super-coop/source/m_demon.qc

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// m_demon.qc: Fiend
$cd id1 / models / demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
void() demon_jump_touch;
void(float side) demon_melee;
//============================================================================
void() demon1_stand1 = [ $stand1, demon1_stand2 ] {ai_stand();};
void() demon1_stand2 = [ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3 = [ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4 = [ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5 = [ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6 = [ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7 = [ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8 = [ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9 = [ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10 = [ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11 = [ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12 = [ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13 = [ $stand13, demon1_stand1 ] {ai_stand();};
void() demon1_walk1 = [ $walk1, demon1_walk2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
}
ai_walk(8);
};
void() demon1_walk2 = [ $walk2, demon1_walk3 ] {ai_walk(6);};
void() demon1_walk3 = [ $walk3, demon1_walk4 ] {ai_walk(6);};
void() demon1_walk4 = [ $walk4, demon1_walk5 ] {ai_walk(7);};
void() demon1_walk5 = [ $walk5, demon1_walk6 ] {ai_walk(4);};
void() demon1_walk6 = [ $walk6, demon1_walk7 ] {ai_walk(6);};
void() demon1_walk7 = [ $walk7, demon1_walk8 ] {ai_walk(10);};
void() demon1_walk8 = [ $walk8, demon1_walk1 ] {ai_walk(10);};
void() demon1_run1 = [ $run1, demon1_run2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
}
ai_run(20);
};
void() demon1_run2 = [ $run2, demon1_run3 ] {ai_run(15);};
void() demon1_run3 = [ $run3, demon1_run4 ] {ai_run(36);};
void() demon1_run4 = [ $run4, demon1_run5 ] {ai_run(20);};
void() demon1_run5 = [ $run5, demon1_run6 ] {ai_run(15);};
void() demon1_run6 = [ $run6, demon1_run1 ] {ai_run(36);};
void() demon1_jump1 = [ $leap1, demon1_jump2 ] {ai_face();};
void() demon1_jump2 = [ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3 = [ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4 = [ $leap4, demon1_jump5 ] {
ai_face();
self.touch = demon_jump_touch;
make_vectors(self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 250';
if(self.flags & FL_ONGROUND) {
self.flags = self.flags - FL_ONGROUND;
}
};
void() demon1_jump5 = [ $leap5, demon1_jump6 ] {};
void() demon1_jump6 = [ $leap6, demon1_jump7 ] {};
void() demon1_jump7 = [ $leap7, demon1_jump8 ] {};
void() demon1_jump8 = [ $leap8, demon1_jump9 ] {};
void() demon1_jump9 = [ $leap9, demon1_jump10 ] {};
void() demon1_jump10 = [ $leap10, demon1_jump1 ] {
self.nextthink = time + 3;
// if three seconds pass, assume demon is stuck and jump again
};
void() demon1_jump11 = [ $leap11, demon1_jump12 ] {};
void() demon1_jump12 = [ $leap12, demon1_run1 ] {};
void() demon1_atta1 = [ $attacka1, demon1_atta2 ] {ai_charge(4);};
void() demon1_atta2 = [ $attacka2, demon1_atta3 ] {ai_charge(0);};
void() demon1_atta3 = [ $attacka3, demon1_atta4 ] {ai_charge(0);};
void() demon1_atta4 = [ $attacka4, demon1_atta5 ] {ai_charge(1);};
void() demon1_atta5 = [ $attacka5, demon1_atta6 ] {ai_charge(2); demon_melee(200);};
void() demon1_atta6 = [ $attacka6, demon1_atta7 ] {ai_charge(1);};
void() demon1_atta7 = [ $attacka7, demon1_atta8 ] {ai_charge(6);};
void() demon1_atta8 = [ $attacka8, demon1_atta9 ] {ai_charge(8);};
void() demon1_atta9 = [ $attacka9, demon1_atta10] {ai_charge(4);};
void() demon1_atta10 = [ $attacka10, demon1_atta11] {ai_charge(2);};
void() demon1_atta11 = [ $attacka11, demon1_atta12] {demon_melee(-200);};
void() demon1_atta12 = [ $attacka12, demon1_atta13] {ai_charge(5);};
void() demon1_atta13 = [ $attacka13, demon1_atta14] {ai_charge(8);};
void() demon1_atta14 = [ $attacka14, demon1_atta15] {ai_charge(4);};
void() demon1_atta15 = [ $attacka15, demon1_run1] {ai_charge(4);};
void() demon1_pain1 = [ $pain1, demon1_pain2 ] {};
void() demon1_pain2 = [ $pain2, demon1_pain3 ] {};
void() demon1_pain3 = [ $pain3, demon1_pain4 ] {};
void() demon1_pain4 = [ $pain4, demon1_pain5 ] {};
void() demon1_pain5 = [ $pain5, demon1_pain6 ] {};
void() demon1_pain6 = [ $pain6, demon1_run1 ] {};
void(entity attacker, float damage) demon1_pain = {
if(self.touch == demon_jump_touch) {
return;
}
if(self.pain_finished > time) {
return;
}
self.pain_finished = time + 1;
sound(self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
if(random() * 200 > damage) {
return; // didn't flinch
}
demon1_pain1();
};
void() demon1_die1 = [ $death1, demon1_die2 ] {
sound(self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);
};
void() demon1_die2 = [ $death2, demon1_die3 ] {};
void() demon1_die3 = [ $death3, demon1_die4 ] {};
void() demon1_die4 = [ $death4, demon1_die5 ] {};
void() demon1_die5 = [ $death5, demon1_die6 ] {};
void() demon1_die6 = [ $death6, demon1_die7 ]
{self.solid = SOLID_NOT;};
void() demon1_die7 = [ $death7, demon1_die8 ] {};
void() demon1_die8 = [ $death8, demon1_die9 ] {};
void() demon1_die9 = [ $death9, demon1_die9 ] {};
void() demon_die = {
// check for gib
if(self.health < -80) {
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
throw_head("progs/h_demon.mdl", self.health);
throw_gib("progs/gib1.mdl", self.health);
throw_gib("progs/gib1.mdl", self.health);
throw_gib("progs/gib1.mdl", self.health);
return;
}
// regular death
demon1_die1();
};
void() demon_melee_attack = {
demon1_atta1();
};
/*QUAKED monster_demon1(1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_demon1 = {
if(deathmatch) {
remove(self);
return;
}
precache_model("progs/demon.mdl");
precache_model("progs/h_demon.mdl");
precache_sound("demon/ddeath.wav");
precache_sound("demon/dhit2.wav");
precache_sound("demon/djump.wav");
precache_sound("demon/dpain1.wav");
precache_sound("demon/idle1.wav");
precache_sound("demon/sight2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
set_model(self, "progs/demon.mdl");
set_size(self, '-32 -32 -24', '32 32 64');
self.health = 300;
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = demon_melee_attack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
walkmonster_start();
};
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
demon_check_melee
Returns TRUE if a melee attack would hit right now
==============
*/
float() demon_check_melee = {
if(enemy_range == RANGE_MELEE && !enemy_is_high()) {
self.attack_state = AS_MELEE;
return TRUE;
} else {
return FALSE;
}
};
/*
==============
demon_check_jump
==============
*/
float() demon_check_jump = {
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 ||
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 = vec_len(dist);
return !(d < 100 || (d > 200 && random() < 0.9));
};
float() demon_check_attack = {
vector vec;
// if close enough for slashing, go for it
if(demon_check_melee()) {
self.attack_state = AS_MELEE;
return TRUE;
}
if(demon_check_jump()) {
self.attack_state = AS_MISSILE;
sound(self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
};
//===========================================================================
void(float side) demon_melee = {
float ldmg;
vector delta;
ai_face();
walk_move(self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
if(vec_len(delta) > 100) {
return;
}
if(!ent_can_damage(self.enemy, self)) {
return;
}
sound(self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
ldmg = 10 + 5 * random();
ent_damage(self.enemy, self, self, ldmg);
make_vectors(self.angles);
spawn_meat_spray(self.origin + v_forward * 16, side * v_right);
};
void() demon_jump_touch = {
float ldmg;
if(self.health <= 0) {
return;
}
if(other.takedamage) {
if(vec_len(self.velocity) > 400) {
ldmg = 40 + 10 * random();
ent_damage(other, self, self, ldmg);
}
}
if(!check_bottom(self)) {
if(self.flags & FL_ONGROUND) {
// jump randomly to not get hung up
//print_dbg("popjump\n");
self.touch = sub_null;
self.think = demon1_jump1;
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 = demon1_jump11;
self.nextthink = time + 0.1;
};