/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 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.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.game.monsters;
import com.googlecode.gwtquake.shared.client.ClientMonsterMethods;
import com.googlecode.gwtquake.shared.common.Constants;
import com.googlecode.gwtquake.shared.game.*;
import com.googlecode.gwtquake.shared.game.adapters.EntityDieAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntInteractAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityDodgeAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityThinkAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityPainAdapter;
import com.googlecode.gwtquake.shared.server.ServerGame;
import com.googlecode.gwtquake.shared.server.ServerInit;
import com.googlecode.gwtquake.shared.server.World;
import com.googlecode.gwtquake.shared.util.Lib;
import com.googlecode.gwtquake.shared.util.Math3D;
public class MonsterInfantry {
// This file generated by ModelGen - Do NOT Modify
public final static int FRAME_gun02 = 0;
public final static int FRAME_stand01 = 1;
public final static int FRAME_stand02 = 2;
public final static int FRAME_stand03 = 3;
public final static int FRAME_stand04 = 4;
public final static int FRAME_stand05 = 5;
public final static int FRAME_stand06 = 6;
public final static int FRAME_stand07 = 7;
public final static int FRAME_stand08 = 8;
public final static int FRAME_stand09 = 9;
public final static int FRAME_stand10 = 10;
public final static int FRAME_stand11 = 11;
public final static int FRAME_stand12 = 12;
public final static int FRAME_stand13 = 13;
public final static int FRAME_stand14 = 14;
public final static int FRAME_stand15 = 15;
public final static int FRAME_stand16 = 16;
public final static int FRAME_stand17 = 17;
public final static int FRAME_stand18 = 18;
public final static int FRAME_stand19 = 19;
public final static int FRAME_stand20 = 20;
public final static int FRAME_stand21 = 21;
public final static int FRAME_stand22 = 22;
public final static int FRAME_stand23 = 23;
public final static int FRAME_stand24 = 24;
public final static int FRAME_stand25 = 25;
public final static int FRAME_stand26 = 26;
public final static int FRAME_stand27 = 27;
public final static int FRAME_stand28 = 28;
public final static int FRAME_stand29 = 29;
public final static int FRAME_stand30 = 30;
public final static int FRAME_stand31 = 31;
public final static int FRAME_stand32 = 32;
public final static int FRAME_stand33 = 33;
public final static int FRAME_stand34 = 34;
public final static int FRAME_stand35 = 35;
public final static int FRAME_stand36 = 36;
public final static int FRAME_stand37 = 37;
public final static int FRAME_stand38 = 38;
public final static int FRAME_stand39 = 39;
public final static int FRAME_stand40 = 40;
public final static int FRAME_stand41 = 41;
public final static int FRAME_stand42 = 42;
public final static int FRAME_stand43 = 43;
public final static int FRAME_stand44 = 44;
public final static int FRAME_stand45 = 45;
public final static int FRAME_stand46 = 46;
public final static int FRAME_stand47 = 47;
public final static int FRAME_stand48 = 48;
public final static int FRAME_stand49 = 49;
public final static int FRAME_stand50 = 50;
public final static int FRAME_stand51 = 51;
public final static int FRAME_stand52 = 52;
public final static int FRAME_stand53 = 53;
public final static int FRAME_stand54 = 54;
public final static int FRAME_stand55 = 55;
public final static int FRAME_stand56 = 56;
public final static int FRAME_stand57 = 57;
public final static int FRAME_stand58 = 58;
public final static int FRAME_stand59 = 59;
public final static int FRAME_stand60 = 60;
public final static int FRAME_stand61 = 61;
public final static int FRAME_stand62 = 62;
public final static int FRAME_stand63 = 63;
public final static int FRAME_stand64 = 64;
public final static int FRAME_stand65 = 65;
public final static int FRAME_stand66 = 66;
public final static int FRAME_stand67 = 67;
public final static int FRAME_stand68 = 68;
public final static int FRAME_stand69 = 69;
public final static int FRAME_stand70 = 70;
public final static int FRAME_stand71 = 71;
public final static int FRAME_walk01 = 72;
public final static int FRAME_walk02 = 73;
public final static int FRAME_walk03 = 74;
public final static int FRAME_walk04 = 75;
public final static int FRAME_walk05 = 76;
public final static int FRAME_walk06 = 77;
public final static int FRAME_walk07 = 78;
public final static int FRAME_walk08 = 79;
public final static int FRAME_walk09 = 80;
public final static int FRAME_walk10 = 81;
public final static int FRAME_walk11 = 82;
public final static int FRAME_walk12 = 83;
public final static int FRAME_walk13 = 84;
public final static int FRAME_walk14 = 85;
public final static int FRAME_walk15 = 86;
public final static int FRAME_walk16 = 87;
public final static int FRAME_walk17 = 88;
public final static int FRAME_walk18 = 89;
public final static int FRAME_walk19 = 90;
public final static int FRAME_walk20 = 91;
public final static int FRAME_run01 = 92;
public final static int FRAME_run02 = 93;
public final static int FRAME_run03 = 94;
public final static int FRAME_run04 = 95;
public final static int FRAME_run05 = 96;
public final static int FRAME_run06 = 97;
public final static int FRAME_run07 = 98;
public final static int FRAME_run08 = 99;
public final static int FRAME_pain101 = 100;
public final static int FRAME_pain102 = 101;
public final static int FRAME_pain103 = 102;
public final static int FRAME_pain104 = 103;
public final static int FRAME_pain105 = 104;
public final static int FRAME_pain106 = 105;
public final static int FRAME_pain107 = 106;
public final static int FRAME_pain108 = 107;
public final static int FRAME_pain109 = 108;
public final static int FRAME_pain110 = 109;
public final static int FRAME_pain201 = 110;
public final static int FRAME_pain202 = 111;
public final static int FRAME_pain203 = 112;
public final static int FRAME_pain204 = 113;
public final static int FRAME_pain205 = 114;
public final static int FRAME_pain206 = 115;
public final static int FRAME_pain207 = 116;
public final static int FRAME_pain208 = 117;
public final static int FRAME_pain209 = 118;
public final static int FRAME_pain210 = 119;
public final static int FRAME_duck01 = 120;
public final static int FRAME_duck02 = 121;
public final static int FRAME_duck03 = 122;
public final static int FRAME_duck04 = 123;
public final static int FRAME_duck05 = 124;
public final static int FRAME_death101 = 125;
public final static int FRAME_death102 = 126;
public final static int FRAME_death103 = 127;
public final static int FRAME_death104 = 128;
public final static int FRAME_death105 = 129;
public final static int FRAME_death106 = 130;
public final static int FRAME_death107 = 131;
public final static int FRAME_death108 = 132;
public final static int FRAME_death109 = 133;
public final static int FRAME_death110 = 134;
public final static int FRAME_death111 = 135;
public final static int FRAME_death112 = 136;
public final static int FRAME_death113 = 137;
public final static int FRAME_death114 = 138;
public final static int FRAME_death115 = 139;
public final static int FRAME_death116 = 140;
public final static int FRAME_death117 = 141;
public final static int FRAME_death118 = 142;
public final static int FRAME_death119 = 143;
public final static int FRAME_death120 = 144;
public final static int FRAME_death201 = 145;
public final static int FRAME_death202 = 146;
public final static int FRAME_death203 = 147;
public final static int FRAME_death204 = 148;
public final static int FRAME_death205 = 149;
public final static int FRAME_death206 = 150;
public final static int FRAME_death207 = 151;
public final static int FRAME_death208 = 152;
public final static int FRAME_death209 = 153;
public final static int FRAME_death210 = 154;
public final static int FRAME_death211 = 155;
public final static int FRAME_death212 = 156;
public final static int FRAME_death213 = 157;
public final static int FRAME_death214 = 158;
public final static int FRAME_death215 = 159;
public final static int FRAME_death216 = 160;
public final static int FRAME_death217 = 161;
public final static int FRAME_death218 = 162;
public final static int FRAME_death219 = 163;
public final static int FRAME_death220 = 164;
public final static int FRAME_death221 = 165;
public final static int FRAME_death222 = 166;
public final static int FRAME_death223 = 167;
public final static int FRAME_death224 = 168;
public final static int FRAME_death225 = 169;
public final static int FRAME_death301 = 170;
public final static int FRAME_death302 = 171;
public final static int FRAME_death303 = 172;
public final static int FRAME_death304 = 173;
public final static int FRAME_death305 = 174;
public final static int FRAME_death306 = 175;
public final static int FRAME_death307 = 176;
public final static int FRAME_death308 = 177;
public final static int FRAME_death309 = 178;
public final static int FRAME_block01 = 179;
public final static int FRAME_block02 = 180;
public final static int FRAME_block03 = 181;
public final static int FRAME_block04 = 182;
public final static int FRAME_block05 = 183;
public final static int FRAME_attak101 = 184;
public final static int FRAME_attak102 = 185;
public final static int FRAME_attak103 = 186;
public final static int FRAME_attak104 = 187;
public final static int FRAME_attak105 = 188;
public final static int FRAME_attak106 = 189;
public final static int FRAME_attak107 = 190;
public final static int FRAME_attak108 = 191;
public final static int FRAME_attak109 = 192;
public final static int FRAME_attak110 = 193;
public final static int FRAME_attak111 = 194;
public final static int FRAME_attak112 = 195;
public final static int FRAME_attak113 = 196;
public final static int FRAME_attak114 = 197;
public final static int FRAME_attak115 = 198;
public final static int FRAME_attak201 = 199;
public final static int FRAME_attak202 = 200;
public final static int FRAME_attak203 = 201;
public final static int FRAME_attak204 = 202;
public final static int FRAME_attak205 = 203;
public final static int FRAME_attak206 = 204;
public final static int FRAME_attak207 = 205;
public final static int FRAME_attak208 = 206;
public final static float MODEL_SCALE = 1.000000f;
static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;
static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;
static Frame infantry_frames_stand[] = new Frame[] {
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null) };
static MonsterMove infantry_move_stand = new MonsterMove(FRAME_stand50,
FRAME_stand71, infantry_frames_stand, null);
public static EntityThinkAdapter infantry_stand = new EntityThinkAdapter() {
public String getID() { return "infantry_stand"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = infantry_move_stand;
return true;
}
};
static Frame infantry_frames_fidget[] = new Frame[] {
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 3, null),
new Frame(GameAI.ai_stand, 6, null),
new Frame(GameAI.ai_stand, 3, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -2, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, -1, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -3, null),
new Frame(GameAI.ai_stand, -2, null),
new Frame(GameAI.ai_stand, -3, null),
new Frame(GameAI.ai_stand, -3, null),
new Frame(GameAI.ai_stand, -2, null) };
static MonsterMove infantry_move_fidget = new MonsterMove(FRAME_stand01,
FRAME_stand49, infantry_frames_fidget, infantry_stand);
static EntityThinkAdapter infantry_fidget = new EntityThinkAdapter() {
public String getID() { return "infantry_fidget"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = infantry_move_fidget;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_idle, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
return true;
}
};
static Frame infantry_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 5, null) };
static MonsterMove infantry_move_walk = new MonsterMove(FRAME_walk03, FRAME_walk14,
infantry_frames_walk, null);
static EntityThinkAdapter infantry_walk = new EntityThinkAdapter() {
public String getID() { return "infantry_walk"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = infantry_move_walk;
return true;
}
};
static Frame infantry_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 20, null),
new Frame(GameAI.ai_run, 5, null),
new Frame(GameAI.ai_run, 7, null),
new Frame(GameAI.ai_run, 30, null),
new Frame(GameAI.ai_run, 35, null),
new Frame(GameAI.ai_run, 2, null),
new Frame(GameAI.ai_run, 6, null) };
static MonsterMove infantry_move_run = new MonsterMove(FRAME_run01, FRAME_run08,
infantry_frames_run, null);
static EntityThinkAdapter infantry_run = new EntityThinkAdapter() {
public String getID() { return "infantry_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = infantry_move_stand;
else
self.monsterinfo.currentmove = infantry_move_run;
return true;
}
};
static Frame infantry_frames_pain1[] = new Frame[] {
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 6, null),
new Frame(GameAI.ai_move, 2, null) };
static MonsterMove infantry_move_pain1 = new MonsterMove(FRAME_pain101,
FRAME_pain110, infantry_frames_pain1, infantry_run);
static Frame infantry_frames_pain2[] = new Frame[] {
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 5, null),
new Frame(GameAI.ai_move, 2, null) };
static MonsterMove infantry_move_pain2 = new MonsterMove(FRAME_pain201,
FRAME_pain210, infantry_frames_pain2, infantry_run);
static EntityPainAdapter infantry_pain = new EntityPainAdapter() {
public String getID() { return "infantry_pain"; }
public void pain(Entity self, Entity other, float kick, int damage) {
int n;
if (self.health < (self.max_health / 2))
self.s.skinnum = 1;
if (GameBase.level.time < self.pain_debounce_time)
return;
self.pain_debounce_time = GameBase.level.time + 3;
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
n = Lib.rand() % 2;
if (n == 0) {
self.monsterinfo.currentmove = infantry_move_pain1;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
} else {
self.monsterinfo.currentmove = infantry_move_pain2;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
}
}
};
static float[] aimangles[] = { { 0.0f, 5.0f, 0.0f },
{ 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f },
{ 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f },
{ 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f },
{ 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f },
{ 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f },
{ 90.0f, 35.0f, 0.0f } };
static EntityThinkAdapter InfantryMachineGun = new EntityThinkAdapter() {
public String getID() { return "InfantryMachineGun"; }
public boolean think(Entity self) {
float[] start = { 0, 0, 0 }, target = { 0, 0, 0 };
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] vec = { 0, 0, 0 };
int flash_number;
if (self.s.frame == FRAME_attak111) {
flash_number = Constants.MZ2_INFANTRY_MACHINEGUN_1;
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[flash_number], forward,
right, start);
if (self.enemy != null) {
Math3D.VectorMA(self.enemy.s.origin, -0.2f,
self.enemy.velocity, target);
target[2] += self.enemy.viewheight;
Math3D.VectorSubtract(target, start, forward);
Math3D.VectorNormalize(forward);
} else {
Math3D.AngleVectors(self.s.angles, forward, right, null);
}
} else {
flash_number = Constants.MZ2_INFANTRY_MACHINEGUN_2
+ (self.s.frame - FRAME_death211);
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[flash_number], forward,
right, start);
Math3D.VectorSubtract(self.s.angles, aimangles[flash_number
- Constants.MZ2_INFANTRY_MACHINEGUN_2], vec);
Math3D.AngleVectors(vec, forward, null, null);
}
Monster.monster_fire_bullet(self, start, forward, 3, 4,
Constants.DEFAULT_BULLET_HSPREAD,
Constants.DEFAULT_BULLET_VSPREAD, flash_number);
return true;
}
};
static EntInteractAdapter infantry_sight = new EntInteractAdapter() {
public String getID() { return "infantry_sight"; }
public boolean interact(Entity self, Entity other) {
ServerGame.PF_StartSound(self, Constants.CHAN_BODY, sound_sight, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
///
static EntityThinkAdapter infantry_dead = new EntityThinkAdapter() {
public String getID() { return "infantry_dead"; }
public boolean think(Entity self) {
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, -8);
self.movetype = Constants.MOVETYPE_TOSS;
self.svflags |= Constants.SVF_DEADMONSTER;
World.SV_LinkEdict(self);
ClientMonsterMethods.M_FlyCheck.think(self);
return true;
}
};
static Frame infantry_frames_death1[] = new Frame[] {
new Frame(GameAI.ai_move, -4, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -4, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 9, null),
new Frame(GameAI.ai_move, 9, null),
new Frame(GameAI.ai_move, 5, null),
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, -3, null) };
static MonsterMove infantry_move_death1 = new MonsterMove(FRAME_death101,
FRAME_death120, infantry_frames_death1, infantry_dead);
// Off with his head
static Frame infantry_frames_death2[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 5, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -2, InfantryMachineGun),
new Frame(GameAI.ai_move, -2, InfantryMachineGun),
new Frame(GameAI.ai_move, -3, InfantryMachineGun),
new Frame(GameAI.ai_move, -1, InfantryMachineGun),
new Frame(GameAI.ai_move, -2, InfantryMachineGun),
new Frame(GameAI.ai_move, 0, InfantryMachineGun),
new Frame(GameAI.ai_move, 2, InfantryMachineGun),
new Frame(GameAI.ai_move, 2, InfantryMachineGun),
new Frame(GameAI.ai_move, 3, InfantryMachineGun),
new Frame(GameAI.ai_move, -10, InfantryMachineGun),
new Frame(GameAI.ai_move, -7, InfantryMachineGun),
new Frame(GameAI.ai_move, -8, InfantryMachineGun),
new Frame(GameAI.ai_move, -6, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove infantry_move_death2 = new MonsterMove(FRAME_death201,
FRAME_death225, infantry_frames_death2, infantry_dead);
static Frame infantry_frames_death3[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -6, null),
new Frame(GameAI.ai_move, -11, null),
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, -11, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove infantry_move_death3 = new MonsterMove(FRAME_death301,
FRAME_death309, infantry_frames_death3, infantry_dead);
public static EntityDieAdapter infantry_die = new EntityDieAdapter() {
public String getID() { return "infantry_die"; }
public void die(Entity self, Entity inflictor, Entity attacker,
int damage, float[] point) {
int n;
// check for gib
if (self.health <= self.gib_health) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, ServerInit.SV_SoundIndex("misc/udeath.wav"), (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
for (n = 0; n < 2; n++)
GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",
damage, Constants.GIB_ORGANIC);
for (n = 0; n < 4; n++)
GameMisc.ThrowGib(self,
"models/objects/gibs/sm_meat/tris.md2", damage,
Constants.GIB_ORGANIC);
GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",
damage, Constants.GIB_ORGANIC);
self.deadflag = Constants.DEAD_DEAD;
return;
}
if (self.deadflag == Constants.DEAD_DEAD)
return;
// regular death
self.deadflag = Constants.DEAD_DEAD;
self.takedamage = Constants.DAMAGE_YES;
n = Lib.rand() % 3;
if (n == 0) {
self.monsterinfo.currentmove = infantry_move_death1;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_die2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
} else if (n == 1) {
self.monsterinfo.currentmove = infantry_move_death2;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_die1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
} else {
self.monsterinfo.currentmove = infantry_move_death3;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_die2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
}
}
};
static EntityThinkAdapter infantry_duck_down = new EntityThinkAdapter() {
public String getID() { return "infantry_duck_down"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_DUCKED) != 0)
return true;
self.monsterinfo.aiflags |= Constants.AI_DUCKED;
self.maxs[2] -= 32;
self.takedamage = Constants.DAMAGE_YES;
self.monsterinfo.pausetime = GameBase.level.time + 1;
World.SV_LinkEdict(self);
return true;
}
};
static EntityThinkAdapter infantry_duck_hold = new EntityThinkAdapter() {
public String getID() { return "infantry_duck_hold"; }
public boolean think(Entity self) {
if (GameBase.level.time >= self.monsterinfo.pausetime)
self.monsterinfo.aiflags &= ~Constants.AI_HOLD_FRAME;
else
self.monsterinfo.aiflags |= Constants.AI_HOLD_FRAME;
return true;
}
};
static EntityThinkAdapter infantry_duck_up = new EntityThinkAdapter() {
public String getID() { return "infantry_duck_up"; }
public boolean think(Entity self) {
self.monsterinfo.aiflags &= ~Constants.AI_DUCKED;
self.maxs[2] += 32;
self.takedamage = Constants.DAMAGE_AIM;
World.SV_LinkEdict(self);
return true;
}
};
static Frame infantry_frames_duck[] = new Frame[] {
new Frame(GameAI.ai_move, -2, infantry_duck_down),
new Frame(GameAI.ai_move, -5, infantry_duck_hold),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 4, infantry_duck_up),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove infantry_move_duck = new MonsterMove(FRAME_duck01, FRAME_duck05,
infantry_frames_duck, infantry_run);
static EntityDodgeAdapter infantry_dodge = new EntityDodgeAdapter() {
public String getID() { return "infantry_dodge"; }
public void dodge(Entity self, Entity attacker, float eta) {
if (Lib.random() > 0.25)
return;
if (null == self.enemy)
self.enemy = attacker;
self.monsterinfo.currentmove = infantry_move_duck;
}
};
static EntityThinkAdapter infantry_cock_gun = new EntityThinkAdapter() {
public String getID() { return "infantry_cock_gun"; }
public boolean think(Entity self) {
int n;
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_weapon_cock, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
n = (Lib.rand() & 15) + 3 + 7;
self.monsterinfo.pausetime = GameBase.level.time + n
* Constants.FRAMETIME;
return true;
}
};
static EntityThinkAdapter infantry_fire = new EntityThinkAdapter() {
public String getID() { return "infantry_fire"; }
public boolean think(Entity self) {
InfantryMachineGun.think(self);
if (GameBase.level.time >= self.monsterinfo.pausetime)
self.monsterinfo.aiflags &= ~Constants.AI_HOLD_FRAME;
else
self.monsterinfo.aiflags |= Constants.AI_HOLD_FRAME;
return true;
}
};
static Frame infantry_frames_attack1[] = new Frame[] {
new Frame(GameAI.ai_charge, 4, null),
new Frame(GameAI.ai_charge, -1, null),
new Frame(GameAI.ai_charge, -1, null),
new Frame(GameAI.ai_charge, 0, infantry_cock_gun),
new Frame(GameAI.ai_charge, -1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 2, null),
new Frame(GameAI.ai_charge, -2, null),
new Frame(GameAI.ai_charge, -3, null),
new Frame(GameAI.ai_charge, 1, infantry_fire),
new Frame(GameAI.ai_charge, 5, null),
new Frame(GameAI.ai_charge, -1, null),
new Frame(GameAI.ai_charge, -2, null),
new Frame(GameAI.ai_charge, -3, null) };
static MonsterMove infantry_move_attack1 = new MonsterMove(FRAME_attak101,
FRAME_attak115, infantry_frames_attack1, infantry_run);
static EntityThinkAdapter infantry_swing = new EntityThinkAdapter() {
public String getID() { return "infantry_swing"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_punch_swing, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter infantry_smack = new EntityThinkAdapter() {
public String getID() { return "infantry_smack"; }
public boolean think(Entity self) {
float[] aim = { 0, 0, 0 };
Math3D.VectorSet(aim, Constants.MELEE_DISTANCE, 0, 0);
if (GameWeapon.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50))
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_punch_hit, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static Frame infantry_frames_attack2[] = new Frame[] {
new Frame(GameAI.ai_charge, 3, null),
new Frame(GameAI.ai_charge, 6, null),
new Frame(GameAI.ai_charge, 0, infantry_swing),
new Frame(GameAI.ai_charge, 8, null),
new Frame(GameAI.ai_charge, 5, null),
new Frame(GameAI.ai_charge, 8, infantry_smack),
new Frame(GameAI.ai_charge, 6, null),
new Frame(GameAI.ai_charge, 3, null), };
static MonsterMove infantry_move_attack2 = new MonsterMove(FRAME_attak201,
FRAME_attak208, infantry_frames_attack2, infantry_run);
static EntityThinkAdapter infantry_attack = new EntityThinkAdapter() {
public String getID() { return "infantry_attack"; }
public boolean think(Entity self) {
if (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE)
self.monsterinfo.currentmove = infantry_move_attack2;
else
self.monsterinfo.currentmove = infantry_move_attack1;
return true;
}
};
/*
* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static void SP_monster_infantry(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
sound_pain1 = ServerInit.SV_SoundIndex("infantry/infpain1.wav");
sound_pain2 = ServerInit.SV_SoundIndex("infantry/infpain2.wav");
sound_die1 = ServerInit.SV_SoundIndex("infantry/infdeth1.wav");
sound_die2 = ServerInit.SV_SoundIndex("infantry/infdeth2.wav");
sound_gunshot = ServerInit.SV_SoundIndex("infantry/infatck1.wav");
sound_weapon_cock = ServerInit.SV_SoundIndex("infantry/infatck3.wav");
sound_punch_swing = ServerInit.SV_SoundIndex("infantry/infatck2.wav");
sound_punch_hit = ServerInit.SV_SoundIndex("infantry/melee2.wav");
sound_sight = ServerInit.SV_SoundIndex("infantry/infsght1.wav");
sound_search = ServerInit.SV_SoundIndex("infantry/infsrch1.wav");
sound_idle = ServerInit.SV_SoundIndex("infantry/infidle1.wav");
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/infantry/tris.md2");
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, 32);
self.health = 100;
self.gib_health = -40;
self.mass = 200;
self.pain = infantry_pain;
self.die = infantry_die;
self.monsterinfo.stand = infantry_stand;
self.monsterinfo.walk = infantry_walk;
self.monsterinfo.run = infantry_run;
self.monsterinfo.dodge = infantry_dodge;
self.monsterinfo.attack = infantry_attack;
self.monsterinfo.melee = null;
self.monsterinfo.sight = infantry_sight;
self.monsterinfo.idle = infantry_fidget;
World.SV_LinkEdict(self);
self.monsterinfo.currentmove = infantry_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
GameAI.walkmonster_start.think(self);
}
}