Annotation of quake2/game/m_infantry.c, revision 1.1

1.1     ! root        1: /*
        !             2: ==============================================================================
        !             3: 
        !             4: INFANTRY
        !             5: 
        !             6: ==============================================================================
        !             7: */
        !             8: 
        !             9: #include "g_local.h"
        !            10: #include "m_infantry.h"
        !            11: 
        !            12: void InfantryMachineGun (edict_t *self);
        !            13: 
        !            14: 
        !            15: static int     sound_pain1;
        !            16: static int     sound_pain2;
        !            17: static int     sound_die1;
        !            18: static int     sound_die2;
        !            19: 
        !            20: static int     sound_gunshot;
        !            21: static int     sound_weapon_cock;
        !            22: static int     sound_punch_swing;
        !            23: static int     sound_punch_hit;
        !            24: static int     sound_sight;
        !            25: static int     sound_search;
        !            26: static int     sound_idle;
        !            27: 
        !            28: 
        !            29: mframe_t infantry_frames_stand [] =
        !            30: {
        !            31:        ai_stand, 0, NULL,
        !            32:        ai_stand, 0, NULL,
        !            33:        ai_stand, 0, NULL,
        !            34:        ai_stand, 0, NULL,
        !            35:        ai_stand, 0, NULL,
        !            36:        ai_stand, 0, NULL,
        !            37:        ai_stand, 0, NULL,
        !            38:        ai_stand, 0, NULL,
        !            39:        ai_stand, 0, NULL,
        !            40:        ai_stand, 0, NULL,
        !            41:        ai_stand, 0, NULL,
        !            42:        ai_stand, 0, NULL,
        !            43:        ai_stand, 0, NULL,
        !            44:        ai_stand, 0, NULL,
        !            45:        ai_stand, 0, NULL,
        !            46:        ai_stand, 0, NULL,
        !            47:        ai_stand, 0, NULL,
        !            48:        ai_stand, 0, NULL,
        !            49:        ai_stand, 0, NULL,
        !            50:        ai_stand, 0, NULL,
        !            51:        ai_stand, 0, NULL,
        !            52:        ai_stand, 0, NULL
        !            53: };
        !            54: mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
        !            55: 
        !            56: void infantry_stand (edict_t *self)
        !            57: {
        !            58:        self->monsterinfo.currentmove = &infantry_move_stand;
        !            59: }
        !            60: 
        !            61: 
        !            62: mframe_t infantry_frames_fidget [] =
        !            63: {
        !            64:        ai_stand, 1,  NULL,
        !            65:        ai_stand, 0,  NULL,
        !            66:        ai_stand, 1,  NULL,
        !            67:        ai_stand, 3,  NULL,
        !            68:        ai_stand, 6,  NULL,
        !            69:        ai_stand, 3,  NULL,
        !            70:        ai_stand, 0,  NULL,
        !            71:        ai_stand, 0,  NULL,
        !            72:        ai_stand, 0,  NULL,
        !            73:        ai_stand, 0,  NULL,
        !            74:        ai_stand, 1,  NULL,
        !            75:        ai_stand, 0,  NULL,
        !            76:        ai_stand, 0,  NULL,
        !            77:        ai_stand, 0,  NULL,
        !            78:        ai_stand, 0,  NULL,
        !            79:        ai_stand, 1,  NULL,
        !            80:        ai_stand, 0,  NULL,
        !            81:        ai_stand, -1, NULL,
        !            82:        ai_stand, 0,  NULL,
        !            83:        ai_stand, 0,  NULL,
        !            84:        ai_stand, 1,  NULL,
        !            85:        ai_stand, 0,  NULL,
        !            86:        ai_stand, -2, NULL,
        !            87:        ai_stand, 1,  NULL,
        !            88:        ai_stand, 1,  NULL,
        !            89:        ai_stand, 1,  NULL,
        !            90:        ai_stand, -1, NULL,
        !            91:        ai_stand, 0,  NULL,
        !            92:        ai_stand, 0,  NULL,
        !            93:        ai_stand, -1, 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, -1, NULL,
        !           100:        ai_stand, 0,  NULL,
        !           101:        ai_stand, 0,  NULL,
        !           102:        ai_stand, 1,  NULL,
        !           103:        ai_stand, 0,  NULL,
        !           104:        ai_stand, 0,  NULL,
        !           105:        ai_stand, -1, NULL,
        !           106:        ai_stand, -1, NULL,
        !           107:        ai_stand, 0,  NULL,
        !           108:        ai_stand, -3, NULL,
        !           109:        ai_stand, -2, NULL,
        !           110:        ai_stand, -3, NULL,
        !           111:        ai_stand, -3, NULL,
        !           112:        ai_stand, -2, NULL
        !           113: };
        !           114: mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
        !           115: 
        !           116: void infantry_fidget (edict_t *self)
        !           117: {
        !           118:        self->monsterinfo.currentmove = &infantry_move_fidget;
        !           119:        gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
        !           120: }
        !           121: 
        !           122: mframe_t infantry_frames_walk [] =
        !           123: {
        !           124:        ai_walk, 5,  NULL,
        !           125:        ai_walk, 4,  NULL,
        !           126:        ai_walk, 4,  NULL,
        !           127:        ai_walk, 5,  NULL,
        !           128:        ai_walk, 4,  NULL,
        !           129:        ai_walk, 5,  NULL,
        !           130:        ai_walk, 6,  NULL,
        !           131:        ai_walk, 4,  NULL,
        !           132:        ai_walk, 4,  NULL,
        !           133:        ai_walk, 4,  NULL,
        !           134:        ai_walk, 4,  NULL,
        !           135:        ai_walk, 5,  NULL
        !           136: };
        !           137: mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
        !           138: 
        !           139: void infantry_walk (edict_t *self)
        !           140: {
        !           141:        self->monsterinfo.currentmove = &infantry_move_walk;
        !           142: }
        !           143: 
        !           144: mframe_t infantry_frames_run [] =
        !           145: {
        !           146:        ai_run, 10, NULL,
        !           147:        ai_run, 20, NULL,
        !           148:        ai_run, 5,  NULL,
        !           149:        ai_run, 7,  NULL,
        !           150:        ai_run, 30, NULL,
        !           151:        ai_run, 35, NULL,
        !           152:        ai_run, 2,  NULL,
        !           153:        ai_run, 6,  NULL
        !           154: };
        !           155: mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
        !           156: 
        !           157: void infantry_run (edict_t *self)
        !           158: {
        !           159:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        !           160:                self->monsterinfo.currentmove = &infantry_move_stand;
        !           161:        else
        !           162:                self->monsterinfo.currentmove = &infantry_move_run;
        !           163: }
        !           164: 
        !           165: 
        !           166: mframe_t infantry_frames_pain1 [] =
        !           167: {
        !           168:        ai_move, -3, NULL,
        !           169:        ai_move, -2, NULL,
        !           170:        ai_move, -1, NULL,
        !           171:        ai_move, -2, NULL,
        !           172:        ai_move, -1, NULL,
        !           173:        ai_move, 1,  NULL,
        !           174:        ai_move, -1, NULL,
        !           175:        ai_move, 1,  NULL,
        !           176:        ai_move, 6,  NULL,
        !           177:        ai_move, 2,  NULL
        !           178: };
        !           179: mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
        !           180: 
        !           181: mframe_t infantry_frames_pain2 [] =
        !           182: {
        !           183:        ai_move, -3, NULL,
        !           184:        ai_move, -3, NULL,
        !           185:        ai_move, 0,  NULL,
        !           186:        ai_move, -1, NULL,
        !           187:        ai_move, -2, NULL,
        !           188:        ai_move, 0,  NULL,
        !           189:        ai_move, 0,  NULL,
        !           190:        ai_move, 2,  NULL,
        !           191:        ai_move, 5,  NULL,
        !           192:        ai_move, 2,  NULL
        !           193: };
        !           194: mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
        !           195: 
        !           196: void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
        !           197: {
        !           198:        int             n;
        !           199: 
        !           200:        if (self->health < (self->max_health / 2))
        !           201:                self->s.skinnum = 1;
        !           202: 
        !           203:        if (level.time < self->pain_debounce_time)
        !           204:                return;
        !           205: 
        !           206:        self->pain_debounce_time = level.time + 3;
        !           207:        
        !           208:        if (skill->value == 3)
        !           209:                return;         // no pain anims in nightmare
        !           210: 
        !           211:        n = rand() % 2;
        !           212:        if (n == 0)
        !           213:        {
        !           214:                self->monsterinfo.currentmove = &infantry_move_pain1;
        !           215:                gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        !           216:        }
        !           217:        else
        !           218:        {
        !           219:                self->monsterinfo.currentmove = &infantry_move_pain2;
        !           220:                gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        !           221:        }
        !           222: }
        !           223: 
        !           224: 
        !           225: vec3_t aimangles[] =
        !           226: {
        !           227:        0.0, 5.0, 0.0,
        !           228:        10.0, 15.0, 0.0,
        !           229:        20.0, 25.0, 0.0,
        !           230:        25.0, 35.0, 0.0,
        !           231:        30.0, 40.0, 0.0,
        !           232:        30.0, 45.0, 0.0,
        !           233:        25.0, 50.0, 0.0,
        !           234:        20.0, 40.0, 0.0,
        !           235:        15.0, 35.0, 0.0,
        !           236:        40.0, 35.0, 0.0,
        !           237:        70.0, 35.0, 0.0,
        !           238:        90.0, 35.0, 0.0
        !           239: };
        !           240: 
        !           241: void InfantryMachineGun (edict_t *self)
        !           242: {
        !           243:        vec3_t  start, target;
        !           244:        vec3_t  forward, right;
        !           245:        vec3_t  vec;
        !           246:        int             flash_number;
        !           247: 
        !           248:        if (self->s.frame == FRAME_attak111)
        !           249:        {
        !           250:                flash_number = MZ2_INFANTRY_MACHINEGUN_1;
        !           251:                AngleVectors (self->s.angles, forward, right, NULL);
        !           252:                G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
        !           253: 
        !           254:                if (self->enemy)
        !           255:                {
        !           256:                        VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
        !           257:                        target[2] += self->enemy->viewheight;
        !           258:                        VectorSubtract (target, start, forward);
        !           259:                        VectorNormalize (forward);
        !           260:                }
        !           261:                else
        !           262:                {
        !           263:                        AngleVectors (self->s.angles, forward, right, NULL);
        !           264:                }
        !           265:        }
        !           266:        else
        !           267:        {
        !           268:                flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
        !           269: 
        !           270:                AngleVectors (self->s.angles, forward, right, NULL);
        !           271:                G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
        !           272: 
        !           273:                VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
        !           274:                AngleVectors (vec, forward, NULL, NULL);
        !           275:        }
        !           276: 
        !           277:        monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
        !           278: }
        !           279: 
        !           280: void infantry_sight (edict_t *self, edict_t *other)
        !           281: {
        !           282:        gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
        !           283: }
        !           284: 
        !           285: void infantry_dead (edict_t *self)
        !           286: {
        !           287:        VectorSet (self->mins, -16, -16, -24);
        !           288:        VectorSet (self->maxs, 16, 16, -8);
        !           289:        self->movetype = MOVETYPE_TOSS;
        !           290:        self->svflags |= SVF_DEADMONSTER;
        !           291:        gi.linkentity (self);
        !           292: 
        !           293:        M_FlyCheck (self);
        !           294: }
        !           295: 
        !           296: mframe_t infantry_frames_death1 [] =
        !           297: {
        !           298:        ai_move, -4, NULL,
        !           299:        ai_move, 0,  NULL,
        !           300:        ai_move, 0,  NULL,
        !           301:        ai_move, -1, NULL,
        !           302:        ai_move, -4, NULL,
        !           303:        ai_move, 0,  NULL,
        !           304:        ai_move, 0,  NULL,
        !           305:        ai_move, 0,  NULL,
        !           306:        ai_move, -1, NULL,
        !           307:        ai_move, 3,  NULL,
        !           308:        ai_move, 1,  NULL,
        !           309:        ai_move, 1,  NULL,
        !           310:        ai_move, -2, NULL,
        !           311:        ai_move, 2,  NULL,
        !           312:        ai_move, 2,  NULL,
        !           313:        ai_move, 9,  NULL,
        !           314:        ai_move, 9,  NULL,
        !           315:        ai_move, 5,  NULL,
        !           316:        ai_move, -3, NULL,
        !           317:        ai_move, -3, NULL
        !           318: };
        !           319: mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
        !           320: 
        !           321: // Off with his head
        !           322: mframe_t infantry_frames_death2 [] =
        !           323: {
        !           324:        ai_move, 0,   NULL,
        !           325:        ai_move, 1,   NULL,
        !           326:        ai_move, 5,   NULL,
        !           327:        ai_move, -1,  NULL,
        !           328:        ai_move, 0,   NULL,
        !           329:        ai_move, 1,   NULL,
        !           330:        ai_move, 1,   NULL,
        !           331:        ai_move, 4,   NULL,
        !           332:        ai_move, 3,   NULL,
        !           333:        ai_move, 0,   NULL,
        !           334:        ai_move, -2,  InfantryMachineGun,
        !           335:        ai_move, -2,  InfantryMachineGun,
        !           336:        ai_move, -3,  InfantryMachineGun,
        !           337:        ai_move, -1,  InfantryMachineGun,
        !           338:        ai_move, -2,  InfantryMachineGun,
        !           339:        ai_move, 0,   InfantryMachineGun,
        !           340:        ai_move, 2,   InfantryMachineGun,
        !           341:        ai_move, 2,   InfantryMachineGun,
        !           342:        ai_move, 3,   InfantryMachineGun,
        !           343:        ai_move, -10, InfantryMachineGun,
        !           344:        ai_move, -7,  InfantryMachineGun,
        !           345:        ai_move, -8,  InfantryMachineGun,
        !           346:        ai_move, -6,  NULL,
        !           347:        ai_move, 4,   NULL,
        !           348:        ai_move, 0,   NULL
        !           349: };
        !           350: mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
        !           351: 
        !           352: mframe_t infantry_frames_death3 [] =
        !           353: {
        !           354:        ai_move, 0,   NULL,
        !           355:        ai_move, 0,   NULL,
        !           356:        ai_move, 0,   NULL,
        !           357:        ai_move, -6,  NULL,
        !           358:        ai_move, -11, NULL,
        !           359:        ai_move, -3,  NULL,
        !           360:        ai_move, -11, NULL,
        !           361:        ai_move, 0,   NULL,
        !           362:        ai_move, 0,   NULL
        !           363: };
        !           364: mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
        !           365: 
        !           366: 
        !           367: void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
        !           368: {
        !           369:        int             n;
        !           370: 
        !           371: // check for gib
        !           372:        if (self->health <= self->gib_health)
        !           373:        {
        !           374:                gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
        !           375:                for (n= 0; n < 2; n++)
        !           376:                        ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        !           377:                for (n= 0; n < 4; n++)
        !           378:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        !           379:                ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        !           380:                self->deadflag = DEAD_DEAD;
        !           381:                return;
        !           382:        }
        !           383: 
        !           384:        if (self->deadflag == DEAD_DEAD)
        !           385:                return;
        !           386: 
        !           387: // regular death
        !           388:        self->deadflag = DEAD_DEAD;
        !           389:        self->takedamage = DAMAGE_YES;
        !           390: 
        !           391:        n = rand() % 3;
        !           392:        if (n == 0)
        !           393:        {
        !           394:                self->monsterinfo.currentmove = &infantry_move_death1;
        !           395:                gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
        !           396:        }
        !           397:        else if (n == 1)
        !           398:        {
        !           399:                self->monsterinfo.currentmove = &infantry_move_death2;
        !           400:                gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
        !           401:        }
        !           402:        else
        !           403:        {
        !           404:                self->monsterinfo.currentmove = &infantry_move_death3;
        !           405:                gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
        !           406:        }
        !           407: }
        !           408: 
        !           409: 
        !           410: void infantry_duck_down (edict_t *self)
        !           411: {
        !           412:        if (self->monsterinfo.aiflags & AI_DUCKED)
        !           413:                return;
        !           414:        self->monsterinfo.aiflags |= AI_DUCKED;
        !           415:        self->maxs[2] -= 32;
        !           416:        self->takedamage = DAMAGE_YES;
        !           417:        self->monsterinfo.pausetime = level.time + 1;
        !           418:        gi.linkentity (self);
        !           419: }
        !           420: 
        !           421: void infantry_duck_hold (edict_t *self)
        !           422: {
        !           423:        if (level.time >= self->monsterinfo.pausetime)
        !           424:                self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
        !           425:        else
        !           426:                self->monsterinfo.aiflags |= AI_HOLD_FRAME;
        !           427: }
        !           428: 
        !           429: void infantry_duck_up (edict_t *self)
        !           430: {
        !           431:        self->monsterinfo.aiflags &= ~AI_DUCKED;
        !           432:        self->maxs[2] += 32;
        !           433:        self->takedamage = DAMAGE_AIM;
        !           434:        gi.linkentity (self);
        !           435: }
        !           436: 
        !           437: mframe_t infantry_frames_duck [] =
        !           438: {
        !           439:        ai_move, -2, infantry_duck_down,
        !           440:        ai_move, -5, infantry_duck_hold,
        !           441:        ai_move, 3,  NULL,
        !           442:        ai_move, 4,  infantry_duck_up,
        !           443:        ai_move, 0,  NULL
        !           444: };
        !           445: mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
        !           446: 
        !           447: void infantry_dodge (edict_t *self, edict_t *attacker, float eta)
        !           448: {
        !           449:        if (random() > 0.25)
        !           450:                return;
        !           451: 
        !           452:        if (!self->enemy)
        !           453:                self->enemy = attacker;
        !           454: 
        !           455:        self->monsterinfo.currentmove = &infantry_move_duck;
        !           456: }
        !           457: 
        !           458: 
        !           459: void infantry_cock_gun (edict_t *self)
        !           460: {
        !           461:        int             n;
        !           462: 
        !           463:        gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
        !           464:        n = (rand() & 15) + 3 + 7;
        !           465:        self->monsterinfo.pausetime = level.time + n * FRAMETIME;
        !           466: }
        !           467: 
        !           468: void infantry_fire (edict_t *self)
        !           469: {
        !           470:        InfantryMachineGun (self);
        !           471: 
        !           472:        if (level.time >= self->monsterinfo.pausetime)
        !           473:                self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
        !           474:        else
        !           475:                self->monsterinfo.aiflags |= AI_HOLD_FRAME;
        !           476: }
        !           477: 
        !           478: mframe_t infantry_frames_attack1 [] =
        !           479: {
        !           480:        ai_charge, 4,  NULL,
        !           481:        ai_charge, -1, NULL,
        !           482:        ai_charge, -1, NULL,
        !           483:        ai_charge, 0,  infantry_cock_gun,
        !           484:        ai_charge, -1, NULL,
        !           485:        ai_charge, 1,  NULL,
        !           486:        ai_charge, 1,  NULL,
        !           487:        ai_charge, 2,  NULL,
        !           488:        ai_charge, -2, NULL,
        !           489:        ai_charge, -3, NULL,
        !           490:        ai_charge, 1,  infantry_fire,
        !           491:        ai_charge, 5,  NULL,
        !           492:        ai_charge, -1, NULL,
        !           493:        ai_charge, -2, NULL,
        !           494:        ai_charge, -3, NULL
        !           495: };
        !           496: mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
        !           497: 
        !           498: 
        !           499: void infantry_swing (edict_t *self)
        !           500: {
        !           501:        gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
        !           502: }
        !           503: 
        !           504: void infantry_smack (edict_t *self)
        !           505: {
        !           506:        vec3_t  aim;
        !           507: 
        !           508:        VectorSet (aim, MELEE_DISTANCE, 0, 0);
        !           509:        if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
        !           510:                gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
        !           511: }
        !           512: 
        !           513: mframe_t infantry_frames_attack2 [] =
        !           514: {
        !           515:        ai_charge, 3, NULL,
        !           516:        ai_charge, 6, NULL,
        !           517:        ai_charge, 0, infantry_swing,
        !           518:        ai_charge, 8, NULL,
        !           519:        ai_charge, 5, NULL,
        !           520:        ai_charge, 8, infantry_smack,
        !           521:        ai_charge, 6, NULL,
        !           522:        ai_charge, 3, NULL,
        !           523: };
        !           524: mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
        !           525: 
        !           526: void infantry_attack(edict_t *self)
        !           527: {
        !           528:        if (range (self, self->enemy) == RANGE_MELEE)
        !           529:                self->monsterinfo.currentmove = &infantry_move_attack2;
        !           530:        else
        !           531:                self->monsterinfo.currentmove = &infantry_move_attack1;
        !           532: }
        !           533: 
        !           534: 
        !           535: /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
        !           536: */
        !           537: void SP_monster_infantry (edict_t *self)
        !           538: {
        !           539:        if (deathmatch->value)
        !           540:        {
        !           541:                G_FreeEdict (self);
        !           542:                return;
        !           543:        }
        !           544: 
        !           545:        sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
        !           546:        sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
        !           547:        sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
        !           548:        sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
        !           549: 
        !           550:        sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
        !           551:        sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
        !           552:        sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
        !           553:        sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
        !           554:        
        !           555:        sound_sight = gi.soundindex ("infantry/infsght1.wav");
        !           556:        sound_search = gi.soundindex ("infantry/infsrch1.wav");
        !           557:        sound_idle = gi.soundindex ("infantry/infidle1.wav");
        !           558:        
        !           559: 
        !           560:        self->movetype = MOVETYPE_STEP;
        !           561:        self->solid = SOLID_BBOX;
        !           562:        self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
        !           563:        VectorSet (self->mins, -16, -16, -24);
        !           564:        VectorSet (self->maxs, 16, 16, 32);
        !           565: 
        !           566:        self->health = 100;
        !           567:        self->gib_health = -40;
        !           568:        self->mass = 200;
        !           569: 
        !           570:        self->pain = infantry_pain;
        !           571:        self->die = infantry_die;
        !           572: 
        !           573:        self->monsterinfo.stand = infantry_stand;
        !           574:        self->monsterinfo.walk = infantry_walk;
        !           575:        self->monsterinfo.run = infantry_run;
        !           576:        self->monsterinfo.dodge = infantry_dodge;
        !           577:        self->monsterinfo.attack = infantry_attack;
        !           578:        self->monsterinfo.melee = NULL;
        !           579:        self->monsterinfo.sight = infantry_sight;
        !           580:        self->monsterinfo.idle = infantry_fidget;
        !           581: 
        !           582:        gi.linkentity (self);
        !           583: 
        !           584:        self->monsterinfo.currentmove = &infantry_move_stand;
        !           585:        self->monsterinfo.scale = MODEL_SCALE;
        !           586: 
        !           587:        walkmonster_start (self);
        !           588: }

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