shithub: qk2

ref: f961e207e8f8a9e544dceb12ca1e554d0bd6ea7e
dir: /xatrix/m_soldier.c/

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


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;


void soldier_idle (edict_t *self)
{
	if (qrandom() > 0.8)
		gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void soldier_cock (edict_t *self)
{
	if (self->s.frame == FRAME_stand322)
		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
	else
		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
}


// STAND

void soldier_stand (edict_t *self);

mframe_t soldier_frames_stand1 [] =
{
	ai_stand, 0, soldier_idle,
	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,
	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 soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};

mframe_t soldier_frames_stand3 [] =
{
	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, soldier_cock,
	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 soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};

/*
mframe_t soldier_frames_stand4 [] =
{
	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,
	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,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 4, NULL,
	ai_stand, 1, NULL,
	ai_stand, -1, NULL,
	ai_stand, -2, NULL,

	ai_stand, 0, NULL,
	ai_stand, 0, NULL
};
mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
*/

void soldier_stand (edict_t *self)
{
	if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (qrandom() < 0.8))
		self->monsterinfo.currentmove = &soldier_move_stand1;
	else
		self->monsterinfo.currentmove = &soldier_move_stand3;
}


//
// WALK
//

void soldier_walk1_random (edict_t *self)
{
	if (qrandom() > 0.1)
		self->monsterinfo.nextframe = FRAME_walk101;
}

mframe_t soldier_frames_walk1 [] =
{
	ai_walk, 3,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 1,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 3,  NULL,
	ai_walk, -1, soldier_walk1_random,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL
};
mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};

mframe_t soldier_frames_walk2 [] =
{
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 9,  NULL,
	ai_walk, 8,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 1,  NULL,
	ai_walk, 3,  NULL,
	ai_walk, 7,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 7,  NULL
};
mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};

void soldier_walk (edict_t *self)
{
	if (qrandom() < 0.5)
		self->monsterinfo.currentmove = &soldier_move_walk1;
	else
		self->monsterinfo.currentmove = &soldier_move_walk2;
}


//
// RUN
//

void soldier_run (edict_t *self);

mframe_t soldier_frames_start_run [] =
{
	ai_run, 7,  NULL,
	ai_run, 5,  NULL
};
mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};

mframe_t soldier_frames_run [] =
{
	ai_run, 10, NULL,
	ai_run, 11, NULL,
	ai_run, 11, NULL,
	ai_run, 16, NULL,
	ai_run, 10, NULL,
	ai_run, 15, NULL
};
mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};

void soldier_run (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &soldier_move_stand1;
		return;
	}

	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;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_start_run;
	}
}


//
// PAIN
//

mframe_t soldier_frames_pain1 [] =
{
	ai_move, -3, NULL,
	ai_move, 4,  NULL,
	ai_move, 1,  NULL,
	ai_move, 1,  NULL,
	ai_move, 0,  NULL
};
mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};

mframe_t soldier_frames_pain2 [] =
{
	ai_move, -13, NULL,
	ai_move, -1,  NULL,
	ai_move, 2,   NULL,
	ai_move, 4,   NULL,
	ai_move, 2,   NULL,
	ai_move, 3,   NULL,
	ai_move, 2,   NULL
};
mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};

mframe_t soldier_frames_pain3 [] =
{
	ai_move, -8, NULL,
	ai_move, 10, NULL,
	ai_move, -4, NULL,
	ai_move, -1, NULL,
	ai_move, -3, NULL,
	ai_move, 0,  NULL,
	ai_move, 3,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 1,  NULL,
	ai_move, 0,  NULL,
	ai_move, 1,  NULL,
	ai_move, 2,  NULL,
	ai_move, 4,  NULL,
	ai_move, 3,  NULL,
	ai_move, 2,  NULL
};
mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};

mframe_t soldier_frames_pain4 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -10, NULL,
	ai_move, -6,  NULL,
	ai_move, 8,   NULL,
	ai_move, 4,   NULL,
	ai_move, 1,   NULL,
	ai_move, 0,   NULL,
	ai_move, 2,   NULL,
	ai_move, 5,   NULL,
	ai_move, 2,   NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, 3,   NULL,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};


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

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

	if (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 = level.time + 3;

	n = self->s.skinnum | 1;
	if (n == 1)
		gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
	else if (n == 3)
		gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);

	if (self->velocity[2] > 100)
	{
		self->monsterinfo.currentmove = &soldier_move_pain4;
		return;
	}

	if (skill->value == 3)
		return;		// no pain anims in nightmare

	r = qrandom();

	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;
}


//
// ATTACK
//

static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8};
static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8};
static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8};

void soldier_fire (edict_t *self, int flash_number)
{
	vec3_t	start;
	vec3_t	forward, right, up;
	vec3_t	aim;
	vec3_t	dir;
	vec3_t	end;
	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];

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

	if (flash_number == 5 || flash_number == 6)
	{
		VectorCopy (forward, aim);
	}
	else
	{
		VectorCopy (self->enemy->s.origin, end);
		end[2] += self->enemy->viewheight;
		VectorSubtract (end, start, aim);
		vectoangles (aim, dir);
		AngleVectors (dir, forward, right, up);

		r = crandom()*1000;
		u = crandom()*500;
		VectorMA (start, 8192, forward, end);
		VectorMA (end, r, right, end);
		VectorMA (end, u, up, end);

		VectorSubtract (end, start, aim);
		VectorNormalize (aim);
	}

	if (self->s.skinnum <= 1)
	{
		monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER);
	}
	else if (self->s.skinnum <= 3)
	{
		monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
	}
	else
	{
		if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
			self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;

		monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);

		if (level.time >= self->monsterinfo.pausetime)
			self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
		else
			self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}

// ATTACK1 (blaster/shotgun)

void soldier_fire1 (edict_t *self)
{
	soldier_fire (self, 0);
}

void soldier_attack1_refire1 (edict_t *self)
{
	if (self->s.skinnum > 1)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak102;
	else
		self->monsterinfo.nextframe = FRAME_attak110;
}

void soldier_attack1_refire2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak102;
}

mframe_t soldier_frames_attack1 [] =
{
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  soldier_fire1,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  soldier_attack1_refire1,
	ai_charge, 0,  NULL,
	ai_charge, 0,  soldier_cock,
	ai_charge, 0,  soldier_attack1_refire2,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL
};
mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run};

// ATTACK2 (blaster/shotgun)

void soldier_fire2 (edict_t *self)
{
	soldier_fire (self, 1);
}

void soldier_attack2_refire1 (edict_t *self)
{
	if (self->s.skinnum > 1)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak204;
	else
		self->monsterinfo.nextframe = FRAME_attak216;
}

void soldier_attack2_refire2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak204;
}

mframe_t soldier_frames_attack2 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire2,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack2_refire1,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_cock,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack2_refire2,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run};

// ATTACK3 (duck and shoot)

void soldier_duck_down (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_DUCKED)
		return;
	self->monsterinfo.aiflags |= AI_DUCKED;
	self->maxs[2] -= 32;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.pausetime = level.time + 1;
	gi.linkentity (self);
}

void soldier_duck_up (edict_t *self)
{
	self->monsterinfo.aiflags &= ~AI_DUCKED;
	self->maxs[2] += 32;
	self->takedamage = DAMAGE_AIM;
	gi.linkentity (self);
}

void soldier_fire3 (edict_t *self)
{
	soldier_duck_down (self);
	soldier_fire (self, 2);
}

void soldier_attack3_refire (edict_t *self)
{
	if ((level.time + 0.4) < self->monsterinfo.pausetime)
		self->monsterinfo.nextframe = FRAME_attak303;
}

mframe_t soldier_frames_attack3 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire3,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack3_refire,
	ai_charge, 0, soldier_duck_up,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};

// ATTACK4 (machinegun)

void soldier_fire4 (edict_t *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;
}

mframe_t soldier_frames_attack4 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire4,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};

/*
// ATTACK5 (prone)

void soldier_fire5 (edict_t *self)
{
	soldier_fire (self, 4);
}

void soldier_attack5_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak505;
}

mframe_t soldier_frames_attack5 [] =
{
	ai_charge, 8, NULL,
	ai_charge, 8, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire5,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack5_refire
};
mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
*/

// ATTACK6 (run & shoot)

void soldier_fire8 (edict_t *self)
{
	soldier_fire (self, 7);
}

void soldier_attack6_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if (range(self, self->enemy) < RANGE_MID)
		return;

	if (skill->value == 3)
		self->monsterinfo.nextframe = FRAME_runs03;
}

mframe_t soldier_frames_attack6 [] =
{
	ai_charge, 10, NULL,
	ai_charge,  4, NULL,
	ai_charge, 12, NULL,
	ai_charge, 11, soldier_fire8,
	ai_charge, 13, NULL,
	ai_charge, 18, NULL,
	ai_charge, 15, NULL,
	ai_charge, 14, NULL,
	ai_charge, 11, NULL,
	ai_charge,  8, NULL,
	ai_charge, 11, NULL,
	ai_charge, 12, NULL,
	ai_charge, 12, NULL,
	ai_charge, 17, soldier_attack6_refire
};
mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};

void soldier_attack(edict_t *self)
{
	if (self->s.skinnum < 4)
	{
		if (qrandom() < 0.5)
			self->monsterinfo.currentmove = &soldier_move_attack1;
		else
			self->monsterinfo.currentmove = &soldier_move_attack2;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_attack4;
	}
}


//
// SIGHT
//

void soldier_sight(edict_t *self, edict_t *)
{
	if (qrandom() < 0.5)
		gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);

	if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
	{
		if (qrandom() > 0.5)
			self->monsterinfo.currentmove = &soldier_move_attack6;
	}
}

//
// DUCK
//

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

mframe_t soldier_frames_duck [] =
{
	ai_move, 5, soldier_duck_down,
	ai_move, -1, soldier_duck_hold,
	ai_move, 1,  NULL,
	ai_move, 0,  soldier_duck_up,
	ai_move, 5,  NULL
};
mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};

void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
{
	float	r;

	r = qrandom();
	if (r > 0.25)
		return;

	if (!self->enemy)
		self->enemy = attacker;

	if (skill->value == 0)
	{
		self->monsterinfo.currentmove = &soldier_move_duck;
		return;
	}

	self->monsterinfo.pausetime = level.time + eta + 0.3;
	r = qrandom();

	if (skill->value == 1)
	{
		if (r > 0.33)
			self->monsterinfo.currentmove = &soldier_move_duck;
		else
			self->monsterinfo.currentmove = &soldier_move_attack3;
		return;
	}

	if (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;
}


//
// DEATH
//

void soldier_fire6 (edict_t *self)
{
	soldier_fire (self, 5);
}

void soldier_fire7 (edict_t *self)
{
	soldier_fire (self, 6);
}

void soldier_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
}

mframe_t soldier_frames_death1 [] =
{
	ai_move, 0,   NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   soldier_fire6,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   soldier_fire7,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};

mframe_t soldier_frames_death2 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};

mframe_t soldier_frames_death3 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
};
mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};

mframe_t soldier_frames_death4 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead};

mframe_t soldier_frames_death5 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};

mframe_t soldier_frames_death6 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};

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

// check for gib
	if (self->health <= self->gib_health)
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 3; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		ThrowGib (self, "models/objects/gibs/chest/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;
	self->s.skinnum |= 1;

	if (self->s.skinnum == 1)
		gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
	else if (self->s.skinnum == 3)
		gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	else // (self->s.skinnum == 5)
		gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);

	if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
	{
		// head shot
		self->monsterinfo.currentmove = &soldier_move_death3;
		return;
	}

	n = 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;
}


//
// SPAWN
//

void SP_monster_soldier_x (edict_t *self)
{

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

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.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;

	gi.linkentity (self);

	self->monsterinfo.stand (self);

	walkmonster_start (self);
}


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

	SP_monster_soldier_x (self);

	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
	gi.modelindex ("models/objects/laser/tris.md2");
	gi.soundindex ("misc/lasfly.wav");
	gi.soundindex ("soldier/solatck2.wav");

	self->s.skinnum = 0;
	self->health = 20;
	self->gib_health = -30;
}

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

	SP_monster_soldier_x (self);

	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");

	self->s.skinnum = 2;
	self->health = 30;
	self->gib_health = -30;
}

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

	SP_monster_soldier_x (self);

	sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
	gi.soundindex ("soldier/solatck3.wav");

	self->s.skinnum = 4;
	self->health = 40;
	self->gib_health = -30;
}

void soldierh_idle (edict_t *self)
{
	if (qrandom() > 0.8)
		gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void soldierh_cock (edict_t *self)
{
	if (self->s.frame == FRAME_stand322)
		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
	else
		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
}


// STAND

void soldierh_stand (edict_t *self);

mframe_t soldierh_frames_stand1 [] =
{
	ai_stand, 0, soldierh_idle,
	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,
	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 soldierh_move_stand1 = {FRAME_stand101, FRAME_stand130, soldierh_frames_stand1, soldierh_stand};

mframe_t soldierh_frames_stand3 [] =
{
	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, soldierh_cock,
	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 soldierh_move_stand3 = {FRAME_stand301, FRAME_stand339, soldierh_frames_stand3, soldierh_stand};


void soldierh_stand (edict_t *self)
{
	if ((self->monsterinfo.currentmove == &soldierh_move_stand3) || (qrandom() < 0.8))
		self->monsterinfo.currentmove = &soldierh_move_stand1;
	else
		self->monsterinfo.currentmove = &soldierh_move_stand3;
}


//
// WALK
//

void soldierh_walk1_random (edict_t *self)
{
	if (qrandom() > 0.1)
		self->monsterinfo.nextframe = FRAME_walk101;
}

mframe_t soldierh_frames_walk1 [] =
{
	ai_walk, 3,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 2,  NULL,
	ai_walk, 1,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 3,  NULL,
	ai_walk, -1, soldierh_walk1_random,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL,
	ai_walk, 0,  NULL
};
mmove_t soldierh_move_walk1 = {FRAME_walk101, FRAME_walk133, soldierh_frames_walk1, NULL};

mframe_t soldierh_frames_walk2 [] =
{
	ai_walk, 4,  NULL,
	ai_walk, 4,  NULL,
	ai_walk, 9,  NULL,
	ai_walk, 8,  NULL,
	ai_walk, 5,  NULL,
	ai_walk, 1,  NULL,
	ai_walk, 3,  NULL,
	ai_walk, 7,  NULL,
	ai_walk, 6,  NULL,
	ai_walk, 7,  NULL
};
mmove_t soldierh_move_walk2 = {FRAME_walk209, FRAME_walk218, soldierh_frames_walk2, NULL};

void soldierh_walk (edict_t *self)
{
	if (qrandom() < 0.5)
		self->monsterinfo.currentmove = &soldierh_move_walk1;
	else
		self->monsterinfo.currentmove = &soldierh_move_walk2;
}


//
// RUN
//

void soldierh_run (edict_t *self);

mframe_t soldierh_frames_start_run [] =
{
	ai_run, 7,  NULL,
	ai_run, 5,  NULL
};
mmove_t soldierh_move_start_run = {FRAME_run01, FRAME_run02, soldierh_frames_start_run, soldierh_run};

mframe_t soldierh_frames_run [] =
{
	ai_run, 10, NULL,
	ai_run, 11, NULL,
	ai_run, 11, NULL,
	ai_run, 16, NULL,
	ai_run, 10, NULL,
	ai_run, 15, NULL
};
mmove_t soldierh_move_run = {FRAME_run03, FRAME_run08, soldierh_frames_run, NULL};

void soldierh_run (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &soldierh_move_stand1;
		return;
	}

	if (self->monsterinfo.currentmove == &soldierh_move_walk1 ||
		self->monsterinfo.currentmove == &soldierh_move_walk2 ||
		self->monsterinfo.currentmove == &soldierh_move_start_run)
	{
		self->monsterinfo.currentmove = &soldierh_move_run;
	}
	else
	{
		self->monsterinfo.currentmove = &soldierh_move_start_run;
	}
}


//
// PAIN
//

mframe_t soldierh_frames_pain1 [] =
{
	ai_move, -3, NULL,
	ai_move, 4,  NULL,
	ai_move, 1,  NULL,
	ai_move, 1,  NULL,
	ai_move, 0,  NULL
};
mmove_t soldierh_move_pain1 = {FRAME_pain101, FRAME_pain105, soldierh_frames_pain1, soldierh_run};

mframe_t soldierh_frames_pain2 [] =
{
	ai_move, -13, NULL,
	ai_move, -1,  NULL,
	ai_move, 2,   NULL,
	ai_move, 4,   NULL,
	ai_move, 2,   NULL,
	ai_move, 3,   NULL,
	ai_move, 2,   NULL
};
mmove_t soldierh_move_pain2 = {FRAME_pain201, FRAME_pain207, soldierh_frames_pain2, soldierh_run};

mframe_t soldierh_frames_pain3 [] =
{
	ai_move, -8, NULL,
	ai_move, 10, NULL,
	ai_move, -4, NULL,
	ai_move, -1, NULL,
	ai_move, -3, NULL,
	ai_move, 0,  NULL,
	ai_move, 3,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 1,  NULL,
	ai_move, 0,  NULL,
	ai_move, 1,  NULL,
	ai_move, 2,  NULL,
	ai_move, 4,  NULL,
	ai_move, 3,  NULL,
	ai_move, 2,  NULL
};
mmove_t soldierh_move_pain3 = {FRAME_pain301, FRAME_pain318, soldierh_frames_pain3, soldierh_run};

mframe_t soldierh_frames_pain4 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, -10, NULL,
	ai_move, -6,  NULL,
	ai_move, 8,   NULL,
	ai_move, 4,   NULL,
	ai_move, 1,   NULL,
	ai_move, 0,   NULL,
	ai_move, 2,   NULL,
	ai_move, 5,   NULL,
	ai_move, 2,   NULL,
	ai_move, -1,  NULL,
	ai_move, -1,  NULL,
	ai_move, 3,   NULL,
	ai_move, 2,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_pain4 = {FRAME_pain401, FRAME_pain417, soldierh_frames_pain4, soldierh_run};

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

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

	if (level.time < self->pain_debounce_time)
	{
		if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldierh_move_pain1) || (self->monsterinfo.currentmove == &soldierh_move_pain2) || (self->monsterinfo.currentmove == &soldierh_move_pain3)))
			self->monsterinfo.currentmove = &soldierh_move_pain4;
		return;
	}

	self->pain_debounce_time = level.time + 3;

	n = self->s.skinnum | 1;
	if (n == 1)
		gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
	else if (n == 3)
		gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);

	if (self->velocity[2] > 100)
	{
		self->monsterinfo.currentmove = &soldierh_move_pain4;
		return;
	}

	if (skill->value == 3)
		return;		// no pain anims in nightmare

	r = qrandom();

	if (r < 0.33)
		self->monsterinfo.currentmove = &soldierh_move_pain1;
	else if (r < 0.66)
		self->monsterinfo.currentmove = &soldierh_move_pain2;
	else
		self->monsterinfo.currentmove = &soldierh_move_pain3;
}


//
// ATTACK
//

extern void brain_dabeam (edict_t *self);

void soldierh_laserbeam (edict_t *self, int flash_index)
{
 
	vec3_t forward, right, up;
	vec3_t tempang, start;
	vec3_t	dir, angles, end;
	vec3_t	tempvec;
	edict_t *ent;

	// RAFAEL
	// this sound can't be called this frequent
	if (qrandom() > 0.8)
		gi.sound(self, CHAN_AUTO, gi.soundindex("misc/lasfly.wav"), 1, ATTN_STATIC, 0);

	VectorCopy (self->s.origin, start);
	VectorCopy (self->enemy->s.origin, end);
	VectorSubtract (end, start, dir);
	vectoangles (dir, angles);
	VectorCopy (monster_flash_offset[flash_index], tempvec);
	
	ent = G_Spawn ();
	VectorCopy (self->s.origin, ent->s.origin);
	VectorCopy (angles, tempang);
	AngleVectors (tempang, forward, right, up);
	VectorCopy (tempang, ent->s.angles);
	VectorCopy (ent->s.origin, start);

	if (flash_index == 85)
	{
		VectorMA (start, tempvec[0]-14, right, start);
		VectorMA (start, tempvec[2]+8, up, start);
		VectorMA (start, tempvec[1], forward, start);
	}
	else 
	{
		VectorMA (start, tempvec[0]+2, right, start);
		VectorMA (start, tempvec[2]+8, up, start);
		VectorMA (start, tempvec[1], forward, start);
	}
			
	VectorCopy (start, ent->s.origin);
	ent->enemy = self->enemy;
	ent->owner = self;
	
	ent->dmg = 1;

	monster_dabeam (ent);
	
}


void soldierh_fire (edict_t *self, int flash_number)
{
	vec3_t	start;
	vec3_t	forward, right, up;
	vec3_t	aim;
	vec3_t	dir;
	vec3_t	end;
	float	r, u;
	int		flash_index;

	if (self->s.skinnum < 2)
		flash_index = blaster_flash[flash_number]; // ripper
	else if (self->s.skinnum < 4)
		flash_index = blaster_flash[flash_number]; // hyperblaster
	else
		flash_index = machinegun_flash[flash_number]; // laserbeam

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

	if (flash_number == 5 || flash_number == 6)
	{
		VectorCopy (forward, aim);
	}
	else
	{
		VectorCopy (self->enemy->s.origin, end);
		end[2] += self->enemy->viewheight;
		VectorSubtract (end, start, aim);
		vectoangles (aim, dir);
		AngleVectors (dir, forward, right, up);

		r = crandom()*100;
		u = crandom()*50;
		VectorMA (start, 8192, forward, end);
		VectorMA (end, r, right, end);
		VectorMA (end, u, up, end);

		VectorSubtract (end, start, aim);
		VectorNormalize (aim);
	}

	if (self->s.skinnum <= 1)
	{
		// RAFAEL 24-APR-98
		// droped the damage from 15 to 5 
		monster_fire_ionripper (self, start, aim, 5, 600, flash_index, EF_IONRIPPER);

	}
	else if (self->s.skinnum <= 3)
	{
		
		monster_fire_blueblaster (self, start, aim, 1, 600, MZ_BLUEHYPERBLASTER, EF_BLUEHYPERBLASTER);
		
	}
	else
	{
		if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
			self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;

		soldierh_laserbeam (self, flash_index);

		if (level.time >= self->monsterinfo.pausetime)
			self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
		else
			self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}

// ATTACK1 (blaster/shotgun)

void soldierh_hyper_refire1 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;
	else if (self->s.skinnum < 4)
	{
		if (qrandom() < 0.7)
			self->s.frame = FRAME_attak103;
		else
			gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
	}
}

void soldierh_ripper1 (edict_t *self)
{
	if (self->s.skinnum < 2)
		soldierh_fire (self, 0);
	else if (self->s.skinnum < 4)
		soldierh_fire (self, 0);
}


void soldierh_fire1 (edict_t *self)
{
	soldierh_fire (self, 0);
}

void soldierh_attack1_refire1 (edict_t *self)
{
	if (self->s.skinnum > 1)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak102;
	else
		self->monsterinfo.nextframe = FRAME_attak110;
}

void soldierh_attack1_refire2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak102;
}

void soldierh_hyper_sound (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;
	else if (self->s.skinnum < 4)
		gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbl1a.wav"), 1, ATTN_NORM, 0);
	else
		return;
}

mframe_t soldierh_frames_attack1 [] =
{
	ai_charge, 0,  NULL,
	ai_charge, 0,  soldierh_hyper_sound,
	ai_charge, 0,  soldierh_fire1,
	ai_charge, 0,  soldierh_ripper1,
	ai_charge, 0,  soldierh_ripper1,
	ai_charge, 0,  soldierh_attack1_refire1,
	ai_charge, 0,  soldierh_hyper_refire1,
	ai_charge, 0,  soldierh_cock,
	ai_charge, 0,  soldierh_attack1_refire2,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL,
	ai_charge, 0,  NULL
};
mmove_t soldierh_move_attack1 = {FRAME_attak101, FRAME_attak112, soldierh_frames_attack1, soldierh_run};

// ATTACK2 (blaster/shotgun)

void soldierh_hyper_refire2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;
	else if (self->s.skinnum < 4)
	{
		if (qrandom() < 0.7)
			self->s.frame = FRAME_attak205;
		else
			gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
	}
}

void soldierh_ripper2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		soldierh_fire (self, 1);
	else if (self->s.skinnum < 4)
		soldierh_fire (self, 1);
}

void soldierh_fire2 (edict_t *self)
{
	soldierh_fire (self, 1);
}


void soldierh_attack2_refire1 (edict_t *self)
{
	if (self->s.skinnum > 1)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
		self->monsterinfo.nextframe = FRAME_attak204;
	else
		self->monsterinfo.nextframe = FRAME_attak216;
}

void soldierh_attack2_refire2 (edict_t *self)
{
	if (self->s.skinnum < 2)
		return;

	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (qrandom() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) && self->s.skinnum < 4)
		self->monsterinfo.nextframe = FRAME_attak204;
}

mframe_t soldierh_frames_attack2 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_hyper_sound,
	ai_charge, 0, soldierh_fire2,
	ai_charge, 0, soldierh_ripper2,
	ai_charge, 0, soldierh_ripper2,
	ai_charge, 0, soldierh_attack2_refire1,
	ai_charge, 0, soldierh_hyper_refire2,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_cock,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_attack2_refire2,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldierh_move_attack2 = {FRAME_attak201, FRAME_attak218, soldierh_frames_attack2, soldierh_run};

// ATTACK3 (duck and shoot)

void soldierh_duck_down (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_DUCKED)
		return;
	self->monsterinfo.aiflags |= AI_DUCKED;
	self->maxs[2] -= 32;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.pausetime = level.time + 1;
	gi.linkentity (self);
}

void soldierh_duck_up (edict_t *self)
{
	self->monsterinfo.aiflags &= ~AI_DUCKED;
	self->maxs[2] += 32;
	self->takedamage = DAMAGE_AIM;
	gi.linkentity (self);
}

void soldierh_fire3 (edict_t *self)
{
	soldierh_duck_down (self);
	soldierh_fire (self, 2);
}

void soldierh_attack3_refire (edict_t *self)
{
	if ((level.time + 0.4) < self->monsterinfo.pausetime)
		self->monsterinfo.nextframe = FRAME_attak303;
}

mframe_t soldierh_frames_attack3 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_fire3,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_attack3_refire,
	ai_charge, 0, soldierh_duck_up,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldierh_move_attack3 = {FRAME_attak301, FRAME_attak309, soldierh_frames_attack3, soldierh_run};

// ATTACK4 (machinegun)

void soldierh_fire4 (edict_t *self)
{
	soldierh_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;
}

mframe_t soldierh_frames_attack4 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_fire4,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldierh_move_attack4 = {FRAME_attak401, FRAME_attak406, soldierh_frames_attack4, soldierh_run};

/*
// ATTACK5 (prone)

void soldierh_fire5 (edict_t *self)
{
	soldierh_fire (self, 4);
}

void soldierh_attack5_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak505;
}

mframe_t soldierh_frames_attack5 [] =
{
	ai_charge, 8, NULL,
	ai_charge, 8, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_fire5,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldierh_attack5_refire
};
mmove_t soldierh_move_attack5 = {FRAME_attak501, FRAME_attak508, soldierh_frames_attack5, soldierh_run};
*/

// ATTACK6 (run & shoot)

void soldierh_fire8 (edict_t *self)
{
	soldierh_fire (self, 7);
}

void soldierh_attack6_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if (range(self, self->enemy) < RANGE_MID)
		return;

	if (skill->value == 3)
		self->monsterinfo.nextframe = FRAME_runs03;
}

mframe_t soldierh_frames_attack6 [] =
{
	ai_charge, 10, NULL,
	ai_charge,  4, NULL,
	ai_charge, 12, NULL,
	ai_charge, 11, soldierh_fire8,
	ai_charge, 13, NULL,
	ai_charge, 18, NULL,
	ai_charge, 15, NULL,
	ai_charge, 14, NULL,
	ai_charge, 11, NULL,
	ai_charge,  8, NULL,
	ai_charge, 11, NULL,
	ai_charge, 12, NULL,
	ai_charge, 12, NULL,
	ai_charge, 17, soldierh_attack6_refire
};
mmove_t soldierh_move_attack6 = {FRAME_runs01, FRAME_runs14, soldierh_frames_attack6, soldierh_run};

void soldierh_attack(edict_t *self)
{
	if (self->s.skinnum < 4)
	{
		if (qrandom() < 0.5)
			self->monsterinfo.currentmove = &soldierh_move_attack1;
		else
			self->monsterinfo.currentmove = &soldierh_move_attack2;
	}
	else
	{
		self->monsterinfo.currentmove = &soldierh_move_attack4;
	}
}


//
// SIGHT
//

void soldierh_sight(edict_t *self, edict_t *)
{
	if (qrandom() < 0.5)
		gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);

	if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
	{
		if (qrandom() > 0.5)
		{
			if (self->s.skinnum < 4)	
				self->monsterinfo.currentmove = &soldierh_move_attack6;
			else
				self->monsterinfo.currentmove = &soldierh_move_attack4;
		}
	}
}

//
// DUCK
//

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

mframe_t soldierh_frames_duck [] =
{
	ai_move, 5, soldierh_duck_down,
	ai_move, -1, soldierh_duck_hold,
	ai_move, 1,  NULL,
	ai_move, 0,  soldierh_duck_up,
	ai_move, 5,  NULL
};
mmove_t soldierh_move_duck = {FRAME_duck01, FRAME_duck05, soldierh_frames_duck, soldierh_run};

void soldierh_dodge (edict_t *self, edict_t *attacker, float eta)
{
	float	r;

	r = qrandom();
	if (r > 0.25)
		return;

	if (!self->enemy)
		self->enemy = attacker;

	if (skill->value == 0)
	{
		self->monsterinfo.currentmove = &soldierh_move_duck;
		return;
	}

	self->monsterinfo.pausetime = level.time + eta + 0.3;
	r = qrandom();

	if (skill->value == 1)
	{
		if (r > 0.33)
			self->monsterinfo.currentmove = &soldierh_move_duck;
		else
			self->monsterinfo.currentmove = &soldierh_move_attack3;
		return;
	}

	if (skill->value >= 2)
	{
		if (r > 0.66)
			self->monsterinfo.currentmove = &soldierh_move_duck;
		else
			self->monsterinfo.currentmove = &soldierh_move_attack3;
		return;
	}

	self->monsterinfo.currentmove = &soldierh_move_attack3;
}


//
// DEATH
//

void soldierh_fire6 (edict_t *self)
{
	
	// no fire laser
	if (self->s.skinnum < 4)
		soldierh_fire (self, 5);

}

void soldierh_fire7 (edict_t *self)
{
	
	// no fire laser
	if (self->s.skinnum < 4)
		soldierh_fire (self, 6);

}

void soldierh_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
}

mframe_t soldierh_frames_death1 [] =
{
	ai_move, 0,   NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   soldierh_fire6,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   soldierh_fire7,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_death1 = {FRAME_death101, FRAME_death136, soldierh_frames_death1, soldierh_dead};

mframe_t soldierh_frames_death2 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_death2 = {FRAME_death201, FRAME_death235, soldierh_frames_death2, soldierh_dead};

mframe_t soldierh_frames_death3 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
};
mmove_t soldierh_move_death3 = {FRAME_death301, FRAME_death345, soldierh_frames_death3, soldierh_dead};

mframe_t soldierh_frames_death4 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_death4 = {FRAME_death401, FRAME_death453, soldierh_frames_death4, soldierh_dead};

mframe_t soldierh_frames_death5 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_death5 = {FRAME_death501, FRAME_death524, soldierh_frames_death5, soldierh_dead};

mframe_t soldierh_frames_death6 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldierh_move_death6 = {FRAME_death601, FRAME_death610, soldierh_frames_death6, soldierh_dead};

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

// check for gib
	if (self->health <= self->gib_health)
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 3; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		ThrowGib (self, "models/objects/gibs/chest/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;
	self->s.skinnum |= 1;

	if (self->s.skinnum == 1)
		gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
	else if (self->s.skinnum == 3)
		gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	else // (self->s.skinnum == 5)
		gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);

	if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
	{
		// head shot
		self->monsterinfo.currentmove = &soldierh_move_death3;
		return;
	}

	n = rand() % 5;
	if (n == 0)
		self->monsterinfo.currentmove = &soldierh_move_death1;
	else if (n == 1)
		self->monsterinfo.currentmove = &soldierh_move_death2;
	else if (n == 2)
		self->monsterinfo.currentmove = &soldierh_move_death4;
	else if (n == 3)
		self->monsterinfo.currentmove = &soldierh_move_death5;
	else
		self->monsterinfo.currentmove = &soldierh_move_death6;
}


//
// SPAWN
//

void SP_monster_soldier_h (edict_t *self)
{

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

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.soundindex ("infantry/infatck3.wav");

	self->mass = 100;

	self->pain = soldierh_pain;
	self->die = soldierh_die;

	self->monsterinfo.stand = soldierh_stand;
	self->monsterinfo.walk = soldierh_walk;
	self->monsterinfo.run = soldierh_run;
	self->monsterinfo.dodge = soldierh_dodge;
	self->monsterinfo.attack = soldierh_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldierh_sight;

	gi.linkentity (self);

	// self->monsterinfo.stand (self);
	self->monsterinfo.currentmove = &soldierh_move_stand3;	

	walkmonster_start (self);
}


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

	SP_monster_soldier_h (self);

	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
	
	gi.modelindex ("models/objects/boomrang/tris.md2");
	gi.soundindex ("misc/lasfly.wav");
	gi.soundindex ("soldier/solatck2.wav");

	self->s.skinnum = 0;
	self->health = 50;
	self->gib_health = -30;
}

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

	SP_monster_soldier_h (self);

	gi.modelindex ("models/objects/blaser/tris.md2");
	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");

	self->s.skinnum = 2;
	self->health = 60;
	self->gib_health = -30;
}

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

	SP_monster_soldier_h (self);

	sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
	gi.soundindex ("soldier/solatck3.wav");

	self->s.skinnum = 4;
	self->health = 70;
	self->gib_health = -30;
		
}

// END 13-APR-98