// dog.qc: Rottweiler $cd id1 / models / dog $origin 0 0 24 $base base $skin skin $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 $frame painb11 painb12 painb13 painb14 painb15 painb16 $frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 $frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 /* ================ dog_bite ================ */ void() dog_bite = { vector delta; float ldmg; if(!self.enemy) { return; } ai_charge(10); if(!CanDamage(self.enemy, self)) { return; } delta = self.enemy.origin - self.origin; if(vlen(delta) > 100) { return; } ldmg = (random() + random() + random()) * 8; T_Damage(self.enemy, self, self, ldmg); }; void() Dog_JumpTouch = { float ldmg; if(self.health <= 0) { return; } if(other.takedamage) { if(vlen(self.velocity) > 300) { ldmg = 10 + 10 * random(); T_Damage(other, self, self, ldmg); } } if(!checkbottom(self)) { if(self.flags & FL_ONGROUND) { // jump randomly to not get hung up //dprint("popjump\n"); self.touch = SUB_Null; self.think = dog_leap1; 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 = dog_run1; self.nextthink = time + 0.1; }; void() dog_stand1 = [ $stand1, dog_stand2 ] {ai_stand();}; void() dog_stand2 = [ $stand2, dog_stand3 ] {ai_stand();}; void() dog_stand3 = [ $stand3, dog_stand4 ] {ai_stand();}; void() dog_stand4 = [ $stand4, dog_stand5 ] {ai_stand();}; void() dog_stand5 = [ $stand5, dog_stand6 ] {ai_stand();}; void() dog_stand6 = [ $stand6, dog_stand7 ] {ai_stand();}; void() dog_stand7 = [ $stand7, dog_stand8 ] {ai_stand();}; void() dog_stand8 = [ $stand8, dog_stand9 ] {ai_stand();}; void() dog_stand9 = [ $stand9, dog_stand1 ] {ai_stand();}; void() dog_walk1 = [ $walk1, dog_walk2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); } ai_walk(8); }; void() dog_walk2 = [ $walk2, dog_walk3 ] {ai_walk(8);}; void() dog_walk3 = [ $walk3, dog_walk4 ] {ai_walk(8);}; void() dog_walk4 = [ $walk4, dog_walk5 ] {ai_walk(8);}; void() dog_walk5 = [ $walk5, dog_walk6 ] {ai_walk(8);}; void() dog_walk6 = [ $walk6, dog_walk7 ] {ai_walk(8);}; void() dog_walk7 = [ $walk7, dog_walk8 ] {ai_walk(8);}; void() dog_walk8 = [ $walk8, dog_walk1 ] {ai_walk(8);}; void() dog_run1 = [ $run1, dog_run2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); } ai_run(16); }; void() dog_run2 = [ $run2, dog_run3 ] {ai_run(32);}; void() dog_run3 = [ $run3, dog_run4 ] {ai_run(32);}; void() dog_run4 = [ $run4, dog_run5 ] {ai_run(20);}; void() dog_run5 = [ $run5, dog_run6 ] {ai_run(64);}; void() dog_run6 = [ $run6, dog_run7 ] {ai_run(32);}; void() dog_run7 = [ $run7, dog_run8 ] {ai_run(16);}; void() dog_run8 = [ $run8, dog_run9 ] {ai_run(32);}; void() dog_run9 = [ $run9, dog_run10 ] {ai_run(32);}; void() dog_run10 = [ $run10, dog_run11 ] {ai_run(20);}; void() dog_run11 = [ $run11, dog_run12 ] {ai_run(64);}; void() dog_run12 = [ $run12, dog_run1 ] {ai_run(32);}; void() dog_atta1 = [ $attack1, dog_atta2 ] {ai_charge(10);}; void() dog_atta2 = [ $attack2, dog_atta3 ] {ai_charge(10);}; void() dog_atta3 = [ $attack3, dog_atta4 ] {ai_charge(10);}; void() dog_atta4 = [ $attack4, dog_atta5 ] { sound(self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM); dog_bite(); }; void() dog_atta5 = [ $attack5, dog_atta6 ] {ai_charge(10);}; void() dog_atta6 = [ $attack6, dog_atta7 ] {ai_charge(10);}; void() dog_atta7 = [ $attack7, dog_atta8 ] {ai_charge(10);}; void() dog_atta8 = [ $attack8, dog_run1 ] {ai_charge(10);}; void() dog_leap1 = [ $leap1, dog_leap2 ] {ai_face();}; void() dog_leap2 = [ $leap2, dog_leap3 ] { ai_face(); self.touch = Dog_JumpTouch; makevectors(self.angles); self.origin_z = self.origin_z + 1; self.velocity = v_forward * 300 + '0 0 200'; if(self.flags & FL_ONGROUND) { self.flags = self.flags - FL_ONGROUND; } }; void() dog_leap3 = [ $leap3, dog_leap4 ] {}; void() dog_leap4 = [ $leap4, dog_leap5 ] {}; void() dog_leap5 = [ $leap5, dog_leap6 ] {}; void() dog_leap6 = [ $leap6, dog_leap7 ] {}; void() dog_leap7 = [ $leap7, dog_leap8 ] {}; void() dog_leap8 = [ $leap8, dog_leap9 ] {}; void() dog_leap9 = [ $leap9, dog_leap9 ] {}; void() dog_pain1 = [ $pain1, dog_pain2 ] {}; void() dog_pain2 = [ $pain2, dog_pain3 ] {}; void() dog_pain3 = [ $pain3, dog_pain4 ] {}; void() dog_pain4 = [ $pain4, dog_pain5 ] {}; void() dog_pain5 = [ $pain5, dog_pain6 ] {}; void() dog_pain6 = [ $pain6, dog_run1 ] {}; void() dog_painb1 = [ $painb1, dog_painb2 ] {}; void() dog_painb2 = [ $painb2, dog_painb3 ] {}; void() dog_painb3 = [ $painb3, dog_painb4 ] {ai_pain(4);}; void() dog_painb4 = [ $painb4, dog_painb5 ] {ai_pain(12);}; void() dog_painb5 = [ $painb5, dog_painb6 ] {ai_pain(12);}; void() dog_painb6 = [ $painb6, dog_painb7 ] {ai_pain(2);}; void() dog_painb7 = [ $painb7, dog_painb8 ] {}; void() dog_painb8 = [ $painb8, dog_painb9 ] {ai_pain(4);}; void() dog_painb9 = [ $painb9, dog_painb10 ] {}; void() dog_painb10 = [ $painb10, dog_painb11 ] {ai_pain(10);}; void() dog_painb11 = [ $painb11, dog_painb12 ] {}; void() dog_painb12 = [ $painb12, dog_painb13 ] {}; void() dog_painb13 = [ $painb13, dog_painb14 ] {}; void() dog_painb14 = [ $painb14, dog_painb15 ] {}; void() dog_painb15 = [ $painb15, dog_painb16 ] {}; void() dog_painb16 = [ $painb16, dog_run1 ] {}; void(entity attacker, float damage) dog_pain = { sound(self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM); if(random() > 0.5) { dog_pain1(); } else { dog_painb1(); } }; void() dog_die1 = [ $death1, dog_die2 ] {}; void() dog_die2 = [ $death2, dog_die3 ] {}; void() dog_die3 = [ $death3, dog_die4 ] {}; void() dog_die4 = [ $death4, dog_die5 ] {}; void() dog_die5 = [ $death5, dog_die6 ] {}; void() dog_die6 = [ $death6, dog_die7 ] {}; void() dog_die7 = [ $death7, dog_die8 ] {}; void() dog_die8 = [ $death8, dog_die9 ] {}; void() dog_die9 = [ $death9, dog_die9 ] {}; void() dog_dieb1 = [ $deathb1, dog_dieb2 ] {}; void() dog_dieb2 = [ $deathb2, dog_dieb3 ] {}; void() dog_dieb3 = [ $deathb3, dog_dieb4 ] {}; void() dog_dieb4 = [ $deathb4, dog_dieb5 ] {}; void() dog_dieb5 = [ $deathb5, dog_dieb6 ] {}; void() dog_dieb6 = [ $deathb6, dog_dieb7 ] {}; void() dog_dieb7 = [ $deathb7, dog_dieb8 ] {}; void() dog_dieb8 = [ $deathb8, dog_dieb9 ] {}; void() dog_dieb9 = [ $deathb9, dog_dieb9 ] {}; void() dog_die = { // check for gib if(self.health < -35) { sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowGib("progs/gib3.mdl", self.health); ThrowGib("progs/gib3.mdl", self.health); ThrowGib("progs/gib3.mdl", self.health); ThrowHead("progs/h_dog.mdl", self.health); return; } // regular death sound(self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM); self.solid = SOLID_NOT; if(random() > 0.5) { dog_die1(); } else { dog_dieb1(); } }; //============================================================================ /* ============== CheckDogMelee Returns TRUE if a melee attack would hit right now ============== */ float() CheckDogMelee = { if(enemy_range == RANGE_MELEE) { // FIXME: check canreach self.attack_state = AS_MELEE; return TRUE; } return FALSE; }; /* ============== CheckDogJump ============== */ float() CheckDogJump = { 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) { return FALSE; } if(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 = vlen(dist); if(d < 80) { return FALSE; } if(d > 150) { return FALSE; } return TRUE; }; float() DogCheckAttack = { vector vec; // if close enough for slashing, go for it if(CheckDogMelee()) { self.attack_state = AS_MELEE; return TRUE; } if(CheckDogJump()) { self.attack_state = AS_MISSILE; return TRUE; } return FALSE; }; //=========================================================================== /*QUAKED monster_dog(1 0 0) (-32 -32 -24) (32 32 40) Ambush */ void() monster_dog = { if(deathmatch) { remove(self); return; } precache_model("progs/h_dog.mdl"); precache_model("progs/dog.mdl"); precache_sound("dog/dattack1.wav"); precache_sound("dog/ddeath.wav"); precache_sound("dog/dpain1.wav"); precache_sound("dog/dsight.wav"); precache_sound("dog/idle.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel(self, "progs/dog.mdl"); setsize(self, '-32 -32 -24', '32 32 40'); self.health = 25; self.th_stand = dog_stand1; self.th_walk = dog_walk1; self.th_run = dog_run1; self.th_pain = dog_pain; self.th_die = dog_die; self.th_melee = dog_atta1; self.th_missile = dog_leap1; walkmonster_start(); };