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 qboolean 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->value == 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 	VectorSet (self->mins, -16, -16, -24);
312 	VectorSet (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->value >= 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 	AngleVectors (self->s.angles, forward, right, NULL);
437 	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
438 
439 	// project enemy back a bit and target there
440 	VectorCopy (self->enemy->s.origin, target);
441 	VectorMA (target, -0.2, self->enemy->velocity, target);
442 	target[2] += self->enemy->viewheight;
443 
444 	VectorSubtract (target, start, aim);
445 	VectorNormalize (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 	AngleVectors (self->s.angles, forward, right, NULL);
466 	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
467 
468 	//FIXME : do a spread -225 -75 75 225 degrees around forward
469 	VectorCopy (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->value)
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 	VectorSet (self->mins, -16, -16, -24);
604 	VectorSet (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