// shalrath.qc: Vore $cd id1 / models / shalrath $origin 0 0 24 $base base $skin skin $scale 0.7 $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame attack9 attack10 attack11 $frame pain1 pain2 pain3 pain4 pain5 $frame death1 death2 death3 death4 death5 death6 death7 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 void() shal_stand = [ $walk1, shal_stand ] {ai_stand();}; void() shal_walk1 = [ $walk2, shal_walk2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); } ai_walk(6); }; void() shal_walk2 = [ $walk3, shal_walk3 ] {ai_walk(4);}; void() shal_walk3 = [ $walk4, shal_walk4 ] {ai_walk(0);}; void() shal_walk4 = [ $walk5, shal_walk5 ] {ai_walk(0);}; void() shal_walk5 = [ $walk6, shal_walk6 ] {ai_walk(0);}; void() shal_walk6 = [ $walk7, shal_walk7 ] {ai_walk(0);}; void() shal_walk7 = [ $walk8, shal_walk8 ] {ai_walk(5);}; void() shal_walk8 = [ $walk9, shal_walk9 ] {ai_walk(6);}; void() shal_walk9 = [ $walk10, shal_walk10 ] {ai_walk(5);}; void() shal_walk10 = [ $walk11, shal_walk11 ] {ai_walk(0);}; void() shal_walk11 = [ $walk12, shal_walk12 ] {ai_walk(4);}; void() shal_walk12 = [ $walk1, shal_walk1 ] {ai_walk(5);}; void() shal_run1 = [ $walk2, shal_run2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); } ai_run(6); }; void() shal_run2 = [ $walk3, shal_run3 ] {ai_run(4);}; void() shal_run3 = [ $walk4, shal_run4 ] {ai_run(0);}; void() shal_run4 = [ $walk5, shal_run5 ] {ai_run(0);}; void() shal_run5 = [ $walk6, shal_run6 ] {ai_run(0);}; void() shal_run6 = [ $walk7, shal_run7 ] {ai_run(0);}; void() shal_run7 = [ $walk8, shal_run8 ] {ai_run(5);}; void() shal_run8 = [ $walk9, shal_run9 ] {ai_run(6);}; void() shal_run9 = [ $walk10, shal_run10 ] {ai_run(5);}; void() shal_run10 = [ $walk11, shal_run11 ] {ai_run(0);}; void() shal_run11 = [ $walk12, shal_run12 ] {ai_run(4);}; void() shal_run12 = [ $walk1, shal_run1 ] {ai_run(5);}; void() shal_attack1 = [ $attack1, shal_attack2 ] { sound(self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM); ai_face(); }; void() shal_attack2 = [ $attack2, shal_attack3 ] {ai_face();}; void() shal_attack3 = [ $attack3, shal_attack4 ] {ai_face();}; void() shal_attack4 = [ $attack4, shal_attack5 ] {ai_face();}; void() shal_attack5 = [ $attack5, shal_attack6 ] {ai_face();}; void() shal_attack6 = [ $attack6, shal_attack7 ] {ai_face();}; void() shal_attack7 = [ $attack7, shal_attack8 ] {ai_face();}; void() shal_attack8 = [ $attack8, shal_attack9 ] {ai_face();}; void() shal_attack9 = [ $attack9, shal_attack10 ] {ShalMissile();}; void() shal_attack10 = [ $attack10, shal_attack11 ] {ai_face();}; void() shal_attack11 = [ $attack11, shal_run1 ] {}; void() shal_pain1 = [ $pain1, shal_pain2 ] {}; void() shal_pain2 = [ $pain2, shal_pain3 ] {}; void() shal_pain3 = [ $pain3, shal_pain4 ] {}; void() shal_pain4 = [ $pain4, shal_pain5 ] {}; void() shal_pain5 = [ $pain5, shal_run1 ] {}; void() shal_death1 = [ $death1, shal_death2 ] {}; void() shal_death2 = [ $death2, shal_death3 ] {}; void() shal_death3 = [ $death3, shal_death4 ] {}; void() shal_death4 = [ $death4, shal_death5 ] {}; void() shal_death5 = [ $death5, shal_death6 ] {}; void() shal_death6 = [ $death6, shal_death7 ] {}; void() shal_death7 = [ $death7, shal_death7 ] {}; void() shalrath_pain = { if(self.pain_finished > time) { return; } sound(self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM); shal_pain1(); self.pain_finished = time + 3; }; void() shalrath_die = { // check for gib if(self.health < -90) { sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead("progs/h_shal.mdl", self.health); ThrowGib("progs/gib1.mdl", self.health); ThrowGib("progs/gib2.mdl", self.health); ThrowGib("progs/gib3.mdl", self.health); return; } sound(self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM); shal_death1(); self.solid = SOLID_NOT; // insert death sounds here }; /* ================ ShalMissile ================ */ void() ShalMissile = { local entity missile; local vector dir; local float dist, flytime; dir = normalize((self.enemy.origin + '0 0 10') - self.origin); dist = vlen(self.enemy.origin - self.origin); flytime = dist * 0.002; if(flytime < 0.1) { flytime = 0.1; } self.effects = self.effects | EF_MUZZLEFLASH; sound(self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM); missile = spawn(); missile.owner = self; missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLYMISSILE; setmodel(missile, "progs/v_spike.mdl"); setsize(missile, '0 0 0', '0 0 0'); missile.origin = self.origin + '0 0 10'; missile.velocity = dir * 400; missile.avelocity = '300 300 300'; missile.nextthink = flytime + time; missile.think = ShalHome; missile.enemy = self.enemy; missile.touch = ShalMissileTouch; }; void() ShalHome = { local vector dir, vtemp; vtemp = self.enemy.origin + '0 0 10'; if(self.enemy.health < 1) { remove(self); return; } dir = normalize(vtemp - self.origin); if(skill == 3) { self.velocity = dir * 350; } else { self.velocity = dir * 250; } self.nextthink = time + 0.2; self.think = ShalHome; }; void() ShalMissileTouch = { if(other == self.owner) { return; // don't explode on owner } if(other.classname == "monster_zombie") { T_Damage(other, self, self, 110); } T_RadiusDamage(self, self.owner, 40, world); sound(self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_EXPLOSION); WriteCoord(MSG_BROADCAST, self.origin_x); WriteCoord(MSG_BROADCAST, self.origin_y); WriteCoord(MSG_BROADCAST, self.origin_z); self.velocity = '0 0 0'; self.touch = SUB_Null; setmodel(self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1(); }; //================================================================= /*QUAKED monster_shalrath(1 0 0) (-32 -32 -24) (32 32 48) Ambush */ void() monster_shalrath = { if(deathmatch) { remove(self); return; } precache_model2("progs/shalrath.mdl"); precache_model2("progs/h_shal.mdl"); precache_model2("progs/v_spike.mdl"); precache_sound2("shalrath/attack.wav"); precache_sound2("shalrath/attack2.wav"); precache_sound2("shalrath/death.wav"); precache_sound2("shalrath/idle.wav"); precache_sound2("shalrath/pain.wav"); precache_sound2("shalrath/sight.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel(self, "progs/shalrath.mdl"); setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.health = 400; self.th_stand = shal_stand; self.th_walk = shal_walk1; self.th_run = shal_run1; self.th_die = shalrath_die; self.th_pain = shalrath_pain; self.th_missile = shal_attack1; self.think = walkmonster_start; self.nextthink = time + 0.1 + random() * 0.1; };