// m_knight.qc: Knight $cd id1 / models / knight $origin 0 0 24 $base base $skin badass3 $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8 //frame runc1 runc2 runc3 runc4 runc5 runc6 $frame runattack1 runattack2 runattack3 runattack4 runattack5 $frame runattack6 runattack7 runattack8 runattack9 runattack10 $frame runattack11 $frame pain1 pain2 pain3 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 $frame painb10 painb11 //frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 //frame attack8 attack9 attack10 attack11 $frame attackb1 attackb2 attackb3 attackb4 attackb5 $frame attackb6 attackb7 attackb8 attackb9 attackb10 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 $frame walk10 walk11 walk12 walk13 walk14 $frame kneel1 kneel2 kneel3 kneel4 kneel5 $frame standing2 standing3 standing4 standing5 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 deathb10 deathb11 void() knight_stand1 = [ $stand1, knight_stand2 ] {ai_stand();}; void() knight_stand2 = [ $stand2, knight_stand3 ] {ai_stand();}; void() knight_stand3 = [ $stand3, knight_stand4 ] {ai_stand();}; void() knight_stand4 = [ $stand4, knight_stand5 ] {ai_stand();}; void() knight_stand5 = [ $stand5, knight_stand6 ] {ai_stand();}; void() knight_stand6 = [ $stand6, knight_stand7 ] {ai_stand();}; void() knight_stand7 = [ $stand7, knight_stand8 ] {ai_stand();}; void() knight_stand8 = [ $stand8, knight_stand9 ] {ai_stand();}; void() knight_stand9 = [ $stand9, knight_stand1 ] {ai_stand();}; void() knight_walk1 = [ $walk1, knight_walk2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); } ai_walk(3); }; void() knight_walk2 = [ $walk2, knight_walk3 ] {ai_walk(2);}; void() knight_walk3 = [ $walk3, knight_walk4 ] {ai_walk(3);}; void() knight_walk4 = [ $walk4, knight_walk5 ] {ai_walk(4);}; void() knight_walk5 = [ $walk5, knight_walk6 ] {ai_walk(3);}; void() knight_walk6 = [ $walk6, knight_walk7 ] {ai_walk(3);}; void() knight_walk7 = [ $walk7, knight_walk8 ] {ai_walk(3);}; void() knight_walk8 = [ $walk8, knight_walk9 ] {ai_walk(4);}; void() knight_walk9 = [ $walk9, knight_walk10 ] {ai_walk(3);}; void() knight_walk10 = [ $walk10, knight_walk11 ] {ai_walk(3);}; void() knight_walk11 = [ $walk11, knight_walk12 ] {ai_walk(2);}; void() knight_walk12 = [ $walk12, knight_walk13 ] {ai_walk(3);}; void() knight_walk13 = [ $walk13, knight_walk14 ] {ai_walk(4);}; void() knight_walk14 = [ $walk14, knight_walk1 ] {ai_walk(3);}; void() knight_run1 = [ $runb1, knight_run2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); } ai_run(16); }; void() knight_run2 = [ $runb2, knight_run3 ] {ai_run(20);}; void() knight_run3 = [ $runb3, knight_run4 ] {ai_run(13);}; void() knight_run4 = [ $runb4, knight_run5 ] {ai_run(7);}; void() knight_run5 = [ $runb5, knight_run6 ] {ai_run(16);}; void() knight_run6 = [ $runb6, knight_run7 ] {ai_run(20);}; void() knight_run7 = [ $runb7, knight_run8 ] {ai_run(14);}; void() knight_run8 = [ $runb8, knight_run1 ] {ai_run(6);}; void() knight_runatk1 = [ $runattack1, knight_runatk2 ] { if(random() > 0.5) { sound(self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); } else { sound(self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); } ai_charge(20); }; void() knight_runatk2 = [ $runattack2, knight_runatk3 ] {ai_charge_side();}; void() knight_runatk3 = [ $runattack3, knight_runatk4 ] {ai_charge_side();}; void() knight_runatk4 = [ $runattack4, knight_runatk5 ] {ai_charge_side();}; void() knight_runatk5 = [ $runattack5, knight_runatk6 ] {ai_melee_side();}; void() knight_runatk6 = [ $runattack6, knight_runatk7 ] {ai_melee_side();}; void() knight_runatk7 = [ $runattack7, knight_runatk8 ] {ai_melee_side();}; void() knight_runatk8 = [ $runattack8, knight_runatk9 ] {ai_melee_side();}; void() knight_runatk9 = [ $runattack9, knight_runatk10 ] {ai_melee_side();}; void() knight_runatk10 = [ $runattack10, knight_runatk11 ] {ai_charge_side();}; void() knight_runatk11 = [ $runattack11, knight_run1 ] {ai_charge(10);}; void() knight_atk1 = [ $attackb1, knight_atk2 ] { sound(self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); ai_charge(0); }; void() knight_atk2 = [ $attackb2, knight_atk3 ] {ai_charge(7);}; void() knight_atk3 = [ $attackb3, knight_atk4 ] {ai_charge(4);}; void() knight_atk4 = [ $attackb4, knight_atk5 ] {ai_charge(0);}; void() knight_atk5 = [ $attackb5, knight_atk6 ] {ai_charge(3);}; void() knight_atk6 = [ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();}; void() knight_atk7 = [ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();}; void() knight_atk8 = [ $attackb8, knight_atk9 ] {ai_charge(3); ai_melee(); }; void() knight_atk9 = [ $attackb9, knight_atk10] {ai_charge(1);}; void() knight_atk10 = [ $attackb10, knight_run1 ] {ai_charge(5);}; //void() knight_atk9 =[ $attack9, knight_atk10 ] {}; //void() knight_atk10 =[ $attack10, knight_atk11 ] {}; //void() knight_atk11 =[ $attack11, knight_run1 ] {}; //=========================================================================== void() knight_pain1 = [ $pain1, knight_pain2 ] {}; void() knight_pain2 = [ $pain2, knight_pain3 ] {}; void() knight_pain3 = [ $pain3, knight_run1 ] {}; void() knight_painb1 = [ $painb1, knight_painb2 ] {ai_painforward(0);}; void() knight_painb2 = [ $painb2, knight_painb3 ] {ai_painforward(3);}; void() knight_painb3 = [ $painb3, knight_painb4 ] {}; void() knight_painb4 = [ $painb4, knight_painb5 ] {}; void() knight_painb5 = [ $painb5, knight_painb6 ] {ai_painforward(2);}; void() knight_painb6 = [ $painb6, knight_painb7 ] {ai_painforward(4);}; void() knight_painb7 = [ $painb7, knight_painb8 ] {ai_painforward(2);}; void() knight_painb8 = [ $painb8, knight_painb9 ] {ai_painforward(5);}; void() knight_painb9 = [ $painb9, knight_painb10 ] {ai_painforward(5);}; void() knight_painb10 = [ $painb10, knight_painb11 ] {ai_painforward(0);}; void() knight_painb11 = [ $painb11, knight_run1 ] {}; void(entity attacker, float damage) knight_pain = { float r; if(self.pain_finished > time) { return; } r = random(); sound(self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM); if(r < 0.85) { knight_pain1(); self.pain_finished = time + 1; } else { knight_painb1(); self.pain_finished = time + 1; } }; //=========================================================================== void() knight_bow1 = [ $kneel1, knight_bow2 ] {ai_turn();}; void() knight_bow2 = [ $kneel2, knight_bow3 ] {ai_turn();}; void() knight_bow3 = [ $kneel3, knight_bow4 ] {ai_turn();}; void() knight_bow4 = [ $kneel4, knight_bow5 ] {ai_turn();}; void() knight_bow5 = [ $kneel5, knight_bow5 ] {ai_turn();}; void() knight_bow6 = [ $kneel4, knight_bow7 ] {ai_turn();}; void() knight_bow7 = [ $kneel3, knight_bow8 ] {ai_turn();}; void() knight_bow8 = [ $kneel2, knight_bow9 ] {ai_turn();}; void() knight_bow9 = [ $kneel1, knight_bow10 ] {ai_turn();}; void() knight_bow10 = [ $walk1, knight_walk1 ] {ai_turn();}; void() knight_die1 = [ $death1, knight_die2 ] {}; void() knight_die2 = [ $death2, knight_die3 ] {}; void() knight_die3 = [ $death3, knight_die4 ] {self.solid = SOLID_NOT;}; void() knight_die4 = [ $death4, knight_die5 ] {}; void() knight_die5 = [ $death5, knight_die6 ] {}; void() knight_die6 = [ $death6, knight_die7 ] {}; void() knight_die7 = [ $death7, knight_die8 ] {}; void() knight_die8 = [ $death8, knight_die9 ] {}; void() knight_die9 = [ $death9, knight_die10] {}; void() knight_die10 = [ $death10, knight_die10] {}; void() knight_dieb1 = [ $deathb1, knight_dieb2 ] {}; void() knight_dieb2 = [ $deathb2, knight_dieb3 ] {}; void() knight_dieb3 = [ $deathb3, knight_dieb4 ] {self.solid = SOLID_NOT;}; void() knight_dieb4 = [ $deathb4, knight_dieb5 ] {}; void() knight_dieb5 = [ $deathb5, knight_dieb6 ] {}; void() knight_dieb6 = [ $deathb6, knight_dieb7 ] {}; void() knight_dieb7 = [ $deathb7, knight_dieb8 ] {}; void() knight_dieb8 = [ $deathb8, knight_dieb9 ] {}; void() knight_dieb9 = [ $deathb9, knight_dieb10] {}; void() knight_dieb10 = [ $deathb10, knight_dieb11] {}; void() knight_dieb11 = [ $deathb11, knight_dieb11] {}; void() knight_die = { // check for gib if(self.health < -40) { sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); throw_head("progs/h_knight.mdl", self.health); throw_gib("progs/gib1.mdl", self.health); throw_gib("progs/gib2.mdl", self.health); throw_gib("progs/gib3.mdl", self.health); return; } // regular death sound(self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM); if(random() < 0.5) { knight_die1(); } else { knight_dieb1(); } }; void() knight_attack = { float len; // decide if now is a good swing time len = vec_len(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs)); if(len < 80) { knight_atk1(); } else { knight_runatk1(); } }; /*QUAKED monster_knight(1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_knight = { if(deathmatch) { remove(self); return; } precache_model("progs/knight.mdl"); precache_model("progs/h_knight.mdl"); precache_sound("knight/kdeath.wav"); precache_sound("knight/khurt.wav"); precache_sound("knight/ksight.wav"); precache_sound("knight/sword1.wav"); precache_sound("knight/sword2.wav"); precache_sound("knight/idle.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; set_model(self, "progs/knight.mdl"); set_size(self, '-16 -16 -24', '16 16 40'); self.health = 75; self.th_stand = knight_stand1; self.th_walk = knight_walk1; self.th_run = knight_run1; self.th_melee = knight_atk1; self.th_pain = knight_pain; self.th_die = knight_die; walkmonster_start(); };