diff options
Diffstat (limited to 'src/baseq2/m_infantry.c')
-rw-r--r-- | src/baseq2/m_infantry.c | 231 |
1 files changed, 101 insertions, 130 deletions
diff --git a/src/baseq2/m_infantry.c b/src/baseq2/m_infantry.c index c950c63..4fe1a31 100644 --- a/src/baseq2/m_infantry.c +++ b/src/baseq2/m_infantry.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -28,7 +28,7 @@ INFANTRY #include "g_local.h" #include "m_infantry.h" -void InfantryMachineGun (edict_t *self); +void InfantryMachineGun(edict_t *self); static int sound_pain1; @@ -45,8 +45,7 @@ static int sound_search; static int sound_idle; -mframe_t infantry_frames_stand [] = -{ +mframe_t infantry_frames_stand [] = { { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, @@ -72,14 +71,13 @@ mframe_t infantry_frames_stand [] = }; mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL}; -void infantry_stand (edict_t *self) +void infantry_stand(edict_t *self) { self->monsterinfo.currentmove = &infantry_move_stand; } -mframe_t infantry_frames_fidget [] = -{ +mframe_t infantry_frames_fidget [] = { { ai_stand, 1, NULL }, { ai_stand, 0, NULL }, { ai_stand, 1, NULL }, @@ -132,14 +130,13 @@ mframe_t infantry_frames_fidget [] = }; mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand}; -void infantry_fidget (edict_t *self) +void infantry_fidget(edict_t *self) { self->monsterinfo.currentmove = &infantry_move_fidget; - gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); + gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } -mframe_t infantry_frames_walk [] = -{ +mframe_t infantry_frames_walk [] = { { ai_walk, 5, NULL }, { ai_walk, 4, NULL }, { ai_walk, 4, NULL }, @@ -155,13 +152,12 @@ mframe_t infantry_frames_walk [] = }; mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL}; -void infantry_walk (edict_t *self) +void infantry_walk(edict_t *self) { self->monsterinfo.currentmove = &infantry_move_walk; } -mframe_t infantry_frames_run [] = -{ +mframe_t infantry_frames_run [] = { { ai_run, 10, NULL }, { ai_run, 20, NULL }, { ai_run, 5, NULL }, @@ -173,7 +169,7 @@ mframe_t infantry_frames_run [] = }; mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL}; -void infantry_run (edict_t *self) +void infantry_run(edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &infantry_move_stand; @@ -182,8 +178,7 @@ void infantry_run (edict_t *self) } -mframe_t infantry_frames_pain1 [] = -{ +mframe_t infantry_frames_pain1 [] = { { ai_move, -3, NULL }, { ai_move, -2, NULL }, { ai_move, -1, NULL }, @@ -197,8 +192,7 @@ mframe_t infantry_frames_pain1 [] = }; mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run}; -mframe_t infantry_frames_pain2 [] = -{ +mframe_t infantry_frames_pain2 [] = { { ai_move, -3, NULL }, { ai_move, -3, NULL }, { ai_move, 0, NULL }, @@ -212,7 +206,7 @@ mframe_t infantry_frames_pain2 [] = }; mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run}; -void infantry_pain (edict_t *self, edict_t *other, float kick, int damage) +void infantry_pain(edict_t *self, edict_t *other, float kick, int damage) { int n; @@ -223,26 +217,22 @@ void infantry_pain (edict_t *self, edict_t *other, float kick, int damage) return; self->pain_debounce_time = level.time + 3; - + if (skill->value == 3) return; // no pain anims in nightmare n = rand() % 2; - if (n == 0) - { + if (n == 0) { self->monsterinfo.currentmove = &infantry_move_pain1; - gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); - } - else - { + gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); + } else { self->monsterinfo.currentmove = &infantry_move_pain2; - gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } } -vec3_t aimangles[] = -{ +vec3_t aimangles[] = { { 0.0, 5.0, 0.0 }, { 10.0, 15.0, 0.0 }, { 20.0, 25.0, 0.0 }, @@ -257,63 +247,56 @@ vec3_t aimangles[] = { 90.0, 35.0, 0.0 } }; -void InfantryMachineGun (edict_t *self) +void InfantryMachineGun(edict_t *self) { vec3_t start, target; vec3_t forward, right; vec3_t vec; int flash_number; - if (self->s.frame == FRAME_attak111) - { + if (self->s.frame == FRAME_attak111) { flash_number = MZ2_INFANTRY_MACHINEGUN_1; - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); + AngleVectors(self->s.angles, forward, right, NULL); + G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start); - if (self->enemy) - { - VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); + if (self->enemy) { + VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; - VectorSubtract (target, start, forward); - VectorNormalize (forward); + VectorSubtract(target, start, forward); + VectorNormalize(forward); + } else { + AngleVectors(self->s.angles, forward, right, NULL); } - else - { - AngleVectors (self->s.angles, forward, right, NULL); - } - } - else - { + } else { flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211); - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); + AngleVectors(self->s.angles, forward, right, NULL); + G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start); - VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec); - AngleVectors (vec, forward, NULL, NULL); + VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec); + AngleVectors(vec, forward, NULL, NULL); } - monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); + monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } -void infantry_sight (edict_t *self, edict_t *other) +void infantry_sight(edict_t *self, edict_t *other) { - gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); } -void infantry_dead (edict_t *self) +void infantry_dead(edict_t *self) { - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, -8); + VectorSet(self->mins, -16, -16, -24); + VectorSet(self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; - gi.linkentity (self); + gi.linkentity(self); - M_FlyCheck (self); + M_FlyCheck(self); } -mframe_t infantry_frames_death1 [] = -{ +mframe_t infantry_frames_death1 [] = { { ai_move, -4, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -338,8 +321,7 @@ mframe_t infantry_frames_death1 [] = mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead}; // Off with his head -mframe_t infantry_frames_death2 [] = -{ +mframe_t infantry_frames_death2 [] = { { ai_move, 0, NULL }, { ai_move, 1, NULL }, { ai_move, 5, NULL }, @@ -368,8 +350,7 @@ mframe_t infantry_frames_death2 [] = }; mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead}; -mframe_t infantry_frames_death3 [] = -{ +mframe_t infantry_frames_death3 [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -383,19 +364,18 @@ mframe_t infantry_frames_death3 [] = mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead}; -void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +void infantry_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 < 2; n++) - ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); - for (n= 0; n < 4; n++) - ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); - ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); + if (self->health <= self->gib_health) { + gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); + for (n = 0; n < 2; n++) + ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); + for (n = 0; n < 4; n++) + ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } @@ -408,25 +388,20 @@ void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int dam self->takedamage = DAMAGE_YES; n = rand() % 3; - if (n == 0) - { + if (n == 0) { self->monsterinfo.currentmove = &infantry_move_death1; - gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); - } - else if (n == 1) - { + gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); + } else if (n == 1) { self->monsterinfo.currentmove = &infantry_move_death2; - gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); - } - else - { + gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); + } else { self->monsterinfo.currentmove = &infantry_move_death3; - gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } } -void infantry_duck_down (edict_t *self) +void infantry_duck_down(edict_t *self) { if (self->monsterinfo.aiflags & AI_DUCKED) return; @@ -434,10 +409,10 @@ void infantry_duck_down (edict_t *self) self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; - gi.linkentity (self); + gi.linkentity(self); } -void infantry_duck_hold (edict_t *self) +void infantry_duck_hold(edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; @@ -445,16 +420,15 @@ void infantry_duck_hold (edict_t *self) self->monsterinfo.aiflags |= AI_HOLD_FRAME; } -void infantry_duck_up (edict_t *self) +void infantry_duck_up(edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; - gi.linkentity (self); + gi.linkentity(self); } -mframe_t infantry_frames_duck [] = -{ +mframe_t infantry_frames_duck [] = { { ai_move, -2, infantry_duck_down }, { ai_move, -5, infantry_duck_hold }, { ai_move, 3, NULL }, @@ -463,7 +437,7 @@ mframe_t infantry_frames_duck [] = }; mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run}; -void infantry_dodge (edict_t *self, edict_t *attacker, float eta) +void infantry_dodge(edict_t *self, edict_t *attacker, float eta) { if (random() > 0.25) return; @@ -475,18 +449,18 @@ void infantry_dodge (edict_t *self, edict_t *attacker, float eta) } -void infantry_cock_gun (edict_t *self) +void infantry_cock_gun(edict_t *self) { int n; - gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); n = (rand() & 15) + 3 + 7; self->monsterinfo.pausetime = level.time + n * FRAMETIME; } -void infantry_fire (edict_t *self) +void infantry_fire(edict_t *self) { - InfantryMachineGun (self); + InfantryMachineGun(self); if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; @@ -494,8 +468,7 @@ void infantry_fire (edict_t *self) self->monsterinfo.aiflags |= AI_HOLD_FRAME; } -mframe_t infantry_frames_attack1 [] = -{ +mframe_t infantry_frames_attack1 [] = { { ai_charge, 4, NULL }, { ai_charge, -1, NULL }, { ai_charge, -1, NULL }, @@ -515,22 +488,21 @@ mframe_t infantry_frames_attack1 [] = mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run}; -void infantry_swing (edict_t *self) +void infantry_swing(edict_t *self) { - gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); } -void infantry_smack (edict_t *self) +void infantry_smack(edict_t *self) { vec3_t aim; - VectorSet (aim, MELEE_DISTANCE, 0, 0); - if (fire_hit (self, aim, (5 + (rand() % 5)), 50)) - gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); + VectorSet(aim, MELEE_DISTANCE, 0, 0); + if (fire_hit(self, aim, (5 + (rand() % 5)), 50)) + gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); } -mframe_t infantry_frames_attack2 [] = -{ +mframe_t infantry_frames_attack2 [] = { { ai_charge, 3, NULL }, { ai_charge, 6, NULL }, { ai_charge, 0, infantry_swing }, @@ -544,7 +516,7 @@ mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames void infantry_attack(edict_t *self) { - if (range (self, self->enemy) == RANGE_MELEE) + if (range(self, self->enemy) == RANGE_MELEE) self->monsterinfo.currentmove = &infantry_move_attack2; else self->monsterinfo.currentmove = &infantry_move_attack1; @@ -553,34 +525,33 @@ void infantry_attack(edict_t *self) /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ -void SP_monster_infantry (edict_t *self) +void SP_monster_infantry(edict_t *self) { - if (deathmatch->value) - { - G_FreeEdict (self); + if (deathmatch->value) { + G_FreeEdict(self); return; } - sound_pain1 = gi.soundindex ("infantry/infpain1.wav"); - sound_pain2 = gi.soundindex ("infantry/infpain2.wav"); - sound_die1 = gi.soundindex ("infantry/infdeth1.wav"); - sound_die2 = gi.soundindex ("infantry/infdeth2.wav"); - - sound_gunshot = gi.soundindex ("infantry/infatck1.wav"); - sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav"); - sound_punch_swing = gi.soundindex ("infantry/infatck2.wav"); - sound_punch_hit = gi.soundindex ("infantry/melee2.wav"); - - sound_sight = gi.soundindex ("infantry/infsght1.wav"); - sound_search = gi.soundindex ("infantry/infsrch1.wav"); - sound_idle = gi.soundindex ("infantry/infidle1.wav"); - + sound_pain1 = gi.soundindex("infantry/infpain1.wav"); + sound_pain2 = gi.soundindex("infantry/infpain2.wav"); + sound_die1 = gi.soundindex("infantry/infdeth1.wav"); + sound_die2 = gi.soundindex("infantry/infdeth2.wav"); + + sound_gunshot = gi.soundindex("infantry/infatck1.wav"); + sound_weapon_cock = gi.soundindex("infantry/infatck3.wav"); + sound_punch_swing = gi.soundindex("infantry/infatck2.wav"); + sound_punch_hit = gi.soundindex("infantry/melee2.wav"); + + sound_sight = gi.soundindex("infantry/infsght1.wav"); + sound_search = gi.soundindex("infantry/infsrch1.wav"); + sound_idle = gi.soundindex("infantry/infidle1.wav"); + self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2"); - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, 32); + VectorSet(self->mins, -16, -16, -24); + VectorSet(self->maxs, 16, 16, 32); self->health = 100; self->gib_health = -40; @@ -598,10 +569,10 @@ void SP_monster_infantry (edict_t *self) self->monsterinfo.sight = infantry_sight; self->monsterinfo.idle = infantry_fidget; - gi.linkentity (self); + gi.linkentity(self); self->monsterinfo.currentmove = &infantry_move_stand; self->monsterinfo.scale = MODEL_SCALE; - walkmonster_start (self); + walkmonster_start(self); } |