/*
==============================================================================

SOLDIER / PLAYER

==============================================================================
*/


$cd /raid/quake/id1/models/enforcer
$origin 0 -6 24
$base base		
$skin skin

$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7

$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16

$frame run1 run2 run3 run4 run5 run6 run7 run8

$frame attack1 attack2 attack3 attack4 attack5 attack6
$frame attack7 attack8 attack9 attack10

$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12 death13 death14

$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
$frame fdeath9 fdeath10 fdeath11

$frame paina1 paina2 paina3 paina4

$frame painb1 painb2 painb3 painb4 painb5

$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8

$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
$frame paind17 paind18 paind19


void() Laser_Touch=
{
	local vector org;
	
	if (other == self.owner)
		return;		// don't explode on owner

	if (pointcontents(self.origin) == CONTENT_SKY)
	{
		remove(self);
		return;
	}
	
	sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
	org = self.origin - 8*normalize(self.velocity);

	if (other.health)
	{
		SpawnBlood (org, self.velocity*0.2, 15);
		T_Damage (other, self, self.owner, 15);
	}
	else
	{
		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
		WriteByte (MSG_BROADCAST, TE_GUNSHOT);
		WriteCoord (MSG_BROADCAST, org_x);
		WriteCoord (MSG_BROADCAST, org_y);
		WriteCoord (MSG_BROADCAST, org_z);
	}
	
	remove(self);	
};

void(vector org, vector vec) LaunchLaser=
{
	local	vector	vec;
		
	if (self.classname == "monster_enforcer")
		sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);

	vec = normalize(vec);
	
	newmis = spawn();
	newmis.owner = self;
	newmis.movetype = MOVETYPE_FLY;
	newmis.solid = SOLID_BBOX;
	newmis.effects = EF_DIMLIGHT;

	setmodel (newmis, "progs/laser.mdl");
	setsize (newmis, '0 0 0', '0 0 0');		

	setorigin (newmis, org);

	newmis.velocity = vec * 600;
	newmis.angles = vectoangles(newmis.velocity);

	newmis.nextthink = time + 5;
	newmis.think = SUB_Remove;
	newmis.touch = Laser_Touch;
};



void() enforcer_fire=
{
	local vector org;

	self.effects = self.effects | EF_MUZZLEFLASH;
	makevectors (self.angles);
	
	org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';

	LaunchLaser(org, self.enemy.origin - self.origin);
};

//============================================================================

void() enf_stand1=[	$stand1,	enf_stand2	] {ai_stand();};
void() enf_stand2=[	$stand2,	enf_stand3	] {ai_stand();};
void() enf_stand3=[	$stand3,	enf_stand4	] {ai_stand();};
void() enf_stand4=[	$stand4,	enf_stand5	] {ai_stand();};
void() enf_stand5=[	$stand5,	enf_stand6	] {ai_stand();};
void() enf_stand6=[	$stand6,	enf_stand7	] {ai_stand();};
void() enf_stand7=[	$stand7,	enf_stand1	] {ai_stand();};

void() enf_walk1=[	$walk1 ,	enf_walk2	] {
if (random() < 0.2)
	sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_walk(2);};
void() enf_walk2=[	$walk2 ,	enf_walk3	] {ai_walk(4);};
void() enf_walk3=[	$walk3 ,	enf_walk4	] {ai_walk(4);};
void() enf_walk4=[	$walk4 ,	enf_walk5	] {ai_walk(3);};
void() enf_walk5=[	$walk5 ,	enf_walk6	] {ai_walk(1);};
void() enf_walk6=[	$walk6 ,	enf_walk7	] {ai_walk(2);};
void() enf_walk7=[	$walk7 ,	enf_walk8	] {ai_walk(2);};
void() enf_walk8=[	$walk8 ,	enf_walk9	] {ai_walk(1);};
void() enf_walk9=[	$walk9 ,	enf_walk10	] {ai_walk(2);};
void() enf_walk10=[	$walk10,	enf_walk11	] {ai_walk(4);};
void() enf_walk11=[	$walk11,	enf_walk12	] {ai_walk(4);};
void() enf_walk12=[	$walk12,	enf_walk13	] {ai_walk(1);};
void() enf_walk13=[	$walk13,	enf_walk14	] {ai_walk(2);};
void() enf_walk14=[	$walk14,	enf_walk15	] {ai_walk(3);};
void() enf_walk15=[	$walk15,	enf_walk16	] {ai_walk(4);};
void() enf_walk16=[	$walk16,	enf_walk1	] {ai_walk(2);};

void() enf_run1=[	$run1  ,	enf_run2	] {
if (random() < 0.2)
	sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_run(18);};
void() enf_run2=[	$run2  ,	enf_run3	] {ai_run(14);};
void() enf_run3=[	$run3  ,	enf_run4	] {ai_run(7);};
void() enf_run4=[	$run4  ,	enf_run5	] {ai_run(12);};
void() enf_run5=[	$run5  ,	enf_run6	] {ai_run(14);};
void() enf_run6=[	$run6  ,	enf_run7	] {ai_run(14);};
void() enf_run7=[	$run7  ,	enf_run8	] {ai_run(7);};
void() enf_run8=[	$run8  ,	enf_run1	] {ai_run(11);};

void() enf_atk1=[	$attack1,	enf_atk2	] {ai_face();};
void() enf_atk2=[	$attack2,	enf_atk3	] {ai_face();};
void() enf_atk3=[	$attack3,	enf_atk4	] {ai_face();};
void() enf_atk4=[	$attack4,	enf_atk5	] {ai_face();};
void() enf_atk5=[	$attack5,	enf_atk6	] {ai_face();};
void() enf_atk6=[	$attack6,	enf_atk7	] {enforcer_fire();};
void() enf_atk7=[	$attack7,	enf_atk8	] {ai_face();};
void() enf_atk8=[	$attack8,	enf_atk9	] {ai_face();};
void() enf_atk9=[	$attack5,	enf_atk10	] {ai_face();};
void() enf_atk10=[	$attack6,	enf_atk11	] {enforcer_fire();};
void() enf_atk11=[	$attack7,	enf_atk12	] {ai_face();};
void() enf_atk12=[	$attack8,	enf_atk13	] {ai_face();};
void() enf_atk13=[	$attack9,	enf_atk14	] {ai_face();};
void() enf_atk14=[	$attack10,	enf_run1	] {ai_face();
SUB_CheckRefire (enf_atk1);
};

void() enf_paina1=[	$paina1,	enf_paina2	] {};
void() enf_paina2=[	$paina2,	enf_paina3	] {};
void() enf_paina3=[	$paina3,	enf_paina4	] {};
void() enf_paina4=[	$paina4,	enf_run1	] {};

void() enf_painb1=[	$painb1,	enf_painb2	] {};
void() enf_painb2=[	$painb2,	enf_painb3	] {};
void() enf_painb3=[	$painb3,	enf_painb4	] {};
void() enf_painb4=[	$painb4,	enf_painb5	] {};
void() enf_painb5=[	$painb5,	enf_run1	] {};

void() enf_painc1=[	$painc1,	enf_painc2	] {};
void() enf_painc2=[	$painc2,	enf_painc3	] {};
void() enf_painc3=[	$painc3,	enf_painc4	] {};
void() enf_painc4=[	$painc4,	enf_painc5	] {};
void() enf_painc5=[	$painc5,	enf_painc6	] {};
void() enf_painc6=[	$painc6,	enf_painc7	] {};
void() enf_painc7=[	$painc7,	enf_painc8	] {};
void() enf_painc8=[	$painc8,	enf_run1	] {};

void() enf_paind1=[	$paind1,	enf_paind2	] {};
void() enf_paind2=[	$paind2,	enf_paind3	] {};
void() enf_paind3=[	$paind3,	enf_paind4	] {};
void() enf_paind4=[	$paind4,	enf_paind5	] {ai_painforward(2);};
void() enf_paind5=[	$paind5,	enf_paind6	] {ai_painforward(1);};
void() enf_paind6=[	$paind6,	enf_paind7	] {};
void() enf_paind7=[	$paind7,	enf_paind8	] {};
void() enf_paind8=[	$paind8,	enf_paind9	] {};
void() enf_paind9=[	$paind9,	enf_paind10	] {};
void() enf_paind10=[	$paind10,	enf_paind11	] {};
void() enf_paind11=[	$paind11,	enf_paind12	] {ai_painforward(1);};
void() enf_paind12=[	$paind12,	enf_paind13	] {ai_painforward(1);};
void() enf_paind13=[	$paind13,	enf_paind14	] {ai_painforward(1);};
void() enf_paind14=[	$paind14,	enf_paind15	] {};
void() enf_paind15=[	$paind15,	enf_paind16	] {};
void() enf_paind16=[	$paind16,	enf_paind17	] {ai_pain(1);};
void() enf_paind17=[	$paind17,	enf_paind18	] {ai_pain(1);};
void() enf_paind18=[	$paind18,	enf_paind19	] {};
void() enf_paind19=[	$paind19,	enf_run1	] {};

void(entity attacker, float damage) enf_pain=
{
	local float r;

	r = random ();
	if (self.pain_finished > time)
		return;

	
	if (r < 0.5)
		sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
	else
		sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);

	if (r < 0.2)
	{
		self.pain_finished = time + 1;
		enf_paina1 ();
	}
	else if (r < 0.4)
	{
		self.pain_finished = time + 1;
		enf_painb1 ();
	}
	else if (r < 0.7)
	{
		self.pain_finished = time + 1;
		enf_painc1 ();
	}
	else
	{
		self.pain_finished = time + 2;
		enf_paind1 ();
	}
};

//============================================================================




void() enf_die1=[	$death1,	enf_die2	] {};
void() enf_die2=[	$death2,	enf_die3	] {};
void() enf_die3=[	$death3,	enf_die4	]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_die4=[	$death4,	enf_die5	] {ai_forward(14);};
void() enf_die5=[	$death5,	enf_die6	] {ai_forward(2);};
void() enf_die6=[	$death6,	enf_die7	] {};
void() enf_die7=[	$death7,	enf_die8	] {};
void() enf_die8=[	$death8,	enf_die9	] {};
void() enf_die9=[	$death9,	enf_die10	] {ai_forward(3);};
void() enf_die10=[	$death10,	enf_die11	] {ai_forward(5);};
void() enf_die11=[	$death11,	enf_die12	] {ai_forward(5);};
void() enf_die12=[	$death12,	enf_die13	] {ai_forward(5);};
void() enf_die13=[	$death13,	enf_die14	] {};
void() enf_die14=[	$death14,	enf_die14	] {};

void() enf_fdie1=[	$fdeath1,	enf_fdie2	] {

};
void() enf_fdie2=[	$fdeath2,	enf_fdie3	] {};
void() enf_fdie3=[	$fdeath3,	enf_fdie4	] 
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_fdie4=[	$fdeath4,	enf_fdie5	] {};
void() enf_fdie5=[	$fdeath5,	enf_fdie6	] {};
void() enf_fdie6=[	$fdeath6,	enf_fdie7	] {};
void() enf_fdie7=[	$fdeath7,	enf_fdie8	] {};
void() enf_fdie8=[	$fdeath8,	enf_fdie9	] {};
void() enf_fdie9=[	$fdeath9,	enf_fdie10	] {};
void() enf_fdie10=[	$fdeath10,	enf_fdie11	] {};
void() enf_fdie11=[	$fdeath11,	enf_fdie11	] {};


void() enf_die=
{
// check for gib
	if (self.health < -35)
	{
		sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
		ThrowHead ("progs/h_mega.mdl", self.health);
		ThrowGib ("progs/gib1.mdl", self.health);
		ThrowGib ("progs/gib2.mdl", self.health);
		ThrowGib ("progs/gib3.mdl", self.health);
		return;
	}

// regular death
	sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM);
	if (random() > 0.5)
		enf_die1 ();
	else
		enf_fdie1 ();
};


/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush

*/

void() monster_enforcer=
{
	if (deathmatch)
	{
		remove(self);
		return;
	}
	precache_model2 ("progs/enforcer.mdl");
	precache_model2 ("progs/h_mega.mdl");
	precache_model2 ("progs/laser.mdl");

	precache_sound2 ("enforcer/death1.wav");
	precache_sound2 ("enforcer/enfire.wav");
	precache_sound2 ("enforcer/enfstop.wav");
	precache_sound2 ("enforcer/idle1.wav");
	precache_sound2 ("enforcer/pain1.wav");
	precache_sound2 ("enforcer/pain2.wav");
	precache_sound2 ("enforcer/sight1.wav");
	precache_sound2 ("enforcer/sight2.wav");
	precache_sound2 ("enforcer/sight3.wav");
	precache_sound2 ("enforcer/sight4.wav");
	
	self.solid = SOLID_SLIDEBOX;
	self.movetype = MOVETYPE_STEP;

	setmodel (self, "progs/enforcer.mdl");

	setsize (self, '-16 -16 -24', '16 16 40');
	self.health = 80;

	self.th_stand = enf_stand1;
	self.th_walk = enf_walk1;
	self.th_run = enf_run1;
	self.th_pain = enf_pain;
	self.th_die = enf_die;
	self.th_missile = enf_atk1;

	walkmonster_start();
};