP_monster_soldier_x.think(self); sound_pain = GameBase.gi.soundindex("soldier/solpain1.wav"); sound_death = GameBase.gi.soundindex("soldier/soldeth1.wav"); GameBase.gi.soundindex("soldier/solatck1.wav"); self.s.skinnum = 2; self.health = 30; self.gib_health = -30; return true; } }; /** * QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ static EntThinkAdapter SP_monster_soldier_ss = new EntThinkAdapter() { public boolean think(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return true; } SP_monster_soldier_x.think(self); sound_pain_ss = GameBase.gi.soundindex("soldier/solpain3.wav"); sound_death_ss = GameBase.gi.soundindex("soldier/soldeth3.wav"); GameBase.gi.soundindex("soldier/solatck3.wav"); self.s.skinnum = 4; self.health = 40; self.gib_health = -30; return true; } }; static void soldier_fire(edict_t self, int flash_number) { float[] start = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; float[] aim = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; float[] end = { 0, 0, 0 }; float r, u; int flash_index; if (self.s.skinnum < 2) flash_index = blaster_flash[flash_number]; else if (self.s.skinnum < 4) flash_index = shotgun_flash[flash_number]; else flash_index = machinegun_flash[flash_number]; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[flash_index], forward, right, start); if (flash_number == 5 || flash_number == 6) { Math3D.VectorCopy(forward, aim); } else { Math3D.VectorCopy(self.enemy.s.origin, end); end[2] += self.enemy.viewheight; Math3D.VectorSubtract(end, start, aim); Math3D.vectoangles(aim, dir); Math3D.AngleVectors(dir, forward, right, up); r = Lib.crandom() * 1000; u = Lib.crandom() * 500; Math3D.VectorMA(start, 8192, forward, end); Math3D.VectorMA(end, r, right, end); Math3D.VectorMA(end, u, up, end); Math3D.VectorSubtract(end, start, aim); Math3D.VectorNormalize(aim); } if (self.s.skinnum <= 1) { Monster.monster_fire_blaster(self, start, aim, 5, 600, flash_index, Defines.EF_BLASTER); } else if (self.s.skinnum <= 3) { Monster.monster_fire_shotgun(self, start, aim, 2, 1, Defines.DEFAULT_SHOTGUN_HSPREAD, Defines.DEFAULT_SHOTGUN_VSPREAD, Defines.DEFAULT_SHOTGUN_COUNT, flash_index); } else { if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME)) self.monsterinfo.pausetime = GameBase.level.time + (3 + Lib.rand() % 8) * Defines.FRAMETIME; Monster.monster_fire_bullet(self, start, aim, 2, 4, Defines.DEFAULT_BULLET_HSPREAD, Defines.DEFAULT_BULLET_VSPREAD, flash_index); if (GameBase.level.time >= self.monsterinfo.pausetime) self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; else self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; } } static EntThinkAdapter soldier_cock = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.frame == FRAME_stand322) GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1, Defines.ATTN_IDLE, 0); else GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cock, 1, Defines.ATTN_NORM, 0); return true; } }; // STAND static mframe_t soldier_frames_stand1[] = new mframe_t[] { new mframe_t(GameAI.ai_stand, 0, soldier_idle), 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), 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 soldier_move_stand1 = new mmove_t(FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand); static mframe_t soldier_frames_stand3[] = 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, soldier_cock), 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 soldier_move_stand3 = new mmove_t(FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand); static mframe_t soldier_frames_walk1[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, -1, soldier_walk1_random), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 0, null) }; static mmove_t soldier_move_walk1 = new mmove_t(FRAME_walk101, FRAME_walk133, soldier_frames_walk1, null); static mframe_t soldier_frames_walk2[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 4, null), new mframe_t(GameAI.ai_walk, 4, null), new mframe_t(GameAI.ai_walk, 9, null), new mframe_t(GameAI.ai_walk, 8, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 3, null), new mframe_t(GameAI.ai_walk, 7, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 7, null) }; static mmove_t soldier_move_walk2 = new mmove_t(FRAME_walk209, FRAME_walk218, soldier_frames_walk2, null); // // RUN // static mframe_t soldier_frames_start_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 7, null), new mframe_t(GameAI.ai_run, 5, null) }; static mmove_t soldier_move_start_run = new mmove_t(FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run); static mframe_t soldier_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 11, null), new mframe_t(GameAI.ai_run, 16, null), new mframe_t(GameAI.ai_run, 10, null), new mframe_t(GameAI.ai_run, 15, null) }; static mmove_t soldier_move_run = new mmove_t(FRAME_run03, FRAME_run08, soldier_frames_run, null); // // DUCK // static EntThinkAdapter soldier_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; } }; // // PAIN // static mframe_t soldier_frames_pain1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -3, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_pain1 = new mmove_t(FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run); static mframe_t soldier_frames_pain2[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -13, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null) }; static mmove_t soldier_move_pain2 = new mmove_t(FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run); static mframe_t soldier_frames_pain3[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -8, null), new mframe_t(GameAI.ai_move, 10, null), new mframe_t(GameAI.ai_move, -4, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -3, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 3, 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, 0, 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, 2, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null) }; static mmove_t soldier_move_pain3 = new mmove_t(FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run); static mframe_t soldier_frames_pain4[] = 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, -10, null), new mframe_t(GameAI.ai_move, -6, null), new mframe_t(GameAI.ai_move, 8, null), new mframe_t(GameAI.ai_move, 4, null), new mframe_t(GameAI.ai_move, 1, 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), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, -1, null), new mframe_t(GameAI.ai_move, 3, null), new mframe_t(GameAI.ai_move, 2, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_pain4 = new mmove_t(FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run); // // ATTACK // static int blaster_flash[] = { Defines.MZ2_SOLDIER_BLASTER_1, Defines.MZ2_SOLDIER_BLASTER_2, Defines.MZ2_SOLDIER_BLASTER_3, Defines.MZ2_SOLDIER_BLASTER_4, Defines.MZ2_SOLDIER_BLASTER_5, Defines.MZ2_SOLDIER_BLASTER_6, Defines.MZ2_SOLDIER_BLASTER_7, Defines.MZ2_SOLDIER_BLASTER_8 }; static int shotgun_flash[] = { Defines.MZ2_SOLDIER_SHOTGUN_1, Defines.MZ2_SOLDIER_SHOTGUN_2, Defines.MZ2_SOLDIER_SHOTGUN_3, Defines.MZ2_SOLDIER_SHOTGUN_4, Defines.MZ2_SOLDIER_SHOTGUN_5, Defines.MZ2_SOLDIER_SHOTGUN_6, Defines.MZ2_SOLDIER_SHOTGUN_7, Defines.MZ2_SOLDIER_SHOTGUN_8 }; static int machinegun_flash[] = { Defines.MZ2_SOLDIER_MACHINEGUN_1, Defines.MZ2_SOLDIER_MACHINEGUN_2, Defines.MZ2_SOLDIER_MACHINEGUN_3, Defines.MZ2_SOLDIER_MACHINEGUN_4, Defines.MZ2_SOLDIER_MACHINEGUN_5, Defines.MZ2_SOLDIER_MACHINEGUN_6, Defines.MZ2_SOLDIER_MACHINEGUN_7, Defines.MZ2_SOLDIER_MACHINEGUN_8 }; static mframe_t soldier_frames_attack1[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_cock), new mframe_t(GameAI.ai_charge, 0, soldier_attack1_refire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t soldier_move_attack1 = new mmove_t(FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run); static mframe_t soldier_frames_attack2[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire1), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_cock), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack2_refire2), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t soldier_move_attack2 = new mmove_t(FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run); static mframe_t soldier_frames_attack3[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire3), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_attack3_refire), new mframe_t(GameAI.ai_charge, 0, soldier_duck_up), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t soldier_move_attack3 = new mmove_t(FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run); static mframe_t soldier_frames_attack4[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, soldier_fire4), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t soldier_move_attack4 = new mmove_t(FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run); static mframe_t soldier_frames_attack6[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 10, null), new mframe_t(GameAI.ai_charge, 4, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 11, soldier_fire8), new mframe_t(GameAI.ai_charge, 13, null), new mframe_t(GameAI.ai_charge, 18, null), new mframe_t(GameAI.ai_charge, 15, null), new mframe_t(GameAI.ai_charge, 14, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 8, null), new mframe_t(GameAI.ai_charge, 11, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 12, null), new mframe_t(GameAI.ai_charge, 17, soldier_attack6_refire) }; static mmove_t soldier_move_attack6 = new mmove_t(FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run); static mframe_t soldier_frames_duck[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 5, soldier_duck_down), new mframe_t(GameAI.ai_move, -1, soldier_duck_hold), new mframe_t(GameAI.ai_move, 1, null), new mframe_t(GameAI.ai_move, 0, soldier_duck_up), new mframe_t(GameAI.ai_move, 5, null) }; static mmove_t soldier_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run); static mframe_t soldier_frames_death1[] = new mframe_t[] { new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -10, null), new mframe_t(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, soldier_fire6), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, soldier_fire7), 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, 0, 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, 0, 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) }; static mmove_t soldier_move_death1 = new mmove_t(FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead); static mframe_t soldier_frames_death2[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null) }; static mmove_t soldier_move_death2 = new mmove_t(FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead); static mframe_t soldier_frames_death3[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null), }; static mmove_t soldier_move_death3 = new mmove_t(FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead); static mframe_t soldier_frames_death4[] = 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_death4 = new mmove_t(FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead); static mframe_t soldier_frames_death5[] = new mframe_t[] { new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, null), new mframe_t(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_death5 = new mmove_t(FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead); static mframe_t soldier_frames_death6[] = 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t soldier_move_death6 = new mmove_t(FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead); // ATTACK3 (duck and shoot) static EntThinkAdapter soldier_attack = new EntThinkAdapter() { public boolean think(edict_t self) { if (self.s.skinnum < 4) { if (Lib.random() < 0.5) self.monsterinfo.currentmove = soldier_move_attack1; else self.monsterinfo.currentmove = soldier_move_attack2; } else { self.monsterinfo.currentmove = soldier_move_attack4; } return true; } }; static EntDodgeAdapter soldier_dodge = new EntDodgeAdapter() { public void dodge(edict_t self, edict_t attacker, float eta) { float r; r = Lib.random(); if (r > 0.25) return; if (self.enemy == null) self.enemy = attacker; if (GameBase.skill.value == 0) { self.monsterinfo.currentmove = soldier_move_duck; return; } self.monsterinfo.pausetime = GameBase.level.time + eta + 0.3f; r = Lib.random(); if (GameBase.skill.value == 1) { if (r > 0.33) self.monsterinfo.currentmove = soldier_move_duck; else self.monsterinfo.currentmove = soldier_move_attack3; return; } if (GameBase.skill.value >= 2) { if (r > 0.66) self.monsterinfo.currentmove = soldier_move_duck; else self.monsterinfo.currentmove = soldier_move_attack3; return; } self.monsterinfo.currentmove = soldier_move_attack3; } }; }