// m_demon.qc: Fiend $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_jump_touch; void(float side) demon_melee; //============================================================================ 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_jump_touch; make_vectors(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_jump_touch) { 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); throw_head("progs/h_demon.mdl", self.health); throw_gib("progs/gib1.mdl", self.health); throw_gib("progs/gib1.mdl", self.health); throw_gib("progs/gib1.mdl", self.health); return; } // regular death demon1_die1(); }; void() demon_melee_attack = { 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; set_model(self, "progs/demon.mdl"); set_size(self, '-32 -32 -24', '32 32 64'); 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_melee_attack; // one of two attacks self.th_missile = demon1_jump1; // jump attack self.th_pain = demon1_pain; walkmonster_start(); }; /* ============================================================================== DEMON ============================================================================== */ /* ============== demon_check_melee Returns TRUE if a melee attack would hit right now ============== */ float() demon_check_melee = { if(enemy_range == RANGE_MELEE && !enemy_is_high()) { self.attack_state = AS_MELEE; return TRUE; } else { return FALSE; } }; /* ============== demon_check_jump ============== */ 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 || 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 = vec_len(dist); return !(d < 100 || (d > 200 && random() < 0.9)); }; float() demon_check_attack = { vector vec; // if close enough for slashing, go for it if(demon_check_melee()) { self.attack_state = AS_MELEE; return TRUE; } if(demon_check_jump()) { self.attack_state = AS_MISSILE; sound(self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); return TRUE; } return FALSE; }; //=========================================================================== void(float side) demon_melee = { float ldmg; vector delta; ai_face(); walk_move(self.ideal_yaw, 12); // allow a little closing delta = self.enemy.origin - self.origin; if(vec_len(delta) > 100) { return; } if(!ent_can_damage(self.enemy, self)) { return; } sound(self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM); ldmg = 10 + 5 * random(); ent_damage(self.enemy, self, self, ldmg); make_vectors(self.angles); spawn_meat_spray(self.origin + v_forward * 16, side * v_right); }; void() demon_jump_touch = { float ldmg; if(self.health <= 0) { return; } if(other.takedamage) { if(vec_len(self.velocity) > 400) { ldmg = 40 + 10 * random(); ent_damage(other, self, self, ldmg); } } if(!check_bottom(self)) { if(self.flags & FL_ONGROUND) { // jump randomly to not get hung up //print_dbg("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; };