// enforcer.qc: Enforcer $cd id1 / models / enforcer $origin 0 - 6 24 $base base $skin skin $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 walk13 walk14 walk15 walk16 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame attack1 attack2 attack3 attack4 attack5 attack6 $frame attack7 attack8 attack9 attack10 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 death11 death12 death13 death14 $frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8 $frame fdeath9 fdeath10 fdeath11 $frame paina1 paina2 paina3 paina4 $frame painb1 painb2 painb3 painb4 painb5 $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 $frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16 $frame paind17 paind18 paind19 void() Laser_Touch = { vector org; if(other == self.owner) { return; // don't explode on owner } if(pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } sound(self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); org = self.origin - 8 * normalize(self.velocity); if(other.health) { SpawnBlood(org, self.velocity * 0.2, 15); T_Damage(other, self, self.owner, 15); } else { WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); WriteByte(MSG_BROADCAST, TE_GUNSHOT); WriteCoord(MSG_BROADCAST, org_x); WriteCoord(MSG_BROADCAST, org_y); WriteCoord(MSG_BROADCAST, org_z); } remove(self); }; void(vector org, vector vec_to) LaunchLaser = { vector vec; if(self.classname == "monster_enforcer") { sound(self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM); } vec = normalize(vec_to); newmis = spawn(); newmis.owner = self; newmis.movetype = MOVETYPE_FLY; newmis.solid = SOLID_BBOX; newmis.effects = EF_DIMLIGHT; setmodel(newmis, "progs/laser.mdl"); setsize(newmis, VEC_ORIGIN, VEC_ORIGIN); setorigin(newmis, org); newmis.velocity = vec * 600; newmis.angles = vectoangles(newmis.velocity); newmis.nextthink = time + 5; newmis.think = SUB_Remove; newmis.touch = Laser_Touch; }; void() enforcer_fire = { vector org; self.effects = self.effects | EF_MUZZLEFLASH; makevectors(self.angles); org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16'; LaunchLaser(org, self.enemy.origin - self.origin); }; //============================================================================ void() enf_stand1 = [ $stand1, enf_stand2 ] {ai_stand();}; void() enf_stand2 = [ $stand2, enf_stand3 ] {ai_stand();}; void() enf_stand3 = [ $stand3, enf_stand4 ] {ai_stand();}; void() enf_stand4 = [ $stand4, enf_stand5 ] {ai_stand();}; void() enf_stand5 = [ $stand5, enf_stand6 ] {ai_stand();}; void() enf_stand6 = [ $stand6, enf_stand7 ] {ai_stand();}; void() enf_stand7 = [ $stand7, enf_stand1 ] {ai_stand();}; void() enf_walk1 = [ $walk1, enf_walk2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); } ai_walk(2); }; void() enf_walk2 = [ $walk2, enf_walk3 ] {ai_walk(4);}; void() enf_walk3 = [ $walk3, enf_walk4 ] {ai_walk(4);}; void() enf_walk4 = [ $walk4, enf_walk5 ] {ai_walk(3);}; void() enf_walk5 = [ $walk5, enf_walk6 ] {ai_walk(1);}; void() enf_walk6 = [ $walk6, enf_walk7 ] {ai_walk(2);}; void() enf_walk7 = [ $walk7, enf_walk8 ] {ai_walk(2);}; void() enf_walk8 = [ $walk8, enf_walk9 ] {ai_walk(1);}; void() enf_walk9 = [ $walk9, enf_walk10 ] {ai_walk(2);}; void() enf_walk10 = [ $walk10, enf_walk11 ] {ai_walk(4);}; void() enf_walk11 = [ $walk11, enf_walk12 ] {ai_walk(4);}; void() enf_walk12 = [ $walk12, enf_walk13 ] {ai_walk(1);}; void() enf_walk13 = [ $walk13, enf_walk14 ] {ai_walk(2);}; void() enf_walk14 = [ $walk14, enf_walk15 ] {ai_walk(3);}; void() enf_walk15 = [ $walk15, enf_walk16 ] {ai_walk(4);}; void() enf_walk16 = [ $walk16, enf_walk1 ] {ai_walk(2);}; void() enf_run1 = [ $run1, enf_run2 ] { if(random() < 0.2) { sound(self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); } ai_run(18); }; void() enf_run2 = [ $run2, enf_run3 ] {ai_run(14);}; void() enf_run3 = [ $run3, enf_run4 ] {ai_run(7);}; void() enf_run4 = [ $run4, enf_run5 ] {ai_run(12);}; void() enf_run5 = [ $run5, enf_run6 ] {ai_run(14);}; void() enf_run6 = [ $run6, enf_run7 ] {ai_run(14);}; void() enf_run7 = [ $run7, enf_run8 ] {ai_run(7);}; void() enf_run8 = [ $run8, enf_run1 ] {ai_run(11);}; void() enf_atk1 = [ $attack1, enf_atk2 ] {ai_face();}; void() enf_atk2 = [ $attack2, enf_atk3 ] {ai_face();}; void() enf_atk3 = [ $attack3, enf_atk4 ] {ai_face();}; void() enf_atk4 = [ $attack4, enf_atk5 ] {ai_face();}; void() enf_atk5 = [ $attack5, enf_atk6 ] {ai_face();}; void() enf_atk6 = [ $attack6, enf_atk7 ] {enforcer_fire();}; void() enf_atk7 = [ $attack7, enf_atk8 ] {ai_face();}; void() enf_atk8 = [ $attack8, enf_atk9 ] {ai_face();}; void() enf_atk9 = [ $attack5, enf_atk10 ] {ai_face();}; void() enf_atk10 = [ $attack6, enf_atk11 ] {enforcer_fire();}; void() enf_atk11 = [ $attack7, enf_atk12 ] {ai_face();}; void() enf_atk12 = [ $attack8, enf_atk13 ] {ai_face();}; void() enf_atk13 = [ $attack9, enf_atk14 ] {ai_face();}; void() enf_atk14 = [ $attack10, enf_run1 ] {ai_face(); SUB_CheckRefire(enf_atk1); }; void() enf_paina1 = [ $paina1, enf_paina2 ] {}; void() enf_paina2 = [ $paina2, enf_paina3 ] {}; void() enf_paina3 = [ $paina3, enf_paina4 ] {}; void() enf_paina4 = [ $paina4, enf_run1 ] {}; void() enf_painb1 = [ $painb1, enf_painb2 ] {}; void() enf_painb2 = [ $painb2, enf_painb3 ] {}; void() enf_painb3 = [ $painb3, enf_painb4 ] {}; void() enf_painb4 = [ $painb4, enf_painb5 ] {}; void() enf_painb5 = [ $painb5, enf_run1 ] {}; void() enf_painc1 = [ $painc1, enf_painc2 ] {}; void() enf_painc2 = [ $painc2, enf_painc3 ] {}; void() enf_painc3 = [ $painc3, enf_painc4 ] {}; void() enf_painc4 = [ $painc4, enf_painc5 ] {}; void() enf_painc5 = [ $painc5, enf_painc6 ] {}; void() enf_painc6 = [ $painc6, enf_painc7 ] {}; void() enf_painc7 = [ $painc7, enf_painc8 ] {}; void() enf_painc8 = [ $painc8, enf_run1 ] {}; void() enf_paind1 = [ $paind1, enf_paind2 ] {}; void() enf_paind2 = [ $paind2, enf_paind3 ] {}; void() enf_paind3 = [ $paind3, enf_paind4 ] {}; void() enf_paind4 = [ $paind4, enf_paind5 ] {ai_painforward(2);}; void() enf_paind5 = [ $paind5, enf_paind6 ] {ai_painforward(1);}; void() enf_paind6 = [ $paind6, enf_paind7 ] {}; void() enf_paind7 = [ $paind7, enf_paind8 ] {}; void() enf_paind8 = [ $paind8, enf_paind9 ] {}; void() enf_paind9 = [ $paind9, enf_paind10 ] {}; void() enf_paind10 = [ $paind10, enf_paind11 ] {}; void() enf_paind11 = [ $paind11, enf_paind12 ] {ai_painforward(1);}; void() enf_paind12 = [ $paind12, enf_paind13 ] {ai_painforward(1);}; void() enf_paind13 = [ $paind13, enf_paind14 ] {ai_painforward(1);}; void() enf_paind14 = [ $paind14, enf_paind15 ] {}; void() enf_paind15 = [ $paind15, enf_paind16 ] {}; void() enf_paind16 = [ $paind16, enf_paind17 ] {ai_pain(1);}; void() enf_paind17 = [ $paind17, enf_paind18 ] {ai_pain(1);}; void() enf_paind18 = [ $paind18, enf_paind19 ] {}; void() enf_paind19 = [ $paind19, enf_run1 ] {}; void(entity attacker, float damage) enf_pain = { float r; r = random(); if(self.pain_finished > time) { return; } if(r < 0.5) { sound(self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM); } else { sound(self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM); } if(r < 0.2) { self.pain_finished = time + 1; enf_paina1(); } else if(r < 0.4) { self.pain_finished = time + 1; enf_painb1(); } else if(r < 0.7) { self.pain_finished = time + 1; enf_painc1(); } else { self.pain_finished = time + 2; enf_paind1(); } }; //============================================================================ void() enf_die1 = [ $death1, enf_die2 ] {}; void() enf_die2 = [ $death2, enf_die3 ] {}; void() enf_die3 = [ $death3, enf_die4 ] {self.solid = SOLID_NOT; self.ammo_cells = 5; DropBackpack();}; void() enf_die4 = [ $death4, enf_die5 ] {ai_forward(14);}; void() enf_die5 = [ $death5, enf_die6 ] {ai_forward(2);}; void() enf_die6 = [ $death6, enf_die7 ] {}; void() enf_die7 = [ $death7, enf_die8 ] {}; void() enf_die8 = [ $death8, enf_die9 ] {}; void() enf_die9 = [ $death9, enf_die10 ] {ai_forward(3);}; void() enf_die10 = [ $death10, enf_die11 ] {ai_forward(5);}; void() enf_die11 = [ $death11, enf_die12 ] {ai_forward(5);}; void() enf_die12 = [ $death12, enf_die13 ] {ai_forward(5);}; void() enf_die13 = [ $death13, enf_die14 ] {}; void() enf_die14 = [ $death14, enf_die14 ] {}; void() enf_fdie1 = [ $fdeath1, enf_fdie2 ] { }; void() enf_fdie2 = [ $fdeath2, enf_fdie3 ] {}; void() enf_fdie3 = [ $fdeath3, enf_fdie4 ] {self.solid = SOLID_NOT; self.ammo_cells = 5; DropBackpack();}; void() enf_fdie4 = [ $fdeath4, enf_fdie5 ] {}; void() enf_fdie5 = [ $fdeath5, enf_fdie6 ] {}; void() enf_fdie6 = [ $fdeath6, enf_fdie7 ] {}; void() enf_fdie7 = [ $fdeath7, enf_fdie8 ] {}; void() enf_fdie8 = [ $fdeath8, enf_fdie9 ] {}; void() enf_fdie9 = [ $fdeath9, enf_fdie10 ] {}; void() enf_fdie10 = [ $fdeath10, enf_fdie11 ] {}; void() enf_fdie11 = [ $fdeath11, enf_fdie11 ] {}; void() enf_die = { // check for gib if(self.health < -35) { sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead("progs/h_mega.mdl", self.health); ThrowGib("progs/gib1.mdl", self.health); ThrowGib("progs/gib2.mdl", self.health); ThrowGib("progs/gib3.mdl", self.health); return; } // regular death sound(self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM); if(random() > 0.5) { enf_die1(); } else { enf_fdie1(); } }; /*QUAKED monster_enforcer(1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_enforcer = { if(deathmatch) { remove(self); return; } precache_model2("progs/enforcer.mdl"); precache_model2("progs/h_mega.mdl"); precache_model2("progs/laser.mdl"); precache_sound2("enforcer/death1.wav"); precache_sound2("enforcer/enfire.wav"); precache_sound2("enforcer/enfstop.wav"); precache_sound2("enforcer/idle1.wav"); precache_sound2("enforcer/pain1.wav"); precache_sound2("enforcer/pain2.wav"); precache_sound2("enforcer/sight1.wav"); precache_sound2("enforcer/sight2.wav"); precache_sound2("enforcer/sight3.wav"); precache_sound2("enforcer/sight4.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel(self, "progs/enforcer.mdl"); setsize(self, '-16 -16 -24', '16 16 40'); self.health = 80; self.th_stand = enf_stand1; self.th_walk = enf_walk1; self.th_run = enf_run1; self.th_pain = enf_pain; self.th_die = enf_die; self.th_missile = enf_atk1; walkmonster_start(); };