// m_wizard.qc: Scrag $cd id1 / models / a_wizard $origin 0 0 24 $base wizbase $skin wizbase $frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8 $frame hover9 hover10 hover11 hover12 hover13 hover14 hover15 $frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10 $frame fly11 fly12 fly13 fly14 $frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7 $frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13 $frame pain1 pain2 pain3 pain4 $frame death1 death2 death3 death4 death5 death6 death7 death8 void() wiz_run1, wiz_side1; /* ============================================================================== WIZARD If the player moves behind cover before the missile is launched, launch it at the last visible spot with no velocity leading, in hopes that the player will duck back out and catch it. ============================================================================== */ /* ============= launch_missile Sets the given entities velocity and angles so that it will hit self.enemy if self.enemy maintains it's current velocity 0.1 is moderately accurate, 0.0 is totally accurate ============= */ void(entity missile, float mspeed, float accuracy) launch_missile = { vector vec, move; float fly; make_vectors(self.angles); // set missile speed vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin; // calc aproximate time for missile to reach vec fly = vec_len(vec) / mspeed; // get the entities xy velocity move = self.enemy.velocity; move_z = 0; // project the target forward in time vec = vec + move * fly; vec = normalize(vec); vec = vec + accuracy * v_up * (random() - 0.5) + accuracy * v_right * (random() - 0.5); missile.velocity = vec * mspeed; missile.angles = VEC_ORIGIN; missile.angles_y = vec_yaw(missile.velocity); // set missile duration missile.nextthink = time + 5; missile.think = sub_remove; }; /* ================= wiz_check_attack ================= */ float() wiz_check_attack = { vector spot1, spot2; entity targ; float chance; if(time < self.attack_finished) { return FALSE; } if(!enemy_vis) { return FALSE; } if(enemy_range == RANGE_FAR) { if(self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1(); } 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_ent != targ) { // don't have a clear shot, so move to a side if(self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1(); } return FALSE; } if(enemy_range == RANGE_MELEE) { chance = 0.9; } else if(enemy_range == RANGE_NEAR) { chance = 0.6; } else if(enemy_range == RANGE_MID) { chance = 0.2; } else { chance = 0; } if(random() < chance) { self.attack_state = AS_MISSILE; return TRUE; } if(enemy_range == RANGE_MID) { if(self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1(); } } else { if(self.attack_state != AS_SLIDING) { self.attack_state = AS_SLIDING; wiz_side1(); } } return FALSE; }; /* ================= wiz_attack_finished ================= */ void() wiz_attack_finished = { if(enemy_range >= RANGE_MID || !enemy_vis) { self.attack_state = AS_STRAIGHT; self.think = wiz_run1; } else { self.attack_state = AS_SLIDING; self.think = wiz_side1; } }; /* ============================================================================== FAST ATTACKS ============================================================================== */ void() wiz_fast_fire = { vector vec; vector dst; if(self.owner.health > 0) { self.owner.effects = self.owner.effects | EF_MUZZLEFLASH; make_vectors(self.enemy.angles); dst = self.enemy.origin - 13 * self.movedir; vec = normalize(dst - self.origin); sound(self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); launch_spike(self.origin, vec); newmis.velocity = vec * 600; newmis.owner = self.owner; newmis.classname = "wizspike"; set_model(newmis, "progs/w_spike.mdl"); set_size(newmis, VEC_ORIGIN, VEC_ORIGIN); } remove(self); }; void() wiz_start_fast = { entity missile; sound(self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); self.v_angle = self.angles; make_vectors(self.angles); missile = spawn(); missile.owner = self; missile.nextthink = time + 0.6; set_size(missile, VEC_ORIGIN, VEC_ORIGIN); set_origin(missile, self.origin + '0 0 30' + v_forward * 14 + v_right * 14); missile.enemy = self.enemy; missile.nextthink = time + 0.8; missile.think = wiz_fast_fire; missile.movedir = v_right; missile = spawn(); missile.owner = self; missile.nextthink = time + 1; set_size(missile, VEC_ORIGIN, VEC_ORIGIN); set_origin(missile, self.origin + '0 0 30' + v_forward * 14 + v_right * -14); missile.enemy = self.enemy; missile.nextthink = time + 0.3; missile.think = wiz_fast_fire; missile.movedir = VEC_ORIGIN - v_right; }; void() wiz_idle_sound = { float wr; wr = random() * 5; if(self.waitmin < time) { self.waitmin = time + 2; if(wr > 4.5) { sound(self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE); } if(wr < 1.5) { sound(self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE); } } return; }; void() wiz_stand1 = [ $hover1, wiz_stand2 ] {ai_stand();}; void() wiz_stand2 = [ $hover2, wiz_stand3 ] {ai_stand();}; void() wiz_stand3 = [ $hover3, wiz_stand4 ] {ai_stand();}; void() wiz_stand4 = [ $hover4, wiz_stand5 ] {ai_stand();}; void() wiz_stand5 = [ $hover5, wiz_stand6 ] {ai_stand();}; void() wiz_stand6 = [ $hover6, wiz_stand7 ] {ai_stand();}; void() wiz_stand7 = [ $hover7, wiz_stand8 ] {ai_stand();}; void() wiz_stand8 = [ $hover8, wiz_stand1 ] {ai_stand();}; void() wiz_walk1 = [ $hover1, wiz_walk2 ] {ai_walk(8); wiz_idle_sound(); }; void() wiz_walk2 = [ $hover2, wiz_walk3 ] {ai_walk(8);}; void() wiz_walk3 = [ $hover3, wiz_walk4 ] {ai_walk(8);}; void() wiz_walk4 = [ $hover4, wiz_walk5 ] {ai_walk(8);}; void() wiz_walk5 = [ $hover5, wiz_walk6 ] {ai_walk(8);}; void() wiz_walk6 = [ $hover6, wiz_walk7 ] {ai_walk(8);}; void() wiz_walk7 = [ $hover7, wiz_walk8 ] {ai_walk(8);}; void() wiz_walk8 = [ $hover8, wiz_walk1 ] {ai_walk(8);}; void() wiz_side1 = [ $hover1, wiz_side2 ] {ai_run(8); wiz_idle_sound(); }; void() wiz_side2 = [ $hover2, wiz_side3 ] {ai_run(8);}; void() wiz_side3 = [ $hover3, wiz_side4 ] {ai_run(8);}; void() wiz_side4 = [ $hover4, wiz_side5 ] {ai_run(8);}; void() wiz_side5 = [ $hover5, wiz_side6 ] {ai_run(8);}; void() wiz_side6 = [ $hover6, wiz_side7 ] {ai_run(8);}; void() wiz_side7 = [ $hover7, wiz_side8 ] {ai_run(8);}; void() wiz_side8 = [ $hover8, wiz_side1 ] {ai_run(8);}; void() wiz_run1 = [ $fly1, wiz_run2 ] {ai_run(16); wiz_idle_sound(); }; void() wiz_run2 = [ $fly2, wiz_run3 ] {ai_run(16);}; void() wiz_run3 = [ $fly3, wiz_run4 ] {ai_run(16);}; void() wiz_run4 = [ $fly4, wiz_run5 ] {ai_run(16);}; void() wiz_run5 = [ $fly5, wiz_run6 ] {ai_run(16);}; void() wiz_run6 = [ $fly6, wiz_run7 ] {ai_run(16);}; void() wiz_run7 = [ $fly7, wiz_run8 ] {ai_run(16);}; void() wiz_run8 = [ $fly8, wiz_run9 ] {ai_run(16);}; void() wiz_run9 = [ $fly9, wiz_run10 ] {ai_run(16);}; void() wiz_run10 = [ $fly10, wiz_run11 ] {ai_run(16);}; void() wiz_run11 = [ $fly11, wiz_run12 ] {ai_run(16);}; void() wiz_run12 = [ $fly12, wiz_run13 ] {ai_run(16);}; void() wiz_run13 = [ $fly13, wiz_run14 ] {ai_run(16);}; void() wiz_run14 = [ $fly14, wiz_run1 ] {ai_run(16);}; void() wiz_fast1 = [ $magatt1, wiz_fast2 ] {ai_face(); wiz_start_fast();}; void() wiz_fast2 = [ $magatt2, wiz_fast3 ] {ai_face();}; void() wiz_fast3 = [ $magatt3, wiz_fast4 ] {ai_face();}; void() wiz_fast4 = [ $magatt4, wiz_fast5 ] {ai_face();}; void() wiz_fast5 = [ $magatt5, wiz_fast6 ] {ai_face();}; void() wiz_fast6 = [ $magatt6, wiz_fast7 ] {ai_face();}; void() wiz_fast7 = [ $magatt5, wiz_fast8 ] {ai_face();}; void() wiz_fast8 = [ $magatt4, wiz_fast9 ] {ai_face();}; void() wiz_fast9 = [ $magatt3, wiz_fast10 ] {ai_face();}; void() wiz_fast10 = [ $magatt2, wiz_run1 ] {ai_face(); sub_attack_finished(2); wiz_attack_finished();}; void() wiz_pain1 = [ $pain1, wiz_pain2 ] {}; void() wiz_pain2 = [ $pain2, wiz_pain3 ] {}; void() wiz_pain3 = [ $pain3, wiz_pain4 ] {}; void() wiz_pain4 = [ $pain4, wiz_run1 ] {}; void() wiz_death1 = [ $death1, wiz_death2 ] { self.velocity_x = -200 + 400 * random(); self.velocity_y = -200 + 400 * random(); self.velocity_z = 100 + 100 * random(); self.flags = self.flags - (self.flags & FL_ONGROUND); sound(self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM); }; void() wiz_death2 = [ $death2, wiz_death3 ] {}; void() wiz_death3 = [ $death3, wiz_death4 ] {self.solid = SOLID_NOT;}; void() wiz_death4 = [ $death4, wiz_death5 ] {}; void() wiz_death5 = [ $death5, wiz_death6 ] {}; void() wiz_death6 = [ $death6, wiz_death7 ] {}; void() wiz_death7 = [ $death7, wiz_death8 ] {}; void() wiz_death8 = [ $death8, wiz_death8 ] {}; void() wiz_die = { // check for gib if(self.health < -40) { sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); throw_head("progs/h_wizard.mdl", self.health); throw_gib("progs/gib2.mdl", self.health); throw_gib("progs/gib2.mdl", self.health); throw_gib("progs/gib2.mdl", self.health); return; } wiz_death1(); }; void(entity attacker, float damage) wiz_pain = { sound(self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM); if(random() * 70 > damage) { return; // didn't flinch } wiz_pain1(); }; void() wiz_missile = { wiz_fast1(); }; /*QUAKED monster_wizard(1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_wizard = { if(deathmatch) { remove(self); return; } precache_model("progs/wizard.mdl"); precache_model("progs/h_wizard.mdl"); precache_model("progs/w_spike.mdl"); precache_sound("wizard/hit.wav"); // used by c code precache_sound("wizard/wattack.wav"); precache_sound("wizard/wdeath.wav"); precache_sound("wizard/widle1.wav"); precache_sound("wizard/widle2.wav"); precache_sound("wizard/wpain.wav"); precache_sound("wizard/wsight.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; set_model(self, "progs/wizard.mdl"); set_size(self, '-16 -16 -24', '16 16 40'); self.health = 80; self.th_stand = wiz_stand1; self.th_walk = wiz_walk1; self.th_run = wiz_run1; self.th_missile = wiz_missile; self.th_pain = wiz_pain; self.th_die = wiz_die; flymonster_start(); };