3 const vector SOLDIER_MIN = '-16 -16 -30';
4 const vector SOLDIER_MAX = '16 16 32';
7 string SOLDIER_MODEL = "models/monsters/soldier.zym";
13 float autocvar_g_monster_soldier;
14 float autocvar_g_monster_soldier_health;
15 float autocvar_g_monster_soldier_melee_damage;
16 float autocvar_g_monster_soldier_speed_walk;
17 float autocvar_g_monster_soldier_speed_run;
18 float autocvar_g_monster_soldier_ammo;
19 float autocvar_g_monster_soldier_weapon_laser_chance;
20 float autocvar_g_monster_soldier_weapon_shotgun_chance;
21 float autocvar_g_monster_soldier_weapon_machinegun_chance;
22 float autocvar_g_monster_soldier_weapon_rocketlauncher_chance;
23 float autocvar_g_monster_soldier_attack_uzi_bullets;
26 const float soldier_anim_die1 = 0;
27 const float soldier_anim_die2 = 1;
28 const float soldier_anim_draw = 2;
29 const float soldier_anim_duck = 3;
30 const float soldier_anim_duckwalk = 4;
31 const float soldier_anim_duckjump = 5;
32 const float soldier_anim_duckidle = 6;
33 const float soldier_anim_idle = 7;
34 const float soldier_anim_jump = 8;
35 const float soldier_anim_pain1 = 9;
36 const float soldier_anim_pain2 = 10;
37 const float soldier_anim_shoot = 11;
38 const float soldier_anim_taunt = 12;
39 const float soldier_anim_run = 13;
40 const float soldier_anim_runbackwards = 14;
41 const float soldier_anim_strafeleft = 15;
42 const float soldier_anim_straferight = 16;
43 const float soldier_anim_dead1 = 17;
44 const float soldier_anim_dead2 = 18;
45 const float soldier_anim_forwardright = 19;
46 const float soldier_anim_forwardleft = 20;
47 const float soldier_anim_backright = 21;
48 const float soldier_anim_backleft = 22;
52 self.think = soldier_think;
53 self.nextthink = time + self.ticrate;
56 self.nextthink = self.delay;
58 if(time < self.attack_finished_single)
59 monster_move(0, 0, 0, soldier_anim_shoot, soldier_anim_shoot, soldier_anim_shoot);
61 monster_move(autocvar_g_monster_soldier_speed_run, autocvar_g_monster_soldier_speed_walk, 50, soldier_anim_run, soldier_anim_run, soldier_anim_idle);
64 void soldier_reload ()
66 self.monster_delayedattack = func_null; // out of ammo, don't keep attacking
68 monsters_setframe(soldier_anim_draw);
69 self.attack_finished_single = time + 2;
70 self.currentammo = autocvar_g_monster_soldier_ammo;
71 sound (self, CH_SHOTS, "weapons/reload.wav", VOL_BASE, ATTN_LARGE);
75 void soldier_uzi_fire ()
77 self.currentammo -= 1;
78 if(self.currentammo <= 0)
84 self.grunt_cycles += 1;
86 if(self.grunt_cycles > autocvar_g_monster_soldier_attack_uzi_bullets)
88 self.monster_delayedattack = func_null;
92 W_UZI_Attack(DEATH_MONSTER_MARINE_UZI);
93 self.delay = time + 0.1;
94 self.monster_delayedattack = soldier_uzi_fire;
97 float soldier_attack()
99 monsters_setframe(soldier_anim_shoot);
100 makevectors(self.angles);
102 if(self.currentammo <= 0)
108 self.grunt_cycles = 0;
112 case WEP_ROCKET_LAUNCHER:
114 self.currentammo -= 1;
115 self.attack_finished_single = time + 0.8;
121 self.currentammo -= 1;
122 self.attack_finished_single = time + 0.8;
128 self.attack_finished_single = time + 0.8;
129 self.delay = time + 0.1;
130 self.monster_delayedattack = soldier_uzi_fire;
135 self.attack_finished_single = time + 0.8;
140 return FALSE; // no weapon?
144 void soldier_melee ()
146 monsters_setframe(soldier_anim_shoot);
147 self.attack_finished_single = time + 0.8;
148 monster_melee(self.enemy, autocvar_g_monster_soldier_melee_damage, 0.3, DEATH_MONSTER_MARINE_SLAP, TRUE);
153 Monster_CheckDropCvars ("soldier");
155 self.think = Monster_Fade;
156 self.nextthink = time + 5;
157 monsters_setframe((random() > 0.5) ? soldier_anim_die1 : soldier_anim_die2);
159 monster_hook_death(); // for post-death mods
162 void soldier_spawn ()
165 self.health = autocvar_g_monster_soldier_health * self.scale;
167 self.damageforcescale = 0.003;
168 self.classname = "monster_soldier";
169 self.checkattack = GenericCheckAttack;
170 self.attack_melee = soldier_melee;
171 self.attack_ranged = soldier_attack;
172 self.nextthink = time + random() * 0.5 + 0.1;
173 self.think = soldier_think;
174 self.currentammo = 3;
175 self.sprite_height = 45;
176 self.items = (IT_SHELLS | IT_ROCKETS | IT_NAILS);
178 monsters_setframe(soldier_anim_draw);
180 setmodel(self, SOLDIER_MODEL);
182 RandomSelection_Init();
183 RandomSelection_Add(world, WEP_LASER, string_null, autocvar_g_monster_soldier_weapon_laser_chance, 1);
184 RandomSelection_Add(world, WEP_SHOTGUN, string_null, autocvar_g_monster_soldier_weapon_shotgun_chance, 1);
185 RandomSelection_Add(world, WEP_UZI, string_null, autocvar_g_monster_soldier_weapon_machinegun_chance, 1);
186 RandomSelection_Add(world, WEP_ROCKET_LAUNCHER, string_null, autocvar_g_monster_soldier_weapon_rocketlauncher_chance, 1);
188 self.weaponentity = spawn();
189 self.weaponentity.movetype = MOVETYPE_NOCLIP;
190 self.weaponentity.team = self.team;
191 self.weaponentity.solid = SOLID_NOT;
192 self.weaponentity.owner = self.weaponentity.realowner = self;
193 setmodel(self.weaponentity, "models/weapons/v_seeker.md3");
194 setattachment(self.weaponentity, self, "bip01 r hand");
196 self.armorvalue = bound(0.5, random(), 1);
197 self.weapon = RandomSelection_chosen_float;
199 monster_hook_spawn(); // for post-spawn mods
202 void spawnfunc_monster_soldier ()
204 if not(autocvar_g_monster_soldier) { remove(self); return; }
206 self.monster_spawnfunc = spawnfunc_monster_soldier;
208 if(Monster_CheckAppearFlags(self))
211 precache_model("models/weapons/v_seeker.md3");
212 precache_model(SOLDIER_MODEL);
214 if not (monster_initialize(
215 "Marine", MONSTER_MARINE,
216 SOLDIER_MIN, SOLDIER_MAX,
218 soldier_die, soldier_spawn))
224 precache_sound ("weapons/shotgun_fire.wav");
225 precache_sound ("weapons/uzi_fire.wav");
226 precache_sound ("weapons/laser_fire.wav");
227 precache_sound ("weapons/reload.wav");
228 precache_model ("models/weapons/v_seeker.md3");
231 // compatibility with old spawns
232 void spawnfunc_monster_army () { spawnfunc_monster_soldier(); }