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-rw-r--r--src/baseq2/m_infantry.c231
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);
}