/* =======================================================================
 *
 * Infantry.
 *
 * =======================================================================
 */

#include "../../header/local.h"
#include "infantry.h"

void InfantryMachineGun(edict_t *self);

static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;

static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;

mframe_t infantry_frames_stand[] = {
	{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 infantry_move_stand = {
	FRAME_stand50,
   	FRAME_stand71,
   	infantry_frames_stand,
   	NULL
};

void
infantry_stand(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &infantry_move_stand;
}

mframe_t infantry_frames_fidget[] = {
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 3, NULL},
	{ai_stand, 6, NULL},
	{ai_stand, 3, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -2, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -3, NULL},
	{ai_stand, -2, NULL},
	{ai_stand, -3, NULL},
	{ai_stand, -3, NULL},
	{ai_stand, -2, NULL}
};

mmove_t infantry_move_fidget = {
	FRAME_stand01,
   	FRAME_stand49,
   	infantry_frames_fidget,
   	infantry_stand
};

void
infantry_fidget(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &infantry_move_fidget;
	gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

mframe_t infantry_frames_walk[] = {
	{ai_walk, 5, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 6, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL}
};

mmove_t infantry_move_walk = {
	FRAME_walk03,
   	FRAME_walk14,
   	infantry_frames_walk,
   	NULL
};

void
infantry_walk(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &infantry_move_walk;
}

mframe_t infantry_frames_run[] = {
	{ai_run, 10, NULL},
	{ai_run, 20, NULL},
	{ai_run, 5, NULL},
	{ai_run, 7, monster_done_dodge},
	{ai_run, 30, NULL},
	{ai_run, 35, NULL},
	{ai_run, 2, NULL},
	{ai_run, 6, NULL}
};

mmove_t infantry_move_run = {
	FRAME_run01,
   	FRAME_run08,
   	infantry_frames_run,
   	NULL
};

void
infantry_run(edict_t *self)
{
	if (!self)
	{
		return;
	}

	monster_done_dodge(self);

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &infantry_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_run;
	}
}

mframe_t infantry_frames_pain1[] = {
	{ai_move, -3, NULL},
	{ai_move, -2, NULL},
	{ai_move, -1, NULL},
	{ai_move, -2, NULL},
	{ai_move, -1, NULL},
	{ai_move, 1, NULL},
	{ai_move, -1, NULL},
	{ai_move, 1, NULL},
	{ai_move, 6, NULL},
	{ai_move, 2, NULL}
};

mmove_t infantry_move_pain1 = {
	FRAME_pain101,
   	FRAME_pain110,
   	infantry_frames_pain1,
   	infantry_run
};

mframe_t infantry_frames_pain2[] = {
	{ai_move, -3, NULL},
	{ai_move, -3, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, NULL},
	{ai_move, -2, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 2, NULL},
	{ai_move, 5, NULL},
	{ai_move, 2, NULL}
};

mmove_t infantry_move_pain2 = {
	FRAME_pain201,
   	FRAME_pain210,
   	infantry_frames_pain2,
   	infantry_run
};

void
infantry_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
{
	int n;

	if (!self)
	{
		return;
	}

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

	if (!self->groundentity)
	{
		return;
	}

	monster_done_dodge(self);

	if (level.time < self->pain_debounce_time)
	{
		return;
	}

	self->pain_debounce_time = level.time + 3;

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

	n = rand() % 2;

	if (n == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_pain1;
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_pain2;
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	}

	/* clear duck flag */
	if (self->monsterinfo.aiflags & AI_DUCKED)
	{
		monster_duck_up(self);
	}
}

vec3_t aimangles[] = {
	{0.0, 5.0, 0.0},
	{10.0, 15.0, 0.0},
	{20.0, 25.0, 0.0},
	{25.0, 35.0, 0.0},
	{30.0, 40.0, 0.0},
	{30.0, 45.0, 0.0},
	{25.0, 50.0, 0.0},
	{20.0, 40.0, 0.0},
	{15.0, 35.0, 0.0},
	{40.0, 35.0, 0.0},
	{70.0, 35.0, 0.0},
	{90.0, 35.0, 0.0}
};

void
InfantryMachineGun(edict_t *self)
{
	vec3_t start, target;
	vec3_t forward, right;
	vec3_t vec;
	int flash_number;

	if (!self)
	{
		return;
	}

	/* new attack start frame */
	if (self->s.frame == FRAME_attak104)
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_1;
		AngleVectors(self->s.angles, forward, right, NULL);
		G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
				forward, right, start);

		if (self->enemy && self->enemy->inuse)
		{
			VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
			target[2] += self->enemy->viewheight;
			VectorSubtract(target, start, forward);
			VectorNormalize(forward);
		}
		else
		{
			AngleVectors(self->s.angles, forward, right, NULL);
		}
	}
	else
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);

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

		VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
		AngleVectors(vec, forward, NULL, NULL);
	}

	monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD,
			DEFAULT_BULLET_VSPREAD, flash_number);
}

void
infantry_sight(edict_t *self, edict_t *other /* unused */)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
}

void
infantry_dead(edict_t *self)
{
	if (!self)
	{
		return;
	}

	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	gi.linkentity(self);

	M_FlyCheck(self);
}

mframe_t infantry_frames_death1[] = {
	{ai_move, -4, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, NULL},
	{ai_move, -4, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, NULL},
	{ai_move, 3, NULL},
	{ai_move, 1, NULL},
	{ai_move, 1, NULL},
	{ai_move, -2, NULL},
	{ai_move, 2, NULL},
	{ai_move, 2, NULL},
	{ai_move, 9, NULL},
	{ai_move, 9, NULL},
	{ai_move, 5, NULL},
	{ai_move, -3, NULL},
	{ai_move, -3, NULL}
};

mmove_t infantry_move_death1 = {
	FRAME_death101,
   	FRAME_death120,
   	infantry_frames_death1,
   	infantry_dead
};

/* Off with his head */
mframe_t infantry_frames_death2[] = {
	{ai_move, 0, NULL},
	{ai_move, 1, NULL},
	{ai_move, 5, NULL},
	{ai_move, -1, NULL},
	{ai_move, 0, NULL},
	{ai_move, 1, NULL},
	{ai_move, 1, NULL},
	{ai_move, 4, NULL},
	{ai_move, 3, NULL},
	{ai_move, 0, NULL},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, -3, InfantryMachineGun},
	{ai_move, -1, InfantryMachineGun},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, 0, InfantryMachineGun},
	{ai_move, 2, InfantryMachineGun},
	{ai_move, 2, InfantryMachineGun},
	{ai_move, 3, InfantryMachineGun},
	{ai_move, -10, InfantryMachineGun},
	{ai_move, -7, InfantryMachineGun},
	{ai_move, -8, InfantryMachineGun},
	{ai_move, -6, NULL},
	{ai_move, 4, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_death2 = {
	FRAME_death201,
   	FRAME_death225,
   	infantry_frames_death2,
   	infantry_dead
};

mframe_t infantry_frames_death3[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -6, NULL},
	{ai_move, -11, NULL},
	{ai_move, -3, NULL},
	{ai_move, -11, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_death3 = {
	FRAME_death301,
   	FRAME_death309,
   	infantry_frames_death3,
   	infantry_dead
};

void
infantry_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
		int damage, vec3_t point /* unused */)
{
	int n;

	if (!self)
	{
		return;
	}

	/* 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 < 2; n++)
		{
			ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
		}

		for (n = 0; n < 4; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/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; /* switch to bloody skin */

	n = rand() % 3;

	if (n == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_death1;
		gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
	else if (n == 1)
	{
		self->monsterinfo.currentmove = &infantry_move_death2;
		gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_death3;
		gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
}

mframe_t infantry_frames_duck[] = {
	{ai_move, -2, monster_duck_down},
	{ai_move, -5, monster_duck_hold},
	{ai_move, 3, NULL},
	{ai_move, 4, monster_duck_up},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_duck = {
	FRAME_duck01,
   	FRAME_duck05,
   	infantry_frames_duck,
   	infantry_run
};

void
infantry_cock_gun(edict_t *self)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
}

void
infantry_fire(edict_t *self)
{
	if (!self)
	{
		return;
	}

	InfantryMachineGun(self);

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

void
infantry_fire_prep(edict_t *self)
{
	int n;

	if (!self)
	{
		return;
	}

	n = (rand() & 15) + 3 + 1;
	self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}

mframe_t infantry_frames_attack1[] = {
	{ai_charge, -3, NULL},                  /* 101 */
	{ai_charge, -2, NULL},                  /* 102 */
	{ai_charge, -1, infantry_fire_prep},    /* 103 */
	{ai_charge, 5, infantry_fire},			/* 104 */
	{ai_charge, 1, NULL},                   /* 105 */
	{ai_charge, -3, NULL},                  /* 106 */
	{ai_charge, -2, NULL},                  /* 107 */
	{ai_charge, 2, infantry_cock_gun},      /* 108 */
	{ai_charge, 1, NULL},                   /* 109 */
	{ai_charge, 1, NULL},                   /* 110 */
	{ai_charge, -1, NULL},                  /* 111 */
	{ai_charge, 0, NULL},                   /* 112 */
	{ai_charge, -1, NULL},                  /* 113 */
	{ai_charge, -1, NULL},                  /* 114 */
	{ai_charge, 4, NULL}                    /* 115 */
};

mmove_t infantry_move_attack1 = {
	FRAME_attak101,
   	FRAME_attak115,
   	infantry_frames_attack1,
   	infantry_run
};

void
infantry_swing(edict_t *self)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
}

void
infantry_smack(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, 0, 0);

	if (fire_hit(self, aim, (5 + (rand() % 5)), 50))
	{
		gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
	}
}

mframe_t infantry_frames_attack2[] = {
	{ai_charge, 3, NULL},
	{ai_charge, 6, NULL},
	{ai_charge, 0, infantry_swing},
	{ai_charge, 8, NULL},
	{ai_charge, 5, NULL},
	{ai_charge, 8, infantry_smack},
	{ai_charge, 6, NULL},
	{ai_charge, 3, NULL},
};

mmove_t infantry_move_attack2 = {
	FRAME_attak201,
   	FRAME_attak208,
   	infantry_frames_attack2,
   	infantry_run
};

void
infantry_attack(edict_t *self)
{
	if (!self)
	{
		return;
	}

	monster_done_dodge(self);

	if (range(self, self->enemy) == RANGE_MELEE)
	{
		self->monsterinfo.currentmove = &infantry_move_attack2;
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_attack1;
	}
}

void
infantry_jump_now(edict_t *self)
{
	vec3_t forward, up;

	if (!self)
	{
		return;
	}

	monster_jump_start(self);

	AngleVectors(self->s.angles, forward, NULL, up);
	VectorMA(self->velocity, 100, forward, self->velocity);
	VectorMA(self->velocity, 300, up, self->velocity);
}

void
infantry_jump2_now(edict_t *self)
{
	vec3_t forward, up;

	if (!self)
	{
		return;
	}

	monster_jump_start(self);

	AngleVectors(self->s.angles, forward, NULL, up);
	VectorMA(self->velocity, 150, forward, self->velocity);
	VectorMA(self->velocity, 400, up, self->velocity);
}

void
infantry_jump_wait_land(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->groundentity == NULL)
	{
		self->monsterinfo.nextframe = self->s.frame;

		if (monster_jump_finished(self))
		{
			self->monsterinfo.nextframe = self->s.frame + 1;
		}
	}
	else
	{
		self->monsterinfo.nextframe = self->s.frame + 1;
	}
}

mframe_t infantry_frames_jump[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, infantry_jump_now},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, infantry_jump_wait_land},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_jump = {
	FRAME_jump01,
   	FRAME_jump10,
   	infantry_frames_jump,
   	infantry_run
};

mframe_t infantry_frames_jump2[] = {
	{ai_move, -8, NULL},
	{ai_move, -4, NULL},
	{ai_move, -4, NULL},
	{ai_move, 0, infantry_jump_now},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, infantry_jump_wait_land},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_jump2 = {
	FRAME_jump01,
   	FRAME_jump10,
   	infantry_frames_jump2,
   	infantry_run
};

void
infantry_jump(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (!self->enemy)
	{
		return;
	}

	monster_done_dodge(self);

	if (self->enemy->s.origin[2] > self->s.origin[2])
	{
		self->monsterinfo.currentmove = &infantry_move_jump2;
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_jump;
	}
}

qboolean
infantry_blocked(edict_t *self, float dist)
{
	if (!self)
	{
		return false;
	}

	if (blocked_checkshot(self, 0.25 + (0.05 * skill->value)))
	{
		return true;
	}

	if (blocked_checkjump(self, dist, 192, 40))
	{
		infantry_jump(self);
		return true;
	}

	if (blocked_checkplat(self, dist))
	{
		return true;
	}

	return false;
}

void
infantry_duck(edict_t *self, float eta)
{
	if (!self)
	{
		return;
	}

	/* if we're jumping, don't dodge */
	if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
		(self->monsterinfo.currentmove == &infantry_move_jump2))
	{
		return;
	}

	if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
		(self->monsterinfo.currentmove == &infantry_move_attack2))
	{
		/* if we're shooting, and not on easy, don't dodge */
		if (skill->value)
		{
			self->monsterinfo.aiflags &= ~AI_DUCKED;
			return;
		}
	}

	if (skill->value == 0)
	{
		/* stupid dodge */
		self->monsterinfo.duck_wait_time = level.time + eta + 1;
	}
	else
	{
		self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
	}

	/* has to be done immediately otherwise he can get stuck */
	monster_duck_down(self);

	self->monsterinfo.nextframe = FRAME_duck01;
	self->monsterinfo.currentmove = &infantry_move_duck;
	return;
}

void
infantry_sidestep(edict_t *self)
{
	if (!self)
	{
		return;
	}

	/* if we're jumping, don't dodge */
	if ((self->monsterinfo.currentmove == &infantry_move_jump) ||
		(self->monsterinfo.currentmove == &infantry_move_jump2))
	{
		return;
	}

	if ((self->monsterinfo.currentmove == &infantry_move_attack1) ||
		(self->monsterinfo.currentmove == &infantry_move_attack2))
	{
		/* if we're shooting, and not on easy, don't dodge */
		if (skill->value)
		{
			self->monsterinfo.aiflags &= ~AI_DODGING;
			return;
		}
	}

	if (self->monsterinfo.currentmove != &infantry_move_run)
	{
		self->monsterinfo.currentmove = &infantry_move_run;
	}
}

/*
 * QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_infantry(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	sound_pain1 = gi.soundindex("infantry/infpain1.wav");
	sound_pain2 = gi.soundindex("infantry/infpain2.wav");
	sound_die1 = gi.soundindex("infantry/infdeth1.wav");
	sound_die2 = gi.soundindex("infantry/infdeth2.wav");

	sound_gunshot = gi.soundindex("infantry/infatck1.wav");
	sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
	sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
	sound_punch_hit = gi.soundindex("infantry/melee2.wav");

	sound_sight = gi.soundindex("infantry/infsght1.wav");
	sound_search = gi.soundindex("infantry/infsrch1.wav");
	sound_idle = gi.soundindex("infantry/infidle1.wav");

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

	self->health = 100;
	self->gib_health = -40;
	self->mass = 200;

	self->pain = infantry_pain;
	self->die = infantry_die;

	self->monsterinfo.stand = infantry_stand;
	self->monsterinfo.walk = infantry_walk;
	self->monsterinfo.run = infantry_run;
	self->monsterinfo.dodge = M_MonsterDodge;
	self->monsterinfo.duck = infantry_duck;
	self->monsterinfo.unduck = monster_duck_up;
	self->monsterinfo.sidestep = infantry_sidestep;
	self->monsterinfo.attack = infantry_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = infantry_sight;
	self->monsterinfo.idle = infantry_fidget;
	self->monsterinfo.blocked = infantry_blocked;

	gi.linkentity(self);

	self->monsterinfo.currentmove = &infantry_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
