// m_ogre.qc: 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 //============================================================================ /* =========== ogre_check_attack The player is in view, so decide to move or launch an attack Returns FALSE if movement should continue ============ */ float() ogre_check_attack = { vector spot1, spot2; entity targ; float chance; if(enemy_range == RANGE_MELEE) { if(ent_can_damage(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; 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; } 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_attack_finished(1 + 2 * random()); return TRUE; }; //============================================================================= void() ogre_grenade_explode = { ent_radius_damage(self, self.owner, 40, world); sound(self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM); write_byte(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(MSG_BROADCAST, TE_EXPLOSION); write_coord(MSG_BROADCAST, self.origin_x); write_coord(MSG_BROADCAST, self.origin_y); write_coord(MSG_BROADCAST, self.origin_z); self.velocity = VEC_ORIGIN; self.touch = sub_null; set_model(self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1(); }; void() ogre_grenade_touch = { if(other == self.owner) { return; // don't explode on owner } if(other.takedamage == DAMAGE_AIM) { ogre_grenade_explode(); return; } sound(self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound if(self.velocity == VEC_ORIGIN) { self.avelocity = VEC_ORIGIN; } }; /* ================ ogre_fire_grenade ================ */ void() ogre_fire_grenade = { 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 make_vectors(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 = vec_to_angles(missile.velocity); missile.touch = ogre_grenade_touch; // set missile duration missile.nextthink = time + 2.5; missile.think = ogre_grenade_explode; set_model(missile, "progs/grenade.mdl"); set_size(missile, VEC_ORIGIN, VEC_ORIGIN); set_origin(missile, self.origin); }; //============================================================================= /* ================ chainsaw ================ */ void(float side) chainsaw = { vector delta; float ldmg; if(!self.enemy || !ent_can_damage(self.enemy, self)) { return; } ai_charge(10); delta = self.enemy.origin - self.origin; if(vec_len(delta) > 100) { return; } ldmg = (random() + random() + random()) * 4; ent_damage(self.enemy, self, self, ldmg); if(side) { make_vectors(self.angles); if(side == 1) { spawn_meat_spray(self.origin + v_forward * 16, crandom() * 100 * v_right); } else { spawn_meat_spray(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 = 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);}; 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(); ogre_fire_grenade();}; 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 = { 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; drop_backpack(); }; 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; drop_backpack(); }; 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); throw_head("progs/h_ogre.mdl", self.health); throw_gib("progs/gib3.mdl", self.health); throw_gib("progs/gib3.mdl", self.health); throw_gib("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; set_model(self, "progs/ogre.mdl"); set_size(self, '-32 -32 -24', '32 32 64'); 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(); };