aboutsummaryrefslogtreecommitdiffstats
path: root/src/jake2/game/M_Infantry.java
blob: baef793d9118b3552ab38398cc503629b897de32 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
/*
 * 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 1.3 2004-09-22 19:22:06 salomo Exp $
package jake2.game;

import jake2.Defines;
import jake2.client.M;
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);

    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);

    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
     */
    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);
    }
}