Repro monsters test#207
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…epro-monsters-test
…onster_fire_heat.0 Added drone chick_heat, trying a fix on berserk not using animation on attacks and replaced berserk_swing's ATTN_STATIC to ATTN_NORM and now is making attack noises on repro, fixed gekk and stalker walk animation, stalker back to fire_blaster2 (high radius, OP ) cmd_drone using DS_ enum for easier understanding
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…nimation run+attack, gekk's swimming animations, redmutant better jumping choice, better guncmdr animations, added medic commander with working summonables and spawngrow model.
…achnid scaled 0.65x, infantry 1.15x and carrier 0.75x added medic_commander_setup_invasion_spawn added carrier_setup_invasion_spawn
…e_dabeam for guardian, brain and laser soldier, soldiers improved animation for new weapons, added janitor, a small supertank variant, miniguardian, fixed carrier crash and death animation, added missing remaster's m_flash.c , added punch effect for tanks and runnertanks, TODO: find a way to not change bosses ID enum dronespawn_t so some monster entities on maps won't bug, and pvm variants would not get excluded for pvm (janitor, miniguardian, soldiers)
…ters will dodge/sidestep similarly to remaster, added more animations for some monsters and fixed some related bugs to new monsters
…ttacks, brain rarely uses laser now, stalker's speed on climbing up/down ceilings improved
… monsters not getting pain skin if oneshotted
…decision-making on attacks and accuracy / improved bosses, and normal drones attacks/animations bosses being scaled for invasion, smarter sidestep
… flying monsters and gekk, mainly a "drone_move.c" update
…YS_TOUCH for new GIB_UPRIGHT's pieces correcting their pitch/placement, improved/added animations on some monsters, fix gib rotating on some angled floors, removed a if nightmare preventing pain animations on new monsters, search sounds random between idle
…er does, stalker fixed idle/sound animation, stuck prevention for flying monsters will turn around easier when ai_walking and touching a wall
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Added the next new monsters for testing purposes:
*Daedalus (shooting grenades)
*Gladiator Plasma (Phalanx gladiator)
*Gladiator Distuptor
*Guncmdr (ETF rifle/ grenades gunner commander)
*Gekk (shooting acid ability up to upgrade level 15, and goes melee, can swim)
*Redmutant (unused model from remaster's vault, very similar to mutant)
*Runnertank (unused tank model from remaster's vault, shoots phalanx, runs, jumps into enemies to punch the ground, and fires rockets, missing hurt skin)
*Stalker (Small one which shoots blaster2 with high radius and goes melee)
*Heat Praetor (Iron Praetor but with fire_heat rockets)
*Arachnid (railgun)
*Medic Commander (candidate to boss)
*Soldiers new variants (hypergun, lasergun, ripper)
*Janitor, Miniguardian, Small Hornet new monsters
*BOSS CARRIER
*BOSS GUARDIAN
*BOSS WIDOW + WIDOW2
*BOSS HORNET + HORNET HYPERBLASTER
*New functions
-Added s.scale for monsters
-Added functions monster_fire_blaster2, monster_fire_blueblaster, monster_fire_dabeam
monster_fire_heat.
AI_ALTERNATE_FLYSTEP from remaster added, smarter flying monsters and prevention on losing LOS at enemies
*New Animations:
-brain laser attack
-Added infantry's run+attack animation ( possible needs #ifdef VRX_REPRO because of modified header)
-remaster's hover monster dying explosions
-tanks with new punch/strike visual
-soldier prone, attack from prone animation
-berserk dodging/slipping
-Dodging/sidestep to mimic remaster's monster behavior
*Misc
-cmd_drone using DS_enum names for easier reading (while testing only probably)
-new monsters currently spawning on pvm for testing