initial commit

master
an 2019-09-11 14:47:16 -04:00
commit 7b9ee7e8c1
42 changed files with 15953 additions and 0 deletions

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.gitignore vendored Normal file
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config.cfg
errors.txt
progs.dat

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fixsrc.rb Normal file
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FNAME = ARGV.shift
def pipe_in_out io, s
io << s
io.close_write
io.read
end
style_args = %w(
astyle
--style=java
--indent=tab=8
--add-braces
--pad-oper
--pad-comma
--unpad-paren
--delete-empty-lines
--indent-col1-comments
)
s = File.read FNAME
s = IO.popen 'expand', mode: "r+" do |io| pipe_in_out io, s end
s = IO.popen style_args, mode: "r+" do |io| pipe_in_out io, s end
s = s.gsub /\b(\w+) \(/, '\1('
s = s.gsub /\(\s*(.*)\s*\)/, '(\1)'
s = IO.popen 'unexpand', mode: "r+" do |io| pipe_in_out io, s end
30.times do s = s.gsub(/ /, ' ') end
puts s

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gmqcc.ini Normal file
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[flags]
ASSIGN_FUNCTION_TYPES = true

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gnu.txt Normal file
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
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7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS

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progs.dat
source/defs.qc
source/subs.qc
source/fight.qc
source/ai.qc
source/combat.qc
source/items.qc
source/weapons.qc
source/world.qc
source/client.qc
source/player.qc
source/monsters.qc
source/doors.qc
source/buttons.qc
source/triggers.qc
source/plats.qc
source/misc.qc
source/ogre.qc
source/demon.qc
source/shambler.qc
source/knight.qc
source/soldier.qc
source/wizard.qc
source/dog.qc
source/zombie.qc
source/boss.qc
source/tarbaby.qc
source/hknight.qc
source/fish.qc
source/shalrath.qc
source/enforcer.qc
source/oldone.qc

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void() movetarget_f;
void() t_movetarget;
void() knight_walk1;
void() knight_bow6;
void() knight_bow1;
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
/*
.enemy
Will be world if not currently angry at anyone.
.movetarget
The next path spot to walk toward. If .enemy, ignore .movetarget.
When an enemy is killed, the monster will try to return to it's path.
.huntt_ime
Set to time + something when the player is in sight, but movement straight for
him is blocked. This causes the monster to use wall following code for
movement direction instead of sighting on the player.
.ideal_yaw
A yaw angle of the intended direction, which will be turned towards at up
to 45 deg / state. If the enemy is in view and hunt_time is not active,
this will be the exact line towards the enemy.
.pausetime
A monster will leave it's stand state and head towards it's .movetarget when
time > .pausetime.
walkmove(angle, speed) primitive is all or nothing
*/
//
// globals
//
float current_yaw;
//
// when a monster becomes angry at a player, that monster will be used
// as the sight target the next frame so that monsters near that one
// will wake up even if they wouldn't have noticed the player
//
entity sight_entity;
float sight_entity_time;
float(float v) anglemod = {
while(v >= 360) {
v = v - 360;
}
while(v < 0) {
v = v + 360;
}
return v;
};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
void() movetarget_f = {
if(!self.targetname) {
objerror("monster_movetarget: no targetname");
}
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize(self, '-8 -8 -8', '8 8 8');
};
/*QUAKED path_corner(0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
*/
void() path_corner = {
movetarget_f();
};
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget = {
local entity temp;
if(other.movetarget != self) {
return;
}
if(other.enemy) {
return; // fighting, not following a path
}
temp = self;
self = other;
other = temp;
if(self.classname == "monster_ogre") {
sound(self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); // play chainsaw drag sound
}
//dprint("t_movetarget\n");
self.goalentity = self.movetarget = find(world, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if(!self.movetarget) {
self.pausetime = time + 999999;
self.th_stand();
return;
}
};
//============================================================================
/*
=============
range
returns the range catagorization of an entity reletive to self
0 melee range, will become hostile even if back is turned
1 visibility and infront, or visibility and show hostile
2 infront and show hostile
3 only triggered by damage
=============
*/
float(entity targ) range = {
local vector spot1, spot2;
local float r;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen(spot1 - spot2);
if(r < 120) {
return RANGE_MELEE;
}
if(r < 500) {
return RANGE_NEAR;
}
if(r < 1000) {
return RANGE_MID;
}
return RANGE_FAR;
};
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront()
=============
*/
float(entity targ) visible = {
local vector spot1, spot2;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline(spot1, spot2, TRUE, self); // see through other monsters
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_fraction == 1) {
return TRUE;
}
return FALSE;
};
/*
=============
infront
returns 1 if the entity is in front(in sight) of self
=============
*/
float(entity targ) infront = {
local vector vec;
local float dot;
makevectors(self.angles);
vec = normalize(targ.origin - self.origin);
dot = vec * v_forward;
if(dot > 0.3) {
return TRUE;
}
return FALSE;
};
//============================================================================
/*
===========
ChangeYaw
Turns towards self.ideal_yaw at self.yaw_speed
Sets the global variable current_yaw
Called every 0.1 sec by monsters
============
*/
/*
void() ChangeYaw =
{
local float ideal, move;
//current_yaw = self.ideal_yaw;
// mod down the current angle
current_yaw = anglemod(self.angles_y );
ideal = self.ideal_yaw;
if(current_yaw == ideal)
return;
move = ideal - current_yaw;
if(ideal > current_yaw)
{
if(move > 180)
move = move - 360;
}
else
{
if(move < -180)
move = move + 360;
}
if(move > 0)
{
if(move > self.yaw_speed)
move = self.yaw_speed;
}
else
{
if(move < 0-self.yaw_speed )
move = 0-self.yaw_speed;
}
current_yaw = anglemod(current_yaw + move);
self.angles_y = current_yaw;
};
*/
//============================================================================
void() HuntTarget = {
self.goalentity = self.enemy;
self.think = self.th_run;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
SUB_AttackFinished(1); // wait a while before first attack
};
void() SightSound = {
local float rsnd;
if(self.classname == "monster_ogre") {
sound(self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_knight") {
sound(self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_shambler") {
sound(self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_demon1") {
sound(self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_wizard") {
sound(self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_zombie") {
sound(self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_dog") {
sound(self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_hell_knight") {
sound(self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_tarbaby") {
sound(self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_vomit") {
sound(self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_enforcer") {
rsnd = rint(random() * 3);
if(rsnd == 1) {
sound(self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
} else if(rsnd == 2) {
sound(self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
} else if(rsnd == 0) {
sound(self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
}
} else if(self.classname == "monster_army") {
sound(self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_shalrath") {
sound(self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
}
};
void() FoundTarget = {
if(self.enemy.classname == "player") {
// let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
}
self.show_hostile = time + 1; // wake up other monsters
SightSound();
HuntTarget();
};
/*
===========
FindTarget
Self is currently not attacking anything, so try to find a target
Returns TRUE if an enemy was sighted
When a player fires a missile, the point of impact becomes a fakeplayer so
that monsters that see the impact will respond as if they had seen the
player.
To avoid spending too much time, only a single client(or fakeclient) is
checked each frame. This means multi player games will have slightly
slower noticing monsters.
============
*/
float() FindTarget = {
local entity client;
local float r;
// if the first spawnflag bit is set, the monster will only wake up on
// really seeing the player, not another monster getting angry
// spawnflags & 3 is a big hack, because zombie crucified used the first
// spawn flag prior to the ambush flag, and I forgot about it, so the second
// spawn flag works as well
if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
client = sight_entity;
if(client.enemy == self.enemy) {
return;
}
} else {
client = checkclient();
if(!client) {
return FALSE; // current check entity isn't in PVS
}
}
if(client == self.enemy) {
return FALSE;
}
if(client.flags & FL_NOTARGET) {
return FALSE;
}
if(client.items & IT_INVISIBILITY) {
return FALSE;
}
r = range(client);
if(r == RANGE_FAR) {
return FALSE;
}
if(!visible(client)) {
return FALSE;
}
if(r == RANGE_NEAR) {
if(client.show_hostile < time && !infront(client)) {
return FALSE;
}
} else if(r == RANGE_MID) {
if(/* client.show_hostile < time || */ !infront(client)) {
return FALSE;
}
}
//
// got one
//
self.enemy = client;
if(self.enemy.classname != "player") {
self.enemy = self.enemy.enemy;
if(self.enemy.classname != "player") {
self.enemy = world;
return FALSE;
}
}
FoundTarget();
return TRUE;
};
//=============================================================================
void(float dist) ai_forward = {
walkmove(self.angles_y, dist);
};
void(float dist) ai_back = {
walkmove((self.angles_y + 180), dist);
};
/*
=============
ai_pain
stagger back a bit
=============
*/
void(float dist) ai_pain = {
ai_back(dist);
/*
local float away;
away = anglemod(vectoyaw(self.origin - self.enemy.origin)
+ 180*(random()- 0.5) );
walkmove(away, dist);
*/
};
/*
=============
ai_painforward
stagger back a bit
=============
*/
void(float dist) ai_painforward = {
walkmove(self.ideal_yaw, dist);
};
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
void(float dist) ai_walk = {
local vector mtemp;
movedist = dist;
if(self.classname == "monster_dragon") {
movetogoal(dist);
return;
}
// check for noticing a player
if(FindTarget()) {
return;
}
movetogoal(dist);
};
/*
=============
ai_stand
The monster is staying in one place for a while, with slight angle turns
=============
*/
void() ai_stand = {
if(FindTarget()) {
return;
}
if(time > self.pausetime) {
self.th_walk();
return;
}
// change angle slightly
};
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
=============
*/
void() ai_turn = {
if(FindTarget()) {
return;
}
ChangeYaw();
};
//=============================================================================
/*
=============
ChooseTurn
=============
*/
void(vector dest3) ChooseTurn = {
local vector dir, newdir;
dir = self.origin - dest3;
newdir_x = trace_plane_normal_y;
newdir_y = 0 - trace_plane_normal_x;
newdir_z = 0;
if(dir * newdir > 0) {
dir_x = 0 - trace_plane_normal_y;
dir_y = trace_plane_normal_x;
} else {
dir_x = trace_plane_normal_y;
dir_y = 0 - trace_plane_normal_x;
}
dir_z = 0;
self.ideal_yaw = vectoyaw(dir);
};
/*
============
FacingIdeal
============
*/
float() FacingIdeal = {
local float delta;
delta = anglemod(self.angles_y - self.ideal_yaw);
if(delta > 45 && delta < 315) {
return FALSE;
}
return TRUE;
};
//=============================================================================
float() WizardCheckAttack;
float() DogCheckAttack;
float() CheckAnyAttack = {
if(!enemy_vis) {
return;
}
if(self.classname == "monster_army") {
return SoldierCheckAttack();
}
if(self.classname == "monster_ogre") {
return OgreCheckAttack();
}
if(self.classname == "monster_shambler") {
return ShamCheckAttack();
}
if(self.classname == "monster_demon1") {
return DemonCheckAttack();
}
if(self.classname == "monster_dog") {
return DogCheckAttack();
}
if(self.classname == "monster_wizard") {
return WizardCheckAttack();
}
return CheckAttack();
};
/*
=============
ai_run_melee
Turn and close until within an angle to launch a melee attack
=============
*/
void() ai_run_melee = {
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(FacingIdeal()) {
self.th_melee();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_missile
Turn in place until within an angle to launch a missile attack
=============
*/
void() ai_run_missile = {
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(FacingIdeal()) {
self.th_missile();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void() ai_run_slide = {
local float ofs;
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(self.lefty) {
ofs = 90;
} else {
ofs = -90;
}
if(walkmove(self.ideal_yaw + ofs, movedist)) {
return;
}
self.lefty = 1 - self.lefty;
walkmove(self.ideal_yaw - ofs, movedist);
};
/*
=============
ai_run
The monster has an enemy it is trying to kill
=============
*/
void(float dist) ai_run = {
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
movedist = dist;
// see if the enemy is dead
if(self.enemy.health <= 0) {
self.enemy = world;
// FIXME: look all around for other targets
if(self.oldenemy.health > 0) {
self.enemy = self.oldenemy;
HuntTarget();
} else {
if(self.movetarget) {
self.th_walk();
} else {
self.th_stand();
}
return;
}
}
self.show_hostile = time + 1; // wake up other monsters
// check knowledge of enemy
enemy_vis = visible(self.enemy);
if(enemy_vis) {
self.search_time = time + 5;
}
// look for other coop players
if(coop && self.search_time < time) {
if(FindTarget()) {
return;
}
}
enemy_infront = infront(self.enemy);
enemy_range = range(self.enemy);
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
if(self.attack_state == AS_MISSILE) {
//dprint("ai_run_missile\n");
ai_run_missile();
return;
}
if(self.attack_state == AS_MELEE) {
//dprint("ai_run_melee\n");
ai_run_melee();
return;
}
if(CheckAnyAttack()) {
return; // beginning an attack
}
if(self.attack_state == AS_SLIDING) {
ai_run_slide();
return;
}
// head straight in
movetogoal(dist); // done in C code...
};

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/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
void() test_teleport_touch;
void() tele_done;
/*QUAKED test_teleport(0 .5 .8) ?
Teleporter testing
*/
void() test_teleport = {
precache_model("sprites/s_aball.spr");
setsize(self, self.mins, self.maxs);
self.touch = test_teleport_touch;
self.solid = 1;
if(!self.target) {
objerror("no target\n");
}
};
void() test_teleport_touch = {
local entity oldself;
other.movetype = MOVETYPE_TOSS;
// other.solid = SOLID_NOT;
other.dest = '256 -128 -128';
oldself = self;
self = other;
// SUB_CalcMove(self.dest, 200, tele_done);
self.velocity = '1000 0 0 ';
self = oldself;
};
void() tele_done = {
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
void() test_goaway;
void() test_spawn;
/*QUAKED test_fodder(0 .5 .8) ?
beating guy
*/
void() test_fodder = {
self.nextthink = time + 3;
self.think = test_spawn;
};
void() test_spawn = {
local entity body;
makevectors(self.angles);
body = spawn();
setmodel(body, "progs/soldier.mdl");
setorigin(body, self.origin);
body.classname = "player";
body.health = 1000;
body.frags = 0;
body.takedamage = DAMAGE_AIM;
body.solid = SOLID_SLIDEBOX;
body.movetype = MOVETYPE_WALK;
body.show_hostile = 0;
body.weapon = 1;
body.velocity = v_forward * 200;
body.nextthink = time + 5;
body.think = test_goaway;
self.nextthink = time + 3;
self.think = test_spawn;
};
void() test_goaway = {
remove(self);
};

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/*
==============================================================================
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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// button and multiple button
void() button_wait;
void() button_return;
void() button_wait = {
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done = {
self.state = STATE_BOTTOM;
};
void() button_return = {
self.state = STATE_DOWN;
SUB_CalcMove(self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if(self.health) {
self.takedamage = DAMAGE_YES; // can be shot again
}
};
void() button_blocked = {
// do nothing, just don't ome all the way back out
};
void() button_fire = {
if(self.state == STATE_UP || self.state == STATE_TOP) {
return;
}
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove(self.pos2, self.speed, button_wait);
};
void() button_use = {
self.enemy = activator;
button_fire();
};
void() button_touch = {
if(other.classname != "player") {
return;
}
self.enemy = other;
button_fire();
};
void() button_killed = {
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire();
};
/*QUAKED func_button(0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait(-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button = {
local float gtemp, ftemp;
if(self.sounds == 0) {
precache_sound("buttons/airbut1.wav");
self.noise = "buttons/airbut1.wav";
}
if(self.sounds == 1) {
precache_sound("buttons/switch21.wav");
self.noise = "buttons/switch21.wav";
}
if(self.sounds == 2) {
precache_sound("buttons/switch02.wav");
self.noise = "buttons/switch02.wav";
}
if(self.sounds == 3) {
precache_sound("buttons/switch04.wav");
self.noise = "buttons/switch04.wav";
}
SetMovedir();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel(self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if(self.health) {
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
} else {
self.touch = button_touch;
}
if(!self.speed) {
self.speed = 40;
}
if(!self.wait) {
self.wait = 1;
}
if(!self.lip) {
self.lip = 4;
}
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir * (fabs(self.movedir * self.size) - self.lip);
};

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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void() monster_death_use;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage = {
// bmodels need special checking because their origin is 0,0,0
if(targ.movetype == MOVETYPE_PUSH) {
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
if(trace_ent == targ) {
return TRUE;
}
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if(trace_fraction == 1) {
return TRUE;
}
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed = {
local entity oself;
oself = self;
self = targ;
if(self.health < -99) {
self.health = -99; // don't let sbar look bad if a player
}
if(self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) {
// doors, triggers, etc
self.th_die();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if(self.flags & FL_MONSTER) {
killed_monsters = killed_monsters + 1;
WriteByte(MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
monster_death_use();
self.th_die();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage = {
local vector dir;
local entity oldself;
local float save;
local float take;
if(!targ.takedamage) {
return;
}
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if(attacker.super_damage_finished > time) {
damage = damage * 4;
}
// save damage based on the target's armor level
save = ceil(targ.armortype * damage);
if(save >= targ.armorvalue) {
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage - save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if(targ.flags & FL_CLIENT) {
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if((inflictor != world) && (targ.movetype == MOVETYPE_WALK)) {
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir * damage * 8;
}
// check for godmode or invincibility
if(targ.flags & FL_GODMODE) {
return;
}
if(targ.invincible_finished >= time) {
if(self.invincible_sound < time) {
sound(targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
if((teamplay == 1) && (targ.team > 0) && (targ.team == attacker.team)) {
return;
}
// do the damage
targ.health = targ.health - take;
if(targ.health <= 0) {
Killed(targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
if((self.flags & FL_MONSTER) && attacker != world) {
// get mad unless of the same class(except for soldiers)
if(self != attacker && attacker != self.enemy) {
if((self.classname != attacker.classname)
|| (self.classname == "monster_army")) {
if(self.enemy.classname == "player") {
self.oldenemy = self.enemy;
}
self.enemy = attacker;
FoundTarget();
}
}
}
if(self.th_pain) {
self.th_pain(attacker, take);
// nightmare mode monsters don't go into pain frames often
if(skill == 3) {
self.pain_finished = time + 5;
}
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage = {
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage + 40);
while(head) {
if(head != ignore) {
if(head.takedamage) {
org = head.origin + (head.mins + head.maxs) * 0.5;
points = 0.5 * vlen(inflictor.origin - org);
if(points < 0) {
points = 0;
}
points = damage - points;
if(head == attacker) {
points = points * 0.5;
}
if(points > 0) {
if(CanDamage(head, inflictor)) {
// shambler takes half damage from all explosions
if(head.classname == "monster_shambler") {
T_Damage(head, inflictor, attacker, points * 0.5);
} else {
T_Damage(head, inflictor, attacker, points);
}
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage = {
local float points;
local entity head;
head = findradius(attacker.origin, damage + 40);
while(head) {
if(head.takedamage) {
points = 0.5 * vlen(attacker.origin - head.origin);
if(points < 0) {
points = 0;
}
points = damage - points;
if(head == attacker) {
points = points * 0.5;
}
if(points > 0) {
if(CanDamage(head, attacker)) {
if(head.classname == "monster_shambler") {
T_Damage(head, attacker, attacker, points * 0.5);
} else {
T_Damage(head, attacker, attacker, points);
}
}
}
}
head = head.chain;
}
};

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/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created(like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// system fields(*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// constants
//
float FALSE = 0;
float TRUE = 1;
// edict.flags
float FL_FLY = 1;
float FL_SWIM = 2;
float FL_CLIENT = 8; // set for all client edicts
float FL_INWATER = 16; // for enter / leave water splash
float FL_MONSTER = 32;
float FL_GODMODE = 64; // player cheat
float FL_NOTARGET = 128; // player cheat
float FL_ITEM = 256; // extra wide size for bonus items
float FL_ONGROUND = 512; // standing on something
float FL_PARTIALGROUND = 1024; // not all corners are valid
float FL_WATERJUMP = 2048; // player jumping out of water
float FL_JUMPRELEASED = 4096; // for jump debouncing
// edict.movetype values
float MOVETYPE_NONE = 0; // never moves
//float MOVETYPE_ANGLENOCLIP = 1;
//float MOVETYPE_ANGLECLIP = 2;
float MOVETYPE_WALK = 3; // players only
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
float MOVETYPE_FLY = 5;
float MOVETYPE_TOSS = 6; // gravity
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
float MOVETYPE_NOCLIP = 8;
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
float SOLID_BBOX = 2; // touch on edge, block
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
float SOLID_BSP = 4; // bsp clip, touch on edge, block
// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
float RANGE_MID = 2;
float RANGE_FAR = 3;
// deadflag values
float DEAD_NO = 0;
float DEAD_DYING = 1;
float DEAD_DEAD = 2;
float DEAD_RESPAWNABLE = 3;
// takedamage values
float DAMAGE_NO = 0;
float DAMAGE_YES = 1;
float DAMAGE_AIM = 2;
// items
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_EXTRA_WEAPON = 128;
float IT_SHELLS = 256;
float IT_NAILS = 512;
float IT_ROCKETS = 1024;
float IT_CELLS = 2048;
float IT_ARMOR1 = 8192;
float IT_ARMOR2 = 16384;
float IT_ARMOR3 = 32768;
float IT_SUPERHEALTH = 65536;
float IT_KEY1 = 131072;
float IT_KEY2 = 262144;
float IT_INVISIBILITY = 524288;
float IT_INVULNERABILITY = 1048576;
float IT_SUIT = 2097152;
float IT_QUAD = 4194304;
// point content values
float CONTENT_EMPTY = -1;
float CONTENT_SOLID = -2;
float CONTENT_WATER = -3;
float CONTENT_SLIME = -4;
float CONTENT_LAVA = -5;
float CONTENT_SKY = -6;
float STATE_TOP = 0;
float STATE_BOTTOM = 1;
float STATE_UP = 2;
float STATE_DOWN = 3;
vector VEC_ORIGIN = '0 0 0';
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
float SVC_TEMPENTITY = 23;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
float TE_SPIKE = 0;
float TE_SUPERSPIKE = 1;
float TE_GUNSHOT = 2;
float TE_EXPLOSION = 3;
float TE_TAREXPLOSION = 4;
float TE_LIGHTNING1 = 5;
float TE_LIGHTNING2 = 6;
float TE_WIZSPIKE = 7;
float TE_KNIGHTSPIKE = 8;
float TE_LIGHTNING3 = 9;
float TE_LAVASPLASH = 10;
float TE_TELEPORT = 11;
// sound channels
// channel 0 never willingly overrides
// other channels(1-7) allways override a playing sound on that channel
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
// update types
float UPDATE_GENERAL = 0;
float UPDATE_STATIC = 1;
float UPDATE_BINARY = 2;
float UPDATE_TEMP = 3;
// entity effects
float EF_BRIGHTFIELD = 1;
float EF_MUZZLEFLASH = 2;
float EF_BRIGHTLIGHT = 4;
float EF_DIMLIGHT = 8;
// messages
float MSG_BROADCAST = 0; // unreliable to all
float MSG_ONE = 1; // reliable to one(msg_entity)
float MSG_ALL = 2; // reliable to all
float MSG_INIT = 3; // write to the init string
//================================================
//
// globals
//
float movedist;
float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here
float empty_float;
entity newmis; // launch_spike sets this after spawning it
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by T_Damage
float framecount;
float skill;
//================================================
//
// world fields(FIXME: make globals)
//
.string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
//================================================
.string killtarget;
//
// quakeed fields
//
.float light_lev; // not used by game, but parsed by light util
.float style;
//
// monster ai
//
.void() th_stand;
.void() th_walk;
.void() th_run;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
float AS_MELEE = 3;
float AS_MISSILE = 4;
//
// player only fields
//
.float walkframe;
.float attack_finished;
.float pain_finished;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float rad_time;
.float fly_sound;
.float axhitme;
.float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
//
// object stuff
//
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.float t_length, t_width;
//
// doors, etc
//
.vector dest, dest1, dest2;
.float wait; // time from firing to restarting
.float delay; // time from activation to firing
.entity trigger_field; // door's trigger entity
.string noise4;
//
// monsters
//
.float pausetime;
.entity movetarget;
//
// doors
//
.float aflag;
.float dmg; // damage done by door when hit
//
// misc
//
.float cnt; // misc flag
//
// subs
//
.void() think1;
.vector finaldest, finalangle;
//
// triggers
//
.float count; // for counting triggers
//
// plats / doors / buttons
//
.float lip;
.float state;
.vector pos1, pos2; // top and bottom positions
.float height;
//
// sounds
//
.float waitmin, waitmax;
.float distance;
.float volume;
//===========================================================================
//
// builtin functions
//
void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4;
// #5 was removed
void() break = #6;
float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent
// a forent of world is ignored
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity() checkclient = #17; // returns a client to look for
entity(entity start, .string fld, string match) find = #18;
string(string s) precache_sound = #19;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(string s) bprint = #23;
void(entity client, string s) sprint = #24;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
// #33 was removed
float(float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v
// #39 was removed
float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_*
// #42 was removed
float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector
float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
void() ChangeYaw = #49; // turn towards self.ideal_yaw
// at self.yaw_speed
// #50 was removed
vector(vector v) vectoangles = #51;
//
// direct client message generation
//
void(float to, float f) WriteByte = #52;
void(float to, float f) WriteChar = #53;
void(float to, float f) WriteShort = #54;
void(float to, float f) WriteLong = #55;
void(float to, float f) WriteCoord = #56;
void(float to, float f) WriteAngle = #57;
void(float to, string s) WriteString = #58;
void(float to, entity s) WriteEntity = #59;
//
// broadcast client message generation
//
// void(float f) bWriteByte = #59;
// void(float f) bWriteChar = #60;
// void(float f) bWriteShort = #61;
// void(float f) bWriteLong = #62;
// void(float f) bWriteCoord = #63;
// void(float f) bWriteAngle = #64;
// void(string s) bWriteString = #65;
// void(entity e) bWriteEntity = #66;
void(float step) movetogoal = #67;
string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69;
void(string s) changelevel = #70;
//#71 was removed
void(string var, string val) cvar_set = #72; // sets cvar.value
void(entity client, string s) centerprint = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the
// values at level start
// for coop respawn
//============================================================================
//
// subs.qc
//
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
void() SUB_Null;
void() SUB_UseTargets;
void() SUB_Remove;
//
// combat.qc
//
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
float(entity e, float healamount, float ignore) T_Heal; // health function
float(entity targ, entity inflictor) CanDamage;

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/*
==============================================================================
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;
};

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/*
==============================================================================
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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float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
/*
Doors are similar to buttons, but can spawn a fat trigger field around them
to open without a touch, and they link together to form simultanious
double/quad doors.
Door.owner is the master door. If there is only one door, it points to itself.
If multiple doors, all will point to a single one.
Door.enemy chains from the master door through all doors linked in the chain.
*/
/*
=============================================================================
THINK FUNCTIONS
=============================================================================
*/
void() door_go_down;
void() door_go_up;
void() door_blocked = {
T_Damage(other, self, self, self.dmg);
// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
if(self.wait >= 0) {
if(self.state == STATE_DOWN) {
door_go_up();
} else {
door_go_down();
}
}
};
void() door_hit_top = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
if(self.spawnflags & DOOR_TOGGLE) {
return; // don't come down automatically
}
self.think = door_go_down;
self.nextthink = self.ltime + self.wait;
};
void() door_hit_bottom = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() door_go_down = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
if(self.max_health) {
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove(self.pos1, self.speed, door_hit_bottom);
};
void() door_go_up = {
if(self.state == STATE_UP) {
return; // allready going up
}
if(self.state == STATE_TOP) {
// reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove(self.pos2, self.speed, door_hit_top);
SUB_UseTargets();
};
/*
=============================================================================
ACTIVATION FUNCTIONS
=============================================================================
*/
void() door_fire = {
local entity oself;
local entity starte;
if(self.owner != self) {
objerror("door_fire: self.owner != self");
}
// play use key sound
if(self.items) {
sound(self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
}
self.message = string_null; // no more message
oself = self;
if(self.spawnflags & DOOR_TOGGLE) {
if(self.state == STATE_UP || self.state == STATE_TOP) {
starte = self;
do {
door_go_down();
self = self.enemy;
} while((self != starte) && (self != world));
self = oself;
return;
}
}
// trigger all paired doors
starte = self;
do {
door_go_up();
self = self.enemy;
} while((self != starte) && (self != world));
self = oself;
};
void() door_use = {
local entity oself;
self.message = ""; // door message are for touch only
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire();
self = oself;
};
void() door_trigger_touch = {
if(other.health <= 0) {
return;
}
if(time < self.attack_finished) {
return;
}
self.attack_finished = time + 1;
activator = other;
self = self.owner;
door_use();
};
void() door_killed = {
local entity oself;
oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
door_use();
self = oself;
};
/*
================
door_touch
Prints messages and opens key doors
================
*/
void() door_touch = {
if(other.classname != "player") {
return;
}
if(self.owner.attack_finished > time) {
return;
}
self.owner.attack_finished = time + 2;
if(self.owner.message != "") {
centerprint(other, self.owner.message);
sound(other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// key door stuff
if(!self.items) {
return;
}
// FIXME: blink key on player's status bar
if((self.items & other.items) != self.items) {
if(self.owner.items == IT_KEY1) {
if(world.worldtype == 2) {
centerprint(other, "You need the silver keycard");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
} else if(world.worldtype == 1) {
centerprint(other, "You need the silver runekey");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
} else if(world.worldtype == 0) {
centerprint(other, "You need the silver key");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
} else {
if(world.worldtype == 2) {
centerprint(other, "You need the gold keycard");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
} else if(world.worldtype == 1) {
centerprint(other, "You need the gold runekey");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
} else if(world.worldtype == 0) {
centerprint(other, "You need the gold key");
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
}
return;
}
other.items = other.items - self.items;
self.touch = SUB_Null;
if(self.enemy) {
self.enemy.touch = SUB_Null; // get paired door
}
door_use();
};
/*
=============================================================================
SPAWNING FUNCTIONS
=============================================================================
*/
entity(vector fmins, vector fmaxs) spawn_field = {
local entity trigger;
local vector t1, t2;
trigger = spawn();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
t1 = fmins;
t2 = fmaxs;
setsize(trigger, t1 - '60 60 8', t2 + '60 60 8');
return(trigger);
};
float(entity e1, entity e2) EntitiesTouching = {
if(e1.mins_x > e2.maxs_x) {
return FALSE;
}
if(e1.mins_y > e2.maxs_y) {
return FALSE;
}
if(e1.mins_z > e2.maxs_z) {
return FALSE;
}
if(e1.maxs_x < e2.mins_x) {
return FALSE;
}
if(e1.maxs_y < e2.mins_y) {
return FALSE;
}
if(e1.maxs_z < e2.mins_z) {
return FALSE;
}
return TRUE;
};
/*
=============
LinkDoors
=============
*/
void() LinkDoors = {
local entity t, starte;
local vector cmins, cmaxs;
if(self.enemy) {
return; // already linked by another door
}
if(self.spawnflags & 4) {
self.owner = self.enemy = self;
return; // don't want to link this door
}
cmins = self.mins;
cmaxs = self.maxs;
starte = self;
t = self;
do {
self.owner = starte; // master door
if(self.health) {
starte.health = self.health;
}
if(self.targetname) {
starte.targetname = self.targetname;
}
if(self.message != "") {
starte.message = self.message;
}
t = find(t, classname, self.classname);
if(!t) {
self.enemy = starte; // make the chain a loop
// shootable, fired, or key doors just needed the owner/enemy links,
// they don't spawn a field
self = self.owner;
if(self.health) {
return;
}
if(self.targetname) {
return;
}
if(self.items) {
return;
}
self.owner.trigger_field = spawn_field(cmins, cmaxs);
return;
}
if(EntitiesTouching(self, t)) {
if(t.enemy) {
objerror("cross connected doors");
}
self.enemy = t;
self = t;
if(t.mins_x < cmins_x) {
cmins_x = t.mins_x;
}
if(t.mins_y < cmins_y) {
cmins_y = t.mins_y;
}
if(t.mins_z < cmins_z) {
cmins_z = t.mins_z;
}
if(t.maxs_x > cmaxs_x) {
cmaxs_x = t.maxs_x;
}
if(t.maxs_y > cmaxs_y) {
cmaxs_y = t.maxs_y;
}
if(t.maxs_z > cmaxs_z) {
cmaxs_z = t.maxs_z;
}
}
} while(1);
};
/*QUAKED func_door(0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered(not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed(100 default)
"wait" wait before returning(3 default, -1 = never return)
"lip" lip remaining at end of move(8 default)
"dmg" damage to inflict when blocked(2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
void() func_door =
{
if(world.worldtype == 0) {
precache_sound("doors/medtry.wav");
precache_sound("doors/meduse.wav");
self.noise3 = "doors/medtry.wav";
self.noise4 = "doors/meduse.wav";
} else if(world.worldtype == 1) {
precache_sound("doors/runetry.wav");
precache_sound("doors/runeuse.wav");
self.noise3 = "doors/runetry.wav";
self.noise4 = "doors/runeuse.wav";
} else if(world.worldtype == 2) {
precache_sound("doors/basetry.wav");
precache_sound("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
} else {
dprint("no worldtype set!\n");
}
if(self.sounds == 0) {
precache_sound("misc/null.wav");
precache_sound("misc/null.wav");
self.noise1 = "misc/null.wav";
self.noise2 = "misc/null.wav";
}
if(self.sounds == 1) {
precache_sound("doors/drclos4.wav");
precache_sound("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
if(self.sounds == 2) {
precache_sound("doors/hydro1.wav");
precache_sound("doors/hydro2.wav");
self.noise2 = "doors/hydro1.wav";
self.noise1 = "doors/hydro2.wav";
}
if(self.sounds == 3) {
precache_sound("doors/stndr1.wav");
precache_sound("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
if(self.sounds == 4) {
precache_sound("doors/ddoor1.wav");
precache_sound("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
SetMovedir();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin(self, self.origin);
setmodel(self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if(self.spawnflags & DOOR_SILVER_KEY) {
self.items = IT_KEY1;
}
if(self.spawnflags & DOOR_GOLD_KEY) {
self.items = IT_KEY2;
}
if(!self.speed) {
self.speed = 100;
}
if(!self.wait) {
self.wait = 3;
}
if(!self.lip) {
self.lip = 8;
}
if(!self.dmg) {
self.dmg = 2;
}
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir * (fabs(self.movedir * self.size) - self.lip);
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
// but spawn in the open position
if(self.spawnflags & DOOR_START_OPEN) {
setorigin(self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if(self.health) {
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
if(self.items) {
self.wait = -1;
}
self.touch = door_touch;
// LinkDoors can't be done until all of the doors have been spawned, so
// the sizes can be detected properly.
self.think = LinkDoors;
self.nextthink = self.ltime + 0.1;
};
/*
=============================================================================
SECRET DOORS
=============================================================================
*/
void() fd_secret_move1;
void() fd_secret_move2;
void() fd_secret_move3;
void() fd_secret_move4;
void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted
void() fd_secret_use = {
local float temp;
self.health = 10000;
// exit if still moving around...
if(self.origin != self.oldorigin) {
return;
}
self.message = string_null; // no more message
SUB_UseTargets(); // fire all targets / killtargets
if(!(self.spawnflags & SECRET_NO_SHOOT)) {
self.th_pain = SUB_Null;
self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
// Make a sound, wait a little...
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.nextthink = self.ltime + 0.1;
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
makevectors(self.mangle);
if(!self.t_width) {
if(self.spawnflags & SECRET_1ST_DOWN) {
self. t_width = fabs(v_up * self.size);
} else {
self. t_width = fabs(v_right * self.size);
}
}
if(!self.t_length) {
self. t_length = fabs(v_forward * self.size);
}
if(self.spawnflags & SECRET_1ST_DOWN) {
self.dest1 = self.origin - v_up * self.t_width;
} else {
self.dest1 = self.origin + v_right * (self.t_width * temp);
}
self.dest2 = self.dest1 + v_forward * self.t_length;
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
// Wait after first movement...
void() fd_secret_move1 = {
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
// Start moving sideways w/sound...
void() fd_secret_move2 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
};
// Wait here until time to go back...
void() fd_secret_move3 = {
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
if(!(self.spawnflags & SECRET_OPEN_ONCE)) {
self.nextthink = self.ltime + self.wait;
self.think = fd_secret_move4;
}
};
// Move backward...
void() fd_secret_move4 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
};
// Wait 1 second...
void() fd_secret_move5 = {
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void() fd_secret_move6 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
};
void() fd_secret_done = {
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void() secret_blocked = {
if(time < self.attack_finished) {
return;
}
self.attack_finished = time + 0.5;
T_Damage(other, self, self, self.dmg);
};
/*
================
secret_touch
Prints messages
================
*/
void() secret_touch = {
if(other.classname != "player") {
return;
}
if(self.attack_finished > time) {
return;
}
self.attack_finished = time + 2;
if(self.message) {
centerprint(other, self.message);
sound(other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
};
/*QUAKED func_door_secret(0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
Basic secret door. Slides back, then to the side. Angle determines direction.
wait = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back(or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked(2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
void() func_door_secret = {
if(self.sounds == 0) {
self.sounds = 3;
}
if(self.sounds == 1) {
precache_sound("doors/latch2.wav");
precache_sound("doors/winch2.wav");
precache_sound("doors/drclos4.wav");
self.noise1 = "doors/latch2.wav";
self.noise2 = "doors/winch2.wav";
self.noise3 = "doors/drclos4.wav";
}
if(self.sounds == 2) {
precache_sound("doors/airdoor1.wav");
precache_sound("doors/airdoor2.wav");
self.noise2 = "doors/airdoor1.wav";
self.noise1 = "doors/airdoor2.wav";
self.noise3 = "doors/airdoor2.wav";
}
if(self.sounds == 3) {
precache_sound("doors/basesec1.wav");
precache_sound("doors/basesec2.wav");
self.noise2 = "doors/basesec1.wav";
self.noise1 = "doors/basesec2.wav";
self.noise3 = "doors/basesec2.wav";
}
if(!self.dmg) {
self.dmg = 2;
}
// Magic formula...
self.mangle = self.angles;
self.angles = '0 0 0';
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel(self, self.model);
setorigin(self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
self.oldorigin = self.origin;
if(!self.wait) {
self.wait = 5; // 5 seconds before closing
}
};

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/*
==============================================================================
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;
}
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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/*
A monster is in fight mode if it thinks it can effectively attack its
enemy.
When it decides it can't attack, it goes into hunt mode.
*/
float(float v) anglemod;
void() knight_atk1;
void() knight_runatk1;
void() ogre_smash1;
void() ogre_swing1;
void() sham_smash1;
void() sham_swingr1;
void() sham_swingl1;
float() DemonCheckAttack;
void(float side) Demon_Melee;
void(vector dest) ChooseTurn;
void() ai_face;
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
void() knight_attack = {
local float len;
// decide if now is a good swing time
len = vlen(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs));
if(len < 80) {
knight_atk1();
} else {
knight_runatk1();
}
};
//=============================================================================
/*
===========
CheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() CheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
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) {
return FALSE; // don't have a clear shot
}
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(enemy_range == RANGE_MELEE) {
// melee attack
if(self.th_melee) {
if(self.classname == "monster_knight") {
knight_attack();
} else {
self.th_melee();
}
return TRUE;
}
}
// missile attack
if(!self.th_missile) {
return FALSE;
}
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
if(enemy_range == RANGE_MELEE) {
chance = 0.9;
self.attack_finished = 0;
} else if(enemy_range == RANGE_NEAR) {
if(self.th_melee) {
chance = 0.2;
} else {
chance = 0.4;
}
} else if(enemy_range == RANGE_MID) {
if(self.th_melee) {
chance = 0.05;
} else {
chance = 0.1;
}
} else {
chance = 0;
}
if(random() < chance) {
self.th_missile();
SUB_AttackFinished(2 * random());
return TRUE;
}
return FALSE;
};
/*
=============
ai_face
Stay facing the enemy
=============
*/
void() ai_face = {
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw();
};
/*
=============
ai_charge
The monster is in a melee attack, so get as close as possible to .enemy
=============
*/
float(entity targ) visible;
float(entity targ) infront;
float(entity targ) range;
void(float d) ai_charge = {
ai_face();
movetogoal(d); // done in C code...
};
void() ai_charge_side = {
local vector dtemp;
local float heading;
// aim to the left of the enemy for a flyby
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw();
makevectors(self.angles);
dtemp = self.enemy.origin - 30 * v_right;
heading = vectoyaw(dtemp - self.origin);
walkmove(heading, 20);
};
/*
=============
ai_melee
=============
*/
void() ai_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;
}
ldmg = (random() + random() + random()) * 3;
T_Damage(self.enemy, self, self, ldmg);
};
void() ai_melee_side = {
local vector delta;
local float ldmg;
if(!self.enemy) {
return; // removed before stroke
}
ai_charge_side();
delta = self.enemy.origin - self.origin;
if(vlen(delta) > 60) {
return;
}
if(!CanDamage(self.enemy, self)) {
return;
}
ldmg = (random() + random() + random()) * 3;
T_Damage(self.enemy, self, self, ldmg);
};
//=============================================================================
/*
===========
SoldierCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() SoldierCheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
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_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
if(enemy_range == RANGE_MELEE) {
chance = 0.9;
} else if(enemy_range == RANGE_NEAR) {
chance = 0.4;
} else if(enemy_range == RANGE_MID) {
chance = 0.05;
} else {
chance = 0;
}
if(random() < chance) {
self.th_missile();
SUB_AttackFinished(1 + random());
if(random() < 0.3) {
self.lefty = !self.lefty;
}
return TRUE;
}
return FALSE;
};
//=============================================================================
/*
===========
ShamCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() ShamCheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;
if(enemy_range == RANGE_MELEE) {
if(CanDamage(self.enemy, self)) {
self.attack_state = AS_MELEE;
return TRUE;
}
}
if(time < self.attack_finished) {
return FALSE;
}
if(!enemy_vis) {
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;
if(vlen(spot1 - spot2) > 600) {
return FALSE;
}
traceline(spot1, spot2, FALSE, self);
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(enemy_range == RANGE_FAR) {
return FALSE;
}
self.attack_state = AS_MISSILE;
SUB_AttackFinished(2 + 2 * random());
return TRUE;
};
//============================================================================
/*
===========
OgreCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() OgreCheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
if(enemy_range == RANGE_MELEE) {
if(CanDamage(self.enemy, self)) {
self.attack_state = AS_MELEE;
return TRUE;
}
}
if(time < self.attack_finished) {
return FALSE;
}
if(!enemy_vis) {
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_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
else if(enemy_range == RANGE_NEAR) {
chance = 0.10;
} else if(enemy_range == RANGE_MID) {
chance = 0.05;
} else {
chance = 0;
}
self.attack_state = AS_MISSILE;
SUB_AttackFinished(1 + 2 * random());
return TRUE;
};

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$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 ] {};
void() f_death5 = [ $death5, f_death6 ] {};
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 ] {};
void() f_death21 = [ $death21, f_death21 ] {self.solid = SOLID_NOT;};
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;
self.th_die = f_death1;
self.th_pain = fish_pain;
self.th_melee = f_attack1;
swimmonster_start();
};

7
source/flag.qc Normal file
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/*QUAKED item_deathball(.3 .3 1) (0 0 0) (32 32 32)
*/
void() deathball_touch;
void() item_deathball = {
self.touch = deathball_touch;
};

440
source/hknight.qc Normal file
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@ -0,0 +1,440 @@
/*
==============================================================================
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;
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();
};

1312
source/items.qc Normal file

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source/jctest.qc Normal file
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void() jctrig = {
dprint("here\n\n");
lightstyle(0, "az");
};
/*QUAKED trigger_jctest(.5 .5 .5) ?
*/
void() trigger_jctest = {
setsize(self, self.mins, self.maxs);
self.solid = SOLID_EDGE;
self.touch = jctrig;
};

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/*
==============================================================================
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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source/misc.qc Normal file
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/*QUAKED info_null(0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void() info_null = {
remove(self);
};
/*QUAKED info_notnull(0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void() info_notnull = {
};
//============================================================================
float START_OFF = 1;
void() light_use = {
if(self.spawnflags & START_OFF) {
lightstyle(self.style, "m");
self.spawnflags = self.spawnflags - START_OFF;
} else {
lightstyle(self.style, "a");
self.spawnflags = self.spawnflags + START_OFF;
}
};
/*QUAKED light(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() light = {
if(!self.targetname) {
// inert light
remove(self);
return;
}
if(self.style >= 32) {
self.use = light_use;
if(self.spawnflags & START_OFF) {
lightstyle(self.style, "a");
} else {
lightstyle(self.style, "m");
}
}
};
/*QUAKED light_fluoro(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
void() light_fluoro = {
if(self.style >= 32) {
self.use = light_use;
if(self.spawnflags & START_OFF) {
lightstyle(self.style, "a");
} else {
lightstyle(self.style, "m");
}
}
precache_sound("ambience/fl_hum1.wav");
ambientsound(self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_fluorospark(0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
void() light_fluorospark = {
if(!self.style) {
self.style = 10;
}
precache_sound("ambience/buzz1.wav");
ambientsound(self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_globe(0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
void() light_globe = {
precache_model("progs/s_light.spr");
setmodel(self, "progs/s_light.spr");
makestatic(self);
};
void() FireAmbient = {
precache_sound("ambience/fire1.wav");
// attenuate fast
ambientsound(self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_torch_small_walltorch(0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
void() light_torch_small_walltorch = {
precache_model("progs/flame.mdl");
setmodel(self, "progs/flame.mdl");
FireAmbient();
makestatic(self);
};
/*QUAKED light_flame_large_yellow(0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
void() light_flame_large_yellow = {
precache_model("progs/flame2.mdl");
setmodel(self, "progs/flame2.mdl");
self.frame = 1;
FireAmbient();
makestatic(self);
};
/*QUAKED light_flame_small_yellow(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
void() light_flame_small_yellow = {
precache_model("progs/flame2.mdl");
setmodel(self, "progs/flame2.mdl");
FireAmbient();
makestatic(self);
};
/*QUAKED light_flame_small_white(0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
void() light_flame_small_white = {
precache_model("progs/flame2.mdl");
setmodel(self, "progs/flame2.mdl");
FireAmbient();
makestatic(self);
};
//============================================================================
/*QUAKED misc_fireball(0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() fire_fly;
void() fire_touch;
void() misc_fireball = {
precache_model("progs/lavaball.mdl");
self.classname = "fireball";
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if(!self.speed) {
self.speed == 1000;
}
};
void() fire_fly = {
local entity fireball;
fireball = spawn();
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (random() * 100) - 50;
fireball.velocity_y = (random() * 100) - 50;
fireball.velocity_z = self.speed + (random() * 200);
fireball.classname = "fireball";
setmodel(fireball, "progs/lavaball.mdl");
setsize(fireball, '0 0 0', '0 0 0');
setorigin(fireball, self.origin);
fireball.nextthink = time + 5;
fireball.think = SUB_Remove;
fireball.touch = fire_touch;
self.nextthink = time + (random() * 5) + 3;
self.think = fire_fly;
};
void() fire_touch = {
T_Damage(other, self, self, 20);
remove(self);
};
//============================================================================
void() barrel_explode = {
self.takedamage = DAMAGE_NO;
self.classname = "explo_box";
// did say self.owner
T_RadiusDamage(self, self, 160, world);
sound(self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
particle(self.origin, '0 0 0', 75, 255);
self.origin_z = self.origin_z + 32;
BecomeExplosion();
};
/*QUAKED misc_explobox(0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
void() misc_explobox = {
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model("maps/b_explob.bsp");
setmodel(self, "maps/b_explob.bsp");
precache_sound("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if(oldz - self.origin_z > 250) {
dprint("item fell out of level at ");
dprint(vtos(self.origin));
dprint("\n");
remove(self);
}
};
/*QUAKED misc_explobox2(0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
void() misc_explobox2 = {
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model2("maps/b_exbox2.bsp");
setmodel(self, "maps/b_exbox2.bsp");
precache_sound("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if(oldz - self.origin_z > 250) {
dprint("item fell out of level at ");
dprint(vtos(self.origin));
dprint("\n");
remove(self);
}
};
//============================================================================
float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
void(vector org, vector vec) LaunchLaser;
void() spikeshooter_use = {
if(self.spawnflags & SPAWNFLAG_LASER) {
sound(self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
LaunchLaser(self.origin, self.movedir);
} else {
sound(self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
launch_spike(self.origin, self.movedir);
newmis.velocity = self.movedir * 500;
if(self.spawnflags & SPAWNFLAG_SUPERSPIKE) {
newmis.touch = superspike_touch;
}
}
};
void() shooter_think = {
spikeshooter_use();
self.nextthink = time + self.wait;
newmis.velocity = self.movedir * 500;
};
/*QUAKED trap_spikeshooter(0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
void() trap_spikeshooter = {
SetMovedir();
self.use = spikeshooter_use;
if(self.spawnflags & SPAWNFLAG_LASER) {
precache_model2("progs/laser.mdl");
precache_sound2("enforcer/enfire.wav");
precache_sound2("enforcer/enfstop.wav");
} else {
precache_sound("weapons/spike2.wav");
}
};
/*QUAKED trap_shooter(0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike(1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
void() trap_shooter = {
trap_spikeshooter();
if(self.wait == 0) {
self.wait = 1;
}
self.nextthink = self.nextthink + self.wait + self.ltime;
self.think = shooter_think;
};
/*
===============================================================================
===============================================================================
*/
void() make_bubbles;
void() bubble_remove;
void() bubble_bob;
/*QUAKED air_bubbles(0 .5 .8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
void() air_bubbles =
{
if(deathmatch) {
remove(self);
return;
}
precache_model("progs/s_bubble.spr");
self.nextthink = time + 1;
self.think = make_bubbles;
};
void() make_bubbles = {
local entity bubble;
bubble = spawn();
setmodel(bubble, "progs/s_bubble.spr");
setorigin(bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize(bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + random() + 0.5;
self.think = make_bubbles;
};
void() bubble_split = {
local entity bubble;
bubble = spawn();
setmodel(bubble, "progs/s_bubble.spr");
setorigin(bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = self.velocity;
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 1;
bubble.cnt = 10;
setsize(bubble, '-8 -8 -8', '8 8 8');
self.frame = 1;
self.cnt = 10;
if(self.waterlevel != 3) {
remove(self);
}
};
void() bubble_remove = {
if(other.classname == self.classname) {
// dprint("bump");
return;
}
remove(self);
};
void() bubble_bob = {
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if(self.cnt == 4) {
bubble_split();
}
if(self.cnt == 20) {
remove(self);
}
rnd1 = self.velocity_x + (-10 + (random() * 20));
rnd2 = self.velocity_y + (-10 + (random() * 20));
rnd3 = self.velocity_z + 10 + random() * 10;
if(rnd1 > 10) {
rnd1 = 5;
}
if(rnd1 < -10) {
rnd1 = -5;
}
if(rnd2 > 10) {
rnd2 = 5;
}
if(rnd2 < -10) {
rnd2 = -5;
}
if(rnd3 < 10) {
rnd3 = 15;
}
if(rnd3 > 30) {
rnd3 = 25;
}
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
/*QUAKED viewthing(0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void() viewthing =
{
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
precache_model("progs/player.mdl");
setmodel(self, "progs/player.mdl");
};
/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/
void() func_wall_use = {
// change to alternate textures
self.frame = 1 - self.frame;
};
/*QUAKED func_wall(0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() func_wall = {
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel(self, self.model);
};
/*QUAKED func_illusionary(0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel(self, self.model);
makestatic();
};
/*QUAKED func_episodegate(0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
void() func_episodegate =
{
if(!(serverflags & self.spawnflags)) {
return; // can still enter episode
}
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel(self, self.model);
};
/*QUAKED func_bossgate(0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if((serverflags & 15) == 15) {
return; // all episodes completed
}
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel(self, self.model);
};
//============================================================================
/*QUAKED ambient_suck_wind(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind = {
precache_sound("ambience/suck1.wav");
ambientsound(self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drone(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drone = {
precache_sound("ambience/drone6.wav");
ambientsound(self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_flouro_buzz(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_flouro_buzz = {
precache_sound("ambience/buzz1.wav");
ambientsound(self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip = {
precache_sound("ambience/drip1.wav");
ambientsound(self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_comp_hum(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_comp_hum = {
precache_sound("ambience/comp1.wav");
ambientsound(self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_thunder(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_thunder = {
precache_sound("ambience/thunder1.wav");
ambientsound(self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_light_buzz(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_light_buzz = {
precache_sound("ambience/fl_hum1.wav");
ambientsound(self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp1(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp1 = {
precache_sound("ambience/swamp1.wav");
ambientsound(self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp2(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp2 = {
precache_sound("ambience/swamp2.wav");
ambientsound(self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
};
//============================================================================
void() noise_think = {
self.nextthink = time + 0.5;
sound(self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
sound(self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
sound(self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
sound(self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
sound(self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
sound(self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
sound(self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
};
/*QUAKED misc_noisemaker(1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =
{
precache_sound2("enforcer/enfire.wav");
precache_sound2("enforcer/enfstop.wav");
precache_sound2("enforcer/sight1.wav");
precache_sound2("enforcer/sight2.wav");
precache_sound2("enforcer/sight3.wav");
precache_sound2("enforcer/sight4.wav");
precache_sound2("enforcer/pain1.wav");
precache_sound2("enforcer/pain2.wav");
precache_sound2("enforcer/death1.wav");
precache_sound2("enforcer/idle1.wav");
self.nextthink = time + 0.1 + random();
self.think = noise_think;
};

585
source/models.qc Normal file
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@ -0,0 +1,585 @@
/*
===============================================================================
WORLD WEAPONS
===============================================================================
*/
$modelname g_shot
$cd id1 / models / g_shot
$origin 0 0 - 24
$flags 8 // client side rotate
$base base
$skin skin
$frame shot1
$modelname g_nail
$cd id1 / models / g_nail
$flags 8 // client side rotate
$origin 0 0 - 24
$base base
$skin skin
$frame shot1
$modelname g_nail2
$cd id1 / models / g_nail2
$flags 8 // client side rotate
$origin 0 0 - 24
$base base
$skin skin
$frame shot2
$modelname g_rock
$cd id1 / models / g_rock
$flags 8 // client side rotate
$origin 0 0 - 24
$base base
$skin skin
$frame shot1
$modelname g_rock2
$cd id1 / models / g_rock2
$flags 8 // client side rotate
$origin 0 0 - 24
$base base
$skin skin
$frame shot1
$modelname g_light
$cd id1 / models / g_light
$flags 8 // client side rotate
$origin 0 0 - 24
$base base
$skin skin
$frame shot1
/*
===============================================================================
VIEW WEAPONS
===============================================================================
*/
$modelname v_axe
$cd id1 / models / v_axe
$origin 0 5 54
$base base
$skin skin
$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
$modelname v_shot
$cd id1 / models / v_shot
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_shot2
$cd id1 / models / v_shot2
$origin 0 0 56
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_rock2
$cd id1 / models / v_rock2
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
$modelname v_rock
$cd id1 / models / v_rock
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_nail2
$cd id1 / models / v_nail2
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
$modelname v_nail
$cd id1 / models / v_nail
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
$modelname v_light
$cd id1 / models / v_light
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5
/*
===============================================================================
ITEMS
===============================================================================
*/
$modelname w_g_key
$cd id1 / models / w_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname w_s_key
$cd id1 / models / w_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname m_g_key
$cd id1 / models / m_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname m_s_key
$cd id1 / models / m_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname b_g_key
$cd id1 / models / b_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname b_s_key
$cd id1 / models / b_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname quaddama
$cd id1 / models / quaddama
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname invisibl
$cd id1 / models / invisibl
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname invulner
$flags 8 // client side rotate
$cd id1 / models / invulner
$base base
$skin skin
$frame frame1
//modelname jetpack
//cd id1/models/jetpack
//flags 8 // client side rotate
//base base
//skin skin
//frame frame1
$modelname cube
$cd id1 / models / cube
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname suit
$cd id1 / models / suit
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname boots
$cd id1 / models / boots
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end1
$cd id1 / models / end1
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end2
$cd id1 / models / end2
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end3
$cd id1 / models / end3
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end4
$cd id1 / models / end4
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
/*
===============================================================================
GIBS
===============================================================================
*/
$modelname gib1
$cd id1 / models / gib1
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
// torso
$modelname gib2
$cd id1 / models / gib2
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname gib3
$cd id1 / models / gib3
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
// heads
$modelname h_player
$cd id1 / models / h_player
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_dog
$cd id1 / models / h_dog
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_mega
$cd id1 / models / h_mega
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_guard
$cd id1 / models / h_guard
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_wizard
$cd id1 / models / h_wizard
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_knight
$cd id1 / models / h_knight
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_hellkn
$cd id1 / models / h_hellkn
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_zombie
$cd id1 / models / h_zombie
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_shams
$cd id1 / models / h_shams
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_shal
$cd id1 / models / h_shal
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_ogre
$cd id1 / models / h_ogre
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_demon
$cd id1 / models / h_demon
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
/*
===============================================================================
MISC
===============================================================================
*/
$modelname armor
$cd id1 / models / armor
$flags 8 // client side rotate
$origin 0 0 - 8
$base base
$skin skin
$skin skin2
$skin skin3
$frame armor
$modelname s_light // shambler lightning ready
$cd id1 / models / s_light
$origin 0 0 24
$base base
$skin skin
$frame frame1 frame2 frame3
$modelname bolt3 // lightning towar bolts
$cd id1 / models / bolt2
$origin 0 0 0
$base base
$scale 4
$skin skin
$frame light
$modelname bolt2
$cd id1 / models / bolt2
$origin 0 0 0
$base base
$skin skin
$frame light
$modelname bolt
$cd id1 / models / bolt
$origin 0 0 0
$base light
$skin light
$frame light
$modelname laser
$cd id1 / models / laser
$base base
$skin skin
$scale 2
$frame frame1
$modelname flame // with torch
$cd id1 / models / flame
$origin 0 0 12
$base base
$skin skin
$framegroupstart
$frame flame1 0.1
$frame flame2 0.1
$frame flame3 0.1
$frame flame4 0.1
$frame flame5 0.1
$frame flame6 0.1
$framegroupend
$modelname flame2 // standing flame, no torch
$cd id1 / models / flame2
$origin 0 0 12
$base base
$skin skin
$framegroupstart
$frame flame1 0.1
$frame flame2 0.1
$frame flame3 0.1
$frame flame4 0.1
$frame flame5 0.1
$frame flame6 0.1
$framegroupend
$framegroupstart
$frame flameb1
$frame flameb2
$frame flameb3
$frame flameb4
$frame flameb5
$frame flameb6
$frame flameb7
$frame flameb8
$frame flameb9
$frame flameb10
$frame flameb11
$framegroupend
$modelname zom_gib
$cd id1 / models / zom_gib
$flags 32 // EF_ZOMGIB
$base base
$skin skin
$frame frame1
$modelname eyes
$cd id1 / models / eyes
$origin 0 0 - 24
$base base
$skin skin
$frame frame1
$modelname spike
$cd id1 / models / spike
$origin 0 0 0
$base spike
$skin skin
$frame spike
$modelname s_spike
$cd id1 / models / s_spike
$origin 0 0 0
$base spike
$skin skin
$frame spike
$modelname v_spike
$cd id1 / models / v_spike
$flags 128 // EF_TRACER3
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname w_spike
$cd id1 / models / w_spike
$flags 16 // EF_TRACER
$origin 0 0 0
$base base
$skin skin
$framegroupstart
$frame frame1 0.1
$frame frame2 0.1
$frame frame3 0.1
$frame frame4 0.1
$framegroupend
$modelname k_spike
$cd id1 / models / k_spike
$flags 64 // EF_TRACER2
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname backpack
$cd id1 / models / backpack
$flags 8 // EF_ROTATE
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname grenade
$cd id1 / models / grenade2
$flags 2 // EF_GRENADE
$origin 0 0 0
$base base
$skin skin
$frame grenade
$modelname missile
$cd id1 / models / missile
$flags 1 // EF_ROCKET
$origin 0 0 0
$base base
$skin skin
$frame missile
$modelname lavaball
$cd id1 / models / lavaball
$flags 1 // EF_ROCKET
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname teleport
$cd id1 / models / teleport
$origin 0 0 24
$base base
$skin skin
$frame frame1

226
source/monsters.qc Normal file
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/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
/*
================
monster_use
Using a monster makes it angry at the current activator
================
*/
void() monster_use = {
if(self.enemy) {
return;
}
if(self.health <= 0) {
return;
}
if(activator.items & IT_INVISIBILITY) {
return;
}
if(activator.flags & FL_NOTARGET) {
return;
}
if(activator.classname != "player") {
return;
}
// delay reaction so if the monster is teleported, its sound is still
// heard
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
};
/*
================
monster_death_use
When a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
void() monster_death_use = {
local entity ent, otemp, stemp;
// fall to ground
if(self.flags & FL_FLY) {
self.flags = self.flags - FL_FLY;
}
if(self.flags & FL_SWIM) {
self.flags = self.flags - FL_SWIM;
}
if(!self.target) {
return;
}
activator = self.enemy;
SUB_UseTargets();
};
//============================================================================
void() walkmonster_start_go = {
local string stemp;
local entity etemp;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
if(!walkmove(0, 0)) {
dprint("walkmonster in wall at: ");
dprint(vtos(self.origin));
dprint("\n");
}
self.takedamage = DAMAGE_AIM;
self.ideal_yaw = self.angles * '0 1 0';
if(!self.yaw_speed) {
self.yaw_speed = 20;
}
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_MONSTER;
if(self.target) {
self.goalentity = self.movetarget = find(world, targetname, self.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if(!self.movetarget) {
dprint("Monster can't find target at ");
dprint(vtos(self.origin));
dprint("\n");
}
// this used to be an objerror
if(self.movetarget.classname == "path_corner") {
self.th_walk();
} else {
self.pausetime = 99999999;
}
self.th_stand();
} else {
self.pausetime = 99999999;
self.th_stand();
}
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random() * 0.5;
};
void() walkmonster_start = {
// delay drop to floor to make sure all doors have been spawned
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random() * 0.5;
self.think = walkmonster_start_go;
total_monsters = total_monsters + 1;
};
void() flymonster_start_go = {
self.takedamage = DAMAGE_AIM;
self.ideal_yaw = self.angles * '0 1 0';
if(!self.yaw_speed) {
self.yaw_speed = 10;
}
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_FLY;
self.flags = self.flags | FL_MONSTER;
if(!walkmove(0, 0)) {
dprint("flymonster in wall at: ");
dprint(vtos(self.origin));
dprint("\n");
}
if(self.target) {
self.goalentity = self.movetarget = find(world, targetname, self.target);
if(!self.movetarget) {
dprint("Monster can't find target at ");
dprint(vtos(self.origin));
dprint("\n");
}
// this used to be an objerror
if(self.movetarget.classname == "path_corner") {
self.th_walk();
} else {
self.pausetime = 99999999;
}
self.th_stand();
} else {
self.pausetime = 99999999;
self.th_stand();
}
};
void() flymonster_start = {
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random() * 0.5;
self.think = flymonster_start_go;
total_monsters = total_monsters + 1;
};
void() swimmonster_start_go = {
if(deathmatch) {
remove(self);
return;
}
self.takedamage = DAMAGE_AIM;
total_monsters = total_monsters + 1;
self.ideal_yaw = self.angles * '0 1 0';
if(!self.yaw_speed) {
self.yaw_speed = 10;
}
self.view_ofs = '0 0 10';
self.use = monster_use;
self.flags = self.flags | FL_SWIM;
self.flags = self.flags | FL_MONSTER;
if(self.target) {
self.goalentity = self.movetarget = find(world, targetname, self.target);
if(!self.movetarget) {
dprint("Monster can't find target at ");
dprint(vtos(self.origin));
dprint("\n");
}
// this used to be an objerror
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
self.th_walk();
} else {
self.pausetime = 99999999;
self.th_stand();
}
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random() * 0.5;
};
void() swimmonster_start = {
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random() * 0.5;
self.think = swimmonster_start_go;
total_monsters = total_monsters + 1;
};

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source/ogre.qc Normal file
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/*
==============================================================================
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();
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();
};

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/*
==============================================================================
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;
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, "Congratulations and well done! You have\nbeaten the hideous Shub-Niggurath, and\nher hundreds of ugly changelings and\nmonsters. You have proven that your\nskill and your cunning are greater than\nall the powers of Quake. You are the\nmaster now. Id Software salutes you.");
// 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");
};
//============================================================================
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;
};

362
source/plats.qc Normal file
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void() plat_center_touch;
void() plat_outside_touch;
void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger = {
local entity trigger;
local vector tmin, tmax;
//
// middle trigger
//
trigger = spawn();
trigger.touch = plat_center_touch;
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
tmin = self.mins + '25 25 0';
tmax = self.maxs - '25 25 -8';
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
if(self.spawnflags & PLAT_LOW_TRIGGER) {
tmax_z = tmin_z + 8;
}
if(self.size_x <= 50) {
tmin_x = (self.mins_x + self.maxs_x) / 2;
tmax_x = tmin_x + 1;
}
if(self.size_y <= 50) {
tmin_y = (self.mins_y + self.maxs_y) / 2;
tmax_y = tmin_y + 1;
}
setsize(trigger, tmin, tmax);
};
void() plat_hit_top = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
self.think = plat_go_down;
self.nextthink = self.ltime + 3;
};
void() plat_hit_bottom = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() plat_go_down = {
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_DOWN;
SUB_CalcMove(self.pos2, self.speed, plat_hit_bottom);
};
void() plat_go_up = {
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove(self.pos1, self.speed, plat_hit_top);
};
void() plat_center_touch = {
if(other.classname != "player") {
return;
}
if(other.health <= 0) {
return;
}
self = self.enemy;
if(self.state == STATE_BOTTOM) {
plat_go_up();
} else if(self.state == STATE_TOP) {
self.nextthink = self.ltime + 1; // delay going down
}
};
void() plat_outside_touch = {
if(other.classname != "player") {
return;
}
if(other.health <= 0) {
return;
}
//dprint("plat_outside_touch\n");
self = self.enemy;
if(self.state == STATE_TOP) {
plat_go_down();
}
};
void() plat_trigger_use = {
if(self.think) {
return; // allready activated
}
plat_go_down();
};
void() plat_crush = {
//dprint("plat_crush\n");
T_Damage(other, self, self, 1);
if(self.state == STATE_UP) {
plat_go_down();
} else if(self.state == STATE_DOWN) {
plat_go_up();
} else {
objerror("plat_crush: bad self.state\n");
}
};
void() plat_use = {
self.use = SUB_Null;
if(self.state != STATE_UP) {
objerror("plat_use: not in up state");
}
plat_go_down();
};
/*QUAKED func_plat(0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void() func_plat =
{
local entity t;
if(!self.t_length) {
self.t_length = 80;
}
if(!self.t_width) {
self.t_width = 10;
}
if(self.sounds == 0) {
self.sounds = 2;
}
// FIX THIS TO LOAD A GENERIC PLAT SOUND
if(self.sounds == 1) {
precache_sound("plats/plat1.wav");
precache_sound("plats/plat2.wav");
self.noise = "plats/plat1.wav";
self.noise1 = "plats/plat2.wav";
}
if(self.sounds == 2) {
precache_sound("plats/medplat1.wav");
precache_sound("plats/medplat2.wav");
self.noise = "plats/medplat1.wav";
self.noise1 = "plats/medplat2.wav";
}
self.mangle = self.angles;
self.angles = '0 0 0';
self.classname = "plat";
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin(self, self.origin);
setmodel(self, self.model);
setsize(self, self.mins, self.maxs);
self.blocked = plat_crush;
if(!self.speed) {
self.speed = 150;
}
// pos1 is the top position, pos2 is the bottom
self.pos1 = self.origin;
self.pos2 = self.origin;
if(self.height) {
self.pos2_z = self.origin_z - self.height;
} else {
self.pos2_z = self.origin_z - self.size_z + 8;
}
self.use = plat_trigger_use;
plat_spawn_inside_trigger(); // the "start moving" trigger
if(self.targetname) {
self.state = STATE_UP;
self.use = plat_use;
} else {
setorigin(self, self.pos2);
self.state = STATE_BOTTOM;
}
};
//============================================================================
void() train_next;
void() func_train_find;
void() train_blocked = {
if(time < self.attack_finished) {
return;
}
self.attack_finished = time + 0.5;
T_Damage(other, self, self, self.dmg);
};
void() train_use = {
if(self.think != func_train_find) {
return; // already activated
}
train_next();
};
void() train_wait = {
if(self.wait) {
self.nextthink = self.ltime + self.wait;
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
} else {
self.nextthink = self.ltime + 0.1;
}
self.think = train_next;
};
void() train_next = {
local entity targ;
targ = find(world, targetname, self.target);
self.target = targ.target;
if(!self.target) {
objerror("train_next: no next target");
}
if(targ.wait) {
self.wait = targ.wait;
} else {
self.wait = 0;
}
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
};
void() func_train_find =
{
local entity targ;
targ = find(world, targetname, self.target);
self.target = targ.target;
setorigin(self, targ.origin - self.mins);
if(!self.targetname) {
// not triggered, so start immediately
self.nextthink = self.ltime + 0.1;
self.think = train_next;
}
};
/*QUAKED func_train(0 .5 .8) ?
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
sounds
1) ratchet metal
*/
void() func_train = {
if(!self.speed) {
self.speed = 100;
}
if(!self.target) {
objerror("func_train without a target");
}
if(!self.dmg) {
self.dmg = 2;
}
if(self.sounds == 0) {
self.noise = ("misc/null.wav");
precache_sound("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound("misc/null.wav");
}
if(self.sounds == 1) {
self.noise = ("plats/train2.wav");
precache_sound("plats/train2.wav");
self.noise1 = ("plats/train1.wav");
precache_sound("plats/train1.wav");
}
self.cnt = 1;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.classname = "train";
setmodel(self, self.model);
setsize(self, self.mins, self.maxs);
setorigin(self, self.origin);
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
/*QUAKED misc_teleporttrain(0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final bos
*/
void() misc_teleporttrain = {
if(!self.speed) {
self.speed = 100;
}
if(!self.target) {
objerror("func_train without a target");
}
self.cnt = 1;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.avelocity = '100 200 300';
self.noise = ("misc/null.wav");
precache_sound("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound("misc/null.wav");
precache_model2("progs/teleport.mdl");
setmodel(self, "progs/teleport.mdl");
setsize(self, self.mins, self.maxs);
setorigin(self, self.origin);
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};

659
source/player.qc Normal file
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void() bubble_bob;
/*
==============================================================================
PLAYER
==============================================================================
*/
$cd id1 / models / player_4
$origin 0 - 6 24
$base base
$skin skin
//
// running
//
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
//
// standing
//
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
//
// pain
//
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
//
// death
//
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
//
// attacks
//
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
/*
==============================================================================
PLAYER
==============================================================================
*/
void() player_run;
void() player_stand1 = [ $axstnd1, player_stand1 ] {
self.weaponframe = 0;
if(self.velocity_x || self.velocity_y) {
self.walkframe = 0;
player_run();
return;
}
if(self.weapon == IT_AXE) {
if(self.walkframe >= 12) {
self.walkframe = 0;
}
self.frame = $axstnd1 + self.walkframe;
} else {
if(self.walkframe >= 5) {
self.walkframe = 0;
}
self.frame = $stand1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_run = [ $rockrun1, player_run ] {
self.weaponframe = 0;
if(!self.velocity_x && !self.velocity_y) {
self.walkframe = 0;
player_stand1();
return;
}
if(self.weapon == IT_AXE) {
if(self.walkframe == 6) {
self.walkframe = 0;
}
self.frame = $axrun1 + self.walkframe;
} else {
if(self.walkframe == 6) {
self.walkframe = 0;
}
self.frame = self.frame + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe = 1;
self.effects = self.effects | EF_MUZZLEFLASH;
};
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe = 2;};
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe = 3;};
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe = 4;};
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe = 5;};
void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe = 6;};
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe = 1;};
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe = 2;};
void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe = 3; W_FireAxe();};
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe = 4;};
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe = 5;};
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe = 6;};
void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe = 7; W_FireAxe();};
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe = 8;};
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe = 1;};
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe = 2;};
void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe = 3; W_FireAxe();};
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe = 4;};
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe = 5;};
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe = 6;};
void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe = 7; W_FireAxe();};
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe = 8;};
//============================================================================
void() player_nail1 = [$nailatt1, player_nail2 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
if(!self.button0) {
player_run();
return;
}
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe == 9) {
self.weaponframe = 1;
}
SuperDamageSound();
W_FireSpikes(4);
self.attack_finished = time + 0.2;
};
void() player_nail2 = [$nailatt2, player_nail1 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
if(!self.button0) {
player_run();
return;
}
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe == 9) {
self.weaponframe = 1;
}
SuperDamageSound();
W_FireSpikes(-4);
self.attack_finished = time + 0.2;
};
//============================================================================
void() player_light1 = [$light1, player_light2 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
if(!self.button0) {
player_run();
return;
}
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe == 5) {
self.weaponframe = 1;
}
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
void() player_light2 = [$light2, player_light1 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
if(!self.button0) {
player_run();
return;
}
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe == 5) {
self.weaponframe = 1;
}
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
//============================================================================
void() player_rocket1 = [$rockatt1, player_rocket2 ] {self.weaponframe = 1;
self.effects = self.effects | EF_MUZZLEFLASH;
};
void() player_rocket2 = [$rockatt2, player_rocket3 ] {self.weaponframe = 2;};
void() player_rocket3 = [$rockatt3, player_rocket4 ] {self.weaponframe = 3;};
void() player_rocket4 = [$rockatt4, player_rocket5 ] {self.weaponframe = 4;};
void() player_rocket5 = [$rockatt5, player_rocket6 ] {self.weaponframe = 5;};
void() player_rocket6 = [$rockatt6, player_run ] {self.weaponframe = 6;};
void(float num_bubbles) DeathBubbles;
void() PainSound = {
local float rs;
if(self.health < 0) {
return;
}
if(damage_attacker.classname == "teledeath") {
sound(self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
// water pain sounds
if(self.watertype == CONTENT_WATER && self.waterlevel == 3) {
DeathBubbles(1);
if(random() > 0.5) {
sound(self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
}
return;
}
// slime pain sounds
if(self.watertype == CONTENT_SLIME) {
// FIX ME put in some steam here
if(random() > 0.5) {
sound(self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
}
return;
}
if(self.watertype == CONTENT_LAVA) {
if(random() > 0.5) {
sound(self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
}
return;
}
if(self.pain_finished > time) {
self.axhitme = 0;
return;
}
self.pain_finished = time + 0.5;
// don't make multiple pain sounds right after each other
// ax pain sound
if(self.axhitme == 1) {
self.axhitme = 0;
sound(self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}
rs = rint((random() * 5) + 1);
self.noise = "";
if(rs == 1) {
self.noise = "player/pain1.wav";
} else if(rs == 2) {
self.noise = "player/pain2.wav";
} else if(rs == 3) {
self.noise = "player/pain3.wav";
} else if(rs == 4) {
self.noise = "player/pain4.wav";
} else if(rs == 5) {
self.noise = "player/pain5.wav";
} else {
self.noise = "player/pain6.wav";
}
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
void() player_pain1 = [ $pain1, player_pain2 ] {PainSound(); self.weaponframe = 0;};
void() player_pain2 = [ $pain2, player_pain3 ] {};
void() player_pain3 = [ $pain3, player_pain4 ] {};
void() player_pain4 = [ $pain4, player_pain5 ] {};
void() player_pain5 = [ $pain5, player_pain6 ] {};
void() player_pain6 = [ $pain6, player_run ] {};
void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound(); self.weaponframe = 0;};
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain = {
if(self.weaponframe) {
return;
}
if(self.invisible_finished > time) {
return; // eyes don't have pain frames
}
if(self.weapon == IT_AXE) {
player_axpain1();
} else {
player_pain1();
}
};
void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
void() player_die_ax1;
void() DeathBubblesSpawn = {
local entity bubble;
if(self.owner.waterlevel != 3) {
return;
}
bubble = spawn();
setmodel(bubble, "progs/s_bubble.spr");
setorigin(bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize(bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if(self.air_finished >= self.bubble_count) {
remove(self);
}
};
void(float num_bubbles) DeathBubbles = {
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin(bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
void() DeathSound = {
local float rs;
// water death sounds
if(self.waterlevel == 3) {
DeathBubbles(20);
sound(self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
rs = rint((random() * 4) + 1);
if(rs == 1) {
self.noise = "player/death1.wav";
}
if(rs == 2) {
self.noise = "player/death2.wav";
}
if(rs == 3) {
self.noise = "player/death3.wav";
}
if(rs == 4) {
self.noise = "player/death4.wav";
}
if(rs == 5) {
self.noise = "player/death5.wav";
}
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void() PlayerDead = {
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector(float dm) VelocityForDamage = {
local vector v;
v_x = 100 * crandom();
v_y = 100 * crandom();
v_z = 200 + 100 * random();
if(dm > -50) {
// dprint("level 1\n");
v = v * 0.7;
} else if(dm > -200) {
// dprint("level 3\n");
v = v * 2;
} else {
v = v * 10;
}
return v;
};
void(string gibname, float dm) ThrowGib = {
local entity new;
new = spawn();
new.origin = self.origin;
setmodel(new, gibname);
setsize(new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage(dm);
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.avelocity_x = random() * 600;
new.avelocity_y = random() * 600;
new.avelocity_z = random() * 600;
new.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random() * 10;
new.frame = 0;
new.flags = 0;
};
void(string gibname, float dm) ThrowHead = {
setmodel(self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize(self, '-16 -16 0', '16 16 56');
self.velocity = VelocityForDamage(dm);
self.origin_z = self.origin_z - 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom() * '0 600 0';
};
void() GibPlayer = {
ThrowHead("progs/h_player.mdl", self.health);
ThrowGib("progs/gib1.mdl", self.health);
ThrowGib("progs/gib2.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if(damage_attacker.classname == "teledeath") {
sound(self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if(damage_attacker.classname == "teledeath2") {
sound(self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if(random() < 0.5) {
sound(self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
} else {
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
}
};
void() PlayerDie = {
local float i;
self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
if(deathmatch || coop) {
DropBackpack();
}
self.weaponmodel = "";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.movetype = MOVETYPE_TOSS;
if(self.velocity_z < 10) {
self.velocity_z = self.velocity_z + random() * 300;
}
if(self.health < -40) {
GibPlayer();
return;
}
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
if(self.weapon == IT_AXE) {
player_die_ax1();
return;
}
i = cvar("temp1");
if(!i) {
i = 1 + floor(random() * 6);
}
if(i == 1) {
player_diea1();
} else if(i == 2) {
player_dieb1();
} else if(i == 3) {
player_diec1();
} else if(i == 4) {
player_died1();
} else {
player_diee1();
}
};
void() set_suicide_frame = {
// used by klill command and diconnect command
if(self.model != "progs/player.mdl") {
return; // allready gibbed
}
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
};
void() player_diea1 = [ $deatha1, player_diea2 ] {};
void() player_diea2 = [ $deatha2, player_diea3 ] {};
void() player_diea3 = [ $deatha3, player_diea4 ] {};
void() player_diea4 = [ $deatha4, player_diea5 ] {};
void() player_diea5 = [ $deatha5, player_diea6 ] {};
void() player_diea6 = [ $deatha6, player_diea7 ] {};
void() player_diea7 = [ $deatha7, player_diea8 ] {};
void() player_diea8 = [ $deatha8, player_diea9 ] {};
void() player_diea9 = [ $deatha9, player_diea10 ] {};
void() player_diea10 = [ $deatha10, player_diea11 ] {};
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ $deathc1, player_diec2 ] {};
void() player_diec2 = [ $deathc2, player_diec3 ] {};
void() player_diec3 = [ $deathc3, player_diec4 ] {};
void() player_diec4 = [ $deathc4, player_diec5 ] {};
void() player_diec5 = [ $deathc5, player_diec6 ] {};
void() player_diec6 = [ $deathc6, player_diec7 ] {};
void() player_diec7 = [ $deathc7, player_diec8 ] {};
void() player_diec8 = [ $deathc8, player_diec9 ] {};
void() player_diec9 = [ $deathc9, player_diec10 ] {};
void() player_diec10 = [ $deathc10, player_diec11 ] {};
void() player_diec11 = [ $deathc11, player_diec12 ] {};
void() player_diec12 = [ $deathc12, player_diec13 ] {};
void() player_diec13 = [ $deathc13, player_diec14 ] {};
void() player_diec14 = [ $deathc14, player_diec15 ] {};
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
void() player_died1 = [ $deathd1, player_died2 ] {};
void() player_died2 = [ $deathd2, player_died3 ] {};
void() player_died3 = [ $deathd3, player_died4 ] {};
void() player_died4 = [ $deathd4, player_died5 ] {};
void() player_died5 = [ $deathd5, player_died6 ] {};
void() player_died6 = [ $deathd6, player_died7 ] {};
void() player_died7 = [ $deathd7, player_died8 ] {};
void() player_died8 = [ $deathd8, player_died9 ] {};
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
void() player_diee1 = [ $deathe1, player_diee2 ] {};
void() player_diee2 = [ $deathe2, player_diee3 ] {};
void() player_diee3 = [ $deathe3, player_diee4 ] {};
void() player_diee4 = [ $deathe4, player_diee5 ] {};
void() player_diee5 = [ $deathe5, player_diee6 ] {};
void() player_diee6 = [ $deathe6, player_diee7 ] {};
void() player_diee7 = [ $deathe7, player_diee8 ] {};
void() player_diee8 = [ $deathe8, player_diee9 ] {};
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};

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source/shalrath.qc Normal file
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/*
==============================================================================
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);
if(skill == 3) {
self.velocity = dir * 350;
} else {
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;
self.think = walkmonster_start;
self.nextthink = time + 0.1 + random() * 0.1;
};

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/*
==============================================================================
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);
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 ] {
if(skill == 3) {
CastLightning();
}
};
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(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;
walkmonster_start();
};

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/*
==============================================================================
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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source/sprites.qc Normal file
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// these are the only sprites still in the game...
$spritename s_explod
$type vp_parallel
$load id1 / gfx / sprites / explod03.lbm
$frame 24 24 56 56
$frame 120 24 56 56
$frame 216 24 56 56
$frame 24 88 56 56
$frame 120 88 56 56
$frame 216 88 56 56
$spritename s_bubble
$type vp_parallel
$load id1 / gfx / sprites / bubble.lbm
$frame 16 16 16 16
$frame 40 16 16 16
$spritename s_light
$type vp_parallel
$load id1 / gfx / sprites / light.lbm
$frame 104 32 32 32

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source/subs.qc Normal file
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void() SUB_Null = {};
void() SUB_Remove = {remove(self);};
/*
QuakeEd only writes a single float for angles(bad idea), so up and down are
just constant angles.
*/
vector() SetMovedir = {
if(self.angles == '0 -1 0') {
self.movedir = '0 0 1';
} else if(self.angles == '0 -2 0') {
self.movedir = '0 0 -1';
} else {
makevectors(self.angles);
self.movedir = v_forward;
}
self.angles = '0 0 0';
};
/*
================
InitTrigger
================
*/
void() InitTrigger = {
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if(self.angles != '0 0 0') {
SetMovedir();
}
self.solid = SOLID_TRIGGER;
setmodel(self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt = {
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove(tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove = {
local vector vdestdelta;
local float len, traveltime;
if(!tspeed) {
objerror("No speed is defined!");
}
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if(tdest == self.origin) {
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen(vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if(traveltime < 0.1) {
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone = {
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if(self.think1) {
self.think1();
}
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt = {
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove(destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove = {
local vector destdelta;
local float len, traveltime;
if(!tspeed) {
objerror("No speed is defined!");
}
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen(destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
After rotating, set angle to exact final angle
============
*/
void() SUB_CalcAngleMoveDone = {
self.angles = self.finalangle;
self.avelocity = '0 0 0';
self.nextthink = -1;
if(self.think1) {
self.think1();
}
};
//=============================================================================
void() DelayThink = {
activator = self.enemy;
SUB_UseTargets();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for(string)targetname in all entities that
match(string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets = {
local entity t, stemp, otemp, act;
//
// check for a delay
//
if(self.delay) {
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// print the message
//
if(activator.classname == "player" && self.message != "") {
centerprint(activator, self.message);
if(!self.noise) {
sound(activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
}
//
// kill the killtagets
//
if(self.killtarget) {
t = world;
do {
t = find(t, targetname, self.killtarget);
if(!t) {
return;
}
remove(t);
} while(1);
}
//
// fire targets
//
if(self.target) {
act = activator;
t = world;
do {
t = find(t, targetname, self.target);
if(!t) {
return;
}
stemp = self;
otemp = other;
self = t;
other = stemp;
if(self.use != SUB_Null) {
if(self.use) {
self.use();
}
}
self = stemp;
other = otemp;
activator = act;
} while(1);
}
};
/*
in nightmare mode, all attack_finished times become 0
some monsters refire twice automatically
*/
void(float normal) SUB_AttackFinished = {
self.cnt = 0; // refire count for nightmare
if(skill != 3) {
self.attack_finished = time + normal;
}
};
float(entity targ) visible;
void(void() thinkst) SUB_CheckRefire = {
if(skill != 3) {
return;
}
if(self.cnt == 1) {
return;
}
if(!visible(self.enemy)) {
return;
}
self.cnt = 1;
self.think = thinkst;
};

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/*
==============================================================================
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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entity stemp, otemp, s, old;
void() trigger_reactivate = {
self.solid = SOLID_TRIGGER;
};
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void() multi_wait = {
if(self.max_health) {
self.health = self.max_health;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
}
};
// the trigger was just touched/killed/used
// self.enemy should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void() multi_trigger = {
if(self.nextthink > time) {
return; // allready been triggered
}
if(self.classname == "trigger_secret") {
if(self.enemy.classname != "player") {
return;
}
found_secrets = found_secrets + 1;
WriteByte(MSG_ALL, SVC_FOUNDSECRET);
}
if(self.noise) {
sound(self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
activator = self.enemy;
SUB_UseTargets();
if(self.wait > 0) {
self.think = multi_wait;
self.nextthink = time + self.wait;
} else {
// we can't just remove(self) here, because this is a touch function
// called wheil C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed = {
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use = {
self.enemy = activator;
multi_trigger();
};
void() multi_touch = {
if(other.classname != "player") {
return;
}
// if the trigger has an angles field, check player's facing direction
if(self.movedir != '0 0 0') {
makevectors(other.angles);
if(v_forward * self.movedir < 0) {
return; // not facing the right way
}
}
self.enemy = other;
multi_trigger();
};
/*QUAKED trigger_multiple(.5 .5 .5) ? notouch
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_multiple = {
if(self.sounds == 1) {
precache_sound("misc/secret.wav");
self.noise = "misc/secret.wav";
} else if(self.sounds == 2) {
precache_sound("misc/talk.wav");
self.noise = "misc/talk.wav";
} else if(self.sounds == 3) {
precache_sound("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if(!self.wait) {
self.wait = 0.2;
}
self.use = multi_use;
InitTrigger();
if(self.health) {
if(self.spawnflags & SPAWNFLAG_NOTOUCH) {
objerror("health and notouch don't make sense\n");
}
self.max_health = self.health;
self.th_die = multi_killed;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
setorigin(self, self.origin); // make sure it links into the world
} else {
if(!(self.spawnflags & SPAWNFLAG_NOTOUCH)) {
self.touch = multi_touch;
}
}
};
/*QUAKED trigger_once(.5 .5 .5) ? notouch
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
"targetname". If "health" is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_once = {
self.wait = -1;
trigger_multiple();
};
//=============================================================================
/*QUAKED trigger_relay(.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
*/
void() trigger_relay = {
self.use = SUB_UseTargets;
};
//=============================================================================
/*QUAKED trigger_secret(.5 .5 .5) ?
secret counter trigger
sounds
1) secret
2) beep beep
3)
4)
set "message" to text string
*/
void() trigger_secret = {
total_secrets = total_secrets + 1;
self.wait = -1;
if(!self.message) {
self.message = "You found a secret area!";
}
if(!self.sounds) {
self.sounds = 1;
}
if(self.sounds == 1) {
precache_sound("misc/secret.wav");
self.noise = "misc/secret.wav";
} else if(self.sounds == 2) {
precache_sound("misc/talk.wav");
self.noise = "misc/talk.wav";
}
trigger_multiple();
};
//=============================================================================
void() counter_use = {
local string junk;
self.count = self.count - 1;
if(self.count < 0) {
return;
}
if(self.count != 0) {
if(activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
if(self.count >= 4) {
centerprint(activator, "There are more to go...");
} else if(self.count == 3) {
centerprint(activator, "Only 3 more to go...");
} else if(self.count == 2) {
centerprint(activator, "Only 2 more to go...");
} else {
centerprint(activator, "Only 1 more to go...");
}
}
return;
}
if(activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
centerprint(activator, "Sequence completed!");
}
self.enemy = activator;
multi_trigger();
};
/*QUAKED trigger_counter(.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times(default 2), it will fire all of it's targets and remove itself.
*/
void() trigger_counter = {
self.wait = -1;
if(!self.count) {
self.count = 2;
}
self.use = counter_use;
};
/*
==============================================================================
TELEPORT TRIGGERS
==============================================================================
*/
float PLAYER_ONLY = 1;
float SILENT = 2;
void() play_teleport = {
local float v;
local string tmpstr;
v = random() * 5;
if(v < 1) {
tmpstr = "misc/r_tele1.wav";
} else if(v < 2) {
tmpstr = "misc/r_tele2.wav";
} else if(v < 3) {
tmpstr = "misc/r_tele3.wav";
} else if(v < 4) {
tmpstr = "misc/r_tele4.wav";
} else {
tmpstr = "misc/r_tele5.wav";
}
sound(self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove(self);
};
void(vector org) spawn_tfog = {
s = spawn();
s.origin = org;
s.nextthink = time + 0.2;
s.think = play_teleport;
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_TELEPORT);
WriteCoord(MSG_BROADCAST, org_x);
WriteCoord(MSG_BROADCAST, org_y);
WriteCoord(MSG_BROADCAST, org_z);
};
void() tdeath_touch = {
if(other == self.owner) {
return;
}
// frag anyone who teleports in on top of an invincible player
if(other.classname == "player") {
if(other.invincible_finished > time) {
self.classname = "teledeath2";
}
if(self.owner.classname != "player") {
// other monsters explode themselves
T_Damage(self.owner, self, self, 50000);
return;
}
}
if(other.health) {
T_Damage(other, self, self, 50000);
}
};
void(vector org, entity death_owner) spawn_tdeath = {
local entity death;
death = spawn();
death.classname = "teledeath";
death.movetype = MOVETYPE_NONE;
death.solid = SOLID_TRIGGER;
death.angles = '0 0 0';
setsize(death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin(death, org);
death.touch = tdeath_touch;
death.nextthink = time + 0.2;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};
void() teleport_touch = {
local entity t;
local vector org;
if(self.targetname) {
if(self.nextthink < time) {
return; // not fired yet
}
}
if(self.spawnflags & PLAYER_ONLY) {
if(other.classname != "player") {
return;
}
}
// only teleport living creatures
if(other.health <= 0 || other.solid != SOLID_SLIDEBOX) {
return;
}
SUB_UseTargets();
// put a tfog where the player was
spawn_tfog(other.origin);
t = find(world, targetname, self.target);
if(!t) {
objerror("couldn't find target");
}
// spawn a tfog flash in front of the destination
makevectors(t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog(org);
spawn_tdeath(t.origin, other);
// move the player and lock him down for a little while
if(!other.health) {
other.origin = t.origin;
other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
return;
}
setorigin(other, t.origin);
other.angles = t.mangle;
if(other.classname == "player") {
other.fixangle = 1; // turn this way immediately
other.teleport_time = time + 0.7;
if(other.flags & FL_ONGROUND) {
other.flags = other.flags - FL_ONGROUND;
}
other.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
};
/*QUAKED info_teleport_destination(.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
void() info_teleport_destination = {
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if(!self.targetname) {
objerror("no targetname");
}
};
void() teleport_use = {
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
};
/*QUAKED trigger_teleport(.5 .5 .5) ? PLAYER_ONLY SILENT
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
*/
void() trigger_teleport = {
local vector o;
InitTrigger();
self.touch = teleport_touch;
// find the destination
if(!self.target) {
objerror("no target");
}
self.use = teleport_use;
if(!(self.spawnflags & SILENT)) {
precache_sound("ambience/hum1.wav");
o = (self.mins + self.maxs) * 0.5;
ambientsound(o, "ambience/hum1.wav", 0.5, ATTN_STATIC);
}
};
/*
==============================================================================
trigger_setskill
==============================================================================
*/
void() trigger_skill_touch = {
if(other.classname != "player") {
return;
}
cvar_set("skill", self.message);
};
/*QUAKED trigger_setskill(.5 .5 .5) ?
sets skill level to the value of "message".
Only used on start map.
*/
void() trigger_setskill = {
InitTrigger();
self.touch = trigger_skill_touch;
};
/*
==============================================================================
ONLY REGISTERED TRIGGERS
==============================================================================
*/
void() trigger_onlyregistered_touch = {
if(other.classname != "player") {
return;
}
if(self.attack_finished > time) {
return;
}
self.attack_finished = time + 2;
if(cvar("registered")) {
self.message = "";
SUB_UseTargets();
remove(self);
} else {
if(self.message != "") {
centerprint(other, self.message);
sound(other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
}
};
/*QUAKED trigger_onlyregistered(.5 .5 .5) ?
Only fires if playing the registered version, otherwise prints the message
*/
void() trigger_onlyregistered = {
precache_sound("misc/talk.wav");
InitTrigger();
self.touch = trigger_onlyregistered_touch;
};
//============================================================================
void() hurt_on = {
self.solid = SOLID_TRIGGER;
self.nextthink = -1;
};
void() hurt_touch = {
if(other.takedamage) {
self.solid = SOLID_NOT;
T_Damage(other, self, self, self.dmg);
self.think = hurt_on;
self.nextthink = time + 1;
}
return;
};
/*QUAKED trigger_hurt(.5 .5 .5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
void() trigger_hurt = {
InitTrigger();
self.touch = hurt_touch;
if(!self.dmg) {
self.dmg = 5;
}
};
//============================================================================
float PUSH_ONCE = 1;
void() trigger_push_touch = {
if(other.classname == "grenade") {
other.velocity = self.speed * self.movedir * 10;
} else if(other.health > 0) {
other.velocity = self.speed * self.movedir * 10;
if(other.classname == "player") {
if(other.fly_sound < time) {
other.fly_sound = time + 1.5;
sound(other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
}
}
}
if(self.spawnflags & PUSH_ONCE) {
remove(self);
}
};
/*QUAKED trigger_push(.5 .5 .5) ? PUSH_ONCE
Pushes the player
*/
void() trigger_push = {
InitTrigger();
precache_sound("ambience/windfly.wav");
self.touch = trigger_push_touch;
if(!self.speed) {
self.speed = 1000;
}
};
//============================================================================
void() trigger_monsterjump_touch = {
if(other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER) {
return;
}
// set XY even if not on ground, so the jump will clear lips
other.velocity_x = self.movedir_x * self.speed;
other.velocity_y = self.movedir_y * self.speed;
if(!(other.flags & FL_ONGROUND)) {
return;
}
other.flags = other.flags - FL_ONGROUND;
other.velocity_z = self.height;
};
/*QUAKED trigger_monsterjump(.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void() trigger_monsterjump = {
if(!self.speed) {
self.speed = 200;
}
if(!self.height) {
self.height = 200;
}
if(self.angles == '0 0 0') {
self.angles = '0 360 0';
}
InitTrigger();
self.touch = trigger_monsterjump_touch;
};

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/*
==============================================================================
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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void() InitBodyQue;
void() main = {
dprint("main function\n");
// these are just commands the the prog compiler to copy these files
precache_file("progs.dat");
precache_file("gfx.wad");
precache_file("quake.rc");
precache_file("default.cfg");
precache_file("end1.bin");
precache_file2("end2.bin");
precache_file("demo1.dem");
precache_file("demo2.dem");
precache_file("demo3.dem");
//
// these are all of the lumps from the cached.ls files
//
precache_file("gfx/palette.lmp");
precache_file("gfx/colormap.lmp");
precache_file2("gfx/pop.lmp");
precache_file("gfx/complete.lmp");
precache_file("gfx/inter.lmp");
precache_file("gfx/ranking.lmp");
precache_file("gfx/vidmodes.lmp");
precache_file("gfx/finale.lmp");
precache_file("gfx/conback.lmp");
precache_file("gfx/qplaque.lmp");
precache_file("gfx/menudot1.lmp");
precache_file("gfx/menudot2.lmp");
precache_file("gfx/menudot3.lmp");
precache_file("gfx/menudot4.lmp");
precache_file("gfx/menudot5.lmp");
precache_file("gfx/menudot6.lmp");
precache_file("gfx/menuplyr.lmp");
precache_file("gfx/bigbox.lmp");
precache_file("gfx/dim_modm.lmp");
precache_file("gfx/dim_drct.lmp");
precache_file("gfx/dim_ipx.lmp");
precache_file("gfx/dim_tcp.lmp");
precache_file("gfx/dim_mult.lmp");
precache_file("gfx/mainmenu.lmp");
precache_file("gfx/box_tl.lmp");
precache_file("gfx/box_tm.lmp");
precache_file("gfx/box_tr.lmp");
precache_file("gfx/box_ml.lmp");
precache_file("gfx/box_mm.lmp");
precache_file("gfx/box_mm2.lmp");
precache_file("gfx/box_mr.lmp");
precache_file("gfx/box_bl.lmp");
precache_file("gfx/box_bm.lmp");
precache_file("gfx/box_br.lmp");
precache_file("gfx/sp_menu.lmp");
precache_file("gfx/ttl_sgl.lmp");
precache_file("gfx/ttl_main.lmp");
precache_file("gfx/ttl_cstm.lmp");
precache_file("gfx/mp_menu.lmp");
precache_file("gfx/netmen1.lmp");
precache_file("gfx/netmen2.lmp");
precache_file("gfx/netmen3.lmp");
precache_file("gfx/netmen4.lmp");
precache_file("gfx/netmen5.lmp");
precache_file("gfx/sell.lmp");
precache_file("gfx/help0.lmp");
precache_file("gfx/help1.lmp");
precache_file("gfx/help2.lmp");
precache_file("gfx/help3.lmp");
precache_file("gfx/help4.lmp");
precache_file("gfx/help5.lmp");
precache_file("gfx/pause.lmp");
precache_file("gfx/loading.lmp");
precache_file("gfx/p_option.lmp");
precache_file("gfx/p_load.lmp");
precache_file("gfx/p_save.lmp");
precache_file("gfx/p_multi.lmp");
// sounds loaded by C code
precache_sound("misc/menu1.wav");
precache_sound("misc/menu2.wav");
precache_sound("misc/menu3.wav");
precache_sound("ambience/water1.wav");
precache_sound("ambience/wind2.wav");
// shareware
precache_file("maps/start.bsp");
precache_file("maps/e1m1.bsp");
precache_file("maps/e1m2.bsp");
precache_file("maps/e1m3.bsp");
precache_file("maps/e1m4.bsp");
precache_file("maps/e1m5.bsp");
precache_file("maps/e1m6.bsp");
precache_file("maps/e1m7.bsp");
precache_file("maps/e1m8.bsp");
// registered
precache_file2("gfx/pop.lmp");
precache_file2("maps/e2m1.bsp");
precache_file2("maps/e2m2.bsp");
precache_file2("maps/e2m3.bsp");
precache_file2("maps/e2m4.bsp");
precache_file2("maps/e2m5.bsp");
precache_file2("maps/e2m6.bsp");
precache_file2("maps/e2m7.bsp");
precache_file2("maps/e3m1.bsp");
precache_file2("maps/e3m2.bsp");
precache_file2("maps/e3m3.bsp");
precache_file2("maps/e3m4.bsp");
precache_file2("maps/e3m5.bsp");
precache_file2("maps/e3m6.bsp");
precache_file2("maps/e3m7.bsp");
precache_file2("maps/e4m1.bsp");
precache_file2("maps/e4m2.bsp");
precache_file2("maps/e4m3.bsp");
precache_file2("maps/e4m4.bsp");
precache_file2("maps/e4m5.bsp");
precache_file2("maps/e4m6.bsp");
precache_file2("maps/e4m7.bsp");
precache_file2("maps/e4m8.bsp");
precache_file2("maps/end.bsp");
precache_file2("maps/dm1.bsp");
precache_file2("maps/dm2.bsp");
precache_file2("maps/dm3.bsp");
precache_file2("maps/dm4.bsp");
precache_file2("maps/dm5.bsp");
precache_file2("maps/dm6.bsp");
};
entity lastspawn;
//=======================
/*QUAKED worldspawn(0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
//=======================
void() worldspawn = {
lastspawn = world;
InitBodyQue();
// custom map attributes
if(self.model == "maps/e1m8.bsp") {
cvar_set("sv_gravity", "100");
} else {
cvar_set("sv_gravity", "800");
}
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache(); // get weapon precaches
// sounds used from C physics code
precache_sound("demon/dland2.wav"); // landing thud
precache_sound("misc/h2ohit1.wav"); // landing splash
// setup precaches allways needed
precache_sound("items/itembk2.wav"); // item respawn sound
precache_sound("player/plyrjmp8.wav"); // player jump
precache_sound("player/land.wav"); // player landing
precache_sound("player/land2.wav"); // player hurt landing
precache_sound("player/drown1.wav"); // drowning pain
precache_sound("player/drown2.wav"); // drowning pain
precache_sound("player/gasp1.wav"); // gasping for air
precache_sound("player/gasp2.wav"); // taking breath
precache_sound("player/h2odeath.wav"); // drowning death
precache_sound("misc/talk.wav"); // talk
precache_sound("player/teledth1.wav"); // telefrag
precache_sound("misc/r_tele1.wav"); // teleport sounds
precache_sound("misc/r_tele2.wav");
precache_sound("misc/r_tele3.wav");
precache_sound("misc/r_tele4.wav");
precache_sound("misc/r_tele5.wav");
precache_sound("weapons/lock4.wav"); // ammo pick up
precache_sound("weapons/pkup.wav"); // weapon up
precache_sound("items/armor1.wav"); // armor up
precache_sound("weapons/lhit.wav"); //lightning
precache_sound("weapons/lstart.wav"); //lightning start
precache_sound("items/damage3.wav");
precache_sound("misc/power.wav"); //lightning for boss
// player gib sounds
precache_sound("player/gib.wav"); // player gib sound
precache_sound("player/udeath.wav"); // player gib sound
precache_sound("player/tornoff2.wav"); // gib sound
// player pain sounds
precache_sound("player/pain1.wav");
precache_sound("player/pain2.wav");
precache_sound("player/pain3.wav");
precache_sound("player/pain4.wav");
precache_sound("player/pain5.wav");
precache_sound("player/pain6.wav");
// player death sounds
precache_sound("player/death1.wav");
precache_sound("player/death2.wav");
precache_sound("player/death3.wav");
precache_sound("player/death4.wav");
precache_sound("player/death5.wav");
// ax sounds
precache_sound("weapons/ax1.wav"); // ax swoosh
precache_sound("player/axhit1.wav"); // ax hit meat
precache_sound("player/axhit2.wav"); // ax hit world
precache_sound("player/h2ojump.wav"); // player jumping into water
precache_sound("player/slimbrn2.wav"); // player enter slime
precache_sound("player/inh2o.wav"); // player enter water
precache_sound("player/inlava.wav"); // player enter lava
precache_sound("misc/outwater.wav"); // leaving water sound
precache_sound("player/lburn1.wav"); // lava burn
precache_sound("player/lburn2.wav"); // lava burn
precache_sound("misc/water1.wav"); // swimming
precache_sound("misc/water2.wav"); // swimming
precache_model("progs/player.mdl");
precache_model("progs/eyes.mdl");
precache_model("progs/h_player.mdl");
precache_model("progs/gib1.mdl");
precache_model("progs/gib2.mdl");
precache_model("progs/gib3.mdl");
precache_model("progs/s_bubble.spr"); // drowning bubbles
precache_model("progs/s_explod.spr"); // sprite explosion
precache_model("progs/v_axe.mdl");
precache_model("progs/v_shot.mdl");
precache_model("progs/v_nail.mdl");
precache_model("progs/v_rock.mdl");
precache_model("progs/v_shot2.mdl");
precache_model("progs/v_nail2.mdl");
precache_model("progs/v_rock2.mdl");
precache_model("progs/bolt.mdl"); // for lightning gun
precache_model("progs/bolt2.mdl"); // for lightning gun
precache_model("progs/bolt3.mdl"); // for boss shock
precache_model("progs/lavaball.mdl"); // for testing
precache_model("progs/missile.mdl");
precache_model("progs/grenade.mdl");
precache_model("progs/spike.mdl");
precache_model("progs/s_spike.mdl");
precache_model("progs/backpack.mdl");
precache_model("progs/zom_gib.mdl");
precache_model("progs/v_light.mdl");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
lightstyle(0, "m");
// 1 FLICKER(first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE(first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle(4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER(second variety)
lightstyle(6, "nmonqnmomnmomomno");
// 7 CANDLE(second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE(third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE(fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
lightstyle(63, "a");
};
void() StartFrame = {
teamplay = cvar("teamplay");
skill = cvar("skill");
framecount = framecount + 1;
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
entity bodyque_head;
void() bodyque = {
// just here so spawn functions don't complain after the world
// creates bodyques
};
void() InitBodyQue = {
local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();
bodyque_head.owner.classname = "bodyque";
bodyque_head.owner.owner = spawn();
bodyque_head.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner = spawn();
bodyque_head.owner.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner.owner = bodyque_head;
};
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void(entity ent) CopyToBodyQue = {
bodyque_head.angles = ent.angles;
bodyque_head.model = ent.model;
bodyque_head.modelindex = ent.modelindex;
bodyque_head.frame = ent.frame;
bodyque_head.colormap = ent.colormap;
bodyque_head.movetype = ent.movetype;
bodyque_head.velocity = ent.velocity;
bodyque_head.flags = 0;
setorigin(bodyque_head, ent.origin);
setsize(bodyque_head, ent.mins, ent.maxs);
bodyque_head = bodyque_head.owner;
};

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/*
==============================================================================
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;
//=============================================================================
.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();
}
};
//============================================================================
/*QUAKED monster_zombie(1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush
If crucified, stick the bounding box 12 pixels back into a wall to look right.
*/
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();
}
};

21
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@ -0,0 +1,21 @@
core features:
all players keep starting weapons
corpse pickups have keys
custom pronouns
distributed ammo
no friendly fire by default
useful features:
configurable enemy stats
indicators for where other players are
users can cancel map ends ("<name> initiated travel to <mapname>")
extraneous features:
emotes
player sound effect option
selectable player models and skins
sound clips
third person player weapon models