mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
cedf3628ac
Added close range safety check/trace to Tactician Gunner prox aiming. Added check for nightmare mode for Beta-Class Gladiator and dog.
726 lines
16 KiB
C
726 lines
16 KiB
C
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/*
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==============================================================================
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QUAKE ZOMBIE
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1zombie.h"
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static int sound_idleC;
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static int sound_idle;
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static int sound_idle2;
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static int sound_pain;
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static int sound_pain2;
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static int sound_fall;
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static int sound_gib;
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static int sound_shot;
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void q1_fire_gib (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
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void q1zombie_down (edict_t *self);
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void q1zombie_fallagain (edict_t *self);
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void q1zombie_pain2 (edict_t *self);
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void q1zombie_idle3 (edict_t *self);
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void q1zombie_run (edict_t *self);
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void q1zombie_Cidle (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_idleC, 1, ATTN_IDLE, 0); //was ATTN_STATIC
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}
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mframe_t q1zombie_frames_pain5 [] =
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{
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ai_move, 0, q1zombie_pain2, //1
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ai_move, -8, NULL,
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ai_move, -5, NULL,
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ai_move, -3,NULL,
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ai_move, -1,NULL, //5
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ai_move, -2,NULL,
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ai_move, -1, NULL,
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ai_move, -1, NULL,
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ai_move, -2, NULL,
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ai_move, 0, q1zombie_down, //10
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ai_move, 0, NULL,
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ai_move, 0, q1zombie_idle3, //12
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ai_move, 0, q1zombie_fallagain, //13
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ai_move, 0, NULL,
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ai_move, 0, NULL, //15
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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, //19- was q1zombie_takedamage
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ai_move, 0, NULL, //20
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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, 5, NULL,
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ai_move, 3, NULL, //25
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ai_move, 1, NULL,
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ai_move, -1, 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 //30
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};
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mmove_t q1zombie_move_pain5 = {FRAME_paine1, FRAME_paine30, q1zombie_frames_pain5, q1zombie_run};
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void q1zombie_idle3 (edict_t *self)
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{
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trace_t tr;
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// self->health = 60;
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self->health = self->max_health;
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self->solid = SOLID_BBOX;
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self->count = 0;
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
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// Check if player is standing on top
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tr = gi.trace (self->s.origin, self->mins, self->maxs, self->s.origin, self, CONTENTS_PLAYERCLIP|CONTENTS_MONSTER);
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if (tr.ent && tr.ent->solid != SOLID_BSP)
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{
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self->solid = SOLID_NOT;
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self->count = 1;
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// self->monsterinfo.currentmove = NULL;
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// self->nextthink = level.time + FRAMETIME;
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// self->think = q1zombie_
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self->s.frame = FRAME_paine11;
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// self->monsterinfo.currentmove = &q1zombie_move_pain5;
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self->nextthink += 5;
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self->pain_debounce_time = level.time + 3;
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}
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}
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void q1zombie_idle (edict_t *self)
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{
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if (random() > 0.8)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
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if(self->solid == SOLID_NOT)
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self->solid = SOLID_BBOX;
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}
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void q1zombie_idle2 (edict_t *self)
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{
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if (random() > 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
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else
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gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0); //was ATTN_STATIC
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}
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void q1zombie_pain1(edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); //was ATTN_IDLE
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// self->health = 60;
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self->health = self->max_health;
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}
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void q1zombie_pain2(edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); //was ATTN_IDLE
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// self->health = 60;
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self->health = self->max_health;
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}
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void q1zombie_fall(edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_fall, 1, ATTN_NORM, 0); //was ATTN_IDLE
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// self->health = 60;
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self->health = self->max_health;
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}
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// STAND
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void q1zombie_stand (edict_t *self);
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mframe_t q1zombie_frames_stand [] =
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{
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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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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 q1zombie_move_stand = {FRAME_stand1, FRAME_stand15, q1zombie_frames_stand, q1zombie_stand};
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void q1zombie_stand (edict_t *self)
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{
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self->solid = SOLID_BBOX;
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self->count = 0;
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self->monsterinfo.currentmove = &q1zombie_move_stand;
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}
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//Crucified
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void q1zombie_crucify (edict_t *self);
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mframe_t q1zombie_frames_cruc [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, q1zombie_Cidle,
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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 q1zombie_crucified = {FRAME_cruc_1, FRAME_cruc_6, q1zombie_frames_cruc, q1zombie_crucify};
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void q1zombie_crucify (edict_t *self)
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{
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self->monsterinfo.currentmove = &q1zombie_crucified;
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}
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//
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// WALK
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//
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mframe_t q1zombie_frames_walk [] =
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{
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ai_walk, 0, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 1, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, q1zombie_idle
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};
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mmove_t q1zombie_move_walk = {FRAME_walk1, FRAME_walk19, q1zombie_frames_walk, NULL};
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void q1zombie_walk (edict_t *self)
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{
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self->solid = SOLID_BBOX;
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self->count = 0;
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self->monsterinfo.currentmove = &q1zombie_move_walk;
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}
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//
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// RUN
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//
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mframe_t q1zombie_frames_run [] =
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{
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ai_run, 1, NULL,
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ai_run, 1, NULL,
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ai_run, 0, NULL,
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ai_run, 1, NULL,
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ai_run, 2, NULL,
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ai_run, 3, NULL,
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ai_run, 4, NULL,
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ai_run, 4, NULL,
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ai_run, 2, NULL,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 2, NULL,
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ai_run, 4, NULL,
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ai_run, 6, NULL,
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ai_run, 7, NULL,
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ai_run, 3, NULL,
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ai_run, 8, q1zombie_idle2
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};
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mmove_t q1zombie_move_run = {FRAME_run1, FRAME_run18, q1zombie_frames_run, q1zombie_run};
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void q1zombie_run (edict_t *self)
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{
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self->solid = SOLID_BBOX;
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self->count = 0;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &q1zombie_move_stand;
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return;
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}
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else
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self->monsterinfo.currentmove = &q1zombie_move_run;
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}
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//
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// ATTACK
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//
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void q1zombie_firegib (edict_t *self, vec3_t offset)
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{
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vec3_t start;
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vec3_t forward, right;
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vec3_t target;
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vec3_t aim;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, offset, forward, right, start);
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// project enemy back a bit and target there
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VectorCopy (self->enemy->s.origin, target);
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switch(range (self,self->enemy))
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{
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case RANGE_MELEE:
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target[2] += self->enemy->viewheight;
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break;
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case RANGE_NEAR:
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VectorMA (target, -0.04, self->enemy->velocity, target);
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target[2] += (self->enemy->viewheight * 0.9);
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break;
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case RANGE_MID:
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VectorMA (target, -0.08, self->enemy->velocity, target);
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target[2] += (self->enemy->viewheight * 0.8);
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break;
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default:
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VectorMA (target,-0.1, self->enemy->velocity, target);
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target[2] += (rand() & self->enemy->viewheight);
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break;
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}
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VectorSubtract (target, start, aim);
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VectorNormalize (aim);
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gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_shot, 1.0, ATTN_NORM, 0);
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q1_fire_gib (self, start, aim, 10, 600);
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}
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void q1zombie_firegib1(edict_t *self)
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{
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vec3_t offset;
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offset[0]=-8;
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offset[1]=-18;
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offset[2]=30;
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q1zombie_firegib(self,offset);
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}
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void q1zombie_firegib2(edict_t *self)
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{
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vec3_t offset;
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offset[0]=-8;
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offset[1]=-18;
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offset[2]=30;
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q1zombie_firegib(self,offset);
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}
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void q1zombie_firegib3(edict_t *self)
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{
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vec3_t offset;
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offset[0]=-8;
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offset[1]=22;
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offset[2]=30;
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q1zombie_firegib(self,offset);
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}
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mframe_t q1zombie_frames_attack1[] =
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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, q1zombie_firegib1
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};
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mmove_t q1zombie_move_attack1 = {FRAME_atta1, FRAME_atta13, q1zombie_frames_attack1, q1zombie_run};
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mframe_t q1zombie_frames_attack2[] =
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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, q1zombie_firegib2
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};
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mmove_t q1zombie_move_attack2 = {FRAME_attb1, FRAME_attb14, q1zombie_frames_attack2, q1zombie_run};
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mframe_t q1zombie_frames_attack3[] =
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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, q1zombie_firegib3
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};
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mmove_t q1zombie_move_attack3 = {FRAME_attc1, FRAME_attc12, q1zombie_frames_attack3, q1zombie_run};
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void q1zombie_attack(edict_t *self)
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{
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float r = random();
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if (self->style)
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return;
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self->solid = SOLID_BBOX;
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self->count = 0;
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if (r < 0.3)
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self->monsterinfo.currentmove = &q1zombie_move_attack1;
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else if (r < 0.6)
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self->monsterinfo.currentmove = &q1zombie_move_attack2;
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else
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self->monsterinfo.currentmove = &q1zombie_move_attack3;
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}
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//
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// PAIN
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//
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mframe_t q1zombie_frames_pain1 [] =
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{
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ai_move, 0, q1zombie_pain1,
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ai_move, 3, NULL,
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ai_move, 1, NULL,
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ai_move, -1,NULL,
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ai_move, -3,NULL,
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ai_move, -1,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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ai_move, 0, NULL
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};
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mmove_t q1zombie_move_pain1 = {FRAME_paina1, FRAME_paina12, q1zombie_frames_pain1, q1zombie_run};
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mframe_t q1zombie_frames_pain2 [] =
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{
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ai_move, 0, q1zombie_pain2,
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ai_move, -2, NULL,
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ai_move, -8, NULL,
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ai_move, -6,NULL,
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ai_move, -2,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, q1zombie_fall,
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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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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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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, 1, 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 q1zombie_move_pain2 = {FRAME_painb1, FRAME_painb28, q1zombie_frames_pain2, q1zombie_run};
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mframe_t q1zombie_frames_pain3 [] =
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{
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ai_move, 0, q1zombie_pain2,
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ai_move, 0, NULL,
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ai_move, -3,NULL,
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ai_move, -1,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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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 1, NULL,
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ai_move, 1, 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 q1zombie_move_pain3 = {FRAME_painc1, FRAME_painc18, q1zombie_frames_pain3, q1zombie_run};
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mframe_t q1zombie_frames_pain4 [] =
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{
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ai_move, 0, q1zombie_pain1,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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|
ai_move, 0,NULL,
|
|
ai_move, 0,NULL,
|
|
ai_move, 0,NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, -1, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL,
|
|
ai_move, 0, NULL
|
|
};
|
|
mmove_t q1zombie_move_pain4 = {FRAME_paind1, FRAME_paind13, q1zombie_frames_pain4, q1zombie_run};
|
|
|
|
// fall and stand up functions
|
|
|
|
void q1zombie_down( edict_t *self)
|
|
{
|
|
self->solid = SOLID_NOT;
|
|
q1zombie_fall(self);
|
|
self->nextthink += 5;
|
|
}
|
|
|
|
void q1zombie_pain (edict_t *self, edict_t *other, float kick, int damage)
|
|
{
|
|
float r;
|
|
|
|
// self->health = 60;
|
|
self->health = self->max_health;
|
|
if (self->wait > level.time)
|
|
{
|
|
self->dmg += damage;
|
|
if (self->dmg > 30)
|
|
{
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain5;
|
|
self->pain_debounce_time = level.time + 3;
|
|
self->dmg = 0;
|
|
self->wait = 0;
|
|
// self->solid = SOLID_NOT;
|
|
self->count = 1;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->wait = level.time + 1;
|
|
self->dmg = damage;
|
|
}
|
|
|
|
if (damage < 15)
|
|
return;
|
|
|
|
if (damage >= 25)
|
|
{
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain5;
|
|
self->pain_debounce_time = level.time + 3;
|
|
// self->solid = SOLID_NOT;
|
|
self->count = 1;
|
|
return;
|
|
}
|
|
|
|
if (self->pain_debounce_time > level.time)
|
|
return;
|
|
|
|
r = random();
|
|
|
|
if (r < 0.25)
|
|
{
|
|
self->pain_debounce_time = level.time + 1.0;
|
|
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain1;
|
|
}
|
|
else if (r < 0.5)
|
|
{
|
|
self->pain_debounce_time = level.time + 1.5;
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain2;
|
|
}
|
|
else if (r < 0.75)
|
|
{
|
|
self->pain_debounce_time = level.time + 1.1;
|
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain3;
|
|
}
|
|
else
|
|
{
|
|
self->pain_debounce_time = level.time + 1.0;
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain4;
|
|
}
|
|
}
|
|
|
|
void q1zombie_fallagain ( edict_t *self)
|
|
{
|
|
if (self->pain_debounce_time > level.time)
|
|
{
|
|
self->monsterinfo.currentmove = &q1zombie_move_pain5;
|
|
}
|
|
}
|
|
|
|
//
|
|
// SIGHT
|
|
//
|
|
|
|
void q1zombie_sight(edict_t *self, edict_t *other)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0);
|
|
|
|
if (!self->style && (skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
|
|
q1zombie_attack(self);
|
|
}
|
|
|
|
|
|
//
|
|
// DEATH
|
|
//
|
|
|
|
void q1zombie_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
int n;
|
|
|
|
// always gib
|
|
gi.sound (self, CHAN_VOICE, sound_gib, 1, ATTN_NORM, 0);
|
|
for (n = 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
for (n = 0; n < 2; n++)
|
|
ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/monsters/q1zombie/head/tris.md2", 0, 0, damage*2, GIB_ORGANIC);
|
|
|
|
// no regular death
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_NO;
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// SPAWN
|
|
//
|
|
|
|
/*QUAKED monster_q1_zombie (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
model="models/monsters/q1zombie/tris.md2"
|
|
"sounds" 1 makes the zombie crucified
|
|
*/
|
|
|
|
void SP_misc_q1_zombie_crucified (edict_t *self);
|
|
void SP_monster_q1_zombie (edict_t *self)
|
|
{
|
|
if (self->sounds) // change to different entity because crucified code here is broken
|
|
{
|
|
self->classname = "misc_q1_zombie_crucified";
|
|
SP_misc_q1_zombie_crucified (self);
|
|
return;
|
|
}
|
|
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_idleC = gi.soundindex ("q1zombie/idle_w2.wav");
|
|
sound_idle = gi.soundindex ("q1zombie/z_idle.wav");
|
|
sound_idle2 = gi.soundindex ("q1zombie/z_idle1.wav");
|
|
sound_pain = gi.soundindex ("q1zombie/z_pain.wav");
|
|
sound_pain2 = gi.soundindex ("q1zombie/z_pain1.wav");
|
|
sound_fall = gi.soundindex ("q1zombie/z_fall.wav");
|
|
sound_gib = gi.soundindex ("q1zombie/z_gib.wav");
|
|
sound_shot = gi.soundindex ("q1zombie/z_shot1.wav");
|
|
|
|
// precache gibs
|
|
gi.modelindex ("models/monsters/q1zombie/head/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
|
|
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
|
|
// precache projectile gib
|
|
q1_gib_precache ();
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
|
|
// Lazarus: special purpose skins
|
|
if ( self->style )
|
|
{
|
|
PatchMonsterModel("models/monsters/q1zombie/tris.md2");
|
|
self->s.skinnum = self->style;
|
|
}
|
|
|
|
self->s.modelindex = gi.modelindex ("models/monsters/q1zombie/tris.md2");
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, 32);
|
|
|
|
if (!self->health)
|
|
self->health = 60;
|
|
// if (!self->gib_health)
|
|
self->gib_health = 0;
|
|
if (!self->mass)
|
|
self->mass = 100;
|
|
self->count = 0;
|
|
self->max_health = self->health; // save custom health
|
|
|
|
self->pain = q1zombie_pain;
|
|
self->die = q1zombie_die;
|
|
|
|
self->flags |= FL_Q1_MONSTER;
|
|
|
|
self->monsterinfo.stand = q1zombie_stand;
|
|
self->monsterinfo.walk = q1zombie_walk;
|
|
self->monsterinfo.run = q1zombie_run;
|
|
self->monsterinfo.attack = q1zombie_attack;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = q1zombie_sight;
|
|
|
|
if (!self->monsterinfo.flies)
|
|
self->monsterinfo.flies = 0.90;
|
|
|
|
// 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 = "Zombie";
|
|
self->class_id = ENTITY_MONSTER_Q1_ZOMBIE;
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &q1zombie_move_stand;
|
|
walkmonster_start (self);
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
}
|