Initial commit of Update 3 QuakeC

This commit is contained in:
Mike Rubits
2022-04-06 14:43:08 -05:00
commit 4a992dc9a3
209 changed files with 100244 additions and 0 deletions

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/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
BOSS-ONE
==============================================================================
*/
$cd id1/models/boss1
$origin 0 0 -15
$base base
$skin skin
$scale 5
$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10
$frame rise11 rise12 rise13 rise14 rise15 rise16 rise17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15
$frame walk16 walk17 walk18 walk19 walk20 walk21 walk22
$frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame attack9 attack10 attack11 attack12 attack13 attack14 attack15
$frame attack16 attack17 attack18 attack19 attack20 attack21 attack22
$frame attack23
$frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8
$frame shocka9 shocka10
$frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6
$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
$frame shockc9 shockc10
void(vector p) boss_missile;
void() boss_face =
{
// go for another player if multi player
if (self.enemy.health <= 0 || random() < 0.02)
{
self.enemy = find(self.enemy, classname, "player");
if (!self.enemy)
self.enemy = find(self.enemy, classname, "player");
}
ai_face();
};
void() boss_rise1 =[ $rise1, boss_rise2 ] {
sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM);
};
void() boss_rise2 =[ $rise2, boss_rise3 ] {
sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
};
void() boss_rise3 =[ $rise3, boss_rise4 ] {};
void() boss_rise4 =[ $rise4, boss_rise5 ] {};
void() boss_rise5 =[ $rise5, boss_rise6 ] {};
void() boss_rise6 =[ $rise6, boss_rise7 ] {};
void() boss_rise7 =[ $rise7, boss_rise8 ] {};
void() boss_rise8 =[ $rise8, boss_rise9 ] {};
void() boss_rise9 =[ $rise9, boss_rise10 ] {};
void() boss_rise10 =[ $rise10, boss_rise11 ] {};
void() boss_rise11 =[ $rise11, boss_rise12 ] {};
void() boss_rise12 =[ $rise12, boss_rise13 ] {};
void() boss_rise13 =[ $rise13, boss_rise14 ] {};
void() boss_rise14 =[ $rise14, boss_rise15 ] {};
void() boss_rise15 =[ $rise15, boss_rise16 ] {};
void() boss_rise16 =[ $rise16, boss_rise17 ] {};
void() boss_rise17 =[ $rise17, boss_missile1 ] {};
void() boss_idle1 =[ $walk1, boss_idle2 ]
{
// look for other players
};
void() boss_idle2 =[ $walk2, boss_idle3 ] {boss_face();};
void() boss_idle3 =[ $walk3, boss_idle4 ] {boss_face();};
void() boss_idle4 =[ $walk4, boss_idle5 ] {boss_face();};
void() boss_idle5 =[ $walk5, boss_idle6 ] {boss_face();};
void() boss_idle6 =[ $walk6, boss_idle7 ] {boss_face();};
void() boss_idle7 =[ $walk7, boss_idle8 ] {boss_face();};
void() boss_idle8 =[ $walk8, boss_idle9 ] {boss_face();};
void() boss_idle9 =[ $walk9, boss_idle10 ] {boss_face();};
void() boss_idle10 =[ $walk10, boss_idle11 ] {boss_face();};
void() boss_idle11 =[ $walk11, boss_idle12 ] {boss_face();};
void() boss_idle12 =[ $walk12, boss_idle13 ] {boss_face();};
void() boss_idle13 =[ $walk13, boss_idle14 ] {boss_face();};
void() boss_idle14 =[ $walk14, boss_idle15 ] {boss_face();};
void() boss_idle15 =[ $walk15, boss_idle16 ] {boss_face();};
void() boss_idle16 =[ $walk16, boss_idle17 ] {boss_face();};
void() boss_idle17 =[ $walk17, boss_idle18 ] {boss_face();};
void() boss_idle18 =[ $walk18, boss_idle19 ] {boss_face();};
void() boss_idle19 =[ $walk19, boss_idle20 ] {boss_face();};
void() boss_idle20 =[ $walk20, boss_idle21 ] {boss_face();};
void() boss_idle21 =[ $walk21, boss_idle22 ] {boss_face();};
void() boss_idle22 =[ $walk22, boss_idle23 ] {boss_face();};
void() boss_idle23 =[ $walk23, boss_idle24 ] {boss_face();};
void() boss_idle24 =[ $walk24, boss_idle25 ] {boss_face();};
void() boss_idle25 =[ $walk25, boss_idle26 ] {boss_face();};
void() boss_idle26 =[ $walk26, boss_idle27 ] {boss_face();};
void() boss_idle27 =[ $walk27, boss_idle28 ] {boss_face();};
void() boss_idle28 =[ $walk28, boss_idle29 ] {boss_face();};
void() boss_idle29 =[ $walk29, boss_idle30 ] {boss_face();};
void() boss_idle30 =[ $walk30, boss_idle31 ] {boss_face();};
void() boss_idle31 =[ $walk31, boss_idle1 ] {boss_face();};
void() boss_missile1 =[ $attack1, boss_missile2 ] {boss_face();};
void() boss_missile2 =[ $attack2, boss_missile3 ] {boss_face();};
void() boss_missile3 =[ $attack3, boss_missile4 ] {boss_face();};
void() boss_missile4 =[ $attack4, boss_missile5 ] {boss_face();};
void() boss_missile5 =[ $attack5, boss_missile6 ] {boss_face();};
void() boss_missile6 =[ $attack6, boss_missile7 ] {boss_face();};
void() boss_missile7 =[ $attack7, boss_missile8 ] {boss_face();};
void() boss_missile8 =[ $attack8, boss_missile9 ] {boss_face();};
void() boss_missile9 =[ $attack9, boss_missile10 ] {boss_missile('100 100 200');};
void() boss_missile10 =[ $attack10, boss_missile11 ] {boss_face();};
void() boss_missile11 =[ $attack11, boss_missile12 ] {boss_face();};
void() boss_missile12 =[ $attack12, boss_missile13 ] {boss_face();};
void() boss_missile13 =[ $attack13, boss_missile14 ] {boss_face();};
void() boss_missile14 =[ $attack14, boss_missile15 ] {boss_face();};
void() boss_missile15 =[ $attack15, boss_missile16 ] {boss_face();};
void() boss_missile16 =[ $attack16, boss_missile17 ] {boss_face();};
void() boss_missile17 =[ $attack17, boss_missile18 ] {boss_face();};
void() boss_missile18 =[ $attack18, boss_missile19 ] {boss_face();};
void() boss_missile19 =[ $attack19, boss_missile20 ] {boss_face();};
void() boss_missile20 =[ $attack20, boss_missile21 ] {boss_missile('100 -100 200');};
void() boss_missile21 =[ $attack21, boss_missile22 ] {boss_face();};
void() boss_missile22 =[ $attack22, boss_missile23 ] {boss_face();};
void() boss_missile23 =[ $attack23, boss_missile1 ] {boss_face();};
void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {};
void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {};
void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {};
void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {};
void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {};
void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {};
void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {};
void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {};
void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {};
void() boss_shocka10 =[ $shocka10, boss_missile1 ] {};
void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {};
void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {};
void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {};
void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {};
void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {};
void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {};
void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {};
void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {};
void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {};
void() boss_shockb10 =[ $shockb4, boss_missile1 ] {};
void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {};
void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {};
void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {};
void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {};
void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {};
void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {};
void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {};
void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {};
void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {};
void() boss_shockc10 =[ $shockc10, boss_death1 ] {};
void() boss_death1 = [$death1, boss_death2] {
sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM);
};
void() boss_death2 = [$death2, boss_death3] {};
void() boss_death3 = [$death3, boss_death4] {};
void() boss_death4 = [$death4, boss_death5] {};
void() boss_death5 = [$death5, boss_death6] {};
void() boss_death6 = [$death6, boss_death7] {};
void() boss_death7 = [$death7, boss_death8] {};
void() boss_death8 = [$death8, boss_death9] {};
void() boss_death9 = [$death9, boss_death10]
{
sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
};
void() boss_death10 = [$death9, boss_death10]
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast
SUB_UseTargets ();
remove (self);
};
void(vector p) boss_missile =
{
local vector offang;
local vector org, vec, d;
local float t;
offang = vectoangles (self.enemy.origin - self.origin);
makevectors (offang);
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
// lead the player on hard mode
if (skill > 1)
{
t = vlen(self.enemy.origin - org) / 300;
vec = self.enemy.velocity;
vec_z = 0;
d = self.enemy.origin + t * vec;
}
else
{
d = self.enemy.origin;
}
vec = normalize (d - org);
launch_spike (org, vec);
setmodel (newmis, "progs/lavaball.mdl");
newmis.avelocity = '200 100 300';
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.velocity = vec*300;
newmis.touch = T_MissileTouch; // rocket explosion
sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
// check for dead enemy
if (self.enemy.health <= 0)
boss_idle1 ();
};
void() boss_awake =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_NO;
setmodel (self, "progs/boss.mdl");
setsize (self, '-128 -128 -24', '128 128 256');
if (skill == 0)
self.health = 1;
else
self.health = 3;
self.enemy = activator;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
self.yaw_speed = 20;
boss_rise1 ();
};
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
*/
void() monster_boss =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/boss.mdl");
precache_model ("progs/lavaball.mdl");
precache_sound ("weapons/rocket1i.wav");
precache_sound ("boss1/out1.wav");
precache_sound ("boss1/sight1.wav");
precache_sound ("misc/power.wav");
precache_sound ("boss1/throw.wav");
precache_sound ("boss1/pain.wav");
precache_sound ("boss1/death.wav");
total_monsters = total_monsters + 1;
self.use = boss_awake;
};
//===========================================================================
entity le1, le2;
float lightning_end;
void() lightning_fire =
{
local vector p1, p2;
if (time >= lightning_end)
{ // done here, put the terminals back up
self = le1;
door_go_down ();
self = le2;
door_go_down ();
return;
}
p1 = (le1.mins + le1.maxs) * 0.5;
p1_z = le1.absmin_z - 16;
p2 = (le2.mins + le2.maxs) * 0.5;
p2_z = le2.absmin_z - 16;
// compensate for length of bolt
p2 = p2 - normalize(p2-p1)*100;
self.nextthink = time + 0.1;
self.think = lightning_fire;
WriteByte (MSG_ALL, SVC_TEMPENTITY);
WriteByte (MSG_ALL, TE_LIGHTNING3);
WriteEntity (MSG_ALL, world);
WriteCoord (MSG_ALL, p1_x);
WriteCoord (MSG_ALL, p1_y);
WriteCoord (MSG_ALL, p1_z);
WriteCoord (MSG_ALL, p2_x);
WriteCoord (MSG_ALL, p2_y);
WriteCoord (MSG_ALL, p2_z);
};
void() lightning_use =
{
if (lightning_end >= time + 1)
return;
le1 = find( world, target, "lightning");
le2 = find( le1, target, "lightning");
if (!le1 || !le2)
{
dprint ("missing lightning targets\n");
return;
}
if (
(le1.state != STATE_TOP && le1.state != STATE_BOTTOM)
|| (le2.state != STATE_TOP && le2.state != STATE_BOTTOM)
|| (le1.state != le2.state) )
{
// dprint ("not aligned\n");
return;
}
// don't let the electrodes go back up until the bolt is done
le1.nextthink = -1;
le2.nextthink = -1;
lightning_end = time + 1;
sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM);
lightning_fire ();
// advance the boss pain if down
self = find (world, classname, "monster_boss");
if (!self)
return;
self.enemy = activator;
if (le1.state == STATE_TOP && self.health > 0)
{
sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM);
self.health = self.health - 1;
if (self.health >= 2)
boss_shocka1();
else if (self.health == 1)
boss_shockb1();
else if (self.health == 0)
boss_shockc1();
}
};
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level.
*/
void() event_lightning =
{
self.use = lightning_use;
};

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/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
SOLDIER / PLAYER
==============================================================================
*/
$cd id1/models/enforcer
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame attack1 attack2 attack3 attack4 attack5 attack6
$frame attack7 attack8 attack9 attack10
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12 death13 death14
$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
$frame fdeath9 fdeath10 fdeath11
$frame paina1 paina2 paina3 paina4
$frame painb1 painb2 painb3 painb4 painb5
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
$frame paind17 paind18 paind19
void() Laser_Touch =
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
//MED 01/16/97 added silent command
if (!(self.spawnflags & SPAWNFLAG_SILENT))
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, self.velocity*0.2, 15);
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() enforcer_fire =
{
local vector org;
self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.angles);
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
LaunchLaser(org, self.enemy.origin - self.origin);
};
//============================================================================
void() enf_stand1 =[ $stand1, enf_stand2 ] {ai_stand();};
void() enf_stand2 =[ $stand2, enf_stand3 ] {ai_stand();};
void() enf_stand3 =[ $stand3, enf_stand4 ] {ai_stand();};
void() enf_stand4 =[ $stand4, enf_stand5 ] {ai_stand();};
void() enf_stand5 =[ $stand5, enf_stand6 ] {ai_stand();};
void() enf_stand6 =[ $stand6, enf_stand7 ] {ai_stand();};
void() enf_stand7 =[ $stand7, enf_stand1 ] {ai_stand();};
void() enf_walk1 =[ $walk1 , enf_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_walk(2);};
void() enf_walk2 =[ $walk2 , enf_walk3 ] {ai_walk(4);};
void() enf_walk3 =[ $walk3 , enf_walk4 ] {ai_walk(4);};
void() enf_walk4 =[ $walk4 , enf_walk5 ] {ai_walk(3);};
void() enf_walk5 =[ $walk5 , enf_walk6 ] {ai_walk(1);};
void() enf_walk6 =[ $walk6 , enf_walk7 ] {ai_walk(2);};
void() enf_walk7 =[ $walk7 , enf_walk8 ] {ai_walk(2);};
void() enf_walk8 =[ $walk8 , enf_walk9 ] {ai_walk(1);};
void() enf_walk9 =[ $walk9 , enf_walk10 ] {ai_walk(2);};
void() enf_walk10 =[ $walk10, enf_walk11 ] {ai_walk(4);};
void() enf_walk11 =[ $walk11, enf_walk12 ] {ai_walk(4);};
void() enf_walk12 =[ $walk12, enf_walk13 ] {ai_walk(1);};
void() enf_walk13 =[ $walk13, enf_walk14 ] {ai_walk(2);};
void() enf_walk14 =[ $walk14, enf_walk15 ] {ai_walk(3);};
void() enf_walk15 =[ $walk15, enf_walk16 ] {ai_walk(4);};
void() enf_walk16 =[ $walk16, enf_walk1 ] {ai_walk(2);};
void() enf_run1 =[ $run1 , enf_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_run(18);};
void() enf_run2 =[ $run2 , enf_run3 ] {ai_run(14);};
void() enf_run3 =[ $run3 , enf_run4 ] {ai_run(7);};
void() enf_run4 =[ $run4 , enf_run5 ] {ai_run(12);};
void() enf_run5 =[ $run5 , enf_run6 ] {ai_run(14);};
void() enf_run6 =[ $run6 , enf_run7 ] {ai_run(14);};
void() enf_run7 =[ $run7 , enf_run8 ] {ai_run(7);};
void() enf_run8 =[ $run8 , enf_run1 ] {ai_run(11);};
void() enf_atk1 =[ $attack1, enf_atk2 ] {ai_face();};
void() enf_atk2 =[ $attack2, enf_atk3 ] {ai_face();};
void() enf_atk3 =[ $attack3, enf_atk4 ] {ai_face();};
void() enf_atk4 =[ $attack4, enf_atk5 ] {ai_face();};
void() enf_atk5 =[ $attack5, enf_atk6 ] {ai_face();};
void() enf_atk6 =[ $attack6, enf_atk7 ] {enforcer_fire();};
void() enf_atk7 =[ $attack7, enf_atk8 ] {ai_face();};
void() enf_atk8 =[ $attack8, enf_atk9 ] {ai_face();};
void() enf_atk9 =[ $attack5, enf_atk10 ] {ai_face();};
void() enf_atk10 =[ $attack6, enf_atk11 ] {enforcer_fire();};
void() enf_atk11 =[ $attack7, enf_atk12 ] {ai_face();};
void() enf_atk12 =[ $attack8, enf_atk13 ] {ai_face();};
void() enf_atk13 =[ $attack9, enf_atk14 ] {ai_face();};
void() enf_atk14 =[ $attack10, enf_run1 ] {ai_face();
SUB_CheckRefire (enf_atk1);
};
void() enf_paina1 =[ $paina1, enf_paina2 ] {};
void() enf_paina2 =[ $paina2, enf_paina3 ] {};
void() enf_paina3 =[ $paina3, enf_paina4 ] {};
void() enf_paina4 =[ $paina4, enf_run1 ] {};
void() enf_painb1 =[ $painb1, enf_painb2 ] {};
void() enf_painb2 =[ $painb2, enf_painb3 ] {};
void() enf_painb3 =[ $painb3, enf_painb4 ] {};
void() enf_painb4 =[ $painb4, enf_painb5 ] {};
void() enf_painb5 =[ $painb5, enf_run1 ] {};
void() enf_painc1 =[ $painc1, enf_painc2 ] {};
void() enf_painc2 =[ $painc2, enf_painc3 ] {};
void() enf_painc3 =[ $painc3, enf_painc4 ] {};
void() enf_painc4 =[ $painc4, enf_painc5 ] {};
void() enf_painc5 =[ $painc5, enf_painc6 ] {};
void() enf_painc6 =[ $painc6, enf_painc7 ] {};
void() enf_painc7 =[ $painc7, enf_painc8 ] {};
void() enf_painc8 =[ $painc8, enf_run1 ] {};
void() enf_paind1 =[ $paind1, enf_paind2 ] {};
void() enf_paind2 =[ $paind2, enf_paind3 ] {};
void() enf_paind3 =[ $paind3, enf_paind4 ] {};
void() enf_paind4 =[ $paind4, enf_paind5 ] {ai_painforward(2);};
void() enf_paind5 =[ $paind5, enf_paind6 ] {ai_painforward(1);};
void() enf_paind6 =[ $paind6, enf_paind7 ] {};
void() enf_paind7 =[ $paind7, enf_paind8 ] {};
void() enf_paind8 =[ $paind8, enf_paind9 ] {};
void() enf_paind9 =[ $paind9, enf_paind10 ] {};
void() enf_paind10 =[ $paind10, enf_paind11 ] {};
void() enf_paind11 =[ $paind11, enf_paind12 ] {ai_painforward(1);};
void() enf_paind12 =[ $paind12, enf_paind13 ] {ai_painforward(1);};
void() enf_paind13 =[ $paind13, enf_paind14 ] {ai_painforward(1);};
void() enf_paind14 =[ $paind14, enf_paind15 ] {};
void() enf_paind15 =[ $paind15, enf_paind16 ] {};
void() enf_paind16 =[ $paind16, enf_paind17 ] {ai_pain(1);};
void() enf_paind17 =[ $paind17, enf_paind18 ] {ai_pain(1);};
void() enf_paind18 =[ $paind18, enf_paind19 ] {};
void() enf_paind19 =[ $paind19, enf_run1 ] {};
void(entity attacker, float damage) enf_pain =
{
local float r;
r = random ();
if (self.pain_finished > time)
return;
if (r < 0.5)
sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);
if (r < 0.2)
{
self.pain_finished = time + 1;
enf_paina1 ();
}
else if (r < 0.4)
{
self.pain_finished = time + 1;
enf_painb1 ();
}
else if (r < 0.7)
{
self.pain_finished = time + 1;
enf_painc1 ();
}
else
{
self.pain_finished = time + 2;
enf_paind1 ();
}
};
//============================================================================
void() enf_die1 =[ $death1, enf_die2 ] {};
void() enf_die2 =[ $death2, enf_die3 ] {};
void() enf_die3 =[ $death3, enf_die4 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);};
void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(2);};
void() enf_die6 =[ $death6, enf_die7 ] {};
void() enf_die7 =[ $death7, enf_die8 ] {};
void() enf_die8 =[ $death8, enf_die9 ] {};
void() enf_die9 =[ $death9, enf_die10 ] {ai_forward(3);};
void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(5);};
void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(5);};
void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(5);};
void() enf_die13 =[ $death13, enf_die14 ] {};
void() enf_die14 =[ $death14, enf_die14 ]
{
};
void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] {};
void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {};
void() enf_fdie3 =[ $fdeath3, enf_fdie4 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_fdie4 =[ $fdeath4, enf_fdie5 ] {};
void() enf_fdie5 =[ $fdeath5, enf_fdie6 ] {};
void() enf_fdie6 =[ $fdeath6, enf_fdie7 ] {};
void() enf_fdie7 =[ $fdeath7, enf_fdie8 ] {};
void() enf_fdie8 =[ $fdeath8, enf_fdie9 ] {};
void() enf_fdie9 =[ $fdeath9, enf_fdie10 ] {};
void() enf_fdie10 =[ $fdeath10, enf_fdie11 ] {};
void() enf_fdie11 =[ $fdeath11, enf_fdie11 ]
{
};
void() enf_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_mega.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM);
if (random() > 0.5)
enf_die1 ();
else
enf_fdie1 ();
};
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_enforcer =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/enforcer.mdl");
precache_model2 ("progs/h_mega.mdl");
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/idle1.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/enforcer.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 80;
self.th_stand = enf_stand1;
self.th_walk = enf_walk1;
self.th_run = enf_run1;
self.th_pain = enf_pain;
self.th_die = enf_die;
self.th_missile = enf_atk1;
walkmonster_start();
};

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@@ -0,0 +1,382 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
DEMON
==============================================================================
*/
$cd id1/models/demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
//============================================================================
void() Demon_JumpTouch;
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};
void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_walk(8);
};
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);};
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);};
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);};
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);};
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);};
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);};
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);};
void() demon1_run1 =[ $run1, demon1_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_run(20);};
void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();};
void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4 =[ $leap4, demon1_jump5 ]
{
ai_face();
self.touch = Demon_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 250';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
void() demon1_jump9 =[ $leap9, demon1_jump10 ] {};
void() demon1_jump10 =[ $leap10, demon1_jump1 ] {
self.nextthink = time + 3;
// if three seconds pass, assume demon is stuck and jump again
};
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(4);};
void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);};
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);};
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);};
void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);};
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);};
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);};
void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(2);};
void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);};
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);};
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);};
void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);};
void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
void() demon1_pain6 =[ $pain6, demon1_run1 ] {};
void(entity attacker, float damage) demon1_pain =
{
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
self.pain_finished = time + 1;
sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
if (random()*200 > damage)
return; // didn't flinch
demon1_pain1 ();
};
void() demon1_die1 =[ $death1, demon1_die2 ] {
sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);};
void() demon1_die2 =[ $death2, demon1_die3 ] {};
void() demon1_die3 =[ $death3, demon1_die4 ] {};
void() demon1_die4 =[ $death4, demon1_die5 ] {};
void() demon1_die5 =[ $death5, demon1_die6 ] {};
void() demon1_die6 =[ $death6, demon1_die7 ]
{self.solid = SOLID_NOT;};
void() demon1_die7 =[ $death7, demon1_die8 ] {};
void() demon1_die8 =[ $death8, demon1_die9 ] {};
void() demon1_die9 =[ $death9, demon1_die9 ] {};
void() demon_die =
{
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
return;
}
// regular death
demon1_die1 ();
};
void() Demon_MeleeAttack =
{
demon1_atta1 ();
};
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_demon1 =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/demon.mdl");
precache_model ("progs/h_demon.mdl");
precache_sound ("demon/ddeath.wav");
precache_sound ("demon/dhit2.wav");
precache_sound ("demon/djump.wav");
precache_sound ("demon/dpain1.wav");
precache_sound ("demon/idle1.wav");
precache_sound ("demon/sight2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 300;
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = Demon_MeleeAttack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
walkmonster_start();
};
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDemonMelee =
{
if (enemy_range == RANGE_MELEE)
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDemonJump
==============
*/
float() CheckDemonJump =
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return FALSE;
if (d > 200)
{
if (random() < 0.9)
return FALSE;
}
return TRUE;
};
float() DemonCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDemonJump ())
{
self.attack_state = AS_MISSILE;
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
};
//===========================================================================
void(float side) Demon_Melee =
{
local float ldmg;
local vector delta;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
if (!CanDamage (self.enemy, self))
return;
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
ldmg = 10 + 5*random();
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
void() Demon_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 40 + 10*random();
T_Damage (other, self, self, ldmg);
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};

View File

@@ -0,0 +1,303 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
SOLDIER / PLAYER
==============================================================================
*/
$cd id1/models/soldier3
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11
$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
$frame painc11 painc12 painc13
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9
$frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8
$frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16
$frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24
/*
==============================================================================
SOLDIER CODE
==============================================================================
*/
void() army_fire;
void() army_stand1 =[ $stand1, army_stand2 ] {ai_stand();};
void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();};
void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();};
void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();};
void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();};
void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();};
void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();};
void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();};
void() army_walk1 =[ $prowl_1, army_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_walk(1);};
void() army_walk2 =[ $prowl_2, army_walk3 ] {ai_walk(1);};
void() army_walk3 =[ $prowl_3, army_walk4 ] {ai_walk(1);};
void() army_walk4 =[ $prowl_4, army_walk5 ] {ai_walk(1);};
void() army_walk5 =[ $prowl_5, army_walk6 ] {ai_walk(2);};
void() army_walk6 =[ $prowl_6, army_walk7 ] {ai_walk(3);};
void() army_walk7 =[ $prowl_7, army_walk8 ] {ai_walk(4);};
void() army_walk8 =[ $prowl_8, army_walk9 ] {ai_walk(4);};
void() army_walk9 =[ $prowl_9, army_walk10 ] {ai_walk(2);};
void() army_walk10 =[ $prowl_10, army_walk11 ] {ai_walk(2);};
void() army_walk11 =[ $prowl_11, army_walk12 ] {ai_walk(2);};
void() army_walk12 =[ $prowl_12, army_walk13 ] {ai_walk(1);};
void() army_walk13 =[ $prowl_13, army_walk14 ] {ai_walk(0);};
void() army_walk14 =[ $prowl_14, army_walk15 ] {ai_walk(1);};
void() army_walk15 =[ $prowl_15, army_walk16 ] {ai_walk(1);};
void() army_walk16 =[ $prowl_16, army_walk17 ] {ai_walk(1);};
void() army_walk17 =[ $prowl_17, army_walk18 ] {ai_walk(3);};
void() army_walk18 =[ $prowl_18, army_walk19 ] {ai_walk(3);};
void() army_walk19 =[ $prowl_19, army_walk20 ] {ai_walk(3);};
void() army_walk20 =[ $prowl_20, army_walk21 ] {ai_walk(3);};
void() army_walk21 =[ $prowl_21, army_walk22 ] {ai_walk(2);};
void() army_walk22 =[ $prowl_22, army_walk23 ] {ai_walk(1);};
void() army_walk23 =[ $prowl_23, army_walk24 ] {ai_walk(1);};
void() army_walk24 =[ $prowl_24, army_walk1 ] {ai_walk(1);};
void() army_run1 =[ $run1, army_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
ai_run(11);};
void() army_run2 =[ $run2, army_run3 ] {ai_run(15);};
void() army_run3 =[ $run3, army_run4 ] {ai_run(10);};
void() army_run4 =[ $run4, army_run5 ] {ai_run(10);};
void() army_run5 =[ $run5, army_run6 ] {ai_run(8);};
void() army_run6 =[ $run6, army_run7 ] {ai_run(15);};
void() army_run7 =[ $run7, army_run8 ] {ai_run(10);};
void() army_run8 =[ $run8, army_run1 ] {ai_run(8);};
void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();};
void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();};
void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();};
void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();};
void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire();
self.effects = self.effects | EF_MUZZLEFLASH;};
void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face();};
void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);};
void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();};
void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();};
void() army_pain1 =[ $pain1, army_pain2 ] {};
void() army_pain2 =[ $pain2, army_pain3 ] {};
void() army_pain3 =[ $pain3, army_pain4 ] {};
void() army_pain4 =[ $pain4, army_pain5 ] {};
void() army_pain5 =[ $pain5, army_pain6 ] {};
void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);};
void() army_painb1 =[ $painb1, army_painb2 ] {};
void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);};
void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);};
void() army_painb4 =[ $painb4, army_painb5 ] {};
void() army_painb5 =[ $painb5, army_painb6 ] {};
void() army_painb6 =[ $painb6, army_painb7 ] {};
void() army_painb7 =[ $painb7, army_painb8 ] {};
void() army_painb8 =[ $painb8, army_painb9 ] {};
void() army_painb9 =[ $painb9, army_painb10] {};
void() army_painb10=[ $painb10, army_painb11] {};
void() army_painb11=[ $painb11, army_painb12] {};
void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);};
void() army_painb13=[ $painb13, army_painb14] {};
void() army_painb14=[ $painb14, army_run1 ] {};
void() army_painc1 =[ $painc1, army_painc2 ] {};
void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);};
void() army_painc3 =[ $painc3, army_painc4 ] {};
void() army_painc4 =[ $painc4, army_painc5 ] {};
void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);};
void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);};
void() army_painc7 =[ $painc7, army_painc8 ] {};
void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);};
void() army_painc9 =[ $painc9, army_painc10] {ai_painforward(4);};
void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);};
void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);};
void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);};
void() army_painc13=[ $painc13, army_run1] {};
void(entity attacker, float damage) army_pain =
{
local float r;
if (self.pain_finished > time)
return;
r = random();
if (r < 0.2)
{
self.pain_finished = time + 0.6;
army_pain1 ();
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
}
else if (r < 0.6)
{
self.pain_finished = time + 1.1;
army_painb1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
}
else
{
self.pain_finished = time + 1.1;
army_painc1 ();
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
}
};
void() army_fire =
{
local vector dir;
local entity en;
ai_face();
sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);
// fire somewhat behind the player, so a dodging player is harder to hit
en = self.enemy;
dir = en.origin - en.velocity*0.2;
dir = normalize (dir - self.origin);
FireBullets (4, dir, '0.1 0.1 0');
};
void() army_die1 =[ $death1, army_die2 ] {};
void() army_die2 =[ $death2, army_die3 ] {};
void() army_die3 =[ $death3, army_die4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
void() army_die4 =[ $death4, army_die5 ] {};
void() army_die5 =[ $death5, army_die6 ] {};
void() army_die6 =[ $death6, army_die7 ] {};
void() army_die7 =[ $death7, army_die8 ] {};
void() army_die8 =[ $death8, army_die9 ] {};
void() army_die9 =[ $death9, army_die10 ] {};
void() army_die10 =[ $death10, army_die10 ] {};
void() army_cdie1 =[ $deathc1, army_cdie2 ] {};
void() army_cdie2 =[ $deathc2, army_cdie3 ] {ai_back(5);};
void() army_cdie3 =[ $deathc3, army_cdie4 ]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);};
void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);};
void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);};
void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);};
void() army_cdie7 =[ $deathc7, army_cdie8 ] {};
void() army_cdie8 =[ $deathc8, army_cdie9 ] {};
void() army_cdie9 =[ $deathc9, army_cdie10 ] {};
void() army_cdie10 =[ $deathc10, army_cdie11 ] {};
void() army_cdie11 =[ $deathc11, army_cdie11 ] {};
void() army_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_guard.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
if (random() < 0.5)
army_die1 ();
else
army_cdie1 ();
};
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/soldier.mdl");
precache_model ("progs/h_guard.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_sound ("soldier/death1.wav");
precache_sound ("soldier/idle.wav");
precache_sound ("soldier/pain1.wav");
precache_sound ("soldier/pain2.wav");
precache_sound ("soldier/sattck1.wav");
precache_sound ("soldier/sight1.wav");
precache_sound ("player/udeath.wav"); // gib death
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/soldier.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 30;
self.th_stand = army_stand1;
self.th_walk = army_walk1;
self.th_run = army_run1;
self.th_missile = army_atk1;
self.th_pain = army_pain;
self.th_die = army_die;
walkmonster_start ();
};

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@@ -0,0 +1,460 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
KNIGHT
==============================================================================
*/
$cd id1/models/knight2
$origin 0 0 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
$frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17
$frame walk18 walk19 walk20
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame pain1 pain2 pain3 pain4 pain5
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8
$frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16
$frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8
$frame magica9 magica10 magica11 magica12 magica13 magica14
$frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8
$frame magicb9 magicb10 magicb11 magicb12 magicb13
$frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6
$frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10
$frame smash11
$frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7
$frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14
$frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20
$frame w_attack21 w_attack22
$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
$frame magicc9 magicc10 magicc11
void() hknight_char_a1;
void() hknight_run1;
void() hk_idle_sound;
void(float offset) hknight_shot =
{
local vector offang;
local vector org, vec;
offang = vectoangles (self.enemy.origin - self.origin);
offang_y = offang_y + offset * 6;
makevectors (offang);
org = self.origin + self.mins + self.size*0.5 + v_forward * 20;
// set missile speed
vec = normalize (v_forward);
vec_z = 0 - vec_z + (random() - 0.5)*0.1;
launch_spike (org, vec);
newmis.classname = "knightspike";
setmodel (newmis, "progs/k_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.velocity = vec*300;
newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
};
void() CheckForCharge =
{
// check for mad charge
if (!enemy_vis)
return;
if (time < self.attack_finished)
return;
if ( fabs(self.origin_z - self.enemy.origin_z) > 20)
return; // too much height change
if ( vlen (self.origin - self.enemy.origin) < 80)
return; // use regular attack
// charge
SUB_AttackFinished (2);
hknight_char_a1 ();
};
void() CheckContinueCharge =
{
if (time > self.attack_finished)
{
SUB_AttackFinished (3);
hknight_run1 ();
return; // done charging
}
if (random() > 0.5)
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
};
//===========================================================================
void() hknight_stand1 =[ $stand1, hknight_stand2 ] {ai_stand();};
void() hknight_stand2 =[ $stand2, hknight_stand3 ] {ai_stand();};
void() hknight_stand3 =[ $stand3, hknight_stand4 ] {ai_stand();};
void() hknight_stand4 =[ $stand4, hknight_stand5 ] {ai_stand();};
void() hknight_stand5 =[ $stand5, hknight_stand6 ] {ai_stand();};
void() hknight_stand6 =[ $stand6, hknight_stand7 ] {ai_stand();};
void() hknight_stand7 =[ $stand7, hknight_stand8 ] {ai_stand();};
void() hknight_stand8 =[ $stand8, hknight_stand9 ] {ai_stand();};
void() hknight_stand9 =[ $stand9, hknight_stand1 ] {ai_stand();};
//===========================================================================
void() hknight_walk1 =[ $walk1, hknight_walk2 ] {
hk_idle_sound();
ai_walk(2);};
void() hknight_walk2 =[ $walk2, hknight_walk3 ] {ai_walk(5);};
void() hknight_walk3 =[ $walk3, hknight_walk4 ] {ai_walk(5);};
void() hknight_walk4 =[ $walk4, hknight_walk5 ] {ai_walk(4);};
void() hknight_walk5 =[ $walk5, hknight_walk6 ] {ai_walk(4);};
void() hknight_walk6 =[ $walk6, hknight_walk7 ] {ai_walk(2);};
void() hknight_walk7 =[ $walk7, hknight_walk8 ] {ai_walk(2);};
void() hknight_walk8 =[ $walk8, hknight_walk9 ] {ai_walk(3);};
void() hknight_walk9 =[ $walk9, hknight_walk10 ] {ai_walk(3);};
void() hknight_walk10 =[ $walk10, hknight_walk11 ] {ai_walk(4);};
void() hknight_walk11 =[ $walk11, hknight_walk12 ] {ai_walk(3);};
void() hknight_walk12 =[ $walk12, hknight_walk13 ] {ai_walk(4);};
void() hknight_walk13 =[ $walk13, hknight_walk14 ] {ai_walk(6);};
void() hknight_walk14 =[ $walk14, hknight_walk15 ] {ai_walk(2);};
void() hknight_walk15 =[ $walk15, hknight_walk16 ] {ai_walk(2);};
void() hknight_walk16 =[ $walk16, hknight_walk17 ] {ai_walk(4);};
void() hknight_walk17 =[ $walk17, hknight_walk18 ] {ai_walk(3);};
void() hknight_walk18 =[ $walk18, hknight_walk19 ] {ai_walk(3);};
void() hknight_walk19 =[ $walk19, hknight_walk20 ] {ai_walk(3);};
void() hknight_walk20 =[ $walk20, hknight_walk1 ] {ai_walk(2);};
//===========================================================================
void() hknight_run1 =[ $run1, hknight_run2 ] {
hk_idle_sound();
ai_run (20); CheckForCharge (); };
void() hknight_run2 =[ $run2, hknight_run3 ] {ai_run(25);};
void() hknight_run3 =[ $run3, hknight_run4 ] {ai_run(18);};
void() hknight_run4 =[ $run4, hknight_run5 ] {ai_run(16);};
void() hknight_run5 =[ $run5, hknight_run6 ] {ai_run(14);};
void() hknight_run6 =[ $run6, hknight_run7 ] {ai_run(25);};
void() hknight_run7 =[ $run7, hknight_run8 ] {ai_run(21);};
void() hknight_run8 =[ $run8, hknight_run1 ] {ai_run(13);};
//============================================================================
void() hknight_pain1 =[ $pain1, hknight_pain2 ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);};
void() hknight_pain2 =[ $pain2, hknight_pain3 ] {};
void() hknight_pain3 =[ $pain3, hknight_pain4 ] {};
void() hknight_pain4 =[ $pain4, hknight_pain5 ] {};
void() hknight_pain5 =[ $pain5, hknight_run1 ] {};
//============================================================================
void() hknight_die1 =[ $death1, hknight_die2 ] {ai_forward(10);};
void() hknight_die2 =[ $death2, hknight_die3 ] {ai_forward(8);};
void() hknight_die3 =[ $death3, hknight_die4 ]
{self.solid = SOLID_NOT; ai_forward(7);};
void() hknight_die4 =[ $death4, hknight_die5 ] {};
void() hknight_die5 =[ $death5, hknight_die6 ] {};
void() hknight_die6 =[ $death6, hknight_die7 ] {};
void() hknight_die7 =[ $death7, hknight_die8 ] {};
void() hknight_die8 =[ $death8, hknight_die9 ] {ai_forward(10);};
void() hknight_die9 =[ $death9, hknight_die10 ] {ai_forward(11);};
void() hknight_die10 =[ $death10, hknight_die11 ] {};
void() hknight_die11 =[ $death11, hknight_die12 ] {};
void() hknight_die12 =[ $death12, hknight_die12 ] {};
void() hknight_dieb1 =[ $deathb1, hknight_dieb2 ] {};
void() hknight_dieb2 =[ $deathb2, hknight_dieb3 ] {};
void() hknight_dieb3 =[ $deathb3, hknight_dieb4 ]
{self.solid = SOLID_NOT;};
void() hknight_dieb4 =[ $deathb4, hknight_dieb5 ] {};
void() hknight_dieb5 =[ $deathb5, hknight_dieb6 ] {};
void() hknight_dieb6 =[ $deathb6, hknight_dieb7 ] {};
void() hknight_dieb7 =[ $deathb7, hknight_dieb8 ] {};
void() hknight_dieb8 =[ $deathb8, hknight_dieb9 ] {};
void() hknight_dieb9 =[ $deathb9, hknight_dieb9 ] {};
void() hknight_die =
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_hellkn.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM);
if (random() > 0.5)
hknight_die1 ();
else
hknight_dieb1 ();
};
//============================================================================
void() hknight_magica1 =[ $magica1, hknight_magica2 ] {ai_face();};
void() hknight_magica2 =[ $magica2, hknight_magica3 ] {ai_face();};
void() hknight_magica3 =[ $magica3, hknight_magica4 ] {ai_face();};
void() hknight_magica4 =[ $magica4, hknight_magica5 ] {ai_face();};
void() hknight_magica5 =[ $magica5, hknight_magica6 ] {ai_face();};
void() hknight_magica6 =[ $magica6, hknight_magica7 ] {ai_face();};
void() hknight_magica7 =[ $magica7, hknight_magica8 ] {hknight_shot(-2);};
void() hknight_magica8 =[ $magica8, hknight_magica9 ] {hknight_shot(-1);};
void() hknight_magica9 =[ $magica9, hknight_magica10] {hknight_shot(0);};
void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);};
void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);};
void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);};
void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();};
void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();};
//============================================================================
void() hknight_magicb1 =[ $magicb1, hknight_magicb2 ] {ai_face();};
void() hknight_magicb2 =[ $magicb2, hknight_magicb3 ] {ai_face();};
void() hknight_magicb3 =[ $magicb3, hknight_magicb4 ] {ai_face();};
void() hknight_magicb4 =[ $magicb4, hknight_magicb5 ] {ai_face();};
void() hknight_magicb5 =[ $magicb5, hknight_magicb6 ] {ai_face();};
void() hknight_magicb6 =[ $magicb6, hknight_magicb7 ] {ai_face();};
void() hknight_magicb7 =[ $magicb7, hknight_magicb8 ] {hknight_shot(-2);};
void() hknight_magicb8 =[ $magicb8, hknight_magicb9 ] {hknight_shot(-1);};
void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);};
void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);};
void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);};
void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);};
void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();};
//============================================================================
void() hknight_magicc1 =[ $magicc1, hknight_magicc2 ] {ai_face();};
void() hknight_magicc2 =[ $magicc2, hknight_magicc3 ] {ai_face();};
void() hknight_magicc3 =[ $magicc3, hknight_magicc4 ] {ai_face();};
void() hknight_magicc4 =[ $magicc4, hknight_magicc5 ] {ai_face();};
void() hknight_magicc5 =[ $magicc5, hknight_magicc6 ] {ai_face();};
void() hknight_magicc6 =[ $magicc6, hknight_magicc7 ] {hknight_shot(-2);};
void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);};
void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);};
void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);};
void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);};
void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);};
//===========================================================================
void() hknight_char_a1 =[ $char_a1, hknight_char_a2 ] {ai_charge(20);};
void() hknight_char_a2 =[ $char_a2, hknight_char_a3 ] {ai_charge(25);};
void() hknight_char_a3 =[ $char_a3, hknight_char_a4 ] {ai_charge(18);};
void() hknight_char_a4 =[ $char_a4, hknight_char_a5 ] {ai_charge(16);};
void() hknight_char_a5 =[ $char_a5, hknight_char_a6 ] {ai_charge(14);};
void() hknight_char_a6 =[ $char_a6, hknight_char_a7 ] {ai_charge(20); ai_melee();};
void() hknight_char_a7 =[ $char_a7, hknight_char_a8 ] {ai_charge(21); ai_melee();};
void() hknight_char_a8 =[ $char_a8, hknight_char_a9 ] {ai_charge(13); ai_melee();};
void() hknight_char_a9 =[ $char_a9, hknight_char_a10 ] {ai_charge(20); ai_melee();};
void() hknight_char_a10=[ $char_a10, hknight_char_a11 ] {ai_charge(20); ai_melee();};
void() hknight_char_a11=[ $char_a11, hknight_char_a12 ] {ai_charge(18); ai_melee();};
void() hknight_char_a12=[ $char_a12, hknight_char_a13 ] {ai_charge(16);};
void() hknight_char_a13=[ $char_a13, hknight_char_a14 ] {ai_charge(14);};
void() hknight_char_a14=[ $char_a14, hknight_char_a15 ] {ai_charge(25);};
void() hknight_char_a15=[ $char_a15, hknight_char_a16 ] {ai_charge(21);};
void() hknight_char_a16=[ $char_a16, hknight_run1 ] {ai_charge(13);};
//===========================================================================
void() hknight_char_b1 =[ $char_b1, hknight_char_b2 ]
{CheckContinueCharge (); ai_charge(23); ai_melee();};
void() hknight_char_b2 =[ $char_b2, hknight_char_b3 ] {ai_charge(17); ai_melee();};
void() hknight_char_b3 =[ $char_b3, hknight_char_b4 ] {ai_charge(12); ai_melee();};
void() hknight_char_b4 =[ $char_b4, hknight_char_b5 ] {ai_charge(22); ai_melee();};
void() hknight_char_b5 =[ $char_b5, hknight_char_b6 ] {ai_charge(18); ai_melee();};
void() hknight_char_b6 =[ $char_b6, hknight_char_b1 ] {ai_charge(8); ai_melee();};
//===========================================================================
void() hknight_slice1 =[ $slice1, hknight_slice2 ] {ai_charge(9);};
void() hknight_slice2 =[ $slice2, hknight_slice3 ] {ai_charge(6);};
void() hknight_slice3 =[ $slice3, hknight_slice4 ] {ai_charge(13);};
void() hknight_slice4 =[ $slice4, hknight_slice5 ] {ai_charge(4);};
void() hknight_slice5 =[ $slice5, hknight_slice6 ] {ai_charge(7); ai_melee();};
void() hknight_slice6 =[ $slice6, hknight_slice7 ] {ai_charge(15); ai_melee();};
void() hknight_slice7 =[ $slice7, hknight_slice8 ] {ai_charge(8); ai_melee();};
void() hknight_slice8 =[ $slice8, hknight_slice9 ] {ai_charge(2); ai_melee();};
void() hknight_slice9 =[ $slice9, hknight_slice10 ] {ai_melee();};
void() hknight_slice10 =[ $slice10, hknight_run1 ] {ai_charge(3);};
//===========================================================================
void() hknight_smash1 =[ $smash1, hknight_smash2 ] {ai_charge(1);};
void() hknight_smash2 =[ $smash2, hknight_smash3 ] {ai_charge(13);};
void() hknight_smash3 =[ $smash3, hknight_smash4 ] {ai_charge(9);};
void() hknight_smash4 =[ $smash4, hknight_smash5 ] {ai_charge(11);};
void() hknight_smash5 =[ $smash5, hknight_smash6 ] {ai_charge(10); ai_melee();};
void() hknight_smash6 =[ $smash6, hknight_smash7 ] {ai_charge(7); ai_melee();};
void() hknight_smash7 =[ $smash7, hknight_smash8 ] {ai_charge(12); ai_melee();};
void() hknight_smash8 =[ $smash8, hknight_smash9 ] {ai_charge(2); ai_melee();};
void() hknight_smash9 =[ $smash9, hknight_smash10 ] {ai_charge(3); ai_melee();};
void() hknight_smash10 =[ $smash10, hknight_smash11 ] {ai_charge(0);};
void() hknight_smash11 =[ $smash11, hknight_run1 ] {ai_charge(0);};
//============================================================================
void() hknight_watk1 =[ $w_attack1, hknight_watk2 ] {ai_charge(2);};
void() hknight_watk2 =[ $w_attack2, hknight_watk3 ] {ai_charge(0);};
void() hknight_watk3 =[ $w_attack3, hknight_watk4 ] {ai_charge(0);};
void() hknight_watk4 =[ $w_attack4, hknight_watk5 ] {ai_melee();};
void() hknight_watk5 =[ $w_attack5, hknight_watk6 ] {ai_melee();};
void() hknight_watk6 =[ $w_attack6, hknight_watk7 ] {ai_melee();};
void() hknight_watk7 =[ $w_attack7, hknight_watk8 ] {ai_charge(1);};
void() hknight_watk8 =[ $w_attack8, hknight_watk9 ] {ai_charge(4);};
void() hknight_watk9 =[ $w_attack9, hknight_watk10 ] {ai_charge(5);};
void() hknight_watk10 =[ $w_attack10, hknight_watk11 ] {ai_charge(3); ai_melee();};
void() hknight_watk11 =[ $w_attack11, hknight_watk12 ] {ai_charge(2); ai_melee();};
void() hknight_watk12 =[ $w_attack12, hknight_watk13 ] {ai_charge(2); ai_melee();};
void() hknight_watk13 =[ $w_attack13, hknight_watk14 ] {ai_charge(0);};
void() hknight_watk14 =[ $w_attack14, hknight_watk15 ] {ai_charge(0);};
void() hknight_watk15 =[ $w_attack15, hknight_watk16 ] {ai_charge(0);};
void() hknight_watk16 =[ $w_attack16, hknight_watk17 ] {ai_charge(1);};
void() hknight_watk17 =[ $w_attack17, hknight_watk18 ] {ai_charge(1); ai_melee();};
void() hknight_watk18 =[ $w_attack18, hknight_watk19 ] {ai_charge(3); ai_melee();};
void() hknight_watk19 =[ $w_attack19, hknight_watk20 ] {ai_charge(4); ai_melee();};
void() hknight_watk20 =[ $w_attack20, hknight_watk21 ] {ai_charge(6);};
void() hknight_watk21 =[ $w_attack21, hknight_watk22 ] {ai_charge(7);};
void() hknight_watk22 =[ $w_attack22, hknight_run1 ] {ai_charge(3);};
//============================================================================
void() hk_idle_sound =
{
if (random() < 0.2)
sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
};
void(entity attacker, float damage) hknight_pain =
{
if (self.pain_finished > time)
return;
sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);
if (time - self.pain_finished > 5)
{ // allways go into pain frame if it has been a while
hknight_pain1 ();
self.pain_finished = time + 1;
return;
}
if ((random()*30 > damage) )
return; // didn't flinch
self.pain_finished = time + 1;
hknight_pain1 ();
};
float hknight_type;
void() hknight_melee =
{
hknight_type = hknight_type + 1;
sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM);
if (hknight_type == 1)
hknight_slice1 ();
else if (hknight_type == 2)
hknight_smash1 ();
else if (hknight_type == 3)
{
hknight_watk1 ();
hknight_type = 0;
}
};
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_hell_knight =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/hknight.mdl");
precache_model2 ("progs/k_spike.mdl");
precache_model2 ("progs/h_hellkn.mdl");
precache_sound2 ("hknight/attack1.wav");
precache_sound2 ("hknight/death1.wav");
precache_sound2 ("hknight/pain1.wav");
precache_sound2 ("hknight/sight1.wav");
precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2
precache_sound2 ("hknight/slash1.wav");
precache_sound2 ("hknight/idle.wav");
precache_sound2 ("hknight/grunt.wav");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/sword2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/hknight.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 250;
self.th_stand = hknight_stand1;
self.th_walk = hknight_walk1;
self.th_run = hknight_run1;
self.th_melee = hknight_melee;
self.th_missile = hknight_magicc1;
self.th_pain = hknight_pain;
self.th_die = hknight_die;
walkmonster_start ();
};

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/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
KNIGHT
==============================================================================
*/
$cd id1/models/knight
$origin 0 0 24
$base base
$skin badass3
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
//frame runc1 runc2 runc3 runc4 runc5 runc6
$frame runattack1 runattack2 runattack3 runattack4 runattack5
$frame runattack6 runattack7 runattack8 runattack9 runattack10
$frame runattack11
$frame pain1 pain2 pain3
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
$frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
$frame walk10 walk11 walk12 walk13 walk14
$frame kneel1 kneel2 kneel3 kneel4 kneel5
$frame standing2 standing3 standing4 standing5
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9 deathb10 deathb11
void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();};
void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();};
void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();};
void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();};
void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();};
void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();};
void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();};
void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();};
void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();};
void() knight_walk1 =[ $walk1, knight_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_walk(3);};
void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);};
void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);};
void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);};
void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);};
void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);};
void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);};
void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);};
void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);};
void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);};
void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);};
void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);};
void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);};
void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);};
void() knight_run1 =[ $runb1, knight_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_run(16);};
void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);};
void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);};
void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);};
void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);};
void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);};
void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);};
void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);};
void() knight_runatk1 =[ $runattack1, knight_runatk2 ]
{
if (random() > 0.5)
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(20);
};
void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();};
void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();};
void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();};
void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();};
void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();};
void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();};
void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();};
void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();};
void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();};
void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);};
void() knight_atk1 =[ $attackb1, knight_atk2 ]
{
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(0);};
void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);};
void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);};
void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);};
void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);};
void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();};
void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();};
void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3);
ai_melee();};
void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);};
void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);};
//void() knight_atk9 =[ $attack9, knight_atk10 ] {};
//void() knight_atk10 =[ $attack10, knight_atk11 ] {};
//void() knight_atk11 =[ $attack11, knight_run1 ] {};
//===========================================================================
void() knight_pain1 =[ $pain1, knight_pain2 ] {};
void() knight_pain2 =[ $pain2, knight_pain3 ] {};
void() knight_pain3 =[ $pain3, knight_run1 ] {};
void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);};
void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);};
void() knight_painb3 =[ $painb3, knight_painb4 ] {};
void() knight_painb4 =[ $painb4, knight_painb5 ] {};
void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);};
void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);};
void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);};
void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);};
void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);};
void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);};
void() knight_painb11 =[ $painb11, knight_run1 ] {};
void(entity attacker, float damage) knight_pain =
{
local float r;
if (self.pain_finished > time)
return;
r = random();
sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
if (r < 0.85)
{
knight_pain1 ();
self.pain_finished = time + 1;
}
else
{
knight_painb1 ();
self.pain_finished = time + 1;
}
};
//===========================================================================
void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();};
void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();};
void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();};
void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();};
void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();};
void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();};
void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();};
void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();};
void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();};
void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();};
void() knight_die1 =[ $death1, knight_die2 ] {};
void() knight_die2 =[ $death2, knight_die3 ] {};
void() knight_die3 =[ $death3, knight_die4 ]
{self.solid = SOLID_NOT;};
void() knight_die4 =[ $death4, knight_die5 ] {};
void() knight_die5 =[ $death5, knight_die6 ] {};
void() knight_die6 =[ $death6, knight_die7 ] {};
void() knight_die7 =[ $death7, knight_die8 ] {};
void() knight_die8 =[ $death8, knight_die9 ] {};
void() knight_die9 =[ $death9, knight_die10] {};
void() knight_die10=[ $death10, knight_die10] {};
void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {};
void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {};
void() knight_dieb3 =[ $deathb3, knight_dieb4 ]
{self.solid = SOLID_NOT;};
void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {};
void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {};
void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {};
void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {};
void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {};
void() knight_dieb9 =[ $deathb9, knight_dieb10] {};
void() knight_dieb10 = [ $deathb10, knight_dieb11] {};
void() knight_dieb11 = [ $deathb11, knight_dieb11] {};
void() knight_die =
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_knight.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM);
if (random() < 0.5)
knight_die1 ();
else
knight_dieb1 ();
};
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_knight =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/knight.mdl");
precache_model ("progs/h_knight.mdl");
precache_sound ("knight/kdeath.wav");
precache_sound ("knight/khurt.wav");
precache_sound ("knight/ksight.wav");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/sword2.wav");
precache_sound ("knight/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/knight.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 75;
self.th_stand = knight_stand1;
self.th_walk = knight_walk1;
self.th_run = knight_run1;
self.th_melee = knight_atk1;
self.th_pain = knight_pain;
self.th_die = knight_die;
walkmonster_start ();
};

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@@ -0,0 +1,481 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
OGRE
==============================================================================
*/
$cd id1/models/ogre_c
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
$frame pain1 pain2 pain3 pain4 pain5
$frame painb1 painb2 painb3
$frame painc1 painc2 painc3 painc4 painc5 painc6
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
$frame paind11 paind12 paind13 paind14 paind15 paind16
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
$frame paine11 paine12 paine13 paine14 paine15
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11 death12
$frame death13 death14
$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
$frame bdeath7 bdeath8 bdeath9 bdeath10
$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
//=============================================================================
void() OgreGrenadeExplode =
{
T_RadiusDamage (self, self.owner, 40, world);
sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1 ();
};
void() OgreGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
OgreGrenadeExplode();
return;
}
sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
OgreFireGrenade
================
*/
void() OgreFireGrenade =
{
local entity missile, mpuff;
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
missile = spawn ();
//JIM
missile.classname = "grenade";
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
// set missile speed
makevectors (self.angles);
missile.velocity = normalize(self.enemy.origin - self.origin);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
missile.avelocity = '300 300 300';
missile.angles = vectoangles(missile.velocity);
missile.touch = OgreGrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = OgreGrenadeExplode;
setmodel (missile, "progs/grenade.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin);
};
//=============================================================================
/*
================
chainsaw
FIXME
================
*/
void(float side) chainsaw =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
if (!CanDamage (self.enemy, self))
return;
ai_charge(10);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 4;
T_Damage (self.enemy, self, self, ldmg);
if (side)
{
makevectors (self.angles);
if (side == 1)
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
else
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
}
};
void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();};
void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();};
void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();};
void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();};
void() ogre_stand5 =[ $stand5, ogre_stand6 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
ai_stand();
};
void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();};
void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();};
void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();};
void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();};
void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);};
void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);};
void() ogre_walk3 =[ $walk3, ogre_walk4 ] {
ai_walk(2);
if (random() < 0.2)
sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
};
void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);};
void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);};
void() ogre_walk6 =[ $walk6, ogre_walk7 ] {
ai_walk(5);
if (random() < 0.1)
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
};
void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);};
void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);};
void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);};
void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);};
void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);};
void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);};
void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);};
void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);};
void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);};
void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);};
void() ogre_run1 =[ $run1, ogre_run2 ] {ai_run(9);
if (random() < 0.2)
sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
};
void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);};
void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);};
void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);};
void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);};
void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);};
void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);};
void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);};
void() ogre_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);};
void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);};
void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);};
void() ogre_swing5 =[ $swing5, ogre_swing6 ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;};
void() ogre_swing6 =[ $swing6, ogre_swing7 ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing7 =[ $swing7, ogre_swing8 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing8 =[ $swing8, ogre_swing9 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing9 =[ $swing9, ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing10 =[ $swing10, ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing11 =[ $swing11, ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing12 =[ $swing12, ogre_swing13 ] {ai_charge(3);};
void() ogre_swing13 =[ $swing13, ogre_swing14 ] {ai_charge(8);};
void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);};
void() ogre_smash1 =[ $smash1, ogre_smash2 ] {ai_charge(6);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);};
void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);};
void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);};
void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);};
void() ogre_smash6 =[ $smash6, ogre_smash7 ] {ai_charge(4); chainsaw(0);};
void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);};
void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);};
void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
self.nextthink = self.nextthink + random()*0.2;}; // slight variation
void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();};
void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();};
void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();};
void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();};
void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();};
void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();};
void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();};
void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();};
void() ogre_pain1 =[ $pain1, ogre_pain2 ] {};
void() ogre_pain2 =[ $pain2, ogre_pain3 ] {};
void() ogre_pain3 =[ $pain3, ogre_pain4 ] {};
void() ogre_pain4 =[ $pain4, ogre_pain5 ] {};
void() ogre_pain5 =[ $pain5, ogre_run1 ] {};
void() ogre_painb1 =[ $painb1, ogre_painb2 ] {};
void() ogre_painb2 =[ $painb2, ogre_painb3 ] {};
void() ogre_painb3 =[ $painb3, ogre_run1 ] {};
void() ogre_painc1 =[ $painc1, ogre_painc2 ] {};
void() ogre_painc2 =[ $painc2, ogre_painc3 ] {};
void() ogre_painc3 =[ $painc3, ogre_painc4 ] {};
void() ogre_painc4 =[ $painc4, ogre_painc5 ] {};
void() ogre_painc5 =[ $painc5, ogre_painc6 ] {};
void() ogre_painc6 =[ $painc6, ogre_run1 ] {};
void() ogre_paind1 =[ $paind1, ogre_paind2 ] {};
void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);};
void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);};
void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);};
void() ogre_paind5 =[ $paind5, ogre_paind6 ] {};
void() ogre_paind6 =[ $paind6, ogre_paind7 ] {};
void() ogre_paind7 =[ $paind7, ogre_paind8 ] {};
void() ogre_paind8 =[ $paind8, ogre_paind9 ] {};
void() ogre_paind9 =[ $paind9, ogre_paind10 ] {};
void() ogre_paind10=[ $paind10, ogre_paind11 ] {};
void() ogre_paind11=[ $paind11, ogre_paind12 ] {};
void() ogre_paind12=[ $paind12, ogre_paind13 ] {};
void() ogre_paind13=[ $paind13, ogre_paind14 ] {};
void() ogre_paind14=[ $paind14, ogre_paind15 ] {};
void() ogre_paind15=[ $paind15, ogre_paind16 ] {};
void() ogre_paind16=[ $paind16, ogre_run1 ] {};
void() ogre_paine1 =[ $paine1, ogre_paine2 ] {};
void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);};
void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);};
void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);};
void() ogre_paine5 =[ $paine5, ogre_paine6 ] {};
void() ogre_paine6 =[ $paine6, ogre_paine7 ] {};
void() ogre_paine7 =[ $paine7, ogre_paine8 ] {};
void() ogre_paine8 =[ $paine8, ogre_paine9 ] {};
void() ogre_paine9 =[ $paine9, ogre_paine10 ] {};
void() ogre_paine10=[ $paine10, ogre_paine11 ] {};
void() ogre_paine11=[ $paine11, ogre_paine12 ] {};
void() ogre_paine12=[ $paine12, ogre_paine13 ] {};
void() ogre_paine13=[ $paine13, ogre_paine14 ] {};
void() ogre_paine14=[ $paine14, ogre_paine15 ] {};
void() ogre_paine15=[ $paine15, ogre_run1 ] {};
void(entity attacker, float damage) ogre_pain =
{
local float r;
// don't make multiple pain sounds right after each other
if (self.pain_finished > time)
return;
sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
{
ogre_pain1 ();
self.pain_finished = time + 1;
}
else if (r < 0.5)
{
ogre_painb1 ();
self.pain_finished = time + 1;
}
else if (r < 0.75)
{
ogre_painc1 ();
self.pain_finished = time + 1;
}
else if (r < 0.88)
{
ogre_paind1 ();
self.pain_finished = time + 2;
}
else
{
ogre_paine1 ();
self.pain_finished = time + 2;
}
};
void() ogre_die1 =[ $death1, ogre_die2 ] {};
void() ogre_die2 =[ $death2, ogre_die3 ] {};
void() ogre_die3 =[ $death3, ogre_die4 ]
{self.solid = SOLID_NOT;
self.ammo_rockets = 2;DropBackpack();};
void() ogre_die4 =[ $death4, ogre_die5 ] {};
void() ogre_die5 =[ $death5, ogre_die6 ] {};
void() ogre_die6 =[ $death6, ogre_die7 ] {};
void() ogre_die7 =[ $death7, ogre_die8 ] {};
void() ogre_die8 =[ $death8, ogre_die9 ] {};
void() ogre_die9 =[ $death9, ogre_die10 ] {};
void() ogre_die10 =[ $death10, ogre_die11 ] {};
void() ogre_die11 =[ $death11, ogre_die12 ] {};
void() ogre_die12 =[ $death12, ogre_die13 ] {};
void() ogre_die13 =[ $death13, ogre_die14 ] {};
void() ogre_die14 =[ $death14, ogre_die14 ] {};
void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {};
void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);};
void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ]
{self.solid = SOLID_NOT;
self.ammo_rockets = 2;DropBackpack();};
void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);};
void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);};
void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);};
void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);};
void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {};
void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {};
void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] {};
void() ogre_die =
{
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_ogre.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
if (random() < 0.5)
ogre_die1 ();
else
ogre_bdie1 ();
};
void() ogre_melee =
{
if (random() > 0.5)
ogre_smash1 ();
else
ogre_swing1 ();
};
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_ogre =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/ogre.mdl");
precache_model ("progs/h_ogre.mdl");
precache_model ("progs/grenade.mdl");
precache_sound ("ogre/ogdrag.wav");
precache_sound ("ogre/ogdth.wav");
precache_sound ("ogre/ogidle.wav");
precache_sound ("ogre/ogidle2.wav");
precache_sound ("ogre/ogpain1.wav");
precache_sound ("ogre/ogsawatk.wav");
precache_sound ("ogre/ogwake.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/ogre.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 200;
self.th_stand = ogre_stand1;
self.th_walk = ogre_walk1;
self.th_run = ogre_run1;
self.th_die = ogre_die;
self.th_melee = ogre_melee;
self.th_missile = ogre_nail1;
self.th_pain = ogre_pain;
walkmonster_start();
};
void() monster_ogre_marksman =
{
monster_ogre ();
};

View File

@@ -0,0 +1,228 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
$cd id1/models/fish
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6
$frame attack7 attack8 attack9 attack10 attack11 attack12 attack13
$frame attack14 attack15 attack16 attack17 attack18
$frame death1 death2 death3 death4 death5 death6 death7
$frame death8 death9 death10 death11 death12 death13 death14 death15
$frame death16 death17 death18 death19 death20 death21
$frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8
$frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17
$frame swim18
$frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8
$frame pain9
void() swimmonster_start;
void() f_stand1 =[ $swim1, f_stand2 ] {ai_stand();};
void() f_stand2 =[ $swim2, f_stand3 ] {ai_stand();};
void() f_stand3 =[ $swim3, f_stand4 ] {ai_stand();};
void() f_stand4 =[ $swim4, f_stand5 ] {ai_stand();};
void() f_stand5 =[ $swim5, f_stand6 ] {ai_stand();};
void() f_stand6 =[ $swim6, f_stand7 ] {ai_stand();};
void() f_stand7 =[ $swim7, f_stand8 ] {ai_stand();};
void() f_stand8 =[ $swim8, f_stand9 ] {ai_stand();};
void() f_stand9 =[ $swim9, f_stand10 ] {ai_stand();};
void() f_stand10 =[ $swim10, f_stand11 ] {ai_stand();};
void() f_stand11 =[ $swim11, f_stand12 ] {ai_stand();};
void() f_stand12 =[ $swim12, f_stand13 ] {ai_stand();};
void() f_stand13 =[ $swim13, f_stand14 ] {ai_stand();};
void() f_stand14 =[ $swim14, f_stand15 ] {ai_stand();};
void() f_stand15 =[ $swim15, f_stand16 ] {ai_stand();};
void() f_stand16 =[ $swim16, f_stand17 ] {ai_stand();};
void() f_stand17 =[ $swim17, f_stand18 ] {ai_stand();};
void() f_stand18 =[ $swim18, f_stand1 ] {ai_stand();};
void() f_walk1 =[ $swim1, f_walk2 ] {ai_walk(8);};
void() f_walk2 =[ $swim2, f_walk3 ] {ai_walk(8);};
void() f_walk3 =[ $swim3, f_walk4 ] {ai_walk(8);};
void() f_walk4 =[ $swim4, f_walk5 ] {ai_walk(8);};
void() f_walk5 =[ $swim5, f_walk6 ] {ai_walk(8);};
void() f_walk6 =[ $swim6, f_walk7 ] {ai_walk(8);};
void() f_walk7 =[ $swim7, f_walk8 ] {ai_walk(8);};
void() f_walk8 =[ $swim8, f_walk9 ] {ai_walk(8);};
void() f_walk9 =[ $swim9, f_walk10 ] {ai_walk(8);};
void() f_walk10 =[ $swim10, f_walk11 ] {ai_walk(8);};
void() f_walk11 =[ $swim11, f_walk12 ] {ai_walk(8);};
void() f_walk12 =[ $swim12, f_walk13 ] {ai_walk(8);};
void() f_walk13 =[ $swim13, f_walk14 ] {ai_walk(8);};
void() f_walk14 =[ $swim14, f_walk15 ] {ai_walk(8);};
void() f_walk15 =[ $swim15, f_walk16 ] {ai_walk(8);};
void() f_walk16 =[ $swim16, f_walk17 ] {ai_walk(8);};
void() f_walk17 =[ $swim17, f_walk18 ] {ai_walk(8);};
void() f_walk18 =[ $swim18, f_walk1 ] {ai_walk(8);};
void() f_run1 =[ $swim1, f_run2 ] {ai_run(12);
if (random() < 0.5)
sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM);
};
void() f_run2 =[ $swim3, f_run3 ] {ai_run(12);};
void() f_run3 =[ $swim5, f_run4 ] {ai_run(12);};
void() f_run4 =[ $swim7, f_run5 ] {ai_run(12);};
void() f_run5 =[ $swim9, f_run6 ] {ai_run(12);};
void() f_run6 =[ $swim11, f_run7 ] {ai_run(12);};
void() f_run7 =[ $swim13, f_run8 ] {ai_run(12);};
void() f_run8 =[ $swim15, f_run9 ] {ai_run(12);};
void() f_run9 =[ $swim17, f_run1 ] {ai_run(12);};
void() fish_melee =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return; // removed before stroke
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 60)
return;
sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM);
ldmg = (random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};
void() f_attack1 =[ $attack1, f_attack2 ] {ai_charge(10);};
void() f_attack2 =[ $attack2, f_attack3 ] {ai_charge(10);};
void() f_attack3 =[ $attack3, f_attack4 ] {fish_melee();};
void() f_attack4 =[ $attack4, f_attack5 ] {ai_charge(10);};
void() f_attack5 =[ $attack5, f_attack6 ] {ai_charge(10);};
void() f_attack6 =[ $attack6, f_attack7 ] {ai_charge(10);};
void() f_attack7 =[ $attack7, f_attack8 ] {ai_charge(10);};
void() f_attack8 =[ $attack8, f_attack9 ] {ai_charge(10);};
void() f_attack9 =[ $attack9, f_attack10] {fish_melee();};
void() f_attack10 =[ $attack10, f_attack11] {ai_charge(10);};
void() f_attack11 =[ $attack11, f_attack12] {ai_charge(10);};
void() f_attack12 =[ $attack12, f_attack13] {ai_charge(10);};
void() f_attack13 =[ $attack13, f_attack14] {ai_charge(10);};
void() f_attack14 =[ $attack14, f_attack15] {ai_charge(10);};
void() f_attack15 =[ $attack15, f_attack16] {fish_melee();};
void() f_attack16 =[ $attack16, f_attack17] {ai_charge(10);};
void() f_attack17 =[ $attack17, f_attack18] {ai_charge(10);};
void() f_attack18 =[ $attack18, f_run1 ] {ai_charge(10);};
void() f_death1 =[ $death1, f_death2 ] {
sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM);
};
void() f_death2 =[ $death2, f_death3 ] {};
void() f_death3 =[ $death3, f_death4 ] {};
void() f_death4 =[ $death4, f_death5 ] {};
//MED 01/15/97 moved solid to here
void() f_death5 =[ $death5, f_death6 ] {self.solid = SOLID_NOT;};
void() f_death6 =[ $death6, f_death7 ] {};
void() f_death7 =[ $death7, f_death8 ] {};
void() f_death8 =[ $death8, f_death9 ] {};
void() f_death9 =[ $death9, f_death10 ] {};
void() f_death10 =[ $death10, f_death11 ] {};
void() f_death11 =[ $death11, f_death12 ] {};
void() f_death12 =[ $death12, f_death13 ] {};
void() f_death13 =[ $death13, f_death14 ] {};
void() f_death14 =[ $death14, f_death15 ] {};
void() f_death15 =[ $death15, f_death16 ] {};
void() f_death16 =[ $death16, f_death17 ] {};
void() f_death17 =[ $death17, f_death18 ] {};
void() f_death18 =[ $death18, f_death19 ] {};
void() f_death19 =[ $death19, f_death20 ] {};
void() f_death20 =[ $death20, f_death21 ] {};
//MED 01/15/97 removed solid from here
//void() f_death21 =[ $death21, f_death21 ] {self.solid = SOLID_NOT;};
void() f_death21 =[ $death21, f_death21 ] {};
//MED 01/15/97 added fish_die
void() fish_die =
{
// check for gib
if (self.health < -20)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.think = SUB_Remove;
self.nextthink= time + 0.1;
return;
}
// regular death
f_death1 ();
};
void() f_pain1 =[ $pain1, f_pain2 ] {};
void() f_pain2 =[ $pain2, f_pain3 ] {ai_pain(6);};
void() f_pain3 =[ $pain3, f_pain4 ] {ai_pain(6);};
void() f_pain4 =[ $pain4, f_pain5 ] {ai_pain(6);};
void() f_pain5 =[ $pain5, f_pain6 ] {ai_pain(6);};
void() f_pain6 =[ $pain6, f_pain7 ] {ai_pain(6);};
void() f_pain7 =[ $pain7, f_pain8 ] {ai_pain(6);};
void() f_pain8 =[ $pain8, f_pain9 ] {ai_pain(6);};
void() f_pain9 =[ $pain9, f_run1 ] {ai_pain(6);};
void(entity attacker, float damage) fish_pain =
{
// fish allways do pain frames
f_pain1 ();
};
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush
*/
void() monster_fish =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/fish.mdl");
precache_sound2 ("fish/death.wav");
precache_sound2 ("fish/bite.wav");
precache_sound2 ("fish/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/fish.mdl");
setsize (self, '-16 -16 -24', '16 16 24');
self.health = 25;
self.th_stand = f_stand1;
self.th_walk = f_walk1;
self.th_run = f_run1;
//MED 01/15/97 added fish death
// self.th_die = f_death1;
self.th_die = fish_die;
self.th_pain = fish_pain;
self.th_melee = f_attack1;
swimmonster_start ();
};

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@@ -0,0 +1,382 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
DOG
==============================================================================
*/
$cd id1/models/dog
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
void() dog_leap1;
void() dog_run1;
/*
================
dog_bite
================
*/
void() dog_bite =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(10);
if (!CanDamage (self.enemy, self))
return;
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 8;
T_Damage (self.enemy, self, self, ldmg);
};
void() Dog_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
if (other.takedamage)
{
if ( vlen(self.velocity) > 300 )
{
ldmg = 10 + 10*random();
T_Damage (other, self, self, ldmg);
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = dog_leap1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = dog_run1;
self.nextthink = time + 0.1;
};
void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();};
void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();};
void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();};
void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();};
void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();};
void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();};
void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();};
void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();};
void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();};
void() dog_walk1 =[ $walk1 , dog_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
ai_walk(8);};
void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);};
void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);};
void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);};
void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);};
void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);};
void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);};
void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);};
void() dog_run1 =[ $run1 , dog_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
ai_run(16);};
void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);};
void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);};
void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);};
void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);};
void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);};
void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);};
void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);};
void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);};
void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);};
void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);};
void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);};
void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);};
void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);};
void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);};
void() dog_atta4 =[ $attack4, dog_atta5 ] {
sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
dog_bite();};
void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);};
void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);};
void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);};
void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);};
void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();};
void() dog_leap2 =[ $leap2, dog_leap3 ]
{
ai_face();
self.touch = Dog_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 300 + '0 0 200';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() dog_leap3 =[ $leap3, dog_leap4 ] {};
void() dog_leap4 =[ $leap4, dog_leap5 ] {};
void() dog_leap5 =[ $leap5, dog_leap6 ] {};
void() dog_leap6 =[ $leap6, dog_leap7 ] {};
void() dog_leap7 =[ $leap7, dog_leap8 ] {};
void() dog_leap8 =[ $leap8, dog_leap9 ] {};
void() dog_leap9 =[ $leap9, dog_leap9 ] {};
void() dog_pain1 =[ $pain1 , dog_pain2 ] {};
void() dog_pain2 =[ $pain2 , dog_pain3 ] {};
void() dog_pain3 =[ $pain3 , dog_pain4 ] {};
void() dog_pain4 =[ $pain4 , dog_pain5 ] {};
void() dog_pain5 =[ $pain5 , dog_pain6 ] {};
void() dog_pain6 =[ $pain6 , dog_run1 ] {};
void() dog_painb1 =[ $painb1 , dog_painb2 ] {};
void() dog_painb2 =[ $painb2 , dog_painb3 ] {};
void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);};
void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);};
void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);};
void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);};
void() dog_painb7 =[ $painb7 , dog_painb8 ] {};
void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);};
void() dog_painb9 =[ $painb9 , dog_painb10 ] {};
void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);};
void() dog_painb11 =[ $painb11 , dog_painb12 ] {};
void() dog_painb12 =[ $painb12 , dog_painb13 ] {};
void() dog_painb13 =[ $painb13 , dog_painb14 ] {};
void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
void() dog_painb16 =[ $painb16 , dog_run1 ] {};
void() dog_pain =
{
sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
if (random() > 0.5)
dog_pain1 ();
else
dog_painb1 ();
};
void() dog_die1 =[ $death1, dog_die2 ] {};
void() dog_die2 =[ $death2, dog_die3 ] {};
void() dog_die3 =[ $death3, dog_die4 ] {};
void() dog_die4 =[ $death4, dog_die5 ] {};
void() dog_die5 =[ $death5, dog_die6 ] {};
void() dog_die6 =[ $death6, dog_die7 ] {};
void() dog_die7 =[ $death7, dog_die8 ] {};
void() dog_die8 =[ $death8, dog_die9 ] {};
void() dog_die9 =[ $death9, dog_die9 ] {};
void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {};
void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {};
void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {};
void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {};
void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {};
void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {};
void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {};
void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {};
void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {};
void() dog_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowHead ("progs/h_dog.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
self.solid = SOLID_NOT;
if (random() > 0.5)
dog_die1 ();
else
dog_dieb1 ();
};
//============================================================================
/*
==============
CheckDogMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDogMelee =
{
if (enemy_range == RANGE_MELEE)
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDogJump
==============
*/
float() CheckDogJump =
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 80)
return FALSE;
if (d > 150)
return FALSE;
return TRUE;
};
float() DogCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDogMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDogJump ())
{
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
};
//===========================================================================
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
*/
void() monster_dog =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/h_dog.mdl");
precache_model ("progs/dog.mdl");
precache_sound ("dog/dattack1.wav");
precache_sound ("dog/ddeath.wav");
precache_sound ("dog/dpain1.wav");
precache_sound ("dog/dsight.wav");
precache_sound ("dog/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/dog.mdl");
setsize (self, '-32 -32 -24', '32 32 40');
self.health = 25;
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = dog_die;
self.th_melee = dog_atta1;
self.th_missile = dog_leap1;
walkmonster_start();
};

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@@ -0,0 +1,429 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
WIZARD
==============================================================================
*/
$cd id1/models/a_wizard
$origin 0 0 24
$base wizbase
$skin wizbase
$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
$frame fly11 fly12 fly13 fly14
$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
$frame pain1 pain2 pain3 pain4
$frame death1 death2 death3 death4 death5 death6 death7 death8
/*
==============================================================================
WIZARD
If the player moves behind cover before the missile is launched, launch it
at the last visible spot with no velocity leading, in hopes that the player
will duck back out and catch it.
==============================================================================
*/
/*
=============
LaunchMissile
Sets the given entities velocity and angles so that it will hit self.enemy
if self.enemy maintains it's current velocity
0.1 is moderately accurate, 0.0 is totally accurate
=============
*/
void(entity missile, float mspeed, float accuracy) LaunchMissile =
{
local vector vec, move;
local float fly;
makevectors (self.angles);
// set missile speed
vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
// calc aproximate time for missile to reach vec
fly = vlen (vec) / mspeed;
// get the entities xy velocity
move = self.enemy.velocity;
move_z = 0;
// project the target forward in time
vec = vec + move * fly;
vec = normalize(vec);
vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
missile.velocity = vec * mspeed;
missile.angles = '0 0 0';
missile.angles_y = vectoyaw(missile.velocity);
// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;
};
void() wiz_run1;
void() wiz_side1;
/*
=================
WizardCheckAttack
=================
*/
float() WizardCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
if (enemy_range == RANGE_FAR)
{
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
return FALSE;
}
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_ent != targ)
{ // don't have a clear shot, so move to a side
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
return FALSE;
}
if (enemy_range == RANGE_MELEE)
chance = 0.9;
else if (enemy_range == RANGE_NEAR)
chance = 0.6;
else if (enemy_range == RANGE_MID)
chance = 0.2;
else
chance = 0;
if (random () < chance)
{
self.attack_state = AS_MISSILE;
return TRUE;
}
if (enemy_range == RANGE_MID)
{
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
}
else
{
if (self.attack_state != AS_SLIDING)
{
self.attack_state = AS_SLIDING;
wiz_side1 ();
}
}
return FALSE;
};
/*
=================
WizardAttackFinished
=================
*/
float() WizardAttackFinished =
{
if (enemy_range >= RANGE_MID || !enemy_vis)
{
self.attack_state = AS_STRAIGHT;
self.think = wiz_run1;
}
else
{
self.attack_state = AS_SLIDING;
self.think = wiz_side1;
}
};
/*
==============================================================================
FAST ATTACKS
==============================================================================
*/
void() Wiz_FastFire =
{
local vector vec;
local vector dst;
if (self.owner.health > 0)
{
self.owner.effects = self.owner.effects | EF_MUZZLEFLASH;
makevectors (self.enemy.angles);
dst = self.enemy.origin - 13*self.movedir;
vec = normalize(dst - self.origin);
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
launch_spike (self.origin, vec);
newmis.velocity = vec*600;
newmis.owner = self.owner;
newmis.classname = "wizspike";
setmodel (newmis, "progs/w_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
}
remove (self);
};
void() Wiz_StartFast =
{
local entity missile;
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
self.v_angle = self.angles;
makevectors (self.angles);
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 0.6;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.8;
missile.think = Wiz_FastFire;
missile.movedir = v_right;
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 1;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.3;
missile.think = Wiz_FastFire;
missile.movedir = VEC_ORIGIN - v_right;
};
void() Wiz_idlesound =
{
local float wr;
wr = random() * 5;
if (self.waitmin < time)
{
self.waitmin = time + 2;
if (wr > 4.5)
sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
if (wr < 1.5)
sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
}
return;
};
void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
Wiz_idlesound();};
void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
Wiz_idlesound();};
void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
Wiz_idlesound();
};
void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();};
void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();};
void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
void() wiz_death1 =[ $death1, wiz_death2 ] {
self.velocity_x = -200 + 400*random();
self.velocity_y = -200 + 400*random();
self.velocity_z = 100 + 100*random();
self.flags = self.flags - (self.flags & FL_ONGROUND);
sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM);
};
void() wiz_death2 =[ $death2, wiz_death3 ] {};
void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;};
void() wiz_death4 =[ $death4, wiz_death5 ] {};
void() wiz_death5 =[ $death5, wiz_death6 ] {};
void() wiz_death6 =[ $death6, wiz_death7 ] {};
void() wiz_death7 =[ $death7, wiz_death8 ] {};
void() wiz_death8 =[ $death8, wiz_death8 ] {};
void() wiz_die =
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_wizard.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
return;
}
wiz_death1 ();
};
void(entity attacker, float damage) Wiz_Pain =
{
sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM);
if (random()*70 > damage)
return; // didn't flinch
wiz_pain1 ();
};
void() Wiz_Missile =
{
wiz_fast1();
};
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_wizard =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/wizard.mdl");
precache_model ("progs/h_wizard.mdl");
precache_model ("progs/w_spike.mdl");
precache_sound ("wizard/hit.wav"); // used by c code
precache_sound ("wizard/wattack.wav");
precache_sound ("wizard/wdeath.wav");
precache_sound ("wizard/widle1.wav");
precache_sound ("wizard/widle2.wav");
precache_sound ("wizard/wpain.wav");
precache_sound ("wizard/wsight.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/wizard.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 80;
self.th_stand = wiz_stand1;
self.th_walk = wiz_walk1;
self.th_run = wiz_run1;
self.th_missile = Wiz_Missile;
self.th_pain = Wiz_Pain;
self.th_die = wiz_die;
flymonster_start ();
};

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@@ -0,0 +1,403 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
SHAMBLER
==============================================================================
*/
$cd id1/models/shams
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12
$frame run1 run2 run3 run4 run5 run6
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12
$frame swingr1 swingr2 swingr3 swingr4 swingr5
$frame swingr6 swingr7 swingr8 swingr9
$frame swingl1 swingl2 swingl3 swingl4 swingl5
$frame swingl6 swingl7 swingl8 swingl9
$frame magic1 magic2 magic3 magic4 magic5
$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11
void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();};
void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();};
void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();};
void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();};
void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();};
void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();};
void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();};
void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();};
void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();};
void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();};
void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();};
void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();};
void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();};
void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();};
void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();};
void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();};
void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();};
void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);};
void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);};
void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);};
void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);};
void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);};
void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);};
void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);};
void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);};
void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);};
void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);};
void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);};
void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);};
void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);};
void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);};
void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);};
void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);};
void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
};
void() sham_smash1 =[ $smash1, sham_smash2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(2);};
void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);};
void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);};
void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);};
void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);};
void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);};
void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
void() sham_smash10 =[ $smash10, sham_smash11 ] {
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(0);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = (random() + random() + random()) * 40;
T_Damage (self.enemy, self, self, ldmg);
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
};
void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);};
void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);};
void() sham_swingr1;
void(float side) ShamClaw =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(10);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 20;
T_Damage (self.enemy, self, self, ldmg);
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
if (side)
{
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
}
};
void() sham_swingl1 =[ $swingl1, sham_swingl2 ] {
sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
ai_charge(5);};
void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);};
void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);};
void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);};
void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);};
void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);};
void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(250);};
void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);};
void() sham_swingl9 =[ $swingl9, sham_run1 ] {
ai_charge(8);
if (random()<0.5)
self.think = sham_swingr1;
};
void() sham_swingr1 =[ $swingr1, sham_swingr2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(1);};
void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);};
void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);};
void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);};
void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);};
void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);};
void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(-250);};
void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);};
void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1);
ai_charge(10);
if (random()<0.5)
self.think = sham_swingl1;
};
void() sham_melee =
{
local float chance;
chance = random();
if (chance > 0.6 || self.health == 600)
sham_smash1 ();
else if (chance > 0.3)
sham_swingr1 ();
else
sham_swingl1 ();
};
//============================================================================
void() CastLightning =
{
local vector org, dir;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face ();
org = self.origin + '0 0 40';
dir = self.enemy.origin + '0 0 16' - org;
dir = normalize (dir);
traceline (org, self.origin + dir*600, TRUE, self);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
// overload the frags field which is unused on enemies
self.frags += 1;
LightningDamage (org, trace_endpos, self, 10);
};
void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
};
void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2;
local entity o;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face();
self.owner = spawn();
o = self.owner;
setmodel (o, "progs/s_light.mdl");
setorigin (o, self.origin);
o.angles = self.angles;
o.nextthink = time + 0.7;
o.think = SUB_Remove;
};
void() sham_magic4 =[ $magic4, sham_magic5 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 1;
};
void() sham_magic5 =[ $magic5, sham_magic6 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 2;
};
void() sham_magic6 =[ $magic6, sham_magic9 ]
{
remove (self.owner);
CastLightning();
sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
};
void() sham_magic9 =[ $magic9, sham_magic10 ]
{CastLightning();};
void() sham_magic10 =[ $magic10, sham_magic11 ]
{CastLightning();};
void() sham_magic11 =[ $magic11, sham_magic12 ] {};
void() sham_magic12 =[ $magic12, sham_run1 ] {};
void() sham_pain1 =[ $pain1, sham_pain2 ] {};
void() sham_pain2 =[ $pain2, sham_pain3 ] {};
void() sham_pain3 =[ $pain3, sham_pain4 ] {};
void() sham_pain4 =[ $pain4, sham_pain5 ] {};
void() sham_pain5 =[ $pain5, sham_pain6 ] {};
void() sham_pain6 =[ $pain6, sham_run1 ] {};
void(entity attacker, float damage) sham_pain =
{
sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
if (damage >= self.health && attacker.classname == "player" && attacker.weapon == IT_AXE)
{
msg_entity = attacker;
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
WriteString(MSG_ONE, "ACH_CLOSE_SHAVE");
}
// overload frags field for shambler dance achievement
if (damage >= self.health && attacker.classname == "player" && self.frags == 0)
{
msg_entity = attacker;
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
WriteString(MSG_ONE, "ACH_SHAMBLER_DANCE");
}
if (self.health <= 0)
return; // allready dying, don't go into pain frame
if (random()*400 > damage)
return; // didn't flinch
if (self.pain_finished > time)
return;
self.pain_finished = time + 2;
sham_pain1 ();
};
//============================================================================
void() sham_death1 =[ $death1, sham_death2 ] {};
void() sham_death2 =[ $death2, sham_death3 ] {};
void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
void() sham_death4 =[ $death4, sham_death5 ] {};
void() sham_death5 =[ $death5, sham_death6 ] {};
void() sham_death6 =[ $death6, sham_death7 ] {};
void() sham_death7 =[ $death7, sham_death8 ] {};
void() sham_death8 =[ $death8, sham_death9 ] {};
void() sham_death9 =[ $death9, sham_death10 ] {};
void() sham_death10 =[ $death10, sham_death11 ] {};
void() sham_death11 =[ $death11, sham_death11 ] {};
void() sham_die =
{
// check for gib
if (self.health < -60)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_shams.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
sham_death1 ();
};
//============================================================================
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_shambler =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/shambler.mdl");
precache_model ("progs/s_light.mdl");
precache_model ("progs/h_shams.mdl");
precache_model ("progs/bolt.mdl");
precache_sound ("shambler/sattck1.wav");
precache_sound ("shambler/sboom.wav");
precache_sound ("shambler/sdeath.wav");
precache_sound ("shambler/shurt2.wav");
precache_sound ("shambler/sidle.wav");
precache_sound ("shambler/ssight.wav");
precache_sound ("shambler/melee1.wav");
precache_sound ("shambler/melee2.wav");
precache_sound ("shambler/smack.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/shambler.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 600;
self.th_stand = sham_stand1;
self.th_walk = sham_walk1;
self.th_run = sham_run1;
self.th_die = sham_die;
self.th_melee = sham_melee;
self.th_missile = sham_magic1;
self.th_pain = sham_pain;
// overload frags for lightning attack counts
self.frags = 0;
walkmonster_start();
};

View File

@@ -0,0 +1,327 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
OLD ONE
==============================================================================
*/
$cd id1/models/old_one
$origin 0 0 24
$base base
$skin skin
$scale 1
void() finale_1;
void() finale_2;
void() finale_3;
void() finale_4;
void() finale_5;
void() finale_6;
entity shub;
$frame old1 old2 old3 old4 old5 old6 old7 old8 old9
$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19
$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29
$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
$frame old40 old41 old42 old43 old44 old45 old46
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14
$frame shake15 shake16 shake17 shake18 shake19 shake20
//void() old_stand =[ $old1, old_stand ] {};
void() old_idle1 =[ $old1, old_idle2 ] {};
void() old_idle2 =[ $old2, old_idle3 ] {};
void() old_idle3 =[ $old3, old_idle4 ] {};
void() old_idle4 =[ $old4, old_idle5 ] {};
void() old_idle5 =[ $old5, old_idle6 ] {};
void() old_idle6 =[ $old6, old_idle7 ] {};
void() old_idle7 =[ $old7, old_idle8 ] {};
void() old_idle8 =[ $old8, old_idle9 ] {};
void() old_idle9 =[ $old9, old_idle10 ] {};
void() old_idle10 =[ $old10, old_idle11 ] {};
void() old_idle11 =[ $old11, old_idle12 ] {};
void() old_idle12 =[ $old12, old_idle13 ] {};
void() old_idle13 =[ $old13, old_idle14 ] {};
void() old_idle14 =[ $old14, old_idle15 ] {};
void() old_idle15 =[ $old15, old_idle16 ] {};
void() old_idle16 =[ $old16, old_idle17 ] {};
void() old_idle17 =[ $old17, old_idle18 ] {};
void() old_idle18 =[ $old18, old_idle19 ] {};
void() old_idle19 =[ $old19, old_idle20 ] {};
void() old_idle20 =[ $old20, old_idle21 ] {};
void() old_idle21 =[ $old21, old_idle22 ] {};
void() old_idle22 =[ $old22, old_idle23 ] {};
void() old_idle23 =[ $old23, old_idle24 ] {};
void() old_idle24 =[ $old24, old_idle25 ] {};
void() old_idle25 =[ $old25, old_idle26 ] {};
void() old_idle26 =[ $old26, old_idle27 ] {};
void() old_idle27 =[ $old27, old_idle28 ] {};
void() old_idle28 =[ $old28, old_idle29 ] {};
void() old_idle29 =[ $old29, old_idle30 ] {};
void() old_idle30 =[ $old30, old_idle31 ] {};
void() old_idle31 =[ $old31, old_idle32 ] {};
void() old_idle32 =[ $old32, old_idle33 ] {};
void() old_idle33 =[ $old33, old_idle34 ] {};
void() old_idle34 =[ $old34, old_idle35 ] {};
void() old_idle35 =[ $old35, old_idle36 ] {};
void() old_idle36 =[ $old36, old_idle37 ] {};
void() old_idle37 =[ $old37, old_idle38 ] {};
void() old_idle38 =[ $old38, old_idle39 ] {};
void() old_idle39 =[ $old39, old_idle40 ] {};
void() old_idle40 =[ $old40, old_idle41 ] {};
void() old_idle41 =[ $old41, old_idle42 ] {};
void() old_idle42 =[ $old42, old_idle43 ] {};
void() old_idle43 =[ $old43, old_idle44 ] {};
void() old_idle44 =[ $old44, old_idle45 ] {};
void() old_idle45 =[ $old45, old_idle46 ] {};
void() old_idle46 =[ $old46, old_idle1 ] {};
void() old_thrash1 =[ $shake1, old_thrash2 ] {lightstyle(0, "m");};
void() old_thrash2 =[ $shake2, old_thrash3 ] {lightstyle(0, "k");};
void() old_thrash3 =[ $shake3, old_thrash4 ] {lightstyle(0, "k");};
void() old_thrash4 =[ $shake4, old_thrash5 ] {lightstyle(0, "i");};
void() old_thrash5 =[ $shake5, old_thrash6 ] {lightstyle(0, "g");};
void() old_thrash6 =[ $shake6, old_thrash7 ] {lightstyle(0, "e");};
void() old_thrash7 =[ $shake7, old_thrash8 ] {lightstyle(0, "c");};
void() old_thrash8 =[ $shake8, old_thrash9 ] {lightstyle(0, "a");};
void() old_thrash9 =[ $shake9, old_thrash10 ] {lightstyle(0, "c");};
void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");};
void() old_thrash11 =[ $shake11, old_thrash12 ] {lightstyle(0, "g");};
void() old_thrash12 =[ $shake12, old_thrash13 ] {lightstyle(0, "i");};
void() old_thrash13 =[ $shake13, old_thrash14 ] {lightstyle(0, "k");};
void() old_thrash14 =[ $shake14, old_thrash15 ] {lightstyle(0, "m");};
void() old_thrash15 =[ $shake15, old_thrash16 ] {lightstyle(0, "m");
self.cnt = self.cnt + 1;
if (self.cnt != 3)
self.think = old_thrash1;
};
void() old_thrash16 =[ $shake16, old_thrash17 ] {lightstyle(0, "g");};
void() old_thrash17 =[ $shake17, old_thrash18 ] {lightstyle(0, "c");};
void() old_thrash18 =[ $shake18, old_thrash19 ] {lightstyle(0, "b");};
void() old_thrash19 =[ $shake19, old_thrash20 ] {lightstyle(0, "a");};
void() old_thrash20 =[ $shake20, old_thrash20 ] {finale_4();};
//============================================================================
void() finale_1 =
{
local entity pos, pl;
local entity timer;
intermission_exittime = time + 10000000; // never allow exit
intermission_running = 1;
// find the intermission spot
pos = find (world, classname, "info_intermission");
if (!pos)
error ("no info_intermission");
pl = find (world, classname, "misc_teleporttrain");
if (!pl)
error ("no teleporttrain");
remove (pl);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "");
pl = find (world, classname, "player");
while (pl != world)
{
pl.view_ofs = '0 0 0';
pl.angles = other.v_angle = pos.mangle;
pl.fixangle = TRUE; // turn this way immediately
pl.map = self.map;
pl.nextthink = time + 0.5;
pl.takedamage = DAMAGE_NO;
pl.solid = SOLID_NOT;
pl.movetype = MOVETYPE_NONE;
pl.modelindex = 0;
setorigin (pl, pos.origin);
pl = find (pl, classname, "player");
}
// make fake versions of all players as standins, and move the real
// players to the intermission spot
// wait for 1 second
timer = spawn();
timer.nextthink = time + 1;
timer.think = finale_2;
};
void() finale_2 =
{
local vector o;
// start a teleport splash inside shub
o = shub.origin - '0 100 0';
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TELEPORT);
WriteCoord (MSG_BROADCAST, o_x);
WriteCoord (MSG_BROADCAST, o_y);
WriteCoord (MSG_BROADCAST, o_z);
sound (shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM);
self.nextthink = time + 2;
self.think = finale_3;
};
void() finale_3 =
{
// start shub thrashing wildly
shub.think = old_thrash1;
sound (shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM);
lightstyle(0, "abcdefghijklmlkjihgfedcb");
};
void() finale_4 =
{
// throw tons of meat chunks
local vector oldo;
local float x, y, z;
local float r;
local entity n;
sound (self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM);
oldo = self.origin;
z = 16;
while (z <= 144)
{
x = -64;
while (x <= 64)
{
y = -64;
while (y <= 64)
{
self.origin_x = oldo_x + x;
self.origin_y = oldo_y + y;
self.origin_z = oldo_z + z;
r = random();
if (r < 0.3)
ThrowGib ("progs/gib1.mdl", -999);
else if (r < 0.6)
ThrowGib ("progs/gib2.mdl", -999);
else
ThrowGib ("progs/gib3.mdl", -999);
y = y + 32;
}
x = x + 32;
}
z = z + 96;
}
// start the end text
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "$qc_finale_end");
// put a player model down
n = spawn();
setmodel (n, "progs/player.mdl");
oldo = oldo - '32 264 0';
setorigin (n, oldo);
n.angles = '0 290 0';
n.frame = 1;
remove (self);
// switch cd track
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 3);
lightstyle(0, "m");
// instead of sitting here forever, run the quake ex credits and send the user back to start
local entity timer = spawn();
timer.nextthink = time + 1;
timer.think = finale_5;
};
void() finale_5 =
{
if (finaleFinished()) {
self.nextthink = time + 5;
self.think = finale_6;
} else {
self.nextthink = time + 0.1;
}
}
void() finale_6 =
{
if (!coop) {
localcmd("menu_credits\n");
localcmd("disconnect\n");
} else {
changelevel("start");
}
}
//============================================================================
void () nopain =
{
self.health = 40000;
};
//============================================================================
/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
*/
void() monster_oldone =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/oldone.mdl");
precache_sound2 ("boss2/death.wav");
precache_sound2 ("boss2/idle.wav");
precache_sound2 ("boss2/sight.wav");
precache_sound2 ("boss2/pop2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/oldone.mdl");
setsize (self, '-160 -128 -24', '160 128 256');
self.health = 40000; // kill by telefrag
self.think = old_idle1;
self.nextthink = time + 0.1;
self.takedamage = DAMAGE_YES;
self.th_pain = nopain;
self.th_die = finale_1;
shub = self;
total_monsters = total_monsters + 1;
};

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/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
BLOB
==============================================================================
*/
$cd id1/models/tarbaby
$origin 0 0 24
$base base
$skin skin
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame walk20 walk21 walk22 walk23 walk24 walk25
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13
$frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23
$frame run24 run25
$frame jump1 jump2 jump3 jump4 jump5 jump6
$frame fly1 fly2 fly3 fly4
$frame exp
void() tbaby_stand1 =[ $walk1, tbaby_stand1 ] {ai_stand();};
void() tbaby_hang1 =[ $walk1, tbaby_hang1 ] {ai_stand();};
void() tbaby_walk1 =[ $walk1, tbaby_walk2 ] {ai_turn();};
void() tbaby_walk2 =[ $walk2, tbaby_walk3 ] {ai_turn();};
void() tbaby_walk3 =[ $walk3, tbaby_walk4 ] {ai_turn();};
void() tbaby_walk4 =[ $walk4, tbaby_walk5 ] {ai_turn();};
void() tbaby_walk5 =[ $walk5, tbaby_walk6 ] {ai_turn();};
void() tbaby_walk6 =[ $walk6, tbaby_walk7 ] {ai_turn();};
void() tbaby_walk7 =[ $walk7, tbaby_walk8 ] {ai_turn();};
void() tbaby_walk8 =[ $walk8, tbaby_walk9 ] {ai_turn();};
void() tbaby_walk9 =[ $walk9, tbaby_walk10 ] {ai_turn();};
void() tbaby_walk10 =[ $walk10, tbaby_walk11 ] {ai_turn();};
void() tbaby_walk11 =[ $walk11, tbaby_walk12 ] {ai_walk(2);};
void() tbaby_walk12 =[ $walk12, tbaby_walk13 ] {ai_walk(2);};
void() tbaby_walk13 =[ $walk13, tbaby_walk14 ] {ai_walk(2);};
void() tbaby_walk14 =[ $walk14, tbaby_walk15 ] {ai_walk(2);};
void() tbaby_walk15 =[ $walk15, tbaby_walk16 ] {ai_walk(2);};
void() tbaby_walk16 =[ $walk16, tbaby_walk17 ] {ai_walk(2);};
void() tbaby_walk17 =[ $walk17, tbaby_walk18 ] {ai_walk(2);};
void() tbaby_walk18 =[ $walk18, tbaby_walk19 ] {ai_walk(2);};
void() tbaby_walk19 =[ $walk19, tbaby_walk20 ] {ai_walk(2);};
void() tbaby_walk20 =[ $walk20, tbaby_walk21 ] {ai_walk(2);};
void() tbaby_walk21 =[ $walk21, tbaby_walk22 ] {ai_walk(2);};
void() tbaby_walk22 =[ $walk22, tbaby_walk23 ] {ai_walk(2);};
void() tbaby_walk23 =[ $walk23, tbaby_walk24 ] {ai_walk(2);};
void() tbaby_walk24 =[ $walk24, tbaby_walk25 ] {ai_walk(2);};
void() tbaby_walk25 =[ $walk25, tbaby_walk1 ] {ai_walk(2);};
void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();};
void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();};
void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();};
void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();};
void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();};
void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();};
void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();};
void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();};
void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();};
void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();};
void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);};
void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);};
void() tbaby_run13 =[ $run13, tbaby_run14 ] {ai_run(2);};
void() tbaby_run14 =[ $run14, tbaby_run15 ] {ai_run(2);};
void() tbaby_run15 =[ $run15, tbaby_run16 ] {ai_run(2);};
void() tbaby_run16 =[ $run16, tbaby_run17 ] {ai_run(2);};
void() tbaby_run17 =[ $run17, tbaby_run18 ] {ai_run(2);};
void() tbaby_run18 =[ $run18, tbaby_run19 ] {ai_run(2);};
void() tbaby_run19 =[ $run19, tbaby_run20 ] {ai_run(2);};
void() tbaby_run20 =[ $run20, tbaby_run21 ] {ai_run(2);};
void() tbaby_run21 =[ $run21, tbaby_run22 ] {ai_run(2);};
void() tbaby_run22 =[ $run22, tbaby_run23 ] {ai_run(2);};
void() tbaby_run23 =[ $run23, tbaby_run24 ] {ai_run(2);};
void() tbaby_run24 =[ $run24, tbaby_run25 ] {ai_run(2);};
void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);};
//============================================================================
void() tbaby_jump1;
void() Tar_JumpTouch =
{
local float ldmg;
if (other.takedamage && other.classname != self.classname)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 10 + 10*random();
T_Damage (other, self, self, ldmg);
sound (self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM);
}
}
else
sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = tbaby_run1;
self.movetype = MOVETYPE_STEP;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = tbaby_jump1;
self.nextthink = time + 0.1;
};
void() tbaby_jump5;
void() tbaby_fly1 =[ $fly1, tbaby_fly2 ] {};
void() tbaby_fly2 =[ $fly2, tbaby_fly3 ] {};
void() tbaby_fly3 =[ $fly3, tbaby_fly4 ] {};
void() tbaby_fly4 =[ $fly4, tbaby_fly1 ] {
self.cnt = self.cnt + 1;
if (self.cnt == 4)
{
//dprint ("spawn hop\n");
tbaby_jump5 ();
}
};
void() tbaby_jump1 =[ $jump1, tbaby_jump2 ] {ai_face();};
void() tbaby_jump2 =[ $jump2, tbaby_jump3 ] {ai_face();};
void() tbaby_jump3 =[ $jump3, tbaby_jump4 ] {ai_face();};
void() tbaby_jump4 =[ $jump4, tbaby_jump5 ] {ai_face();};
void() tbaby_jump5 =[ $jump5, tbaby_jump6 ]
{
self.movetype = MOVETYPE_BOUNCE;
self.touch = Tar_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 200';
self.velocity_z = self.velocity_z + random()*150;
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
self.cnt = 0;
};
void() tbaby_jump6 =[ $jump6,tbaby_fly1 ] {};
//=============================================================================
void() tbaby_die1 =[ $exp, tbaby_die2 ] {
self.takedamage = DAMAGE_NO;
};
void() tbaby_die2 =[ $exp, tbaby_run1 ]
{
T_RadiusDamage (self, self, 120, world);
sound (self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion ();
};
//=============================================================================
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush
*/
void() monster_tarbaby =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/tarbaby.mdl");
precache_sound2 ("blob/death1.wav");
precache_sound2 ("blob/hit1.wav");
precache_sound2 ("blob/land1.wav");
precache_sound2 ("blob/sight1.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/tarbaby.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 80;
self.th_stand = tbaby_stand1;
self.th_walk = tbaby_walk1;
self.th_run = tbaby_run1;
self.th_missile = tbaby_jump1;
self.th_melee = tbaby_jump1;
self.th_die = tbaby_die1;
walkmonster_start ();
};

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/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
SHAL-RATH
==============================================================================
*/
$cd id1/models/shalrath
$origin 0 0 24
$base base
$skin skin
$scale 0.7
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame attack9 attack10 attack11
$frame pain1 pain2 pain3 pain4 pain5
$frame death1 death2 death3 death4 death5 death6 death7
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12
void() shalrath_pain;
void() ShalMissile;
void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
void() shal_walk1 =[ $walk2, shal_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
ai_walk(6);};
void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);};
void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);};
void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);};
void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);};
void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);};
void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);};
void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);};
void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);};
void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);};
void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);};
void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);};
void() shal_run1 =[ $walk2, shal_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
ai_run(6);};
void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);};
void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);};
void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);};
void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);};
void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);};
void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);};
void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);};
void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);};
void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);};
void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);};
void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);};
void() shal_attack1 =[ $attack1, shal_attack2 ] {
sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM);
ai_face();
};
void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();};
void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();};
void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();};
void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();};
void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();};
void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();};
void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();};
void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();};
void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();};
void() shal_attack11 =[ $attack11, shal_run1 ] {};
void() shal_pain1 =[ $pain1, shal_pain2 ] {};
void() shal_pain2 =[ $pain2, shal_pain3 ] {};
void() shal_pain3 =[ $pain3, shal_pain4 ] {};
void() shal_pain4 =[ $pain4, shal_pain5 ] {};
void() shal_pain5 =[ $pain5, shal_run1 ] {};
void() shal_death1 =[ $death1, shal_death2 ] {};
void() shal_death2 =[ $death2, shal_death3 ] {};
void() shal_death3 =[ $death3, shal_death4 ] {};
void() shal_death4 =[ $death4, shal_death5 ] {};
void() shal_death5 =[ $death5, shal_death6 ] {};
void() shal_death6 =[ $death6, shal_death7 ] {};
void() shal_death7 =[ $death7, shal_death7 ] {};
void() shalrath_pain =
{
if (self.pain_finished > time)
return;
sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM);
shal_pain1();
self.pain_finished = time + 3;
};
void() shalrath_die =
{
// check for gib
if (self.health < -90)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_shal.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM);
shal_death1();
self.solid = SOLID_NOT;
// insert death sounds here
};
/*
================
ShalMissile
================
*/
void() ShalMissileTouch;
void() ShalHome;
void() ShalMissile =
{
local entity missile;
local vector dir;
local float dist, flytime;
dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
dist = vlen (self.enemy.origin - self.origin);
flytime = dist * 0.002;
if (flytime < 0.1)
flytime = 0.1;
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM);
missile = spawn ();
missile.owner = self;
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLYMISSILE;
setmodel (missile, "progs/v_spike.mdl");
setsize (missile, '0 0 0', '0 0 0');
missile.origin = self.origin + '0 0 10';
missile.velocity = dir * 400;
missile.avelocity = '300 300 300';
missile.nextthink = flytime + time;
missile.think = ShalHome;
missile.enemy = self.enemy;
missile.touch = ShalMissileTouch;
};
void() ShalHome =
{
local vector dir, vtemp;
vtemp = self.enemy.origin + '0 0 10';
if (self.enemy.health < 1)
{
remove(self);
return;
}
dir = normalize(vtemp - self.origin);
self.velocity = dir * 250;
self.nextthink = time + 0.2;
self.think = ShalHome;
};
void() ShalMissileTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.classname == "monster_zombie")
T_Damage (other, self, self, 110);
T_RadiusDamage (self, self.owner, 40, world);
sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1 ();
};
//=================================================================
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
*/
void() monster_shalrath =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/shalrath.mdl");
precache_model2 ("progs/h_shal.mdl");
precache_model2 ("progs/v_spike.mdl");
precache_sound2 ("shalrath/attack.wav");
precache_sound2 ("shalrath/attack2.wav");
precache_sound2 ("shalrath/death.wav");
precache_sound2 ("shalrath/idle.wav");
precache_sound2 ("shalrath/pain.wav");
precache_sound2 ("shalrath/sight.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/shalrath.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 400;
self.th_stand = shal_stand;
self.th_walk = shal_walk1;
self.th_run = shal_run1;
self.th_die = shalrath_die;
self.th_pain = shalrath_pain;
self.th_missile = shal_attack1;
walkmonster_start();
// self.think = walkmonster_start;
self.nextthink = time + 0.1 + random ()*0.1;
};

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@@ -0,0 +1,564 @@
/* Copyright (C) 1996-2022 id Software LLC
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
See file, 'COPYING', for details.
*/
/*
==============================================================================
ZOMBIE
==============================================================================
*/
$cd id1/models/zombie
$origin 0 0 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11
$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame run13 run14 run15 run16 run17 run18
$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11
$frame atta12 atta13
$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11
$frame attb12 attb13 attb14
$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11
$frame attc12
$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
$frame paina11 paina12
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19
$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
$frame paind11 paind12 paind13
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19
$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28
$frame paine29 paine30
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
float SPAWN_CRUCIFIED = 1;
//HIPNOTIC
float SPAWN_LYINGDOWN = 4;
//=============================================================================
.float inpain;
void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();};
void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();};
void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();};
void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();};
void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();};
void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();};
void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();};
void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();};
void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();};
void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();};
void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();};
void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();};
void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();};
void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();};
void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();};
void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] {
if (random() < 0.1)
sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);};
void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);};
void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);};
void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);};
void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);};
void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);};
void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);};
void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);};
void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);};
void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);};
void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);};
void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);};
void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);};
void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);};
void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);};
void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);};
void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);};
void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);};
void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);};
void() zombie_walk19 =[ $walk19, zombie_walk1 ] {
ai_walk(0);
if (random() < 0.2)
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);};
void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;};
void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);};
void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);};
void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);};
void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);};
void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);};
void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);};
void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);};
void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);};
void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);};
void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);};
void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);};
void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);};
void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);};
void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);};
void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);};
void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);};
void() zombie_run18 =[ $run18, zombie_run1 ] {
ai_run(8);
if (random() < 0.2)
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
if (random() > 0.8)
sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE);
};
/*
=============================================================================
ATTACKS
=============================================================================
*/
void() ZombieGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage)
{
T_Damage (other, self, self.owner, 10 );
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
remove (self);
return;
}
sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.touch = SUB_Remove;
};
/*
================
ZombieFireGrenade
================
*/
void(vector st) ZombieFireGrenade =
{
local entity missile, mpuff;
local vector org;
sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
// calc org
org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up;
// set missile speed
makevectors (self.angles);
missile.velocity = normalize(self.enemy.origin - org);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
missile.avelocity = '3000 1000 2000';
missile.touch = ZombieGrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();};
void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();};
void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();};
void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();};
void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();};
void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();};
void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();};
void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();};
void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();};
void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();};
void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();};
void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();};
void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');};
void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();};
void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();};
void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();};
void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();};
void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();};
void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();};
void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();};
void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();};
void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();};
void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();};
void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();};
void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();};
void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();};
void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');};
void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();};
void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();};
void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();};
void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();};
void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();};
void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();};
void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();};
void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();};
void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();};
void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();};
void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();};
void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');};
void() zombie_missile =
{
local float r;
r = random();
if (r < 0.3)
zombie_atta1 ();
else if (r < 0.6)
zombie_attb1 ();
else
zombie_attc1 ();
};
/*
=============================================================================
PAIN
=============================================================================
*/
void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);};
void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);};
void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);};
void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);};
void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);};
void() zombie_paina7 =[ $paina7, zombie_paina8 ] {};
void() zombie_paina8 =[ $paina8, zombie_paina9 ] {};
void() zombie_paina9 =[ $paina9, zombie_paina10 ] {};
void() zombie_paina10 =[ $paina10, zombie_paina11 ] {};
void() zombie_paina11 =[ $paina11, zombie_paina12 ] {};
void() zombie_paina12 =[ $paina12, zombie_run1 ] {};
void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);};
void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);};
void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);};
void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);};
void() zombie_painb6 =[ $painb6, zombie_painb7 ] {};
void() zombie_painb7 =[ $painb7, zombie_painb8 ] {};
void() zombie_painb8 =[ $painb8, zombie_painb9 ] {};
void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);};
void() zombie_painb10 =[ $painb10, zombie_painb11 ] {};
void() zombie_painb11 =[ $painb11, zombie_painb12 ] {};
void() zombie_painb12 =[ $painb12, zombie_painb13 ] {};
void() zombie_painb13 =[ $painb13, zombie_painb14 ] {};
void() zombie_painb14 =[ $painb14, zombie_painb15 ] {};
void() zombie_painb15 =[ $painb15, zombie_painb16 ] {};
void() zombie_painb16 =[ $painb16, zombie_painb17 ] {};
void() zombie_painb17 =[ $painb17, zombie_painb18 ] {};
void() zombie_painb18 =[ $painb18, zombie_painb19 ] {};
void() zombie_painb19 =[ $painb19, zombie_painb20 ] {};
void() zombie_painb20 =[ $painb20, zombie_painb21 ] {};
void() zombie_painb21 =[ $painb21, zombie_painb22 ] {};
void() zombie_painb22 =[ $painb22, zombie_painb23 ] {};
void() zombie_painb23 =[ $painb23, zombie_painb24 ] {};
void() zombie_painb24 =[ $painb24, zombie_painb25 ] {};
void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);};
void() zombie_painb26 =[ $painb26, zombie_painb27 ] {};
void() zombie_painb27 =[ $painb27, zombie_painb28 ] {};
void() zombie_painb28 =[ $painb28, zombie_run1 ] {};
void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
void() zombie_painc2 =[ $painc2, zombie_painc3 ] {};
void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);};
void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);};
void() zombie_painc5 =[ $painc5, zombie_painc6 ] {};
void() zombie_painc6 =[ $painc6, zombie_painc7 ] {};
void() zombie_painc7 =[ $painc7, zombie_painc8 ] {};
void() zombie_painc8 =[ $painc8, zombie_painc9 ] {};
void() zombie_painc9 =[ $painc9, zombie_painc10 ] {};
void() zombie_painc10 =[ $painc10, zombie_painc11 ] {};
void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);};
void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);};
void() zombie_painc13 =[ $painc13, zombie_painc14 ] {};
void() zombie_painc14 =[ $painc14, zombie_painc15 ] {};
void() zombie_painc15 =[ $painc15, zombie_painc16 ] {};
void() zombie_painc16 =[ $painc16, zombie_painc17 ] {};
void() zombie_painc17 =[ $painc17, zombie_painc18 ] {};
void() zombie_painc18 =[ $painc18, zombie_run1 ] {};
void() zombie_paind1 =[ $paind1, zombie_paind2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
void() zombie_paind2 =[ $paind2, zombie_paind3 ] {};
void() zombie_paind3 =[ $paind3, zombie_paind4 ] {};
void() zombie_paind4 =[ $paind4, zombie_paind5 ] {};
void() zombie_paind5 =[ $paind5, zombie_paind6 ] {};
void() zombie_paind6 =[ $paind6, zombie_paind7 ] {};
void() zombie_paind7 =[ $paind7, zombie_paind8 ] {};
void() zombie_paind8 =[ $paind8, zombie_paind9 ] {};
void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);};
void() zombie_paind10 =[ $paind10, zombie_paind11 ] {};
void() zombie_paind11 =[ $paind11, zombie_paind12 ] {};
void() zombie_paind12 =[ $paind12, zombie_paind13 ] {};
void() zombie_paind13 =[ $paind13, zombie_run1 ] {};
void() zombie_paine1 =[ $paine1, zombie_paine2 ] {
sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
self.health = 60;
};
void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);};
void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);};
void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);};
void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);};
void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);};
void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);};
void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);};
void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);};
void() zombie_paine10 =[ $paine10, zombie_paine11 ] {
sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);
self.solid = SOLID_NOT;
};
void() zombie_paine11 =[ $paine11, zombie_paine12 ] {self.nextthink = self.nextthink + 5;self.health = 60;};
void() zombie_paine12 =[ $paine12, zombie_paine13 ]{
// see if ok to stand up
self.health = 60;
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
self.solid = SOLID_SLIDEBOX;
if (!walkmove (0, 0))
{
self.think = zombie_paine11;
self.solid = SOLID_NOT;
return;
}
};
void() zombie_paine13 =[ $paine13, zombie_paine14 ] {};
void() zombie_paine14 =[ $paine14, zombie_paine15 ] {};
void() zombie_paine15 =[ $paine15, zombie_paine16 ] {};
void() zombie_paine16 =[ $paine16, zombie_paine17 ] {};
void() zombie_paine17 =[ $paine17, zombie_paine18 ] {};
void() zombie_paine18 =[ $paine18, zombie_paine19 ] {};
void() zombie_paine19 =[ $paine19, zombie_paine20 ] {};
void() zombie_paine20 =[ $paine20, zombie_paine21 ] {};
void() zombie_paine21 =[ $paine21, zombie_paine22 ] {};
void() zombie_paine22 =[ $paine22, zombie_paine23 ] {};
void() zombie_paine23 =[ $paine23, zombie_paine24 ] {};
void() zombie_paine24 =[ $paine24, zombie_paine25 ] {};
void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);};
void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);};
void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);};
void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);};
void() zombie_paine29 =[ $paine29, zombie_paine30 ] {};
void() zombie_paine30 =[ $paine30, zombie_run1 ] {};
void() zombie_die =
{
sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_zombie.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
};
/*
=================
zombie_pain
Zombies can only be killed (gibbed) by doing 60 hit points of damage
in a single frame (rockets, grenades, quad shotgun, quad nailgun).
A hit of 25 points or more (super shotgun, quad nailgun) will allways put it
down to the ground.
A hit of from 10 to 40 points in one frame will cause it to go down if it
has been twice in two seconds, otherwise it goes into one of the four
fast pain frames.
A hit of less than 10 points of damage (winged by a shotgun) will be ignored.
FIXME: don't use pain_finished because of nightmare hack
=================
*/
void(entity attacker, float take) zombie_pain =
{
local float r;
self.health = 60; // allways reset health
if (take < 9)
return; // totally ignore
if (self.inpain == 2)
return; // down on ground, so don't reset any counters
// go down immediately if a big enough hit
if (take >= 25)
{
self.inpain = 2;
zombie_paine1 ();
return;
}
if (self.inpain)
{
// if hit again in next gre seconds while not in pain frames, definately drop
self.pain_finished = time + 3;
return; // currently going through an animation, don't change
}
if (self.pain_finished > time)
{
// hit again, so drop down
self.inpain = 2;
zombie_paine1 ();
return;
}
// gp into one of the fast pain animations
self.inpain = 1;
r = random();
if (r < 0.25)
zombie_paina1 ();
else if (r < 0.5)
zombie_painb1 ();
else if (r < 0.75)
zombie_painc1 ();
else
zombie_paind1 ();
};
//HIPNOTIC
void() zombie_lay12 =[ $paine12, zombie_paine13 ]
{self.th_pain = zombie_pain;};
void() zombie_lay =[ $paine11, zombie_lay ]
{
self.th_stand = zombie_stand1;
self.th_pain = zombie_lay12;
self.nextthink = self.nextthink + 0.1;
self.health = 60;
if (FindTarget ())
{
zombie_lay12();
return;
}
};
//HIPNOTIC
//============================================================================
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush lying_down
If crucified, stick the bounding box 12 pixels back into a wall to look right.
If lying_down, the zombie will be lying down when spawned and will rise up
when awakened by the player.
*/
void() monster_zombie =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/zombie.mdl");
precache_model ("progs/h_zombie.mdl");
precache_model ("progs/zom_gib.mdl");
precache_sound ("zombie/z_idle.wav");
precache_sound ("zombie/z_idle1.wav");
precache_sound ("zombie/z_shot1.wav");
precache_sound ("zombie/z_gib.wav");
precache_sound ("zombie/z_pain.wav");
precache_sound ("zombie/z_pain1.wav");
precache_sound ("zombie/z_fall.wav");
precache_sound ("zombie/z_miss.wav");
precache_sound ("zombie/z_hit.wav");
precache_sound ("zombie/idle_w2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/zombie.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 60;
self.th_stand = zombie_stand1;
self.th_walk = zombie_walk1;
self.th_run = zombie_run1;
self.th_pain = zombie_pain;
self.th_die = zombie_die;
self.th_missile = zombie_missile;
if (self.spawnflags & SPAWN_CRUCIFIED)
{
self.movetype = MOVETYPE_NONE;
zombie_cruc1 ();
}
else
walkmonster_start();
//HIPNOTIC
if (self.spawnflags & SPAWN_LYINGDOWN)
{
self.th_stand = zombie_lay;
}
};