implement various fixes and refactorings
This commit is contained in:
parent
8d8a46d259
commit
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BIN
maps/fiend_test.bsp
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maps/fiend_test.bsp
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maps/fiend_test.lit
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maps/fiend_test.lit
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64
progs.src
64
progs.src
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@ -1,38 +1,38 @@
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progs.dat
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source/defs.qc
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source/common.qc
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source/fight.qc
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source/subs.qc
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source/c_defs.qc
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source/c_common.qc
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source/c_combat.qc
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source/ai.qc
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source/buttons.qc
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source/client.qc
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source/combat.qc
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source/doors.qc
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source/items.qc
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source/misc.qc
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source/monsters.qc
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source/plats.qc
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source/player.qc
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source/triggers.qc
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source/weapons.qc
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source/world.qc
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source/ai_fight.qc
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source/ai_monsters.qc
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source/ai_subs.qc
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source/boss.qc
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source/demon.qc
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source/dog.qc
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source/knight.qc
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source/ogre.qc
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source/shambler.qc
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source/soldier.qc
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source/wizard.qc
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source/zombie.qc
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source/p_client.qc
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source/p_player.qc
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source/p_weapons.qc
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source/enforcer.qc
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source/fish.qc
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source/hknight.qc
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source/oldone.qc
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source/shalrath.qc
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source/tarbaby.qc
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source/w_buttons.qc
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source/w_doors.qc
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source/w_items.qc
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source/w_misc.qc
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source/w_plats.qc
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source/w_triggers.qc
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source/w_world.qc
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source/m_army.qc
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source/m_boss.qc
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source/m_demon.qc
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source/m_dog.qc
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source/m_enforcer.qc
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source/m_fish.qc
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source/m_hknight.qc
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source/m_knight.qc
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source/m_ogre.qc
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source/m_oldone.qc
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source/m_shalrath.qc
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source/m_shambler.qc
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source/m_tarbaby.qc
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source/m_wizard.qc
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source/m_zombie.qc
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63
source/ai.qc
63
source/ai.qc
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@ -38,24 +38,6 @@ The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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void() movetarget_f = {
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if(!self.targetname) {
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error_obj("monster_movetarget: no targetname");
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}
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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set_size(self, '-8 -8 -8', '8 8 8');
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};
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/*QUAKED path_corner(0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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void() path_corner = {
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movetarget_f();
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};
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/*
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=============
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t_movetarget
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@ -83,7 +65,6 @@ void() t_movetarget = {
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sound(self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); // play chainsaw drag sound
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}
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//print_dbg("t_movetarget\n");
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self.goalentity = self.movetarget = find(world, targetname, other.target);
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self.ideal_yaw = vec_yaw(self.goalentity.origin - self.origin);
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if(!self.movetarget) {
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@ -93,6 +74,24 @@ void() t_movetarget = {
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}
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};
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void() movetarget_f = {
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if(!self.targetname) {
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error_obj("monster_movetarget: no targetname");
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}
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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set_size(self, '-8 -8 -8', '8 8 8');
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};
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/*QUAKED path_corner(0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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void() path_corner = {
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movetarget_f();
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};
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//============================================================================
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@ -324,32 +323,6 @@ void() ai_turn = {
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//=============================================================================
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/*
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=============
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choose_turn
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=============
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*/
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void(vector dest3) choose_turn = {
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vector dir, newdir;
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dir = self.origin - dest3;
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newdir_x = trace_plane_normal_y;
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newdir_y = 0 - trace_plane_normal_x;
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newdir_z = 0;
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if(dir * newdir > 0) {
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dir_x = 0 - trace_plane_normal_y;
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dir_y = trace_plane_normal_x;
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} else {
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dir_x = trace_plane_normal_y;
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dir_y = 0 - trace_plane_normal_x;
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}
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dir_z = 0;
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self.ideal_yaw = vec_yaw(dir);
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};
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/*
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============
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facing_ideal
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@ -1,4 +1,4 @@
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// fight.qc: monster attack functions
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// ai_fight.qc: monster attack functions
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/*
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@ -9,19 +9,6 @@ When it decides it can't attack, it goes into hunt mode.
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*/
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void() knight_attack = {
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float len;
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// decide if now is a good swing time
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len = vec_len(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs));
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if(len < 80) {
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knight_atk1();
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} else {
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knight_runatk1();
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}
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};
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//=============================================================================
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/*
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@ -185,7 +172,7 @@ void() ai_melee_side = {
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if(vec_len(delta) > 60) {
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return;
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}
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if(!can_damage(self.enemy, self)) {
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if(!ent_can_damage(self.enemy, self)) {
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return;
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}
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ldmg = (random() + random() + random()) * 3;
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@ -1,4 +1,4 @@
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// monsters.qc: basic monster functions
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// ai_monsters.qc: basic monster functions
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/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
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@ -12,6 +12,11 @@
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// <code>
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// };
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float() enemy_is_high = {
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return !self.enemy ||
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fabs(self.enemy.origin_z - self.origin_z) >= AI_MONSTER_HIGH;
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};
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/*
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================
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monster_use
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@ -113,13 +118,13 @@ void() walkmonster_start_go = {
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}
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// spread think times so they don't all happen at same time
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self.nextthink = self.nextthink + random() * 0.5;
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self.nextthink = time + 0.1 + random() * 0.5;
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};
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void() walkmonster_start = {
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// delay drop to floor to make sure all doors have been spawned
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// spread think times so they don't all happen at same time
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self.nextthink = self.nextthink + random() * 0.5;
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self.nextthink = time + 0.1 + random() * 0.5;
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self.think = walkmonster_start_go;
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total_monsters = total_monsters + 1;
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};
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@ -158,11 +163,13 @@ void() flymonster_start_go = {
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self.pausetime = 99999999;
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self.th_stand();
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}
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self.nextthink = time + 0.1 + random() * 0.5;
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};
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void() flymonster_start = {
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// spread think times so they don't all happen at same time
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self.nextthink = self.nextthink + random() * 0.5;
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self.flags |= FL_FLY;
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self.nextthink = time + 0.1 + random() * 0.5;
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self.think = flymonster_start_go;
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total_monsters = total_monsters + 1;
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};
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@ -174,7 +181,6 @@ void() swimmonster_start_go = {
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}
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self.takedamage = DAMAGE_AIM;
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total_monsters = total_monsters + 1;
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self.ideal_yaw = self.angles * '0 1 0';
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if(!self.yaw_speed) {
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}
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// spread think times so they don't all happen at same time
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self.nextthink = self.nextthink + random() * 0.5;
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self.nextthink = time + 0.1 + random() * 0.5;
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};
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void() swimmonster_start = {
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// spread think times so they don't all happen at same time
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self.nextthink = self.nextthink + random() * 0.5;
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self.flags |= FL_SWIM;
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self.nextthink = time + 0.1 + random() * 0.5;
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self.think = swimmonster_start_go;
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total_monsters = total_monsters + 1;
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};
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@ -1,4 +1,4 @@
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// subs.qc: subroutines for think frames
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// ai_subs.qc: subroutines for think frames
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void() sub_null = {};
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void(entity attacker, float damage) sub_pain_null = {};
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@ -1,4 +1,4 @@
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// combat.qc: entity-entity damage functions
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// c_combat.qc: entity-entity damage functions
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float(entity targ, entity attacker) is_same_team = {
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return targ != attacker &&
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/*
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============
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can_damage
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ent_can_damage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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float(entity targ, entity inflictor) can_damage = {
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float(entity targ, entity inflictor) ent_can_damage = {
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// bmodels need special checking because their origin is 0,0,0
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if(targ.movetype == MOVETYPE_PUSH) {
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trace_line(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
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@ -219,35 +219,39 @@ void(entity inflictor, entity attacker, float damage, entity ignore) ent_radius_
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float points;
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entity head;
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vector org;
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float attacker_damaged;
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float attacker_points;
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head = find_radius(inflictor.origin, damage + 40);
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while(head) {
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if(head != ignore) {
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if(head.takedamage) {
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org = head.origin + (head.mins + head.maxs) * 0.5;
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points = 0.5 * vec_len(inflictor.origin - org);
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if(points < 0) {
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points = 0;
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}
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points = damage - points;
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if(head == attacker) {
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points = points * 0.5;
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}
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if(points > 0) {
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if(can_damage(head, inflictor)) {
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// shambler takes half damage from all explosions
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if(head.classname == "monster_shambler") {
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ent_damage(head, inflictor, attacker, points * 0.5);
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} else {
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ent_damage(head, inflictor, attacker, points);
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}
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if(head != ignore && head.takedamage) {
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org = head.origin + (head.mins + head.maxs) * 0.5;
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points = 0.5 * vec_len(inflictor.origin - org);
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if(points < 0) {
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points = 0;
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}
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points = damage - points;
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if(points > 0 && ent_can_damage(head, inflictor)) {
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if(head != attacker) {
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// shambler takes half damage from all explosions
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if(head.classname == "monster_shambler") {
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ent_damage(head, inflictor, attacker, points * 0.5);
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} else {
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ent_damage(head, inflictor, attacker, points);
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}
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} else {
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attacker_damaged = TRUE;
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attacker_points = points * 0.5;
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}
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}
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}
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head = head.chain;
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}
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if(attacker_damaged) {
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ent_damage(attacker, inflictor, attacker, attacker_points);
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}
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};
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/*
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@ -272,7 +276,7 @@ void(entity attacker, float damage) beam_damage = {
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points = points * 0.5;
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}
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if(points > 0) {
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if(can_damage(head, attacker)) {
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if(ent_can_damage(head, attacker)) {
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if(head.classname == "monster_shambler") {
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ent_damage(head, attacker, attacker, points * 0.5);
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} else {
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@ -1,4 +1,4 @@
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// common.qc: common functions
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// c_common.qc: common functions
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const float PO2_LUT[25] = {
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1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768,
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@ -42,16 +42,15 @@ float(entity targ) range = {
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spot2 = targ.origin + targ.view_ofs;
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r = vec_len(spot1 - spot2);
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if(r < 120) {
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if(r < AI_RANGE_MELEE) {
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return RANGE_MELEE;
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}
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if(r < 500) {
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} else if(r < AI_RANGE_NEAR) {
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return RANGE_NEAR;
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}
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if(r < 1000) {
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} else if(r < AI_RANGE_MID) {
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return RANGE_MID;
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} else {
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return RANGE_FAR;
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}
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return RANGE_FAR;
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};
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// returns 1 if the entity is visible to self, even if not infront()
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@ -1,4 +1,4 @@
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// defs.qc: global definitions
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// c_defs.qc: global definitions
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// system globals ------------------------------------------------------------|
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#pragma noref 1
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|
@ -417,13 +417,41 @@ enum {
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// protocol bytes
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enum {
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SVC_TEMPENTITY = 23,
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SVC_KILLEDMONSTER = 27,
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SVC_FOUNDSECRET = 28,
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SVC_INTERMISSION = 30,
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SVC_FINALE = 31,
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SVC_CDTRACK = 32,
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SVC_SELLSCREEN = 33,
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SVC_BAD,
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SVC_NOP,
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SVC_DISCONNECT,
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SVC_UPDATESTAT,
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SVC_VERSION,
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SVC_SETVIEW,
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SVC_SOUND,
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SVC_TIME,
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SVC_PRINT,
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SVC_STUFFTEXT,
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SVC_SETANGLE,
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SVC_SERVERINFO,
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SVC_LIGHTSTYLE,
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SVC_UPDATENAME,
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SVC_UPDATEFRAGS,
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SVC_CLIENTDATA,
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SVC_STOPSOUND,
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SVC_UPDATECOLORS,
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SVC_PARTICLE,
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SVC_DAMAGE,
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SVC_SPAWNSTATIC,
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SVC_SPAWNBINARY,
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SVC_SPAWNBASELINE,
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SVC_TEMPENTITY,
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SVC_SETPAUSE,
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SVC_SIGNONNUM,
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SVC_CENTERPRINT,
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SVC_KILLEDMONSTER,
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SVC_FOUNDSECRET,
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SVC_SPAWNSTATICSOUND,
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SVC_INTERMISSION,
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SVC_FINALE,
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SVC_CDTRACK,
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SVC_SELLSCREEN,
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SVC_CUTSCENE,
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};
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enum {
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|
@ -573,6 +601,13 @@ enum {
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CHANGELEVEL_NO_INTERMISSION = 1,
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};
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enum {
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AI_RANGE_MELEE = 120,
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AI_RANGE_NEAR = 500,
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AI_RANGE_MID = 1000,
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AI_MONSTER_HIGH = 48,
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};
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// super co-op additions
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enum {
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PRO_NONE,
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|
@ -791,171 +826,98 @@ float ext_strings;
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.float lives;
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.float spectating;
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.float hurt_together_time;
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.float hurt_nextthink;
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// functions -----------------------------------------------------------------|
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void(float normal) sub_attack_finished;
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void(vector tdest, float tspeed, void() func) sub_calc_move;
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void(entity ent, vector tdest, float tspeed, void() func) sub_calc_move_ent;
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void(vector destangle, float tspeed, void() func) sub_calc_angle_move;
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void() sub_calc_move_done;
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void() sub_calc_angle_move_done;
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void(void() thinkst) sub_check_refire;
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void() sub_calc_move_done;
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void() sub_null;
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void(entity attacker, float damage) sub_pain_null;
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void() sub_use_targets;
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void() sub_remove;
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void() sub_use_targets;
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void(entity attacker, float damage) sub_pain_null;
|
||||
void(entity ent, vector tdest, float tspeed, void() func) sub_calc_move_ent;
|
||||
void(float normal) sub_attack_finished;
|
||||
void(vector destangle, float tspeed, void() func) sub_calc_angle_move;
|
||||
void(vector tdest, float tspeed, void() func) sub_calc_move;
|
||||
void(void() thinkst) sub_check_refire;
|
||||
|
||||
float() check_attack;
|
||||
void() found_target;
|
||||
|
||||
entity() drop_backpack;
|
||||
|
||||
float(entity e, float healamount, float ignore) ent_heal;
|
||||
float(entity targ, entity inflictor) can_damage;
|
||||
float(entity targ, entity inflictor) ent_can_damage;
|
||||
void() ent_missile_touch;
|
||||
void(entity bomb, entity attacker, float rad, entity ignore) ent_radius_damage;
|
||||
void(entity targ, entity inflictor, entity attacker, float damage) ent_damage;
|
||||
|
||||
void(float wep) wep_change_weapon;
|
||||
void() wep_cycle_weapon_reverse;
|
||||
void() wep_cycle_weapon;
|
||||
void() wep_fire_axe;
|
||||
void() wep_fire_shotgun;
|
||||
void() wep_fire_super_shotgun;
|
||||
void() wep_fire_rocket;
|
||||
void() wep_fire_lightning;
|
||||
void() wep_fire_grenade;
|
||||
void(float ox) wep_fire_nail;
|
||||
void() wep_fire_super_nail;
|
||||
float() wep_best_weapon;
|
||||
void() wep_cycle_weapon;
|
||||
void() wep_cycle_weapon_reverse;
|
||||
void() wep_fire_axe;
|
||||
void() wep_fire_grenade;
|
||||
void() wep_fire_lightning;
|
||||
void() wep_fire_rocket;
|
||||
void() wep_fire_shotgun;
|
||||
void() wep_fire_super_nail;
|
||||
void() wep_fire_super_shotgun;
|
||||
void() wep_set_current_ammo;
|
||||
void() wep_weapon_frame;
|
||||
void(float ox) wep_fire_nail;
|
||||
void(float wep) wep_change_weapon;
|
||||
|
||||
string() key_1_name;
|
||||
string() key_2_name;
|
||||
string() key_1_name, key_2_name;
|
||||
|
||||
void() army_fire;
|
||||
float() army_check_attack;
|
||||
|
||||
float() demon_check_attack;
|
||||
void() demon_jump_touch;
|
||||
void(float side) demon_melee;
|
||||
|
||||
float() dog_check_attack;
|
||||
void() dog_leap1;
|
||||
void() dog_run1;
|
||||
|
||||
void() shalrath_home;
|
||||
void() shalrath_missile;
|
||||
void() shalrath_missile_touch;
|
||||
|
||||
float(entity targ, entity attacker) is_same_team;
|
||||
void() decode_level_parms;
|
||||
void(entity ent) copy_to_body_queue;
|
||||
void() init_body_queue;
|
||||
|
||||
void() super_damage_sound;
|
||||
void() ai_face;
|
||||
|
||||
void() armor_touch;
|
||||
|
||||
void() bubble_bob;
|
||||
void() bubble_remove;
|
||||
void() button_return;
|
||||
void() button_wait;
|
||||
|
||||
void() door_go_down;
|
||||
void() door_go_up;
|
||||
void() fd_secret_done;
|
||||
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() finale_1;
|
||||
void() finale_2;
|
||||
void() finale_3;
|
||||
void() finale_4;
|
||||
void() fire_fly;
|
||||
void() fire_touch;
|
||||
void() health_touch;
|
||||
void() item_megahealth_rot;
|
||||
void() make_bubbles;
|
||||
|
||||
void() monster_death_use;
|
||||
void() movetarget_f;
|
||||
|
||||
void() powerup_touch;
|
||||
void() set_suicide_frame;
|
||||
|
||||
void(vector org, vector dir) launch_spike;
|
||||
|
||||
void() spike_touch;
|
||||
void() superspike_touch;
|
||||
void() swimmonster_start;
|
||||
void() t_movetarget;
|
||||
|
||||
void() train_next;
|
||||
void() swimmonster_start;
|
||||
|
||||
void(entity targ, entity attacker) client_obituary;
|
||||
void(float num_bubbles) death_bubbles;
|
||||
void(vector dest) choose_turn;
|
||||
void(vector org, vector vec) launch_laser;
|
||||
void(vector org, vector vel, float damage) spawn_blood;
|
||||
void() become_explosion;
|
||||
|
||||
void() hknight_char_a1;
|
||||
void() hknight_run1;
|
||||
|
||||
void() ogre_smash1;
|
||||
void() ogre_swing1;
|
||||
float() army_check_attack;
|
||||
float() demon_check_attack;
|
||||
float() dog_check_attack;
|
||||
float() ogre_check_attack;
|
||||
float() sham_check_attack;
|
||||
float() wiz_check_attack;
|
||||
|
||||
void() plat_center_touch;
|
||||
void() plat_crush;
|
||||
void() plat_go_down;
|
||||
void() plat_go_up;
|
||||
void() plat_outside_touch;
|
||||
void() plat_trigger_use;
|
||||
void() knight_attack;
|
||||
|
||||
void() knight_atk1;
|
||||
void() knight_bow1;
|
||||
void() knight_bow6;
|
||||
void() knight_runatk1;
|
||||
void() knight_walk1;
|
||||
|
||||
void() player_die;
|
||||
void() player_axe1;
|
||||
void() player_axeb1;
|
||||
void() player_axec1;
|
||||
void() player_axed1;
|
||||
void() player_die_ax1;
|
||||
void() player_diea1;
|
||||
void() player_dieb1;
|
||||
void() player_diec1;
|
||||
void() player_died1;
|
||||
void() player_diee1;
|
||||
void() player_die;
|
||||
void() player_light1;
|
||||
void() player_nail1;
|
||||
void(entity attacker, float damage) player_pain;
|
||||
void() player_rocket1;
|
||||
void() player_run;
|
||||
void() player_run;
|
||||
void() player_shot1;
|
||||
void() player_stand1;
|
||||
|
||||
void() sham_smash1;
|
||||
void() sham_swingl1;
|
||||
void() sham_swingr1;
|
||||
void() sham_swingr1;
|
||||
float() sham_check_attack;
|
||||
|
||||
void() tbaby_jump1;
|
||||
void() tbaby_jump5;
|
||||
|
||||
float() wiz_check_attack;
|
||||
void() wiz_run1;
|
||||
void() wiz_side1;
|
||||
void(entity attacker, float damage) player_pain;
|
||||
|
||||
void(vector org) spawn_tfog;
|
||||
void(vector org, entity death_owner) spawn_tdeath;
|
||||
|
||||
void() info_player_start;
|
||||
|
||||
void() func_train_find;
|
||||
|
||||
void(vector p) boss_missile;
|
||||
|
||||
void() impulse_commands;
|
||||
|
||||
// EOF
|
|
@ -1,4 +1,4 @@
|
|||
// soldier.qc: Grunt
|
||||
// m_army.qc: Grunt
|
||||
|
||||
$cd id1 / models / soldier3
|
||||
$origin 0 - 6 24
|
||||
|
@ -31,6 +31,8 @@ $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
|
||||
|
||||
void() army_fire;
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
|
@ -1,4 +1,4 @@
|
|||
// boss.qc: Chthon, boss of E1
|
||||
// m_boss.qc: Chthon, boss of E1
|
||||
|
||||
$cd id1 / models / boss1
|
||||
$origin 0 0 - 15
|
||||
|
@ -29,6 +29,8 @@ $frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6
|
|||
$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
|
||||
$frame shockc9 shockc10
|
||||
|
||||
void(vector p) boss_missile;
|
||||
|
||||
void() boss_face = {
|
||||
// go for another player if multi player
|
||||
if(enemy_is_gone(self.enemy) || random() < 0.02) {
|
||||
|
@ -174,7 +176,7 @@ void() boss_death9 = [$death9, boss_death10] {
|
|||
|
||||
void() boss_death10 = [$death9, boss_death10] {
|
||||
killed_monsters = killed_monsters + 1;
|
||||
write_byte(MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast
|
||||
write_byte(MSG_ALL, SVC_KILLEDMONSTER);
|
||||
sub_use_targets();
|
||||
remove(self);
|
||||
};
|
|
@ -1,4 +1,4 @@
|
|||
// demon.qc: Fiend
|
||||
// m_demon.qc: Fiend
|
||||
|
||||
$cd id1 / models / demon3
|
||||
$scale 0.8
|
||||
|
@ -23,6 +23,9 @@ $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_jump_touch;
|
||||
void(float side) demon_melee;
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() demon1_stand1 = [ $stand1, demon1_stand2 ] {ai_stand();};
|
||||
|
@ -219,12 +222,12 @@ Returns TRUE if a melee attack would hit right now
|
|||
==============
|
||||
*/
|
||||
float() demon_check_melee = {
|
||||
if(enemy_range == RANGE_MELEE) {
|
||||
// FIXME: check canreach
|
||||
if(enemy_range == RANGE_MELEE && !enemy_is_high()) {
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
} else {
|
||||
return FALSE;
|
||||
}
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -237,13 +240,10 @@ float() demon_check_jump = {
|
|||
vector dist;
|
||||
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) {
|
||||
if(self.origin_z + self.mins_z >
|
||||
self.enemy.origin_z + self.enemy.mins_z + 0.75 * self.enemy.size_z ||
|
||||
self.origin_z + self.maxs_z <
|
||||
self.enemy.origin_z + self.enemy.mins_z + 0.25 * self.enemy.size_z) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
@ -252,17 +252,7 @@ float() demon_check_jump = {
|
|||
|
||||
d = vec_len(dist);
|
||||
|
||||
if(d < 100) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if(d > 200) {
|
||||
if(random() < 0.9) {
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
return !(d < 100 || (d > 200 && random() < 0.9));
|
||||
};
|
||||
|
||||
float() demon_check_attack = {
|
||||
|
@ -297,7 +287,7 @@ void(float side) demon_melee = {
|
|||
if(vec_len(delta) > 100) {
|
||||
return;
|
||||
}
|
||||
if(!can_damage(self.enemy, self)) {
|
||||
if(!ent_can_damage(self.enemy, self)) {
|
||||
return;
|
||||
}
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
// dog.qc: Rottweiler
|
||||
// m_dog.qc: Rottweiler
|
||||
|
||||
$cd id1 / models / dog
|
||||
$origin 0 0 24
|
||||
|
@ -25,6 +25,8 @@ $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
|||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
|
||||
|
||||
void() dog_leap1, dog_run1;
|
||||
|
||||
/*
|
||||
================
|
||||
dog_bite
|
||||
|
@ -41,7 +43,7 @@ void() dog_bite = {
|
|||
|
||||
ai_charge(10);
|
||||
|
||||
if(!can_damage(self.enemy, self)) {
|
||||
if(!ent_can_damage(self.enemy, self)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -250,12 +252,12 @@ Returns TRUE if a melee attack would hit right now
|
|||
==============
|
||||
*/
|
||||
float() dog_check_melee = {
|
||||
if(enemy_range == RANGE_MELEE) {
|
||||
// FIXME: check canreach
|
||||
if(enemy_range == RANGE_MELEE && !enemy_is_high()) {
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
} else {
|
||||
return FALSE;
|
||||
}
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
/*
|
|
@ -1,4 +1,4 @@
|
|||
// enforcer.qc: Enforcer
|
||||
// m_enforcer.qc: Enforcer
|
||||
|
||||
$cd id1 / models / enforcer
|
||||
$origin 0 - 6 24
|
|
@ -1,4 +1,4 @@
|
|||
// fish.qc: Rotfish
|
||||
// m_fish.qc: Rotfish
|
||||
|
||||
$cd id1 / models / fish
|
||||
$origin 0 0 24
|
||||
|
@ -114,7 +114,7 @@ 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_death3 = [ $death3, f_death4 ] {self.solid = SOLID_NOT;};
|
||||
void() f_death4 = [ $death4, f_death5 ] {};
|
||||
void() f_death5 = [ $death5, f_death6 ] {};
|
||||
void() f_death6 = [ $death6, f_death7 ] {};
|
||||
|
@ -132,7 +132,7 @@ 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_death21 = [ $death21, f_death21 ] {};
|
||||
|
||||
void() f_pain1 = [ $pain1, f_pain2 ] {};
|
||||
void() f_pain2 = [ $pain2, f_pain3 ] {ai_pain(6);};
|
||||
|
@ -145,11 +145,20 @@ 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();
|
||||
};
|
||||
|
||||
void() f_die = {
|
||||
if(self.health < -35) {
|
||||
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
throw_head("progs/gib3.mdl", self.health);
|
||||
throw_gib("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
f_death1();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_fish(1 0 0) (-16 -16 -24) (16 16 24) Ambush
|
||||
*/
|
||||
|
@ -175,7 +184,7 @@ void() monster_fish = {
|
|||
self.th_stand = f_stand1;
|
||||
self.th_walk = f_walk1;
|
||||
self.th_run = f_run1;
|
||||
self.th_die = f_death1;
|
||||
self.th_die = f_die;
|
||||
self.th_pain = fish_pain;
|
||||
self.th_melee = f_attack1;
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
// hknight.qc: Death Knight
|
||||
// m_hknight.qc: Death Knight
|
||||
|
||||
$cd id1 / models / knight2
|
||||
$origin 0 0 24
|
||||
|
@ -45,6 +45,8 @@ $frame w_attack21 w_attack22
|
|||
$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
|
||||
$frame magicc9 magicc10 magicc11
|
||||
|
||||
void() hknight_char_a1, hknight_run1;
|
||||
|
||||
void() hknight_idle_sound = {
|
||||
if(random() < 0.2) {
|
||||
sound(self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
|
|
@ -1,4 +1,4 @@
|
|||
// knight.qc: Knight
|
||||
// m_knight.qc: Knight
|
||||
|
||||
$cd id1 / models / knight
|
||||
$origin 0 0 24
|
||||
|
@ -221,6 +221,19 @@ void() knight_die = {
|
|||
}
|
||||
};
|
||||
|
||||
void() knight_attack = {
|
||||
float len;
|
||||
|
||||
// decide if now is a good swing time
|
||||
len = vec_len(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs));
|
||||
|
||||
if(len < 80) {
|
||||
knight_atk1();
|
||||
} else {
|
||||
knight_runatk1();
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED monster_knight(1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
*/
|
||||
void() monster_knight = {
|
|
@ -1,4 +1,4 @@
|
|||
// ogre.qc: Ogre
|
||||
// m_ogre.qc: Ogre
|
||||
|
||||
$cd id1 / models / ogre_c
|
||||
$origin 0 0 24
|
||||
|
@ -57,7 +57,7 @@ float() ogre_check_attack = {
|
|||
float chance;
|
||||
|
||||
if(enemy_range == RANGE_MELEE) {
|
||||
if(can_damage(self.enemy, self)) {
|
||||
if(ent_can_damage(self.enemy, self)) {
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ void(float side) chainsaw = {
|
|||
if(!self.enemy) {
|
||||
return;
|
||||
}
|
||||
if(!can_damage(self.enemy, self)) {
|
||||
if(!ent_can_damage(self.enemy, self)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -295,9 +295,10 @@ 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_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);};
|
||||
|
@ -307,10 +308,11 @@ 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_smash11 = [ $smash11, ogre_smash12 ] {
|
||||
ai_charge(2);
|
||||
chainsaw(0);
|
||||
self.nextthink = time + 0.1 + random() * 0.2;
|
||||
}; // slight variation
|
||||
void() ogre_smash12 = [ $smash12, ogre_smash13 ] {ai_charge(0);};
|
||||
void() ogre_smash13 = [ $smash13, ogre_smash14 ] {ai_charge(4);};
|
||||
void() ogre_smash14 = [ $smash14, ogre_run1 ] {ai_charge(12);};
|
|
@ -1,4 +1,4 @@
|
|||
// oldone.qc: Shub-Niggurath
|
||||
// m_oldone.qc: Shub-Niggurath
|
||||
|
||||
$cd id1 / models / old_one
|
||||
$origin 0 0 24
|
||||
|
@ -16,7 +16,7 @@ $frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
|
|||
$frame shake9 shake10 shake11 shake12 shake13 shake14
|
||||
$frame shake15 shake16 shake17 shake18 shake19 shake20
|
||||
|
||||
//void() old_stand =[ $old1, old_stand ] {};
|
||||
void() finale_1, finale_2, finale_3, finale_4;
|
||||
|
||||
void() old_idle1 = [ $old1, old_idle2 ] {};
|
||||
void() old_idle2 = [ $old2, old_idle3 ] {};
|
||||
|
@ -79,12 +79,13 @@ void() old_thrash11 = [ $shake11, old_thrash12 ] {light_style(0, "g");};
|
|||
void() old_thrash12 = [ $shake12, old_thrash13 ] {light_style(0, "i");};
|
||||
void() old_thrash13 = [ $shake13, old_thrash14 ] {light_style(0, "k");};
|
||||
void() old_thrash14 = [ $shake14, old_thrash15 ] {light_style(0, "m");};
|
||||
void() old_thrash15 = [ $shake15, old_thrash16 ] {light_style(0, "m");
|
||||
self.cnt = self.cnt + 1;
|
||||
if(self.cnt != 3) {
|
||||
self.think = old_thrash1;
|
||||
}
|
||||
};
|
||||
void() old_thrash15 = [ $shake15, old_thrash16 ] {
|
||||
light_style(0, "m");
|
||||
self.cnt = self.cnt + 1;
|
||||
if(self.cnt != 3) {
|
||||
self.think = old_thrash1;
|
||||
}
|
||||
};
|
||||
void() old_thrash16 = [ $shake16, old_thrash17 ] {light_style(0, "g");};
|
||||
void() old_thrash17 = [ $shake17, old_thrash18 ] {light_style(0, "c");};
|
||||
void() old_thrash18 = [ $shake18, old_thrash19 ] {light_style(0, "b");};
|
||||
|
@ -97,6 +98,9 @@ void() finale_1 = {
|
|||
entity pos, pl;
|
||||
entity timer;
|
||||
|
||||
killed_monsters++;
|
||||
write_byte(MSG_ALL, SVC_KILLEDMONSTER);
|
||||
|
||||
intermission_exittime = time + 10000000; // never allow exit
|
||||
intermission_running = 1;
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
// shalrath.qc: Vore
|
||||
// m_shalrath.qc: Vore
|
||||
|
||||
$cd id1 / models / shalrath
|
||||
$origin 0 0 24
|
||||
|
@ -16,6 +16,8 @@ $frame death1 death2 death3 death4 death5 death6 death7
|
|||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
|
||||
$frame walk11 walk12
|
||||
|
||||
void() shalrath_home, shalrath_missile, shalrath_missile_touch;
|
||||
|
||||
void() shal_stand = [ $walk1, shal_stand ] {ai_stand();};
|
||||
|
||||
void() shal_walk1 = [ $walk2, shal_walk2 ] {
|
|
@ -1,4 +1,4 @@
|
|||
// shambler.qc: Shambler
|
||||
// m_shambler.qc: Shambler
|
||||
|
||||
$cd id1 / models / shams
|
||||
$origin 0 0 24
|
||||
|
@ -30,6 +30,7 @@ $frame pain1 pain2 pain3 pain4 pain5 pain6
|
|||
$frame death1 death2 death3 death4 death5 death6
|
||||
$frame death7 death8 death9 death10 death11
|
||||
|
||||
void() sham_smash1, sham_swingl1, sham_swingr1;
|
||||
/*
|
||||
===========
|
||||
sham_check_attack
|
||||
|
@ -45,7 +46,7 @@ float() sham_check_attack = {
|
|||
float enemy_yaw;
|
||||
|
||||
if(enemy_range == RANGE_MELEE) {
|
||||
if(can_damage(self.enemy, self)) {
|
||||
if(ent_can_damage(self.enemy, self)) {
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
|
@ -161,7 +162,7 @@ void() sham_smash10 = [ $smash10, sham_smash11 ] {
|
|||
if(vec_len(delta) > 100) {
|
||||
return;
|
||||
}
|
||||
if(!can_damage(self.enemy, self)) {
|
||||
if(!ent_can_damage(self.enemy, self)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -278,24 +279,27 @@ void() sham_cast_lightning = {
|
|||
lightning_damage(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_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;
|
||||
entity o;
|
||||
void() sham_magic3 = [ $magic3, sham_magic4 ] {
|
||||
entity o;
|
||||
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
ai_face();
|
||||
self.owner = spawn();
|
||||
o = self.owner;
|
||||
set_model(o, "progs/s_light.mdl");
|
||||
set_origin(o, self.origin);
|
||||
o.angles = self.angles;
|
||||
o.nextthink = time + 0.7;
|
||||
o.think = sub_remove;
|
||||
};
|
||||
ai_face();
|
||||
self.nextthink = time + 0.2;
|
||||
|
||||
self.effects = self.effects | EF_MUZZLEFLASH;
|
||||
ai_face();
|
||||
self.owner = spawn();
|
||||
o = self.owner;
|
||||
set_model(o, "progs/s_light.mdl");
|
||||
set_origin(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;
|
|
@ -1,4 +1,4 @@
|
|||
// tarbaby.qc: Spawn
|
||||
// m_tarbaby.qc: Spawn
|
||||
|
||||
$cd id1 / models / tarbaby
|
||||
$origin 0 0 24
|
||||
|
@ -20,6 +20,8 @@ $frame fly1 fly2 fly3 fly4
|
|||
|
||||
$frame exp
|
||||
|
||||
void() tbaby_jump1, tbaby_jump5;
|
||||
|
||||
void() tbaby_stand1 = [ $walk1, tbaby_stand1 ] {ai_stand();};
|
||||
|
||||
void() tbaby_hang1 = [ $walk1, tbaby_hang1 ] {ai_stand();};
|
|
@ -1,4 +1,4 @@
|
|||
// wizard.qc: Scrag
|
||||
// m_wizard.qc: Scrag
|
||||
|
||||
$cd id1 / models / a_wizard
|
||||
$origin 0 0 24
|
||||
|
@ -18,6 +18,8 @@ $frame pain1 pain2 pain3 pain4
|
|||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
|
||||
void() wiz_run1, wiz_side1;
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
// zombie.qc: Zombie
|
||||
// m_zombie.qc: Zombie
|
||||
|
||||
$cd id1 / models / zombie
|
||||
|
||||
|
@ -345,7 +345,7 @@ 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_paine11 = [ $paine11, zombie_paine12 ] {self.nextthink = time + 5; self.health = 60;};
|
||||
void() zombie_paine12 = [ $paine12, zombie_paine13 ] {
|
||||
// see if ok to stand up
|
||||
self.health = 60;
|
||||
|
@ -424,7 +424,8 @@ void(entity attacker, float take) zombie_pain = {
|
|||
}
|
||||
|
||||
if(self.inpain) {
|
||||
// if hit again in next gre seconds while not in pain frames, definately drop
|
||||
// if hit again in next three seconds while not in pain frames,
|
||||
// definitely drop
|
||||
self.pain_finished = time + 3;
|
||||
return; // currently going through an animation, don't change
|
||||
}
|
|
@ -1,4 +1,44 @@
|
|||
// client.qc: player-adjacent functions
|
||||
// p_client.qc: player-adjacent functions
|
||||
|
||||
void() impulse_commands;
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
QUAKED FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_start(1 0 0) (-16 -16 -24) (16 16 24)
|
||||
The normal starting point for a level.
|
||||
*/
|
||||
void() info_player_start = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_start2(1 0 0) (-16 -16 -24) (16 16 24)
|
||||
Only used on start map for the return point from an episode.
|
||||
*/
|
||||
void() info_player_start2 = {
|
||||
};
|
||||
|
||||
/*
|
||||
saved out by quaked in region mode
|
||||
*/
|
||||
void() testplayerstart = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_deathmatch(1 0 1) (-16 -16 -24) (16 16 24)
|
||||
potential spawning position for deathmatch games
|
||||
*/
|
||||
void() info_player_deathmatch = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_coop(1 0 1) (-16 -16 -24) (16 16 24)
|
||||
potential spawning position for coop games
|
||||
*/
|
||||
void() info_player_coop = {
|
||||
};
|
||||
|
||||
string(float pro) pronoun_subject = {
|
||||
switch(pro) {
|
||||
|
@ -85,10 +125,8 @@ void() SetNewParms = {
|
|||
void() decode_level_parms = {
|
||||
float ofs, ofs2, pro;
|
||||
|
||||
if(serverflags) {
|
||||
if(world.model == "maps/start.bsp") {
|
||||
SetNewParms(); // take away all stuff on starting new episode
|
||||
}
|
||||
if(!deathmatch && world.model == "maps/start.bsp") {
|
||||
SetNewParms(); // take away all stuff on starting new episode
|
||||
}
|
||||
|
||||
self.items = parm1;
|
||||
|
@ -257,7 +295,7 @@ void() intermission_exit = {
|
|||
}
|
||||
|
||||
intermission_exittime = time + 1;
|
||||
intermission_running = intermission_running + 1;
|
||||
intermission_running++;
|
||||
|
||||
//
|
||||
// run some text if at the end of an episode
|
||||
|
@ -578,7 +616,7 @@ entity() select_spawn_point = {
|
|||
thing = find_radius(spot.origin, 32);
|
||||
while(thing) {
|
||||
if(thing.classname == "player") {
|
||||
pcount = pcount + 1;
|
||||
pcount++;
|
||||
}
|
||||
thing = thing.chain;
|
||||
}
|
||||
|
@ -674,9 +712,10 @@ void() PutClientInServer = {
|
|||
// pausetime is set by teleporters to keep the player from moving for a bit
|
||||
self.pausetime = 0;
|
||||
|
||||
self.origin = spot.origin + '0 0 1';
|
||||
self.angles = spot.angles;
|
||||
self.fixangle = TRUE; // turn this way immediately
|
||||
self.origin = spot.origin + '0 0 1';
|
||||
self.oldorigin = self.origin;
|
||||
self.angles = spot.angles;
|
||||
self.fixangle = TRUE; // turn this way immediately
|
||||
|
||||
// oh, this is a hack!
|
||||
set_model(self, "progs/eyes.mdl");
|
||||
|
@ -688,6 +727,7 @@ void() PutClientInServer = {
|
|||
set_size(self, '-16 -16 -24', '16 16 32');
|
||||
|
||||
self.view_ofs = '0 0 22';
|
||||
self.velocity = VEC_ORIGIN;
|
||||
|
||||
player_stand1();
|
||||
|
||||
|
@ -699,44 +739,6 @@ void() PutClientInServer = {
|
|||
spawn_tdeath(self.origin, self);
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
QUAKED FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
/*QUAKED info_player_start(1 0 0) (-16 -16 -24) (16 16 24)
|
||||
The normal starting point for a level.
|
||||
*/
|
||||
void() info_player_start = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_start2(1 0 0) (-16 -16 -24) (16 16 24)
|
||||
Only used on start map for the return point from an episode.
|
||||
*/
|
||||
void() info_player_start2 = {
|
||||
};
|
||||
|
||||
/*
|
||||
saved out by quaked in region mode
|
||||
*/
|
||||
void() testplayerstart = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_deathmatch(1 0 1) (-16 -16 -24) (16 16 24)
|
||||
potential spawning position for deathmatch games
|
||||
*/
|
||||
void() info_player_deathmatch = {
|
||||
};
|
||||
|
||||
/*QUAKED info_player_coop(1 0 1) (-16 -16 -24) (16 16 24)
|
||||
potential spawning position for coop games
|
||||
*/
|
||||
void() info_player_coop = {
|
||||
};
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
|
@ -1180,7 +1182,7 @@ Called every frame after physics are run
|
|||
================
|
||||
*/
|
||||
void() PlayerPostThink = {
|
||||
if(time >= self.attack_finished) {
|
||||
if(time >= self.attack_finished && self.impulse) {
|
||||
impulse_commands();
|
||||
}
|
||||
|
||||
|
@ -1345,7 +1347,7 @@ void() impulse_commands = {
|
|||
};
|
||||
|
||||
float(entity targ, entity attacker) obit_teledeath = {
|
||||
attacker.owner.frags = attacker.owner.frags + 1;
|
||||
attacker.owner.frags++;
|
||||
print_all(" was telefragged by ", attacker.owner.netname, "\n");
|
||||
return TRUE;
|
||||
};
|
||||
|
@ -1356,6 +1358,15 @@ float(entity targ, entity attacker) obit_teledeath2 = {
|
|||
return TRUE;
|
||||
};
|
||||
|
||||
float(entity targ, entity attacker) obit_teledeath3 = {
|
||||
targ.frags--;
|
||||
attacker.owner.frags++;
|
||||
print_all(" was telefragged by ",
|
||||
attacker.owner.netname,
|
||||
"'s satanic powers\n");
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
float(entity targ, entity attacker) obit_suicide = {
|
||||
targ.frags--;
|
||||
|
||||
|
@ -1402,7 +1413,7 @@ float(entity targ, entity attacker) obit_teamkill = {
|
|||
float(entity targ, entity attacker) obit_pkill = {
|
||||
string deathstring, deathstring2;
|
||||
|
||||
attacker.frags = attacker.frags + 1;
|
||||
attacker.frags++;
|
||||
|
||||
switch(attacker.weapon) {
|
||||
case IT_AXE:
|
||||
|
@ -1682,6 +1693,9 @@ void(entity targ, entity attacker) client_obituary = {
|
|||
case "teledeath2":
|
||||
did_message = obit_teledeath2(targ, attacker);
|
||||
break;
|
||||
case "teledeath3":
|
||||
did_message = obit_teledeath3(targ, attacker);
|
||||
break;
|
||||
case "player":
|
||||
if(targ == attacker) {
|
||||
did_message = obit_suicide(targ, attacker);
|
|
@ -1,4 +1,4 @@
|
|||
// player.qc: the player entity
|
||||
// p_player.qc: the player entity
|
||||
|
||||
$cd id1 / models / player_4
|
||||
$origin 0 - 6 24
|
||||
|
@ -68,6 +68,11 @@ $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
|
|||
|
||||
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
|
||||
|
||||
void() player_die_ax1, player_diea1, player_dieb1, player_diec1, player_died1,
|
||||
player_diee1;
|
||||
|
||||
void(float num_bubbles) death_bubbles;
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
PLAYER
|
||||
|
@ -249,7 +254,9 @@ void() player_pain_sound = {
|
|||
|
||||
// slime pain sounds
|
||||
if(self.watertype == CONTENT_SLIME) {
|
||||
// FIX ME put in some steam here
|
||||
if(self.waterlevel == 3) {
|
||||
death_bubbles(1);
|
||||
}
|
||||
if(random() > 0.5) {
|
||||
sound(self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
|
||||
} else {
|
||||
|
@ -335,7 +342,8 @@ void(entity attacker, float damage) player_pain = {
|
|||
|
||||
void() player_death_bubbles_spawn = {
|
||||
entity bubble;
|
||||
if(self.owner.waterlevel != 3) {
|
||||
if(self.owner.waterlevel != 3 && self.owner.health > 0) {
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
bubble = spawn();
|
||||
|
@ -350,7 +358,7 @@ void() player_death_bubbles_spawn = {
|
|||
bubble.frame = 0;
|
||||
bubble.cnt = 0;
|
||||
set_size(bubble, '-8 -8 -8', '8 8 8');
|
||||
self.nextthink = time + 0.1;
|
||||
self.nextthink = time + 0.01;
|
||||
self.think = player_death_bubbles_spawn;
|
||||
self.air_finished = self.air_finished + 1;
|
||||
if(self.air_finished >= self.bubble_count) {
|
||||
|
@ -365,12 +373,11 @@ void(float num_bubbles) death_bubbles = {
|
|||
set_origin(bubble_spawner, self.origin);
|
||||
bubble_spawner.movetype = MOVETYPE_NONE;
|
||||
bubble_spawner.solid = SOLID_NOT;
|
||||
bubble_spawner.nextthink = time + 0.1;
|
||||
bubble_spawner.nextthink = time + 0.01;
|
||||
bubble_spawner.think = player_death_bubbles_spawn;
|
||||
bubble_spawner.air_finished = 0;
|
||||
bubble_spawner.owner = self;
|
||||
bubble_spawner.bubble_count = num_bubbles;
|
||||
return;
|
||||
};
|
||||
|
||||
void() player_death_sound = {
|
||||
|
@ -493,11 +500,12 @@ void() player_gib = {
|
|||
void() player_die = {
|
||||
float i;
|
||||
|
||||
self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
self.items &= ~(IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
|
||||
self.invisible_finished = 0; // don't die as eyes
|
||||
self.invincible_finished = 0;
|
||||
self.super_damage_finished = 0;
|
||||
self.radsuit_finished = 0;
|
||||
self.effects = 0;
|
||||
self.modelindex = modelindex_player; // don't use eyes
|
||||
|
||||
if(deathmatch || coop) {
|
|
@ -1,4 +1,4 @@
|
|||
// weapons.qc: weapon functions
|
||||
// p_weapons.qc: weapon functions
|
||||
|
||||
// called by worldspawn
|
||||
void() wep_precache = {
|
||||
|
@ -533,6 +533,43 @@ void() wep_fire_grenade = {
|
|||
|
||||
//=============================================================================
|
||||
|
||||
void() spike_touch = {
|
||||
float rand;
|
||||
if(other == self.owner) {
|
||||
return;
|
||||
}
|
||||
|
||||
if(other.solid == SOLID_TRIGGER) {
|
||||
return; // trigger field, do nothing
|
||||
}
|
||||
|
||||
if(point_contents(self.origin) == CONTENT_SKY) {
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
// hit something that bleeds
|
||||
if(other.takedamage) {
|
||||
spawn_touchblood(9);
|
||||