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 GUNNER
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_gunner.h"
30 
31 
32 static int	sound_pain;
33 static int	sound_pain2;
34 static int	sound_death;
35 static int	sound_idle;
36 static int	sound_open;
37 static int	sound_search;
38 static int	sound_sight;
39 
40 
gunner_idlesound(edict_t * self)41 void gunner_idlesound (edict_t *self)
42 {
43 	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
44 }
45 
gunner_sight(edict_t * self,edict_t * other)46 void gunner_sight (edict_t *self, edict_t *other)
47 {
48 	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
49 }
50 
gunner_search(edict_t * self)51 void gunner_search (edict_t *self)
52 {
53 	gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
54 }
55 
56 
57 qBool visible (edict_t *self, edict_t *other);
58 void GunnerGrenade (edict_t *self);
59 void GunnerFire (edict_t *self);
60 void gunner_fire_chain(edict_t *self);
61 void gunner_refire_chain(edict_t *self);
62 
63 
64 void gunner_stand (edict_t *self);
65 
66 mframe_t gunner_frames_fidget [] =
67 {
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 	ai_stand, 0, gunner_idlesound,
76 	ai_stand, 0, NULL,
77 
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 	ai_stand, 0, NULL,
87 	ai_stand, 0, NULL,
88 
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 	ai_stand, 0, NULL,
98 	ai_stand, 0, NULL,
99 
100 	ai_stand, 0, NULL,
101 	ai_stand, 0, NULL,
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 
111 	ai_stand, 0, NULL,
112 	ai_stand, 0, NULL,
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 };
122 mmove_t	gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
123 
gunner_fidget(edict_t * self)124 void gunner_fidget (edict_t *self)
125 {
126 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
127 		return;
128 	if (random() <= 0.05)
129 		self->monsterinfo.currentmove = &gunner_move_fidget;
130 }
131 
132 mframe_t gunner_frames_stand [] =
133 {
134 	ai_stand, 0, NULL,
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, gunner_fidget,
144 
145 	ai_stand, 0, NULL,
146 	ai_stand, 0, NULL,
147 	ai_stand, 0, NULL,
148 	ai_stand, 0, NULL,
149 	ai_stand, 0, NULL,
150 	ai_stand, 0, NULL,
151 	ai_stand, 0, NULL,
152 	ai_stand, 0, NULL,
153 	ai_stand, 0, NULL,
154 	ai_stand, 0, gunner_fidget,
155 
156 	ai_stand, 0, NULL,
157 	ai_stand, 0, NULL,
158 	ai_stand, 0, NULL,
159 	ai_stand, 0, NULL,
160 	ai_stand, 0, NULL,
161 	ai_stand, 0, NULL,
162 	ai_stand, 0, NULL,
163 	ai_stand, 0, NULL,
164 	ai_stand, 0, NULL,
165 	ai_stand, 0, gunner_fidget
166 };
167 mmove_t	gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
168 
gunner_stand(edict_t * self)169 void gunner_stand (edict_t *self)
170 {
171 		self->monsterinfo.currentmove = &gunner_move_stand;
172 }
173 
174 
175 mframe_t gunner_frames_walk [] =
176 {
177 	ai_walk, 0, NULL,
178 	ai_walk, 3, NULL,
179 	ai_walk, 4, NULL,
180 	ai_walk, 5, NULL,
181 	ai_walk, 7, NULL,
182 	ai_walk, 2, NULL,
183 	ai_walk, 6, NULL,
184 	ai_walk, 4, NULL,
185 	ai_walk, 2, NULL,
186 	ai_walk, 7, NULL,
187 	ai_walk, 5, NULL,
188 	ai_walk, 7, NULL,
189 	ai_walk, 4, NULL
190 };
191 mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
192 
gunner_walk(edict_t * self)193 void gunner_walk (edict_t *self)
194 {
195 	self->monsterinfo.currentmove = &gunner_move_walk;
196 }
197 
198 mframe_t gunner_frames_run [] =
199 {
200 	ai_run, 26, NULL,
201 	ai_run, 9,  NULL,
202 	ai_run, 9,  NULL,
203 	ai_run, 9,  NULL,
204 	ai_run, 15, NULL,
205 	ai_run, 10, NULL,
206 	ai_run, 13, NULL,
207 	ai_run, 6,  NULL
208 };
209 
210 mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
211 
gunner_run(edict_t * self)212 void gunner_run (edict_t *self)
213 {
214 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
215 		self->monsterinfo.currentmove = &gunner_move_stand;
216 	else
217 		self->monsterinfo.currentmove = &gunner_move_run;
218 }
219 
220 mframe_t gunner_frames_runandshoot [] =
221 {
222 	ai_run, 32, NULL,
223 	ai_run, 15, NULL,
224 	ai_run, 10, NULL,
225 	ai_run, 18, NULL,
226 	ai_run, 8,  NULL,
227 	ai_run, 20, NULL
228 };
229 
230 mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
231 
gunner_runandshoot(edict_t * self)232 void gunner_runandshoot (edict_t *self)
233 {
234 	self->monsterinfo.currentmove = &gunner_move_runandshoot;
235 }
236 
237 mframe_t gunner_frames_pain3 [] =
238 {
239 	ai_move, -3, NULL,
240 	ai_move, 1,	 NULL,
241 	ai_move, 1,	 NULL,
242 	ai_move, 0,	 NULL,
243 	ai_move, 1,	 NULL
244 };
245 mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
246 
247 mframe_t gunner_frames_pain2 [] =
248 {
249 	ai_move, -2, NULL,
250 	ai_move, 11, NULL,
251 	ai_move, 6,	 NULL,
252 	ai_move, 2,	 NULL,
253 	ai_move, -1, NULL,
254 	ai_move, -7, NULL,
255 	ai_move, -2, NULL,
256 	ai_move, -7, NULL
257 };
258 mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
259 
260 mframe_t gunner_frames_pain1 [] =
261 {
262 	ai_move, 2,	 NULL,
263 	ai_move, 0,	 NULL,
264 	ai_move, -5, NULL,
265 	ai_move, 3,	 NULL,
266 	ai_move, -1, NULL,
267 	ai_move, 0,	 NULL,
268 	ai_move, 0,	 NULL,
269 	ai_move, 0,	 NULL,
270 	ai_move, 0,	 NULL,
271 	ai_move, 1,	 NULL,
272 	ai_move, 1,	 NULL,
273 	ai_move, 2,	 NULL,
274 	ai_move, 1,	 NULL,
275 	ai_move, 0,	 NULL,
276 	ai_move, -2, NULL,
277 	ai_move, -2, NULL,
278 	ai_move, 0,	 NULL,
279 	ai_move, 0,	 NULL
280 };
281 mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
282 
gunner_pain(edict_t * self,edict_t * other,float kick,int damage)283 void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
284 {
285 	if (self->health < (self->max_health / 2))
286 		self->s.skinNum = 1;
287 
288 	if (level.time < self->pain_debounce_time)
289 		return;
290 
291 	self->pain_debounce_time = level.time + 3;
292 
293 	if (rand()&1)
294 		gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
295 	else
296 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
297 
298 	if (skill->floatVal == 3)
299 		return;		// no pain anims in nightmare
300 
301 	if (damage <= 10)
302 		self->monsterinfo.currentmove = &gunner_move_pain3;
303 	else if (damage <= 25)
304 		self->monsterinfo.currentmove = &gunner_move_pain2;
305 	else
306 		self->monsterinfo.currentmove = &gunner_move_pain1;
307 }
308 
gunner_dead(edict_t * self)309 void gunner_dead (edict_t *self)
310 {
311 	Vec3Set (self->mins, -16, -16, -24);
312 	Vec3Set (self->maxs, 16, 16, -8);
313 	self->movetype = MOVETYPE_TOSS;
314 	self->svFlags |= SVF_DEADMONSTER;
315 	self->nextthink = 0;
316 	gi.linkentity (self);
317 }
318 
319 mframe_t gunner_frames_death [] =
320 {
321 	ai_move, 0,	 NULL,
322 	ai_move, 0,	 NULL,
323 	ai_move, 0,	 NULL,
324 	ai_move, -7, NULL,
325 	ai_move, -3, NULL,
326 	ai_move, -5, NULL,
327 	ai_move, 8,	 NULL,
328 	ai_move, 6,	 NULL,
329 	ai_move, 0,	 NULL,
330 	ai_move, 0,	 NULL,
331 	ai_move, 0,	 NULL
332 };
333 mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
334 
gunner_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)335 void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
336 {
337 	int		n;
338 
339 // check for gib
340 	if (self->health <= self->gib_health)
341 	{
342 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
343 		for (n= 0; n < 2; n++)
344 			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
345 		for (n= 0; n < 4; n++)
346 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
347 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
348 		self->deadflag = DEAD_DEAD;
349 		return;
350 	}
351 
352 	if (self->deadflag == DEAD_DEAD)
353 		return;
354 
355 // regular death
356 	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
357 	self->deadflag = DEAD_DEAD;
358 	self->takedamage = DAMAGE_YES;
359 	self->monsterinfo.currentmove = &gunner_move_death;
360 }
361 
362 
gunner_duck_down(edict_t * self)363 void gunner_duck_down (edict_t *self)
364 {
365 	if (self->monsterinfo.aiflags & AI_DUCKED)
366 		return;
367 	self->monsterinfo.aiflags |= AI_DUCKED;
368 	if (skill->floatVal >= 2)
369 	{
370 		if (random() > 0.5)
371 			GunnerGrenade (self);
372 	}
373 
374 	self->maxs[2] -= 32;
375 	self->takedamage = DAMAGE_YES;
376 	self->monsterinfo.pausetime = level.time + 1;
377 	gi.linkentity (self);
378 }
379 
gunner_duck_hold(edict_t * self)380 void gunner_duck_hold (edict_t *self)
381 {
382 	if (level.time >= self->monsterinfo.pausetime)
383 		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
384 	else
385 		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
386 }
387 
gunner_duck_up(edict_t * self)388 void gunner_duck_up (edict_t *self)
389 {
390 	self->monsterinfo.aiflags &= ~AI_DUCKED;
391 	self->maxs[2] += 32;
392 	self->takedamage = DAMAGE_AIM;
393 	gi.linkentity (self);
394 }
395 
396 mframe_t gunner_frames_duck [] =
397 {
398 	ai_move, 1,  gunner_duck_down,
399 	ai_move, 1,  NULL,
400 	ai_move, 1,  gunner_duck_hold,
401 	ai_move, 0,  NULL,
402 	ai_move, -1, NULL,
403 	ai_move, -1, NULL,
404 	ai_move, 0,  gunner_duck_up,
405 	ai_move, -1, NULL
406 };
407 mmove_t	gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
408 
gunner_dodge(edict_t * self,edict_t * attacker,float eta)409 void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
410 {
411 	if (random() > 0.25)
412 		return;
413 
414 	if (!self->enemy)
415 		self->enemy = attacker;
416 
417 	self->monsterinfo.currentmove = &gunner_move_duck;
418 }
419 
420 
gunner_opengun(edict_t * self)421 void gunner_opengun (edict_t *self)
422 {
423 	gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
424 }
425 
GunnerFire(edict_t * self)426 void GunnerFire (edict_t *self)
427 {
428 	vec3_t	start;
429 	vec3_t	forward, right;
430 	vec3_t	target;
431 	vec3_t	aim;
432 	int		flash_number;
433 
434 	flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
435 
436 	Angles_Vectors (self->s.angles, forward, right, NULL);
437 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
438 
439 	// project enemy back a bit and target there
440 	Vec3Copy (self->enemy->s.origin, target);
441 	Vec3MA (target, -0.2, self->enemy->velocity, target);
442 	target[2] += self->enemy->viewheight;
443 
444 	Vec3Subtract (target, start, aim);
445 	VectorNormalizef (aim, aim);
446 	monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
447 }
448 
GunnerGrenade(edict_t * self)449 void GunnerGrenade (edict_t *self)
450 {
451 	vec3_t	start;
452 	vec3_t	forward, right;
453 	vec3_t	aim;
454 	int		flash_number;
455 
456 	if (self->s.frame == FRAME_attak105)
457 		flash_number = MZ2_GUNNER_GRENADE_1;
458 	else if (self->s.frame == FRAME_attak108)
459 		flash_number = MZ2_GUNNER_GRENADE_2;
460 	else if (self->s.frame == FRAME_attak111)
461 		flash_number = MZ2_GUNNER_GRENADE_3;
462 	else // (self->s.frame == FRAME_attak114)
463 		flash_number = MZ2_GUNNER_GRENADE_4;
464 
465 	Angles_Vectors (self->s.angles, forward, right, NULL);
466 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
467 
468 	//FIXME : do a spread -225 -75 75 225 degrees around forward
469 	Vec3Copy (forward, aim);
470 
471 	monster_fire_grenade (self, start, aim, 50, 600, flash_number);
472 }
473 
474 mframe_t gunner_frames_attack_chain [] =
475 {
476 	/*
477 	ai_charge, 0, NULL,
478 	ai_charge, 0, NULL,
479 	ai_charge, 0, NULL,
480 	ai_charge, 0, NULL,
481 	ai_charge, 0, NULL,
482 	ai_charge, 0, NULL,
483 	ai_charge, 0, NULL,
484 	ai_charge, 0, NULL,
485 	*/
486 	ai_charge, 0, gunner_opengun,
487 	ai_charge, 0, NULL,
488 	ai_charge, 0, NULL,
489 	ai_charge, 0, NULL,
490 	ai_charge, 0, NULL,
491 	ai_charge, 0, NULL,
492 	ai_charge, 0, NULL
493 };
494 mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
495 
496 mframe_t gunner_frames_fire_chain [] =
497 {
498 	ai_charge,   0, GunnerFire,
499 	ai_charge,   0, GunnerFire,
500 	ai_charge,   0, GunnerFire,
501 	ai_charge,   0, GunnerFire,
502 	ai_charge,   0, GunnerFire,
503 	ai_charge,   0, GunnerFire,
504 	ai_charge,   0, GunnerFire,
505 	ai_charge,   0, GunnerFire
506 };
507 mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
508 
509 mframe_t gunner_frames_endfire_chain [] =
510 {
511 	ai_charge, 0, NULL,
512 	ai_charge, 0, NULL,
513 	ai_charge, 0, NULL,
514 	ai_charge, 0, NULL,
515 	ai_charge, 0, NULL,
516 	ai_charge, 0, NULL,
517 	ai_charge, 0, NULL
518 };
519 mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
520 
521 mframe_t gunner_frames_attack_grenade [] =
522 {
523 	ai_charge, 0, NULL,
524 	ai_charge, 0, NULL,
525 	ai_charge, 0, NULL,
526 	ai_charge, 0, NULL,
527 	ai_charge, 0, GunnerGrenade,
528 	ai_charge, 0, NULL,
529 	ai_charge, 0, NULL,
530 	ai_charge, 0, GunnerGrenade,
531 	ai_charge, 0, NULL,
532 	ai_charge, 0, NULL,
533 	ai_charge, 0, GunnerGrenade,
534 	ai_charge, 0, NULL,
535 	ai_charge, 0, NULL,
536 	ai_charge, 0, GunnerGrenade,
537 	ai_charge, 0, NULL,
538 	ai_charge, 0, NULL,
539 	ai_charge, 0, NULL,
540 	ai_charge, 0, NULL,
541 	ai_charge, 0, NULL,
542 	ai_charge, 0, NULL,
543 	ai_charge, 0, NULL
544 };
545 mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
546 
gunner_attack(edict_t * self)547 void gunner_attack(edict_t *self)
548 {
549 	if (range (self, self->enemy) == RANGE_MELEE)
550 	{
551 		self->monsterinfo.currentmove = &gunner_move_attack_chain;
552 	}
553 	else
554 	{
555 		if (random() <= 0.5)
556 			self->monsterinfo.currentmove = &gunner_move_attack_grenade;
557 		else
558 			self->monsterinfo.currentmove = &gunner_move_attack_chain;
559 	}
560 }
561 
gunner_fire_chain(edict_t * self)562 void gunner_fire_chain(edict_t *self)
563 {
564 	self->monsterinfo.currentmove = &gunner_move_fire_chain;
565 }
566 
gunner_refire_chain(edict_t * self)567 void gunner_refire_chain(edict_t *self)
568 {
569 	if (self->enemy->health > 0)
570 		if ( visible (self, self->enemy) )
571 			if (random() <= 0.5)
572 			{
573 				self->monsterinfo.currentmove = &gunner_move_fire_chain;
574 				return;
575 			}
576 	self->monsterinfo.currentmove = &gunner_move_endfire_chain;
577 }
578 
579 /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
580 */
SP_monster_gunner(edict_t * self)581 void SP_monster_gunner (edict_t *self)
582 {
583 	if (deathmatch->floatVal)
584 	{
585 		G_FreeEdict (self);
586 		return;
587 	}
588 
589 	sound_death = gi.soundindex ("gunner/death1.wav");
590 	sound_pain = gi.soundindex ("gunner/gunpain2.wav");
591 	sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
592 	sound_idle = gi.soundindex ("gunner/gunidle1.wav");
593 	sound_open = gi.soundindex ("gunner/gunatck1.wav");
594 	sound_search = gi.soundindex ("gunner/gunsrch1.wav");
595 	sound_sight = gi.soundindex ("gunner/sight1.wav");
596 
597 	gi.soundindex ("gunner/gunatck2.wav");
598 	gi.soundindex ("gunner/gunatck3.wav");
599 
600 	self->movetype = MOVETYPE_STEP;
601 	self->solid = SOLID_BBOX;
602 	self->s.modelIndex = gi.modelindex ("models/monsters/gunner/tris.md2");
603 	Vec3Set (self->mins, -16, -16, -24);
604 	Vec3Set (self->maxs, 16, 16, 32);
605 
606 	self->health = 175;
607 	self->gib_health = -70;
608 	self->mass = 200;
609 
610 	self->pain = gunner_pain;
611 	self->die = gunner_die;
612 
613 	self->monsterinfo.stand = gunner_stand;
614 	self->monsterinfo.walk = gunner_walk;
615 	self->monsterinfo.run = gunner_run;
616 	self->monsterinfo.dodge = gunner_dodge;
617 	self->monsterinfo.attack = gunner_attack;
618 	self->monsterinfo.melee = NULL;
619 	self->monsterinfo.sight = gunner_sight;
620 	self->monsterinfo.search = gunner_search;
621 
622 	gi.linkentity (self);
623 
624 	self->monsterinfo.currentmove = &gunner_move_stand;
625 	self->monsterinfo.scale = MODEL_SCALE;
626 
627 	walkmonster_start (self);
628 }
629