// m_tarbaby.qc: Spawn $cd id1 / models / tarbaby $origin 0 0 24 $base base $skin skin $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19 $frame walk20 walk21 walk22 walk23 walk24 walk25 $frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13 $frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23 $frame run24 run25 $frame jump1 jump2 jump3 jump4 jump5 jump6 $frame fly1 fly2 fly3 fly4 $frame exp void() tbaby_jump1, tbaby_jump5; void() tbaby_stand1 = [ $walk1, tbaby_stand1 ] {ai_stand();}; void() tbaby_hang1 = [ $walk1, tbaby_hang1 ] {ai_stand();}; void() tbaby_walk1 = [ $walk1, tbaby_walk2 ] {ai_turn();}; void() tbaby_walk2 = [ $walk2, tbaby_walk3 ] {ai_turn();}; void() tbaby_walk3 = [ $walk3, tbaby_walk4 ] {ai_turn();}; void() tbaby_walk4 = [ $walk4, tbaby_walk5 ] {ai_turn();}; void() tbaby_walk5 = [ $walk5, tbaby_walk6 ] {ai_turn();}; void() tbaby_walk6 = [ $walk6, tbaby_walk7 ] {ai_turn();}; void() tbaby_walk7 = [ $walk7, tbaby_walk8 ] {ai_turn();}; void() tbaby_walk8 = [ $walk8, tbaby_walk9 ] {ai_turn();}; void() tbaby_walk9 = [ $walk9, tbaby_walk10 ] {ai_turn();}; void() tbaby_walk10 = [ $walk10, tbaby_walk11 ] {ai_turn();}; void() tbaby_walk11 = [ $walk11, tbaby_walk12 ] {ai_walk(2);}; void() tbaby_walk12 = [ $walk12, tbaby_walk13 ] {ai_walk(2);}; void() tbaby_walk13 = [ $walk13, tbaby_walk14 ] {ai_walk(2);}; void() tbaby_walk14 = [ $walk14, tbaby_walk15 ] {ai_walk(2);}; void() tbaby_walk15 = [ $walk15, tbaby_walk16 ] {ai_walk(2);}; void() tbaby_walk16 = [ $walk16, tbaby_walk17 ] {ai_walk(2);}; void() tbaby_walk17 = [ $walk17, tbaby_walk18 ] {ai_walk(2);}; void() tbaby_walk18 = [ $walk18, tbaby_walk19 ] {ai_walk(2);}; void() tbaby_walk19 = [ $walk19, tbaby_walk20 ] {ai_walk(2);}; void() tbaby_walk20 = [ $walk20, tbaby_walk21 ] {ai_walk(2);}; void() tbaby_walk21 = [ $walk21, tbaby_walk22 ] {ai_walk(2);}; void() tbaby_walk22 = [ $walk22, tbaby_walk23 ] {ai_walk(2);}; void() tbaby_walk23 = [ $walk23, tbaby_walk24 ] {ai_walk(2);}; void() tbaby_walk24 = [ $walk24, tbaby_walk25 ] {ai_walk(2);}; void() tbaby_walk25 = [ $walk25, tbaby_walk1 ] {ai_walk(2);}; void() tbaby_run1 = [ $run1, tbaby_run2 ] {ai_face();}; void() tbaby_run2 = [ $run2, tbaby_run3 ] {ai_face();}; void() tbaby_run3 = [ $run3, tbaby_run4 ] {ai_face();}; void() tbaby_run4 = [ $run4, tbaby_run5 ] {ai_face();}; void() tbaby_run5 = [ $run5, tbaby_run6 ] {ai_face();}; void() tbaby_run6 = [ $run6, tbaby_run7 ] {ai_face();}; void() tbaby_run7 = [ $run7, tbaby_run8 ] {ai_face();}; void() tbaby_run8 = [ $run8, tbaby_run9 ] {ai_face();}; void() tbaby_run9 = [ $run9, tbaby_run10 ] {ai_face();}; void() tbaby_run10 = [ $run10, tbaby_run11 ] {ai_face();}; void() tbaby_run11 = [ $run11, tbaby_run12 ] {ai_run(2);}; void() tbaby_run12 = [ $run12, tbaby_run13 ] {ai_run(2);}; void() tbaby_run13 = [ $run13, tbaby_run14 ] {ai_run(2);}; void() tbaby_run14 = [ $run14, tbaby_run15 ] {ai_run(2);}; void() tbaby_run15 = [ $run15, tbaby_run16 ] {ai_run(2);}; void() tbaby_run16 = [ $run16, tbaby_run17 ] {ai_run(2);}; void() tbaby_run17 = [ $run17, tbaby_run18 ] {ai_run(2);}; void() tbaby_run18 = [ $run18, tbaby_run19 ] {ai_run(2);}; void() tbaby_run19 = [ $run19, tbaby_run20 ] {ai_run(2);}; void() tbaby_run20 = [ $run20, tbaby_run21 ] {ai_run(2);}; void() tbaby_run21 = [ $run21, tbaby_run22 ] {ai_run(2);}; void() tbaby_run22 = [ $run22, tbaby_run23 ] {ai_run(2);}; void() tbaby_run23 = [ $run23, tbaby_run24 ] {ai_run(2);}; void() tbaby_run24 = [ $run24, tbaby_run25 ] {ai_run(2);}; void() tbaby_run25 = [ $run25, tbaby_run1 ] {ai_run(2);}; //============================================================================ void() tbaby_jump_touch = { float ldmg; if(other.takedamage && other.classname != self.classname) { if(vec_len(self.velocity) > 400) { ldmg = 10 + 10 * random(); ent_damage(other, self, self, ldmg); sound(self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM); } } else { sound(self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM); } if(!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 = tbaby_run1; self.movetype = MOVETYPE_STEP; self.nextthink = time + 0.1; // self.velocity_x = (random() - 0.5) * 600; // self.velocity_y = (random() - 0.5) * 600; // self.velocity_z = 200; // self.flags = self.flags - FL_ONGROUND; } return; // not on ground yet } self.touch = sub_null; self.think = tbaby_jump1; self.nextthink = time + 0.1; }; void() tbaby_fly1 = [ $fly1, tbaby_fly2 ] {}; void() tbaby_fly2 = [ $fly2, tbaby_fly3 ] {}; void() tbaby_fly3 = [ $fly3, tbaby_fly4 ] {}; void() tbaby_fly4 = [ $fly4, tbaby_fly1 ] { self.cnt = self.cnt + 1; if(self.cnt == 4) { //print_dbg("spawn hop\n"); tbaby_jump5(); } }; void() tbaby_jump1 = [ $jump1, tbaby_jump2 ] {ai_face();}; void() tbaby_jump2 = [ $jump2, tbaby_jump3 ] {ai_face();}; void() tbaby_jump3 = [ $jump3, tbaby_jump4 ] {ai_face();}; void() tbaby_jump4 = [ $jump4, tbaby_jump5 ] {ai_face();}; void() tbaby_jump5 = [ $jump5, tbaby_jump6 ] { self.movetype = MOVETYPE_BOUNCE; self.touch = tbaby_jump_touch; make_vectors(self.angles); self.origin_z = self.origin_z + 1; self.velocity = v_forward * 600 + '0 0 200'; self.velocity_z = self.velocity_z + random() * 150; if(self.flags & FL_ONGROUND) { self.flags = self.flags - FL_ONGROUND; } self.cnt = 0; }; void() tbaby_jump6 = [ $jump6, tbaby_fly1 ] {}; //============================================================================= void() tbaby_die1 = [ $exp, tbaby_die2 ] { self.takedamage = DAMAGE_NO; }; void() tbaby_die2 = [ $exp, tbaby_run1 ] { ent_radius_damage(self, self, 120, world); sound(self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM); self.origin = self.origin - 8 * normalize(self.velocity); write_byte(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(MSG_BROADCAST, TE_TAREXPLOSION); write_coord(MSG_BROADCAST, self.origin_x); write_coord(MSG_BROADCAST, self.origin_y); write_coord(MSG_BROADCAST, self.origin_z); become_explosion(); }; //============================================================================= /*QUAKED monster_tarbaby(1 0 0) (-16 -16 -24) (16 16 24) Ambush */ void() monster_tarbaby = { if(deathmatch) { remove(self); return; } precache_model2("progs/tarbaby.mdl"); precache_sound2("blob/death1.wav"); precache_sound2("blob/hit1.wav"); precache_sound2("blob/land1.wav"); precache_sound2("blob/sight1.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; set_model(self, "progs/tarbaby.mdl"); set_size(self, '-16 -16 -24', '16 16 40'); self.health = 80; self.th_stand = tbaby_stand1; self.th_walk = tbaby_walk1; self.th_run = tbaby_run1; self.th_missile = tbaby_jump1; self.th_melee = tbaby_jump1; self.th_die = tbaby_die1; walkmonster_start(); };