Annotation of quake2/game/m_gunner.c, revision 1.1.1.1

1.1       root        1: /*
                      2: ==============================================================================
                      3: 
                      4: GUNNER
                      5: 
                      6: ==============================================================================
                      7: */
                      8: 
                      9: #include "g_local.h"
                     10: #include "m_gunner.h"
                     11: 
                     12: 
                     13: static int     sound_pain;
                     14: static int     sound_pain2;
                     15: static int     sound_death;
                     16: static int     sound_idle;
                     17: static int     sound_open;
                     18: static int     sound_search;
                     19: static int     sound_sight;
                     20: 
                     21: 
                     22: void gunner_idlesound (edict_t *self)
                     23: {
                     24:        gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
                     25: }
                     26: 
                     27: void gunner_sight (edict_t *self, edict_t *other)
                     28: {
                     29:        gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
                     30: }
                     31: 
                     32: void gunner_search (edict_t *self)
                     33: {
                     34:        gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
                     35: }
                     36: 
                     37: 
                     38: qboolean visible (edict_t *self, edict_t *other);
                     39: void GunnerGrenade (edict_t *self);
                     40: void GunnerFire (edict_t *self);
                     41: void gunner_fire_chain(edict_t *self);
                     42: void gunner_refire_chain(edict_t *self);
                     43: 
                     44: 
                     45: void gunner_stand (edict_t *self);
                     46: 
                     47: mframe_t gunner_frames_fidget [] =
                     48: {
                     49:        ai_stand, 0, NULL,
                     50:        ai_stand, 0, NULL,
                     51:        ai_stand, 0, NULL,
                     52:        ai_stand, 0, NULL,
                     53:        ai_stand, 0, NULL,
                     54:        ai_stand, 0, NULL,
                     55:        ai_stand, 0, NULL,
                     56:        ai_stand, 0, gunner_idlesound,
                     57:        ai_stand, 0, NULL,
                     58: 
                     59:        ai_stand, 0, NULL,
                     60:        ai_stand, 0, NULL,
                     61:        ai_stand, 0, NULL,
                     62:        ai_stand, 0, NULL,
                     63:        ai_stand, 0, NULL,
                     64:        ai_stand, 0, NULL,
                     65:        ai_stand, 0, NULL,
                     66:        ai_stand, 0, NULL,
                     67:        ai_stand, 0, NULL,
                     68:        ai_stand, 0, NULL,
                     69: 
                     70:        ai_stand, 0, NULL,
                     71:        ai_stand, 0, NULL,
                     72:        ai_stand, 0, NULL,
                     73:        ai_stand, 0, NULL,
                     74:        ai_stand, 0, NULL,
                     75:        ai_stand, 0, NULL,
                     76:        ai_stand, 0, NULL,
                     77:        ai_stand, 0, NULL,
                     78:        ai_stand, 0, NULL,
                     79:        ai_stand, 0, NULL,
                     80: 
                     81:        ai_stand, 0, NULL,
                     82:        ai_stand, 0, NULL,
                     83:        ai_stand, 0, NULL,
                     84:        ai_stand, 0, NULL,
                     85:        ai_stand, 0, NULL,
                     86:        ai_stand, 0, NULL,
                     87:        ai_stand, 0, NULL,
                     88:        ai_stand, 0, NULL,
                     89:        ai_stand, 0, NULL,
                     90:        ai_stand, 0, NULL,
                     91: 
                     92:        ai_stand, 0, NULL,
                     93:        ai_stand, 0, NULL,
                     94:        ai_stand, 0, NULL,
                     95:        ai_stand, 0, NULL,
                     96:        ai_stand, 0, NULL,
                     97:        ai_stand, 0, NULL,
                     98:        ai_stand, 0, NULL,
                     99:        ai_stand, 0, NULL,
                    100:        ai_stand, 0, NULL,
                    101:        ai_stand, 0, NULL
                    102: };
                    103: mmove_t        gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
                    104: 
                    105: void gunner_fidget (edict_t *self)
                    106: {
                    107:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
                    108:                return;
                    109:        if (random() <= 0.05)
                    110:                self->monsterinfo.currentmove = &gunner_move_fidget;
                    111: }
                    112: 
                    113: mframe_t gunner_frames_stand [] =
                    114: {
                    115:        ai_stand, 0, NULL,
                    116:        ai_stand, 0, NULL,
                    117:        ai_stand, 0, NULL,
                    118:        ai_stand, 0, NULL,
                    119:        ai_stand, 0, NULL,
                    120:        ai_stand, 0, NULL,
                    121:        ai_stand, 0, NULL,
                    122:        ai_stand, 0, NULL,
                    123:        ai_stand, 0, NULL,
                    124:        ai_stand, 0, gunner_fidget,
                    125: 
                    126:        ai_stand, 0, NULL,
                    127:        ai_stand, 0, NULL,
                    128:        ai_stand, 0, NULL,
                    129:        ai_stand, 0, NULL,
                    130:        ai_stand, 0, NULL,
                    131:        ai_stand, 0, NULL,
                    132:        ai_stand, 0, NULL,
                    133:        ai_stand, 0, NULL,
                    134:        ai_stand, 0, NULL,
                    135:        ai_stand, 0, gunner_fidget,
                    136: 
                    137:        ai_stand, 0, NULL,
                    138:        ai_stand, 0, NULL,
                    139:        ai_stand, 0, NULL,
                    140:        ai_stand, 0, NULL,
                    141:        ai_stand, 0, NULL,
                    142:        ai_stand, 0, NULL,
                    143:        ai_stand, 0, NULL,
                    144:        ai_stand, 0, NULL,
                    145:        ai_stand, 0, NULL,
                    146:        ai_stand, 0, gunner_fidget
                    147: };
                    148: mmove_t        gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
                    149: 
                    150: void gunner_stand (edict_t *self)
                    151: {
                    152:                self->monsterinfo.currentmove = &gunner_move_stand;
                    153: }
                    154: 
                    155: 
                    156: mframe_t gunner_frames_walk [] =
                    157: {
                    158:        ai_walk, 0, NULL,
                    159:        ai_walk, 3, NULL,
                    160:        ai_walk, 4, NULL,
                    161:        ai_walk, 5, NULL,
                    162:        ai_walk, 7, NULL,
                    163:        ai_walk, 2, NULL,
                    164:        ai_walk, 6, NULL,
                    165:        ai_walk, 4, NULL,
                    166:        ai_walk, 2, NULL,
                    167:        ai_walk, 7, NULL,
                    168:        ai_walk, 5, NULL,
                    169:        ai_walk, 7, NULL,
                    170:        ai_walk, 4, NULL
                    171: };
                    172: mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
                    173: 
                    174: void gunner_walk (edict_t *self)
                    175: {
                    176:        self->monsterinfo.currentmove = &gunner_move_walk;
                    177: }
                    178: 
                    179: mframe_t gunner_frames_run [] =
                    180: {
                    181:        ai_run, 26, NULL,
                    182:        ai_run, 9,  NULL,
                    183:        ai_run, 9,  NULL,
                    184:        ai_run, 9,  NULL,
                    185:        ai_run, 15, NULL,
                    186:        ai_run, 10, NULL,
                    187:        ai_run, 13, NULL,
                    188:        ai_run, 6,  NULL
                    189: };
                    190: 
                    191: mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
                    192: 
                    193: void gunner_run (edict_t *self)
                    194: {
                    195:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
                    196:                self->monsterinfo.currentmove = &gunner_move_stand;
                    197:        else
                    198:                self->monsterinfo.currentmove = &gunner_move_run;
                    199: }
                    200: 
                    201: mframe_t gunner_frames_runandshoot [] =
                    202: {
                    203:        ai_run, 32, NULL,
                    204:        ai_run, 15, NULL,
                    205:        ai_run, 10, NULL,
                    206:        ai_run, 18, NULL,
                    207:        ai_run, 8,  NULL,
                    208:        ai_run, 20, NULL
                    209: };
                    210: 
                    211: mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
                    212: 
                    213: void gunner_runandshoot (edict_t *self)
                    214: {
                    215:        self->monsterinfo.currentmove = &gunner_move_runandshoot;
                    216: }
                    217: 
                    218: mframe_t gunner_frames_pain3 [] =
                    219: {
                    220:        ai_move, -3, NULL,
                    221:        ai_move, 1,      NULL,
                    222:        ai_move, 1,      NULL,
                    223:        ai_move, 0,      NULL,
                    224:        ai_move, 1,      NULL
                    225: };
                    226: mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
                    227: 
                    228: mframe_t gunner_frames_pain2 [] =
                    229: {
                    230:        ai_move, -2, NULL,
                    231:        ai_move, 11, NULL,
                    232:        ai_move, 6,      NULL,
                    233:        ai_move, 2,      NULL,
                    234:        ai_move, -1, NULL,
                    235:        ai_move, -7, NULL,
                    236:        ai_move, -2, NULL,
                    237:        ai_move, -7, NULL
                    238: };
                    239: mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
                    240: 
                    241: mframe_t gunner_frames_pain1 [] =
                    242: {
                    243:        ai_move, 2,      NULL,
                    244:        ai_move, 0,      NULL,
                    245:        ai_move, -5, NULL,
                    246:        ai_move, 3,      NULL,
                    247:        ai_move, -1, NULL,
                    248:        ai_move, 0,      NULL,
                    249:        ai_move, 0,      NULL,
                    250:        ai_move, 0,      NULL,
                    251:        ai_move, 0,      NULL,
                    252:        ai_move, 1,      NULL,
                    253:        ai_move, 1,      NULL,
                    254:        ai_move, 2,      NULL,
                    255:        ai_move, 1,      NULL,
                    256:        ai_move, 0,      NULL,
                    257:        ai_move, -2, NULL,
                    258:        ai_move, -2, NULL,
                    259:        ai_move, 0,      NULL,
                    260:        ai_move, 0,      NULL
                    261: };
                    262: mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
                    263: 
                    264: void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
                    265: {
                    266:        if (self->health < (self->max_health / 2))
                    267:                self->s.skinnum = 1;
                    268: 
                    269:        if (level.time < self->pain_debounce_time)
                    270:                return;
                    271: 
                    272:        self->pain_debounce_time = level.time + 3;
                    273: 
                    274:        if (rand()&1)
                    275:                gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
                    276:        else
                    277:                gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
                    278: 
                    279:        if (skill->value == 3)
                    280:                return;         // no pain anims in nightmare
                    281: 
                    282:        if (damage <= 10)
                    283:                self->monsterinfo.currentmove = &gunner_move_pain3;
                    284:        else if (damage <= 25)
                    285:                self->monsterinfo.currentmove = &gunner_move_pain2;
                    286:        else
                    287:                self->monsterinfo.currentmove = &gunner_move_pain1;
                    288: }
                    289: 
                    290: void gunner_dead (edict_t *self)
                    291: {
                    292:        VectorSet (self->mins, -16, -16, -24);
                    293:        VectorSet (self->maxs, 16, 16, -8);
                    294:        self->movetype = MOVETYPE_TOSS;
                    295:        self->svflags |= SVF_DEADMONSTER;
                    296:        self->nextthink = 0;
                    297:        gi.linkentity (self);
                    298: }
                    299: 
                    300: mframe_t gunner_frames_death [] =
                    301: {
                    302:        ai_move, 0,      NULL,
                    303:        ai_move, 0,      NULL,
                    304:        ai_move, 0,      NULL,
                    305:        ai_move, -7, NULL,
                    306:        ai_move, -3, NULL,
                    307:        ai_move, -5, NULL,
                    308:        ai_move, 8,      NULL,
                    309:        ai_move, 6,      NULL,
                    310:        ai_move, 0,      NULL,
                    311:        ai_move, 0,      NULL,
                    312:        ai_move, 0,      NULL
                    313: };
                    314: mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
                    315: 
                    316: void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                    317: {
                    318:        int             n;
                    319: 
                    320: // check for gib
                    321:        if (self->health <= self->gib_health)
                    322:        {
                    323:                gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
                    324:                for (n= 0; n < 2; n++)
                    325:                        ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
                    326:                for (n= 0; n < 4; n++)
                    327:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
                    328:                ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
                    329:                self->deadflag = DEAD_DEAD;
                    330:                return;
                    331:        }
                    332: 
                    333:        if (self->deadflag == DEAD_DEAD)
                    334:                return;
                    335: 
                    336: // regular death
                    337:        gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
                    338:        self->deadflag = DEAD_DEAD;
                    339:        self->takedamage = DAMAGE_YES;
                    340:        self->monsterinfo.currentmove = &gunner_move_death;
                    341: }
                    342: 
                    343: 
                    344: void gunner_duck_down (edict_t *self)
                    345: {
                    346:        if (self->monsterinfo.aiflags & AI_DUCKED)
                    347:                return;
                    348:        self->monsterinfo.aiflags |= AI_DUCKED;
                    349:        if (skill->value >= 2)
                    350:        {
                    351:                if (random() > 0.5)
                    352:                        GunnerGrenade (self);
                    353:        }
                    354: 
                    355:        self->maxs[2] -= 32;
                    356:        self->takedamage = DAMAGE_YES;
                    357:        self->monsterinfo.pausetime = level.time + 1;
                    358:        gi.linkentity (self);
                    359: }
                    360: 
                    361: void gunner_duck_hold (edict_t *self)
                    362: {
                    363:        if (level.time >= self->monsterinfo.pausetime)
                    364:                self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
                    365:        else
                    366:                self->monsterinfo.aiflags |= AI_HOLD_FRAME;
                    367: }
                    368: 
                    369: void gunner_duck_up (edict_t *self)
                    370: {
                    371:        self->monsterinfo.aiflags &= ~AI_DUCKED;
                    372:        self->maxs[2] += 32;
                    373:        self->takedamage = DAMAGE_AIM;
                    374:        gi.linkentity (self);
                    375: }
                    376: 
                    377: mframe_t gunner_frames_duck [] =
                    378: {
                    379:        ai_move, 1,  gunner_duck_down,
                    380:        ai_move, 1,  NULL,
                    381:        ai_move, 1,  gunner_duck_hold,
                    382:        ai_move, 0,  NULL,
                    383:        ai_move, -1, NULL,
                    384:        ai_move, -1, NULL,
                    385:        ai_move, 0,  gunner_duck_up,
                    386:        ai_move, -1, NULL
                    387: };
                    388: mmove_t        gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
                    389: 
                    390: void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
                    391: {
                    392:        if (random() > 0.25)
                    393:                return;
                    394: 
                    395:        if (!self->enemy)
                    396:                self->enemy = attacker;
                    397: 
                    398:        self->monsterinfo.currentmove = &gunner_move_duck;
                    399: }
                    400: 
                    401: 
                    402: void gunner_opengun (edict_t *self)
                    403: {
                    404:        gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
                    405: }
                    406: 
                    407: void GunnerFire (edict_t *self)
                    408: {
                    409:        vec3_t  start;
                    410:        vec3_t  forward, right;
                    411:        vec3_t  target;
                    412:        vec3_t  aim;
                    413:        int             flash_number;
                    414: 
                    415:        flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
                    416: 
                    417:        AngleVectors (self->s.angles, forward, right, NULL);
                    418:        G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
                    419: 
                    420:        // project enemy back a bit and target there
                    421:        VectorCopy (self->enemy->s.origin, target);
                    422:        VectorMA (target, -0.2, self->enemy->velocity, target);
                    423:        target[2] += self->enemy->viewheight;
                    424: 
                    425:        VectorSubtract (target, start, aim);
                    426:        VectorNormalize (aim);
                    427:        monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
                    428: }
                    429: 
                    430: void GunnerGrenade (edict_t *self)
                    431: {
                    432:        vec3_t  start;
                    433:        vec3_t  forward, right;
                    434:        vec3_t  aim;
                    435:        int             flash_number;
                    436: 
                    437:        if (self->s.frame == FRAME_attak105)
                    438:                flash_number = MZ2_GUNNER_GRENADE_1;
                    439:        else if (self->s.frame == FRAME_attak108)
                    440:                flash_number = MZ2_GUNNER_GRENADE_2;
                    441:        else if (self->s.frame == FRAME_attak111)
                    442:                flash_number = MZ2_GUNNER_GRENADE_3;
                    443:        else // (self->s.frame == FRAME_attak114)
                    444:                flash_number = MZ2_GUNNER_GRENADE_4;
                    445: 
                    446:        AngleVectors (self->s.angles, forward, right, NULL);
                    447:        G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
                    448: 
                    449:        //FIXME : do a spread -225 -75 75 225 degrees around forward
                    450:        VectorCopy (forward, aim);
                    451: 
                    452:        monster_fire_grenade (self, start, aim, 50, 600, flash_number);
                    453: }
                    454: 
                    455: mframe_t gunner_frames_attack_chain [] =
                    456: {
                    457:        /*
                    458:        ai_charge, 0, NULL,
                    459:        ai_charge, 0, NULL,
                    460:        ai_charge, 0, NULL,
                    461:        ai_charge, 0, NULL,
                    462:        ai_charge, 0, NULL,
                    463:        ai_charge, 0, NULL,
                    464:        ai_charge, 0, NULL,
                    465:        ai_charge, 0, NULL,
                    466:        */
                    467:        ai_charge, 0, gunner_opengun,
                    468:        ai_charge, 0, NULL,
                    469:        ai_charge, 0, NULL,
                    470:        ai_charge, 0, NULL,
                    471:        ai_charge, 0, NULL,
                    472:        ai_charge, 0, NULL,
                    473:        ai_charge, 0, NULL
                    474: };
                    475: mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
                    476: 
                    477: mframe_t gunner_frames_fire_chain [] =
                    478: {
                    479:        ai_charge,   0, GunnerFire,
                    480:        ai_charge,   0, GunnerFire,
                    481:        ai_charge,   0, GunnerFire,
                    482:        ai_charge,   0, GunnerFire,
                    483:        ai_charge,   0, GunnerFire,
                    484:        ai_charge,   0, GunnerFire,
                    485:        ai_charge,   0, GunnerFire,
                    486:        ai_charge,   0, GunnerFire
                    487: };
                    488: mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
                    489: 
                    490: mframe_t gunner_frames_endfire_chain [] =
                    491: {
                    492:        ai_charge, 0, NULL,
                    493:        ai_charge, 0, NULL,
                    494:        ai_charge, 0, NULL,
                    495:        ai_charge, 0, NULL,
                    496:        ai_charge, 0, NULL,
                    497:        ai_charge, 0, NULL,
                    498:        ai_charge, 0, NULL
                    499: };
                    500: mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
                    501: 
                    502: mframe_t gunner_frames_attack_grenade [] =
                    503: {
                    504:        ai_charge, 0, NULL,
                    505:        ai_charge, 0, NULL,
                    506:        ai_charge, 0, NULL,
                    507:        ai_charge, 0, NULL,
                    508:        ai_charge, 0, GunnerGrenade,
                    509:        ai_charge, 0, NULL,
                    510:        ai_charge, 0, NULL,
                    511:        ai_charge, 0, GunnerGrenade,
                    512:        ai_charge, 0, NULL,
                    513:        ai_charge, 0, NULL,
                    514:        ai_charge, 0, GunnerGrenade,
                    515:        ai_charge, 0, NULL,
                    516:        ai_charge, 0, NULL,
                    517:        ai_charge, 0, GunnerGrenade,
                    518:        ai_charge, 0, NULL,
                    519:        ai_charge, 0, NULL,
                    520:        ai_charge, 0, NULL,
                    521:        ai_charge, 0, NULL,
                    522:        ai_charge, 0, NULL,
                    523:        ai_charge, 0, NULL,
                    524:        ai_charge, 0, NULL
                    525: };
                    526: mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
                    527: 
                    528: void gunner_attack(edict_t *self)
                    529: {
                    530:        if (range (self, self->enemy) == RANGE_MELEE)
                    531:        {
                    532:                self->monsterinfo.currentmove = &gunner_move_attack_chain;
                    533:        }
                    534:        else
                    535:        {
                    536:                if (random() <= 0.5)
                    537:                        self->monsterinfo.currentmove = &gunner_move_attack_grenade;
                    538:                else
                    539:                        self->monsterinfo.currentmove = &gunner_move_attack_chain;
                    540:        }
                    541: }
                    542: 
                    543: void gunner_fire_chain(edict_t *self)
                    544: {
                    545:        self->monsterinfo.currentmove = &gunner_move_fire_chain;
                    546: }
                    547: 
                    548: void gunner_refire_chain(edict_t *self)
                    549: {
                    550:        if (self->enemy->health > 0)
                    551:                if ( visible (self, self->enemy) )
                    552:                        if (random() <= 0.5)
                    553:                        {
                    554:                                self->monsterinfo.currentmove = &gunner_move_fire_chain;
                    555:                                return;
                    556:                        }
                    557:        self->monsterinfo.currentmove = &gunner_move_endfire_chain;
                    558: }
                    559: 
                    560: /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
                    561: */
                    562: void SP_monster_gunner (edict_t *self)
                    563: {
                    564:        if (deathmatch->value)
                    565:        {
                    566:                G_FreeEdict (self);
                    567:                return;
                    568:        }
                    569: 
                    570:        sound_death = gi.soundindex ("gunner/death1.wav");      
                    571:        sound_pain = gi.soundindex ("gunner/gunpain2.wav");     
                    572:        sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");    
                    573:        sound_idle = gi.soundindex ("gunner/gunidle1.wav");     
                    574:        sound_open = gi.soundindex ("gunner/gunatck1.wav");     
                    575:        sound_search = gi.soundindex ("gunner/gunsrch1.wav");   
                    576:        sound_sight = gi.soundindex ("gunner/sight1.wav");      
                    577: 
                    578:        gi.soundindex ("gunner/gunatck2.wav");
                    579:        gi.soundindex ("gunner/gunatck3.wav");
                    580: 
                    581:        self->movetype = MOVETYPE_STEP;
                    582:        self->solid = SOLID_BBOX;
                    583:        self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
                    584:        VectorSet (self->mins, -16, -16, -24);
                    585:        VectorSet (self->maxs, 16, 16, 32);
                    586: 
                    587:        self->health = 175;
                    588:        self->gib_health = -70;
                    589:        self->mass = 200;
                    590: 
                    591:        self->pain = gunner_pain;
                    592:        self->die = gunner_die;
                    593: 
                    594:        self->monsterinfo.stand = gunner_stand;
                    595:        self->monsterinfo.walk = gunner_walk;
                    596:        self->monsterinfo.run = gunner_run;
                    597:        self->monsterinfo.dodge = gunner_dodge;
                    598:        self->monsterinfo.attack = gunner_attack;
                    599:        self->monsterinfo.melee = NULL;
                    600:        self->monsterinfo.sight = gunner_sight;
                    601:        self->monsterinfo.search = gunner_search;
                    602: 
                    603:        gi.linkentity (self);
                    604: 
                    605:        self->monsterinfo.currentmove = &gunner_move_stand;     
                    606:        self->monsterinfo.scale = MODEL_SCALE;
                    607: 
                    608:        walkmonster_start (self);
                    609: }

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