/* ============================================================================== QUAKE SCRAG ============================================================================== */ #include "g_local.h" #include "m_q1scrag.h" qboolean visible (edict_t *self, edict_t *other); void q1_fire_acidspit (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed); qboolean monster_start (edict_t *self); static int sound_sight; static int sound_idle1; static int sound_idle2; static int sound_attack; static int sound_die; static int sound_pain; static int sound_hit; void scrag_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void scrag_attack_sound(edict_t *self) { gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0); //WAS ATTN_IDLE } void scrag_idle (edict_t *self) { float wr; wr = random() * 5; if (level.time > self->wait) { self->wait = level.time + 2; if (wr > 4.5) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); if (wr < 1.5) gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0); } } mframe_t scrag_frames_stand [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, scrag_idle }; mmove_t scrag_move_stand = {FRAME_hover1, FRAME_hover15, scrag_frames_stand, NULL}; void scrag_stand (edict_t *self) { self->monsterinfo.currentmove = &scrag_move_stand; } mframe_t scrag_frames_walk [] = { ai_walk, 6, scrag_idle, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL }; mmove_t scrag_move_walk = {FRAME_hover1, FRAME_hover15, scrag_frames_walk, NULL}; void scrag_walk (edict_t *self) { self->monsterinfo.currentmove = &scrag_move_walk; } void scrag_run (edict_t *self); mframe_t scrag_frames_run [] = { ai_run, 12, scrag_idle, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL }; mmove_t scrag_move_run = {FRAME_fly1, FRAME_fly14, scrag_frames_run, scrag_run}; void scrag_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &scrag_move_stand; else self->monsterinfo.currentmove = &scrag_move_run; } mframe_t scrag_frames_pain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t scrag_move_pain = {FRAME_pain1, FRAME_pain4, scrag_frames_pain, scrag_run}; void scrag_pain (edict_t *self, edict_t *other, float kick, int damage) { if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 2; if (skill->value == 3) return; // no pain anims in nightmare if(self->health > 0) gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &scrag_move_pain; } void scrag_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; gi.linkentity (self); M_FlyCheck (self); } void scrag_nogib (edict_t *self) { self->gib_health = -10000; } mframe_t scrag_frames_die [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, scrag_nogib, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t scrag_move_die = {FRAME_death1, FRAME_death8, scrag_frames_die, scrag_dead}; void scrag_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 < 3; n++) ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/monsters/q1scrag/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_die, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &scrag_move_die; } void scrag_fire (edict_t *self) { vec3_t forward, right, start; vec3_t end, dir; if(!self->enemy) return; // gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0); //fire 1 AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_1], forward, right, start); start[2] += 48; //was 32 VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); VectorNormalize (dir); /* gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (MZ2_FLYER_BLASTER_1); gi.multicast (start, MULTICAST_PVS); */ q1_fire_acidspit(self,start, dir, 9, 500); // fire 2 /* AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_2], forward, right, start); start[2]+=32; VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); VectorNormalize (dir); /* gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (MZ2_FLYER_BLASTER_2); gi.multicast (start, MULTICAST_PVS); */ // q1_fire_acidspit(self,start, dir, 9, 500); } void scrag_fire2 (edict_t *self) { vec3_t forward, right, start; vec3_t end, dir; if(!self->enemy) return; // gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0); // fire 2 AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_2], forward, right, start); // start[2] += 64; //was 32 VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); VectorNormalize (dir); /* gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (MZ2_FLYER_BLASTER_2); gi.multicast (start, MULTICAST_PVS); */ q1_fire_acidspit(self,start, dir, 9, 500); } mframe_t scrag_frames_attack [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, scrag_attack_sound, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, -1,scrag_fire, ai_charge, -2,NULL, ai_charge, -3,NULL, ai_charge, -2,NULL, //scrag_fire ai_charge, -1,NULL, ai_charge, 0, scrag_fire2, //scrag_fire ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t scrag_move_attack = {FRAME_magatt1, FRAME_magatt13, scrag_frames_attack, scrag_run}; void scrag_attack (edict_t *self) { self->monsterinfo.currentmove = &scrag_move_attack; } // // SPAWN // /*QUAKED monster_q1_scrag (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight model="models/monsters/q1scrag/tris.md2" */ void SP_monster_q1_scrag (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_sight = gi.soundindex ("q1scrag/wsight.wav"); sound_idle1 = gi.soundindex ("q1scrag/widle1.wav"); sound_idle2 = gi.soundindex ("q1scrag/widle2.wav"); sound_attack = gi.soundindex ("q1scrag/wattack.wav"); sound_die = gi.soundindex ("q1scrag/wdeath.wav"); sound_pain = gi.soundindex ("q1scrag/wpain.wav"); sound_hit = gi.soundindex ("q1scrag/hit.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1scrag/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1scrag/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 40); if (!self->health) self->health = 80; if (!self->gib_health) self->gib_health = -40; if (!self->mass) self->mass = 50; self->pain = scrag_pain; self->die = scrag_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = scrag_stand; self->monsterinfo.walk = scrag_walk; self->monsterinfo.run = scrag_run; self->monsterinfo.attack = scrag_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = scrag_sight; self->monsterinfo.idle = scrag_walk; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.50; // 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 = "Scrag"; gi.linkentity (self); self->monsterinfo.currentmove = &scrag_move_stand; self->monsterinfo.scale = MODEL_SCALE; self->flags |= FL_FLY; if (!self->yaw_speed) self->yaw_speed = 10; self->viewheight = 10; // monster_start (self); flymonster_start (self); }