super-coop/source/m_army.qc

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// m_army.qc: Grunt
$cd id1 / models / soldier3
$origin 0 - 6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11
$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
$frame painc11 painc12 painc13
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9
$frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8
$frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16
$frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24
void() army_fire;
//=============================================================================
/*
===========
army_check_attack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() army_check_attack = {
vector spot1, spot2;
entity targ;
float chance;
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_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
if(enemy_range == RANGE_MELEE) {
chance = 0.9;
} else if(enemy_range == RANGE_NEAR) {
chance = 0.4;
} else if(enemy_range == RANGE_MID) {
chance = 0.05;
} else {
chance = 0;
}
if(random() < chance) {
self.th_missile();
sub_attack_finished(1 + random());
if(random() < 0.3) {
self.lefty = !self.lefty;
}
return TRUE;
}
return FALSE;
};
/*
==============================================================================
SOLDIER CODE
==============================================================================
*/
void() army_stand1 = [ $stand1, army_stand2 ] {ai_stand();};
void() army_stand2 = [ $stand2, army_stand3 ] {ai_stand();};
void() army_stand3 = [ $stand3, army_stand4 ] {ai_stand();};
void() army_stand4 = [ $stand4, army_stand5 ] {ai_stand();};
void() army_stand5 = [ $stand5, army_stand6 ] {ai_stand();};
void() army_stand6 = [ $stand6, army_stand7 ] {ai_stand();};
void() army_stand7 = [ $stand7, army_stand8 ] {ai_stand();};
void() army_stand8 = [ $stand8, army_stand1 ] {ai_stand();};
void() army_walk1 = [ $prowl_1, army_walk2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
}
ai_walk(1);
};
void() army_walk2 = [ $prowl_2, army_walk3 ] {ai_walk(1);};
void() army_walk3 = [ $prowl_3, army_walk4 ] {ai_walk(1);};
void() army_walk4 = [ $prowl_4, army_walk5 ] {ai_walk(1);};
void() army_walk5 = [ $prowl_5, army_walk6 ] {ai_walk(2);};
void() army_walk6 = [ $prowl_6, army_walk7 ] {ai_walk(3);};
void() army_walk7 = [ $prowl_7, army_walk8 ] {ai_walk(4);};
void() army_walk8 = [ $prowl_8, army_walk9 ] {ai_walk(4);};
void() army_walk9 = [ $prowl_9, army_walk10 ] {ai_walk(2);};
void() army_walk10 = [ $prowl_10, army_walk11 ] {ai_walk(2);};
void() army_walk11 = [ $prowl_11, army_walk12 ] {ai_walk(2);};
void() army_walk12 = [ $prowl_12, army_walk13 ] {ai_walk(1);};
void() army_walk13 = [ $prowl_13, army_walk14 ] {ai_walk(0);};
void() army_walk14 = [ $prowl_14, army_walk15 ] {ai_walk(1);};
void() army_walk15 = [ $prowl_15, army_walk16 ] {ai_walk(1);};
void() army_walk16 = [ $prowl_16, army_walk17 ] {ai_walk(1);};
void() army_walk17 = [ $prowl_17, army_walk18 ] {ai_walk(3);};
void() army_walk18 = [ $prowl_18, army_walk19 ] {ai_walk(3);};
void() army_walk19 = [ $prowl_19, army_walk20 ] {ai_walk(3);};
void() army_walk20 = [ $prowl_20, army_walk21 ] {ai_walk(3);};
void() army_walk21 = [ $prowl_21, army_walk22 ] {ai_walk(2);};
void() army_walk22 = [ $prowl_22, army_walk23 ] {ai_walk(1);};
void() army_walk23 = [ $prowl_23, army_walk24 ] {ai_walk(1);};
void() army_walk24 = [ $prowl_24, army_walk1 ] {ai_walk(1);};
void() army_run1 = [ $run1, army_run2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
}
ai_run(11);
};
void() army_run2 = [ $run2, army_run3 ] {ai_run(15);};
void() army_run3 = [ $run3, army_run4 ] {ai_run(10);};
void() army_run4 = [ $run4, army_run5 ] {ai_run(10);};
void() army_run5 = [ $run5, army_run6 ] {ai_run(8);};
void() army_run6 = [ $run6, army_run7 ] {ai_run(15);};
void() army_run7 = [ $run7, army_run8 ] {ai_run(10);};
void() army_run8 = [ $run8, army_run1 ] {ai_run(8);};
void() army_atk1 = [ $shoot1, army_atk2 ] {ai_face();};
void() army_atk2 = [ $shoot2, army_atk3 ] {ai_face();};
void() army_atk3 = [ $shoot3, army_atk4 ] {ai_face();};
void() army_atk4 = [ $shoot4, army_atk5 ] {ai_face();};
void() army_atk5 = [ $shoot5, army_atk6 ] {ai_face();
army_fire();
self.effects = self.effects | EF_MUZZLEFLASH;
};
void() army_atk6 = [ $shoot6, army_atk7 ] {ai_face();};
void() army_atk7 = [ $shoot7, army_atk8 ] {ai_face(); sub_check_refire(army_atk1);};
void() army_atk8 = [ $shoot8, army_atk9 ] {ai_face();};
void() army_atk9 = [ $shoot9, army_run1 ] {ai_face();};
void() army_pain1 = [ $pain1, army_pain2 ] {};
void() army_pain2 = [ $pain2, army_pain3 ] {};
void() army_pain3 = [ $pain3, army_pain4 ] {};
void() army_pain4 = [ $pain4, army_pain5 ] {};
void() army_pain5 = [ $pain5, army_pain6 ] {};
void() army_pain6 = [ $pain6, army_run1 ] {ai_pain(1);};
void() army_painb1 = [ $painb1, army_painb2 ] {};
void() army_painb2 = [ $painb2, army_painb3 ] {ai_painforward(13);};
void() army_painb3 = [ $painb3, army_painb4 ] {ai_painforward(9);};
void() army_painb4 = [ $painb4, army_painb5 ] {};
void() army_painb5 = [ $painb5, army_painb6 ] {};
void() army_painb6 = [ $painb6, army_painb7 ] {};
void() army_painb7 = [ $painb7, army_painb8 ] {};
void() army_painb8 = [ $painb8, army_painb9 ] {};
void() army_painb9 = [ $painb9, army_painb10] {};
void() army_painb10 = [ $painb10, army_painb11] {};
void() army_painb11 = [ $painb11, army_painb12] {};
void() army_painb12 = [ $painb12, army_painb13] {ai_pain(2);};
void() army_painb13 = [ $painb13, army_painb14] {};
void() army_painb14 = [ $painb14, army_run1 ] {};
void() army_painc1 = [ $painc1, army_painc2 ] {};
void() army_painc2 = [ $painc2, army_painc3 ] {ai_pain(1);};
void() army_painc3 = [ $painc3, army_painc4 ] {};
void() army_painc4 = [ $painc4, army_painc5 ] {};
void() army_painc5 = [ $painc5, army_painc6 ] {ai_painforward(1);};
void() army_painc6 = [ $painc6, army_painc7 ] {ai_painforward(1);};
void() army_painc7 = [ $painc7, army_painc8 ] {};
void() army_painc8 = [ $painc8, army_painc9 ] {ai_pain(1);};
void() army_painc9 = [ $painc9, army_painc10] {ai_painforward(4);};
void() army_painc10 = [ $painc10, army_painc11] {ai_painforward(3);};
void() army_painc11 = [ $painc11, army_painc12] {ai_painforward(6);};
void() army_painc12 = [ $painc12, army_painc13] {ai_painforward(8);};
void() army_painc13 = [ $painc13, army_run1] {};
void(entity attacker, float damage) army_pain = {
float r;
if(self.pain_finished > time) {
return;
}
r = random();
if(r < 0.2) {
self.pain_finished = time + 0.6;
army_pain1();
sound(self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
} else if(r < 0.6) {
self.pain_finished = time + 1.1;
army_painb1();
sound(self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
} else {
self.pain_finished = time + 1.1;
army_painc1();
sound(self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
}
};
void() army_fire = {
vector dir;
entity en;
ai_face();
sound(self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);
// fire somewhat behind the player, so a dodging player is harder to hit
en = self.enemy;
dir = en.origin - en.velocity * 0.2;
dir = normalize(dir - self.origin);
fire_bullets(4, dir, '0.1 0.1 0');
};
void() army_die1 = [ $death1, army_die2 ] {};
void() army_die2 = [ $death2, army_die3 ] {};
void() army_die3 = [ $death3, army_die4 ]
{self.solid = SOLID_NOT; self.ammo_shells = 5; drop_backpack();};
void() army_die4 = [ $death4, army_die5 ] {};
void() army_die5 = [ $death5, army_die6 ] {};
void() army_die6 = [ $death6, army_die7 ] {};
void() army_die7 = [ $death7, army_die8 ] {};
void() army_die8 = [ $death8, army_die9 ] {};
void() army_die9 = [ $death9, army_die10 ] {};
void() army_die10 = [ $death10, army_die10 ] {};
void() army_cdie1 = [ $deathc1, army_cdie2 ] {};
void() army_cdie2 = [ $deathc2, army_cdie3 ] {ai_back(5);};
void() army_cdie3 = [ $deathc3, army_cdie4 ]
{self.solid = SOLID_NOT; self.ammo_shells = 5; drop_backpack(); ai_back(4);};
void() army_cdie4 = [ $deathc4, army_cdie5 ] {ai_back(13);};
void() army_cdie5 = [ $deathc5, army_cdie6 ] {ai_back(3);};
void() army_cdie6 = [ $deathc6, army_cdie7 ] {ai_back(4);};
void() army_cdie7 = [ $deathc7, army_cdie8 ] {};
void() army_cdie8 = [ $deathc8, army_cdie9 ] {};
void() army_cdie9 = [ $deathc9, army_cdie10 ] {};
void() army_cdie10 = [ $deathc10, army_cdie11 ] {};
void() army_cdie11 = [ $deathc11, army_cdie11 ] {};
void() army_die = {
// check for gib
if(self.health < -35) {
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
throw_head("progs/h_guard.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, "soldier/death1.wav", 1, ATTN_NORM);
if(random() < 0.5) {
army_die1();
} else {
army_cdie1();
}
};
/*QUAKED monster_army(1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army = {
if(deathmatch) {
remove(self);
return;
}
precache_model("progs/soldier.mdl");
precache_model("progs/h_guard.mdl");
precache_model("progs/gib1.mdl");
precache_model("progs/gib2.mdl");
precache_model("progs/gib3.mdl");
precache_sound("soldier/death1.wav");
precache_sound("soldier/idle.wav");
precache_sound("soldier/pain1.wav");
precache_sound("soldier/pain2.wav");
precache_sound("soldier/sattck1.wav");
precache_sound("soldier/sight1.wav");
precache_sound("player/udeath.wav"); // gib death
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
set_model(self, "progs/soldier.mdl");
set_size(self, '-16 -16 -24', '16 16 40');
self.health = 30;
self.th_stand = army_stand1;
self.th_walk = army_walk1;
self.th_run = army_run1;
self.th_missile = army_atk1;
self.th_pain = army_pain;
self.th_die = army_die;
walkmonster_start();
};