346 lines
9.5 KiB
Plaintext
346 lines
9.5 KiB
Plaintext
// demon.qc: Fiend
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$cd id1 / models / demon3
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$scale 0.8
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame stand10 stand11 stand12 stand13
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
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$frame run1 run2 run3 run4 run5 run6
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$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
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$frame leap11 leap12
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
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$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
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$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
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//============================================================================
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void() demon1_stand1 = [ $stand1, demon1_stand2 ] {ai_stand();};
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void() demon1_stand2 = [ $stand2, demon1_stand3 ] {ai_stand();};
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void() demon1_stand3 = [ $stand3, demon1_stand4 ] {ai_stand();};
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void() demon1_stand4 = [ $stand4, demon1_stand5 ] {ai_stand();};
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void() demon1_stand5 = [ $stand5, demon1_stand6 ] {ai_stand();};
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void() demon1_stand6 = [ $stand6, demon1_stand7 ] {ai_stand();};
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void() demon1_stand7 = [ $stand7, demon1_stand8 ] {ai_stand();};
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void() demon1_stand8 = [ $stand8, demon1_stand9 ] {ai_stand();};
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void() demon1_stand9 = [ $stand9, demon1_stand10 ] {ai_stand();};
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void() demon1_stand10 = [ $stand10, demon1_stand11 ] {ai_stand();};
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void() demon1_stand11 = [ $stand11, demon1_stand12 ] {ai_stand();};
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void() demon1_stand12 = [ $stand12, demon1_stand13 ] {ai_stand();};
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void() demon1_stand13 = [ $stand13, demon1_stand1 ] {ai_stand();};
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void() demon1_walk1 = [ $walk1, demon1_walk2 ] {
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if(random() < 0.2) {
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sound(self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
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}
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ai_walk(8);
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};
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void() demon1_walk2 = [ $walk2, demon1_walk3 ] {ai_walk(6);};
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void() demon1_walk3 = [ $walk3, demon1_walk4 ] {ai_walk(6);};
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void() demon1_walk4 = [ $walk4, demon1_walk5 ] {ai_walk(7);};
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void() demon1_walk5 = [ $walk5, demon1_walk6 ] {ai_walk(4);};
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void() demon1_walk6 = [ $walk6, demon1_walk7 ] {ai_walk(6);};
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void() demon1_walk7 = [ $walk7, demon1_walk8 ] {ai_walk(10);};
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void() demon1_walk8 = [ $walk8, demon1_walk1 ] {ai_walk(10);};
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void() demon1_run1 = [ $run1, demon1_run2 ] {
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if(random() < 0.2) {
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sound(self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
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}
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ai_run(20);
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};
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void() demon1_run2 = [ $run2, demon1_run3 ] {ai_run(15);};
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void() demon1_run3 = [ $run3, demon1_run4 ] {ai_run(36);};
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void() demon1_run4 = [ $run4, demon1_run5 ] {ai_run(20);};
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void() demon1_run5 = [ $run5, demon1_run6 ] {ai_run(15);};
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void() demon1_run6 = [ $run6, demon1_run1 ] {ai_run(36);};
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void() demon1_jump1 = [ $leap1, demon1_jump2 ] {ai_face();};
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void() demon1_jump2 = [ $leap2, demon1_jump3 ] {ai_face();};
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void() demon1_jump3 = [ $leap3, demon1_jump4 ] {ai_face();};
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void() demon1_jump4 = [ $leap4, demon1_jump5 ] {
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ai_face();
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self.touch = Demon_JumpTouch;
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makevectors(self.angles);
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self.origin_z = self.origin_z + 1;
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self.velocity = v_forward * 600 + '0 0 250';
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if(self.flags & FL_ONGROUND) {
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self.flags = self.flags - FL_ONGROUND;
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}
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};
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void() demon1_jump5 = [ $leap5, demon1_jump6 ] {};
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void() demon1_jump6 = [ $leap6, demon1_jump7 ] {};
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void() demon1_jump7 = [ $leap7, demon1_jump8 ] {};
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void() demon1_jump8 = [ $leap8, demon1_jump9 ] {};
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void() demon1_jump9 = [ $leap9, demon1_jump10 ] {};
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void() demon1_jump10 = [ $leap10, demon1_jump1 ] {
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self.nextthink = time + 3;
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// if three seconds pass, assume demon is stuck and jump again
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};
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void() demon1_jump11 = [ $leap11, demon1_jump12 ] {};
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void() demon1_jump12 = [ $leap12, demon1_run1 ] {};
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void() demon1_atta1 = [ $attacka1, demon1_atta2 ] {ai_charge(4);};
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void() demon1_atta2 = [ $attacka2, demon1_atta3 ] {ai_charge(0);};
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void() demon1_atta3 = [ $attacka3, demon1_atta4 ] {ai_charge(0);};
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void() demon1_atta4 = [ $attacka4, demon1_atta5 ] {ai_charge(1);};
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void() demon1_atta5 = [ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);};
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void() demon1_atta6 = [ $attacka6, demon1_atta7 ] {ai_charge(1);};
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void() demon1_atta7 = [ $attacka7, demon1_atta8 ] {ai_charge(6);};
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void() demon1_atta8 = [ $attacka8, demon1_atta9 ] {ai_charge(8);};
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void() demon1_atta9 = [ $attacka9, demon1_atta10] {ai_charge(4);};
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void() demon1_atta10 = [ $attacka10, demon1_atta11] {ai_charge(2);};
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void() demon1_atta11 = [ $attacka11, demon1_atta12] {Demon_Melee(-200);};
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void() demon1_atta12 = [ $attacka12, demon1_atta13] {ai_charge(5);};
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void() demon1_atta13 = [ $attacka13, demon1_atta14] {ai_charge(8);};
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void() demon1_atta14 = [ $attacka14, demon1_atta15] {ai_charge(4);};
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void() demon1_atta15 = [ $attacka15, demon1_run1] {ai_charge(4);};
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void() demon1_pain1 = [ $pain1, demon1_pain2 ] {};
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void() demon1_pain2 = [ $pain2, demon1_pain3 ] {};
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void() demon1_pain3 = [ $pain3, demon1_pain4 ] {};
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void() demon1_pain4 = [ $pain4, demon1_pain5 ] {};
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void() demon1_pain5 = [ $pain5, demon1_pain6 ] {};
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void() demon1_pain6 = [ $pain6, demon1_run1 ] {};
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void(entity attacker, float damage) demon1_pain = {
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if(self.touch == Demon_JumpTouch) {
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return;
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}
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if(self.pain_finished > time) {
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return;
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}
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self.pain_finished = time + 1;
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sound(self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
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if(random() * 200 > damage) {
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return; // didn't flinch
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}
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demon1_pain1();
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};
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void() demon1_die1 = [ $death1, demon1_die2 ] {
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sound(self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);
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};
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void() demon1_die2 = [ $death2, demon1_die3 ] {};
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void() demon1_die3 = [ $death3, demon1_die4 ] {};
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void() demon1_die4 = [ $death4, demon1_die5 ] {};
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void() demon1_die5 = [ $death5, demon1_die6 ] {};
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void() demon1_die6 = [ $death6, demon1_die7 ]
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{self.solid = SOLID_NOT;};
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void() demon1_die7 = [ $death7, demon1_die8 ] {};
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void() demon1_die8 = [ $death8, demon1_die9 ] {};
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void() demon1_die9 = [ $death9, demon1_die9 ] {};
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void() demon_die = {
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// check for gib
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if(self.health < -80) {
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sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowHead("progs/h_demon.mdl", self.health);
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ThrowGib("progs/gib1.mdl", self.health);
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ThrowGib("progs/gib1.mdl", self.health);
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ThrowGib("progs/gib1.mdl", self.health);
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return;
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}
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// regular death
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demon1_die1();
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};
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void() Demon_MeleeAttack = {
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demon1_atta1();
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};
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/*QUAKED monster_demon1(1 0 0) (-32 -32 -24) (32 32 64) Ambush
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*/
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void() monster_demon1 = {
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if(deathmatch) {
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remove(self);
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return;
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}
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precache_model("progs/demon.mdl");
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precache_model("progs/h_demon.mdl");
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precache_sound("demon/ddeath.wav");
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precache_sound("demon/dhit2.wav");
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precache_sound("demon/djump.wav");
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precache_sound("demon/dpain1.wav");
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precache_sound("demon/idle1.wav");
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precache_sound("demon/sight2.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel(self, "progs/demon.mdl");
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setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 300;
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self.th_stand = demon1_stand1;
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self.th_walk = demon1_walk1;
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self.th_run = demon1_run1;
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self.th_die = demon_die;
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self.th_melee = Demon_MeleeAttack; // one of two attacks
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self.th_missile = demon1_jump1; // jump attack
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self.th_pain = demon1_pain;
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walkmonster_start();
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};
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/*
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==============================================================================
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DEMON
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==============================================================================
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*/
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/*
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==============
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CheckDemonMelee
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Returns TRUE if a melee attack would hit right now
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==============
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*/
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float() CheckDemonMelee = {
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if(enemy_range == RANGE_MELEE) {
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// FIXME: check canreach
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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return FALSE;
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};
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/*
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==============
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CheckDemonJump
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==============
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*/
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float() CheckDemonJump = {
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vector dist;
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float d;
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if(self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
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+ 0.75 * self.enemy.size_z) {
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return FALSE;
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}
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if(self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
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+ 0.25 * self.enemy.size_z) {
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return FALSE;
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}
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dist = self.enemy.origin - self.origin;
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dist_z = 0;
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d = vlen(dist);
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if(d < 100) {
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return FALSE;
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}
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if(d > 200) {
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if(random() < 0.9) {
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return FALSE;
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}
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}
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return TRUE;
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};
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float() DemonCheckAttack = {
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vector vec;
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// if close enough for slashing, go for it
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if(CheckDemonMelee()) {
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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if(CheckDemonJump()) {
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self.attack_state = AS_MISSILE;
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sound(self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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};
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//===========================================================================
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void(float side) Demon_Melee = {
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float ldmg;
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vector delta;
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ai_face();
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walkmove(self.ideal_yaw, 12); // allow a little closing
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delta = self.enemy.origin - self.origin;
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if(vlen(delta) > 100) {
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return;
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}
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if(!CanDamage(self.enemy, self)) {
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return;
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}
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sound(self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
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ldmg = 10 + 5 * random();
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T_Damage(self.enemy, self, self, ldmg);
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makevectors(self.angles);
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SpawnMeatSpray(self.origin + v_forward * 16, side * v_right);
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};
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void() Demon_JumpTouch = {
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float ldmg;
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if(self.health <= 0) {
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return;
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}
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if(other.takedamage) {
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if(vlen(self.velocity) > 400) {
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ldmg = 40 + 10 * random();
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T_Damage(other, self, self, ldmg);
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}
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}
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if(!checkbottom(self)) {
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if(self.flags & FL_ONGROUND) {
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// jump randomly to not get hung up
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//dprint("popjump\n");
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self.touch = SUB_Null;
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self.think = demon1_jump1;
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self.nextthink = time + 0.1;
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// self.velocity_x = (random() - 0.5) * 600;
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// self.velocity_y = (random() - 0.5) * 600;
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// self.velocity_z = 200;
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// self.flags = self.flags - FL_ONGROUND;
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}
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return; // not on ground yet
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}
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self.touch = SUB_Null;
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self.think = demon1_jump11;
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self.nextthink = time + 0.1;
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};
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