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1299 lines
28 KiB
1299 lines
28 KiB
/* |
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Copyright (C) 1997-2001 Id Software, Inc. |
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|
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This program is free software; you can redistribute it and/or |
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modify it under the terms of the GNU General Public License |
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as published by the Free Software Foundation; either version 2 |
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of the License, or (at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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|
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See the GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |
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|
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*/ |
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/* |
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============================================================================== |
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SOLDIER |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_soldier.h" |
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static int sound_idle; |
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static int sound_sight1; |
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static int sound_sight2; |
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static int sound_pain_light; |
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static int sound_pain; |
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static int sound_pain_ss; |
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static int sound_death_light; |
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static int sound_death; |
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static int sound_death_ss; |
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static int sound_cock; |
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void soldier_idle (edict_t *self) |
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{ |
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if (random() > 0.8) |
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); |
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} |
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|
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void soldier_cock (edict_t *self) |
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{ |
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if (self->s.frame == FRAME_stand322) |
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gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0); |
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else |
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gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0); |
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} |
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|
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// STAND |
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void soldier_stand (edict_t *self); |
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mframe_t soldier_frames_stand1 [] = |
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{ |
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ai_stand, 0, soldier_idle, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL |
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}; |
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mmove_t soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand}; |
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mframe_t soldier_frames_stand3 [] = |
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{ |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, soldier_cock, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL |
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}; |
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mmove_t soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand}; |
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#if 0 |
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mframe_t soldier_frames_stand4 [] = |
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{ |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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|
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 4, NULL, |
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ai_stand, 1, NULL, |
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ai_stand, -1, NULL, |
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ai_stand, -2, NULL, |
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ai_stand, 0, NULL, |
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ai_stand, 0, NULL |
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}; |
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mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL}; |
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#endif |
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void soldier_stand (edict_t *self) |
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{ |
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if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (random() < 0.8)) |
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self->monsterinfo.currentmove = &soldier_move_stand1; |
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else |
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self->monsterinfo.currentmove = &soldier_move_stand3; |
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} |
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// |
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// WALK |
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// |
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void soldier_walk1_random (edict_t *self) |
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{ |
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if (random() > 0.1) |
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self->monsterinfo.nextframe = FRAME_walk101; |
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} |
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mframe_t soldier_frames_walk1 [] = |
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{ |
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ai_walk, 3, NULL, |
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ai_walk, 6, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 6, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, -1, soldier_walk1_random, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 0, NULL |
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}; |
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mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL}; |
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mframe_t soldier_frames_walk2 [] = |
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{ |
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ai_walk, 4, NULL, |
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ai_walk, 4, NULL, |
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ai_walk, 9, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 3, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 6, NULL, |
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ai_walk, 7, NULL |
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}; |
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mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL}; |
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void soldier_walk (edict_t *self) |
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{ |
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if (random() < 0.5) |
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self->monsterinfo.currentmove = &soldier_move_walk1; |
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else |
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self->monsterinfo.currentmove = &soldier_move_walk2; |
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} |
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// |
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// RUN |
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// |
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void soldier_run (edict_t *self); |
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mframe_t soldier_frames_start_run [] = |
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{ |
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ai_run, 7, NULL, |
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ai_run, 5, NULL |
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}; |
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mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run}; |
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mframe_t soldier_frames_run [] = |
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{ |
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ai_run, 10, NULL, |
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ai_run, 11, NULL, |
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ai_run, 11, NULL, |
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ai_run, 16, NULL, |
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ai_run, 10, NULL, |
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ai_run, 15, NULL |
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}; |
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mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL}; |
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void soldier_run (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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{ |
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self->monsterinfo.currentmove = &soldier_move_stand1; |
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return; |
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} |
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if (self->monsterinfo.currentmove == &soldier_move_walk1 || |
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self->monsterinfo.currentmove == &soldier_move_walk2 || |
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self->monsterinfo.currentmove == &soldier_move_start_run) |
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{ |
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self->monsterinfo.currentmove = &soldier_move_run; |
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} |
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else |
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{ |
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self->monsterinfo.currentmove = &soldier_move_start_run; |
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} |
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} |
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// |
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// PAIN |
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// |
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mframe_t soldier_frames_pain1 [] = |
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{ |
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ai_move, -3, NULL, |
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ai_move, 4, NULL, |
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ai_move, 1, NULL, |
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ai_move, 1, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run}; |
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mframe_t soldier_frames_pain2 [] = |
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{ |
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ai_move, -13, NULL, |
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ai_move, -1, NULL, |
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ai_move, 2, NULL, |
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ai_move, 4, NULL, |
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ai_move, 2, NULL, |
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ai_move, 3, NULL, |
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ai_move, 2, NULL |
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}; |
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mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run}; |
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mframe_t soldier_frames_pain3 [] = |
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{ |
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ai_move, -8, NULL, |
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ai_move, 10, NULL, |
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ai_move, -4, NULL, |
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ai_move, -1, NULL, |
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ai_move, -3, NULL, |
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ai_move, 0, NULL, |
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ai_move, 3, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 1, NULL, |
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ai_move, 0, NULL, |
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ai_move, 1, NULL, |
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ai_move, 2, NULL, |
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ai_move, 4, NULL, |
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ai_move, 3, NULL, |
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ai_move, 2, NULL |
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}; |
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mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run}; |
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mframe_t soldier_frames_pain4 [] = |
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{ |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, 0, NULL, |
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ai_move, -10, NULL, |
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ai_move, -6, NULL, |
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ai_move, 8, NULL, |
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ai_move, 4, NULL, |
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ai_move, 1, NULL, |
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ai_move, 0, NULL, |
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ai_move, 2, NULL, |
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ai_move, 5, NULL, |
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ai_move, 2, NULL, |
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ai_move, -1, NULL, |
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ai_move, -1, NULL, |
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ai_move, 3, NULL, |
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ai_move, 2, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run}; |
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void soldier_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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float r; |
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int n; |
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|
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if (self->health < (self->max_health / 2)) |
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self->s.skinnum |= 1; |
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if (level.time < self->pain_debounce_time) |
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{ |
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if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3))) |
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self->monsterinfo.currentmove = &soldier_move_pain4; |
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return; |
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} |
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self->pain_debounce_time = level.time + 3; |
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n = self->s.skinnum | 1; |
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if (n == 1) |
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gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0); |
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else if (n == 3) |
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); |
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else |
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gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0); |
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if (self->velocity[2] > 100) |
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{ |
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self->monsterinfo.currentmove = &soldier_move_pain4; |
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return; |
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} |
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if (skill->value == 3) |
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return; // no pain anims in nightmare |
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r = random(); |
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if (r < 0.33) |
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self->monsterinfo.currentmove = &soldier_move_pain1; |
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else if (r < 0.66) |
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self->monsterinfo.currentmove = &soldier_move_pain2; |
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else |
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self->monsterinfo.currentmove = &soldier_move_pain3; |
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} |
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// |
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// ATTACK |
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// |
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static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8}; |
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static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8}; |
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static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8}; |
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void soldier_fire (edict_t *self, int flash_number) |
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{ |
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vec3_t start; |
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vec3_t forward, right, up; |
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vec3_t aim; |
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vec3_t dir; |
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vec3_t end; |
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float r, u; |
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int flash_index; |
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|
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if (self->s.skinnum < 2) |
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flash_index = blaster_flash[flash_number]; |
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else if (self->s.skinnum < 4) |
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flash_index = shotgun_flash[flash_number]; |
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else |
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flash_index = machinegun_flash[flash_number]; |
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|
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start); |
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|
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if (flash_number == 5 || flash_number == 6) |
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{ |
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VectorCopy (forward, aim); |
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} |
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else |
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{ |
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VectorCopy (self->enemy->s.origin, end); |
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end[2] += self->enemy->viewheight; |
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VectorSubtract (end, start, aim); |
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vectoangles (aim, dir); |
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AngleVectors (dir, forward, right, up); |
|
|
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r = crandom()*1000; |
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u = crandom()*500; |
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VectorMA (start, 8192, forward, end); |
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VectorMA (end, r, right, end); |
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VectorMA (end, u, up, end); |
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|
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VectorSubtract (end, start, aim); |
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VectorNormalize (aim); |
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} |
|
|
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if (self->s.skinnum <= 1) |
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{ |
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monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER); |
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} |
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else if (self->s.skinnum <= 3) |
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{ |
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monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index); |
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} |
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else |
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{ |
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if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) |
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self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME; |
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|
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monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index); |
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|
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if (level.time >= self->monsterinfo.pausetime) |
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; |
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else |
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self->monsterinfo.aiflags |= AI_HOLD_FRAME; |
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} |
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} |
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|
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// ATTACK1 (blaster/shotgun) |
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|
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void soldier_fire1 (edict_t *self) |
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{ |
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soldier_fire (self, 0); |
|
} |
|
|
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void soldier_attack1_refire1 (edict_t *self) |
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{ |
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if (self->s.skinnum > 1) |
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return; |
|
|
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if (self->enemy->health <= 0) |
|
return; |
|
|
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if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) |
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self->monsterinfo.nextframe = FRAME_attak102; |
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else |
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self->monsterinfo.nextframe = FRAME_attak110; |
|
} |
|
|
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void soldier_attack1_refire2 (edict_t *self) |
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{ |
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if (self->s.skinnum < 2) |
|
return; |
|
|
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if (self->enemy->health <= 0) |
|
return; |
|
|
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if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) |
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self->monsterinfo.nextframe = FRAME_attak102; |
|
} |
|
|
|
mframe_t soldier_frames_attack1 [] = |
|
{ |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_fire1, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_attack1_refire1, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_cock, |
|
ai_charge, 0, soldier_attack1_refire2, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL |
|
}; |
|
mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run}; |
|
|
|
// ATTACK2 (blaster/shotgun) |
|
|
|
void soldier_fire2 (edict_t *self) |
|
{ |
|
soldier_fire (self, 1); |
|
} |
|
|
|
void soldier_attack2_refire1 (edict_t *self) |
|
{ |
|
if (self->s.skinnum > 1) |
|
return; |
|
|
|
if (self->enemy->health <= 0) |
|
return; |
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) |
|
self->monsterinfo.nextframe = FRAME_attak204; |
|
else |
|
self->monsterinfo.nextframe = FRAME_attak216; |
|
} |
|
|
|
void soldier_attack2_refire2 (edict_t *self) |
|
{ |
|
if (self->s.skinnum < 2) |
|
return; |
|
|
|
if (self->enemy->health <= 0) |
|
return; |
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) |
|
self->monsterinfo.nextframe = FRAME_attak204; |
|
} |
|
|
|
mframe_t soldier_frames_attack2 [] = |
|
{ |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_fire2, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_attack2_refire1, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_cock, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_attack2_refire2, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL |
|
}; |
|
mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run}; |
|
|
|
// ATTACK3 (duck and shoot) |
|
|
|
void soldier_duck_down (edict_t *self) |
|
{ |
|
if (self->monsterinfo.aiflags & AI_DUCKED) |
|
return; |
|
self->monsterinfo.aiflags |= AI_DUCKED; |
|
self->maxs[2] -= 32; |
|
self->takedamage = DAMAGE_YES; |
|
self->monsterinfo.pausetime = level.time + 1; |
|
gi.linkentity (self); |
|
} |
|
|
|
void soldier_duck_up (edict_t *self) |
|
{ |
|
self->monsterinfo.aiflags &= ~AI_DUCKED; |
|
self->maxs[2] += 32; |
|
self->takedamage = DAMAGE_AIM; |
|
gi.linkentity (self); |
|
} |
|
|
|
void soldier_fire3 (edict_t *self) |
|
{ |
|
soldier_duck_down (self); |
|
soldier_fire (self, 2); |
|
} |
|
|
|
void soldier_attack3_refire (edict_t *self) |
|
{ |
|
if ((level.time + 0.4) < self->monsterinfo.pausetime) |
|
self->monsterinfo.nextframe = FRAME_attak303; |
|
} |
|
|
|
mframe_t soldier_frames_attack3 [] = |
|
{ |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_fire3, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_attack3_refire, |
|
ai_charge, 0, soldier_duck_up, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL |
|
}; |
|
mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run}; |
|
|
|
// ATTACK4 (machinegun) |
|
|
|
void soldier_fire4 (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; |
|
} |
|
|
|
mframe_t soldier_frames_attack4 [] = |
|
{ |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_fire4, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL |
|
}; |
|
mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run}; |
|
|
|
#if 0 |
|
// ATTACK5 (prone) |
|
|
|
void soldier_fire5 (edict_t *self) |
|
{ |
|
soldier_fire (self, 4); |
|
} |
|
|
|
void soldier_attack5_refire (edict_t *self) |
|
{ |
|
if (self->enemy->health <= 0) |
|
return; |
|
|
|
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) |
|
self->monsterinfo.nextframe = FRAME_attak505; |
|
} |
|
|
|
mframe_t soldier_frames_attack5 [] = |
|
{ |
|
ai_charge, 8, NULL, |
|
ai_charge, 8, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_fire5, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, NULL, |
|
ai_charge, 0, soldier_attack5_refire |
|
}; |
|
mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run}; |
|
#endif |
|
|
|
// ATTACK6 (run & shoot) |
|
|
|
void soldier_fire8 (edict_t *self) |
|
{ |
|
soldier_fire (self, 7); |
|
} |
|
|
|
void soldier_attack6_refire (edict_t *self) |
|
{ |
|
if (self->enemy->health <= 0) |
|
return; |
|
|
|
if (range(self, self->enemy) < RANGE_MID) |
|
return; |
|
|
|
if (skill->value == 3) |
|
self->monsterinfo.nextframe = FRAME_runs03; |
|
} |
|
|
|
mframe_t soldier_frames_attack6 [] = |
|
{ |
|
ai_charge, 10, NULL, |
|
ai_charge, 4, NULL, |
|
ai_charge, 12, NULL, |
|
ai_charge, 11, soldier_fire8, |
|
ai_charge, 13, NULL, |
|
ai_charge, 18, NULL, |
|
ai_charge, 15, NULL, |
|
ai_charge, 14, NULL, |
|
ai_charge, 11, NULL, |
|
ai_charge, 8, NULL, |
|
ai_charge, 11, NULL, |
|
ai_charge, 12, NULL, |
|
ai_charge, 12, NULL, |
|
ai_charge, 17, soldier_attack6_refire |
|
}; |
|
mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run}; |
|
|
|
void soldier_attack(edict_t *self) |
|
{ |
|
if (self->s.skinnum < 4) |
|
{ |
|
if (random() < 0.5) |
|
self->monsterinfo.currentmove = &soldier_move_attack1; |
|
else |
|
self->monsterinfo.currentmove = &soldier_move_attack2; |
|
} |
|
else |
|
{ |
|
self->monsterinfo.currentmove = &soldier_move_attack4; |
|
} |
|
} |
|
|
|
|
|
// |
|
// SIGHT |
|
// |
|
|
|
void soldier_sight(edict_t *self, edict_t *other) |
|
{ |
|
if (random() < 0.5) |
|
gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0); |
|
else |
|
gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0); |
|
|
|
if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID)) |
|
{ |
|
if (random() > 0.5) |
|
self->monsterinfo.currentmove = &soldier_move_attack6; |
|
} |
|
} |
|
|
|
// |
|
// DUCK |
|
// |
|
|
|
void soldier_duck_hold (edict_t *self) |
|
{ |
|
if (level.time >= self->monsterinfo.pausetime) |
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; |
|
else |
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME; |
|
} |
|
|
|
mframe_t soldier_frames_duck [] = |
|
{ |
|
ai_move, 5, soldier_duck_down, |
|
ai_move, -1, soldier_duck_hold, |
|
ai_move, 1, NULL, |
|
ai_move, 0, soldier_duck_up, |
|
ai_move, 5, NULL |
|
}; |
|
mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run}; |
|
|
|
void soldier_dodge (edict_t *self, edict_t *attacker, float eta) |
|
{ |
|
float r; |
|
|
|
r = random(); |
|
if (r > 0.25) |
|
return; |
|
|
|
if (!self->enemy) |
|
self->enemy = attacker; |
|
|
|
if (skill->value == 0) |
|
{ |
|
self->monsterinfo.currentmove = &soldier_move_duck; |
|
return; |
|
} |
|
|
|
self->monsterinfo.pausetime = level.time + eta + 0.3; |
|
r = random(); |
|
|
|
if (skill->value == 1) |
|
{ |
|
if (r > 0.33) |
|
self->monsterinfo.currentmove = &soldier_move_duck; |
|
else |
|
self->monsterinfo.currentmove = &soldier_move_attack3; |
|
return; |
|
} |
|
|
|
if (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; |
|
} |
|
|
|
|
|
// |
|
// DEATH |
|
// |
|
|
|
void soldier_fire6 (edict_t *self) |
|
{ |
|
soldier_fire (self, 5); |
|
} |
|
|
|
void soldier_fire7 (edict_t *self) |
|
{ |
|
soldier_fire (self, 6); |
|
} |
|
|
|
void soldier_dead (edict_t *self) |
|
{ |
|
VectorSet (self->mins, -16, -16, -24); |
|
VectorSet (self->maxs, 16, 16, -8); |
|
self->movetype = MOVETYPE_TOSS; |
|
self->svflags |= SVF_DEADMONSTER; |
|
self->nextthink = 0; |
|
gi.linkentity (self); |
|
} |
|
|
|
mframe_t soldier_frames_death1 [] = |
|
{ |
|
ai_move, 0, NULL, |
|
ai_move, -10, NULL, |
|
ai_move, -10, NULL, |
|
ai_move, -10, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, soldier_fire6, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, soldier_fire7, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL |
|
}; |
|
mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead}; |
|
|
|
mframe_t soldier_frames_death2 [] = |
|
{ |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL |
|
}; |
|
mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead}; |
|
|
|
mframe_t soldier_frames_death3 [] = |
|
{ |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
}; |
|
mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead}; |
|
|
|
mframe_t soldier_frames_death4 [] = |
|
{ |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL |
|
}; |
|
mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead}; |
|
|
|
mframe_t soldier_frames_death5 [] = |
|
{ |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, -5, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
|
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL |
|
}; |
|
mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead}; |
|
|
|
mframe_t soldier_frames_death6 [] = |
|
{ |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL, |
|
ai_move, 0, NULL |
|
}; |
|
mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead}; |
|
|
|
void soldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
|
{ |
|
int n; |
|
|
|
// check for gib |
|
if (self->health <= self->gib_health) |
|
{ |
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); |
|
for (n= 0; n < 3; n++) |
|
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); |
|
ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC); |
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); |
|
self->deadflag = DEAD_DEAD; |
|
return; |
|
} |
|
|
|
if (self->deadflag == DEAD_DEAD) |
|
return; |
|
|
|
// regular death |
|
self->deadflag = DEAD_DEAD; |
|
self->takedamage = DAMAGE_YES; |
|
self->s.skinnum |= 1; |
|
|
|
if (self->s.skinnum == 1) |
|
gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0); |
|
else if (self->s.skinnum == 3) |
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); |
|
else // (self->s.skinnum == 5) |
|
gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0); |
|
|
|
if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4) |
|
{ |
|
// head shot |
|
self->monsterinfo.currentmove = &soldier_move_death3; |
|
return; |
|
} |
|
|
|
n = 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; |
|
} |
|
|
|
|
|
// |
|
// SPAWN |
|
// |
|
|
|
void SP_monster_soldier_x (edict_t *self) |
|
{ |
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2"); |
|
self->monsterinfo.scale = MODEL_SCALE; |
|
VectorSet (self->mins, -16, -16, -24); |
|
VectorSet (self->maxs, 16, 16, 32); |
|
self->movetype = MOVETYPE_STEP; |
|
self->solid = SOLID_BBOX; |
|
|
|
sound_idle = gi.soundindex ("soldier/solidle1.wav"); |
|
sound_sight1 = gi.soundindex ("soldier/solsght1.wav"); |
|
sound_sight2 = gi.soundindex ("soldier/solsrch1.wav"); |
|
sound_cock = 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; |
|
|
|
gi.linkentity (self); |
|
|
|
self->monsterinfo.stand (self); |
|
|
|
walkmonster_start (self); |
|
} |
|
|
|
|
|
/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight |
|
*/ |
|
void SP_monster_soldier_light (edict_t *self) |
|
{ |
|
if (deathmatch->value) |
|
{ |
|
G_FreeEdict (self); |
|
return; |
|
} |
|
|
|
SP_monster_soldier_x (self); |
|
|
|
sound_pain_light = gi.soundindex ("soldier/solpain2.wav"); |
|
sound_death_light = gi.soundindex ("soldier/soldeth2.wav"); |
|
gi.modelindex ("models/objects/laser/tris.md2"); |
|
gi.soundindex ("misc/lasfly.wav"); |
|
gi.soundindex ("soldier/solatck2.wav"); |
|
|
|
self->s.skinnum = 0; |
|
self->health = 20; |
|
self->gib_health = -30; |
|
} |
|
|
|
/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight |
|
*/ |
|
void SP_monster_soldier (edict_t *self) |
|
{ |
|
if (deathmatch->value) |
|
{ |
|
G_FreeEdict (self); |
|
return; |
|
} |
|
|
|
SP_monster_soldier_x (self); |
|
|
|
sound_pain = gi.soundindex ("soldier/solpain1.wav"); |
|
sound_death = gi.soundindex ("soldier/soldeth1.wav"); |
|
gi.soundindex ("soldier/solatck1.wav"); |
|
|
|
self->s.skinnum = 2; |
|
self->health = 30; |
|
self->gib_health = -30; |
|
} |
|
|
|
/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight |
|
*/ |
|
void SP_monster_soldier_ss (edict_t *self) |
|
{ |
|
if (deathmatch->value) |
|
{ |
|
G_FreeEdict (self); |
|
return; |
|
} |
|
|
|
SP_monster_soldier_x (self); |
|
|
|
sound_pain_ss = gi.soundindex ("soldier/solpain3.wav"); |
|
sound_death_ss = gi.soundindex ("soldier/soldeth3.wav"); |
|
gi.soundindex ("soldier/solatck3.wav"); |
|
|
|
self->s.skinnum = 4; |
|
self->health = 40; |
|
self->gib_health = -30; |
|
}
|
|
|