// m_army.qc: Grunt $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 void() army_fire; //============================================================================= /* =========== army_check_attack The player is in view, so decide to move or launch an attack Returns FALSE if movement should continue ============ */ float() army_check_attack = { vector spot1, spot2; entity targ; 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; trace_line(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_attack_finished(1 + random()); if(random() < 0.3) { self.lefty = !self.lefty; } return TRUE; } return FALSE; }; /* ============================================================================== SOLDIER CODE ============================================================================== */ 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_check_refire(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 = { 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 = { vector dir; 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); fire_bullets(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; drop_backpack();}; 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; drop_backpack(); 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); throw_head("progs/h_guard.mdl", self.health); throw_gib("progs/gib1.mdl", self.health); throw_gib("progs/gib2.mdl", self.health); throw_gib("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; set_model(self, "progs/soldier.mdl"); set_size(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(); };