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/*
==============================================================================
OLD ONE
==============================================================================
*/
$cd id1 / models / old_one
$origin 0 0 24
$base base
$skin skin
$scale 1
void() finale_1;
void() finale_2;
void() finale_3;
void() finale_4;
entity shub;
$frame old1 old2 old3 old4 old5 old6 old7 old8 old9
$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19
$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29
$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
$frame old40 old41 old42 old43 old44 old45 old46
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
2019-09-15 16:27:45 -07:00
$frame shake9 shake10 shake11 shake12 shake13 shake14
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$frame shake15 shake16 shake17 shake18 shake19 shake20
//void() old_stand =[ $old1, old_stand ] {};
void() old_idle1 = [ $old1, old_idle2 ] {};
void() old_idle2 = [ $old2, old_idle3 ] {};
void() old_idle3 = [ $old3, old_idle4 ] {};
void() old_idle4 = [ $old4, old_idle5 ] {};
void() old_idle5 = [ $old5, old_idle6 ] {};
void() old_idle6 = [ $old6, old_idle7 ] {};
void() old_idle7 = [ $old7, old_idle8 ] {};
void() old_idle8 = [ $old8, old_idle9 ] {};
void() old_idle9 = [ $old9, old_idle10 ] {};
void() old_idle10 = [ $old10, old_idle11 ] {};
void() old_idle11 = [ $old11, old_idle12 ] {};
void() old_idle12 = [ $old12, old_idle13 ] {};
void() old_idle13 = [ $old13, old_idle14 ] {};
void() old_idle14 = [ $old14, old_idle15 ] {};
void() old_idle15 = [ $old15, old_idle16 ] {};
void() old_idle16 = [ $old16, old_idle17 ] {};
void() old_idle17 = [ $old17, old_idle18 ] {};
void() old_idle18 = [ $old18, old_idle19 ] {};
void() old_idle19 = [ $old19, old_idle20 ] {};
void() old_idle20 = [ $old20, old_idle21 ] {};
void() old_idle21 = [ $old21, old_idle22 ] {};
void() old_idle22 = [ $old22, old_idle23 ] {};
void() old_idle23 = [ $old23, old_idle24 ] {};
void() old_idle24 = [ $old24, old_idle25 ] {};
void() old_idle25 = [ $old25, old_idle26 ] {};
void() old_idle26 = [ $old26, old_idle27 ] {};
void() old_idle27 = [ $old27, old_idle28 ] {};
void() old_idle28 = [ $old28, old_idle29 ] {};
void() old_idle29 = [ $old29, old_idle30 ] {};
void() old_idle30 = [ $old30, old_idle31 ] {};
void() old_idle31 = [ $old31, old_idle32 ] {};
void() old_idle32 = [ $old32, old_idle33 ] {};
void() old_idle33 = [ $old33, old_idle34 ] {};
void() old_idle34 = [ $old34, old_idle35 ] {};
void() old_idle35 = [ $old35, old_idle36 ] {};
void() old_idle36 = [ $old36, old_idle37 ] {};
void() old_idle37 = [ $old37, old_idle38 ] {};
void() old_idle38 = [ $old38, old_idle39 ] {};
void() old_idle39 = [ $old39, old_idle40 ] {};
void() old_idle40 = [ $old40, old_idle41 ] {};
void() old_idle41 = [ $old41, old_idle42 ] {};
void() old_idle42 = [ $old42, old_idle43 ] {};
void() old_idle43 = [ $old43, old_idle44 ] {};
void() old_idle44 = [ $old44, old_idle45 ] {};
void() old_idle45 = [ $old45, old_idle46 ] {};
void() old_idle46 = [ $old46, old_idle1 ] {};
void() old_thrash1 = [ $shake1, old_thrash2 ] {lightstyle(0, "m");};
void() old_thrash2 = [ $shake2, old_thrash3 ] {lightstyle(0, "k");};
void() old_thrash3 = [ $shake3, old_thrash4 ] {lightstyle(0, "k");};
void() old_thrash4 = [ $shake4, old_thrash5 ] {lightstyle(0, "i");};
void() old_thrash5 = [ $shake5, old_thrash6 ] {lightstyle(0, "g");};
void() old_thrash6 = [ $shake6, old_thrash7 ] {lightstyle(0, "e");};
void() old_thrash7 = [ $shake7, old_thrash8 ] {lightstyle(0, "c");};
void() old_thrash8 = [ $shake8, old_thrash9 ] {lightstyle(0, "a");};
void() old_thrash9 = [ $shake9, old_thrash10 ] {lightstyle(0, "c");};
void() old_thrash10 = [ $shake10, old_thrash11 ] {lightstyle(0, "e");};
void() old_thrash11 = [ $shake11, old_thrash12 ] {lightstyle(0, "g");};
void() old_thrash12 = [ $shake12, old_thrash13 ] {lightstyle(0, "i");};
void() old_thrash13 = [ $shake13, old_thrash14 ] {lightstyle(0, "k");};
void() old_thrash14 = [ $shake14, old_thrash15 ] {lightstyle(0, "m");};
void() old_thrash15 = [ $shake15, old_thrash16 ] {lightstyle(0, "m");
self.cnt = self.cnt + 1;
if(self.cnt != 3) {
self.think = old_thrash1;
}
};
void() old_thrash16 = [ $shake16, old_thrash17 ] {lightstyle(0, "g");};
void() old_thrash17 = [ $shake17, old_thrash18 ] {lightstyle(0, "c");};
void() old_thrash18 = [ $shake18, old_thrash19 ] {lightstyle(0, "b");};
void() old_thrash19 = [ $shake19, old_thrash20 ] {lightstyle(0, "a");};
void() old_thrash20 = [ $shake20, old_thrash20 ] {finale_4();};
//============================================================================
void() finale_1 = {
local entity pos, pl;
local entity timer;
intermission_exittime = time + 10000000; // never allow exit
intermission_running = 1;
// find the intermission spot
pos = find(world, classname, "info_intermission");
if(!pos) {
error("no info_intermission");
}
pl = find(world, classname, "misc_teleporttrain");
if(!pl) {
error("no teleporttrain");
}
remove(pl);
WriteByte(MSG_ALL, SVC_FINALE);
WriteString(MSG_ALL, "");
pl = find(world, classname, "player");
while(pl != world) {
pl.view_ofs = '0 0 0';
pl.angles = other.v_angle = pos.mangle;
pl.fixangle = TRUE; // turn this way immediately
pl.map = self.map;
pl.nextthink = time + 0.5;
pl.takedamage = DAMAGE_NO;
pl.solid = SOLID_NOT;
pl.movetype = MOVETYPE_NONE;
pl.modelindex = 0;
setorigin(pl, pos.origin);
pl = find(pl, classname, "player");
}
// make fake versions of all players as standins, and move the real
// players to the intermission spot
// wait for 1 second
timer = spawn();
timer.nextthink = time + 1;
timer.think = finale_2;
};
void() finale_2 = {
local vector o;
// start a teleport splash inside shub
o = shub.origin - '0 100 0';
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_TELEPORT);
WriteCoord(MSG_BROADCAST, o_x);
WriteCoord(MSG_BROADCAST, o_y);
WriteCoord(MSG_BROADCAST, o_z);
sound(shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM);
self.nextthink = time + 2;
self.think = finale_3;
};
void() finale_3 = {
// start shub thrashing wildly
shub.think = old_thrash1;
sound(shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM);
lightstyle(0, "abcdefghijklmlkjihgfedcb");
};
void() finale_4 = {
// throw tons of meat chunks
local vector oldo;
local float x, y, z;
local float r;
local entity n;
sound(self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM);
oldo = self.origin;
z = 16;
while(z <= 144) {
x = -64;
while(x <= 64) {
y = -64;
while(y <= 64) {
self.origin_x = oldo_x + x;
self.origin_y = oldo_y + y;
self.origin_z = oldo_z + z;
r = random();
if(r < 0.3) {
ThrowGib("progs/gib1.mdl", -999);
} else if(r < 0.6) {
ThrowGib("progs/gib2.mdl", -999);
} else {
ThrowGib("progs/gib3.mdl", -999);
}
y = y + 32;
}
x = x + 32;
}
z = z + 96;
}
// start the end text
WriteByte(MSG_ALL, SVC_FINALE);
WriteString(MSG_ALL, "Congratulations and well done! You have\nbeaten the hideous Shub-Niggurath, and\nher hundreds of ugly changelings and\nmonsters. You have proven that your\nskill and your cunning are greater than\nall the powers of Quake. You are the\nmaster now. Id Software salutes you.");
// put a player model down
n = spawn();
setmodel(n, "progs/player.mdl");
oldo = oldo - '32 264 0';
setorigin(n, oldo);
n.angles = '0 290 0';
n.frame = 1;
remove(self);
// switch cd track
WriteByte(MSG_ALL, SVC_CDTRACK);
WriteByte(MSG_ALL, 3);
WriteByte(MSG_ALL, 3);
lightstyle(0, "m");
};
//============================================================================
void() nopain = {
self.health = 40000;
};
//============================================================================
/*QUAKED monster_oldone(1 0 0) (-16 -16 -24) (16 16 32)
*/
void() monster_oldone = {
if(deathmatch) {
remove(self);
return;
}
precache_model2("progs/oldone.mdl");
precache_sound2("boss2/death.wav");
precache_sound2("boss2/idle.wav");
precache_sound2("boss2/sight.wav");
precache_sound2("boss2/pop2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel(self, "progs/oldone.mdl");
setsize(self, '-160 -128 -24', '160 128 256');
self.health = 40000; // kill by telefrag
self.think = old_idle1;
self.nextthink = time + 0.1;
self.takedamage = DAMAGE_YES;
self.th_pain = nopain;
self.th_die = finale_1;
shub = self;
total_monsters = total_monsters + 1;
};