gt:             if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE)
context: /*
   * Copyright (C) 1997-2001 Id Software, Inc.
   * 
   * This program is free software; you can redistribute it and/or modify it under
   * the terms of the GNU General Public License as published by the Free Software
   * Foundation; either version 2 of the License, or (at your option) any later
   * version.
   * 
   * This program is distributed in the hope that it will be useful, but WITHOUT
   * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
   * FOR A PARTICULAR PURPOSE.
   * 
   * See the GNU General Public License for more details.
   * 
   * You should have received a copy of the GNU General Public License along with
   * this program; if not, write to the Free Software Foundation, Inc., 59 Temple
   * Place - Suite 330, Boston, MA 02111-1307, USA.
   *  
   */
  
  // Created on 13.11.2003 by RST.
  // $Id: M_Infantry.java,v 1.4 2005-11-20 22:18:33 salomo Exp $
  package jake2.game.monsters;
  
  import jake2.Defines;
  import jake2.client.M;
  import jake2.game.*;
  import jake2.game.EntDieAdapter;
  import jake2.game.EntDodgeAdapter;
  import jake2.game.EntInteractAdapter;
  import jake2.game.EntPainAdapter;
  import jake2.game.EntThinkAdapter;
  import jake2.game.GameAI;
  import jake2.game.GameBase;
  import jake2.game.GameUtil;
  import jake2.game.Monster;
  import jake2.game.edict_t;
  import jake2.game.mframe_t;
  import jake2.game.mmove_t;
  import jake2.util.Lib;
  import jake2.util.Math3D;
  
  public class M_Infantry {
  
      //	This file generated by ModelGen - Do NOT Modify
  
      public final static int FRAME_gun02 = 0;
  
      public final static int FRAME_stand01 = 1;
  
      public final static int FRAME_stand02 = 2;
  
      public final static int FRAME_stand03 = 3;
  
      public final static int FRAME_stand04 = 4;
  
      public final static int FRAME_stand05 = 5;
  
      public final static int FRAME_stand06 = 6;
  
      public final static int FRAME_stand07 = 7;
  
      public final static int FRAME_stand08 = 8;
  
      public final static int FRAME_stand09 = 9;
  
      public final static int FRAME_stand10 = 10;
  
      public final static int FRAME_stand11 = 11;
  
      public final static int FRAME_stand12 = 12;
  
      public final static int FRAME_stand13 = 13;
  
      public final static int FRAME_stand14 = 14;
  
      public final static int FRAME_stand15 = 15;
  
      public final static int FRAME_stand16 = 16;
  
      public final static int FRAME_stand17 = 17;
  
      public final static int FRAME_stand18 = 18;
  
      public final static int FRAME_stand19 = 19;
  
      public final static int FRAME_stand20 = 20;
  
      public final static int FRAME_stand21 = 21;
  
      public final static int FRAME_stand22 = 22;
  
      public final static int FRAME_stand23 = 23;
  
      public final static int FRAME_stand24 = 24;
  
      public final static int FRAME_stand25 = 25;
  
      public final static int FRAME_stand26 = 26;
  
      public final static int FRAME_stand27 = 27;
  
      public final static int FRAME_stand28 = 28;
  
      public final static int FRAME_stand29 = 29;
  
      public final static int FRAME_stand30 = 30;
  
      public final static int FRAME_stand31 = 31;
  
      public final static int FRAME_stand32 = 32;
  
      public final static int FRAME_stand33 = 33;
  
      public final static int FRAME_stand34 = 34;
  
      public final static int FRAME_stand35 = 35;
  
      public final static int FRAME_stand36 = 36;
  
      public final static int FRAME_stand37 = 37;
  
      public final static int FRAME_stand38 = 38;
  
      public final static int FRAME_stand39 = 39;
  
      public final static int FRAME_stand40 = 40;
  
      public final static int FRAME_stand41 = 41;
  
      public final static int FRAME_stand42 = 42;
  
      public final static int FRAME_stand43 = 43;
  
      public final static int FRAME_stand44 = 44;
  
      public final static int FRAME_stand45 = 45;
  
      public final static int FRAME_stand46 = 46;
  
      public final static int FRAME_stand47 = 47;
  
      public final static int FRAME_stand48 = 48;
  
      public final static int FRAME_stand49 = 49;
  
      public final static int FRAME_stand50 = 50;
  
      public final static int FRAME_stand51 = 51;
  
      public final static int FRAME_stand52 = 52;
  
      public final static int FRAME_stand53 = 53;
  
      public final static int FRAME_stand54 = 54;
  
      public final static int FRAME_stand55 = 55;
  
      public final static int FRAME_stand56 = 56;
  
      public final static int FRAME_stand57 = 57;
  
      public final static int FRAME_stand58 = 58;
  
      public final static int FRAME_stand59 = 59;
  
      public final static int FRAME_stand60 = 60;
  
      public final static int FRAME_stand61 = 61;
  
      public final static int FRAME_stand62 = 62;
  
      public final static int FRAME_stand63 = 63;
  
      public final static int FRAME_stand64 = 64;
  
      public final static int FRAME_stand65 = 65;
  
      public final static int FRAME_stand66 = 66;
  
      public final static int FRAME_stand67 = 67;
  
      public final static int FRAME_stand68 = 68;
  
      public final static int FRAME_stand69 = 69;
  
      public final static int FRAME_stand70 = 70;
  
      public final static int FRAME_stand71 = 71;
  
      public final static int FRAME_walk01 = 72;
  
      public final static int FRAME_walk02 = 73;
  
      public final static int FRAME_walk03 = 74;
  
      public final static int FRAME_walk04 = 75;
  
      public final static int FRAME_walk05 = 76;
  
      public final static int FRAME_walk06 = 77;
  
      public final static int FRAME_walk07 = 78;
  
      public final static int FRAME_walk08 = 79;
  
      public final static int FRAME_walk09 = 80;
  
      public final static int FRAME_walk10 = 81;
  
      public final static int FRAME_walk11 = 82;
  
      public final static int FRAME_walk12 = 83;
  
      public final static int FRAME_walk13 = 84;
  
      public final static int FRAME_walk14 = 85;
  
      public final static int FRAME_walk15 = 86;
  
      public final static int FRAME_walk16 = 87;
  
      public final static int FRAME_walk17 = 88;
  
      public final static int FRAME_walk18 = 89;
  
      public final static int FRAME_walk19 = 90;
  
      public final static int FRAME_walk20 = 91;
  
      public final static int FRAME_run01 = 92;
  
      public final static int FRAME_run02 = 93;
  
      public final static int FRAME_run03 = 94;
  
      public final static int FRAME_run04 = 95;
  
      public final static int FRAME_run05 = 96;
  
      public final static int FRAME_run06 = 97;
  
      public final static int FRAME_run07 = 98;
  
      public final static int FRAME_run08 = 99;
  
      public final static int FRAME_pain101 = 100;
  
      public final static int FRAME_pain102 = 101;
  
      public final static int FRAME_pain103 = 102;
  
      public final static int FRAME_pain104 = 103;
  
      public final static int FRAME_pain105 = 104;
  
      public final static int FRAME_pain106 = 105;
  
      public final static int FRAME_pain107 = 106;
  
      public final static int FRAME_pain108 = 107;
  
      public final static int FRAME_pain109 = 108;
  
      public final static int FRAME_pain110 = 109;
  
      public final static int FRAME_pain201 = 110;
  
      public final static int FRAME_pain202 = 111;
  
      public final static int FRAME_pain203 = 112;
  
      public final static int FRAME_pain204 = 113;
  
      public final static int FRAME_pain205 = 114;
  
      public final static int FRAME_pain206 = 115;
  
      public final static int FRAME_pain207 = 116;
  
      public final static int FRAME_pain208 = 117;
  
      public final static int FRAME_pain209 = 118;
  
      public final static int FRAME_pain210 = 119;
  
      public final static int FRAME_duck01 = 120;
  
      public final static int FRAME_duck02 = 121;
  
      public final static int FRAME_duck03 = 122;
  
      public final static int FRAME_duck04 = 123;
  
      public final static int FRAME_duck05 = 124;
  
      public final static int FRAME_death101 = 125;
  
      public final static int FRAME_death102 = 126;
  
      public final static int FRAME_death103 = 127;
  
      public final static int FRAME_death104 = 128;
  
      public final static int FRAME_death105 = 129;
  
      public final static int FRAME_death106 = 130;
  
      public final static int FRAME_death107 = 131;
  
      public final static int FRAME_death108 = 132;
  
      public final static int FRAME_death109 = 133;
  
      public final static int FRAME_death110 = 134;
  
      public final static int FRAME_death111 = 135;
  
      public final static int FRAME_death112 = 136;
  
      public final static int FRAME_death113 = 137;
  
      public final static int FRAME_death114 = 138;
  
      public final static int FRAME_death115 = 139;
  
      public final static int FRAME_death116 = 140;
  
      public final static int FRAME_death117 = 141;
  
      public final static int FRAME_death118 = 142;
  
      public final static int FRAME_death119 = 143;
  
      public final static int FRAME_death120 = 144;
  
      public final static int FRAME_death201 = 145;
  
      public final static int FRAME_death202 = 146;
  
      public final static int FRAME_death203 = 147;
  
      public final static int FRAME_death204 = 148;
  
      public final static int FRAME_death205 = 149;
  
      public final static int FRAME_death206 = 150;
  
      public final static int FRAME_death207 = 151;
  
      public final static int FRAME_death208 = 152;
  
      public final static int FRAME_death209 = 153;
  
      public final static int FRAME_death210 = 154;
  
      public final static int FRAME_death211 = 155;
  
      public final static int FRAME_death212 = 156;
  
      public final static int FRAME_death213 = 157;
  
      public final static int FRAME_death214 = 158;
  
      public final static int FRAME_death215 = 159;
  
      public final static int FRAME_death216 = 160;
  
      public final static int FRAME_death217 = 161;
  
      public final static int FRAME_death218 = 162;
  
      public final static int FRAME_death219 = 163;
  
      public final static int FRAME_death220 = 164;
  
      public final static int FRAME_death221 = 165;
  
      public final static int FRAME_death222 = 166;
  
      public final static int FRAME_death223 = 167;
  
      public final static int FRAME_death224 = 168;
  
      public final static int FRAME_death225 = 169;
  
      public final static int FRAME_death301 = 170;
  
      public final static int FRAME_death302 = 171;
  
      public final static int FRAME_death303 = 172;
  
      public final static int FRAME_death304 = 173;
  
      public final static int FRAME_death305 = 174;
  
      public final static int FRAME_death306 = 175;
  
      public final static int FRAME_death307 = 176;
  
      public final static int FRAME_death308 = 177;
  
      public final static int FRAME_death309 = 178;
  
      public final static int FRAME_block01 = 179;
  
      public final static int FRAME_block02 = 180;
  
      public final static int FRAME_block03 = 181;
  
      public final static int FRAME_block04 = 182;
  
      public final static int FRAME_block05 = 183;
  
      public final static int FRAME_attak101 = 184;
  
      public final static int FRAME_attak102 = 185;
  
      public final static int FRAME_attak103 = 186;
  
      public final static int FRAME_attak104 = 187;
  
      public final static int FRAME_attak105 = 188;
  
      public final static int FRAME_attak106 = 189;
  
      public final static int FRAME_attak107 = 190;
  
      public final static int FRAME_attak108 = 191;
  
      public final static int FRAME_attak109 = 192;
  
      public final static int FRAME_attak110 = 193;
  
      public final static int FRAME_attak111 = 194;
  
      public final static int FRAME_attak112 = 195;
  
      public final static int FRAME_attak113 = 196;
  
      public final static int FRAME_attak114 = 197;
  
      public final static int FRAME_attak115 = 198;
  
      public final static int FRAME_attak201 = 199;
  
      public final static int FRAME_attak202 = 200;
  
      public final static int FRAME_attak203 = 201;
  
      public final static int FRAME_attak204 = 202;
  
      public final static int FRAME_attak205 = 203;
  
      public final static int FRAME_attak206 = 204;
  
      public final static int FRAME_attak207 = 205;
  
      public final static int FRAME_attak208 = 206;
  
      public final static float MODEL_SCALE = 1.000000f;
  
      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;
  
      static mframe_t infantry_frames_stand[] = new mframe_t[] {
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null) };
  
      static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50,
              FRAME_stand71, infantry_frames_stand, null);
  
      public static EntThinkAdapter infantry_stand = new EntThinkAdapter() {
      	public String getID() { return "infantry_stand"; }
          public boolean think(edict_t self) {
              self.monsterinfo.currentmove = infantry_move_stand;
              return true;
          }
      };
  
      static mframe_t infantry_frames_fidget[] = new mframe_t[] {
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 3, null),
              new mframe_t(GameAI.ai_stand, 6, null),
              new mframe_t(GameAI.ai_stand, 3, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -2, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, -1, null),
              new mframe_t(GameAI.ai_stand, 0, null),
              new mframe_t(GameAI.ai_stand, -3, null),
              new mframe_t(GameAI.ai_stand, -2, null),
              new mframe_t(GameAI.ai_stand, -3, null),
              new mframe_t(GameAI.ai_stand, -3, null),
              new mframe_t(GameAI.ai_stand, -2, null) };
  
      static mmove_t infantry_move_fidget = new mmove_t(FRAME_stand01,
              FRAME_stand49, infantry_frames_fidget, infantry_stand);
  
      static EntThinkAdapter infantry_fidget = new EntThinkAdapter() {
      	public String getID() { return "infantry_fidget"; }
          public boolean think(edict_t self) {
              self.monsterinfo.currentmove = infantry_move_fidget;
              GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1,
                      Defines.ATTN_IDLE, 0);
              return true;
          }
      };
  
      static mframe_t infantry_frames_walk[] = new mframe_t[] {
              new mframe_t(GameAI.ai_walk, 5, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 5, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 5, null),
              new mframe_t(GameAI.ai_walk, 6, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 4, null),
              new mframe_t(GameAI.ai_walk, 5, null) };
  
      static mmove_t infantry_move_walk = new mmove_t(FRAME_walk03, FRAME_walk14,
              infantry_frames_walk, null);
  
      static EntThinkAdapter infantry_walk = new EntThinkAdapter() {
      	public String getID() { return "infantry_walk"; }
          public boolean think(edict_t self) {
              self.monsterinfo.currentmove = infantry_move_walk;
              return true;
          }
      };
  
      static mframe_t infantry_frames_run[] = new mframe_t[] {
              new mframe_t(GameAI.ai_run, 10, null),
              new mframe_t(GameAI.ai_run, 20, null),
              new mframe_t(GameAI.ai_run, 5, null),
              new mframe_t(GameAI.ai_run, 7, null),
              new mframe_t(GameAI.ai_run, 30, null),
              new mframe_t(GameAI.ai_run, 35, null),
              new mframe_t(GameAI.ai_run, 2, null),
              new mframe_t(GameAI.ai_run, 6, null) };
  
      static mmove_t infantry_move_run = new mmove_t(FRAME_run01, FRAME_run08,
              infantry_frames_run, null);
  
      static EntThinkAdapter infantry_run = new EntThinkAdapter() {
      	public String getID() { return "infantry_run"; }
          public boolean think(edict_t self) {
              if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
                  self.monsterinfo.currentmove = infantry_move_stand;
              else
                  self.monsterinfo.currentmove = infantry_move_run;
              return true;
          }
      };
  
      static mframe_t infantry_frames_pain1[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, -3, null),
              new mframe_t(GameAI.ai_move, -2, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, -2, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, 6, null),
              new mframe_t(GameAI.ai_move, 2, null) };
  
      static mmove_t infantry_move_pain1 = new mmove_t(FRAME_pain101,
              FRAME_pain110, infantry_frames_pain1, infantry_run);
  
      static mframe_t infantry_frames_pain2[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, -3, null),
              new mframe_t(GameAI.ai_move, -3, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, -2, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 2, null),
              new mframe_t(GameAI.ai_move, 5, null),
              new mframe_t(GameAI.ai_move, 2, null) };
  
      static mmove_t infantry_move_pain2 = new mmove_t(FRAME_pain201,
              FRAME_pain210, infantry_frames_pain2, infantry_run);
  
      static EntPainAdapter infantry_pain = new EntPainAdapter() {
      	public String getID() { return "infantry_pain"; }
          public void pain(edict_t self, edict_t other, float kick, int damage) {
  
              int n;
  
              if (self.health < (self.max_health / 2))
                  self.s.skinnum = 1;
  
              if (GameBase.level.time < self.pain_debounce_time)
                  return;
  
              self.pain_debounce_time = GameBase.level.time + 3;
  
              if (GameBase.skill.value == 3)
                  return; // no pain anims in nightmare
  
              n = Lib.rand() % 2;
              if (n == 0) {
                  self.monsterinfo.currentmove = infantry_move_pain1;
                  GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1,
                          Defines.ATTN_NORM, 0);
              } else {
                  self.monsterinfo.currentmove = infantry_move_pain2;
                  GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1,
                          Defines.ATTN_NORM, 0);
              }
          }
      };
  
      static float[] aimangles[] = { { 0.0f, 5.0f, 0.0f },
              { 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f },
              { 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f },
              { 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f },
              { 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f },
              { 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f },
              { 90.0f, 35.0f, 0.0f } };
  
      static EntThinkAdapter InfantryMachineGun = new EntThinkAdapter() {
      	public String getID() { return "InfantryMachineGun"; }
          public boolean think(edict_t self) {
              float[] start = { 0, 0, 0 }, target = { 0, 0, 0 };
              float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
              float[] vec = { 0, 0, 0 };
              int flash_number;
  
              if (self.s.frame == FRAME_attak111) {
                  flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_1;
                  Math3D.AngleVectors(self.s.angles, forward, right, null);
                  Math3D.G_ProjectSource(self.s.origin,
                          M_Flash.monster_flash_offset[flash_number], forward,
                          right, start);
  
                  if (self.enemy != null) {
                      Math3D.VectorMA(self.enemy.s.origin, -0.2f,
                              self.enemy.velocity, target);
                      target[2] += self.enemy.viewheight;
                      Math3D.VectorSubtract(target, start, forward);
                      Math3D.VectorNormalize(forward);
                  } else {
                      Math3D.AngleVectors(self.s.angles, forward, right, null);
                  }
              } else {
                  flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_2
                          + (self.s.frame - FRAME_death211);
  
                  Math3D.AngleVectors(self.s.angles, forward, right, null);
                  Math3D.G_ProjectSource(self.s.origin,
                          M_Flash.monster_flash_offset[flash_number], forward,
                          right, start);
  
                  Math3D.VectorSubtract(self.s.angles, aimangles[flash_number
                          - Defines.MZ2_INFANTRY_MACHINEGUN_2], vec);
                  Math3D.AngleVectors(vec, forward, null, null);
              }
  
              Monster.monster_fire_bullet(self, start, forward, 3, 4,
                      Defines.DEFAULT_BULLET_HSPREAD,
                      Defines.DEFAULT_BULLET_VSPREAD, flash_number);
              return true;
          }
      };
  
      static EntInteractAdapter infantry_sight = new EntInteractAdapter() {
      	public String getID() { return "infantry_sight"; }
          public boolean interact(edict_t self, edict_t other) {
              GameBase.gi.sound(self, Defines.CHAN_BODY, sound_sight, 1,
                      Defines.ATTN_NORM, 0);
              return true;
          }
      };
  
      ///
  
      static EntThinkAdapter infantry_dead = new EntThinkAdapter() {
      	public String getID() { return "infantry_dead"; }
          public boolean think(edict_t self) {
              Math3D.VectorSet(self.mins, -16, -16, -24);
              Math3D.VectorSet(self.maxs, 16, 16, -8);
              self.movetype = Defines.MOVETYPE_TOSS;
              self.svflags |= Defines.SVF_DEADMONSTER;
              GameBase.gi.linkentity(self);
  
              M.M_FlyCheck.think(self);
              return true;
          }
      };
  
      static mframe_t infantry_frames_death1[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, -4, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, -4, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, 3, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, -2, null),
              new mframe_t(GameAI.ai_move, 2, null),
              new mframe_t(GameAI.ai_move, 2, null),
              new mframe_t(GameAI.ai_move, 9, null),
              new mframe_t(GameAI.ai_move, 9, null),
              new mframe_t(GameAI.ai_move, 5, null),
              new mframe_t(GameAI.ai_move, -3, null),
              new mframe_t(GameAI.ai_move, -3, null) };
  
      static mmove_t infantry_move_death1 = new mmove_t(FRAME_death101,
              FRAME_death120, infantry_frames_death1, infantry_dead);
  
      //	Off with his head
      static mframe_t infantry_frames_death2[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, 5, null),
              new mframe_t(GameAI.ai_move, -1, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, 1, null),
              new mframe_t(GameAI.ai_move, 4, null),
              new mframe_t(GameAI.ai_move, 3, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -3, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -1, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -2, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, 0, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, 2, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, 3, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -10, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -7, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -8, InfantryMachineGun),
              new mframe_t(GameAI.ai_move, -6, null),
              new mframe_t(GameAI.ai_move, 4, null),
              new mframe_t(GameAI.ai_move, 0, null) };
  
      static mmove_t infantry_move_death2 = new mmove_t(FRAME_death201,
              FRAME_death225, infantry_frames_death2, infantry_dead);
  
      static mframe_t infantry_frames_death3[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, -6, null),
              new mframe_t(GameAI.ai_move, -11, null),
              new mframe_t(GameAI.ai_move, -3, null),
              new mframe_t(GameAI.ai_move, -11, null),
              new mframe_t(GameAI.ai_move, 0, null),
              new mframe_t(GameAI.ai_move, 0, null) };
  
      static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301,
              FRAME_death309, infantry_frames_death3, infantry_dead);
  
      public static EntDieAdapter infantry_die = new EntDieAdapter() {
      	public String getID() { return "infantry_die"; }
          public void die(edict_t self, edict_t inflictor, edict_t attacker,
                  int damage, float[] point) {
  
              int n;
  
              //	check for gib
              if (self.health <= self.gib_health) {
                  GameBase.gi
                          .sound(self, Defines.CHAN_VOICE, GameBase.gi
                                  .soundindex("misc/udeath.wav"), 1,
                                  Defines.ATTN_NORM, 0);
                  for (n = 0; n < 2; n++)
                      GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",
                              damage, Defines.GIB_ORGANIC);
                  for (n = 0; n < 4; n++)
                      GameMisc.ThrowGib(self,
                              "models/objects/gibs/sm_meat/tris.md2", damage,
                              Defines.GIB_ORGANIC);
                  GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",
                          damage, Defines.GIB_ORGANIC);
                  self.deadflag = Defines.DEAD_DEAD;
                  return;
              }
  
              if (self.deadflag == Defines.DEAD_DEAD)
                  return;
  
              //	regular death
              self.deadflag = Defines.DEAD_DEAD;
              self.takedamage = Defines.DAMAGE_YES;
  
              n = Lib.rand() % 3;
              if (n == 0) {
                  self.monsterinfo.currentmove = infantry_move_death1;
                  GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,
                          Defines.ATTN_NORM, 0);
              } else if (n == 1) {
                  self.monsterinfo.currentmove = infantry_move_death2;
                  GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die1, 1,
                          Defines.ATTN_NORM, 0);
              } else {
                  self.monsterinfo.currentmove = infantry_move_death3;
                  GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1,
                          Defines.ATTN_NORM, 0);
              }
          }
      };
  
      static EntThinkAdapter infantry_duck_down = new EntThinkAdapter() {
      	public String getID() { return "infantry_duck_down"; }
          public boolean think(edict_t self) {
              if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0)
                  return true;
              self.monsterinfo.aiflags |= Defines.AI_DUCKED;
              self.maxs[2] -= 32;
              self.takedamage = Defines.DAMAGE_YES;
              self.monsterinfo.pausetime = GameBase.level.time + 1;
              GameBase.gi.linkentity(self);
              return true;
          }
      };
  
      static EntThinkAdapter infantry_duck_hold = new EntThinkAdapter() {
      	public String getID() { return "infantry_duck_hold"; }
          public boolean think(edict_t self) {
              if (GameBase.level.time >= self.monsterinfo.pausetime)
                  self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;
              else
                  self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
              return true;
          }
      };
  
      static EntThinkAdapter infantry_duck_up = new EntThinkAdapter() {
      	public String getID() { return "infantry_duck_up"; }
          public boolean think(edict_t self) {
              self.monsterinfo.aiflags &= ~Defines.AI_DUCKED;
              self.maxs[2] += 32;
              self.takedamage = Defines.DAMAGE_AIM;
              GameBase.gi.linkentity(self);
              return true;
          }
      };
  
      static mframe_t infantry_frames_duck[] = new mframe_t[] {
              new mframe_t(GameAI.ai_move, -2, infantry_duck_down),
              new mframe_t(GameAI.ai_move, -5, infantry_duck_hold),
              new mframe_t(GameAI.ai_move, 3, null),
              new mframe_t(GameAI.ai_move, 4, infantry_duck_up),
              new mframe_t(GameAI.ai_move, 0, null) };
  
      static mmove_t infantry_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05,
              infantry_frames_duck, infantry_run);
  
      static EntDodgeAdapter infantry_dodge = new EntDodgeAdapter() {
      	public String getID() { return "infantry_dodge"; }
          public void dodge(edict_t self, edict_t attacker, float eta) {
              if (Lib.random() > 0.25)
                  return;
  
              if (null == self.enemy)
                  self.enemy = attacker;
  
              self.monsterinfo.currentmove = infantry_move_duck;
          }
      };
  
      static EntThinkAdapter infantry_cock_gun = new EntThinkAdapter() {
      	public String getID() { return "infantry_cock_gun"; }
          public boolean think(edict_t self) {
              int n;
  
              GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_weapon_cock, 1,
                      Defines.ATTN_NORM, 0);
              n = (Lib.rand() & 15) + 3 + 7;
              self.monsterinfo.pausetime = GameBase.level.time + n
                      * Defines.FRAMETIME;
              return true;
          }
      };
  
      static EntThinkAdapter infantry_fire = new EntThinkAdapter() {
      	public String getID() { return "infantry_fire"; }
          public boolean think(edict_t self) {
              InfantryMachineGun.think(self);
  
              if (GameBase.level.time >= self.monsterinfo.pausetime)
                  self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;
              else
                  self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME;
              return true;
          }
      };
  
      static mframe_t infantry_frames_attack1[] = new mframe_t[] {
              new mframe_t(GameAI.ai_charge, 4, null),
              new mframe_t(GameAI.ai_charge, -1, null),
              new mframe_t(GameAI.ai_charge, -1, null),
              new mframe_t(GameAI.ai_charge, 0, infantry_cock_gun),
              new mframe_t(GameAI.ai_charge, -1, null),
              new mframe_t(GameAI.ai_charge, 1, null),
              new mframe_t(GameAI.ai_charge, 1, null),
              new mframe_t(GameAI.ai_charge, 2, null),
              new mframe_t(GameAI.ai_charge, -2, null),
              new mframe_t(GameAI.ai_charge, -3, null),
              new mframe_t(GameAI.ai_charge, 1, infantry_fire),
              new mframe_t(GameAI.ai_charge, 5, null),
              new mframe_t(GameAI.ai_charge, -1, null),
              new mframe_t(GameAI.ai_charge, -2, null),
              new mframe_t(GameAI.ai_charge, -3, null) };
  
      static mmove_t infantry_move_attack1 = new mmove_t(FRAME_attak101,
              FRAME_attak115, infantry_frames_attack1, infantry_run);
  
      static EntThinkAdapter infantry_swing = new EntThinkAdapter() {
      	public String getID() { return "infantry_swing"; }
  
          public boolean think(edict_t self) {
              GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_swing, 1,
                      Defines.ATTN_NORM, 0);
              return true;
          }
      };
  
      static EntThinkAdapter infantry_smack = new EntThinkAdapter() {
      	public String getID() { return "infantry_smack"; }
          public boolean think(edict_t self) {
              float[] aim = { 0, 0, 0 };
  
              Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);
              if (GameWeapon.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50))
                  GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_hit,
                          1, Defines.ATTN_NORM, 0);
              return true;
          }
      };
  
      static mframe_t infantry_frames_attack2[] = new mframe_t[] {
              new mframe_t(GameAI.ai_charge, 3, null),
              new mframe_t(GameAI.ai_charge, 6, null),
              new mframe_t(GameAI.ai_charge, 0, infantry_swing),
              new mframe_t(GameAI.ai_charge, 8, null),
              new mframe_t(GameAI.ai_charge, 5, null),
              new mframe_t(GameAI.ai_charge, 8, infantry_smack),
              new mframe_t(GameAI.ai_charge, 6, null),
              new mframe_t(GameAI.ai_charge, 3, null), };
  
      static mmove_t infantry_move_attack2 = new mmove_t(FRAME_attak201,
              FRAME_attak208, infantry_frames_attack2, infantry_run);
  
      static EntThinkAdapter infantry_attack = new EntThinkAdapter() {
      	public String getID() { return "infantry_attack"; }
          public boolean think(edict_t self) {
  