Quake-2

Quake 2 GPL Source Release
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m_soldier.c (29053B)


      1 /*
      2 Copyright (C) 1997-2001 Id Software, Inc.
      3 
      4 This program is free software; you can redistribute it and/or
      5 modify it under the terms of the GNU General Public License
      6 as published by the Free Software Foundation; either version 2
      7 of the License, or (at your option) any later version.
      8 
      9 This program is distributed in the hope that it will be useful,
     10 but WITHOUT ANY WARRANTY; without even the implied warranty of
     11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
     12 
     13 See the GNU General Public License for more details.
     14 
     15 You should have received a copy of the GNU General Public License
     16 along with this program; if not, write to the Free Software
     17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
     18 
     19 */
     20 /*
     21 ==============================================================================
     22 
     23 SOLDIER
     24 
     25 ==============================================================================
     26 */
     27 
     28 #include "g_local.h"
     29 #include "m_soldier.h"
     30 
     31 
     32 static int	sound_idle;
     33 static int	sound_sight1;
     34 static int	sound_sight2;
     35 static int	sound_pain_light;
     36 static int	sound_pain;
     37 static int	sound_pain_ss;
     38 static int	sound_death_light;
     39 static int	sound_death;
     40 static int	sound_death_ss;
     41 static int	sound_cock;
     42 
     43 
     44 void soldier_idle (edict_t *self)
     45 {
     46 	if (random() > 0.8)
     47 		gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
     48 }
     49 
     50 void soldier_cock (edict_t *self)
     51 {
     52 	if (self->s.frame == FRAME_stand322)
     53 		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
     54 	else
     55 		gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
     56 }
     57 
     58 
     59 // STAND
     60 
     61 void soldier_stand (edict_t *self);
     62 
     63 mframe_t soldier_frames_stand1 [] =
     64 {
     65 	ai_stand, 0, soldier_idle,
     66 	ai_stand, 0, NULL,
     67 	ai_stand, 0, NULL,
     68 	ai_stand, 0, NULL,
     69 	ai_stand, 0, NULL,
     70 	ai_stand, 0, NULL,
     71 	ai_stand, 0, NULL,
     72 	ai_stand, 0, NULL,
     73 	ai_stand, 0, NULL,
     74 	ai_stand, 0, NULL,
     75 
     76 	ai_stand, 0, NULL,
     77 	ai_stand, 0, NULL,
     78 	ai_stand, 0, NULL,
     79 	ai_stand, 0, NULL,
     80 	ai_stand, 0, NULL,
     81 	ai_stand, 0, NULL,
     82 	ai_stand, 0, NULL,
     83 	ai_stand, 0, NULL,
     84 	ai_stand, 0, NULL,
     85 	ai_stand, 0, NULL,
     86 
     87 	ai_stand, 0, NULL,
     88 	ai_stand, 0, NULL,
     89 	ai_stand, 0, NULL,
     90 	ai_stand, 0, NULL,
     91 	ai_stand, 0, NULL,
     92 	ai_stand, 0, NULL,
     93 	ai_stand, 0, NULL,
     94 	ai_stand, 0, NULL,
     95 	ai_stand, 0, NULL,
     96 	ai_stand, 0, NULL
     97 };
     98 mmove_t soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand};
     99 
    100 mframe_t soldier_frames_stand3 [] =
    101 {
    102 	ai_stand, 0, NULL,
    103 	ai_stand, 0, NULL,
    104 	ai_stand, 0, NULL,
    105 	ai_stand, 0, NULL,
    106 	ai_stand, 0, NULL,
    107 	ai_stand, 0, NULL,
    108 	ai_stand, 0, NULL,
    109 	ai_stand, 0, NULL,
    110 	ai_stand, 0, NULL,
    111 	ai_stand, 0, NULL,
    112 
    113 	ai_stand, 0, NULL,
    114 	ai_stand, 0, NULL,
    115 	ai_stand, 0, NULL,
    116 	ai_stand, 0, NULL,
    117 	ai_stand, 0, NULL,
    118 	ai_stand, 0, NULL,
    119 	ai_stand, 0, NULL,
    120 	ai_stand, 0, NULL,
    121 	ai_stand, 0, NULL,
    122 	ai_stand, 0, NULL,
    123 
    124 	ai_stand, 0, NULL,
    125 	ai_stand, 0, soldier_cock,
    126 	ai_stand, 0, NULL,
    127 	ai_stand, 0, NULL,
    128 	ai_stand, 0, NULL,
    129 	ai_stand, 0, NULL,
    130 	ai_stand, 0, NULL,
    131 	ai_stand, 0, NULL,
    132 	ai_stand, 0, NULL,
    133 	ai_stand, 0, NULL,
    134 
    135 	ai_stand, 0, NULL,
    136 	ai_stand, 0, NULL,
    137 	ai_stand, 0, NULL,
    138 	ai_stand, 0, NULL,
    139 	ai_stand, 0, NULL,
    140 	ai_stand, 0, NULL,
    141 	ai_stand, 0, NULL,
    142 	ai_stand, 0, NULL,
    143 	ai_stand, 0, NULL
    144 };
    145 mmove_t soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand};
    146 
    147 #if 0
    148 mframe_t soldier_frames_stand4 [] =
    149 {
    150 	ai_stand, 0, NULL,
    151 	ai_stand, 0, NULL,
    152 	ai_stand, 0, NULL,
    153 	ai_stand, 0, NULL,
    154 	ai_stand, 0, NULL,
    155 	ai_stand, 0, NULL,
    156 	ai_stand, 0, NULL,
    157 	ai_stand, 0, NULL,
    158 	ai_stand, 0, NULL,
    159 	ai_stand, 0, NULL,
    160 
    161 	ai_stand, 0, NULL,
    162 	ai_stand, 0, NULL,
    163 	ai_stand, 0, NULL,
    164 	ai_stand, 0, NULL,
    165 	ai_stand, 0, NULL,
    166 	ai_stand, 0, NULL,
    167 	ai_stand, 0, NULL,
    168 	ai_stand, 0, NULL,
    169 	ai_stand, 0, NULL,
    170 	ai_stand, 0, NULL,
    171 
    172 	ai_stand, 0, NULL,
    173 	ai_stand, 0, NULL,
    174 	ai_stand, 0, NULL,
    175 	ai_stand, 0, NULL,
    176 	ai_stand, 0, NULL,
    177 	ai_stand, 0, NULL,
    178 	ai_stand, 0, NULL,
    179 	ai_stand, 0, NULL,
    180 	ai_stand, 0, NULL,
    181 	ai_stand, 0, NULL,
    182 
    183 	ai_stand, 0, NULL,
    184 	ai_stand, 0, NULL,
    185 	ai_stand, 0, NULL,
    186 	ai_stand, 0, NULL,
    187 	ai_stand, 0, NULL,
    188 	ai_stand, 0, NULL,
    189 	ai_stand, 0, NULL,
    190 	ai_stand, 0, NULL,
    191 	ai_stand, 0, NULL,
    192 	ai_stand, 0, NULL,
    193 
    194 	ai_stand, 0, NULL,
    195 	ai_stand, 0, NULL,
    196 	ai_stand, 0, NULL,
    197 	ai_stand, 0, NULL,
    198 	ai_stand, 0, NULL,
    199 	ai_stand, 0, NULL,
    200 	ai_stand, 4, NULL,
    201 	ai_stand, 1, NULL,
    202 	ai_stand, -1, NULL,
    203 	ai_stand, -2, NULL,
    204 
    205 	ai_stand, 0, NULL,
    206 	ai_stand, 0, NULL
    207 };
    208 mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
    209 #endif
    210 
    211 void soldier_stand (edict_t *self)
    212 {
    213 	if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (random() < 0.8))
    214 		self->monsterinfo.currentmove = &soldier_move_stand1;
    215 	else
    216 		self->monsterinfo.currentmove = &soldier_move_stand3;
    217 }
    218 
    219 
    220 //
    221 // WALK
    222 //
    223 
    224 void soldier_walk1_random (edict_t *self)
    225 {
    226 	if (random() > 0.1)
    227 		self->monsterinfo.nextframe = FRAME_walk101;
    228 }
    229 
    230 mframe_t soldier_frames_walk1 [] =
    231 {
    232 	ai_walk, 3,  NULL,
    233 	ai_walk, 6,  NULL,
    234 	ai_walk, 2,  NULL,
    235 	ai_walk, 2,  NULL,
    236 	ai_walk, 2,  NULL,
    237 	ai_walk, 1,  NULL,
    238 	ai_walk, 6,  NULL,
    239 	ai_walk, 5,  NULL,
    240 	ai_walk, 3,  NULL,
    241 	ai_walk, -1, soldier_walk1_random,
    242 	ai_walk, 0,  NULL,
    243 	ai_walk, 0,  NULL,
    244 	ai_walk, 0,  NULL,
    245 	ai_walk, 0,  NULL,
    246 	ai_walk, 0,  NULL,
    247 	ai_walk, 0,  NULL,
    248 	ai_walk, 0,  NULL,
    249 	ai_walk, 0,  NULL,
    250 	ai_walk, 0,  NULL,
    251 	ai_walk, 0,  NULL,
    252 	ai_walk, 0,  NULL,
    253 	ai_walk, 0,  NULL,
    254 	ai_walk, 0,  NULL,
    255 	ai_walk, 0,  NULL,
    256 	ai_walk, 0,  NULL,
    257 	ai_walk, 0,  NULL,
    258 	ai_walk, 0,  NULL,
    259 	ai_walk, 0,  NULL,
    260 	ai_walk, 0,  NULL,
    261 	ai_walk, 0,  NULL,
    262 	ai_walk, 0,  NULL,
    263 	ai_walk, 0,  NULL,
    264 	ai_walk, 0,  NULL
    265 };
    266 mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL};
    267 
    268 mframe_t soldier_frames_walk2 [] =
    269 {
    270 	ai_walk, 4,  NULL,
    271 	ai_walk, 4,  NULL,
    272 	ai_walk, 9,  NULL,
    273 	ai_walk, 8,  NULL,
    274 	ai_walk, 5,  NULL,
    275 	ai_walk, 1,  NULL,
    276 	ai_walk, 3,  NULL,
    277 	ai_walk, 7,  NULL,
    278 	ai_walk, 6,  NULL,
    279 	ai_walk, 7,  NULL
    280 };
    281 mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL};
    282 
    283 void soldier_walk (edict_t *self)
    284 {
    285 	if (random() < 0.5)
    286 		self->monsterinfo.currentmove = &soldier_move_walk1;
    287 	else
    288 		self->monsterinfo.currentmove = &soldier_move_walk2;
    289 }
    290 
    291 
    292 //
    293 // RUN
    294 //
    295 
    296 void soldier_run (edict_t *self);
    297 
    298 mframe_t soldier_frames_start_run [] =
    299 {
    300 	ai_run, 7,  NULL,
    301 	ai_run, 5,  NULL
    302 };
    303 mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run};
    304 
    305 mframe_t soldier_frames_run [] =
    306 {
    307 	ai_run, 10, NULL,
    308 	ai_run, 11, NULL,
    309 	ai_run, 11, NULL,
    310 	ai_run, 16, NULL,
    311 	ai_run, 10, NULL,
    312 	ai_run, 15, NULL
    313 };
    314 mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL};
    315 
    316 void soldier_run (edict_t *self)
    317 {
    318 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
    319 	{
    320 		self->monsterinfo.currentmove = &soldier_move_stand1;
    321 		return;
    322 	}
    323 
    324 	if (self->monsterinfo.currentmove == &soldier_move_walk1 ||
    325 		self->monsterinfo.currentmove == &soldier_move_walk2 ||
    326 		self->monsterinfo.currentmove == &soldier_move_start_run)
    327 	{
    328 		self->monsterinfo.currentmove = &soldier_move_run;
    329 	}
    330 	else
    331 	{
    332 		self->monsterinfo.currentmove = &soldier_move_start_run;
    333 	}
    334 }
    335 
    336 
    337 //
    338 // PAIN
    339 //
    340 
    341 mframe_t soldier_frames_pain1 [] =
    342 {
    343 	ai_move, -3, NULL,
    344 	ai_move, 4,  NULL,
    345 	ai_move, 1,  NULL,
    346 	ai_move, 1,  NULL,
    347 	ai_move, 0,  NULL
    348 };
    349 mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run};
    350 
    351 mframe_t soldier_frames_pain2 [] =
    352 {
    353 	ai_move, -13, NULL,
    354 	ai_move, -1,  NULL,
    355 	ai_move, 2,   NULL,
    356 	ai_move, 4,   NULL,
    357 	ai_move, 2,   NULL,
    358 	ai_move, 3,   NULL,
    359 	ai_move, 2,   NULL
    360 };
    361 mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run};
    362 
    363 mframe_t soldier_frames_pain3 [] =
    364 {
    365 	ai_move, -8, NULL,
    366 	ai_move, 10, NULL,
    367 	ai_move, -4, NULL,
    368 	ai_move, -1, NULL,
    369 	ai_move, -3, NULL,
    370 	ai_move, 0,  NULL,
    371 	ai_move, 3,  NULL,
    372 	ai_move, 0,  NULL,
    373 	ai_move, 0,  NULL,
    374 	ai_move, 0,  NULL,
    375 	ai_move, 0,  NULL,
    376 	ai_move, 1,  NULL,
    377 	ai_move, 0,  NULL,
    378 	ai_move, 1,  NULL,
    379 	ai_move, 2,  NULL,
    380 	ai_move, 4,  NULL,
    381 	ai_move, 3,  NULL,
    382 	ai_move, 2,  NULL
    383 };
    384 mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run};
    385 
    386 mframe_t soldier_frames_pain4 [] =
    387 {
    388 	ai_move, 0,   NULL,
    389 	ai_move, 0,   NULL,
    390 	ai_move, 0,   NULL,
    391 	ai_move, -10, NULL,
    392 	ai_move, -6,  NULL,
    393 	ai_move, 8,   NULL,
    394 	ai_move, 4,   NULL,
    395 	ai_move, 1,   NULL,
    396 	ai_move, 0,   NULL,
    397 	ai_move, 2,   NULL,
    398 	ai_move, 5,   NULL,
    399 	ai_move, 2,   NULL,
    400 	ai_move, -1,  NULL,
    401 	ai_move, -1,  NULL,
    402 	ai_move, 3,   NULL,
    403 	ai_move, 2,   NULL,
    404 	ai_move, 0,   NULL
    405 };
    406 mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run};
    407 
    408 
    409 void soldier_pain (edict_t *self, edict_t *other, float kick, int damage)
    410 {
    411 	float	r;
    412 	int		n;
    413 
    414 	if (self->health < (self->max_health / 2))
    415 			self->s.skinnum |= 1;
    416 
    417 	if (level.time < self->pain_debounce_time)
    418 	{
    419 		if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3)))
    420 			self->monsterinfo.currentmove = &soldier_move_pain4;
    421 		return;
    422 	}
    423 
    424 	self->pain_debounce_time = level.time + 3;
    425 
    426 	n = self->s.skinnum | 1;
    427 	if (n == 1)
    428 		gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
    429 	else if (n == 3)
    430 		gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
    431 	else
    432 		gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
    433 
    434 	if (self->velocity[2] > 100)
    435 	{
    436 		self->monsterinfo.currentmove = &soldier_move_pain4;
    437 		return;
    438 	}
    439 
    440 	if (skill->value == 3)
    441 		return;		// no pain anims in nightmare
    442 
    443 	r = random();
    444 
    445 	if (r < 0.33)
    446 		self->monsterinfo.currentmove = &soldier_move_pain1;
    447 	else if (r < 0.66)
    448 		self->monsterinfo.currentmove = &soldier_move_pain2;
    449 	else
    450 		self->monsterinfo.currentmove = &soldier_move_pain3;
    451 }
    452 
    453 
    454 //
    455 // ATTACK
    456 //
    457 
    458 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};
    459 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};
    460 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};
    461 
    462 void soldier_fire (edict_t *self, int flash_number)
    463 {
    464 	vec3_t	start;
    465 	vec3_t	forward, right, up;
    466 	vec3_t	aim;
    467 	vec3_t	dir;
    468 	vec3_t	end;
    469 	float	r, u;
    470 	int		flash_index;
    471 
    472 	if (self->s.skinnum < 2)
    473 		flash_index = blaster_flash[flash_number];
    474 	else if (self->s.skinnum < 4)
    475 		flash_index = shotgun_flash[flash_number];
    476 	else
    477 		flash_index = machinegun_flash[flash_number];
    478 
    479 	AngleVectors (self->s.angles, forward, right, NULL);
    480 	G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);
    481 
    482 	if (flash_number == 5 || flash_number == 6)
    483 	{
    484 		VectorCopy (forward, aim);
    485 	}
    486 	else
    487 	{
    488 		VectorCopy (self->enemy->s.origin, end);
    489 		end[2] += self->enemy->viewheight;
    490 		VectorSubtract (end, start, aim);
    491 		vectoangles (aim, dir);
    492 		AngleVectors (dir, forward, right, up);
    493 
    494 		r = crandom()*1000;
    495 		u = crandom()*500;
    496 		VectorMA (start, 8192, forward, end);
    497 		VectorMA (end, r, right, end);
    498 		VectorMA (end, u, up, end);
    499 
    500 		VectorSubtract (end, start, aim);
    501 		VectorNormalize (aim);
    502 	}
    503 
    504 	if (self->s.skinnum <= 1)
    505 	{
    506 		monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER);
    507 	}
    508 	else if (self->s.skinnum <= 3)
    509 	{
    510 		monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
    511 	}
    512 	else
    513 	{
    514 		if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
    515 			self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;
    516 
    517 		monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);
    518 
    519 		if (level.time >= self->monsterinfo.pausetime)
    520 			self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
    521 		else
    522 			self->monsterinfo.aiflags |= AI_HOLD_FRAME;
    523 	}
    524 }
    525 
    526 // ATTACK1 (blaster/shotgun)
    527 
    528 void soldier_fire1 (edict_t *self)
    529 {
    530 	soldier_fire (self, 0);
    531 }
    532 
    533 void soldier_attack1_refire1 (edict_t *self)
    534 {
    535 	if (self->s.skinnum > 1)
    536 		return;
    537 
    538 	if (self->enemy->health <= 0)
    539 		return;
    540 
    541 	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    542 		self->monsterinfo.nextframe = FRAME_attak102;
    543 	else
    544 		self->monsterinfo.nextframe = FRAME_attak110;
    545 }
    546 
    547 void soldier_attack1_refire2 (edict_t *self)
    548 {
    549 	if (self->s.skinnum < 2)
    550 		return;
    551 
    552 	if (self->enemy->health <= 0)
    553 		return;
    554 
    555 	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    556 		self->monsterinfo.nextframe = FRAME_attak102;
    557 }
    558 
    559 mframe_t soldier_frames_attack1 [] =
    560 {
    561 	ai_charge, 0,  NULL,
    562 	ai_charge, 0,  NULL,
    563 	ai_charge, 0,  soldier_fire1,
    564 	ai_charge, 0,  NULL,
    565 	ai_charge, 0,  NULL,
    566 	ai_charge, 0,  soldier_attack1_refire1,
    567 	ai_charge, 0,  NULL,
    568 	ai_charge, 0,  soldier_cock,
    569 	ai_charge, 0,  soldier_attack1_refire2,
    570 	ai_charge, 0,  NULL,
    571 	ai_charge, 0,  NULL,
    572 	ai_charge, 0,  NULL
    573 };
    574 mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run};
    575 
    576 // ATTACK2 (blaster/shotgun)
    577 
    578 void soldier_fire2 (edict_t *self)
    579 {
    580 	soldier_fire (self, 1);
    581 }
    582 
    583 void soldier_attack2_refire1 (edict_t *self)
    584 {
    585 	if (self->s.skinnum > 1)
    586 		return;
    587 
    588 	if (self->enemy->health <= 0)
    589 		return;
    590 
    591 	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    592 		self->monsterinfo.nextframe = FRAME_attak204;
    593 	else
    594 		self->monsterinfo.nextframe = FRAME_attak216;
    595 }
    596 
    597 void soldier_attack2_refire2 (edict_t *self)
    598 {
    599 	if (self->s.skinnum < 2)
    600 		return;
    601 
    602 	if (self->enemy->health <= 0)
    603 		return;
    604 
    605 	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    606 		self->monsterinfo.nextframe = FRAME_attak204;
    607 }
    608 
    609 mframe_t soldier_frames_attack2 [] =
    610 {
    611 	ai_charge, 0, NULL,
    612 	ai_charge, 0, NULL,
    613 	ai_charge, 0, NULL,
    614 	ai_charge, 0, NULL,
    615 	ai_charge, 0, soldier_fire2,
    616 	ai_charge, 0, NULL,
    617 	ai_charge, 0, NULL,
    618 	ai_charge, 0, soldier_attack2_refire1,
    619 	ai_charge, 0, NULL,
    620 	ai_charge, 0, NULL,
    621 	ai_charge, 0, NULL,
    622 	ai_charge, 0, NULL,
    623 	ai_charge, 0, soldier_cock,
    624 	ai_charge, 0, NULL,
    625 	ai_charge, 0, soldier_attack2_refire2,
    626 	ai_charge, 0, NULL,
    627 	ai_charge, 0, NULL,
    628 	ai_charge, 0, NULL
    629 };
    630 mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run};
    631 
    632 // ATTACK3 (duck and shoot)
    633 
    634 void soldier_duck_down (edict_t *self)
    635 {
    636 	if (self->monsterinfo.aiflags & AI_DUCKED)
    637 		return;
    638 	self->monsterinfo.aiflags |= AI_DUCKED;
    639 	self->maxs[2] -= 32;
    640 	self->takedamage = DAMAGE_YES;
    641 	self->monsterinfo.pausetime = level.time + 1;
    642 	gi.linkentity (self);
    643 }
    644 
    645 void soldier_duck_up (edict_t *self)
    646 {
    647 	self->monsterinfo.aiflags &= ~AI_DUCKED;
    648 	self->maxs[2] += 32;
    649 	self->takedamage = DAMAGE_AIM;
    650 	gi.linkentity (self);
    651 }
    652 
    653 void soldier_fire3 (edict_t *self)
    654 {
    655 	soldier_duck_down (self);
    656 	soldier_fire (self, 2);
    657 }
    658 
    659 void soldier_attack3_refire (edict_t *self)
    660 {
    661 	if ((level.time + 0.4) < self->monsterinfo.pausetime)
    662 		self->monsterinfo.nextframe = FRAME_attak303;
    663 }
    664 
    665 mframe_t soldier_frames_attack3 [] =
    666 {
    667 	ai_charge, 0, NULL,
    668 	ai_charge, 0, NULL,
    669 	ai_charge, 0, soldier_fire3,
    670 	ai_charge, 0, NULL,
    671 	ai_charge, 0, NULL,
    672 	ai_charge, 0, soldier_attack3_refire,
    673 	ai_charge, 0, soldier_duck_up,
    674 	ai_charge, 0, NULL,
    675 	ai_charge, 0, NULL
    676 };
    677 mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};
    678 
    679 // ATTACK4 (machinegun)
    680 
    681 void soldier_fire4 (edict_t *self)
    682 {
    683 	soldier_fire (self, 3);
    684 //
    685 //	if (self->enemy->health <= 0)
    686 //		return;
    687 //
    688 //	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    689 //		self->monsterinfo.nextframe = FRAME_attak402;
    690 }
    691 
    692 mframe_t soldier_frames_attack4 [] =
    693 {
    694 	ai_charge, 0, NULL,
    695 	ai_charge, 0, NULL,
    696 	ai_charge, 0, soldier_fire4,
    697 	ai_charge, 0, NULL,
    698 	ai_charge, 0, NULL,
    699 	ai_charge, 0, NULL
    700 };
    701 mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};
    702 
    703 #if 0
    704 // ATTACK5 (prone)
    705 
    706 void soldier_fire5 (edict_t *self)
    707 {
    708 	soldier_fire (self, 4);
    709 }
    710 
    711 void soldier_attack5_refire (edict_t *self)
    712 {
    713 	if (self->enemy->health <= 0)
    714 		return;
    715 
    716 	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
    717 		self->monsterinfo.nextframe = FRAME_attak505;
    718 }
    719 
    720 mframe_t soldier_frames_attack5 [] =
    721 {
    722 	ai_charge, 8, NULL,
    723 	ai_charge, 8, NULL,
    724 	ai_charge, 0, NULL,
    725 	ai_charge, 0, NULL,
    726 	ai_charge, 0, soldier_fire5,
    727 	ai_charge, 0, NULL,
    728 	ai_charge, 0, NULL,
    729 	ai_charge, 0, soldier_attack5_refire
    730 };
    731 mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
    732 #endif
    733 
    734 // ATTACK6 (run & shoot)
    735 
    736 void soldier_fire8 (edict_t *self)
    737 {
    738 	soldier_fire (self, 7);
    739 }
    740 
    741 void soldier_attack6_refire (edict_t *self)
    742 {
    743 	if (self->enemy->health <= 0)
    744 		return;
    745 
    746 	if (range(self, self->enemy) < RANGE_MID)
    747 		return;
    748 
    749 	if (skill->value == 3)
    750 		self->monsterinfo.nextframe = FRAME_runs03;
    751 }
    752 
    753 mframe_t soldier_frames_attack6 [] =
    754 {
    755 	ai_charge, 10, NULL,
    756 	ai_charge,  4, NULL,
    757 	ai_charge, 12, NULL,
    758 	ai_charge, 11, soldier_fire8,
    759 	ai_charge, 13, NULL,
    760 	ai_charge, 18, NULL,
    761 	ai_charge, 15, NULL,
    762 	ai_charge, 14, NULL,
    763 	ai_charge, 11, NULL,
    764 	ai_charge,  8, NULL,
    765 	ai_charge, 11, NULL,
    766 	ai_charge, 12, NULL,
    767 	ai_charge, 12, NULL,
    768 	ai_charge, 17, soldier_attack6_refire
    769 };
    770 mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};
    771 
    772 void soldier_attack(edict_t *self)
    773 {
    774 	if (self->s.skinnum < 4)
    775 	{
    776 		if (random() < 0.5)
    777 			self->monsterinfo.currentmove = &soldier_move_attack1;
    778 		else
    779 			self->monsterinfo.currentmove = &soldier_move_attack2;
    780 	}
    781 	else
    782 	{
    783 		self->monsterinfo.currentmove = &soldier_move_attack4;
    784 	}
    785 }
    786 
    787 
    788 //
    789 // SIGHT
    790 //
    791 
    792 void soldier_sight(edict_t *self, edict_t *other)
    793 {
    794 	if (random() < 0.5)
    795 		gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
    796 	else
    797 		gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
    798 
    799 	if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
    800 	{
    801 		if (random() > 0.5)
    802 			self->monsterinfo.currentmove = &soldier_move_attack6;
    803 	}
    804 }
    805 
    806 //
    807 // DUCK
    808 //
    809 
    810 void soldier_duck_hold (edict_t *self)
    811 {
    812 	if (level.time >= self->monsterinfo.pausetime)
    813 		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
    814 	else
    815 		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
    816 }
    817 
    818 mframe_t soldier_frames_duck [] =
    819 {
    820 	ai_move, 5, soldier_duck_down,
    821 	ai_move, -1, soldier_duck_hold,
    822 	ai_move, 1,  NULL,
    823 	ai_move, 0,  soldier_duck_up,
    824 	ai_move, 5,  NULL
    825 };
    826 mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};
    827 
    828 void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
    829 {
    830 	float	r;
    831 
    832 	r = random();
    833 	if (r > 0.25)
    834 		return;
    835 
    836 	if (!self->enemy)
    837 		self->enemy = attacker;
    838 
    839 	if (skill->value == 0)
    840 	{
    841 		self->monsterinfo.currentmove = &soldier_move_duck;
    842 		return;
    843 	}
    844 
    845 	self->monsterinfo.pausetime = level.time + eta + 0.3;
    846 	r = random();
    847 
    848 	if (skill->value == 1)
    849 	{
    850 		if (r > 0.33)
    851 			self->monsterinfo.currentmove = &soldier_move_duck;
    852 		else
    853 			self->monsterinfo.currentmove = &soldier_move_attack3;
    854 		return;
    855 	}
    856 
    857 	if (skill->value >= 2)
    858 	{
    859 		if (r > 0.66)
    860 			self->monsterinfo.currentmove = &soldier_move_duck;
    861 		else
    862 			self->monsterinfo.currentmove = &soldier_move_attack3;
    863 		return;
    864 	}
    865 
    866 	self->monsterinfo.currentmove = &soldier_move_attack3;
    867 }
    868 
    869 
    870 //
    871 // DEATH
    872 //
    873 
    874 void soldier_fire6 (edict_t *self)
    875 {
    876 	soldier_fire (self, 5);
    877 }
    878 
    879 void soldier_fire7 (edict_t *self)
    880 {
    881 	soldier_fire (self, 6);
    882 }
    883 
    884 void soldier_dead (edict_t *self)
    885 {
    886 	VectorSet (self->mins, -16, -16, -24);
    887 	VectorSet (self->maxs, 16, 16, -8);
    888 	self->movetype = MOVETYPE_TOSS;
    889 	self->svflags |= SVF_DEADMONSTER;
    890 	self->nextthink = 0;
    891 	gi.linkentity (self);
    892 }
    893 
    894 mframe_t soldier_frames_death1 [] =
    895 {
    896 	ai_move, 0,   NULL,
    897 	ai_move, -10, NULL,
    898 	ai_move, -10, NULL,
    899 	ai_move, -10, NULL,
    900 	ai_move, -5,  NULL,
    901 	ai_move, 0,   NULL,
    902 	ai_move, 0,   NULL,
    903 	ai_move, 0,   NULL,
    904 	ai_move, 0,   NULL,
    905 	ai_move, 0,   NULL,
    906 
    907 	ai_move, 0,   NULL,
    908 	ai_move, 0,   NULL,
    909 	ai_move, 0,   NULL,
    910 	ai_move, 0,   NULL,
    911 	ai_move, 0,   NULL,
    912 	ai_move, 0,   NULL,
    913 	ai_move, 0,   NULL,
    914 	ai_move, 0,   NULL,
    915 	ai_move, 0,   NULL,
    916 	ai_move, 0,   NULL,
    917 
    918 	ai_move, 0,   NULL,
    919 	ai_move, 0,   soldier_fire6,
    920 	ai_move, 0,   NULL,
    921 	ai_move, 0,   NULL,
    922 	ai_move, 0,   soldier_fire7,
    923 	ai_move, 0,   NULL,
    924 	ai_move, 0,   NULL,
    925 	ai_move, 0,   NULL,
    926 	ai_move, 0,   NULL,
    927 	ai_move, 0,   NULL,
    928 
    929 	ai_move, 0,   NULL,
    930 	ai_move, 0,   NULL,
    931 	ai_move, 0,   NULL,
    932 	ai_move, 0,   NULL,
    933 	ai_move, 0,   NULL,
    934 	ai_move, 0,   NULL
    935 };
    936 mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};
    937 
    938 mframe_t soldier_frames_death2 [] =
    939 {
    940 	ai_move, -5,  NULL,
    941 	ai_move, -5,  NULL,
    942 	ai_move, -5,  NULL,
    943 	ai_move, 0,   NULL,
    944 	ai_move, 0,   NULL,
    945 	ai_move, 0,   NULL,
    946 	ai_move, 0,   NULL,
    947 	ai_move, 0,   NULL,
    948 	ai_move, 0,   NULL,
    949 	ai_move, 0,   NULL,
    950 
    951 	ai_move, 0,   NULL,
    952 	ai_move, 0,   NULL,
    953 	ai_move, 0,   NULL,
    954 	ai_move, 0,   NULL,
    955 	ai_move, 0,   NULL,
    956 	ai_move, 0,   NULL,
    957 	ai_move, 0,   NULL,
    958 	ai_move, 0,   NULL,
    959 	ai_move, 0,   NULL,
    960 	ai_move, 0,   NULL,
    961 
    962 	ai_move, 0,   NULL,
    963 	ai_move, 0,   NULL,
    964 	ai_move, 0,   NULL,
    965 	ai_move, 0,   NULL,
    966 	ai_move, 0,   NULL,
    967 	ai_move, 0,   NULL,
    968 	ai_move, 0,   NULL,
    969 	ai_move, 0,   NULL,
    970 	ai_move, 0,   NULL,
    971 	ai_move, 0,   NULL,
    972 
    973 	ai_move, 0,   NULL,
    974 	ai_move, 0,   NULL,
    975 	ai_move, 0,   NULL,
    976 	ai_move, 0,   NULL,
    977 	ai_move, 0,   NULL
    978 };
    979 mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};
    980 
    981 mframe_t soldier_frames_death3 [] =
    982 {
    983 	ai_move, -5,  NULL,
    984 	ai_move, -5,  NULL,
    985 	ai_move, -5,  NULL,
    986 	ai_move, 0,   NULL,
    987 	ai_move, 0,   NULL,
    988 	ai_move, 0,   NULL,
    989 	ai_move, 0,   NULL,
    990 	ai_move, 0,   NULL,
    991 	ai_move, 0,   NULL,
    992 	ai_move, 0,   NULL,
    993 
    994 	ai_move, 0,   NULL,
    995 	ai_move, 0,   NULL,
    996 	ai_move, 0,   NULL,
    997 	ai_move, 0,   NULL,
    998 	ai_move, 0,   NULL,
    999 	ai_move, 0,   NULL,
   1000 	ai_move, 0,   NULL,
   1001 	ai_move, 0,   NULL,
   1002 	ai_move, 0,   NULL,
   1003 	ai_move, 0,   NULL,
   1004 
   1005 	ai_move, 0,   NULL,
   1006 	ai_move, 0,   NULL,
   1007 	ai_move, 0,   NULL,
   1008 	ai_move, 0,   NULL,
   1009 	ai_move, 0,   NULL,
   1010 	ai_move, 0,   NULL,
   1011 	ai_move, 0,   NULL,
   1012 	ai_move, 0,   NULL,
   1013 	ai_move, 0,   NULL,
   1014 	ai_move, 0,   NULL,
   1015 
   1016 	ai_move, 0,   NULL,
   1017 	ai_move, 0,   NULL,
   1018 	ai_move, 0,   NULL,
   1019 	ai_move, 0,   NULL,
   1020 	ai_move, 0,   NULL,
   1021 	ai_move, 0,   NULL,
   1022 	ai_move, 0,   NULL,
   1023 	ai_move, 0,   NULL,
   1024 	ai_move, 0,   NULL,
   1025 	ai_move, 0,   NULL,
   1026 
   1027 	ai_move, 0,   NULL,
   1028 	ai_move, 0,   NULL,
   1029 	ai_move, 0,   NULL,
   1030 	ai_move, 0,   NULL,
   1031 	ai_move, 0,   NULL,
   1032 };
   1033 mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};
   1034 
   1035 mframe_t soldier_frames_death4 [] =
   1036 {
   1037 	ai_move, 0,   NULL,
   1038 	ai_move, 0,   NULL,
   1039 	ai_move, 0,   NULL,
   1040 	ai_move, 0,   NULL,
   1041 	ai_move, 0,   NULL,
   1042 	ai_move, 0,   NULL,
   1043 	ai_move, 0,   NULL,
   1044 	ai_move, 0,   NULL,
   1045 	ai_move, 0,   NULL,
   1046 	ai_move, 0,   NULL,
   1047 
   1048 	ai_move, 0,   NULL,
   1049 	ai_move, 0,   NULL,
   1050 	ai_move, 0,   NULL,
   1051 	ai_move, 0,   NULL,
   1052 	ai_move, 0,   NULL,
   1053 	ai_move, 0,   NULL,
   1054 	ai_move, 0,   NULL,
   1055 	ai_move, 0,   NULL,
   1056 	ai_move, 0,   NULL,
   1057 	ai_move, 0,   NULL,
   1058 
   1059 	ai_move, 0,   NULL,
   1060 	ai_move, 0,   NULL,
   1061 	ai_move, 0,   NULL,
   1062 	ai_move, 0,   NULL,
   1063 	ai_move, 0,   NULL,
   1064 	ai_move, 0,   NULL,
   1065 	ai_move, 0,   NULL,
   1066 	ai_move, 0,   NULL,
   1067 	ai_move, 0,   NULL,
   1068 	ai_move, 0,   NULL,
   1069 
   1070 	ai_move, 0,   NULL,
   1071 	ai_move, 0,   NULL,
   1072 	ai_move, 0,   NULL,
   1073 	ai_move, 0,   NULL,
   1074 	ai_move, 0,   NULL,
   1075 	ai_move, 0,   NULL,
   1076 	ai_move, 0,   NULL,
   1077 	ai_move, 0,   NULL,
   1078 	ai_move, 0,   NULL,
   1079 	ai_move, 0,   NULL,
   1080 
   1081 	ai_move, 0,   NULL,
   1082 	ai_move, 0,   NULL,
   1083 	ai_move, 0,   NULL,
   1084 	ai_move, 0,   NULL,
   1085 	ai_move, 0,   NULL,
   1086 	ai_move, 0,   NULL,
   1087 	ai_move, 0,   NULL,
   1088 	ai_move, 0,   NULL,
   1089 	ai_move, 0,   NULL,
   1090 	ai_move, 0,   NULL,
   1091 
   1092 	ai_move, 0,   NULL,
   1093 	ai_move, 0,   NULL,
   1094 	ai_move, 0,   NULL
   1095 };
   1096 mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead};
   1097 
   1098 mframe_t soldier_frames_death5 [] =
   1099 {
   1100 	ai_move, -5,  NULL,
   1101 	ai_move, -5,  NULL,
   1102 	ai_move, -5,  NULL,
   1103 	ai_move, 0,   NULL,
   1104 	ai_move, 0,   NULL,
   1105 	ai_move, 0,   NULL,
   1106 	ai_move, 0,   NULL,
   1107 	ai_move, 0,   NULL,
   1108 	ai_move, 0,   NULL,
   1109 	ai_move, 0,   NULL,
   1110 
   1111 	ai_move, 0,   NULL,
   1112 	ai_move, 0,   NULL,
   1113 	ai_move, 0,   NULL,
   1114 	ai_move, 0,   NULL,
   1115 	ai_move, 0,   NULL,
   1116 	ai_move, 0,   NULL,
   1117 	ai_move, 0,   NULL,
   1118 	ai_move, 0,   NULL,
   1119 	ai_move, 0,   NULL,
   1120 	ai_move, 0,   NULL,
   1121 
   1122 	ai_move, 0,   NULL,
   1123 	ai_move, 0,   NULL,
   1124 	ai_move, 0,   NULL,
   1125 	ai_move, 0,   NULL
   1126 };
   1127 mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};
   1128 
   1129 mframe_t soldier_frames_death6 [] =
   1130 {
   1131 	ai_move, 0,   NULL,
   1132 	ai_move, 0,   NULL,
   1133 	ai_move, 0,   NULL,
   1134 	ai_move, 0,   NULL,
   1135 	ai_move, 0,   NULL,
   1136 	ai_move, 0,   NULL,
   1137 	ai_move, 0,   NULL,
   1138 	ai_move, 0,   NULL,
   1139 	ai_move, 0,   NULL,
   1140 	ai_move, 0,   NULL
   1141 };
   1142 mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};
   1143 
   1144 void soldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
   1145 {
   1146 	int		n;
   1147 
   1148 // check for gib
   1149 	if (self->health <= self->gib_health)
   1150 	{
   1151 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
   1152 		for (n= 0; n < 3; n++)
   1153 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
   1154 		ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
   1155 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
   1156 		self->deadflag = DEAD_DEAD;
   1157 		return;
   1158 	}
   1159 
   1160 	if (self->deadflag == DEAD_DEAD)
   1161 		return;
   1162 
   1163 // regular death
   1164 	self->deadflag = DEAD_DEAD;
   1165 	self->takedamage = DAMAGE_YES;
   1166 	self->s.skinnum |= 1;
   1167 
   1168 	if (self->s.skinnum == 1)
   1169 		gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
   1170 	else if (self->s.skinnum == 3)
   1171 		gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
   1172 	else // (self->s.skinnum == 5)
   1173 		gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
   1174 
   1175 	if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
   1176 	{
   1177 		// head shot
   1178 		self->monsterinfo.currentmove = &soldier_move_death3;
   1179 		return;
   1180 	}
   1181 
   1182 	n = rand() % 5;
   1183 	if (n == 0)
   1184 		self->monsterinfo.currentmove = &soldier_move_death1;
   1185 	else if (n == 1)
   1186 		self->monsterinfo.currentmove = &soldier_move_death2;
   1187 	else if (n == 2)
   1188 		self->monsterinfo.currentmove = &soldier_move_death4;
   1189 	else if (n == 3)
   1190 		self->monsterinfo.currentmove = &soldier_move_death5;
   1191 	else
   1192 		self->monsterinfo.currentmove = &soldier_move_death6;
   1193 }
   1194 
   1195 
   1196 //
   1197 // SPAWN
   1198 //
   1199 
   1200 void SP_monster_soldier_x (edict_t *self)
   1201 {
   1202 
   1203 	self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
   1204 	self->monsterinfo.scale = MODEL_SCALE;
   1205 	VectorSet (self->mins, -16, -16, -24);
   1206 	VectorSet (self->maxs, 16, 16, 32);
   1207 	self->movetype = MOVETYPE_STEP;
   1208 	self->solid = SOLID_BBOX;
   1209 
   1210 	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
   1211 	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
   1212 	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
   1213 	sound_cock =	gi.soundindex ("infantry/infatck3.wav");
   1214 
   1215 	self->mass = 100;
   1216 
   1217 	self->pain = soldier_pain;
   1218 	self->die = soldier_die;
   1219 
   1220 	self->monsterinfo.stand = soldier_stand;
   1221 	self->monsterinfo.walk = soldier_walk;
   1222 	self->monsterinfo.run = soldier_run;
   1223 	self->monsterinfo.dodge = soldier_dodge;
   1224 	self->monsterinfo.attack = soldier_attack;
   1225 	self->monsterinfo.melee = NULL;
   1226 	self->monsterinfo.sight = soldier_sight;
   1227 
   1228 	gi.linkentity (self);
   1229 
   1230 	self->monsterinfo.stand (self);
   1231 
   1232 	walkmonster_start (self);
   1233 }
   1234 
   1235 
   1236 /*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
   1237 */
   1238 void SP_monster_soldier_light (edict_t *self)
   1239 {
   1240 	if (deathmatch->value)
   1241 	{
   1242 		G_FreeEdict (self);
   1243 		return;
   1244 	}
   1245 
   1246 	SP_monster_soldier_x (self);
   1247 
   1248 	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
   1249 	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
   1250 	gi.modelindex ("models/objects/laser/tris.md2");
   1251 	gi.soundindex ("misc/lasfly.wav");
   1252 	gi.soundindex ("soldier/solatck2.wav");
   1253 
   1254 	self->s.skinnum = 0;
   1255 	self->health = 20;
   1256 	self->gib_health = -30;
   1257 }
   1258 
   1259 /*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
   1260 */
   1261 void SP_monster_soldier (edict_t *self)
   1262 {
   1263 	if (deathmatch->value)
   1264 	{
   1265 		G_FreeEdict (self);
   1266 		return;
   1267 	}
   1268 
   1269 	SP_monster_soldier_x (self);
   1270 
   1271 	sound_pain = gi.soundindex ("soldier/solpain1.wav");
   1272 	sound_death = gi.soundindex ("soldier/soldeth1.wav");
   1273 	gi.soundindex ("soldier/solatck1.wav");
   1274 
   1275 	self->s.skinnum = 2;
   1276 	self->health = 30;
   1277 	self->gib_health = -30;
   1278 }
   1279 
   1280 /*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
   1281 */
   1282 void SP_monster_soldier_ss (edict_t *self)
   1283 {
   1284 	if (deathmatch->value)
   1285 	{
   1286 		G_FreeEdict (self);
   1287 		return;
   1288 	}
   1289 
   1290 	SP_monster_soldier_x (self);
   1291 
   1292 	sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
   1293 	sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
   1294 	gi.soundindex ("soldier/solatck3.wav");
   1295 
   1296 	self->s.skinnum = 4;
   1297 	self->health = 40;
   1298 	self->gib_health = -30;
   1299 }