super-coop/source/m_shambler.qc

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// m_shambler.qc: Shambler
$cd id1 / models / shams
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12
$frame run1 run2 run3 run4 run5 run6
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12
$frame swingr1 swingr2 swingr3 swingr4 swingr5
$frame swingr6 swingr7 swingr8 swingr9
$frame swingl1 swingl2 swingl3 swingl4 swingl5
$frame swingl6 swingl7 swingl8 swingl9
$frame magic1 magic2 magic3 magic4 magic5
$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11
void() sham_smash1, sham_swingl1, sham_swingr1;
/*
===========
sham_check_attack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() sham_check_attack = {
vector spot1, spot2;
entity targ;
float chance;
float enemy_yaw;
if(enemy_range == RANGE_MELEE) {
if(ent_can_damage(self.enemy, self)) {
self.attack_state = AS_MELEE;
return TRUE;
}
}
if(time < self.attack_finished) {
return FALSE;
}
if(!enemy_vis) {
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;
if(vec_len(spot1 - spot2) > 600) {
return FALSE;
}
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(enemy_range == RANGE_FAR) {
return FALSE;
}
self.attack_state = AS_MISSILE;
sub_attack_finished(2 + 2 * random());
return TRUE;
};
void() sham_stand1 = [ $stand1, sham_stand2 ] {ai_stand();};
void() sham_stand2 = [ $stand2, sham_stand3 ] {ai_stand();};
void() sham_stand3 = [ $stand3, sham_stand4 ] {ai_stand();};
void() sham_stand4 = [ $stand4, sham_stand5 ] {ai_stand();};
void() sham_stand5 = [ $stand5, sham_stand6 ] {ai_stand();};
void() sham_stand6 = [ $stand6, sham_stand7 ] {ai_stand();};
void() sham_stand7 = [ $stand7, sham_stand8 ] {ai_stand();};
void() sham_stand8 = [ $stand8, sham_stand9 ] {ai_stand();};
void() sham_stand9 = [ $stand9, sham_stand10] {ai_stand();};
void() sham_stand10 = [ $stand10, sham_stand11] {ai_stand();};
void() sham_stand11 = [ $stand11, sham_stand12] {ai_stand();};
void() sham_stand12 = [ $stand12, sham_stand13] {ai_stand();};
void() sham_stand13 = [ $stand13, sham_stand14] {ai_stand();};
void() sham_stand14 = [ $stand14, sham_stand15] {ai_stand();};
void() sham_stand15 = [ $stand15, sham_stand16] {ai_stand();};
void() sham_stand16 = [ $stand16, sham_stand17] {ai_stand();};
void() sham_stand17 = [ $stand17, sham_stand1 ] {ai_stand();};
void() sham_walk1 = [ $walk1, sham_walk2 ] {ai_walk(10);};
void() sham_walk2 = [ $walk2, sham_walk3 ] {ai_walk(9);};
void() sham_walk3 = [ $walk3, sham_walk4 ] {ai_walk(9);};
void() sham_walk4 = [ $walk4, sham_walk5 ] {ai_walk(5);};
void() sham_walk5 = [ $walk5, sham_walk6 ] {ai_walk(6);};
void() sham_walk6 = [ $walk6, sham_walk7 ] {ai_walk(12);};
void() sham_walk7 = [ $walk7, sham_walk8 ] {ai_walk(8);};
void() sham_walk8 = [ $walk8, sham_walk9 ] {ai_walk(3);};
void() sham_walk9 = [ $walk9, sham_walk10] {ai_walk(13);};
void() sham_walk10 = [ $walk10, sham_walk11] {ai_walk(9);};
void() sham_walk11 = [ $walk11, sham_walk12] {ai_walk(7);};
void() sham_walk12 = [ $walk12, sham_walk1 ] {ai_walk(7);
if(random() > 0.8) {
sound(self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
}
};
void() sham_run1 = [ $run1, sham_run2 ] {ai_run(20);};
void() sham_run2 = [ $run2, sham_run3 ] {ai_run(24);};
void() sham_run3 = [ $run3, sham_run4 ] {ai_run(20);};
void() sham_run4 = [ $run4, sham_run5 ] {ai_run(20);};
void() sham_run5 = [ $run5, sham_run6 ] {ai_run(24);};
void() sham_run6 = [ $run6, sham_run1 ] {ai_run(20);
if(random() > 0.8) {
sound(self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
}
};
void() sham_smash1 = [ $smash1, sham_smash2 ] {
sound(self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(2);
};
void() sham_smash2 = [ $smash2, sham_smash3 ] {ai_charge(6);};
void() sham_smash3 = [ $smash3, sham_smash4 ] {ai_charge(6);};
void() sham_smash4 = [ $smash4, sham_smash5 ] {ai_charge(5);};
void() sham_smash5 = [ $smash5, sham_smash6 ] {ai_charge(4);};
void() sham_smash6 = [ $smash6, sham_smash7 ] {ai_charge(1);};
void() sham_smash7 = [ $smash7, sham_smash8 ] {ai_charge(0);};
void() sham_smash8 = [ $smash8, sham_smash9 ] {ai_charge(0);};
void() sham_smash9 = [ $smash9, sham_smash10 ] {ai_charge(0);};
void() sham_smash10 = [ $smash10, sham_smash11 ] {
vector delta;
float ldmg;
if(!self.enemy) {
return;
}
ai_charge(0);
delta = self.enemy.origin - self.origin;
if(vec_len(delta) > 100) {
return;
}
if(!ent_can_damage(self.enemy, self)) {
return;
}
ldmg = (random() + random() + random()) * 40;
ent_damage(self.enemy, self, self, ldmg);
sound(self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
spawn_meat_spray(self.origin + v_forward * 16, crandom() * 100 * v_right);
spawn_meat_spray(self.origin + v_forward * 16, crandom() * 100 * v_right);
};
void() sham_smash11 = [ $smash11, sham_smash12 ] {ai_charge(5);};
void() sham_smash12 = [ $smash12, sham_run1 ] {ai_charge(4);};
void(float side) sham_claw = {
vector delta;
float ldmg;
if(!self.enemy) {
return;
}
ai_charge(10);
delta = self.enemy.origin - self.origin;
if(vec_len(delta) > 100) {
return;
}
ldmg = (random() + random() + random()) * 20;
ent_damage(self.enemy, self, self, ldmg);
sound(self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
if(side) {
make_vectors(self.angles);
spawn_meat_spray(self.origin + v_forward * 16, side * v_right);
}
};
void() sham_swingl1 = [ $swingl1, sham_swingl2 ] {
sound(self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
ai_charge(5);
};
void() sham_swingl2 = [ $swingl2, sham_swingl3 ] {ai_charge(3);};
void() sham_swingl3 = [ $swingl3, sham_swingl4 ] {ai_charge(7);};
void() sham_swingl4 = [ $swingl4, sham_swingl5 ] {ai_charge(3);};
void() sham_swingl5 = [ $swingl5, sham_swingl6 ] {ai_charge(7);};
void() sham_swingl6 = [ $swingl6, sham_swingl7 ] {ai_charge(9);};
void() sham_swingl7 = [ $swingl7, sham_swingl8 ] {ai_charge(5); sham_claw(250);};
void() sham_swingl8 = [ $swingl8, sham_swingl9 ] {ai_charge(4);};
void() sham_swingl9 = [ $swingl9, sham_run1 ] {
ai_charge(8);
if(random() < 0.5) {
self.think = sham_swingr1;
}
};
void() sham_swingr1 = [ $swingr1, sham_swingr2 ] {
sound(self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(1);
};
void() sham_swingr2 = [ $swingr2, sham_swingr3 ] {ai_charge(8);};
void() sham_swingr3 = [ $swingr3, sham_swingr4 ] {ai_charge(14);};
void() sham_swingr4 = [ $swingr4, sham_swingr5 ] {ai_charge(7);};
void() sham_swingr5 = [ $swingr5, sham_swingr6 ] {ai_charge(3);};
void() sham_swingr6 = [ $swingr6, sham_swingr7 ] {ai_charge(6);};
void() sham_swingr7 = [ $swingr7, sham_swingr8 ] {ai_charge(6); sham_claw(-250);};
void() sham_swingr8 = [ $swingr8, sham_swingr9 ] {ai_charge(3);};
void() sham_swingr9 = [ $swingr9, sham_run1 ] {ai_charge(1);
ai_charge(10);
if(random() < 0.5) {
self.think = sham_swingl1;
}
};
void() sham_melee = {
float chance;
chance = random();
if(chance > 0.6 || self.health == 600) {
sham_smash1();
} else if(chance > 0.3) {
sham_swingr1();
} else {
sham_swingl1();
}
};
//============================================================================
void() sham_cast_lightning = {
vector org, dir;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face();
org = self.origin + '0 0 40';
dir = self.enemy.origin + '0 0 16' - org;
dir = normalize(dir);
trace_line(org, self.origin + dir * 600, TRUE, self);
write_byte(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(MSG_BROADCAST, TE_LIGHTNING1);
write_entity(MSG_BROADCAST, self);
write_coord(MSG_BROADCAST, org_x);
write_coord(MSG_BROADCAST, org_y);
write_coord(MSG_BROADCAST, org_z);
write_coord(MSG_BROADCAST, trace_endpos_x);
write_coord(MSG_BROADCAST, trace_endpos_y);
write_coord(MSG_BROADCAST, trace_endpos_z);
lightning_damage(org, trace_endpos, self, 10);
};
void() sham_magic1 = [ $magic1, sham_magic2 ] {
ai_face();
sound(self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
};
void() sham_magic2 = [ $magic2, sham_magic3 ] {ai_face();};
void() sham_magic3 = [ $magic3, sham_magic4 ] {
entity o;
ai_face();
self.nextthink = time + 0.2;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face();
self.owner = spawn();
o = self.owner;
set_model(o, "progs/s_light.mdl");
set_origin(o, self.origin);
o.angles = self.angles;
o.nextthink = time + 0.7;
o.think = sub_remove;
};
void() sham_magic4 = [ $magic4, sham_magic5 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 1;
};
void() sham_magic5 = [ $magic5, sham_magic6 ] {
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 2;
};
void() sham_magic6 = [ $magic6, sham_magic9 ] {
remove(self.owner);
sham_cast_lightning();
sound(self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
};
void() sham_magic9 = [ $magic9, sham_magic10 ] {sham_cast_lightning();};
void() sham_magic10 = [ $magic10, sham_magic11 ] {sham_cast_lightning();};
void() sham_magic11 = [ $magic11, sham_magic12 ] {
if(skill == SK_NIGHTMARE) {
sham_cast_lightning();
}
};
void() sham_magic12 = [ $magic12, sham_run1 ] {};
void() sham_pain1 = [ $pain1, sham_pain2 ] {};
void() sham_pain2 = [ $pain2, sham_pain3 ] {};
void() sham_pain3 = [ $pain3, sham_pain4 ] {};
void() sham_pain4 = [ $pain4, sham_pain5 ] {};
void() sham_pain5 = [ $pain5, sham_pain6 ] {};
void() sham_pain6 = [ $pain6, sham_run1 ] {};
void(entity attacker, float damage) sham_pain = {
sound(self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
if(self.health <= 0) {
return; // allready dying, don't go into pain frame
}
if(random() * 400 > damage) {
return; // didn't flinch
}
if(self.pain_finished > time) {
return;
}
self.pain_finished = time + 2;
sham_pain1();
};
//============================================================================
void() sham_death1 = [ $death1, sham_death2 ] {};
void() sham_death2 = [ $death2, sham_death3 ] {};
void() sham_death3 = [ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
void() sham_death4 = [ $death4, sham_death5 ] {};
void() sham_death5 = [ $death5, sham_death6 ] {};
void() sham_death6 = [ $death6, sham_death7 ] {};
void() sham_death7 = [ $death7, sham_death8 ] {};
void() sham_death8 = [ $death8, sham_death9 ] {};
void() sham_death9 = [ $death9, sham_death10 ] {};
void() sham_death10 = [ $death10, sham_death11 ] {};
void() sham_death11 = [ $death11, sham_death11 ] {};
void() sham_die = {
// check for gib
if(self.health < -60) {
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
throw_head("progs/h_shams.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, "shambler/sdeath.wav", 1, ATTN_NORM);
sham_death1();
};
//============================================================================
/*QUAKED monster_shambler(1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_shambler = {
if(deathmatch) {
remove(self);
return;
}
precache_model("progs/shambler.mdl");
precache_model("progs/s_light.mdl");
precache_model("progs/h_shams.mdl");
precache_model("progs/bolt.mdl");
precache_sound("shambler/sattck1.wav");
precache_sound("shambler/sboom.wav");
precache_sound("shambler/sdeath.wav");
precache_sound("shambler/shurt2.wav");
precache_sound("shambler/sidle.wav");
precache_sound("shambler/ssight.wav");
precache_sound("shambler/melee1.wav");
precache_sound("shambler/melee2.wav");
precache_sound("shambler/smack.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
set_model(self, "progs/shambler.mdl");
set_size(self, '-32 -32 -24', '32 32 64');
self.health = 600;
self.th_stand = sham_stand1;
self.th_walk = sham_walk1;
self.th_run = sham_run1;
self.th_die = sham_die;
self.th_melee = sham_melee;
self.th_missile = sham_magic1;
self.th_pain = sham_pain;
walkmonster_start();
};