/*
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.

*/
/*
==============================================================================

TANK

==============================================================================
*/

#include "../g_local.h"
#include "m_tank.h"

void tank_refire_rocket(edict_t *self);
void tank_doattack_rocket(edict_t *self);
void tank_reattack_blaster(edict_t *self);

static int sound_thud;
static int sound_pain;
static int sound_idle;
static int sound_die;
static int sound_step;
static int sound_sight;
static int sound_windup;
static int sound_strike;

//
// misc
//

void tank_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); }

void tank_footstep(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0); }

void tank_thud(edict_t *self) { gi.sound(self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0); }

void tank_windup(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0); }

void tank_idle(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); }

//
// stand
//

mframe_t tank_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}, {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 tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};

void tank_stand(edict_t *self) { self->monsterinfo.currentmove = &tank_move_stand; }

//
// walk
//

void tank_walk(edict_t *self);

mframe_t tank_frames_start_walk[] = {{ai_walk, 0, NULL}, {ai_walk, 6, NULL}, {ai_walk, 6, NULL}, {ai_walk, 11, tank_footstep}};
mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};

mframe_t tank_frames_walk[] = {{ai_walk, 4, NULL}, {ai_walk, 5, NULL}, {ai_walk, 3, NULL}, {ai_walk, 2, NULL},
                               {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, tank_footstep},
                               {ai_walk, 3, NULL}, {ai_walk, 5, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL},
                               {ai_walk, 7, NULL}, {ai_walk, 7, NULL}, {ai_walk, 6, NULL}, {ai_walk, 6, tank_footstep}};
mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};

mframe_t tank_frames_stop_walk[] = {{ai_walk, 3,       NULL}, {ai_walk, 3,       NULL}, {ai_walk,      2,
                                    NULL},    {ai_walk, 2,    NULL},    {ai_walk, 4,    tank_footstep}};
mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};

void tank_walk(edict_t *self) { self->monsterinfo.currentmove = &tank_move_walk; }

//
// run
//

void tank_run(edict_t *self);

mframe_t tank_frames_start_run[] = {{ai_run, 0, NULL}, {ai_run, 6, NULL}, {ai_run, 6, NULL}, {ai_run, 11, tank_footstep}};
mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};

mframe_t tank_frames_run[] = {{ai_run, 4, NULL}, {ai_run, 5, NULL}, {ai_run, 3, NULL}, {ai_run, 2, NULL},
                              {ai_run, 5, NULL}, {ai_run, 5, NULL}, {ai_run, 4, NULL}, {ai_run, 4, tank_footstep},
                              {ai_run, 3, NULL}, {ai_run, 5, NULL}, {ai_run, 4, NULL}, {ai_run, 5, NULL},
                              {ai_run, 7, NULL}, {ai_run, 7, NULL}, {ai_run, 6, NULL}, {ai_run, 6, tank_footstep}};
mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};

mframe_t tank_frames_stop_run[] = {{ai_run, 3,      NULL}, {ai_run, 3,      NULL}, {ai_run,       2,
                                   NULL},   {ai_run, 2,    NULL},   {ai_run, 4,    tank_footstep}};
mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};

void tank_run(edict_t *self) {
  if(self->enemy && self->enemy->client)
    self->monsterinfo.aiflags |= AI_BRUTAL;
  else
    self->monsterinfo.aiflags &= ~AI_BRUTAL;

  if(self->monsterinfo.aiflags & AI_STAND_GROUND) {
    self->monsterinfo.currentmove = &tank_move_stand;
    return;
  }

  if(self->monsterinfo.currentmove == &tank_move_walk || self->monsterinfo.currentmove == &tank_move_start_run) {
    self->monsterinfo.currentmove = &tank_move_run;
  } else {
    self->monsterinfo.currentmove = &tank_move_start_run;
  }
}

//
// pain
//

mframe_t tank_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};

mframe_t tank_frames_pain2[] = {{ai_move, 0,       NULL}, {ai_move, 0,       NULL}, {ai_move, 0,
                                NULL},    {ai_move, 0,    NULL},    {ai_move, 0,    NULL}};
mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};

mframe_t tank_frames_pain3[] = {{ai_move, -7, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                {ai_move, 2,  NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 3, NULL},
                                {ai_move, 0,  NULL}, {ai_move, 2, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                {ai_move, 0,  NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, tank_footstep}};
mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};

void tank_pain(edict_t *self, edict_t *other, float kick, int damage) {
  if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 2))
    self->s.skinnum |= 1;

  if(damage <= 10)
    return;

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

  if(damage <= 30)
    if(random() > 0.2)
      return;

  // If hard or nightmare, don't go into pain while attacking
  if(skill->value >= 2) {
    if((self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330))
      return;
    if((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116))
      return;
  }

  self->pain_debounce_time = level.time + 3;
  gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

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

  if(damage <= 30)
    self->monsterinfo.currentmove = &tank_move_pain1;
  else if(damage <= 60)
    self->monsterinfo.currentmove = &tank_move_pain2;
  else
    self->monsterinfo.currentmove = &tank_move_pain3;
};

//
// attacks
//

void TankBlaster(edict_t *self) {
  vec3_t forward, right;
  vec3_t start;
  vec3_t end;
  vec3_t dir;
  int flash_number;

  if(self->s.frame == FRAME_attak110)
    flash_number = MZ2_TANK_BLASTER_1;
  else if(self->s.frame == FRAME_attak113)
    flash_number = MZ2_TANK_BLASTER_2;
  else // (self->s.frame == FRAME_attak116)
    flash_number = MZ2_TANK_BLASTER_3;

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

  VectorCopy(self->enemy->s.origin, end);
  end[2] += self->enemy->viewheight;
  VectorSubtract(end, start, dir);

  monster_fire_blaster(self, start, dir, 30, 800, flash_number, EF_BLASTER);
}

void TankStrike(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0); }

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

  if(self->s.frame == FRAME_attak324)
    flash_number = MZ2_TANK_ROCKET_1;
  else if(self->s.frame == FRAME_attak327)
    flash_number = MZ2_TANK_ROCKET_2;
  else // (self->s.frame == FRAME_attak330)
    flash_number = MZ2_TANK_ROCKET_3;

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

  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);

  monster_fire_rocket(self, start, dir, 50, 550, flash_number);
}

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

  flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);

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

  if(self->enemy) {
    VectorCopy(self->enemy->s.origin, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract(vec, start, vec);
    vectoangles(vec, vec);
    dir[0] = vec[0];
  } else {
    dir[0] = 0;
  }
  if(self->s.frame <= FRAME_attak415)
    dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
  else
    dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
  dir[2] = 0;

  AngleVectors(dir, forward, NULL, NULL);

  monster_fire_bullet(self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

mframe_t tank_frames_attack_blast[] = {
    {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL},        {ai_charge, 0,  NULL},        {ai_charge, 0,  NULL},
    {ai_charge, -1, NULL}, {ai_charge, -2, NULL},        {ai_charge, -1, NULL},        {ai_charge, -1, NULL},
    {ai_charge, 0,  NULL}, {ai_charge, 0,  TankBlaster}, // 10
    {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL},        {ai_charge, 0,  TankBlaster}, {ai_charge, 0,  NULL},
    {ai_charge, 0,  NULL}, {ai_charge, 0,  TankBlaster }// 16
};
mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};

mframe_t tank_frames_reattack_blast[] = {
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, TankBlaster},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, TankBlaster }// 16
};
mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};

mframe_t tank_frames_attack_post_blast[] = {
    {ai_move, 0, NULL},                                                                                  // 17
    {ai_move, 0, NULL}, {ai_move, 2, NULL}, {ai_move, 3, NULL}, {ai_move, 2, NULL}, {ai_move, -2, tank_footstep }// 22
};
mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};

void tank_reattack_blaster(edict_t *self) {
  if(skill->value >= 2)
    if(visible(self, self->enemy))
      if(ent_read_health(self->enemy)->value > 0)
        if(random() <= 0.6) {
          self->monsterinfo.currentmove = &tank_move_reattack_blast;
          return;
        }
  self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}

void tank_poststrike(edict_t *self) {
  self->enemy = NULL;
  tank_run(self);
}

mframe_t tank_frames_attack_strike[] = {
    {ai_move, 3,  NULL}, {ai_move, 2,   NULL},         {ai_move, 2,   NULL},          {ai_move, 1,  NULL},
    {ai_move, 6,  NULL}, {ai_move, 7,   NULL},         {ai_move, 9,   tank_footstep}, {ai_move, 2,  NULL},
    {ai_move, 1,  NULL}, {ai_move, 2,   NULL},         {ai_move, 2,   tank_footstep}, {ai_move, 2,  NULL},
    {ai_move, 0,  NULL}, {ai_move, 0,   NULL},         {ai_move, 0,   NULL},          {ai_move, 0,  NULL},
    {ai_move, -2, NULL}, {ai_move, -2,  NULL},         {ai_move, 0,   tank_windup},   {ai_move, 0,  NULL},
    {ai_move, 0,  NULL}, {ai_move, 0,   NULL},         {ai_move, 0,   NULL},          {ai_move, 0,  NULL},
    {ai_move, 0,  NULL}, {ai_move, 0,   TankStrike},   {ai_move, 0,   NULL},          {ai_move, -1, NULL},
    {ai_move, -1, NULL}, {ai_move, -1,  NULL},         {ai_move, -1,  NULL},          {ai_move, -1, NULL},
    {ai_move, -3, NULL}, {ai_move, -10, NULL},         {ai_move, -10, NULL},          {ai_move, -2, NULL},
    {ai_move, -3, NULL}, {ai_move, -2,  tank_footstep}};
mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};

mframe_t tank_frames_attack_pre_rocket[] = {
    {ai_charge, 0,  NULL},          {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0,  NULL},          {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, // 10

    {ai_charge, 0,  NULL},          {ai_charge, 1, NULL}, {ai_charge, 2, NULL}, {ai_charge, 7, NULL}, {ai_charge, 7, NULL},
    {ai_charge, 7,  tank_footstep}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, // 20

    {ai_charge, -3, NULL}};
mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket,
                                       tank_doattack_rocket};

mframe_t tank_frames_attack_fire_rocket[] = {
    {ai_charge, -3, NULL},                           // Loop Start	22
    {ai_charge, 0,  NULL}, {ai_charge, 0, TankRocket}, // 24
    {ai_charge, 0,  NULL}, {ai_charge, 0, NULL},       {ai_charge, 0,  TankRocket},
    {ai_charge, 0,  NULL}, {ai_charge, 0, NULL},       {ai_charge, -1, TankRocket }// 30	Loop End
};
mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket,
                                        tank_refire_rocket};

mframe_t tank_frames_attack_post_rocket[] = {{ai_charge, 0,  NULL}, // 31
                                             {ai_charge, -1, NULL}, {ai_charge, -1, NULL}, {ai_charge, 0,  NULL},
                                             {ai_charge, 2,  NULL}, {ai_charge, 3,  NULL}, {ai_charge, 4,  NULL},
                                             {ai_charge, 2,  NULL}, {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL}, // 40

                                             {ai_charge, 0,  NULL}, {ai_charge, -9, NULL}, {ai_charge, -8, NULL},
                                             {ai_charge, -7, NULL}, {ai_charge, -1, NULL}, {ai_charge, -1, tank_footstep},
                                             {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL},
                                             {ai_charge, 0,  NULL}, // 50

                                             {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL}, {ai_charge, 0,  NULL}};
mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};

mframe_t tank_frames_attack_chain[] = {{ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {NULL,      0, TankMachineGun},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL},
                                       {ai_charge, 0, NULL}};
mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};

void tank_refire_rocket(edict_t *self) {
  // Only on hard or nightmare
  if(skill->value >= 2)
    if(ent_read_health(self->enemy)->value > 0)
      if(visible(self, self->enemy))
        if(random() <= 0.4) {
          self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
          return;
        }
  self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}

void tank_doattack_rocket(edict_t *self) { self->monsterinfo.currentmove = &tank_move_attack_fire_rocket; }

void tank_attack(edict_t *self) {
  vec3_t vec;
  float range;
  float r;

  if(ent_read_health(self->enemy)->value < 0) {
    self->monsterinfo.currentmove = &tank_move_attack_strike;
    self->monsterinfo.aiflags &= ~AI_BRUTAL;
    return;
  }

  VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
  range = VectorLength(vec);

  r = random();

  if(range <= 125) {
    if(r < 0.4)
      self->monsterinfo.currentmove = &tank_move_attack_chain;
    else
      self->monsterinfo.currentmove = &tank_move_attack_blast;
  } else if(range <= 250) {
    if(r < 0.5)
      self->monsterinfo.currentmove = &tank_move_attack_chain;
    else
      self->monsterinfo.currentmove = &tank_move_attack_blast;
  } else {
    if(r < 0.33)
      self->monsterinfo.currentmove = &tank_move_attack_chain;
    else if(r < 0.66) {
      self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
      self->pain_debounce_time = level.time + 5.0; // no pain for a while
    } else
      self->monsterinfo.currentmove = &tank_move_attack_blast;
  }
}

//
// death
//

void tank_dead(edict_t *self) {
  VectorSet(self->mins, -16, -16, -16);
  VectorSet(self->maxs, 16, 16, -0);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

mframe_t tank_frames_death1[] = {{ai_move, -7, NULL}, {ai_move, -2, NULL}, {ai_move, -2, NULL}, {ai_move, 1,   NULL},
                                 {ai_move, 3,  NULL}, {ai_move, 6,  NULL}, {ai_move, 1,  NULL}, {ai_move, 1,   NULL},
                                 {ai_move, 2,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,   NULL},
                                 {ai_move, -2, NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, -3,  NULL},
                                 {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,   NULL},
                                 {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, -4, NULL}, {ai_move, -6,  NULL},
                                 {ai_move, -4, NULL}, {ai_move, -5, NULL}, {ai_move, -7, NULL}, {ai_move, -15, tank_thud},
                                 {ai_move, -5, NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,   NULL}};
mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};

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

  // check for gib
  if(ent_read_health(self)->value <= self->gib_health) {
    gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
    for(n = 0; n < 1 /*4*/; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    for(n = 0; n < 4; n++)
      ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
    ThrowGib(self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
    ThrowHead(self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

  if(self->deadflag == DEAD_DEAD)
    return;

  // regular death
  gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;

  self->monsterinfo.currentmove = &tank_move_death;
}

//
// monster_tank
//

/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
 */
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
 */
void SP_monster_tank(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  self->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2");
  VectorSet(self->mins, -32, -32, -16);
  VectorSet(self->maxs, 32, 32, 72);
  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;

  sound_pain = gi.soundindex("tank/tnkpain2.wav");
  sound_thud = gi.soundindex("tank/tnkdeth2.wav");
  sound_idle = gi.soundindex("tank/tnkidle1.wav");
  sound_die = gi.soundindex("tank/death.wav");
  sound_step = gi.soundindex("tank/step.wav");
  sound_windup = gi.soundindex("tank/tnkatck4.wav");
  sound_strike = gi.soundindex("tank/tnkatck5.wav");
  sound_sight = gi.soundindex("tank/sight1.wav");

  gi.soundindex("tank/tnkatck1.wav");
  gi.soundindex("tank/tnkatk2a.wav");
  gi.soundindex("tank/tnkatk2b.wav");
  gi.soundindex("tank/tnkatk2c.wav");
  gi.soundindex("tank/tnkatk2d.wav");
  gi.soundindex("tank/tnkatk2e.wav");
  gi.soundindex("tank/tnkatck3.wav");

  if(strcmp(self->classname, "monster_tank_commander") == 0) {
    dv_set(ent_write_health(self), 1000);
    self->gib_health = -225;
  } else {
    dv_set(ent_write_health(self), 750);
    self->gib_health = -200;
  }

  self->mass = 500;

  self->pain = tank_pain;
  self->die = tank_die;
  self->monsterinfo.stand = tank_stand;
  self->monsterinfo.walk = tank_walk;
  self->monsterinfo.run = tank_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = tank_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = tank_sight;
  self->monsterinfo.idle = tank_idle;

  gi.linkentity(self);

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

  walkmonster_start(self);

  if(strcmp(self->classname, "monster_tank_commander") == 0)
    self->s.skinnum = 2;
}