/* ============================================================================== QUAKE SHALRATH ============================================================================== */ #include "g_local.h" #include "m_q1shalrath.h" static int sound_death; static int sound_sight; static int sound_pain1; static int sound_attack; static int sound_idle; // STAND void q1shalrath_idle (edict_t *self) { if (random() < 0.2) gi.sound (self, CHAN_BODY, sound_idle, 1, ATTN_IDLE, 0); } void q1shalrath_stand (edict_t *self); mframe_t q1shalrath_frames_stand [] = { ai_stand, 0, NULL }; mmove_t q1shalrath_move_stand = {FRAME_walk1, FRAME_walk1, q1shalrath_frames_stand, q1shalrath_stand}; void q1shalrath_stand (edict_t *self) { self->monsterinfo.currentmove = &q1shalrath_move_stand; } // // WALK // mframe_t q1shalrath_frames_walk [] = { ai_walk, 6, q1shalrath_idle, ai_walk, 4, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 5, NULL, ai_walk, 0, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL }; mmove_t q1shalrath_move_walk = {FRAME_walk1, FRAME_walk12, q1shalrath_frames_walk, NULL}; void q1shalrath_walk (edict_t *self) { self->monsterinfo.currentmove = &q1shalrath_move_walk; } // // RUN // void q1shalrath_run (edict_t *self); mframe_t q1shalrath_frames_run [] = { ai_run, 6, q1shalrath_idle, ai_run, 4, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 5, NULL, ai_run, 6, NULL, ai_run, 5, NULL, ai_run, 0, NULL, ai_run, 4, NULL, ai_run, 5, NULL }; mmove_t q1shalrath_move_run = {FRAME_walk1, FRAME_walk12, q1shalrath_frames_run, q1shalrath_run}; void q1shalrath_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &q1shalrath_move_stand; return; } else self->monsterinfo.currentmove = &q1shalrath_move_run; } // // PAIN // mframe_t q1shalrath_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1shalrath_move_pain1 = {FRAME_pain1, FRAME_pain5, q1shalrath_frames_pain1, q1shalrath_run}; void q1shalrath_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; if (level.time < self->pain_debounce_time) return; r = random(); self->monsterinfo.currentmove = &q1shalrath_move_pain1; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->pain_debounce_time = level.time + 3; } // // ATTACK // void q1shalrath_fire (edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t aim; vec3_t dir; vec3_t end; float r, u; if(!self->enemy) return; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_SHOTGUN_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, aim); vectoangles (aim, dir); AngleVectors (dir, forward, right, up); r = crandom()*1000; u = crandom()*500; VectorMA (start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); VectorSubtract (end, start, aim); VectorNormalize (aim); gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, gi.soundindex("shalrath/attack2.wav"), 1, ATTN_NORM, 0); q1_fire_firepod (self, aim); } void q1shalrath_attack_snd (edict_t *self) { gi.sound (self, CHAN_AUTO, sound_attack, 1, ATTN_NORM, 0); } mframe_t q1shalrath_frames_attack [] = { ai_charge, 0, q1shalrath_attack_snd, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, q1shalrath_fire, ai_charge, 0, NULL }; mmove_t q1shalrath_move_attack = {FRAME_attack1, FRAME_attack11, q1shalrath_frames_attack, q1shalrath_run}; void q1shalrath_attack(edict_t *self) { self->monsterinfo.currentmove = &q1shalrath_move_attack; } // // SIGHT // void q1shalrath_sight(edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } // // DEATH // void q1shalrath_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; self->takedamage = DAMAGE_NO; self->solid = SOLID_NOT; gi.linkentity (self); } void q1shalrath_nogib (edict_t *self) { self->gib_health = -10000; } mframe_t q1shalrath_frames_death1 [] = { ai_move, 0, NULL, ai_move, 0, q1shalrath_nogib, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1shalrath_move_death = {FRAME_death1, FRAME_death7, q1shalrath_frames_death1, q1shalrath_dead}; void q1shalrath_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // check for gib if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("q1monstr/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/monsters/q1shalrath/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &q1shalrath_move_death; } // // SPAWN // /*QUAKED monster_q1_shalrath (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight model="models/monsters/q1shalrath/tris.md2" */ void SP_monster_q1_shalrath (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_sight = gi.soundindex ("q1shalrath/sight.wav"); sound_pain1 = gi.soundindex ("q1shalrath/pain.wav"); sound_death = gi.soundindex ("q1shalrath/death.wav"); sound_attack = gi.soundindex ("q1shalrath/attack.wav"); sound_idle = gi.soundindex ("q1shalrath/idle.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1shalrath/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1shalrath/tris.md2"); VectorSet (self->mins, -32, -32, -24); VectorSet (self->maxs, 32, 32, 48); if (!self->health) self->health = 400; if (!self->gib_health) self->gib_health = -90; if (!self->mass) self->mass = 125; self->pain = q1shalrath_pain; self->die = q1shalrath_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = q1shalrath_stand; self->monsterinfo.walk = q1shalrath_walk; self->monsterinfo.run = q1shalrath_run; self->monsterinfo.attack = q1shalrath_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = q1shalrath_sight; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.40; // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Vore"; gi.linkentity (self); self->monsterinfo.currentmove = &q1shalrath_move_stand; self->monsterinfo.scale = 1.000000; walkmonster_start (self); }