/*
* 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.common.Com;
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 MonsterSoldier {
// This file generated by ModelGen - Do NOT Modify
public final static int FRAME_attak101 = 0;
public final static int FRAME_attak102 = 1;
public final static int FRAME_attak103 = 2;
public final static int FRAME_attak104 = 3;
public final static int FRAME_attak105 = 4;
public final static int FRAME_attak106 = 5;
public final static int FRAME_attak107 = 6;
public final static int FRAME_attak108 = 7;
public final static int FRAME_attak109 = 8;
public final static int FRAME_attak110 = 9;
public final static int FRAME_attak111 = 10;
public final static int FRAME_attak112 = 11;
public final static int FRAME_attak201 = 12;
public final static int FRAME_attak202 = 13;
public final static int FRAME_attak203 = 14;
public final static int FRAME_attak204 = 15;
public final static int FRAME_attak205 = 16;
public final static int FRAME_attak206 = 17;
public final static int FRAME_attak207 = 18;
public final static int FRAME_attak208 = 19;
public final static int FRAME_attak209 = 20;
public final static int FRAME_attak210 = 21;
public final static int FRAME_attak211 = 22;
public final static int FRAME_attak212 = 23;
public final static int FRAME_attak213 = 24;
public final static int FRAME_attak214 = 25;
public final static int FRAME_attak215 = 26;
public final static int FRAME_attak216 = 27;
public final static int FRAME_attak217 = 28;
public final static int FRAME_attak218 = 29;
public final static int FRAME_attak301 = 30;
public final static int FRAME_attak302 = 31;
public final static int FRAME_attak303 = 32;
public final static int FRAME_attak304 = 33;
public final static int FRAME_attak305 = 34;
public final static int FRAME_attak306 = 35;
public final static int FRAME_attak307 = 36;
public final static int FRAME_attak308 = 37;
public final static int FRAME_attak309 = 38;
public final static int FRAME_attak401 = 39;
public final static int FRAME_attak402 = 40;
public final static int FRAME_attak403 = 41;
public final static int FRAME_attak404 = 42;
public final static int FRAME_attak405 = 43;
public final static int FRAME_attak406 = 44;
public final static int FRAME_duck01 = 45;
public final static int FRAME_duck02 = 46;
public final static int FRAME_duck03 = 47;
public final static int FRAME_duck04 = 48;
public final static int FRAME_duck05 = 49;
public final static int FRAME_pain101 = 50;
public final static int FRAME_pain102 = 51;
public final static int FRAME_pain103 = 52;
public final static int FRAME_pain104 = 53;
public final static int FRAME_pain105 = 54;
public final static int FRAME_pain201 = 55;
public final static int FRAME_pain202 = 56;
public final static int FRAME_pain203 = 57;
public final static int FRAME_pain204 = 58;
public final static int FRAME_pain205 = 59;
public final static int FRAME_pain206 = 60;
public final static int FRAME_pain207 = 61;
public final static int FRAME_pain301 = 62;
public final static int FRAME_pain302 = 63;
public final static int FRAME_pain303 = 64;
public final static int FRAME_pain304 = 65;
public final static int FRAME_pain305 = 66;
public final static int FRAME_pain306 = 67;
public final static int FRAME_pain307 = 68;
public final static int FRAME_pain308 = 69;
public final static int FRAME_pain309 = 70;
public final static int FRAME_pain310 = 71;
public final static int FRAME_pain311 = 72;
public final static int FRAME_pain312 = 73;
public final static int FRAME_pain313 = 74;
public final static int FRAME_pain314 = 75;
public final static int FRAME_pain315 = 76;
public final static int FRAME_pain316 = 77;
public final static int FRAME_pain317 = 78;
public final static int FRAME_pain318 = 79;
public final static int FRAME_pain401 = 80;
public final static int FRAME_pain402 = 81;
public final static int FRAME_pain403 = 82;
public final static int FRAME_pain404 = 83;
public final static int FRAME_pain405 = 84;
public final static int FRAME_pain406 = 85;
public final static int FRAME_pain407 = 86;
public final static int FRAME_pain408 = 87;
public final static int FRAME_pain409 = 88;
public final static int FRAME_pain410 = 89;
public final static int FRAME_pain411 = 90;
public final static int FRAME_pain412 = 91;
public final static int FRAME_pain413 = 92;
public final static int FRAME_pain414 = 93;
public final static int FRAME_pain415 = 94;
public final static int FRAME_pain416 = 95;
public final static int FRAME_pain417 = 96;
public final static int FRAME_run01 = 97;
public final static int FRAME_run02 = 98;
public final static int FRAME_run03 = 99;
public final static int FRAME_run04 = 100;
public final static int FRAME_run05 = 101;
public final static int FRAME_run06 = 102;
public final static int FRAME_run07 = 103;
public final static int FRAME_run08 = 104;
public final static int FRAME_run09 = 105;
public final static int FRAME_run10 = 106;
public final static int FRAME_run11 = 107;
public final static int FRAME_run12 = 108;
public final static int FRAME_runs01 = 109;
public final static int FRAME_runs02 = 110;
public final static int FRAME_runs03 = 111;
public final static int FRAME_runs04 = 112;
public final static int FRAME_runs05 = 113;
public final static int FRAME_runs06 = 114;
public final static int FRAME_runs07 = 115;
public final static int FRAME_runs08 = 116;
public final static int FRAME_runs09 = 117;
public final static int FRAME_runs10 = 118;
public final static int FRAME_runs11 = 119;
public final static int FRAME_runs12 = 120;
public final static int FRAME_runs13 = 121;
public final static int FRAME_runs14 = 122;
public final static int FRAME_runs15 = 123;
public final static int FRAME_runs16 = 124;
public final static int FRAME_runs17 = 125;
public final static int FRAME_runs18 = 126;
public final static int FRAME_runt01 = 127;
public final static int FRAME_runt02 = 128;
public final static int FRAME_runt03 = 129;
public final static int FRAME_runt04 = 130;
public final static int FRAME_runt05 = 131;
public final static int FRAME_runt06 = 132;
public final static int FRAME_runt07 = 133;
public final static int FRAME_runt08 = 134;
public final static int FRAME_runt09 = 135;
public final static int FRAME_runt10 = 136;
public final static int FRAME_runt11 = 137;
public final static int FRAME_runt12 = 138;
public final static int FRAME_runt13 = 139;
public final static int FRAME_runt14 = 140;
public final static int FRAME_runt15 = 141;
public final static int FRAME_runt16 = 142;
public final static int FRAME_runt17 = 143;
public final static int FRAME_runt18 = 144;
public final static int FRAME_runt19 = 145;
public final static int FRAME_stand101 = 146;
public final static int FRAME_stand102 = 147;
public final static int FRAME_stand103 = 148;
public final static int FRAME_stand104 = 149;
public final static int FRAME_stand105 = 150;
public final static int FRAME_stand106 = 151;
public final static int FRAME_stand107 = 152;
public final static int FRAME_stand108 = 153;
public final static int FRAME_stand109 = 154;
public final static int FRAME_stand110 = 155;
public final static int FRAME_stand111 = 156;
public final static int FRAME_stand112 = 157;
public final static int FRAME_stand113 = 158;
public final static int FRAME_stand114 = 159;
public final static int FRAME_stand115 = 160;
public final static int FRAME_stand116 = 161;
public final static int FRAME_stand117 = 162;
public final static int FRAME_stand118 = 163;
public final static int FRAME_stand119 = 164;
public final static int FRAME_stand120 = 165;
public final static int FRAME_stand121 = 166;
public final static int FRAME_stand122 = 167;
public final static int FRAME_stand123 = 168;
public final static int FRAME_stand124 = 169;
public final static int FRAME_stand125 = 170;
public final static int FRAME_stand126 = 171;
public final static int FRAME_stand127 = 172;
public final static int FRAME_stand128 = 173;
public final static int FRAME_stand129 = 174;
public final static int FRAME_stand130 = 175;
public final static int FRAME_stand301 = 176;
public final static int FRAME_stand302 = 177;
public final static int FRAME_stand303 = 178;
public final static int FRAME_stand304 = 179;
public final static int FRAME_stand305 = 180;
public final static int FRAME_stand306 = 181;
public final static int FRAME_stand307 = 182;
public final static int FRAME_stand308 = 183;
public final static int FRAME_stand309 = 184;
public final static int FRAME_stand310 = 185;
public final static int FRAME_stand311 = 186;
public final static int FRAME_stand312 = 187;
public final static int FRAME_stand313 = 188;
public final static int FRAME_stand314 = 189;
public final static int FRAME_stand315 = 190;
public final static int FRAME_stand316 = 191;
public final static int FRAME_stand317 = 192;
public final static int FRAME_stand318 = 193;
public final static int FRAME_stand319 = 194;
public final static int FRAME_stand320 = 195;
public final static int FRAME_stand321 = 196;
public final static int FRAME_stand322 = 197;
public final static int FRAME_stand323 = 198;
public final static int FRAME_stand324 = 199;
public final static int FRAME_stand325 = 200;
public final static int FRAME_stand326 = 201;
public final static int FRAME_stand327 = 202;
public final static int FRAME_stand328 = 203;
public final static int FRAME_stand329 = 204;
public final static int FRAME_stand330 = 205;
public final static int FRAME_stand331 = 206;
public final static int FRAME_stand332 = 207;
public final static int FRAME_stand333 = 208;
public final static int FRAME_stand334 = 209;
public final static int FRAME_stand335 = 210;
public final static int FRAME_stand336 = 211;
public final static int FRAME_stand337 = 212;
public final static int FRAME_stand338 = 213;
public final static int FRAME_stand339 = 214;
public final static int FRAME_walk101 = 215;
public final static int FRAME_walk102 = 216;
public final static int FRAME_walk103 = 217;
public final static int FRAME_walk104 = 218;
public final static int FRAME_walk105 = 219;
public final static int FRAME_walk106 = 220;
public final static int FRAME_walk107 = 221;
public final static int FRAME_walk108 = 222;
public final static int FRAME_walk109 = 223;
public final static int FRAME_walk110 = 224;
public final static int FRAME_walk111 = 225;
public final static int FRAME_walk112 = 226;
public final static int FRAME_walk113 = 227;
public final static int FRAME_walk114 = 228;
public final static int FRAME_walk115 = 229;
public final static int FRAME_walk116 = 230;
public final static int FRAME_walk117 = 231;
public final static int FRAME_walk118 = 232;
public final static int FRAME_walk119 = 233;
public final static int FRAME_walk120 = 234;
public final static int FRAME_walk121 = 235;
public final static int FRAME_walk122 = 236;
public final static int FRAME_walk123 = 237;
public final static int FRAME_walk124 = 238;
public final static int FRAME_walk125 = 239;
public final static int FRAME_walk126 = 240;
public final static int FRAME_walk127 = 241;
public final static int FRAME_walk128 = 242;
public final static int FRAME_walk129 = 243;
public final static int FRAME_walk130 = 244;
public final static int FRAME_walk131 = 245;
public final static int FRAME_walk132 = 246;
public final static int FRAME_walk133 = 247;
public final static int FRAME_walk201 = 248;
public final static int FRAME_walk202 = 249;
public final static int FRAME_walk203 = 250;
public final static int FRAME_walk204 = 251;
public final static int FRAME_walk205 = 252;
public final static int FRAME_walk206 = 253;
public final static int FRAME_walk207 = 254;
public final static int FRAME_walk208 = 255;
public final static int FRAME_walk209 = 256;
public final static int FRAME_walk210 = 257;
public final static int FRAME_walk211 = 258;
public final static int FRAME_walk212 = 259;
public final static int FRAME_walk213 = 260;
public final static int FRAME_walk214 = 261;
public final static int FRAME_walk215 = 262;
public final static int FRAME_walk216 = 263;
public final static int FRAME_walk217 = 264;
public final static int FRAME_walk218 = 265;
public final static int FRAME_walk219 = 266;
public final static int FRAME_walk220 = 267;
public final static int FRAME_walk221 = 268;
public final static int FRAME_walk222 = 269;
public final static int FRAME_walk223 = 270;
public final static int FRAME_walk224 = 271;
public final static int FRAME_death101 = 272;
public final static int FRAME_death102 = 273;
public final static int FRAME_death103 = 274;
public final static int FRAME_death104 = 275;
public final static int FRAME_death105 = 276;
public final static int FRAME_death106 = 277;
public final static int FRAME_death107 = 278;
public final static int FRAME_death108 = 279;
public final static int FRAME_death109 = 280;
public final static int FRAME_death110 = 281;
public final static int FRAME_death111 = 282;
public final static int FRAME_death112 = 283;
public final static int FRAME_death113 = 284;
public final static int FRAME_death114 = 285;
public final static int FRAME_death115 = 286;
public final static int FRAME_death116 = 287;
public final static int FRAME_death117 = 288;
public final static int FRAME_death118 = 289;
public final static int FRAME_death119 = 290;
public final static int FRAME_death120 = 291;
public final static int FRAME_death121 = 292;
public final static int FRAME_death122 = 293;
public final static int FRAME_death123 = 294;
public final static int FRAME_death124 = 295;
public final static int FRAME_death125 = 296;
public final static int FRAME_death126 = 297;
public final static int FRAME_death127 = 298;
public final static int FRAME_death128 = 299;
public final static int FRAME_death129 = 300;
public final static int FRAME_death130 = 301;
public final static int FRAME_death131 = 302;
public final static int FRAME_death132 = 303;
public final static int FRAME_death133 = 304;
public final static int FRAME_death134 = 305;
public final static int FRAME_death135 = 306;
public final static int FRAME_death136 = 307;
public final static int FRAME_death201 = 308;
public final static int FRAME_death202 = 309;
public final static int FRAME_death203 = 310;
public final static int FRAME_death204 = 311;
public final static int FRAME_death205 = 312;
public final static int FRAME_death206 = 313;
public final static int FRAME_death207 = 314;
public final static int FRAME_death208 = 315;
public final static int FRAME_death209 = 316;
public final static int FRAME_death210 = 317;
public final static int FRAME_death211 = 318;
public final static int FRAME_death212 = 319;
public final static int FRAME_death213 = 320;
public final static int FRAME_death214 = 321;
public final static int FRAME_death215 = 322;
public final static int FRAME_death216 = 323;
public final static int FRAME_death217 = 324;
public final static int FRAME_death218 = 325;
public final static int FRAME_death219 = 326;
public final static int FRAME_death220 = 327;
public final static int FRAME_death221 = 328;
public final static int FRAME_death222 = 329;
public final static int FRAME_death223 = 330;
public final static int FRAME_death224 = 331;
public final static int FRAME_death225 = 332;
public final static int FRAME_death226 = 333;
public final static int FRAME_death227 = 334;
public final static int FRAME_death228 = 335;
public final static int FRAME_death229 = 336;
public final static int FRAME_death230 = 337;
public final static int FRAME_death231 = 338;
public final static int FRAME_death232 = 339;
public final static int FRAME_death233 = 340;
public final static int FRAME_death234 = 341;
public final static int FRAME_death235 = 342;
public final static int FRAME_death301 = 343;
public final static int FRAME_death302 = 344;
public final static int FRAME_death303 = 345;
public final static int FRAME_death304 = 346;
public final static int FRAME_death305 = 347;
public final static int FRAME_death306 = 348;
public final static int FRAME_death307 = 349;
public final static int FRAME_death308 = 350;
public final static int FRAME_death309 = 351;
public final static int FRAME_death310 = 352;
public final static int FRAME_death311 = 353;
public final static int FRAME_death312 = 354;
public final static int FRAME_death313 = 355;
public final static int FRAME_death314 = 356;
public final static int FRAME_death315 = 357;
public final static int FRAME_death316 = 358;
public final static int FRAME_death317 = 359;
public final static int FRAME_death318 = 360;
public final static int FRAME_death319 = 361;
public final static int FRAME_death320 = 362;
public final static int FRAME_death321 = 363;
public final static int FRAME_death322 = 364;
public final static int FRAME_death323 = 365;
public final static int FRAME_death324 = 366;
public final static int FRAME_death325 = 367;
public final static int FRAME_death326 = 368;
public final static int FRAME_death327 = 369;
public final static int FRAME_death328 = 370;
public final static int FRAME_death329 = 371;
public final static int FRAME_death330 = 372;
public final static int FRAME_death331 = 373;
public final static int FRAME_death332 = 374;
public final static int FRAME_death333 = 375;
public final static int FRAME_death334 = 376;
public final static int FRAME_death335 = 377;
public final static int FRAME_death336 = 378;
public final static int FRAME_death337 = 379;
public final static int FRAME_death338 = 380;
public final static int FRAME_death339 = 381;
public final static int FRAME_death340 = 382;
public final static int FRAME_death341 = 383;
public final static int FRAME_death342 = 384;
public final static int FRAME_death343 = 385;
public final static int FRAME_death344 = 386;
public final static int FRAME_death345 = 387;
public final static int FRAME_death401 = 388;
public final static int FRAME_death402 = 389;
public final static int FRAME_death403 = 390;
public final static int FRAME_death404 = 391;
public final static int FRAME_death405 = 392;
public final static int FRAME_death406 = 393;
public final static int FRAME_death407 = 394;
public final static int FRAME_death408 = 395;
public final static int FRAME_death409 = 396;
public final static int FRAME_death410 = 397;
public final static int FRAME_death411 = 398;
public final static int FRAME_death412 = 399;
public final static int FRAME_death413 = 400;
public final static int FRAME_death414 = 401;
public final static int FRAME_death415 = 402;
public final static int FRAME_death416 = 403;
public final static int FRAME_death417 = 404;
public final static int FRAME_death418 = 405;
public final static int FRAME_death419 = 406;
public final static int FRAME_death420 = 407;
public final static int FRAME_death421 = 408;
public final static int FRAME_death422 = 409;
public final static int FRAME_death423 = 410;
public final static int FRAME_death424 = 411;
public final static int FRAME_death425 = 412;
public final static int FRAME_death426 = 413;
public final static int FRAME_death427 = 414;
public final static int FRAME_death428 = 415;
public final static int FRAME_death429 = 416;
public final static int FRAME_death430 = 417;
public final static int FRAME_death431 = 418;
public final static int FRAME_death432 = 419;
public final static int FRAME_death433 = 420;
public final static int FRAME_death434 = 421;
public final static int FRAME_death435 = 422;
public final static int FRAME_death436 = 423;
public final static int FRAME_death437 = 424;
public final static int FRAME_death438 = 425;
public final static int FRAME_death439 = 426;
public final static int FRAME_death440 = 427;
public final static int FRAME_death441 = 428;
public final static int FRAME_death442 = 429;
public final static int FRAME_death443 = 430;
public final static int FRAME_death444 = 431;
public final static int FRAME_death445 = 432;
public final static int FRAME_death446 = 433;
public final static int FRAME_death447 = 434;
public final static int FRAME_death448 = 435;
public final static int FRAME_death449 = 436;
public final static int FRAME_death450 = 437;
public final static int FRAME_death451 = 438;
public final static int FRAME_death452 = 439;
public final static int FRAME_death453 = 440;
public final static int FRAME_death501 = 441;
public final static int FRAME_death502 = 442;
public final static int FRAME_death503 = 443;
public final static int FRAME_death504 = 444;
public final static int FRAME_death505 = 445;
public final static int FRAME_death506 = 446;
public final static int FRAME_death507 = 447;
public final static int FRAME_death508 = 448;
public final static int FRAME_death509 = 449;
public final static int FRAME_death510 = 450;
public final static int FRAME_death511 = 451;
public final static int FRAME_death512 = 452;
public final static int FRAME_death513 = 453;
public final static int FRAME_death514 = 454;
public final static int FRAME_death515 = 455;
public final static int FRAME_death516 = 456;
public final static int FRAME_death517 = 457;
public final static int FRAME_death518 = 458;
public final static int FRAME_death519 = 459;
public final static int FRAME_death520 = 460;
public final static int FRAME_death521 = 461;
public final static int FRAME_death522 = 462;
public final static int FRAME_death523 = 463;
public final static int FRAME_death524 = 464;
public final static int FRAME_death601 = 465;
public final static int FRAME_death602 = 466;
public final static int FRAME_death603 = 467;
public final static int FRAME_death604 = 468;
public final static int FRAME_death605 = 469;
public final static int FRAME_death606 = 470;
public final static int FRAME_death607 = 471;
public final static int FRAME_death608 = 472;
public final static int FRAME_death609 = 473;
public final static int FRAME_death610 = 474;
public final static float MODEL_SCALE = 1.200000f;
static int sound_idle;
static int sound_sight1;
static int sound_sight2;
static int sound_pain_light;
static int sound_pain;
static int sound_pain_ss;
static int sound_death_light;
static int sound_death;
static int sound_death_ss;
static int sound_cock;
static EntityThinkAdapter soldier_dead = new EntityThinkAdapter() {
public String getID(){ return "soldier_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;
self.nextthink = 0;
World.SV_LinkEdict(self);
return true;
}
};
static EntityDieAdapter soldier_die = new EntityDieAdapter() {
public String getID(){ return "soldier_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 < 3; n++)
GameMisc.ThrowGib(self,
"models/objects/gibs/sm_meat/tris.md2", damage,
Constants.GIB_ORGANIC);
GameMisc.ThrowGib(self, "models/objects/gibs/chest/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;
self.s.skinnum |= 1;
if (self.s.skinnum == 1)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_death_light, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else if (self.s.skinnum == 3)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_death, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_death_ss, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
if (Math.abs((self.s.origin[2] + self.viewheight) - point[2]) <= 4) {
// head shot
self.monsterinfo.currentmove = soldier_move_death3;
return;
}
n = Lib.rand() % 5;
if (n == 0)
self.monsterinfo.currentmove = soldier_move_death1;
else if (n == 1)
self.monsterinfo.currentmove = soldier_move_death2;
else if (n == 2)
self.monsterinfo.currentmove = soldier_move_death4;
else if (n == 3)
self.monsterinfo.currentmove = soldier_move_death5;
else
self.monsterinfo.currentmove = soldier_move_death6;
}
};
static EntityThinkAdapter soldier_attack1_refire1 = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack1_refire1"; }
public boolean think(Entity self) {
if (self.s.skinnum > 1)
return true;
if (self.enemy.health <= 0)
return true;
if (((GameBase.skill.value == 3) && (Lib.random() < 0.5))
|| (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE))
self.monsterinfo.nextframe = FRAME_attak102;
else
self.monsterinfo.nextframe = FRAME_attak110;
return true;
}
};
static EntityThinkAdapter soldier_attack1_refire2 = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack1_refire2"; }
public boolean think(Entity self) {
if (self.s.skinnum < 2)
return true;
if (self.enemy.health <= 0)
return true;
if (((GameBase.skill.value == 3) && (Lib.random() < 0.5))
|| (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE))
self.monsterinfo.nextframe = FRAME_attak102;
return true;
}
};
static EntityThinkAdapter soldier_attack2_refire1 = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack2_refire1"; }
public boolean think(Entity self) {
if (self.s.skinnum > 1)
return true;
if (self.enemy.health <= 0)
return true;
if (((GameBase.skill.value == 3) && (Lib.random() < 0.5))
|| (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE))
self.monsterinfo.nextframe = FRAME_attak204;
else
self.monsterinfo.nextframe = FRAME_attak216;
return true;
}
};
static EntityThinkAdapter soldier_attack2_refire2 = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack2_refire2"; }
public boolean think(Entity self) {
if (self.s.skinnum < 2)
return true;
if (self.enemy.health <= 0)
return true;
if (((GameBase.skill.value == 3) && (Lib.random() < 0.5))
|| (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE))
self.monsterinfo.nextframe = FRAME_attak204;
return true;
}
};
static EntityThinkAdapter soldier_attack3_refire = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack3_refire"; }
public boolean think(Entity self) {
if ((GameBase.level.time + 0.4) < self.monsterinfo.pausetime)
self.monsterinfo.nextframe = FRAME_attak303;
return true;
}
};
static EntityThinkAdapter soldier_attack6_refire = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack6_refire"; }
public boolean think(Entity self) {
if (self.enemy.health <= 0)
return true;
if (GameUtil.range(self, self.enemy) < Constants.RANGE_MID)
return true;
if (GameBase.skill.value == 3)
self.monsterinfo.nextframe = FRAME_runs03;
return true;
}
};
// ATTACK6 (run & shoot)
static EntityThinkAdapter soldier_fire8 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire8"; }
public boolean think(Entity self) {
soldier_fire(self, 7);
return true;
}
};
// ATTACK1 (blaster/shotgun)
static EntityThinkAdapter soldier_fire1 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire1"; }
public boolean think(Entity self) {
soldier_fire(self, 0);
return true;
}
};
// ATTACK2 (blaster/shotgun)
static EntityThinkAdapter soldier_fire2 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire2"; }
public boolean think(Entity self) {
soldier_fire(self, 1);
return true;
}
};
static EntityThinkAdapter soldier_duck_down = new EntityThinkAdapter() {
public String getID(){ return "soldier_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 soldier_fire3 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire3"; }
public boolean think(Entity self) {
soldier_duck_down.think(self);
soldier_fire(self, 2);
return true;
}
};
// ATTACK4 (machinegun)
static EntityThinkAdapter soldier_fire4 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire4"; }
public boolean think(Entity self) {
soldier_fire(self, 3);
//
// if (self.enemy.health <= 0)
// return;
//
// if ( ((skill.value == 3) && (random() < 0.5)) || (range(self,
// self.enemy) == RANGE_MELEE) )
// self.monsterinfo.nextframe = FRAME_attak402;
return true;
}
};
//
// DEATH
//
static EntityThinkAdapter soldier_fire6 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire6"; }
public boolean think(Entity self) {
soldier_fire(self, 5);
return true;
}
};
static EntityThinkAdapter soldier_fire7 = new EntityThinkAdapter() {
public String getID(){ return "soldier_fire7"; }
public boolean think(Entity self) {
soldier_fire(self, 6);
return true;
}
};
static EntityThinkAdapter soldier_idle = new EntityThinkAdapter() {
public String getID(){ return "soldier_idle"; }
public boolean think(Entity self) {
if (Lib.random() > 0.8)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_idle, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
return true;
}
};
static EntityThinkAdapter soldier_stand = new EntityThinkAdapter() {
public String getID(){ return "soldier_stand"; }
public boolean think(Entity self) {
if ((self.monsterinfo.currentmove == soldier_move_stand3)
|| (Lib.random() < 0.8))
self.monsterinfo.currentmove = soldier_move_stand1;
else
self.monsterinfo.currentmove = soldier_move_stand3;
return true;
}
};
//
// WALK
//
static EntityThinkAdapter soldier_walk1_random = new EntityThinkAdapter() {
public String getID(){ return "soldier_walk1_random"; }
public boolean think(Entity self) {
if (Lib.random() > 0.1)
self.monsterinfo.nextframe = FRAME_walk101;
return true;
}
};
static EntityThinkAdapter soldier_walk = new EntityThinkAdapter() {
public String getID(){ return "soldier_walk"; }
public boolean think(Entity self) {
if (Lib.random() < 0.5)
self.monsterinfo.currentmove = soldier_move_walk1;
else
self.monsterinfo.currentmove = soldier_move_walk2;
return true;
}
};
static EntityThinkAdapter soldier_run = new EntityThinkAdapter() {
public String getID(){ return "soldier_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0) {
self.monsterinfo.currentmove = soldier_move_stand1;
return true;
}
if (self.monsterinfo.currentmove == soldier_move_walk1
|| self.monsterinfo.currentmove == soldier_move_walk2
|| self.monsterinfo.currentmove == soldier_move_start_run) {
self.monsterinfo.currentmove = soldier_move_run;
int a = 2;
} else {
self.monsterinfo.currentmove = soldier_move_start_run;
}
return true;
}
};
static EntityPainAdapter soldier_pain = new EntityPainAdapter() {
public String getID(){ return "soldier_pain"; }
public void pain(Entity self, Entity other, float kick, int damage) {
float r;
int n;
if (self.health < (self.max_health / 2))
self.s.skinnum |= 1;
if (GameBase.level.time < self.pain_debounce_time) {
if ((self.velocity[2] > 100)
&& ((self.monsterinfo.currentmove == soldier_move_pain1)
|| (self.monsterinfo.currentmove == soldier_move_pain2) || (self.monsterinfo.currentmove == soldier_move_pain3)))
self.monsterinfo.currentmove = soldier_move_pain4;
return;
}
self.pain_debounce_time = GameBase.level.time + 3;
n = self.s.skinnum | 1;
if (n == 1)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain_light, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else if (n == 3)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain_ss, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
if (self.velocity[2] > 100) {
self.monsterinfo.currentmove = soldier_move_pain4;
return;
}
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
r = Lib.random();
if (r < 0.33)
self.monsterinfo.currentmove = soldier_move_pain1;
else if (r < 0.66)
self.monsterinfo.currentmove = soldier_move_pain2;
else
self.monsterinfo.currentmove = soldier_move_pain3;
}
};
//
// SIGHT
//
static EntityThinkAdapter soldier_duck_up = new EntityThinkAdapter() {
public String getID(){ return "soldier_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 EntInteractAdapter soldier_sight = new EntInteractAdapter() {
public String getID(){ return "soldier_sight"; }
public boolean interact(Entity self, Entity other) {
if (Lib.random() < 0.5)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_sight1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_sight2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
if ((GameBase.skill.value > 0)
&& (GameUtil.range(self, self.enemy) >= Constants.RANGE_MID)) {
if (Lib.random() > 0.5)
self.monsterinfo.currentmove = soldier_move_attack6;
}
return true;
}
};
//
// SPAWN
//
static EntityThinkAdapter SP_monster_soldier_x = new EntityThinkAdapter() {
public String getID(){ return "SP_monster_soldier_x"; }
public boolean think(Entity self) {
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/soldier/tris.md2");
self.monsterinfo.scale = MODEL_SCALE;
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, 32);
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
sound_idle = ServerInit.SV_SoundIndex("soldier/solidle1.wav");
sound_sight1 = ServerInit.SV_SoundIndex("soldier/solsght1.wav");
sound_sight2 = ServerInit.SV_SoundIndex("soldier/solsrch1.wav");
sound_cock = ServerInit.SV_SoundIndex("infantry/infatck3.wav");
self.mass = 100;
self.pain = soldier_pain;
self.die = soldier_die;
self.monsterinfo.stand = soldier_stand;
self.monsterinfo.walk = soldier_walk;
self.monsterinfo.run = soldier_run;
self.monsterinfo.dodge = soldier_dodge;
self.monsterinfo.attack = soldier_attack;
self.monsterinfo.melee = null;
self.monsterinfo.sight = soldier_sight;
World.SV_LinkEdict(self);
self.monsterinfo.stand.think(self);
GameAI.walkmonster_start.think(self);
return true;
}
};
/*
* QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static EntityThinkAdapter SP_monster_soldier_light = new EntityThinkAdapter() {
public String getID(){ return "SP_monster_soldier_light"; }
public boolean think(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return true;
}
SP_monster_soldier_x.think(self);
sound_pain_light = ServerInit.SV_SoundIndex("soldier/solpain2.wav");
sound_death_light = ServerInit.SV_SoundIndex("soldier/soldeth2.wav");
ServerInit.SV_ModelIndex("models/objects/laser/tris.md2");
ServerInit.SV_SoundIndex("misc/lasfly.wav");
ServerInit.SV_SoundIndex("soldier/solatck2.wav");
self.s.skinnum = 0;
self.health = 20;
self.gib_health = -30;
return true;
}
};
/*
* QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static EntityThinkAdapter SP_monster_soldier = new EntityThinkAdapter() {
public String getID(){ return "SP_monster_soldier"; }
public boolean think(Entity self) {
Com.DPrintf("Spawning a soldier at " + self.s.origin[0] + " " +
self.s.origin[1] + " " +
self.s.origin[2] + " " +
"\n");
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return true;
}
SP_monster_soldier_x.think(self);
sound_pain = ServerInit.SV_SoundIndex("soldier/solpain1.wav");
sound_death = ServerInit.SV_SoundIndex("soldier/soldeth1.wav");
ServerInit.SV_SoundIndex("soldier/solatck1.wav");
self.s.skinnum = 2;
self.health = 30;
self.gib_health = -30;
return true;
}
};
/**
* QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static EntityThinkAdapter SP_monster_soldier_ss = new EntityThinkAdapter() {
public String getID(){ return "SP_monster_soldier_ss"; }
public boolean think(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return true;
}
SP_monster_soldier_x.think(self);
sound_pain_ss = ServerInit.SV_SoundIndex("soldier/solpain3.wav");
sound_death_ss = ServerInit.SV_SoundIndex("soldier/soldeth3.wav");
ServerInit.SV_SoundIndex("soldier/solatck3.wav");
self.s.skinnum = 4;
self.health = 40;
self.gib_health = -30;
return true;
}
};
static void soldier_fire(Entity self, int flash_number) {
float[] start = { 0, 0, 0 };
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 };
float[] aim = { 0, 0, 0 };
float[] dir = { 0, 0, 0 };
float[] end = { 0, 0, 0 };
float r, u;
int flash_index;
if (self.s.skinnum < 2)
flash_index = blaster_flash[flash_number];
else if (self.s.skinnum < 4)
flash_index = shotgun_flash[flash_number];
else
flash_index = machinegun_flash[flash_number];
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[flash_index], forward, right,
start);
if (flash_number == 5 || flash_number == 6) {
Math3D.VectorCopy(forward, aim);
} else {
Math3D.VectorCopy(self.enemy.s.origin, end);
end[2] += self.enemy.viewheight;
Math3D.VectorSubtract(end, start, aim);
Math3D.vectoangles(aim, dir);
Math3D.AngleVectors(dir, forward, right, up);
r = Lib.crandom() * 1000;
u = Lib.crandom() * 500;
Math3D.VectorMA(start, 8192, forward, end);
Math3D.VectorMA(end, r, right, end);
Math3D.VectorMA(end, u, up, end);
Math3D.VectorSubtract(end, start, aim);
Math3D.VectorNormalize(aim);
}
if (self.s.skinnum <= 1) {
Monster.monster_fire_blaster(self, start, aim, 5, 600, flash_index,
Constants.EF_BLASTER);
} else if (self.s.skinnum <= 3) {
Monster.monster_fire_shotgun(self, start, aim, 2, 1,
Constants.DEFAULT_SHOTGUN_HSPREAD,
Constants.DEFAULT_SHOTGUN_VSPREAD,
Constants.DEFAULT_SHOTGUN_COUNT, flash_index);
} else {
if (0 == (self.monsterinfo.aiflags & Constants.AI_HOLD_FRAME))
self.monsterinfo.pausetime = GameBase.level.time
+ (3 + Lib.rand() % 8) * Constants.FRAMETIME;
Monster.monster_fire_bullet(self, start, aim, 2, 4,
Constants.DEFAULT_BULLET_HSPREAD,
Constants.DEFAULT_BULLET_VSPREAD, flash_index);
if (GameBase.level.time >= self.monsterinfo.pausetime)
self.monsterinfo.aiflags &= ~Constants.AI_HOLD_FRAME;
else
self.monsterinfo.aiflags |= Constants.AI_HOLD_FRAME;
}
}
static EntityThinkAdapter soldier_cock = new EntityThinkAdapter() {
public String getID(){ return "soldier_cock"; }
public boolean think(Entity self) {
if (self.s.frame == FRAME_stand322)
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_cock, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_cock, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
// STAND
static Frame soldier_frames_stand1[] = new Frame[] {
new Frame(GameAI.ai_stand, 0, soldier_idle),
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),
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 soldier_move_stand1 = new MonsterMove(FRAME_stand101,
FRAME_stand130, soldier_frames_stand1, soldier_stand);
static Frame soldier_frames_stand3[] = 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, soldier_cock),
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 soldier_move_stand3 = new MonsterMove(FRAME_stand301,
FRAME_stand339, soldier_frames_stand3, soldier_stand);
static Frame soldier_frames_walk1[] = new Frame[] {
new Frame(GameAI.ai_walk, 3, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 2, null),
new Frame(GameAI.ai_walk, 2, null),
new Frame(GameAI.ai_walk, 2, null),
new Frame(GameAI.ai_walk, 1, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 3, null),
new Frame(GameAI.ai_walk, -1, soldier_walk1_random),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null) };
static MonsterMove soldier_move_walk1 = new MonsterMove(FRAME_walk101,
FRAME_walk133, soldier_frames_walk1, null);
static Frame soldier_frames_walk2[] = new Frame[] {
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 9, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 1, null),
new Frame(GameAI.ai_walk, 3, null),
new Frame(GameAI.ai_walk, 7, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 7, null) };
static MonsterMove soldier_move_walk2 = new MonsterMove(FRAME_walk209,
FRAME_walk218, soldier_frames_walk2, null);
//
// RUN
//
static Frame soldier_frames_start_run[] = new Frame[] {
new Frame(GameAI.ai_run, 7, null),
new Frame(GameAI.ai_run, 5, null) };
static MonsterMove soldier_move_start_run = new MonsterMove(FRAME_run01,
FRAME_run02, soldier_frames_start_run, soldier_run);
static Frame soldier_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 11, null),
new Frame(GameAI.ai_run, 11, null),
new Frame(GameAI.ai_run, 16, null),
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 15, null) };
static MonsterMove soldier_move_run = new MonsterMove(FRAME_run03, FRAME_run08,
soldier_frames_run, null);
//
// DUCK
//
static EntityThinkAdapter soldier_duck_hold = new EntityThinkAdapter() {
public String getID(){ return "soldier_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;
}
};
//
// PAIN
//
static Frame soldier_frames_pain1[] = new Frame[] {
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_pain1 = new MonsterMove(FRAME_pain101,
FRAME_pain105, soldier_frames_pain1, soldier_run);
static Frame soldier_frames_pain2[] = new Frame[] {
new Frame(GameAI.ai_move, -13, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 2, null) };
static MonsterMove soldier_move_pain2 = new MonsterMove(FRAME_pain201,
FRAME_pain207, soldier_frames_pain2, soldier_run);
static Frame soldier_frames_pain3[] = new Frame[] {
new Frame(GameAI.ai_move, -8, null),
new Frame(GameAI.ai_move, 10, null),
new Frame(GameAI.ai_move, -4, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 3, 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, 0, 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, 2, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 2, null) };
static MonsterMove soldier_move_pain3 = new MonsterMove(FRAME_pain301,
FRAME_pain318, soldier_frames_pain3, soldier_run);
static Frame soldier_frames_pain4[] = 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, -10, null),
new Frame(GameAI.ai_move, -6, null),
new Frame(GameAI.ai_move, 8, null),
new Frame(GameAI.ai_move, 4, null),
new Frame(GameAI.ai_move, 1, 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),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_pain4 = new MonsterMove(FRAME_pain401,
FRAME_pain417, soldier_frames_pain4, soldier_run);
//
// ATTACK
//
static int blaster_flash[] = { Constants.MZ2_SOLDIER_BLASTER_1,
Constants.MZ2_SOLDIER_BLASTER_2, Constants.MZ2_SOLDIER_BLASTER_3,
Constants.MZ2_SOLDIER_BLASTER_4, Constants.MZ2_SOLDIER_BLASTER_5,
Constants.MZ2_SOLDIER_BLASTER_6, Constants.MZ2_SOLDIER_BLASTER_7,
Constants.MZ2_SOLDIER_BLASTER_8 };
static int shotgun_flash[] = { Constants.MZ2_SOLDIER_SHOTGUN_1,
Constants.MZ2_SOLDIER_SHOTGUN_2, Constants.MZ2_SOLDIER_SHOTGUN_3,
Constants.MZ2_SOLDIER_SHOTGUN_4, Constants.MZ2_SOLDIER_SHOTGUN_5,
Constants.MZ2_SOLDIER_SHOTGUN_6, Constants.MZ2_SOLDIER_SHOTGUN_7,
Constants.MZ2_SOLDIER_SHOTGUN_8 };
static int machinegun_flash[] = { Constants.MZ2_SOLDIER_MACHINEGUN_1,
Constants.MZ2_SOLDIER_MACHINEGUN_2, Constants.MZ2_SOLDIER_MACHINEGUN_3,
Constants.MZ2_SOLDIER_MACHINEGUN_4, Constants.MZ2_SOLDIER_MACHINEGUN_5,
Constants.MZ2_SOLDIER_MACHINEGUN_6, Constants.MZ2_SOLDIER_MACHINEGUN_7,
Constants.MZ2_SOLDIER_MACHINEGUN_8 };
static Frame soldier_frames_attack1[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_fire1),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_attack1_refire1),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_cock),
new Frame(GameAI.ai_charge, 0, soldier_attack1_refire2),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove soldier_move_attack1 = new MonsterMove(FRAME_attak101,
FRAME_attak112, soldier_frames_attack1, soldier_run);
static Frame soldier_frames_attack2[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_fire2),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_attack2_refire1),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_cock),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_attack2_refire2),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove soldier_move_attack2 = new MonsterMove(FRAME_attak201,
FRAME_attak218, soldier_frames_attack2, soldier_run);
static Frame soldier_frames_attack3[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_fire3),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_attack3_refire),
new Frame(GameAI.ai_charge, 0, soldier_duck_up),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove soldier_move_attack3 = new MonsterMove(FRAME_attak301,
FRAME_attak309, soldier_frames_attack3, soldier_run);
static Frame soldier_frames_attack4[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, soldier_fire4),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove soldier_move_attack4 = new MonsterMove(FRAME_attak401,
FRAME_attak406, soldier_frames_attack4, soldier_run);
static Frame soldier_frames_attack6[] = new Frame[] {
new Frame(GameAI.ai_charge, 10, null),
new Frame(GameAI.ai_charge, 4, null),
new Frame(GameAI.ai_charge, 12, null),
new Frame(GameAI.ai_charge, 11, soldier_fire8),
new Frame(GameAI.ai_charge, 13, null),
new Frame(GameAI.ai_charge, 18, null),
new Frame(GameAI.ai_charge, 15, null),
new Frame(GameAI.ai_charge, 14, null),
new Frame(GameAI.ai_charge, 11, null),
new Frame(GameAI.ai_charge, 8, null),
new Frame(GameAI.ai_charge, 11, null),
new Frame(GameAI.ai_charge, 12, null),
new Frame(GameAI.ai_charge, 12, null),
new Frame(GameAI.ai_charge, 17, soldier_attack6_refire) };
static MonsterMove soldier_move_attack6 = new MonsterMove(FRAME_runs01,
FRAME_runs14, soldier_frames_attack6, soldier_run);
static Frame soldier_frames_duck[] = new Frame[] {
new Frame(GameAI.ai_move, 5, soldier_duck_down),
new Frame(GameAI.ai_move, -1, soldier_duck_hold),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 0, soldier_duck_up),
new Frame(GameAI.ai_move, 5, null) };
static MonsterMove soldier_move_duck = new MonsterMove(FRAME_duck01, FRAME_duck05,
soldier_frames_duck, soldier_run);
static Frame soldier_frames_death1[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -10, null),
new Frame(GameAI.ai_move, -10, null),
new Frame(GameAI.ai_move, -10, null),
new Frame(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, soldier_fire6),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, soldier_fire7),
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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_death1 = new MonsterMove(FRAME_death101,
FRAME_death136, soldier_frames_death1, soldier_dead);
static Frame soldier_frames_death2[] = new Frame[] {
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null) };
static MonsterMove soldier_move_death2 = new MonsterMove(FRAME_death201,
FRAME_death235, soldier_frames_death2, soldier_dead);
static Frame soldier_frames_death3[] = new Frame[] {
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null), };
static MonsterMove soldier_move_death3 = new MonsterMove(FRAME_death301,
FRAME_death345, soldier_frames_death3, soldier_dead);
static Frame soldier_frames_death4[] = 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_death4 = new MonsterMove(FRAME_death401,
FRAME_death453, soldier_frames_death4, soldier_dead);
static Frame soldier_frames_death5[] = new Frame[] {
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, -5, 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_death5 = new MonsterMove(FRAME_death501,
FRAME_death524, soldier_frames_death5, soldier_dead);
static Frame soldier_frames_death6[] = 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, 0, 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, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove soldier_move_death6 = new MonsterMove(FRAME_death601,
FRAME_death610, soldier_frames_death6, soldier_dead);
// ATTACK3 (duck and shoot)
static EntityThinkAdapter soldier_attack = new EntityThinkAdapter() {
public String getID(){ return "soldier_attack"; }
public boolean think(Entity self) {
if (self.s.skinnum < 4) {
if (Lib.random() < 0.5)
self.monsterinfo.currentmove = soldier_move_attack1;
else
self.monsterinfo.currentmove = soldier_move_attack2;
} else {
self.monsterinfo.currentmove = soldier_move_attack4;
}
return true;
}
};
static EntityDodgeAdapter soldier_dodge = new EntityDodgeAdapter() {
public String getID(){ return "soldier_dodge"; }
public void dodge(Entity self, Entity attacker, float eta) {
float r;
r = Lib.random();
if (r > 0.25)
return;
if (self.enemy == null)
self.enemy = attacker;
if (GameBase.skill.value == 0) {
self.monsterinfo.currentmove = soldier_move_duck;
return;
}
self.monsterinfo.pausetime = GameBase.level.time + eta + 0.3f;
r = Lib.random();
if (GameBase.skill.value == 1) {
if (r > 0.33)
self.monsterinfo.currentmove = soldier_move_duck;
else
self.monsterinfo.currentmove = soldier_move_attack3;
return;
}
if (GameBase.skill.value >= 2) {
if (r > 0.66)
self.monsterinfo.currentmove = soldier_move_duck;
else
self.monsterinfo.currentmove = soldier_move_attack3;
return;
}
self.monsterinfo.currentmove = soldier_move_attack3;
}
};
}