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fteqw/quakec/fallout2/enforcer.qc

508 lines
14 KiB
C++

/*
==============================================================================
SOLDIER / PLAYER
==============================================================================
*/
#define mag1 currentammo
#define maxmag1 cnt
$cd id1/models/enforcer
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame attack1 attack2 attack3 attack4 attack5 attack6
$frame attack7 attack8 attack9 attack10
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12 death13 death14
$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
$frame fdeath9 fdeath10 fdeath11
$frame paina1 paina2 paina3 paina4
$frame painb1 painb2 painb3 painb4 painb5
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
$frame paind17 paind18 paind19
void () enforcer_assault_rifle;
void () enf_reload1;
void () Footstep;
void() enforcer_fire =
{
local vector org;
makevectors (self.angles);
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
};
void (float tmp, float dam) enforcer_single =
{
local vector src;
local vector dir;
local vector direction;
local entity en;
local vector org;
if (self.enemy.sneak == 1)
tmp = tmp * 2;
if (self.mag1 == 0)
{
sound (self, CHAN_WEAPON, "weapons/reload.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
enf_reload1();
self.mag1 = 30;
return;
}
self.mag1 = self.mag1 - 1;
if (self.weapon == 3)
sound (self, CHAN_WEAPON, "weapons/smg_s.wav", 1, ATTN_NORM);
else if (self.weapon == 4)
sound (self, CHAN_WEAPON, "weapons/ak112.wav", 1, ATTN_NORM);
else if (self.weapon == 5)
sound (self, CHAN_WEAPON, "ogre/ak47.wav", 1, ATTN_NORM);
else if (self.weapon == 6 && random()<0.5)
sound (self, CHAN_WEAPON, "weapons/moonlight-1.wav", 1, ATTN_NORM);
else if (self.weapon == 6)
sound (self, CHAN_WEAPON, "weapons/moonlight-2.wav", 1, ATTN_NORM);
if (self.weapon == 3)
dam = 12;
else if (self.weapon == 4)
dam = 16;
else if (self.weapon == 5)
dam = 18;
else if (self.weapon == 6)
dam = 16;
self.attack = self.attack + 1;
if (self.attack > 5)
self.attack = 0;
makevectors (self.angles);
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
en = self.enemy;
dir = en.origin - en.velocity*0.2;
dir = normalize (dir - self.origin);
direction = dir;
traceline (src, src + direction*4000 + v_right*crandom()*tmp*2 + v_up*crandom()*tmp*2, FALSE, self);
if (trace_fraction == PLAT_LOW_TRIGGER)
return;
if (trace_ent.takedamage)
{
SpawnBlood (org, PLAT_LOW_TRIGGER);
dam = dam + random()*dam - 3;
dam = dam * (1 - (trace_fraction));
T_Damage (trace_ent, self, self, dam);
}
else
bullet_hole (trace_endpos);
};
//============================================================================
void() enf_stand1 =[ $stand1, enf_stand2 ] {ai_stand();};
void() enf_stand2 =[ $stand2, enf_stand3 ] {ai_stand();};
void() enf_stand3 =[ $stand3, enf_stand4 ] {ai_stand();};
void() enf_stand4 =[ $stand4, enf_stand5 ] {ai_stand();};
void() enf_stand5 =[ $stand5, enf_stand6 ] {ai_stand();};
void() enf_stand6 =[ $stand6, enf_stand7 ] {ai_stand();};
void() enf_stand7 =[ $stand7, enf_stand1 ] {ai_stand();};
void() enf_walk1 =[ $walk1 , enf_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_walk(2);};
void() enf_walk2 =[ $walk2 , enf_walk3 ] {ai_walk(4);};
void() enf_walk3 =[ $walk3 , enf_walk4 ] {ai_walk(4);};
void() enf_walk4 =[ $walk4 , enf_walk5 ] {ai_walk(3);
Footstep();
};
void() enf_walk5 =[ $walk5 , enf_walk6 ] {ai_walk(1);};
void() enf_walk6 =[ $walk6 , enf_walk7 ] {ai_walk(2);};
void() enf_walk7 =[ $walk7 , enf_walk8 ] {ai_walk(2);};
void() enf_walk8 =[ $walk8 , enf_walk9 ] {ai_walk(1);};
void() enf_walk9 =[ $walk9 , enf_walk10 ] {ai_walk(2);};
void() enf_walk10 =[ $walk10, enf_walk11 ] {ai_walk(4);};
void() enf_walk11 =[ $walk11, enf_walk12 ] {ai_walk(4);};
void() enf_walk12 =[ $walk12, enf_walk13 ] {ai_walk(1);
Footstep();
};
void() enf_walk13 =[ $walk13, enf_walk14 ] {ai_walk(2);};
void() enf_walk14 =[ $walk14, enf_walk15 ] {ai_walk(3);};
void() enf_walk15 =[ $walk15, enf_walk16 ] {ai_walk(4);};
void() enf_walk16 =[ $walk16, enf_walk1 ] {ai_walk(2);};
void() enf_run1 =[ $run1 , enf_run2 ] {ai_run(18);};
void() enf_run2 =[ $run2 , enf_run3 ] {ai_run(14);
Footstep();
};
void() enf_run3 =[ $run3 , enf_run4 ] {ai_run(7);};
void() enf_run4 =[ $run4 , enf_run5 ] {ai_run(12);};
void() enf_run5 =[ $run5 , enf_run6 ] {ai_run(14);
Footstep();
};
void() enf_run6 =[ $run6 , enf_run7 ] {ai_run(14);};
void() enf_run7 =[ $run7 , enf_run8 ] {ai_run(7);};
void() enf_run8 =[ $run8 , enf_run1 ] {ai_run(11);};
void() enf_atk1 =[ $attack1, enf_atk2 ] {ai_face();};
void() enf_atk2 =[ $attack2, enf_atk3 ] {ai_face();};
void() enf_atk3 =[ $attack3, enf_atk4 ] {ai_face();};
void() enf_atk4 =[ $attack4, enf_atk5 ] {ai_face();};
void() enf_atk5 =[ $attack5, enf_atk6 ] {enforcer_assault_rifle();};
void() enf_atk6 =[ $attack6, enf_atk7 ] {ai_face();};
void() enf_atk7 =[ $attack4, enf_atk8 ] {ai_face();};
void() enf_atk8 =[ $attack3, enf_atk9 ] {ai_face();};
void() enf_atk9 =[ $attack2, enf_atk10 ] {ai_face();};
void() enf_atk10 =[ $attack1, enf_run1 ] {ai_face();};
void() enf_burst1 =[ $attack5, enf_burst2 ] {enforcer_single(500, 13);};
void() enf_burst2 =[ $attack6, enf_burst3 ] {enforcer_single(500, 13);ai_face();};
void() enf_burst3 =[ $attack5, enf_burst4 ] {enforcer_single(50, 13);};
void() enf_burst4 =[ $attack6, enf_burst5 ] {enforcer_single(550, 13);ai_face();};
void() enf_burst5 =[ $attack5, enf_burst6 ] {enforcer_single(550, 13);};
void() enf_burst6 =[ $attack6, enf_burst7 ] {enforcer_single(500, 13);ai_face();};
void() enf_burst7 =[ $attack5, enf_burst8 ] {enforcer_single(550, 13);};
void() enf_burst8 =[ $attack4, enf_burst9 ] {enforcer_single(700, 13);ai_face();};
void() enf_burst9 =[ $attack3, enf_burst10 ] {ai_face();};
void() enf_burst10 =[ $attack2, enf_run1 ] {ai_face();};
void() enf_burst1a =[ $attack5, enf_burst2a ] {enforcer_single(300, 17);};
void() enf_burst2a =[ $attack6, enf_burst1a ] {enforcer_single(300, 17);};
void() enf_reload1 =[ $attack10, enf_reload2 ] {};
void() enf_reload2 =[ $attack9, enf_reload3 ] {};
void() enf_reload3 =[ $attack8, enf_reload4 ] {};
void() enf_reload4 =[ $attack7, enf_reload5 ] {};
void() enf_reload5 =[ $attack8, enf_reload6 ] {};
void() enf_reload6 =[ $attack9, enf_reload7 ] {};
void() enf_reload7 =[ $attack10, enf_run1 ] {};
void() enf_paina1 =[ $paina1, enf_paina2 ] {};
void() enf_paina2 =[ $paina2, enf_paina3 ] {};
void() enf_paina3 =[ $paina3, enf_paina4 ] {};
void() enf_paina4 =[ $paina4, enf_run1 ] {};
void() enf_painb1 =[ $painb1, enf_painb2 ] {};
void() enf_painb2 =[ $painb2, enf_painb3 ] {};
void() enf_painb3 =[ $painb3, enf_painb4 ] {};
void() enf_painb4 =[ $painb4, enf_painb5 ] {};
void() enf_painb5 =[ $painb5, enf_run1 ] {};
void() enf_painc1 =[ $painc1, enf_painc2 ] {};
void() enf_painc2 =[ $painc2, enf_painc3 ] {};
void() enf_painc3 =[ $painc3, enf_painc4 ] {};
void() enf_painc4 =[ $painc4, enf_painc5 ] {};
void() enf_painc5 =[ $painc5, enf_painc6 ] {};
void() enf_painc6 =[ $painc6, enf_painc7 ] {};
void() enf_painc7 =[ $painc7, enf_painc8 ] {};
void() enf_painc8 =[ $painc8, enf_run1 ] {};
void() enf_paind1 =[ $paind1, enf_paind2 ] {};
void() enf_paind2 =[ $paind2, enf_paind3 ] {};
void() enf_paind3 =[ $paind3, enf_paind4 ] {};
void() enf_paind4 =[ $paind4, enf_paind5 ] {ai_painforward(2);};
void() enf_paind5 =[ $paind5, enf_paind6 ] {ai_painforward(1);};
void() enf_paind6 =[ $paind6, enf_paind7 ] {};
void() enf_paind7 =[ $paind7, enf_paind8 ] {};
void() enf_paind8 =[ $paind8, enf_paind9 ] {};
void() enf_paind9 =[ $paind9, enf_paind10 ] {};
void() enf_paind10 =[ $paind10, enf_paind11 ] {};
void() enf_paind11 =[ $paind11, enf_paind12 ] {ai_painforward(1);};
void() enf_paind12 =[ $paind12, enf_paind13 ] {ai_painforward(1);};
void() enf_paind13 =[ $paind13, enf_paind14 ] {ai_painforward(1);};
void() enf_paind14 =[ $paind14, enf_paind15 ] {};
void() enf_paind15 =[ $paind15, enf_paind16 ] {};
void() enf_paind16 =[ $paind16, enf_paind17 ] {ai_pain(1);};
void() enf_paind17 =[ $paind17, enf_paind18 ] {ai_pain(1);};
void() enf_paind18 =[ $paind18, enf_paind19 ] {};
void() enf_paind19 =[ $paind19, enf_run1 ] {};
void(entity attacker, float damage) enf_pain =
{
local float r;
r = random ();
if (self.pain_finished > time)
{
sound (self, CHAN_BODY, "misc/thud.wav", 1, ATTN_NORM);
return;
}
if (r < 0.5)
sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);
if (r < 0.1)
{
self.pain_finished = time + 3;
enf_paina1 ();
}
else if (r < 0.2)
{
self.pain_finished = time + 3;
enf_painb1 ();
}
else if (r < 0.3)
{
self.pain_finished = time + 3;
enf_painc1 ();
}
else
{
self.pain_finished = time + 3;
}
};
//============================================================================
void() enf_die1 =[ $death1, enf_die2 ] {};
void() enf_die2 =[ $death2, enf_die3 ] {};
void() enf_die3 =[ $death3, enf_die4 ] {};
void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);};
void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(6);};
void() enf_die6 =[ $death6, enf_die7 ] {};
void() enf_die7 =[ $death7, enf_die8 ] {};
void() enf_die8 =[ $death8, enf_die9 ] {};
void() enf_die9 =[ $death9, enf_die10 ] {ai_forward(6);};
void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(6);};
void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(6);};
void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(6);};
void() enf_die13 =[ $death13, enf_die14 ] {};
void() enf_die14 =[ $death14, enf_die14 ] {
setsize (self, '-12 -12 -24', '12 12 -16');
self.rtime = 1;
};
void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] {};
void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {};
void() enf_fdie3 =[ $fdeath3, enf_fdie4 ] {};
void() enf_fdie4 =[ $fdeath4, enf_fdie5 ] {};
void() enf_fdie5 =[ $fdeath5, enf_fdie6 ] {};
void() enf_fdie6 =[ $fdeath6, enf_fdie7 ] {};
void() enf_fdie7 =[ $fdeath7, enf_fdie8 ] {};
void() enf_fdie8 =[ $fdeath8, enf_fdie9 ] {};
void() enf_fdie9 =[ $fdeath9, enf_fdie10 ] {};
void() enf_fdie10 =[ $fdeath10, enf_fdie11 ] {};
void() enf_fdie11 =[ $fdeath11, enf_fdie11 ] {
setsize (self, '-12 -12 -24', '12 12 -16');
self.rtime = 1;
};
void () enforcer_pain =
{
local vector dir;
if (self.rtime > 0)
{
self.health = 240;
return;
}
dir = normalize(self.origin - self.enemy.origin);
self.velocity = dir * 80;
if (self.frame == 47)
{
self.frame = 48;
self.think = enf_die1;
self.nextthink = time + 0.2;
}
else
{
ThrowGib ("progs/zom_gib.mdl", -40);
self.frame = 47;
self.think = enf_fdie1;
self.nextthink = time + 0.2;
}
self.attack = self.attack + 1;
if (self.attack == 8)
{
if (random()*4 <= 2)
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NORM);
}
if (self.attack >= 16)
{
self.solid = SOLID_NOT;
enf_die1();
ThrowGib ("progs/zom_gib.mdl", -35);
ThrowGib ("progs/zom_gib.mdl", -35);
ThrowGib ("progs/gib1.mdl", -35);
}
};
void (vector stuff, vector ang) spawn_live_enforcer =
{
local entity grunt;
grunt = spawn ();
grunt.origin = stuff;
grunt.enemy = self.enemy;
grunt.attack_finished = time + 10;
grunt.solid = SOLID_SLIDEBOX;
grunt.movetype = MOVETYPE_STEP;
grunt.takedamage = DAMAGE_YES;
setmodel (grunt, "progs/enforcer.mdl");
setsize (grunt, '-12 -12 -24', '12 12 32');
grunt.classname = "body";
grunt.netname = "dead";
grunt.health = 240;
grunt.angles = ang;
grunt.max_health = grunt.health;
grunt.th_pain = enforcer_pain;
grunt.think = enforcer_pain;
grunt.th_die = corpse_gib;
grunt.nextthink = time + 0.05;
};
void() enf_die =
{
if (random()<0.75)
DropMoney();
if (random()<0.50)
DropMoney();
if (random()<0.25)
DropMoney();
if (self.weapon == 3)
{
DropFromChest(self, IID_WP_MP7_S, self.mag1);
DropFromChest(self, IID_AM_5MMHIGHVEL, 30+random()*30);
}
else if (self.weapon == 4)
{
DropFromChest(self, IID_WP_AK112, self.mag1);
DropFromChest(self, IID_AM_5MMHIGHVEL, 24+random()*24);
}
else if (self.weapon == 5)
{
DropFromChest(self, IID_WP_AK74, self.mag1);
DropFromChest(self, IID_AM_WARSAW, 30+random()*30);
}
else if (self.weapon == 6)
{
DropFromChest(self, IID_WP_MOONLIGHT, self.mag1);
DropFromChest(self, IID_AM_556MM, 30+random()*30);
}
self.solid = SOLID_NOT;
spawn_live_enforcer(self.origin, self.angles);
remove(self);
};
void () enforcer_assault_rifle =
{
local float r;
enf_burst1a();
};
void() monster_enforcer =
{
if (self.zone == 0)
{
load_monster();
return;
}
precache_model2 ("progs/enforcer.mdl");
precache_model2 ("progs/h_mega.mdl");
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/idle1.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.team = 3;
setmodel (self, "progs/enforcer.mdl");
self.classname = "monster";
self.netname = "enforcer";
setsize (self, '-12 -12 -24', '12 12 32');
self.health = 100;
self.islot3 = SlotVal(IID_ARM_COMBAT, 1);
self.armortype = 0.5;
self.helmet = 1;
self.th_stand = enf_stand1;
self.th_walk = enf_walk1;
self.th_run = enf_run1;
self.th_pain = enf_pain;
self.th_die = enf_die;
self.th_missile = enf_atk1;
if (random()<0.9)
self.weapon = 5;
else if (random()<0.1)
self.weapon = 3;
else if (random()<0.1)
self.weapon = 4;
else if (random()<0.1)
self.weapon = 6;
else
self.weapon = 5;
self.th_missile = enf_atk1;
self.mag1 = 24;
self.maxmag1 = self.mag1;
walkmonster_start();
return;
};
#undef mag1
#undef maxmag1