shithub: qk2

ref: 0302531d06e788f955362a73e24984b441f7b885
dir: /rogue/m_infantry.c/

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#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "../dat.h"
#include "../fns.h"
#include "m_infantry.h"

void InfantryMachineGun (edict_t *self);


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;

mframe_t infantry_frames_stand [] =
{
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL
};
mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};

void infantry_stand (edict_t *self)
{
	self->monsterinfo.currentmove = &infantry_move_stand;
}


mframe_t infantry_frames_fidget [] =
{
	ai_stand, 1,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 3,  NULL,
	ai_stand, 6,  NULL,
	ai_stand, 3,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, -1, NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, -2, NULL,
	ai_stand, 1,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, -1, NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, -1, NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, -1, NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 1,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, 0,  NULL,
	ai_stand, -1, NULL,
	ai_stand, -1, NULL,
	ai_stand, 0,  NULL,
	ai_stand, -3, NULL,
	ai_stand, -2, NULL,
	ai_stand, -3, NULL,
	ai_stand, -3, NULL,
	ai_stand, -2, NULL
};
mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};

void infantry_fidget (edict_t *self)
{
	self->monsterinfo.currentmove = &infantry_move_fidget;
	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

mframe_t infantry_frames_walk [] =
{
	ai_walk, 5,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 5,  NULL
};
mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};

void infantry_walk (edict_t *self)
{
	self->monsterinfo.currentmove = &infantry_move_walk;
}

mframe_t infantry_frames_run [] =
{
	ai_run, 10, NULL,
	ai_run, 20, NULL,
	ai_run, 5,  NULL,
	ai_run, 7,  monster_done_dodge,
	ai_run, 30, NULL,
	ai_run, 35, NULL,
	ai_run, 2,  NULL,
	ai_run, 6,  NULL
};
mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};

void infantry_run (edict_t *self)
{
	monster_done_dodge (self);

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
		self->monsterinfo.currentmove = &infantry_move_stand;
	else
		self->monsterinfo.currentmove = &infantry_move_run;
}


mframe_t infantry_frames_pain1 [] =
{
	ai_move, -3, NULL,
	ai_move, -2, NULL,
	ai_move, -1, NULL,
	ai_move, -2, NULL,
	ai_move, -1, NULL,
	ai_move, 1,  NULL,
	ai_move, -1, NULL,
	ai_move, 1,  NULL,
	ai_move, 6,  NULL,
	ai_move, 2,  NULL
};
mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};

mframe_t infantry_frames_pain2 [] =
{
	ai_move, -3, NULL,
	ai_move, -3, NULL,
	ai_move, 0,  NULL,
	ai_move, -1, NULL,
	ai_move, -2, NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 2,  NULL,
	ai_move, 5,  NULL,
	ai_move, 2,  NULL
};
mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};

void infantry_pain (edict_t *self, edict_t *, float, int)
{
	int		n;

	if (self->health < (self->max_health / 2))
		self->s.skinnum = 1;

	if (!self->groundentity)
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("infantry: pain avoided due to no ground\n");
		return;
	}

	monster_done_dodge (self);

	if (level.time < self->pain_debounce_time)
		return;

	self->pain_debounce_time = level.time + 3;
	
	if (skill->value == 3)
		return;		// no pain anims in nightmare

	n = rand() % 2;
	if (n == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_pain1;
		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_pain2;
		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	}

	// PMM - clear duck flag
	if (self->monsterinfo.aiflags & AI_DUCKED)
		monster_duck_up(self);
}


vec3_t	aimangles[] =
{
	0.0, 5.0, 0.0,
	10.0, 15.0, 0.0,
	20.0, 25.0, 0.0,
	25.0, 35.0, 0.0,
	30.0, 40.0, 0.0,
	30.0, 45.0, 0.0,
	25.0, 50.0, 0.0,
	20.0, 40.0, 0.0,
	15.0, 35.0, 0.0,
	40.0, 35.0, 0.0,
	70.0, 35.0, 0.0,
	90.0, 35.0, 0.0
};

void InfantryMachineGun (edict_t *self)
{
	vec3_t	start, target;
	vec3_t	forward, right;
	vec3_t	vec;
	int		flash_number;

	if(!self->enemy || !self->enemy->inuse)		//PGM
		return;									//PGM

	// pmm - new attack start frame
	if (self->s.frame == FRAME_attak104)
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_1;
		AngleVectors (self->s.angles, forward, right, NULL);
		G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

		if (self->enemy)
		{
			VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
			target[2] += self->enemy->viewheight;
			VectorSubtract (target, start, forward);
			VectorNormalize (forward);
		}
		else
		{
			AngleVectors (self->s.angles, forward, right, NULL);
		}
	}
	else
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);

		AngleVectors (self->s.angles, forward, right, NULL);
		G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

		VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
		AngleVectors (vec, forward, NULL, NULL);
	}

	monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

void infantry_sight (edict_t *self, edict_t *)
{
	gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
}

void infantry_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	gi.linkentity (self);

	M_FlyCheck (self);
}

mframe_t infantry_frames_death1 [] =
{
	ai_move, -4, NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, -1, NULL,
	ai_move, -4, NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, -1, NULL,
	ai_move, 3,  NULL,
	ai_move, 1,  NULL,
	ai_move, 1,  NULL,
	ai_move, -2, NULL,
	ai_move, 2,  NULL,
	ai_move, 2,  NULL,
	ai_move, 9,  NULL,
	ai_move, 9,  NULL,
	ai_move, 5,  NULL,
	ai_move, -3, NULL,
	ai_move, -3, NULL
};
mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};

// Off with his head
mframe_t infantry_frames_death2 [] =
{
	ai_move, 0,   NULL,
	ai_move, 1,   NULL,
	ai_move, 5,   NULL,
	ai_move, -1,  NULL,
	ai_move, 0,   NULL,
	ai_move, 1,   NULL,
	ai_move, 1,   NULL,
	ai_move, 4,   NULL,
	ai_move, 3,   NULL,
	ai_move, 0,   NULL,
	ai_move, -2,  InfantryMachineGun,
	ai_move, -2,  InfantryMachineGun,
	ai_move, -3,  InfantryMachineGun,
	ai_move, -1,  InfantryMachineGun,
	ai_move, -2,  InfantryMachineGun,
	ai_move, 0,   InfantryMachineGun,
	ai_move, 2,   InfantryMachineGun,
	ai_move, 2,   InfantryMachineGun,
	ai_move, 3,   InfantryMachineGun,
	ai_move, -10, InfantryMachineGun,
	ai_move, -7,  InfantryMachineGun,
	ai_move, -8,  InfantryMachineGun,
	ai_move, -6,  NULL,
	ai_move, 4,   NULL,
	ai_move, 0,   NULL
};
mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};

mframe_t infantry_frames_death3 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -6,  NULL,
	ai_move, -11, NULL,
	ai_move, -3,  NULL,
	ai_move, -11, NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};


void infantry_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t)
{
	int		n;

// check for gib
	if (self->health <= self->gib_health)
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 2; n++)
			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
		for (n= 0; n < 4; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
		return;

// regular death
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	n = rand() % 3;
	if (n == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_death1;
		gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
	else if (n == 1)
	{
		self->monsterinfo.currentmove = &infantry_move_death2;
		gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_death3;
		gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
}

mframe_t infantry_frames_duck [] =
{
	ai_move, -2, monster_duck_down,
	ai_move, -5, monster_duck_hold,
	ai_move, 3,  NULL,
	ai_move, 4,  monster_duck_up,
	ai_move, 0,  NULL
};
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};

// PMM - dodge code moved below so I can see the attack frames


void infantry_cock_gun (edict_t *self)
{
	// pmm .. code that was here no longer needed
	gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
}

void infantry_fire (edict_t *self)
{
	InfantryMachineGun (self);
	if (level.time >= self->monsterinfo.pausetime)
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	else
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

// this is here instead of cock_gun

void infantry_fire_prep (edict_t *self)
{
	int n;
	n = (rand() & 15) + 3 + 1;
	self->monsterinfo.pausetime = level.time + n*FRAMETIME;
}

// pmm
// frames reordered, tweaked for new frames

mframe_t infantry_frames_attack1 [] =
{
	ai_charge, -3, NULL,					//101
	ai_charge, -2, NULL,					//102
	ai_charge, -1, infantry_fire_prep,		//103
	ai_charge, 5,  infantry_fire,			//104
	ai_charge, 1,  NULL,					//105
	ai_charge, -3, NULL,					//106
	ai_charge, -2, NULL,					//107
	ai_charge, 2,  infantry_cock_gun,		//108
	ai_charge, 1,  NULL,					//109
	ai_charge, 1,  NULL,					//110
	ai_charge, -1, NULL,					//111
	ai_charge, 0,  NULL,					//112
	ai_charge, -1, NULL,					//113
	ai_charge, -1, NULL,					//114
	ai_charge, 4,  NULL						//115
};
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};


void infantry_swing (edict_t *self)
{
	gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
}

void infantry_smack (edict_t *self)
{
	vec3_t	aim;

	VectorSet (aim, MELEE_DISTANCE, 0, 0);
	if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
		gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}

mframe_t infantry_frames_attack2 [] =
{
	ai_charge, 3, NULL,
	ai_charge, 6, NULL,
	ai_charge, 0, infantry_swing,
	ai_charge, 8, NULL,
	ai_charge, 5, NULL,
	ai_charge, 8, infantry_smack,
	ai_charge, 6, NULL,
	ai_charge, 3, NULL,
};
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};

void infantry_attack(edict_t *self)
{
	monster_done_dodge (self);

	if (range (self, self->enemy) == RANGE_MELEE)
		self->monsterinfo.currentmove = &infantry_move_attack2;
	else
		self->monsterinfo.currentmove = &infantry_move_attack1;
}

//===========
//PGM
void infantry_jump_now (edict_t *self)
{
	vec3_t	forward,up;

	monster_jump_start (self);

	AngleVectors (self->s.angles, forward, NULL, up);
	VectorMA(self->velocity, 100, forward, self->velocity);
	VectorMA(self->velocity, 300, up, self->velocity);
}

void infantry_jump2_now (edict_t *self)
{
	vec3_t	forward,up;

	monster_jump_start (self);

	AngleVectors (self->s.angles, forward, NULL, up);
	VectorMA(self->velocity, 150, forward, self->velocity);
	VectorMA(self->velocity, 400, up, self->velocity);
}

void infantry_jump_wait_land (edict_t *self)
{
	if(self->groundentity == NULL)
	{
		self->monsterinfo.nextframe = self->s.frame;

		if(monster_jump_finished (self))
			self->monsterinfo.nextframe = self->s.frame + 1;
	}
	else 
		self->monsterinfo.nextframe = self->s.frame + 1;
}

mframe_t infantry_frames_jump [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, infantry_jump_now,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, infantry_jump_wait_land,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t infantry_move_jump = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run };

mframe_t infantry_frames_jump2 [] =
{
	ai_move, -8, NULL,
	ai_move, -4, NULL,
	ai_move, -4, NULL,
	ai_move, 0, infantry_jump_now,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, infantry_jump_wait_land,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t infantry_move_jump2 = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run };

void infantry_jump (edict_t *self)
{
	if(!self->enemy)
		return;

	monster_done_dodge(self);

	if(self->enemy->s.origin[2] > self->s.origin[2])
		self->monsterinfo.currentmove = &infantry_move_jump2;
	else
		self->monsterinfo.currentmove = &infantry_move_jump;
}

qboolean infantry_blocked (edict_t *self, float dist)
{
	if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
		return true;

	if(blocked_checkjump (self, dist, 192, 40))
	{
		infantry_jump(self);
		return true;
	}

	if(blocked_checkplat (self, dist))
		return true;

	return false;
}
//PGM
//===========
/*
void infantry_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
//===========
//PMM - rogue rewrite of gunner dodge code.
	float	r;
	float	height;
	int		shooting = 0;

	if (!self->enemy)
	{
		self->enemy = attacker;
		FoundTarget (self);
	}

	// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
	// seeing numbers like 13 and 14)
	if ((eta < 0.1) || (eta > 5))
		return;

	r = qrandom();
	if (r > (0.25*((skill->value)+1)))
		return;

	if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
		(self->monsterinfo.currentmove == &infantry_move_attack2))
	{
		shooting = 1;
	}
	if (self->monsterinfo.aiflags & AI_DODGING)
	{
		height = self->absmax[2];
	}
	else
	{
		height = self->absmax[2]-32-1;  // the -1 is because the absmax is s.origin + maxs + 1
	}

	// check to see if it makes sense to duck
	if (tr->endpos[2] <= height)
	{
		vec3_t right,diff;

		if (shooting)
		{
			self->monsterinfo.attack_state = AS_SLIDING;
			return;
		}
		AngleVectors (self->s.angles, NULL, right, NULL);
		VectorSubtract (tr->endpos, self->s.origin, diff);
		if (DotProduct (right, diff) < 0)
		{
			self->monsterinfo.lefty = 1;
		}
		// if it doesn't sense to duck, try to strafe away
		monster_done_dodge (self);
		self->monsterinfo.currentmove = &infantry_move_run;
		self->monsterinfo.attack_state = AS_SLIDING;
		return;
	}

	if (skill->value == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_duck;
		// PMM - stupid dodge
		self->monsterinfo.duck_wait_time = level.time + eta + 1;
		self->monsterinfo.aiflags |= AI_DODGING;
		return;
	}

	if (!shooting)
	{
		self->monsterinfo.currentmove = &infantry_move_duck;
		self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
		self->monsterinfo.aiflags |= AI_DODGING;
	}
	return;
//PMM
//===========
*/

void infantry_duck (edict_t *self, float eta)
{
	// if we're jumping, don't dodge
	if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
		(self->monsterinfo.currentmove == &infantry_move_jump2))
	{
		return;
	}

	if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
		(self->monsterinfo.currentmove == &infantry_move_attack2))
	{
		// if we're shooting, and not on easy, don't dodge
		if (skill->value)
		{
			self->monsterinfo.aiflags &= ~AI_DUCKED;
			return;
		}
	}

	if (skill->value == 0)
		// PMM - stupid dodge
		self->monsterinfo.duck_wait_time = level.time + eta + 1;
	else
		self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));

	// has to be done immediately otherwise he can get stuck
	monster_duck_down(self);

	self->monsterinfo.nextframe = FRAME_duck01;
	self->monsterinfo.currentmove = &infantry_move_duck;
	return;
}

void infantry_sidestep (edict_t *self)
{
	// if we're jumping, don't dodge
	if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
		(self->monsterinfo.currentmove == &infantry_move_jump2))
	{
		return;
	}

	if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
		(self->monsterinfo.currentmove == &infantry_move_attack2))
	{
		// if we're shooting, and not on easy, don't dodge
		if (skill->value)
		{
			self->monsterinfo.aiflags &= ~AI_DODGING;
			return;
		}
	}

	if (self->monsterinfo.currentmove != &infantry_move_run)
		self->monsterinfo.currentmove = &infantry_move_run;
}

/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_infantry (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
	sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
	sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
	sound_die2 = gi.soundindex ("infantry/infdeth2.wav");

	sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
	sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
	sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
	sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
	
	sound_sight = gi.soundindex ("infantry/infsght1.wav");
	sound_search = gi.soundindex ("infantry/infsrch1.wav");
	sound_idle = gi.soundindex ("infantry/infidle1.wav");
	

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);

	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;
	// pmm
	self->monsterinfo.dodge = M_MonsterDodge;
	self->monsterinfo.duck = infantry_duck;
	self->monsterinfo.unduck = monster_duck_up;
	self->monsterinfo.sidestep = infantry_sidestep;
//	self->monsterinfo.dodge = infantry_dodge;
	// pmm
	self->monsterinfo.attack = infantry_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = infantry_sight;
	self->monsterinfo.idle = infantry_fidget;
	self->monsterinfo.blocked = infantry_blocked;

	gi.linkentity (self);

	self->monsterinfo.currentmove = &infantry_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start (self);
}