mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
7b6f4281ad
Added Zaero flare gun to no-autoswitch in p_weapon.c->Pickup_Weapon() in missionpack DLL. Added LM plasma rifle to p_weapon.c->NoAmmoWeaponChange() in missionpack DLL. Added output of modelindex5&6, alpha, and attenuation to properties command in missionpack DLL. Added nogib and environment spawnflags to trigger_hurt and trigger_hurt_boox in missionpack DLL. Added MONSTER_KNOWS_MIRRORS flag to berserker, barracuda shark, and mutant in missionpack DLL. Added entity class IDs to misc_actor and target_actor in missionpack DLL. Added syntax whitespacing to some files in missionpack DLL. Added backpack drop to certain monsters in missionpack DLL. Changed some sound paths for new monsters and weapons in missionpack DLL.
562 lines
13 KiB
C
562 lines
13 KiB
C
/*
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==============================================================================
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QUAKE HELL KNIGHT
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1hknight.h"
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static int sound_sword1;
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static int sound_sword2;
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static int sound_death;
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static int sound_idle;
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static int sound_pain;
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static int sound_sight;
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#define SWORDSOUND(self) gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0.1f);
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void hknight_stand (edict_t *self);
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void hknight_walk (edict_t *self);
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void hknight_check_dist (edict_t *self);
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void hknight_melee (edict_t *self);
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//
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// SOUNDS
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//
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void hknight_sight_sound (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void hknight_sight (edict_t *self, edict_t *other)
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{
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hknight_sight_sound(self);
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hknight_check_dist(self);
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}
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void hknight_idle_sound (edict_t *self)
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{
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if (random() < 0.1)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void hknight_sword_sound (edict_t *self)
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{
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//if(self->style)
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// return;
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if (random() < 0.5)
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gi.sound (self, CHAN_VOICE, sound_sword1, 1, ATTN_IDLE, 0);
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//self->style = 1;
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}
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//
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// STAND
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//
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mframe_t hknight_frames_stand [] =
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{
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ai_stand, 0, hknight_idle_sound,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t hknight_move_stand = {FRAME_stand1, FRAME_stand9, hknight_frames_stand, hknight_stand};
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void hknight_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &hknight_move_stand;
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}
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//
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// WALK
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//
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mframe_t hknight_frames_walk [] =
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{
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 4, NULL,
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ai_walk, 4, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 6, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL
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};
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mmove_t hknight_move_walk = {FRAME_walk1, FRAME_walk20, hknight_frames_walk, hknight_walk};
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void hknight_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &hknight_move_walk;
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}
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//
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// RUN
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//
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// can be improved
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void hknight_check_dist (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if (range(self, self->enemy) == RANGE_MELEE)
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hknight_melee(self);
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//else if (random() < 0.5)
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// hknight_runatk(self);
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}
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mframe_t hknight_frames_run [] =
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{
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ai_run, 16, NULL,
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ai_run, 20, NULL,
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ai_run, 13, NULL,
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ai_run, 7, NULL,
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ai_run, 16, NULL,
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ai_run, 20, NULL,
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ai_run, 14, NULL,
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ai_run, 6, hknight_check_dist
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};
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mmove_t hknight_move_run = {FRAME_run1, FRAME_run8, hknight_frames_run, NULL};
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void hknight_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &hknight_move_stand;
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else
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self->monsterinfo.currentmove = &hknight_move_run;
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}
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/*mframe_t hknight_frames_attack_run [] =
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{
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ai_charge, 20, NULL,
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ai_charge, 20, hknight_sword_sound,
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ai_charge, 13, NULL,
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ai_charge, 7, NULL,
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ai_charge, 16, NULL,
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ai_charge, 20, hknight_attack,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 6, hknight_check_dist
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};
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mmove_t hknight_move_attack_run = {FRAME_runattack1, FRAME_runattack11, hknight_frames_attack_run, hknight_run};
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void hknight_attack_run (edict_t *self)
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{
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self->monsterinfo.currentmove = &hknight_move_attack_run;
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}*/
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void hknight_melee_damage (edict_t *self)
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{
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float ldmg;
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if (!self->enemy)
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return; // removed before stroke
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if (PointDist(self->enemy->s.origin, self->s.origin) > 60)
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return;
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ldmg = (random() + random() + random()) * 3;
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T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin, vec3_origin, ldmg, 0, 0, MOD_UNKNOWN);
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}
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mframe_t hknight_frames_smash [] =
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{
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ai_charge, 1, NULL,
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ai_charge, 13, NULL,
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ai_charge, 9, NULL,
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ai_charge, 11, NULL,
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ai_charge, 10, hknight_melee_damage,
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ai_charge, 7, hknight_melee_damage,
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ai_charge, 12, hknight_melee_damage,
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ai_charge, 2, hknight_melee_damage,
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ai_charge, 3, hknight_melee_damage,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t hknight_smash_attack = {FRAME_smash1, FRAME_smash11, hknight_frames_smash, hknight_run};
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void hknight_sword_swing (edict_t *self)
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{
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SWORDSOUND(self);
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}
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mframe_t hknight_frames_watk [] =
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{
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ai_charge, 2, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 1, NULL,
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ai_charge, 4, NULL,
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ai_charge, 5, NULL,
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ai_charge, 3, hknight_melee_damage,
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ai_charge, 2, hknight_melee_damage,
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ai_charge, 2, hknight_melee_damage,
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ai_charge, 0, hknight_sword_swing,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 1, NULL,
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ai_charge, 1, hknight_melee_damage,
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ai_charge, 3, hknight_melee_damage,
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ai_charge, 4, hknight_melee_damage,
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ai_charge, 6, NULL,
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ai_charge, 7, NULL,
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ai_charge, 3, NULL
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};
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mmove_t hknight_watk_attack = {FRAME_w_attack1, FRAME_w_attack22, hknight_frames_watk, hknight_run};
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mframe_t hknight_frames_srice [] =
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{
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ai_charge, 9, NULL,
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ai_charge, 6, NULL,
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ai_charge, 13, NULL,
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ai_charge, 4, NULL,
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ai_charge, 7, hknight_melee_damage,
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ai_charge, 15, hknight_melee_damage,
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ai_charge, 8, hknight_melee_damage,
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ai_charge, 2, hknight_melee_damage,
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ai_charge, 0, hknight_melee_damage,
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ai_charge, 3, NULL
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};
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mmove_t hknight_slice_attack = {FRAME_slice1, FRAME_slice10, hknight_frames_srice, hknight_run};
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void hknight_melee (edict_t *self)
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{
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// int hknight_type = (self->s.frame >= 121 ? (self->s.frame >= 133 ? 3 : 2) : 1) - 1;
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SWORDSOUND(self);
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if (self->dmg == 0)
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{
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self->monsterinfo.currentmove = &hknight_slice_attack;
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self->dmg++;
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}
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else if (self->dmg == 1)
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{
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self->monsterinfo.currentmove = &hknight_smash_attack;
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self->dmg++;
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}
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else if (self->dmg == 2)
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{
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self->monsterinfo.currentmove = &hknight_watk_attack;
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self->dmg = 0;
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}
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}
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//
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// PAIN
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//
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mframe_t hknight_frames_pain1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t hknight_move_pain1 = {FRAME_pain1, FRAME_pain5, hknight_frames_pain1, hknight_run};
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void hknight_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (level.time < self->pain_debounce_time)
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return;
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if (skill->value == 3)
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return; // no pain anims in nightmare
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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self->pain_debounce_time = level.time + 1.1;
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self->monsterinfo.currentmove = &hknight_move_pain1;
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}
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//
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// DEATH
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//
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void hknight_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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gi.linkentity (self);
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}
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void hknight_nogib (edict_t *self)
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{
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self->gib_health = -10000;
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}
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mframe_t hknight_frames_death1 [] =
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{
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ai_move, 10, NULL,
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ai_move, 8, NULL,
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ai_move, 7, hknight_nogib,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 10, NULL,
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ai_move, 11, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t hknight_move_death1 = {FRAME_death1, FRAME_death12, hknight_frames_death1, hknight_dead};
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mframe_t hknight_frames_death2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, hknight_nogib,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t hknight_move_death2 = {FRAME_deathb1, FRAME_deathb9, hknight_frames_death2, hknight_dead};
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void hknight_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("q1player/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", damage, GIB_ORGANIC);
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC);
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ThrowHead(self, "models/monsters/q1hknight/head/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if(random() < 0.5)
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self->monsterinfo.currentmove = &hknight_move_death1;
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else
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self->monsterinfo.currentmove = &hknight_move_death2;
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}
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#define enemy_vis visible(self, self->enemy)
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mframe_t knight_charge1_frames [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t knight_charge1_attack = {FRAME_char_a1, FRAME_char_a16, knight_charge1_frames, hknight_run};
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void hknight_check_charge (edict_t *self)
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{
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if (!enemy_vis)
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return;
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if (fabs(self->s.origin[2] - self->enemy->s.origin[2]) > 20)
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return;
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if (PointDist(self->s.origin, self->enemy->s.origin) < 80)
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return;
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// Charge
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self->monsterinfo.currentmove = &knight_charge1_attack;
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}
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void hknight_fire_flame (edict_t *self)
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{
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int lawl[] = {-2, -1, 0, 1, 2, 3};
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int rem = 165;
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int arraynum = rem-self->s.frame;
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float offang_y = 0;
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vec3_t vec, forward, right, start;
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vec3_t offang, v_forward, temp;
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AngleVectors (self->s.angles, forward, right, NULL);
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VectorSet (temp, 0, 0, 14);
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G_ProjectSource (self->s.origin, temp, forward, right, start);
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VectorSet (temp, 0, lawl[arraynum], 0);
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VectorSubtract (self->s.angles, temp, vec);
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// gi.dprintf("%i, %i\n", lawl[arraynum], arraynum);
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AngleVectors (vec, forward, NULL, NULL);
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VectorSubtract (self->enemy->s.origin, self->s.origin, offang);
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vectoangles (offang, offang);
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offang_y = self->s.angles[1] + -lawl[arraynum] * 6;
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offang[1] = offang_y;
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AngleVectors (offang, v_forward, NULL, NULL);
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//vec = VectorNormalizeFastf(
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gi.sound (self, CHAN_WEAPON, gi.soundindex ("q1hknight/attack1.wav"), 1, ATTN_NORM, 0);
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q1_fire_flame (self, start, v_forward, 0);
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}
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mframe_t hknight_frames_magic [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, hknight_fire_flame,
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ai_charge, 0, hknight_fire_flame,
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ai_charge, 0, hknight_fire_flame,
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ai_charge, 0, hknight_fire_flame,
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ai_charge, 0, hknight_fire_flame,
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ai_charge, 0, hknight_fire_flame
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};
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mmove_t hknight_magic_attack = { FRAME_magicc1, FRAME_magicc11, hknight_frames_magic, hknight_run};
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void hknight_magic (edict_t *self)
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{
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self->monsterinfo.currentmove = &hknight_magic_attack;
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}
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//
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// SPAWN
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//
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/*QUAKED SP_monster_q1_hknight (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight
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model="models/monsters/q1hknight/tris.md2"
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*/
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void SP_monster_q1_hknight (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_death = gi.soundindex ("q1hknight/death1.wav");
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sound_pain = gi.soundindex ("q1hknight/pain1.wav");
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sound_idle = gi.soundindex ("q1hknight/idle.wav");
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sound_sight = gi.soundindex ("q1hknight/sight1.wav");
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sound_sword1 = gi.soundindex ("q1hknight/slash1.wav");
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sound_sword2 = gi.soundindex ("q1hknight/slash1.wav");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/q1hknight/tris.md2");
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self->s.skinnum = self->style * 2;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/q1hknight/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 40);
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if (!self->health)
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self->health = 250;
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if (!self->gib_health)
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self->gib_health = -40;
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if (!self->mass)
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self->mass = 175;
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self->pain = hknight_pain;
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self->die = hknight_die;
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self->flags |= FL_Q1_MONSTER;
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self->monsterinfo.stand = hknight_stand;
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self->monsterinfo.walk = hknight_walk;
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self->monsterinfo.run = hknight_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = hknight_magic;
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self->monsterinfo.melee = hknight_melee;
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self->monsterinfo.sight = hknight_sight;
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self->monsterinfo.search = hknight_stand;
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self->monsterinfo.idle = hknight_stand;
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self->dmg = rand()%2;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.30;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Hell Knight";
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self->class_id = ENTITY_MONSTER_Q1_HKNIGHT;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &hknight_move_stand;
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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}
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