Magnus' fallout-like mod.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1745 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-01-01 00:37:52 +00:00
parent 41fdeb5678
commit 532706ede7
30 changed files with 21850 additions and 0 deletions

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quakec/fallout2/ai.qc Normal file
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void() movetarget_f;
void() t_movetarget;
void() knight_walk1;
void() knight_bow6;
void() knight_bow1;
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
/*
.enemy
Will be world if not currently angry at anyone.
.movetarget
The next path spot to walk toward. If .enemy, ignore .movetarget.
When an enemy is killed, the monster will try to return to it's path.
.huntt_ime
Set to time + something when the player is in sight, but movement straight for
him is blocked. This causes the monster to use wall following code for
movement direction instead of sighting on the player.
.ideal_yaw
A yaw angle of the intended direction, which will be turned towards at up
to 45 deg / state. If the enemy is in view and hunt_time is not active,
this will be the exact line towards the enemy.
.pausetime
A monster will leave it's stand state and head towards it's .movetarget when
time > .pausetime.
walkmove(angle, speed) primitive is all or nothing
*/
//
// globals
//
float current_yaw;
//
// when a monster becomes angry at a player, that monster will be used
// as the sight target the next frame so that monsters near that one
// will wake up even if they wouldn't have noticed the player
//
entity sight_entity;
float sight_entity_time;
float(float v) anglemod =
{
while (v >= 360)
v = v - 360;
while (v < 0)
v = v + 360;
return v;
};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize (self, '-8 -8 -8', '8 8 8');
};
void() path_corner =
{
movetarget_f ();
};
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//dprint ("t_movetarget\n");
self.goalentity = self.movetarget = find (world, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
self.pausetime = time + 999999;
self.th_stand ();
return;
}
};
//============================================================================
/*
=============
range
returns the range catagorization of an entity reletive to self
0 melee range, will become hostile even if back is turned
1 visibility and infront, or visibility and show hostile
2 infront and show hostile
3 only triggered by damage
=============
*/
float(entity targ) range =
{
local vector spot1, spot2;
local float r;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen (spot1 - spot2);
if (r < 120)
return RANGE_MELEE;
if (r < 500)
return RANGE_NEAR;
if (r < 1000)
return RANGE_MID;
return RANGE_FAR;
};
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront ()
=============
*/
float (entity targ) visible =
{
local vector spot1, spot2;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, TRUE, self); // see through other monsters
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
=============
infront
returns 1 if the entity is in front (in sight) of self
=============
*/
float(entity targ) infront =
{
local vector vec;
local float dot;
makevectors (self.angles);
vec = normalize (targ.origin - self.origin);
dot = vec * v_forward;
if ( dot > 0.3)
{
return TRUE;
}
return FALSE;
};
//============================================================================
/*
===========
ChangeYaw
Turns towards self.ideal_yaw at self.yaw_speed
Sets the global variable current_yaw
Called every 0.1 sec by monsters
============
*/
/*
void() ChangeYaw =
{
local float ideal, move;
//current_yaw = self.ideal_yaw;
// mod down the current angle
current_yaw = anglemod( self.angles_y );
ideal = self.ideal_yaw;
if (current_yaw == ideal)
return;
move = ideal - current_yaw;
if (ideal > current_yaw)
{
if (move > 180)
move = move - 360;
}
else
{
if (move < -180)
move = move + 360;
}
if (move > 0)
{
if (move > self.yaw_speed)
move = self.yaw_speed;
}
else
{
if (move < 0-self.yaw_speed )
move = 0-self.yaw_speed;
}
current_yaw = anglemod (current_yaw + move);
self.angles_y = current_yaw;
};
*/
//============================================================================
void() HuntTarget =
{
self.goalentity = self.enemy;
self.think = self.th_run;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
SUB_AttackFinished (1); // wait a while before first attack
};
void() SightSound =
{
local float rsnd;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
else if (self.classname == "monster_knight")
sound (self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shambler")
sound (self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_demon1")
sound (self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
else if (self.classname == "monster_wizard")
sound (self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_zombie")
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
else if (self.classname == "monster_dog")
sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_hell_knight")
sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_tarbaby")
sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_vomit")
sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_enforcer")
{
rsnd = rint(random() * 3);
if (rsnd == 1)
sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
else if (rsnd == 2)
sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
else if (rsnd == 0)
sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
}
else if (self.classname == "monster_army")
sound (self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shalrath")
sound (self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
};
void() FoundTarget =
{
if (self.enemy.classname == "player")
{ // let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
}
self.show_hostile = time + 1; // wake up other monsters
SightSound ();
HuntTarget ();
};
/*
===========
FindTarget
Self is currently not attacking anything, so try to find a target
Returns TRUE if an enemy was sighted
When a player fires a missile, the point of impact becomes a fakeplayer so
that monsters that see the impact will respond as if they had seen the
player.
To avoid spending too much time, only a single client (or fakeclient) is
checked each frame. This means multi player games will have slightly
slower noticing monsters.
============
*/
float() FindTarget =
{
local entity client;
local float r;
// if the first spawnflag bit is set, the monster will only wake up on
// really seeing the player, not another monster getting angry
// spawnflags & 3 is a big hack, because zombie crucified used the first
// spawn flag prior to the ambush flag, and I forgot about it, so the second
// spawn flag works as well
if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
{
client = sight_entity;
if (client.enemy == self.enemy)
return FALSE;
}
else
{
client = checkclient ();
if (!client)
return FALSE; // current check entity isn't in PVS
}
if (client == self.enemy)
return FALSE;
if (client.flags & FL_NOTARGET)
return FALSE;
if (client.items & IT_INVISIBILITY)
return FALSE;
r = range (client);
if (r == RANGE_FAR)
return FALSE;
if (!visible (client))
return FALSE;
if (r == RANGE_NEAR)
{
if (client.show_hostile < time && !infront (client))
return FALSE;
}
else if (r == RANGE_MID)
{
if ( /* client.show_hostile < time || */ !infront (client))
return FALSE;
}
//
// got one
//
self.enemy = client;
if (self.enemy.classname != "player")
{
self.enemy = self.enemy.enemy;
if (self.enemy.classname != "player")
{
self.enemy = world;
return FALSE;
}
}
FoundTarget ();
return TRUE;
};
//=============================================================================
void(float dist) ai_forward =
{
walkmove (self.angles_y, dist);
};
void(float dist) ai_back =
{
walkmove ( (self.angles_y+180), dist);
};
/*
=============
ai_pain
stagger back a bit
=============
*/
void(float dist) ai_pain =
{
ai_back (dist);
/*
local float away;
away = anglemod (vectoyaw (self.origin - self.enemy.origin)
+ 180*(random()- 0.5) );
walkmove (away, dist);
*/
};
/*
=============
ai_painforward
stagger back a bit
=============
*/
void(float dist) ai_painforward =
{
walkmove (self.ideal_yaw, dist);
};
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
void(float dist) ai_walk =
{
local vector mtemp;
movedist = dist;
if (self.classname == "monster_dragon")
{
movetogoal (dist);
return;
}
// check for noticing a player
if (FindTarget ())
return;
movetogoal (dist);
};
/*
=============
ai_stand
The monster is staying in one place for a while, with slight angle turns
=============
*/
void() ai_stand =
{
if (FindTarget ())
return;
if (time > self.pausetime)
{
self.th_walk ();
return;
}
// change angle slightly
};
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
=============
*/
void() ai_turn =
{
if (FindTarget ())
return;
ChangeYaw ();
};
//=============================================================================
/*
=============
ChooseTurn
=============
*/
void(vector dest3) ChooseTurn =
{
local vector dir, newdir;
dir = self.origin - dest3;
newdir_x = trace_plane_normal_y;
newdir_y = 0 - trace_plane_normal_x;
newdir_z = 0;
if (dir * newdir > 0)
{
dir_x = 0 - trace_plane_normal_y;
dir_y = trace_plane_normal_x;
}
else
{
dir_x = trace_plane_normal_y;
dir_y = 0 - trace_plane_normal_x;
}
dir_z = 0;
self.ideal_yaw = vectoyaw(dir);
};
/*
============
FacingIdeal
============
*/
float() FacingIdeal =
{
local float delta;
delta = anglemod(self.angles_y - self.ideal_yaw);
if (delta > 45 && delta < 315)
return FALSE;
return TRUE;
};
//=============================================================================
float() WizardCheckAttack;
float() DogCheckAttack;
float() CheckAnyAttack =
{
if (!enemy_vis)
return FALSE;
if (self.classname == "monster_army")
return SoldierCheckAttack ();
if (self.classname == "monster_ogre")
return OgreCheckAttack ();
if (self.classname == "monster_shambler")
return ShamCheckAttack ();
if (self.classname == "monster_demon1")
return DemonCheckAttack ();
if (self.classname == "monster_dog")
return DogCheckAttack ();
if (self.classname == "monster_wizard")
return WizardCheckAttack ();
return CheckAttack ();
};
/*
=============
ai_run_melee
Turn and close until within an angle to launch a melee attack
=============
*/
void() ai_run_melee =
{
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (FacingIdeal())
{
self.th_melee ();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_missile
Turn in place until within an angle to launch a missile attack
=============
*/
void() ai_run_missile =
{
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (FacingIdeal())
{
self.th_missile ();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void() ai_run_slide =
{
local float ofs;
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (self.lefty)
ofs = 90;
else
ofs = -90;
if (walkmove (self.ideal_yaw + ofs, movedist))
return;
self.lefty = 1 - self.lefty;
walkmove (self.ideal_yaw - ofs, movedist);
};
/*
=============
ai_run
The monster has an enemy it is trying to kill
=============
*/
void(float dist) ai_run =
{
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
movedist = dist;
// see if the enemy is dead
if (self.enemy.health <= 0)
{
self.enemy = world;
// FIXME: look all around for other targets
if (self.oldenemy.health > 0)
{
self.enemy = self.oldenemy;
HuntTarget ();
}
else
{
if (self.movetarget)
self.th_walk ();
else
self.th_stand ();
return;
}
}
self.show_hostile = time + 1; // wake up other monsters
// check knowledge of enemy
enemy_vis = visible(self.enemy);
if (enemy_vis)
self.search_time = time + 5;
// look for other coop players
if (self.search_time < time)
{
if (FindTarget ())
return;
}
enemy_infront = infront(self.enemy);
enemy_range = range(self.enemy);
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
if (self.attack_state == AS_MISSILE)
{
//dprint ("ai_run_missile\n");
ai_run_missile ();
return;
}
if (self.attack_state == AS_MELEE)
{
//dprint ("ai_run_melee\n");
ai_run_melee ();
return;
}
if (CheckAnyAttack ())
return; // beginning an attack
if (self.attack_state == AS_SLIDING)
{
ai_run_slide ();
return;
}
// head straight in
movetogoal (dist); // done in C code...
};

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quakec/fallout2/boss.qc Normal file
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/*
==============================================================================
BOSS-ONE
==============================================================================
*/
$cd id1/models/boss1
$origin 0 0 -15
$base base
$skin skin
$scale 5
$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10
$frame rise11 rise12 rise13 rise14 rise15 rise16 rise17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15
$frame walk16 walk17 walk18 walk19 walk20 walk21 walk22
$frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame attack9 attack10 attack11 attack12 attack13 attack14 attack15
$frame attack16 attack17 attack18 attack19 attack20 attack21 attack22
$frame attack23
$frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8
$frame shocka9 shocka10
$frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6
$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
$frame shockc9 shockc10
void(vector p) boss_missile;
void() boss_face =
{
// go for another player if multi player
if (self.enemy.health <= 0 || random() < 0.02 || self.enemy.class == 0 || self.enemy.team == 0)
{
self.enemy = find(self.enemy, classname, "player");
if (!self.enemy)
self.enemy = find(self.enemy, classname, "player");
}
ai_face();
};
void() boss_rise1 =[ $rise1, boss_rise2 ] {
sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM);
};
void() boss_rise2 =[ $rise2, boss_rise3 ] {
sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
};
void() boss_rise3 =[ $rise3, boss_rise4 ] {};
void() boss_rise4 =[ $rise4, boss_rise5 ] {};
void() boss_rise5 =[ $rise5, boss_rise6 ] {};
void() boss_rise6 =[ $rise6, boss_rise7 ] {};
void() boss_rise7 =[ $rise7, boss_rise8 ] {};
void() boss_rise8 =[ $rise8, boss_rise9 ] {};
void() boss_rise9 =[ $rise9, boss_rise10 ] {};
void() boss_rise10 =[ $rise10, boss_rise11 ] {};
void() boss_rise11 =[ $rise11, boss_rise12 ] {};
void() boss_rise12 =[ $rise12, boss_rise13 ] {};
void() boss_rise13 =[ $rise13, boss_rise14 ] {};
void() boss_rise14 =[ $rise14, boss_rise15 ] {};
void() boss_rise15 =[ $rise15, boss_rise16 ] {};
void() boss_rise16 =[ $rise16, boss_rise17 ] {};
void() boss_rise17 =[ $rise17, boss_missile1 ] {};
void() boss_idle1 =[ $walk1, boss_idle2 ]
{
if (self.enemy)
boss_missile1();
// look for other players
};
void() boss_idle2 =[ $walk2, boss_idle3 ] {boss_face();};
void() boss_idle3 =[ $walk3, boss_idle4 ] {boss_face();};
void() boss_idle4 =[ $walk4, boss_idle5 ] {boss_face();};
void() boss_idle5 =[ $walk5, boss_idle6 ] {boss_face();};
void() boss_idle6 =[ $walk6, boss_idle7 ] {boss_face();};
void() boss_idle7 =[ $walk7, boss_idle8 ] {boss_face();};
void() boss_idle8 =[ $walk8, boss_idle9 ] {boss_face();};
void() boss_idle9 =[ $walk9, boss_idle10 ] {boss_face();};
void() boss_idle10 =[ $walk10, boss_idle11 ] {boss_face();};
void() boss_idle11 =[ $walk11, boss_idle12 ] {boss_face();};
void() boss_idle12 =[ $walk12, boss_idle13 ] {boss_face();};
void() boss_idle13 =[ $walk13, boss_idle14 ] {boss_face();};
void() boss_idle14 =[ $walk14, boss_idle15 ] {boss_face();};
void() boss_idle15 =[ $walk15, boss_idle16 ] {boss_face();};
void() boss_idle16 =[ $walk16, boss_idle17 ] {boss_face();};
void() boss_idle17 =[ $walk17, boss_idle18 ] {boss_face();};
void() boss_idle18 =[ $walk18, boss_idle19 ] {boss_face();};
void() boss_idle19 =[ $walk19, boss_idle20 ] {boss_face();};
void() boss_idle20 =[ $walk20, boss_idle21 ] {boss_face();};
void() boss_idle21 =[ $walk21, boss_idle22 ] {boss_face();};
void() boss_idle22 =[ $walk22, boss_idle23 ] {boss_face();};
void() boss_idle23 =[ $walk23, boss_idle24 ] {boss_face();};
void() boss_idle24 =[ $walk24, boss_idle25 ] {boss_face();};
void() boss_idle25 =[ $walk25, boss_idle26 ] {boss_face();};
void() boss_idle26 =[ $walk26, boss_idle27 ] {boss_face();};
void() boss_idle27 =[ $walk27, boss_idle28 ] {boss_face();};
void() boss_idle28 =[ $walk28, boss_idle29 ] {boss_face();};
void() boss_idle29 =[ $walk29, boss_idle30 ] {boss_face();};
void() boss_idle30 =[ $walk30, boss_idle31 ] {boss_face();};
void() boss_idle31 =[ $walk31, boss_idle1 ] {boss_face();};
void() boss_missile1 =[ $attack1, boss_missile2 ] {boss_face();};
void() boss_missile2 =[ $attack2, boss_missile3 ] {boss_face();};
void() boss_missile3 =[ $attack3, boss_missile4 ] {boss_face();};
void() boss_missile4 =[ $attack4, boss_missile5 ] {boss_face();};
void() boss_missile5 =[ $attack5, boss_missile6 ] {boss_face();};
void() boss_missile6 =[ $attack6, boss_missile7 ] {boss_face();};
void() boss_missile7 =[ $attack7, boss_missile8 ] {boss_face();};
void() boss_missile8 =[ $attack8, boss_missile9 ] {boss_face();};
void() boss_missile9 =[ $attack9, boss_missile10 ] {boss_missile('100 100 200');};
void() boss_missile10 =[ $attack10, boss_missile11 ] {boss_face();};
void() boss_missile11 =[ $attack11, boss_missile12 ] {boss_face();};
void() boss_missile12 =[ $attack12, boss_missile13 ] {boss_face();};
void() boss_missile13 =[ $attack13, boss_missile14 ] {boss_face();};
void() boss_missile14 =[ $attack14, boss_missile15 ] {boss_face();};
void() boss_missile15 =[ $attack15, boss_missile16 ] {boss_face();};
void() boss_missile16 =[ $attack16, boss_missile17 ] {boss_face();};
void() boss_missile17 =[ $attack17, boss_missile18 ] {boss_face();};
void() boss_missile18 =[ $attack18, boss_missile19 ] {boss_face();};
void() boss_missile19 =[ $attack19, boss_missile20 ] {boss_face();};
void() boss_missile20 =[ $attack20, boss_missile21 ] {boss_missile('100 -100 200');};
void() boss_missile21 =[ $attack21, boss_missile22 ] {boss_face();};
void() boss_missile22 =[ $attack22, boss_missile23 ] {boss_face();};
void() boss_missile23 =[ $attack23, boss_missile1 ] {boss_face();};
void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {};
void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {};
void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {};
void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {};
void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {};
void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {};
void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {};
void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {};
void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {};
void() boss_shocka10 =[ $shocka10, boss_missile1 ] {};
void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {};
void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {};
void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {};
void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {};
void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {};
void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {};
void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {};
void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {};
void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {};
void() boss_shockb10 =[ $shockb4, boss_missile1 ] {};
void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {};
void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {};
void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {};
void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {};
void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {};
void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {};
void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {};
void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {};
void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {};
void() boss_shockc10 =[ $shockc10, boss_death1 ] {};
void() boss_death1 = [$death1, boss_death2] {
sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM);
};
void() boss_death2 = [$death2, boss_death3] {};
void() boss_death3 = [$death3, boss_death4] {};
void() boss_death4 = [$death4, boss_death5] {};
void() boss_death5 = [$death5, boss_death6] {};
void() boss_death6 = [$death6, boss_death7] {};
void() boss_death7 = [$death7, boss_death8] {};
void() boss_death8 = [$death8, boss_death9] {};
void() boss_death9 = [$death9, boss_death10]
{
sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
};
void() boss_death10 = [$death9, boss_death10]
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast
SUB_UseTargets ();
remove (self);
};
void () LavaExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
Explosion (2);
T_RadiusDamage (self, self.owner, 60, world, "");
remove (self);
};
void(vector p) boss_missile =
{
local vector offang;
local vector org, vec, d;
local float t;
offang = vectoangles (self.enemy.origin - self.origin);
makevectors (offang);
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
t = vlen(self.enemy.origin - org) / 1200;
vec = self.enemy.velocity;
vec_z = 0;
d = self.enemy.origin + t * vec;
vec = normalize (d - org);
launch_spike (org, vec);
setmodel (newmis, "progs/lavaball.mdl");
newmis.avelocity = '200 100 300';
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.velocity = vec*300;
newmis.touch = LavaExplode; // rocket explosion
sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
// check for dead enemy
if (self.enemy.health <= 0)
boss_idle1 ();
};
void() boss_awake =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_YES;
self.health = 8000;
self.th_die = boss_death1;
setmodel (self, "progs/boss.mdl");
setsize (self, '-128 -128 -24', '128 128 256');
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
self.yaw_speed = 20;
boss_rise1 ();
};
void() monster_boss =
{
precache_model ("progs/boss.mdl");
precache_model ("progs/lavaball.mdl");
precache_sound ("weapons/rocket1i.wav");
precache_sound ("boss1/out1.wav");
precache_sound ("boss1/sight1.wav");
precache_sound ("misc/power.wav");
precache_sound ("boss1/throw.wav");
precache_sound ("boss1/pain.wav");
precache_sound ("boss1/death.wav");
total_monsters = total_monsters + 1;
self.think = boss_awake;
self.nextthink = time + 1;
};
//===========================================================================
entity le1, le2;
float lightning_end;
void() lightning_fire =
{
local vector p1, p2;
if (time >= lightning_end)
{ // done here, put the terminals back up
self = le1;
door_go_down ();
self = le2;
door_go_down ();
return;
}
p1 = (le1.mins + le1.maxs) * 0.5;
p1_z = le1.absmin_z - 16;
p2 = (le2.mins + le2.maxs) * 0.5;
p2_z = le2.absmin_z - 16;
// compensate for length of bolt
p2 = p2 - normalize(p2-p1)*100;
self.nextthink = time + 0.1;
self.think = lightning_fire;
WriteByte (MSG_ALL, SVC_TEMPENTITY);
WriteByte (MSG_ALL, TE_LIGHTNING3);
WriteEntity (MSG_ALL, world);
WriteCoord (MSG_ALL, p1_x);
WriteCoord (MSG_ALL, p1_y);
WriteCoord (MSG_ALL, p1_z);
WriteCoord (MSG_ALL, p2_x);
WriteCoord (MSG_ALL, p2_y);
WriteCoord (MSG_ALL, p2_z);
};
void() lightning_use =
{
if (lightning_end >= time + 1)
return;
le1 = find( world, target, "lightning");
le2 = find( le1, target, "lightning");
if (!le1 || !le2)
{
dprint ("missing lightning targets\n");
return;
}
if (
(le1.state != STATE_TOP && le1.state != STATE_BOTTOM)
|| (le2.state != STATE_TOP && le2.state != STATE_BOTTOM)
|| (le1.state != le2.state) )
{
// dprint ("not aligned\n");
return;
}
// don't let the electrodes go back up until the bolt is done
le1.nextthink = -1;
le2.nextthink = -1;
lightning_end = time + 1;
sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM);
lightning_fire ();
// advance the boss pain if down
self = find (world, classname, "monster_boss");
if (!self)
return;
self.enemy = activator;
if (le1.state == STATE_TOP && self.health > 0)
{
sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM);
self.health = self.health - 1;
if (self.health >= 2)
boss_shocka1();
else if (self.health == 1)
boss_shockb1();
else if (self.health == 0)
boss_shockc1();
}
};

141
quakec/fallout2/buttons.qc Normal file
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// button and multiple button
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
self.enemy = other;
button_fire ();
};
void() button_killed =
{
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");
self.noise = "buttons/airbut1.wav";
}
if (self.sounds == 1)
{
precache_sound ("buttons/switch21.wav");
self.noise = "buttons/switch21.wav";
}
if (self.sounds == 2)
{
precache_sound ("buttons/switch02.wav");
self.noise = "buttons/switch02.wav";
}
if (self.sounds == 3)
{
precache_sound ("buttons/switch04.wav");
self.noise = "buttons/switch04.wav";
}
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health)
{
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
}
else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
};

1633
quakec/fallout2/client.qc Normal file

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324
quakec/fallout2/combat.qc Normal file
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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
/*SERVER
void() monster_death_use;
*/
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
/*SERVER
monster_death_use();
*/
self.th_die ();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
local string s;
local string attackerteam, targteam;
if (!targ.takedamage)
return;
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time && inflictor.classname != "door")
if (deathmatch == 4)
damage = damage * 8;
else
damage = damage * 4;
// save damage based on the target's armor level
save = ceil(targ.armortype*damage);
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
//Zoid -- use normal NQ kickback
// // Read: only if it's not yourself doing the damage
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
// targ.velocity = targ.velocity + dir * damage * 11;
// else
// Otherwise, these rules apply to rockets and grenades
// for blast velocity
targ.velocity = targ.velocity + dir * damage * 8;
// Rocket Jump modifiers
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
targ.velocity = targ.velocity + dir * damage * rj;
}
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if ((teamplay == 1) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
inflictor.classname !="door")
return;
if ((teamplay == 3) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
(targ != attacker)&& inflictor.classname !="door")
return;
// do the damage
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
/*SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster_army" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
*/
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
//bprint (PRINT_HIGH, head.classname);
//bprint (PRINT_HIGH, " | ");
//bprint (PRINT_HIGH, head.netname);
//bprint (PRINT_HIGH, "\n");
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{
head.deathtype = dtype;
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
while (head)
{
if (head.takedamage)
{
points = 0.5*vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, attacker))
T_Damage (head, attacker, attacker, points);
}
}
head = head.chain;
}
};

840
quakec/fallout2/defs.qc Normal file
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/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
entity newmis; // if this is set, the entity that just
// run created a new missile that should
// be simulated immediately
float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// system fields (*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float lastruntime; // *** to allow entities to run out of sequence
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// constants
//
float FALSE = 0;
float TRUE = 1;
// edict.flags
float FL_FLY = 1;
float FL_SWIM = 2;
float FL_CLIENT = 8; // set for all client edicts
float FL_INWATER = 16; // for enter / leave water splash
float FL_MONSTER = 32;
float FL_GODMODE = 64; // player cheat
float FL_NOTARGET = 128; // player cheat
float FL_ITEM = 256; // extra wide size for bonus items
float FL_ONGROUND = 512; // standing on something
float FL_PARTIALGROUND = 1024; // not all corners are valid
float FL_WATERJUMP = 2048; // player jumping out of water
float FL_JUMPRELEASED = 4096; // for jump debouncing
// edict.movetype values
float MOVETYPE_NONE = 0; // never moves
//float MOVETYPE_ANGLENOCLIP = 1;
//float MOVETYPE_ANGLECLIP = 2;
float MOVETYPE_WALK = 3; // players only
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
float MOVETYPE_FLY = 5;
float MOVETYPE_TOSS = 6; // gravity
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
float MOVETYPE_NOCLIP = 8;
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
float SOLID_BBOX = 2; // touch on edge, block
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
float SOLID_BSP = 4; // bsp clip, touch on edge, block
// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
float RANGE_MID = 2;
float RANGE_FAR = 3;
// deadflag values
float DEAD_NO = 0;
float DEAD_DYING = 1;
float DEAD_DEAD = 2;
float DEAD_RESPAWNABLE = 3;
// takedamage values
float DAMAGE_NO = 0;
float DAMAGE_YES = 1;
float DAMAGE_AIM = 2;
// items
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_EXTRA_WEAPON = 128;
float IT_SHELLS = 256;
float IT_NAILS = 512;
float IT_ROCKETS = 1024;
float IT_CELLS = 2048;
float IT_ARMOR1 = 8192;
float IT_ARMOR2 = 16384;
float IT_ARMOR3 = 32768;
float IT_SUPERHEALTH = 65536;
float IT_KEY1 = 131072;
float IT_KEY2 = 262144;
float IT_INVISIBILITY = 524288;
float IT_INVULNERABILITY = 1048576;
float IT_SUIT = 2097152;
float IT_QUAD = 4194304;
// point content values
float CONTENT_EMPTY = -1;
float CONTENT_SOLID = -2;
float CONTENT_WATER = -3;
float CONTENT_SLIME = -4;
float CONTENT_LAVA = -5;
float CONTENT_SKY = -6;
float STATE_TOP = 0;
float STATE_BOTTOM = 1;
float STATE_UP = 2;
float STATE_DOWN = 3;
vector VEC_ORIGIN = '0 0 0';
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
float SVC_TEMPENTITY = 23;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
float SVC_SMALLKICK = 34;
float SVC_BIGKICK = 35;
float SVC_MUZZLEFLASH = 39;
float TE_SPIKE = 0;
float TE_SUPERSPIKE = 1;
float TE_GUNSHOT = 2;
float TE_EXPLOSION = 3;
float TE_TAREXPLOSION = 4;
float TE_LIGHTNING1 = 5;
float TE_LIGHTNING2 = 6;
float TE_WIZSPIKE = 7;
float TE_KNIGHTSPIKE = 8;
float TE_LIGHTNING3 = 9;
float TE_LAVASPLASH = 10;
float TE_TELEPORT = 11;
float TE_BLOOD = 12;
float TE_LIGHTNINGBLOOD = 13;
float IDLE1 = 3;
float IDLE2 = 4;
float IDLE3 = 5;
float IDLE4 = 6;
float IDLE5 = 7;
float IDLE6 = 8;
float IDLE7 = 9;
float IDLE8 = 10;
float IDLE9 = 11;
float IDLE10 = 12;
float IDLE1A = 13;
float IDLE2A = 14;
float IDLE3A = 15;
float IDLE4A = 16;
float IDLE5A = 17;
float IDLE6A = 18;
float IDLE7A = 19;
float IDLE8A = 20;
float IDLE9A = 21;
float IDLE10A = 22;
float DRAW1 = 23;
float DRAW2 = 24;
float DRAW3 = 25;
float DRAW4 = 26;
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;
float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
// update types
float UPDATE_GENERAL = 0;
float UPDATE_STATIC = 1;
float UPDATE_BINARY = 2;
float UPDATE_TEMP = 3;
// entity effects
//float EF_BRIGHTFIELD = 1;
//float EF_MUZZLEFLASH = 2;
float EF_BRIGHTLIGHT = 4;
float EF_DIMLIGHT = 8;
float EF_FLAG1 = 16;
float EF_FLAG2 = 32;
// GLQuakeWorld Stuff
float EF_BLUE = 64; // Blue Globe effect for Quad
float EF_RED = 128; // Red Globe effect for Pentagram
// messages
float MSG_BROADCAST = 0; // unreliable to all
float MSG_ONE = 1; // reliable to one (msg_entity)
float MSG_ALL = 2; // reliable to all
float MSG_INIT = 3; // write to the init string
float MSG_MULTICAST = 4; // for multicast() call
// message levels
float PRINT_LOW = 0; // pickup messages
float PRINT_MEDIUM = 1; // death messages
float PRINT_HIGH = 2; // critical messages
float PRINT_CHAT = 3; // also goes to chat console
// multicast sets
float MULTICAST_ALL = 0; // every client
float MULTICAST_PHS = 1; // within hearing
float MULTICAST_PVS = 2; // within sight
float MULTICAST_ALL_R = 3; // every client, reliable
float MULTICAST_PHS_R = 4; // within hearing, reliable
float MULTICAST_PVS_R = 5; // within sight, reliable
//================================================
//
// globals
//
float movedist;
string string_null; // null string, nothing should be held here
float empty_float;
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by T_Damage
entity damage_inflictor;
float framecount;
//
// cvars checked each frame
//
float teamplay;
float timelimit;
float fraglimit;
float deathmatch;
float coop;
float rj = 1;
//================================================
//
// world fields (FIXME: make globals)
//
.string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
//================================================
.string killtarget;
//
// quakeed fields
//
.float light_lev; // not used by game, but parsed by light util
.float style;
//
// monster ai
//
.void() th_stand;
.void() th_walk;
.void() th_run;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
float AS_MELEE = 3;
float AS_MISSILE = 4;
//
// player only fields
//
.float voided;
.float walkframe;
// Zoid Additions
.float maxspeed; // Used to set Maxspeed on a player
.float gravity; // Gravity Multiplier (0 to 1.0)
.float attack_finished;
.float pain_finished;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float rad_time;
.float fly_sound;
.float axhitme;
.float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
float POS_STAND = 0;
float POS_DUCK = 0;
float POS_PRONE = 0;
float blue_gadget;
float red_gadget;
float blue_weapon;
float red_weapon;
float blue_armor;
float red_armor;
.float ghost;
.float active;
.float class;
.float vote1;
.float vote2;
.float vote3;
.float vote4;
.float vote5;
.float vote6;
.float vote7;
.float override;
.entity track;
.float recharge;
.float processed;
.float current_slot;
.float attack;
.float position;
.float recoil;
.float ammo1;
.float ammo2;
.float mag1;
.float mag2;
.float maxmag1;
.float maxmag2;
.float critical;
.float helmet;
.float rtime;
.float regen;
.float rage;
.float ragetime;
.float action_points;
.float handgrenade;
.float grenadetype;
.float pcamera;
.float pcamera2;
.float equipment_state;
.float select;
.float grenade_hold;
.float grab;
.float vehicle;
.float slot1_weight;
.float slot2_weight;
.float armor_weight;
.float max_weight;
.float sneak;
.float rescued;
.float scale;
.float bandages;
.float scraps;
.float armor;
.float slot1;
.float slot2;
.float cycle1;
.float cycle2;
.float c4;
.float trait;
.float protect;
.float perk;
.float equipment;
.float chem;
.float chemcount;
.float buildtype;
.float ctimer;
.float flash;
.float oldteam;
.string ammotype1;
.string ammotype2;
.string deathsound;
.string currentmenu;
.entity friend;
.entity view2;
.vector oldorg;
//
// object stuff
//
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.float t_length, t_width;
//
// doors, etc
//
.vector dest, dest1, dest2;
.float wait; // time from firing to restarting
.float delay; // time from activation to firing
.entity trigger_field; // door's trigger entity
.string noise4;
//
// monsters
//
.float pausetime;
.entity movetarget;
//
// doors
//
.float aflag;
.float dmg; // damage done by door when hit
//
// misc
//
.float cnt; // misc flag
//
// subs
//
.void() think1;
.vector finaldest, finalangle;
//
// triggers
//
.float count; // for counting triggers
//
// plats / doors / buttons
//
.float lip;
.float state;
.vector pos1, pos2; // top and bottom positions
.float height;
//
// sounds
//
.float waitmin, waitmax;
.float distance;
.float volume;
//===========================================================================
//
// builtin functions
//
void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4;
// #5 was removed
void() break = #6;
float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent
// a forent of world is ignored
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity() checkclient = #17; // returns a client to look for
entity(entity start, .string fld, string match) find = #18;
string(string s) precache_sound = #19;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(float level, string s) bprint = #23;
void(entity client, float level, string s) sprint = #24;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
// #33 was removed
float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v
// #39 was removed
float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_*
// #42 was removed
float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector
float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents
// #48 was removed
void() ChangeYaw = #49; // turn towards self.ideal_yaw
// at self.yaw_speed
// #50 was removed
vector(vector v) vectoangles = #51;
//
// direct client message generation
//
void(float to, float f) WriteByte = #52;
void(float to, float f) WriteChar = #53;
void(float to, float f) WriteShort = #54;
void(float to, float f) WriteLong = #55;
void(float to, float f) WriteCoord = #56;
void(float to, float f) WriteAngle = #57;
void(float to, string s) WriteString = #58;
void(float to, entity s) WriteEntity = #59;
// several removed
void(float step) movetogoal = #67;
string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69;
void(string s) changelevel = #70;
//#71 was removed
void(string var, string val) cvar_set = #72; // sets cvar.value
void(entity client, string s) centerprint = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the
// values at level start
// for coop respawn
void(entity killer, entity killee) logfrag = #79; // add to stats
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
float(string s) stof = #81; // convert string to float
void(vector where, float set) multicast = #82; // sends the temp message to a set
// of clients, possibly in PVS or PHS
//============================================================================
//
// subs.qc
//
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
void() SUB_Null;
void() SUB_UseTargets;
void() SUB_Remove;
//
// combat.qc
//
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
float (entity e, float healamount, float ignore) T_Heal; // health function
float(entity targ, entity inflictor) CanDamage;

384
quakec/fallout2/demon.qc Normal file
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@ -0,0 +1,384 @@
/*
==============================================================================
DEMON
==============================================================================
*/
$cd id1/models/demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
//============================================================================
void(float side) Demon_Melee;
void() Demon_JumpTouch;
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};
void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_walk(8);
};
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);};
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);};
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);};
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);};
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);};
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);};
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);};
void() demon1_run1 =[ $run1, demon1_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_run(20);};
void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
void() demon1_jump1 =[ $leap1, demon1_jump2 ] {
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
ai_face();};
void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4 =[ $leap4, demon1_jump5 ]
{
ai_face();
self.touch = Demon_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 250';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
void() demon1_jump9 =[ $leap9, demon1_jump10 ] {};
void() demon1_jump10 =[ $leap10, demon1_jump1 ] {
self.nextthink = time + 3;
// if three seconds pass, assume demon is stuck and jump again
};
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
void() ClawSound =
{
local float r;
r = random();
if (r <= 0.33)
sound (self, CHAN_VOICE, "demon/attack1.wav", 1, ATTN_NORM);
else if (r <= 0.67)
sound (self, CHAN_VOICE, "demon/attack2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "demon/attack3.wav", 1, ATTN_NORM);
};
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {
ClawSound();
ai_charge(4);};
void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);};
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);};
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);};
void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);};
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);};
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);};
void() demon1_atta10 =[ $attacka10, demon1_atta11] {
ClawSound();
ai_charge(2);};
void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);};
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);};
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);};
void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);};
void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
void() demon1_pain6 =[ $pain6, demon1_run1 ] {};
void(entity attacker, float damage) demon1_pain =
{
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
self.pain_finished = time + 10;
sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
if (random()*200 > damage)
return; // didn't flinch
demon1_pain1 ();
};
void() demon1_die1 =[ $death1, demon1_die2 ] {
sound (self, CHAN_VOICE, "demon/death1.wav", 1, ATTN_NORM);};
void() demon1_die2 =[ $death2, demon1_die3 ] {};
void() demon1_die3 =[ $death3, demon1_die4 ] {};
void() demon1_die4 =[ $death4, demon1_die5 ] {};
void() demon1_die5 =[ $death5, demon1_die6 ] {};
void() demon1_die6 =[ $death6, demon1_die7 ]
{self.solid = SOLID_NOT;};
void() demon1_die7 =[ $death7, demon1_die8 ] {};
void() demon1_die8 =[ $death8, demon1_die9 ] {};
void() demon1_die9 =[ $death9, demon1_die9 ] {};
void() demon_die =
{
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "demon/death2.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
return;
}
// regular death
demon1_die1 ();
};
void() Demon_MeleeAttack =
{
demon1_atta1 ();
};
void() monster_demon1 =
{
precache_model ("progs/demon.mdl");
precache_model ("progs/h_demon.mdl");
precache_sound ("demon/dhit2.wav");
precache_sound ("demon/djump.wav");
precache_sound ("demon/dpain1.wav");
precache_sound ("demon/idle1.wav");
precache_sound ("demon/sight2.wav");
precache_sound ("demon/death1.wav");
precache_sound ("demon/death2.wav");
precache_sound ("demon/attack1.wav");
precache_sound ("demon/attack2.wav");
precache_sound ("demon/attack3.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 1200;
self.team = 3;
self.classname = "monster";
self.netname = "deathclaw";
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = Demon_MeleeAttack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
walkmonster_start();
};
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDemonMelee =
{
if (enemy_range == RANGE_MELEE)
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDemonJump
==============
*/
float() CheckDemonJump =
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return FALSE;
if (d > 200)
{
if (random() < 0.9)
return FALSE;
}
return TRUE;
};
float() DemonCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDemonJump ())
{
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
};
//===========================================================================
void(float side) Demon_Melee =
{
local float ldmg;
local vector delta;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
if (!CanDamage (self.enemy, self))
return;
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
ldmg = 10 + 5*random();
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
void() Demon_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 40 + 10*random();
ldmg = ldmg / 4;
T_Damage (other, self, self, ldmg);
T_Damage (other, self, self, ldmg);
T_Damage (other, self, self, ldmg);
T_Damage (other, self, self, ldmg);
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};

540
quakec/fallout2/dog.qc Normal file
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@ -0,0 +1,540 @@
/*
==============================================================================
DOG
==============================================================================
*/
$cd id1/models/dog
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
void() dog_leap1;
void() dog_run1;
/*
================
dog_bite
================
*/
void() Sniff;
void() dog_bite =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
self.goalentity = self.enemy;
ai_charge(10);
if (!CanDamage (self.enemy, self))
return;
delta = self.enemy.origin - self.origin;
if (vlen(delta) > (100*self.scale))
return;
ldmg = 8+random()*8;
if (self.classname == "robofang")
ldmg = 4+random()*4;
T_Damage (self.enemy, self, self, ldmg);
T_Damage (self.enemy, self, self, ldmg);
};
void() Dog_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
if (other.takedamage)
{
if ( vlen(self.velocity) > 300 )
{
ldmg = 10 + 10*random();
T_Damage (other, self, self, ldmg);
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = dog_leap1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = dog_run1;
self.nextthink = time + 0.1;
};
void() BackDown =
{
if (self.enemy == world && self.classname == "robofang")
{
self.goalentity = self.owner;
self.th_walk();
}
/*
if (self.enemy.team == self.team)
{
self.enemy = world;
self.goalentity = self.owner;
self.th_walk();
}*/
};
void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();};
void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();};
void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();
};
void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();};
void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();};
void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();};
void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();};
void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();};
void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();
Sniff();
BackDown();
};
void() dog_walk1 =[ $walk1 , dog_walk2 ] {
if (random() < 0.1)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
ai_walk(8);};
void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);};
void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);};
void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);};
void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);
Sniff();
BackDown();
};
void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);};
void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);};
void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);};
void() Sniff =
{
local entity te;
local float x;
if (self.classname != "robofang")
return;
x = 20;
te = findradius (self.origin, 500);
while (te)
{
if (te.classname == "monster" && te.enemy == self.owner)
{
if (self.rtime < time)
sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
self.rtime = time + 5;
self.enemy = te;
FoundTarget();
return;
}
te = te.chain;
}
};
void() dog_run1 =[ $run1 , dog_run2 ] {
Sniff();
BackDown();
if (random() < 0.2)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
ai_run(16);};
void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);};
void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);};
void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);};
void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);};
void() dog_run6 =[ $run6 , dog_run7 ] {
if (self.enemy == self.owner)
self.enemy = self.enemy.enemy;
ai_run(32);};
void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);};
void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);};
void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);};
void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);};
void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);};
void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);};
void() dog_atta1 =[ $attack1, dog_atta2 ] {
ai_charge(10);};
void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);};
void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);};
void() dog_atta4 =[ $attack4, dog_atta5 ] {
sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
dog_bite();};
void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);};
void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);};
void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);};
void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);};
void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();};
void() dog_leap2 =[ $leap2, dog_leap3 ]
{
ai_face();
self.touch = Dog_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 300 + '0 0 200';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() dog_leap3 =[ $leap3, dog_leap4 ] {};
void() dog_leap4 =[ $leap4, dog_leap5 ] {};
void() dog_leap5 =[ $leap5, dog_leap6 ] {};
void() dog_leap6 =[ $leap6, dog_leap7 ] {};
void() dog_leap7 =[ $leap7, dog_leap8 ] {};
void() dog_leap8 =[ $leap8, dog_leap9 ] {};
void() dog_leap9 =[ $leap9, dog_leap9 ] {};
void() dog_pain1 =[ $pain1 , dog_pain2 ] {};
void() dog_pain2 =[ $pain2 , dog_pain3 ] {};
void() dog_pain3 =[ $pain3 , dog_pain4 ] {};
void() dog_pain4 =[ $pain4 , dog_pain5 ] {};
void() dog_pain5 =[ $pain5 , dog_pain6 ] {};
void() dog_pain6 =[ $pain6 , dog_run1 ] {};
void() dog_painb1 =[ $painb1 , dog_painb2 ] {};
void() dog_painb2 =[ $painb2 , dog_painb3 ] {};
void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);};
void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);};
void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);};
void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);};
void() dog_painb7 =[ $painb7 , dog_painb8 ] {};
void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);};
void() dog_painb9 =[ $painb9 , dog_painb10 ] {};
void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);};
void() dog_painb11 =[ $painb11 , dog_painb12 ] {};
void() dog_painb12 =[ $painb12 , dog_painb13 ] {};
void() dog_painb13 =[ $painb13 , dog_painb14 ] {};
void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
void() dog_painb16 =[ $painb16 , dog_run1 ] {};
void() dog_pain =
{
sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
if (random() > 0.5)
dog_pain1 ();
else
dog_painb1 ();
};
void() dog_die1 =[ $death1, dog_die2 ] {};
void() dog_die2 =[ $death2, dog_die3 ] {};
void() dog_die3 =[ $death3, dog_die4 ] {};
void() dog_die4 =[ $death4, dog_die5 ] {};
void() dog_die5 =[ $death5, dog_die6 ] {};
void() dog_die6 =[ $death6, dog_die7 ] {};
void() dog_die7 =[ $death7, dog_die8 ] {};
void() dog_die8 =[ $death8, dog_die9 ] {
self.solid = SOLID_NOT;
};
void() dog_die9 =[ $death9, dog_die9 ] {};
void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {};
void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {};
void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {};
void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {};
void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {};
void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {};
void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {};
void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {
self.solid = SOLID_NOT;
};
void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {};
void () woof_pain =
{
if (self.frame == 26)
{
self.frame = 27;
self.health = 180;
self.think = dog_die1;
self.nextthink = time + 0.12;
}
else
{
ThrowGib2 ("progs/zom_gib.mdl", -35);
self.frame = 26;
self.health = 180;
self.think = dog_dieb1;
self.nextthink = time + 0.12;
}
self.attack = self.attack + 1;
if (self.attack >= 4)
{
if (random()*4 <= 2)
sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "dog/death2.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_dog.mdl", -30);
ThrowGib ("progs/gib1.mdl", -30);
ThrowGib ("progs/gib2.mdl", -30);
ThrowGib ("progs/gib3.mdl", -30);
ThrowGib2 ("progs/zom_gib.mdl", -45);
ThrowGib2 ("progs/zom_gib.mdl", -45);
}
};
void (vector stuff) spawn_live_dog =
{
local entity dog;
local entity te;
dog = spawn ();
dog.origin = stuff;
dog.enemy = world;
dog.attack_finished = time + 10;
dog.solid = SOLID_SLIDEBOX;
dog.movetype = MOVETYPE_STEP;
dog.takedamage = DAMAGE_YES;
setmodel (dog, "progs/dog.mdl");
setsize (dog, VEC_HULL_MIN, '16 16 40');
dog.classname = "body";
dog.netname = "dead";
dog.health = 180;
dog.max_health = dog.health;
dog.th_pain = woof_pain;
dog.think = woof_pain;
dog.nextthink = time + 0.05;
};
void () dog_die =
{
if (self.enemy.classname == "player")
self.enemy.frags = self.enemy.frags + 1;
if (self.health < -35)
{
self.solid = SOLID_NOT;
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
dog_die1 ();
}
else
{
sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
self.solid = SOLID_NOT;
spawn_live_dog(self.origin);
remove(self);
}
};
//============================================================================
/*
==============
CheckDogMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDogMelee =
{
if (enemy_range == RANGE_MELEE)
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDogJump
==============
*/
float() CheckDogJump =
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 80)
return FALSE;
if (d > 150)
return FALSE;
return TRUE;
};
float() DogCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDogMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDogJump ())
{
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
};
//===========================================================================
void() monster_dog =
{
precache_model ("progs/h_dog.mdl");
precache_model ("progs/dog.mdl");
precache_sound ("dog/dattack1.wav");
precache_sound ("dog/ddeath.wav");
precache_sound ("dog/death2.wav");
precache_sound ("dog/dpain1.wav");
precache_sound ("dog/dsight.wav");
precache_sound ("dog/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/dog.mdl");
setsize (self, '-24 -24 -24', '24 24 24');
self.health = 75;
self.scale = 1;
self.team = 3;
self.takedamage = DAMAGE_YES;
self.classname = "monster";
self.netname = "radwolf";
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = dog_die;
self.th_melee = dog_atta1;
walkmonster_start();
};
void (vector org) spawn_dog =
{
local entity dog, oself;
local entity te;
makevectors (self.v_angle);
org = ((org + (v_forward * 96)) + (v_up * 72));
self.impulse = 0;
te = findradius (org, 80);
while (te)
{
if (te.classname == "player" && te.health > 0)
return;
te = te.chain;
}
dog = spawn();
oself = self;
self = dog;
self.scale = 1;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/dog.mdl");
setorigin(self, org);
setsize (self, '-24 -24 -24', '24 24 24');
self.health = 150;
self.helmet = 1;
self.armortype = 0.3;
self.takedamage = DAMAGE_YES;
self.classname = "robofang";
self.netname = "robofang";
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = station_die;
self.th_melee = dog_atta1;
self.think = self.th_walk;
self.owner = oself;
self.track = oself;
self.nextthink = time + 0.1;
walkmonster_start();
self = oself;
};

735
quakec/fallout2/doors.qc Normal file
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float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
void () door_go_down;
void () door_go_up;
void () door_blocked =
{
T_Damage (other, self, self, self.dmg);
if ((self.wait >= MULTICAST_ALL))
{
if ((self.state == STATE_DOWN))
{
door_go_up ();
}
else
{
door_go_down ();
}
}
};
void () door_hit_top =
{
sound (self, (CHAN_NO_PHS_ADD + CHAN_VOICE), self.noise1, DOOR_START_OPEN, ATTN_NORM);
self.state = STATE_TOP;
if ((self.spawnflags & DOOR_TOGGLE))
{
return;
}
if (self.owner.rtime == 0)
{
self.think = door_go_down;
self.nextthink = (self.ltime + self.wait);
}
};
void () door_hit_bottom =
{
sound (self, (CHAN_NO_PHS_ADD + CHAN_VOICE), self.noise1, DOOR_START_OPEN, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void () door_go_down =
{
sound (self, CHAN_VOICE, self.noise2, DOOR_START_OPEN, ATTN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
};
void () door_go_up =
{
if (self.state == STATE_UP)
return; // allready going up
if (self.state == STATE_TOP)
{ // reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
SUB_UseTargets();
};
void () door_fire =
{
local entity oself;
local entity starte;
if ((self.owner != self))
{
objerror ("door_fire: self.owner != self");
}
if (self.items)
{
sound (self, CHAN_VOICE, self.noise4, DOOR_START_OPEN, ATTN_NORM);
}
self.message = string_null;
oself = self;
if ((self.spawnflags & DOOR_TOGGLE))
{
if (((self.state == STATE_UP) || (self.state == STATE_TOP)))
{
starte = self;
do
{
door_go_down ();
self = self.enemy;
} while (((self != starte) && (self != world)));
self = oself;
return;
}
}
starte = self;
do
{
door_go_up ();
self = self.enemy;
} while (((self != starte) && (self != world)));
self = oself;
};
void () door_use =
{
local entity oself;
self.message = "";
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire ();
self = oself;
};
void () door_trigger_touch =
{
if ((other.health <= MULTICAST_ALL))
{
return;
}
if ((time < self.attack_finished))
{
return;
}
self.attack_finished = (time + DOOR_START_OPEN);
activator = other;
self = self.owner;
door_use ();
};
void () door_killed =
{
local entity oself;
oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
door_use ();
self = oself;
};
void () OpenDoorBeep =
{
local float r;
local string stuff;
r = range (self.enemy);
if (r != RANGE_MELEE)
{
self.think = OpenDoorBeep;
self.nextthink = time + 0.5;
return;
}
if (random()*3<1)
sound (self, CHAN_BODY, "misc/build1.wav", 1, ATTN_NORM);
else if (random()*3<2)
sound (self, CHAN_BODY, "misc/build2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/build3.wav", 1, ATTN_NORM);
self.think = OpenDoorBeep;
self.nextthink = time + 0.5;
self.owner.owner.rtime = self.owner.owner.rtime + 1;
self.frame = floor ((self.owner.owner.rtime / 12) * 7);
if (self.owner.owner.rtime >= 12)
{
sound (self, CHAN_BODY, "misc/basekey.wav", 1, ATTN_NORM);
self.think = SUB_Remove;
self.nextthink = time + 1;
return;
}
};
void (entity portal, entity toucher) SpawnOpenDoor =
{
local entity open, oself;
open = spawn();
setorigin (open, toucher.origin + '0 0 48');
setmodel (open, "progs/hbar.spr");
setsize (open, VEC_ORIGIN, VEC_ORIGIN);
open.think = OpenDoorBeep;
open.nextthink = time + 1;
open.enemy = toucher;
open.owner = portal;
};
void () door_touch =
{
local float x;
local string stuff;
if (other.classname != "player")
return;
if (self.owner.attack_finished > time)
return;
if (self.state != STATE_BOTTOM)
return;
if (self.size_y > 64 && self.size_x > 64)
return;
self.owner.attack_finished = (time + WEAPON_ROCKET);
if ((self.owner.message != ""))
{
centerprint (other, self.owner.message);
sound (other, CHAN_VOICE, "misc/talk.wav", DOOR_START_OPEN, ATTN_NORM);
}
if (!self.items)
return;
if (self.owner.rtime > 0 && self.owner.rtime < 12)
return;
if ((self.size_z <= 160) && self.owner.rtime == 0 && self.items & other.items != self.items)
{
if (self.size_y <= 128 && self.size_x <= 128)
{
if (other.class == 6)
{
SpawnOpenDoor(self, other);
return;
}
if (self.owner.items == IT_KEY1)
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
if (self.owner.items == IT_KEY2)
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
return;
}
}
if (self.owner.rtime >= 12)
{
door_use ();
return;
}
door_use ();
};
entity (vector fmins, vector fmaxs) spawn_field =
{
local entity trigger;
local vector t1;
local vector t2;
trigger = spawn ();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
t1 = fmins;
t2 = fmaxs;
setsize (trigger, (t1 - '60 60 8'), (t2 + '60 60 8'));
return (trigger);
};
float (entity e1, entity e2) EntitiesTouching =
{
if ((e1.mins_x > e2.maxs_x))
{
return (FALSE);
}
if ((e1.mins_y > e2.maxs_y))
{
return (FALSE);
}
if ((e1.mins_z > e2.maxs_z))
{
return (FALSE);
}
if ((e1.maxs_x < e2.mins_x))
{
return (FALSE);
}
if ((e1.maxs_y < e2.mins_y))
{
return (FALSE);
}
if ((e1.maxs_z < e2.mins_z))
{
return (FALSE);
}
return (TRUE);
};
void () LinkDoors =
{
local entity t;
local entity starte;
local vector cmins;
local vector cmaxs;
if (self.enemy)
{
return;
}
if ((self.spawnflags & DOOR_DONT_LINK))
{
self.enemy = self;
self.owner = self;
return;
}
cmins = self.mins;
cmaxs = self.maxs;
starte = self;
t = self;
do
{
self.owner = starte;
if (self.health)
{
starte.health = self.health;
}
if (self.targetname)
{
starte.targetname = self.targetname;
}
if ((self.message != ""))
{
starte.message = self.message;
}
t = find (t, classname, self.classname);
if (!t)
{
self.enemy = starte;
self = self.owner;
if (self.health)
{
return;
}
if (self.targetname)
{
return;
}
if (self.items)
{
return;
}
self.owner.trigger_field = spawn_field (cmins, cmaxs);
return;
}
if (EntitiesTouching (self, t))
{
if (t.enemy)
{
objerror ("cross connected doors");
}
self.enemy = t;
self = t;
if ((t.mins_x < cmins_x))
{
cmins_x = t.mins_x;
}
if ((t.mins_y < cmins_y))
{
cmins_y = t.mins_y;
}
if ((t.mins_z < cmins_z))
{
cmins_z = t.mins_z;
}
if ((t.maxs_x > cmaxs_x))
{
cmaxs_x = t.maxs_x;
}
if ((t.maxs_y > cmaxs_y))
{
cmaxs_y = t.maxs_y;
}
if ((t.maxs_z > cmaxs_z))
{
cmaxs_z = t.maxs_z;
}
}
} while (DOOR_START_OPEN);
};
void () func_door =
{
local float r;
if ((world.worldtype == MULTICAST_ALL))
{
precache_sound ("doors/medtry.wav");
precache_sound ("doors/meduse.wav");
self.noise3 = "doors/medtry.wav";
self.noise4 = "doors/meduse.wav";
}
else
{
if ((world.worldtype == DOOR_START_OPEN))
{
precache_sound ("doors/runetry.wav");
precache_sound ("doors/runeuse.wav");
self.noise3 = "doors/runetry.wav";
self.noise4 = "doors/runeuse.wav";
}
else
{
if ((world.worldtype == WEAPON_ROCKET))
{
precache_sound ("doors/basetry.wav");
precache_sound ("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
}
else
{
dprint ("no worldtype set!\n");
}
}
}
if ((self.sounds == MULTICAST_ALL))
{
precache_sound ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = "misc/null.wav";
self.noise2 = "misc/null.wav";
}
if ((self.sounds == DOOR_START_OPEN))
{
precache_sound ("doors/drclos4.wav");
precache_sound ("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
if ((self.sounds == WEAPON_ROCKET))
{
precache_sound ("doors/hydro1.wav");
precache_sound ("doors/hydro2.wav");
self.noise2 = "doors/hydro1.wav";
self.noise1 = "doors/hydro2.wav";
}
if ((self.sounds == AS_MELEE))
{
precache_sound ("doors/stndr1.wav");
precache_sound ("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
if ((self.sounds == DOOR_DONT_LINK))
{
precache_sound ("doors/ddoor1.wav");
precache_sound ("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
SetMovedir ();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if (coop == 0)
{
if ((self.spawnflags & DOOR_SILVER_KEY))
self.items = IT_KEY1;
if ((self.spawnflags & DOOR_GOLD_KEY))
self.items = IT_KEY2;
}
if (coop == 1)
{
r = random()*10;
if (r <= 7)
self.items = IT_KEY1;
else
self.items = IT_KEY2;
}
if (!self.speed)
{
self.speed = 100;
}
if (!self.wait)
{
self.wait = AS_MELEE;
}
if (!self.lip)
{
self.lip = DOOR_GOLD_KEY;
}
if (!self.dmg)
{
self.dmg = WEAPON_ROCKET;
}
self.pos1 = self.origin;
self.pos2 = (self.pos1 + (self.movedir * (fabs ((self.movedir * self.size)) - self.lip)));
if ((self.spawnflags & DOOR_START_OPEN))
{
setorigin (self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if (self.health)
{
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
self.touch = door_touch;
self.think = LinkDoors;
self.nextthink = (self.ltime + 0.1);
};
void () fd_secret_move1;
void () fd_secret_move2;
void () fd_secret_move3;
void () fd_secret_move4;
void () fd_secret_move5;
void () fd_secret_move6;
void () fd_secret_done;
float SECRET_OPEN_ONCE = 1;
float SECRET_1ST_LEFT = 2;
float SECRET_1ST_DOWN = 4;
float SECRET_NO_SHOOT = 8;
float SECRET_YES_SHOOT = 16;
void () fd_secret_use =
{
local float temp;
self.health = 10000;
if ((self.origin != self.oldorigin))
{
return;
}
self.message = string_null;
SUB_UseTargets ();
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
self.th_pain = SUB_Null;
self.takedamage = DAMAGE_NO;
}
self.velocity = VEC_ORIGIN;
sound (self, CHAN_VOICE, self.noise1, SECRET_OPEN_ONCE, ATTN_NORM);
self.nextthink = (self.ltime + 0.1);
temp = (SECRET_OPEN_ONCE - (self.spawnflags & SECRET_1ST_LEFT));
makevectors (self.mangle);
if (!self.t_width)
{
if ((self.spawnflags & SECRET_1ST_DOWN))
{
self.t_width = fabs ((v_up * self.size));
}
else
{
self.t_width = fabs ((v_right * self.size));
}
}
if (!self.t_length)
{
self.t_length = fabs ((v_forward * self.size));
}
if ((self.spawnflags & SECRET_1ST_DOWN))
{
self.dest1 = (self.origin - (v_up * self.t_width));
}
else
{
self.dest1 = (self.origin + (v_right * (self.t_width * temp)));
}
self.dest2 = (self.dest1 + (v_forward * self.t_length));
SUB_CalcMove (self.dest1, self.speed, fd_secret_move1);
sound (self, CHAN_VOICE, self.noise2, SECRET_OPEN_ONCE, ATTN_NORM);
};
void () fd_secret_move1 =
{
self.nextthink = (self.ltime + SECRET_OPEN_ONCE);
self.think = fd_secret_move2;
sound (self, CHAN_VOICE, self.noise3, SECRET_OPEN_ONCE, ATTN_NORM);
};
void () fd_secret_move2 =
{
sound (self, CHAN_VOICE, self.noise2, SECRET_OPEN_ONCE, ATTN_NORM);
SUB_CalcMove (self.dest2, self.speed, fd_secret_move3);
};
void () fd_secret_move3 =
{
sound (self, CHAN_VOICE, self.noise3, SECRET_OPEN_ONCE, ATTN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE))
{
self.nextthink = (self.ltime + self.wait);
self.think = fd_secret_move4;
}
};
void () fd_secret_move4 =
{
sound (self, CHAN_VOICE, self.noise2, SECRET_OPEN_ONCE, ATTN_NORM);
SUB_CalcMove (self.dest1, self.speed, fd_secret_move5);
};
void () fd_secret_move5 =
{
self.nextthink = (self.ltime + SECRET_OPEN_ONCE);
self.think = fd_secret_move6;
sound (self, CHAN_VOICE, self.noise3, SECRET_OPEN_ONCE, ATTN_NORM);
};
void () fd_secret_move6 =
{
sound (self, CHAN_VOICE, self.noise2, SECRET_OPEN_ONCE, ATTN_NORM);
SUB_CalcMove (self.oldorigin, self.speed, fd_secret_done);
};
void () fd_secret_done =
{
if ((!self.targetname || (self.spawnflags & SECRET_YES_SHOOT)))
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
sound (self, (CHAN_NO_PHS_ADD + CHAN_VOICE), self.noise3, SECRET_OPEN_ONCE, ATTN_NORM);
};
void () secret_blocked =
{
if ((time < self.attack_finished))
{
return;
}
self.attack_finished = (time + 0.5);
T_Damage (other, self, self, self.dmg);
};
void () secret_touch =
{
if ((other.classname != "player"))
{
return;
}
if ((self.attack_finished > time))
{
return;
}
self.attack_finished = (time + SECRET_1ST_LEFT);
if (self.message)
{
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", SECRET_OPEN_ONCE, ATTN_NORM);
}
};
void () func_door_secret =
{
if ((self.sounds == MULTICAST_ALL))
{
self.sounds = AS_MELEE;
}
if ((self.sounds == SECRET_OPEN_ONCE))
{
precache_sound ("doors/latch2.wav");
precache_sound ("doors/winch2.wav");
precache_sound ("doors/drclos4.wav");
self.noise1 = "doors/latch2.wav";
self.noise2 = "doors/winch2.wav";
self.noise3 = "doors/drclos4.wav";
}
if ((self.sounds == SECRET_1ST_LEFT))
{
precache_sound ("doors/airdoor1.wav");
precache_sound ("doors/airdoor2.wav");
self.noise2 = "doors/airdoor1.wav";
self.noise1 = "doors/airdoor2.wav";
self.noise3 = "doors/airdoor2.wav";
}
if ((self.sounds == AS_MELEE))
{
precache_sound ("doors/basesec1.wav");
precache_sound ("doors/basesec2.wav");
self.noise2 = "doors/basesec1.wav";
self.noise1 = "doors/basesec2.wav";
self.noise3 = "doors/basesec2.wav";
}
if (!self.dmg)
{
self.dmg = SECRET_1ST_LEFT;
}
self.mangle = self.angles;
self.angles = VEC_ORIGIN;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel (self, self.model);
setorigin (self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if ((!self.targetname || (self.spawnflags & SECRET_YES_SHOOT)))
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
}
self.oldorigin = self.origin;
if (!self.wait)
{
self.wait = MULTICAST_PVS_R;
}
};

394
quakec/fallout2/enforcer.qc Normal file
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@ -0,0 +1,394 @@
/*
==============================================================================
SOLDIER / PLAYER
==============================================================================
*/
$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() enforcer_fire =
{
local vector org;
makevectors (self.angles);
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
};
void (float var, float dam) enforcer_single =
{
local vector src;
local vector dir;
local vector direction;
local entity en;
local float var;
local float r;
local vector targ;
local vector org;
local vector org2;
local float zdif;
local float ydif;
local float xdif;
local float true;
local float zdif;
if (self.enemy.sneak == 1)
var = var * 2;
if (self.mag1 == 0)
{
sound (self, CHAN_WEAPON, "weapons/reload.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
enf_reload1();
self.mag1 = self.maxmag1;
return;
}
self.mag1 = self.mag1 - 1;
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()*var + v_up*crandom()*var, FALSE, self);
if (trace_fraction == PLAT_LOW_TRIGGER)
return;
if (trace_ent.takedamage)
{
SpawnBlood (org, PLAT_LOW_TRIGGER);
dam = dam + random()*dam;
dam = dam * (1 - (trace_fraction));
T_Damage (trace_ent, self, self, dam);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
}
};
//============================================================================
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);};
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);};
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);};
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);};
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(400, 16);};
void() enf_burst2 =[ $attack6, enf_burst3 ] {enforcer_single(400, 16);ai_face();};
void() enf_burst3 =[ $attack5, enf_burst4 ] {enforcer_single(400, 16);};
void() enf_burst4 =[ $attack6, enf_burst5 ] {enforcer_single(450, 16);ai_face();};
void() enf_burst5 =[ $attack5, enf_burst6 ] {enforcer_single(450, 16);};
void() enf_burst6 =[ $attack6, enf_burst7 ] {enforcer_single(500, 16);ai_face();};
void() enf_burst7 =[ $attack5, enf_burst8 ] {enforcer_single(550, 16);};
void() enf_burst8 =[ $attack4, enf_burst9 ] {enforcer_single(600, 16);ai_face();};
void() enf_burst9 =[ $attack3, enf_burst10 ] {ai_face();};
void() enf_burst10 =[ $attack2, enf_run1 ] {ai_face();};
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 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);};
void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(2);};
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(3);};
void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(5);};
void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(5);};
void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(5);};
void() enf_die13 =[ $death13, enf_die14 ] {};
void() enf_die14 =[ $death14, enf_die14 ] {};
void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] {
};
void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {};
void() enf_fdie3 =[ $fdeath3, enf_fdie4 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
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 ] {};
void() enf_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
if (random() > 0.5)
enf_die1 ();
else
enf_fdie1 ();
return;
}
// regular death
sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM);
if (random() > 0.5)
enf_die1 ();
else
enf_fdie1 ();
};
void () enforcer_assault_rifle =
{
local float r;
r = range (self.enemy);
if (r == RANGE_FAR || r == RANGE_MID)//single shot at range
{
if (self.weapon == 5)
sound (self, CHAN_WEAPON, "weapons/ak112.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
if (self.weapon == 6)
sound (self, CHAN_WEAPON, "weapons/ak47.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
enforcer_single(200, 18);
}
if (r == RANGE_NEAR || r == RANGE_MELEE)//open up when close
{
if (self.weapon == 5)
sound (self, CHAN_WEAPON, "weapons/auto.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
if (self.weapon == 6)
sound (self, CHAN_WEAPON, "weapons/auto2.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
enf_burst1();
}
};
void() monster_enforcer =
{
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.armor = 5;
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;
self.weapon = 6;
self.th_missile = enf_atk1;
self.mag1 = 24;
self.maxmag1 = self.mag1;
walkmonster_start();
return;
};

401
quakec/fallout2/fight.qc Normal file
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/*
A monster is in fight mode if it thinks it can effectively attack its
enemy.
When it decides it can't attack, it goes into hunt mode.
*/
void() knight_atk1;
void() knight_runatk1;
float() DemonCheckAttack;
float(float v) anglemod;
void(vector dest) ChooseTurn;
void() ai_face;
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
void() knight_attack =
{
local float len;
// decide if now is a good swing time
len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs));
if (len<80)
knight_atk1 ();
else
knight_runatk1 ();
};
//=============================================================================
/*
===========
CheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() CheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_ent != targ)
return FALSE; // don't have a clear shot
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (enemy_range == RANGE_MELEE)
{ // melee attack
if (self.th_melee)
{
if (self.classname == "monster_knight")
knight_attack ();
else
self.th_melee ();
return TRUE;
}
}
// missile attack
if (!self.th_missile)
return FALSE;
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
if (enemy_range == RANGE_MELEE)
{
chance = 0.9;
self.attack_finished = 0;
}
else if (enemy_range == RANGE_NEAR)
{
if (self.th_melee)
chance = 0.2;
else
chance = 0.4;
}
else if (enemy_range == RANGE_MID)
{
if (self.th_melee)
chance = 0.05;
else
chance = 0.1;
}
else
chance = 0;
if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (2*random());
return TRUE;
}
return FALSE;
};
/*
=============
ai_face
Stay facing the enemy
=============
*/
void() ai_face =
{
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw ();
};
/*
=============
ai_charge
The monster is in a melee attack, so get as close as possible to .enemy
=============
*/
float (entity targ) visible;
float(entity targ) infront;
float(entity targ) range;
void(float d) ai_charge =
{
ai_face ();
movetogoal (d); // done in C code...
};
void() ai_charge_side =
{
local vector dtemp;
local float heading;
// aim to the left of the enemy for a flyby
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw ();
makevectors (self.angles);
dtemp = self.enemy.origin - 30*v_right;
heading = vectoyaw(dtemp - self.origin);
walkmove(heading, 20);
};
/*
=============
ai_melee
=============
*/
void() ai_melee =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return; // removed before stroke
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 60)
return;
ldmg = (random() + random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};
void() ai_melee_side =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return; // removed before stroke
ai_charge_side();
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 60)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = (random() + random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};
//=============================================================================
/*
===========
SoldierCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() SoldierCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
return FALSE; // don't have a clear shot
// missile attack
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
if (enemy_range == RANGE_MELEE)
chance = 0.9;
else if (enemy_range == RANGE_NEAR)
chance = 0.4;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;
if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (1 + random());
if (random() < 0.3)
self.lefty = !self.lefty;
return TRUE;
}
return FALSE;
};
//=============================================================================
/*
===========
ShamCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() ShamCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;
if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
if (vlen(spot1 - spot2) > 600)
return FALSE;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}
// missile attack
if (enemy_range == RANGE_FAR)
return FALSE;
self.attack_state = AS_MISSILE;
SUB_AttackFinished (2 + 2*random());
return TRUE;
};
//============================================================================
/*
===========
OgreCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() OgreCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}
// missile attack
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
else if (enemy_range == RANGE_NEAR)
chance = 0.10;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;
self.attack_state = AS_MISSILE;
SUB_AttackFinished (1 + 2*random());
return TRUE;
};

220
quakec/fallout2/hos.qc Normal file
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void (float xx) hos_forward;
void () hos_stand1 = [ 11, hos_stand2 ]
{
};
void () hos_stand2 = [ 12, hos_stand3 ]
{
};
void () hos_stand3 = [ 13, hos_stand4 ]
{
};
void () hos_stand4 = [ 14, hos_stand5 ]
{
};
void () hos_stand5 = [ 15, hos_stand1 ]
{
};
void () hos_run1 = [ 0, hos_run2 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_run2 = [ 1, hos_run3 ]
{
hos_forward (AS_MELEE);
};
void () hos_run3 = [ 2, hos_run4 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_run4 = [ 3, hos_run5 ]
{
hos_forward (AS_MELEE);
};
void () hos_run5 = [ 4, hos_run6 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_run6 = [ 5, hos_run1 ]
{
hos_forward (AS_MELEE);
};
void () hos_walk1 = [ 16, hos_walk2 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_walk2 = [ 17, hos_walk3 ]
{
hos_forward (AS_MELEE);
};
void () hos_walk3 = [ 18, hos_walk4 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_walk4 = [ 19, hos_walk5 ]
{
hos_forward (AS_MELEE);
};
void () hos_walk5 = [ 20, hos_walk6 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_walk6 = [ 21, hos_walk7 ]
{
hos_forward (AS_MELEE);
};
void () hos_walk7 = [ 22, hos_walk8 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_walk8 = [ 23, hos_walk9 ]
{
hos_forward (AS_MELEE);
};
void () hos_walk9 = [ 24, hos_walk10 ]
{
hos_forward (MULTICAST_PVS_R);
};
void () hos_walk10 = [ 25, hos_walk1 ]
{
hos_forward (AS_MELEE);
};
void () hos_deatha1 = [ 6, hos_deatha2 ]
{
};
void () hos_deatha2 = [ 7, hos_deatha3 ]
{
};
void () hos_deatha3 = [ 8, hos_deatha4 ]
{
};
void () hos_deatha4 = [ 9, hos_deatha5 ]
{
};
void () hos_deatha5 = [ 10, hos_deatha5 ]
{
};
void (float xx) hos_forward =
{
local vector dir;
local float rng;
local entity te;
local string qqq;
local float qq;
local float dir1;
local float dir2;
self.movetype = MOVETYPE_STEP;
if ((self.cnt == MULTICAST_ALL))
{
return;
}
self.goalentity = self.friend;
if ((vlen ((self.origin - self.goalentity.origin)) > 96))
{
movetogoal ((SECRET_1ST_DOWN * xx));
self.angles = vectoangles ((self.goalentity.origin - self.origin));
traceline (self.origin, ((self.origin + (v_right * SVC_BIGKICK)) + (v_forward * 90)), FALSE, self);
dir1 = trace_fraction;
traceline (self.origin, ((self.origin + (v_right * 50)) + (v_forward * 90)), FALSE, self);
dir1 = (dir1 + trace_fraction);
traceline (self.origin, ((self.origin + (v_right * 70)) + (v_forward * 90)), FALSE, self);
dir1 = (dir1 + trace_fraction);
traceline (self.origin, ((self.origin + (v_right * 90)) + (v_forward * 90)), FALSE, self);
dir1 = (dir1 + trace_fraction);
traceline (self.origin, ((self.origin + (v_right * 110)) + (v_forward * 90)), FALSE, self);
dir1 = (dir1 + trace_fraction);
traceline (self.origin, ((self.origin - (v_right * SVC_BIGKICK)) + (v_forward * 90)), FALSE, self);
dir2 = trace_fraction;
traceline (self.origin, ((self.origin - (v_right * 50)) + (v_forward * 90)), FALSE, self);
dir2 = (dir2 + trace_fraction);
traceline (self.origin, ((self.origin - (v_right * 70)) + (v_forward * 90)), FALSE, self);
dir2 = (dir2 + trace_fraction);
traceline (self.origin, ((self.origin - (v_right * 90)) + (v_forward * 90)), FALSE, self);
dir2 = (dir2 + trace_fraction);
traceline (self.origin, ((self.origin - (v_right * 110)) + (v_forward * 90)), FALSE, self);
dir2 = (dir2 + trace_fraction);
if ((self.oldorg == self.origin))
{
if ((dir1 > dir2))
{
self.angles_y = (self.angles_y - ((AS_MELEE * random ()) * SVC_INTERMISSION));
}
else
{
if ((dir2 > dir1))
{
self.angles_y = (self.angles_y + ((AS_MELEE * random ()) * SVC_INTERMISSION));
}
else
{
self.oldorg = (self.oldorg + '0 0 1');
}
}
walkmove (self.angles_y, (SECRET_1ST_DOWN * xx));
}
}
if ((vlen ((self.origin - self.goalentity.origin)) < IT_LIGHTNING))
{
self.angles = vectoangles ((self.goalentity.origin - self.origin));
walkmove (self.angles_y, (-7 * xx));
}
if ((self.friend.team == PLAT_LOW_TRIGGER))
{
te = find (world, classname, "buyzone1");
}
if ((self.friend.team == SILENT))
{
te = find (world, classname, "buyzone2");
}
while (te)
{
rng = range (te);
if (((rng <= RANGE_NEAR) && (self.rescued == MULTICAST_ALL)))
{
sound (self, CHAN_BODY, "misc/rescued.wav", PLAT_LOW_TRIGGER, ATTN_NONE);
te = find (world, classname, "hostage");
while (te)
{
if (((te.health > MULTICAST_ALL) && (te.rescued == MULTICAST_ALL)))
{
qq = (qq + PLAT_LOW_TRIGGER);
}
te = find (te, classname, "hostage");
}
self.rescued = PLAT_LOW_TRIGGER;
qqq = ftos ((qq - PLAT_LOW_TRIGGER));
bprint (SILENT, qqq);
bprint (SILENT, " hostages left\n");
setorigin (self, (self.origin - '0 0 512'));
}
te = find (te, classname, "buyzone");
}
self.oldorg = self.origin;
};

1660
quakec/fallout2/items.qc Normal file

File diff suppressed because it is too large Load diff

267
quakec/fallout2/knight.qc Normal file
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/*
==============================================================================
KNIGHT
==============================================================================
*/
$cd id1/models/knight
$origin 0 0 24
$base base
$skin badass3
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
//frame runc1 runc2 runc3 runc4 runc5 runc6
$frame runattack1 runattack2 runattack3 runattack4 runattack5
$frame runattack6 runattack7 runattack8 runattack9 runattack10
$frame runattack11
$frame pain1 pain2 pain3
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
$frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
$frame walk10 walk11 walk12 walk13 walk14
$frame kneel1 kneel2 kneel3 kneel4 kneel5
$frame standing2 standing3 standing4 standing5
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9 deathb10 deathb11
void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();};
void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();};
void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();};
void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();};
void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();};
void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();};
void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();};
void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();};
void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();};
void() knight_walk1 =[ $walk1, knight_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_walk(3);};
void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);};
void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);};
void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);};
void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);};
void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);};
void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);};
void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);};
void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);};
void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);};
void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);};
void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);};
void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);};
void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);};
void() knight_run1 =[ $runb1, knight_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_run(16);};
void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);};
void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);};
void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);};
void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);};
void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);};
void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);};
void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);};
void() knight_runatk1 =[ $runattack1, knight_runatk2 ]
{
if (random() > 0.5)
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(20);
};
void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();};
void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();};
void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();};
void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();};
void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();};
void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();};
void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();};
void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();};
void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();};
void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);};
void() knight_atk1 =[ $attackb1, knight_atk2 ]
{
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(0);};
void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);};
void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);};
void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);};
void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);};
void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();};
void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();};
void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3);
ai_melee();};
void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);};
void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);};
//void() knight_atk9 =[ $attack9, knight_atk10 ] {};
//void() knight_atk10 =[ $attack10, knight_atk11 ] {};
//void() knight_atk11 =[ $attack11, knight_run1 ] {};
//===========================================================================
void() knight_pain1 =[ $pain1, knight_pain2 ] {};
void() knight_pain2 =[ $pain2, knight_pain3 ] {};
void() knight_pain3 =[ $pain3, knight_run1 ] {};
void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);};
void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);};
void() knight_painb3 =[ $painb3, knight_painb4 ] {};
void() knight_painb4 =[ $painb4, knight_painb5 ] {};
void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);};
void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);};
void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);};
void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);};
void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);};
void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);};
void() knight_painb11 =[ $painb11, knight_run1 ] {};
void(entity attacker, float damage) knight_pain =
{
local float r;
if (self.pain_finished > time)
return;
r = random();
sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
if (r < 0.85)
{
knight_pain1 ();
self.pain_finished = time + 1;
}
else
{
knight_painb1 ();
self.pain_finished = time + 1;
}
};
//===========================================================================
void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();};
void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();};
void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();};
void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();};
void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();};
void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();};
void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();};
void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();};
void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();};
void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();};
void() knight_die1 =[ $death1, knight_die2 ] {};
void() knight_die2 =[ $death2, knight_die3 ] {};
void() knight_die3 =[ $death3, knight_die4 ]
{self.solid = SOLID_NOT;};
void() knight_die4 =[ $death4, knight_die5 ] {};
void() knight_die5 =[ $death5, knight_die6 ] {};
void() knight_die6 =[ $death6, knight_die7 ] {};
void() knight_die7 =[ $death7, knight_die8 ] {};
void() knight_die8 =[ $death8, knight_die9 ] {};
void() knight_die9 =[ $death9, knight_die10] {};
void() knight_die10=[ $death10, knight_die10] {};
void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {};
void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {};
void() knight_dieb3 =[ $deathb3, knight_dieb4 ]
{self.solid = SOLID_NOT;};
void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {};
void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {};
void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {};
void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {};
void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {};
void() knight_dieb9 =[ $deathb9, knight_dieb10 ] {};
void() knight_dieb10 =[ $deathb10, knight_dieb11 ] {};
void() knight_dieb11 =[ $deathb11, knight_dieb11 ] {};
void() knight_die =
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_knight.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM);
if (random() < 0.5)
knight_die1 ();
else
knight_dieb1 ();
};
void() monster_knight =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/knight.mdl");
precache_model ("progs/h_knight.mdl");
precache_sound ("knight/kdeath.wav");
precache_sound ("knight/khurt.wav");
precache_sound ("knight/ksight.wav");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/sword2.wav");
precache_sound ("knight/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/knight.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 75;
self.th_stand = knight_stand1;
self.th_walk = knight_walk1;
self.th_run = knight_run1;
self.th_melee = knight_atk1;
self.th_pain = knight_pain;
self.th_die = knight_die;
walkmonster_start ();
};

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/*
return ("
weaponry\n\n
<EFBFBD>1 melee \n
<EFBFBD>2 thrown \n
<EFBFBD>3 pistols&smgs \n
<EFBFBD>4 shotguns \n
<EFBFBD>5 rifles \n
<EFBFBD>6 heavy guns \n
<EFBFBD>e leave
*/
/*
<EFBFBD>1 1911a1 .45 01 5$\n
<EFBFBD>2 d. eagle .44 02 7$\n
<EFBFBD>3 mk23 socom .45 02 9$\n
<EFBFBD>4 h&k mp7 4mm 03 14$\n
<EFBFBD>5 h&k mp5 9mm 03 17$\n
<EFBFBD>6 alien blaster 02 21$\n
<EFBFBD>1 pipe rifle .44 02 4$\n
<EFBFBD>2 winchester 12g 03 8$\n
<EFBFBD>3 mossberg 12g 04 14$\n
<EFBFBD>4 citykiller 12g 05 35$\n
<EFBFBD>1 rangemaster 7mm 03 11$\n
<EFBFBD>2 ak-112 5mm 04 21$\n
<EFBFBD>3 remington .308 05 24$\n
<EFBFBD>4 ak-74 5mm 04 27$\n
<EFBFBD>5 moonlight .223 05 36$\n
<EFBFBD>6 sa-80 5mm 05 23$\n
<EFBFBD>7 plasma rifle 07 41$\n
<EFBFBD>8 gauss rifle 2mm 08 51$\n
*/
string () ShopString =
{
return ("--- S H O P -------\n\n<EFBFBD>1 traits \n<EFBFBD>2 perks \n<EFBFBD>3 body armour \n<EFBFBD>4 protection \n<EFBFBD>5 weapons \n<EFBFBD>6 equipment \n<EFBFBD>7 chems \n<EFBFBD>8 special \n<EFBFBD>e leave \n");
};
string () WeaponString =
{
return ("weaponry\n\n<EFBFBD>1 melee \n<EFBFBD>2 thrown \n<EFBFBD>3 pistols&smgs \n<EFBFBD>4 shotguns \n<EFBFBD>5 rifles \n<EFBFBD>e leave \n");
};
string () TraitString =
{
return ("traits\n\n<EFBFBD>1 one handed \n<EFBFBD>2 small frame \n<EFBFBD>3 bruiser \n<EFBFBD>4 heavy handed \n<EFBFBD>5 bloody mess \n<EFBFBD>6 bad luck \n<EFBFBD>e leave \n");
};
string () ThrownString =
{
return ("grenades\n GRENADE | COST \n\n<EFBFBD>1 smoke grenade 3$\n<EFBFBD>2 frag grenade 4$\n<EFBFBD>3 emp grenade 5$\n<EFBFBD>4 flashbang 7$\n<EFBFBD>e exit \n");
};
string () BuildString =
{
return ("BUILD A STRUCTURE\n NAME | UPGRADE | SCRAPS\n\n<EFBFBD>1 Mr. Ammo 4\n<EFBFBD>2 Barricade 6\n<EFBFBD>3 AutoDoc(tm) 10\n<EFBFBD>4 Robo-Fang 11\n<EFBFBD>e exit \n");
};
string () HelmetString =
{
return ("helmets\nprotect you from headshots so\nmake sure you use a decent one\n\n ABS% WT DEFLECT PRC\n<EFBFBD>1 combat helm -10% 01 5% 05\n<EFBFBD>2 combat helm 2 +0% 02 5% 20\n<EFBFBD>3 heavy-duty +20% 03 5% 20\n<EFBFBD>4 ceramic helm -20% ...");
};
string () ArmorString =
{
return ("body armour wt abs prc\n\n<EFBFBD>1 light kevlar 03 1/20% 03$\n<EFBFBD>2 leather armor 05 2/30% 08$\n<EFBFBD>3 kevlar armor 09 3/35% 10$\n<EFBFBD>4 metal armor 15 5/35% 12$\n<EFBFBD>5 combat armor 12 4/40% 25$\n<EFBFBD>6 brotherhood armor 17 5/45% 35$\n<EFBFBD>7 force armor 06 7/10% 45$\n<EFBFBD>8 metal armor mkii 20 8/50% 55$\n");
};
string () PerkString =
{
return ("perks\n ABILITY | FRAGS NEEDED \n\n<EFBFBD>1 bonus movement 2\n<EFBFBD>2 strong back 2\n<EFBFBD>3 quick pockets 2\n<EFBFBD>4 awareness 2\n<EFBFBD>5 silent running 3\n<EFBFBD>6 better criticals 3\n<EFBFBD>7 bonus ranged damage 3\n<EFBFBD>8 divine favor 3\n<EFBFBD>9 slayer 3\n<EFBFBD>0 sharpshooter 4\n");
};
string () ProtectString =
{
return ("++ high-tech protective devices ++ \n\n HARDWARE | SHIELDS VS | PRICE \n<EFBFBD>1 energy amulet |damage: 7% <20>15\n<EFBFBD>2 force field |front: 15% <20>20\n<EFBFBD>3 safety ring |absorb: 3 <20>35\n<EFBFBD>4 smokescreen |obscures <20>40\n<EFBFBD>5 sentient cube |regenerate <20>45\n");
};
/*return ("++ high-tech protective devices ++ \n\n
HARDWARE | SHIELDS VS | PRICE \n
<EFBFBD>1 energy amulet |damage: 7% <EFBFBD>15\n
<EFBFBD>2 force field |front: 15% <EFBFBD>20\n
<EFBFBD>3 safety ring |absorb: 3 <EFBFBD>35\n
<EFBFBD>4 smokescreen |obscures <EFBFBD>40\n
<EFBFBD>5 sentient cube |regenerate <EFBFBD>45\n");*/
string () OtherString =
{
return ("++ miscellaneous items ++\n ITEM | CLASS | PRICE \n\n\n<EFBFBD>1 (25) bandages for medic 2$\n<EFBFBD>2 (5) metal scraps 5$\n");
};
string () MeleeString =
{
return ("MELEE WEAPONS\nWEAPON | TYPE | WT | PRICE \n\n<EFBFBD>1 knife melee 01 01$\n<EFBFBD>2 hand axe melee 08 03$\n<EFBFBD>3 vibroblade melee 04 10$\n<EFBFBD>4 power axe melee 07 15$\n<EFBFBD>e exit \n");
};
/*
<EFBFBD>6 h&k mp5 9mmP 03 17$\n
<EFBFBD>7 h&k mp7 4.60mm 03 14$\n
<EFBFBD>8 fn p90 5.57mm 03 22$\n
<EFBFBD>9 h&k mp10 10mm 03 24$\n
<EFBFBD>0 thompson .45 03 20$\n
<EFBFBD>6 h&k mp5 9mmP 03 17$\n<EFBFBD>7 h&k mp7 4.60mm 03 14$\n<EFBFBD>8 fn p90 5.57mm 03 22$\n<EFBFBD>9 h&k mp10 10mm 03 24$\n<EFBFBD>0 thompson .45 03 20$\n
*/
string () PistolString =
{
return ("Pistols and Submachineguns\n WEAPON | CAL | WEIGHT | PRICE \n\n<EFBFBD>1 mk23 socom .45 01 5$\n<EFBFBD>2 d. eagle .44 02 7$\n<EFBFBD>3 needler pistol 02 9$\n<EFBFBD>4 h&k mp7 4mm 03 14$\n<EFBFBD>5 grease gun 9mm 03 17$\n<EFBFBD>6 alien blaster 02 21$\n");
};
string () ShotgunString =
{
return ("shotguns\n WEAPON | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1 pipe rifle .44 02 4$\n<EFBFBD>2 winchester 12g 03 8$\n<EFBFBD>3 mossberg 12g 04 14$\n<EFBFBD>4 citykiller 12g 05 35$\n");
};
/*
<EFBFBD>6 dks-1 .338 bolt 08 32$\n
<EFBFBD>7 moonlight .223 auto 06 54$\n
<EFBFBD>8 xl70e3 5mm auto 08 27$\n
<EFBFBD>9 fn-fal .308 auto 04 51$\n
<EFBFBD>0 sa-80 .223 auto 07 45$\n
*/
string () RifleString =
{
return ("rifles\n RIFLE | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1 rangemaster 7mm 03 11$\n<EFBFBD>2 ak-112 5mm 04 21$\n<EFBFBD>3 remington .308 05 24$\n<EFBFBD>4 ak-74 5mm 04 27$\n<EFBFBD>5 moonlight .223 05 36$\n<EFBFBD>6 xl-70 5mm 05 23$\n<EFBFBD>7 plasma rifle 07 41$\n<EFBFBD>8 gauss rifle 2mm 08 51$\n");
};
string () ChemString =
{
return ("drugs\n DRUG | EFFECTS | PRICE\n\n<EFBFBD>1 stimpack heals 05+20 3$\n<EFBFBD>2 medkit+ heals 10+50 5$\n<EFBFBD>3 adrenaline*+speed/jump 10$\n<EFBFBD>4 superstim* heals 20+60 12$\n<EFBFBD>5 jet* aim better 18$\n<EFBFBD>e exit \n\n+ requires medic \n* requires advanced medic \n");
};
string () ChemString2 =
{
return ("chems\n DRUG | EFFECTS | PRICE\n\n<EFBFBD>1 adrenaline +60 speed/jump 3$\n<EFBFBD>2 stimpack heals 40 5$\n<EFBFBD>3 psycho+ +60 hp/no pain 11$\n<EFBFBD>4 medkit* heals 20+50 12$\n<EFBFBD>5 berserk* adren+psycho 12$\n<EFBFBD>6 jet* aim better 15$\n<EFBFBD>e exit \n\n+ requires shaman \n* requires advanced shaman \n");
};
string () EnergyWeaponsString =
{
return ("high-tech weaponry\n WEAPON | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1 [*] flash gun semi 03 21$\n<EFBFBD>2 [&] plasma rifle semi 08 34$\n<EFBFBD>3 [*] laser rifle semi 11 40$\n<EFBFBD>4 [*] laser carbine auto 06 57$\n<EFBFBD>5 [?] alien blaster semi 02 72$\n");
};
//<2F>6 bozar 14 81$\n<>7 firestorm 12 97$
string () HeavyGunsString =
{
return ("heavy guns\n WEAPON | TYPE | WEIGHT | PRICE \n\n<EFBFBD>1 light support weapon 15 55$\n<EFBFBD>2 rocket launcher 11 75$\n<EFBFBD>3 50oc flamethrower 16 35$\n<EFBFBD>4 steyr amr .50 flechette 17 72$\n<EFBFBD>5 m72 gauss rifle 2mm 12 81$\n<EFBFBD>6 bozar 14 81$\n<EFBFBD>7 firestorm 12 97$");
};
string () de_dust =
{
return (" DE_DUST \n (BOMB/DEFUSE MAP) \n\nrangers have obtained two ufos\nthat have crash landed in the \ndesert. raiders must blow them\nup with c4 before its too late\n\n(activate electronic tools and\nc4 by pressing 4) ...");
};
/*
<EFBFBD>4 motion sensor <EFBFBD>20c\n
<EFBFBD>5 extra magazines <EFBFBD>20c\n
<EFBFBD>6 electronic tools mark ii <EFBFBD>30c\n
<EFBFBD>7 climbing gear <EFBFBD>30c\n
<EFBFBD>8 remote camera <EFBFBD>40c\n
<EFBFBD>9 cooling module <EFBFBD>50c\n
<EFBFBD>0 laser defense field <EFBFBD>50c\n
*/
string () EquipmentString =
{
return ("+ special equipment +\npress your c key to activate!\n\n<EFBFBD>1 stealth boy <20>20c\n<EFBFBD>2 displacer cloak <20>20c\n<EFBFBD>3 security alarm <20>20c\n<EFBFBD>4 motion sensor <20>20c\n<EFBFBD>5 extra magazines <20>20c\n<EFBFBD>6 electronic tools mark ii <20>30c\n<EFBFBD>7 climbing gear <20>30c\n<EFBFBD>8 remote camera <20>40c\n<EFBFBD>9 enhanced battery <20>50c\n<EFBFBD>0 laser defense field <20>50c\n");
};

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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void() info_null =
{
remove(self);
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void() info_notnull =
{
};
//============================================================================
float START_OFF = 1;
void() light_use =
{
if (self.spawnflags & START_OFF)
{
lightstyle(self.style, "m");
self.spawnflags = self.spawnflags - START_OFF;
}
else
{
lightstyle(self.style, "a");
self.spawnflags = self.spawnflags + START_OFF;
}
};
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() light =
{
if (!self.targetname)
{ // inert light
remove(self);
return;
}
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
};
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
void() light_fluoro =
{
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
void() light_fluorospark =
{
if (!self.style)
self.style = 10;
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
void() light_globe =
{
precache_model ("progs/s_light.spr");
setmodel (self, "progs/s_light.spr");
makestatic (self);
};
void() FireAmbient =
{
precache_sound ("ambience/fire1.wav");
// attenuate fast
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
void() light_torch_small_walltorch =
{
precache_model ("progs/flame.mdl");
setmodel (self, "progs/flame.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
void() light_flame_large_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
self.frame = 1;
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
void() light_flame_small_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
void() light_flame_small_white =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
//============================================================================
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() fire_fly;
void() fire_touch;
void() misc_fireball =
{
precache_model ("progs/lavaball.mdl");
self.classname = "fireball";
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
};
void() fire_fly =
{
local entity fireball;
fireball = spawn();
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (random() * 100) - 50;
fireball.velocity_y = (random() * 100) - 50;
fireball.velocity_z = self.speed + (random() * 200);
fireball.classname = "fireball";
setmodel (fireball, "progs/lavaball.mdl");
setsize (fireball, '0 0 0', '0 0 0');
setorigin (fireball, self.origin);
fireball.nextthink = time + 5;
fireball.think = SUB_Remove;
fireball.touch = fire_touch;
self.nextthink = time + (random() * 5) + 3;
self.think = fire_fly;
};
void() fire_touch =
{
T_Damage (other, self, self, 20);
remove(self);
};
//============================================================================
void() barrel_explode =
{
self.takedamage = DAMAGE_NO;
self.classname = "explo_box";
// did say self.owner
T_RadiusDamage (self, self, 160, world, "");
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z+32);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
void() misc_explobox =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model ("maps/b_explob.bsp");
setmodel (self, "maps/b_explob.bsp");
setsize (self, '0 0 0', '32 32 64');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
void() misc_explobox2 =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model2 ("maps/b_exbox2.bsp");
setmodel (self, "maps/b_exbox2.bsp");
setsize (self, '0 0 0', '32 32 32');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
//============================================================================
float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
void() Laser_Touch =
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, 15);
other.deathtype = "laser";
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 5);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() spikeshooter_use =
{
if (self.spawnflags & SPAWNFLAG_LASER)
{
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
LaunchLaser (self.origin, self.movedir);
}
else
{
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
launch_spike (self.origin, self.movedir);
newmis.velocity = self.movedir * 500;
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
newmis.touch = superspike_touch;
}
};
void() shooter_think =
{
spikeshooter_use ();
self.nextthink = time + self.wait;
newmis.velocity = self.movedir * 500;
};
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
void() trap_spikeshooter =
{
SetMovedir ();
self.use = spikeshooter_use;
if (self.spawnflags & SPAWNFLAG_LASER)
{
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
}
else
precache_sound ("weapons/spike2.wav");
};
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
void() trap_shooter =
{
trap_spikeshooter ();
if (self.wait == 0)
self.wait = 1;
self.nextthink = self.nextthink + self.wait + self.ltime;
self.think = shooter_think;
};
/*
===============================================================================
===============================================================================
*/
void() make_bubbles;
void() bubble_remove;
void() bubble_bob;
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
void() air_bubbles =
{
remove (self);
};
void() make_bubbles =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + random() + 0.5;
self.think = make_bubbles;
};
void() bubble_split =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = self.velocity;
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 1;
bubble.cnt = 10;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.frame = 1;
self.cnt = 10;
if (self.waterlevel != 3)
remove (self);
};
void() bubble_remove =
{
if (other.classname == self.classname)
{
// dprint ("bump");
return;
}
remove(self);
};
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
bubble_split();
if (self.cnt == 20)
remove(self);
rnd1 = self.velocity_x + (-10 + (random() * 20));
rnd2 = self.velocity_y + (-10 + (random() * 20));
rnd3 = self.velocity_z + 10 + random() * 10;
if (rnd1 > 10)
rnd1 = 5;
if (rnd1 < -10)
rnd1 = -5;
if (rnd2 > 10)
rnd2 = 5;
if (rnd2 < -10)
rnd2 = -5;
if (rnd3 < 10)
rnd3 = 15;
if (rnd3 > 30)
rnd3 = 25;
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void() viewthing =
{
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
precache_model ("progs/player.mdl");
setmodel (self, "progs/player.mdl");
};
/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/
void() func_wall_use =
{ // change to alternate textures
self.frame = 1 - self.frame;
};
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() func_wall =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
void() func_episodegate =
{
if (!(serverflags & self.spawnflags))
return; // can still enter episode
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if ( (serverflags & 15) == 15)
return; // all episodes completed
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
//============================================================================
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind =
{
precache_sound ("ambience/suck1.wav");
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drone =
{
precache_sound ("ambience/drone6.wav");
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_flouro_buzz =
{
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip =
{
precache_sound ("ambience/drip1.wav");
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_comp_hum =
{
precache_sound ("ambience/comp1.wav");
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_thunder =
{
precache_sound ("ambience/thunder1.wav");
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_light_buzz =
{
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp1 =
{
precache_sound ("ambience/swamp1.wav");
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp2 =
{
precache_sound ("ambience/swamp2.wav");
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
};
//============================================================================
void() noise_think =
{
self.nextthink = time + 0.5;
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
};
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =
{
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/idle1.wav");
self.nextthink = time + 0.1 + random();
self.think = noise_think;
};

1931
quakec/fallout2/mod_buy.qc Normal file

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236
quakec/fallout2/monsters.qc Normal file
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/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
// name =[framenum, nexttime, nextthink] {code}
// expands to:
// name ()
// {
// self.frame=framenum;
// self.nextthink = time + nexttime;
// self.think = nextthink
// <code>
// };
/*
================
monster_use
Using a monster makes it angry at the current activator
================
*/
void() monster_use =
{
if (self.enemy)
return;
if (self.health <= 0)
return;
if (activator.items & IT_INVISIBILITY)
return;
if (activator.flags & FL_NOTARGET)
return;
if (activator.classname != "player")
return;
// delay reaction so if the monster is teleported, its sound is still
// heard
self.enemy = activator;
self.nextthink = time + 0.1;
self.think = FoundTarget;
};
/*
================
monster_death_use
When a mosnter dies, it fires all of its targets with the current
enemy as activator.
================
*/
void() monster_death_use =
{
local entity ent, otemp, stemp;
// fall to ground
if (self.flags & FL_FLY)
self.flags = self.flags - FL_FLY;
if (self.flags & FL_SWIM)
self.flags = self.flags - FL_SWIM;
if (!self.target)
return;
activator = self.enemy;
SUB_UseTargets ();
};
//============================================================================
void() walkmonster_start_go =
{
local string stemp;
local entity etemp;
self.origin_z = self.origin_z + 1; // raise off floor a bit
droptofloor();
if (!walkmove(0,0))
{
dprint ("walkmonster in wall at: ");
dprint (vtos(self.origin));
dprint ("\n");
}
self.takedamage = DAMAGE_AIM;
self.ideal_yaw = self.angles * '0 1 0';
if (!self.yaw_speed)
self.yaw_speed = 20;
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_MONSTER;
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\n");
}
// this used to be an objerror
if (self.movetarget.classname == "path_corner")
self.th_walk ();
else
self.pausetime = 99999999;
self.th_stand ();
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
};
void() walkmonster_start =
{
// delay drop to floor to make sure all doors have been spawned
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
self.think = walkmonster_start_go;
total_monsters = total_monsters + 1;
};
void() flymonster_start_go =
{
self.takedamage = DAMAGE_AIM;
self.ideal_yaw = self.angles * '0 1 0';
if (!self.yaw_speed)
self.yaw_speed = 10;
self.view_ofs = '0 0 25';
self.use = monster_use;
self.flags = self.flags | FL_FLY;
self.flags = self.flags | FL_MONSTER;
if (!walkmove(0,0))
{
dprint ("flymonster in wall at: ");
dprint (vtos(self.origin));
dprint ("\n");
}
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\n");
}
// this used to be an objerror
if (self.movetarget.classname == "path_corner")
self.th_walk ();
else
self.pausetime = 99999999;
self.th_stand ();
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
};
void() flymonster_start =
{
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
self.think = flymonster_start_go;
total_monsters = total_monsters + 1;
};
void() swimmonster_start_go =
{
if (deathmatch)
{
remove(self);
return;
}
self.takedamage = DAMAGE_AIM;
total_monsters = total_monsters + 1;
self.ideal_yaw = self.angles * '0 1 0';
if (!self.yaw_speed)
self.yaw_speed = 10;
self.view_ofs = '0 0 10';
self.use = monster_use;
self.flags = self.flags | FL_SWIM;
self.flags = self.flags | FL_MONSTER;
if (self.target)
{
self.goalentity = self.movetarget = find(world, targetname, self.target);
if (!self.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(self.origin));
dprint ("\n");
}
// this used to be an objerror
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
self.th_walk ();
}
else
{
self.pausetime = 99999999;
self.th_stand ();
}
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
};
void() swimmonster_start =
{
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5;
self.think = swimmonster_start_go;
total_monsters = total_monsters + 1;
};

897
quakec/fallout2/ogre.qc Normal file
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void () OgreGrenadeExplode =
{
T_RadiusDamage (self, self.owner, (IDLE2A + (random () * TE_BLOOD)), world, "");
sound (self, CHAN_VOICE, "weapons/r_exp3.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
self.velocity = VEC_ORIGIN;
self.touch = SUB_Null;
self.solid = SOLID_NOT;
remove (self);
};
void (float side) chainsaw =
{
local vector delta;
local float ldmg;
if (!self.enemy)
{
return;
}
if (!CanDamage (self.enemy, self))
{
return;
}
ai_charge (TE_LAVASPLASH);
delta = (self.enemy.origin - self.origin);
if ((vlen (delta) > 100))
{
return;
}
ldmg = (TE_LIGHTNING3 + (random () * IDLE6A));
T_Damage (self.enemy, self, self, ldmg);
if (side)
{
makevectors (self.angles);
if ((side == PLAT_LOW_TRIGGER))
{
SpawnMeatSpray ((self.origin + (v_forward * SECRET_YES_SHOOT)), ((crandom () * 100) * v_right));
}
else
{
SpawnMeatSpray ((self.origin + (v_forward * SECRET_YES_SHOOT)), (side * v_right));
}
}
};
void () ogre_stand1 = [ 0, ogre_stand2 ]
{
ai_stand ();
};
void () ogre_stand2 = [ 1, ogre_stand3 ]
{
ai_stand ();
};
void () ogre_stand3 = [ 2, ogre_stand4 ]
{
ai_stand ();
};
void () ogre_stand4 = [ 3, ogre_stand5 ]
{
ai_stand ();
};
void () ogre_stand5 = [ 4, ogre_stand6 ]
{
if ((random () < 0.2))
{
sound (self, CHAN_VOICE, "ogre/ogidle.wav", PLAT_LOW_TRIGGER, ATTN_IDLE);
}
ai_stand ();
};
void () ogre_stand6 = [ 5, ogre_stand7 ]
{
ai_stand ();
};
void () ogre_stand7 = [ 6, ogre_stand8 ]
{
ai_stand ();
};
void () ogre_stand8 = [ 7, ogre_stand9 ]
{
ai_stand ();
};
void () ogre_stand9 = [ 8, ogre_stand1 ]
{
ai_stand ();
};
void () ogre_walk1 = [ 9, ogre_walk2 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk2 = [ 10, ogre_walk3 ]
{
ai_walk (SILENT);
};
void () ogre_walk3 = [ 11, ogre_walk4 ]
{
ai_walk (SILENT);
if ((random () < 0.2))
{
sound (self, CHAN_VOICE, "ogre/ogidle.wav", PLAT_LOW_TRIGGER, ATTN_IDLE);
}
};
void () ogre_walk4 = [ 12, ogre_walk5 ]
{
ai_walk (SILENT);
};
void () ogre_walk5 = [ 13, ogre_walk6 ]
{
ai_walk (SILENT);
};
void () ogre_walk6 = [ 14, ogre_walk7 ]
{
ai_walk (MULTICAST_PVS_R);
if ((random () < 0.1))
{
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", PLAT_LOW_TRIGGER, ATTN_IDLE);
}
};
void () ogre_walk7 = [ 15, ogre_walk8 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk8 = [ 16, ogre_walk9 ]
{
ai_walk (SILENT);
};
void () ogre_walk9 = [ 17, ogre_walk10 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk10 = [ 18, ogre_walk11 ]
{
ai_walk (PLAT_LOW_TRIGGER);
};
void () ogre_walk11 = [ 19, ogre_walk12 ]
{
ai_walk (SILENT);
};
void () ogre_walk12 = [ 20, ogre_walk13 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk13 = [ 21, ogre_walk14 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk14 = [ 22, ogre_walk15 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk15 = [ 23, ogre_walk16 ]
{
ai_walk (AS_MELEE);
};
void () ogre_walk16 = [ 24, ogre_walk1 ]
{
ai_walk (SECRET_1ST_DOWN);
};
void () ogre_run1 = [ 25, ogre_run2 ]
{
ai_run (TE_LIGHTNING3+2);
if ((random () < 0.2))
{
sound (self, CHAN_VOICE, "ogre/ogidle2.wav", PLAT_LOW_TRIGGER, ATTN_IDLE);
}
};
void () ogre_run2 = [ 26, ogre_run3 ]
{
ai_run (TE_BLOOD+2);
};
void () ogre_run3 = [ 27, ogre_run4 ]
{
ai_run (SECRET_NO_SHOOT+2);
};
void () ogre_run4 = [ 28, ogre_run5 ]
{
ai_run (IDLE10A);
};
void () ogre_run5 = [ 29, ogre_run6 ]
{
ai_run (SECRET_YES_SHOOT+2);
};
void () ogre_run6 = [ 30, ogre_run7 ]
{
ai_run (SECRET_1ST_DOWN+2);
};
void () ogre_run7 = [ 31, ogre_run8 ]
{
ai_run (TE_LIGHTNINGBLOOD+2);
};
void () ogre_run8 = [ 32, ogre_run1 ]
{
ai_run (DRAW2+2);
};
void () ogre_swing1 = [ 33, ogre_swing2 ]
{
ai_charge (TE_TELEPORT);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
};
void () ogre_swing2 = [ 34, ogre_swing3 ]
{
ai_charge (PLAT_LOW_TRIGGER);
};
void () ogre_swing3 = [ 35, ogre_swing4 ]
{
ai_charge (SECRET_1ST_DOWN);
};
void () ogre_swing4 = [ 36, ogre_swing5 ]
{
ai_charge (TE_LIGHTNINGBLOOD);
};
void () ogre_swing5 = [ 37, ogre_swing6 ]
{
ai_charge (TE_LIGHTNING3);
chainsaw (MULTICAST_ALL);
self.angles_y = (self.angles_y + (random () * DRAW3));
};
void () ogre_swing6 = [ 38, ogre_swing7 ]
{
};
void () ogre_swing7 = [ 39, ogre_swing8 ]
{
};
void () ogre_swing8 = [ 40, ogre_swing9 ]
{
chainsaw (MULTICAST_ALL);
self.angles_y = (self.angles_y + (random () * DRAW3));
};
void () ogre_swing9 = [ 41, ogre_swing10 ]
{
};
void () ogre_swing10 = [ 42, ogre_swing11 ]
{
};
void () ogre_swing11 = [ 43, ogre_swing12 ]
{
};
void () ogre_swing12 = [ 44, ogre_swing13 ]
{
ai_charge (AS_MELEE);
};
void () ogre_swing13 = [ 45, ogre_swing14 ]
{
ai_charge (SECRET_NO_SHOOT);
};
void () ogre_swing14 = [ 46, ogre_run1 ]
{
ai_charge (TE_LIGHTNING3);
};
void () ogre_smash1 = [ 47, ogre_smash2 ]
{
ai_charge (TE_LIGHTNING2);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
};
void () ogre_smash2 = [ 48, ogre_smash3 ]
{
ai_charge (MULTICAST_ALL);
};
void () ogre_smash3 = [ 49, ogre_smash4 ]
{
ai_charge (MULTICAST_ALL);
};
void () ogre_smash4 = [ 50, ogre_smash5 ]
{
ai_charge (PLAT_LOW_TRIGGER);
};
void () ogre_smash5 = [ 51, ogre_smash6 ]
{
ai_charge (SECRET_1ST_DOWN);
};
void () ogre_smash6 = [ 52, ogre_smash7 ]
{
ai_charge (SECRET_1ST_DOWN);
chainsaw (MULTICAST_ALL);
};
void () ogre_smash7 = [ 53, ogre_smash8 ]
{
ai_charge (SECRET_1ST_DOWN);
chainsaw (MULTICAST_ALL);
};
void () ogre_smash8 = [ 54, ogre_smash9 ]
{
ai_charge (TE_LAVASPLASH);
chainsaw (MULTICAST_ALL);
};
void () ogre_smash9 = [ 55, ogre_smash10 ]
{
ai_charge (TE_LIGHTNINGBLOOD);
chainsaw (MULTICAST_ALL);
};
void () ogre_smash10 = [ 56, ogre_smash11 ]
{
chainsaw (PLAT_LOW_TRIGGER);
};
void () ogre_smash11 = [ 57, ogre_smash12 ]
{
ai_charge (SILENT);
chainsaw (MULTICAST_ALL);
self.nextthink = (self.nextthink + (random () * 0.2));
};
void () ogre_smash12 = [ 58, ogre_smash13 ]
{
ai_charge ();
};
void () ogre_smash13 = [ 59, ogre_smash14 ]
{
ai_charge (SECRET_1ST_DOWN);
};
void () ogre_smash14 = [ 60, ogre_run1 ]
{
ai_charge (TE_BLOOD);
};
void () ogre_nail1 = [ 61, ogre_nail2 ]
{
ai_face ();
};
void () ogre_nail2 = [ 62, ogre_nail3 ]
{
ai_face ();
};
void () ogre_nail3 = [ 62, ogre_nail4 ]
{
ai_face ();
};
void () ogre_nail4 = [ 63, ogre_nail5 ]
{
ai_face ();
};
void () ogre_nail5 = [ 64, ogre_nail6 ]
{
ai_face ();
};
void () ogre_nail6 = [ 65, ogre_nail7 ]
{
ai_face ();
};
void () ogre_nail7 = [ 66, ogre_run1 ]
{
ai_face ();
};
void () ogre_naila = [ 61, ogre_nailb ]
{
ai_face ();
};
void () ogre_nailb = [ 62, ogre_nailc ]
{
ai_face ();
};
void () ogre_nailc = [ 62, ogre_naild ]
{
ai_face ();
};
void () ogre_naild = [ 63, ogre_naile ]
{
ai_face ();
};
void () ogre_naile = [ 64, ogre_nailf ]
{
ai_face ();
};
void () ogre_nailf = [ 65, ogre_nailg ]
{
ai_face ();
};
void () ogre_nailg = [ 66, ogre_run1 ]
{
ai_face ();
};
void () ogre_pain1 = [ 67, ogre_pain2 ]
{
};
void () ogre_pain2 = [ 68, ogre_pain3 ]
{
};
void () ogre_pain3 = [ 69, ogre_pain4 ]
{
};
void () ogre_pain4 = [ 70, ogre_pain5 ]
{
};
void () ogre_pain5 = [ 71, ogre_run1 ]
{
};
void () ogre_painb1 = [ 72, ogre_painb2 ]
{
};
void () ogre_painb2 = [ 73, ogre_painb3 ]
{
};
void () ogre_painb3 = [ 74, ogre_run1 ]
{
};
void () ogre_painc1 = [ 75, ogre_painc2 ]
{
};
void () ogre_painc2 = [ 76, ogre_painc3 ]
{
};
void () ogre_painc3 = [ 77, ogre_painc4 ]
{
};
void () ogre_painc4 = [ 78, ogre_painc5 ]
{
};
void () ogre_painc5 = [ 79, ogre_painc6 ]
{
};
void () ogre_painc6 = [ 80, ogre_run1 ]
{
};
void () ogre_paind1 = [ 81, ogre_paind2 ]
{
};
void () ogre_paind2 = [ 82, ogre_paind3 ]
{
ai_pain (TE_LAVASPLASH);
};
void () ogre_paind3 = [ 83, ogre_paind4 ]
{
ai_pain (TE_LIGHTNING3);
};
void () ogre_paind4 = [ 84, ogre_paind5 ]
{
ai_pain (SECRET_1ST_DOWN);
};
void () ogre_paind5 = [ 85, ogre_paind6 ]
{
};
void () ogre_paind6 = [ 86, ogre_paind7 ]
{
};
void () ogre_paind7 = [ 87, ogre_paind8 ]
{
};
void () ogre_paind8 = [ 88, ogre_paind9 ]
{
};
void () ogre_paind9 = [ 89, ogre_paind10 ]
{
};
void () ogre_paind10 = [ 90, ogre_paind11 ]
{
};
void () ogre_paind11 = [ 91, ogre_paind12 ]
{
};
void () ogre_paind12 = [ 92, ogre_paind13 ]
{
};
void () ogre_paind13 = [ 93, ogre_paind14 ]
{
};
void () ogre_paind14 = [ 94, ogre_paind15 ]
{
};
void () ogre_paind15 = [ 95, ogre_paind16 ]
{
};
void () ogre_paind16 = [ 96, ogre_run1 ]
{
};
void () ogre_paine1 = [ 97, ogre_paine2 ]
{
};
void () ogre_paine2 = [ 98, ogre_paine3 ]
{
ai_pain (TE_LAVASPLASH);
};
void () ogre_paine3 = [ 99, ogre_paine4 ]
{
ai_pain (TE_LIGHTNING3);
};
void () ogre_paine4 = [ 100, ogre_paine5 ]
{
ai_pain (SECRET_1ST_DOWN);
};
void () ogre_paine5 = [ 101, ogre_paine6 ]
{
};
void () ogre_paine6 = [ 102, ogre_paine7 ]
{
};
void () ogre_paine7 = [ 103, ogre_paine8 ]
{
};
void () ogre_paine8 = [ 104, ogre_paine9 ]
{
};
void () ogre_paine9 = [ 105, ogre_paine10 ]
{
};
void () ogre_paine10 = [ 106, ogre_paine11 ]
{
};
void () ogre_paine11 = [ 107, ogre_paine12 ]
{
};
void () ogre_paine12 = [ 108, ogre_paine13 ]
{
};
void () ogre_paine13 = [ 109, ogre_paine14 ]
{
};
void () ogre_paine14 = [ 110, ogre_paine15 ]
{
};
void () ogre_paine15 = [ 111, ogre_run1 ]
{
};
void (entity attacker, float damage) ogre_pain =
{
local float r;
if (self.pain_finished > time)
return;
if (random()*8 <= 1)
{
ogre_paind1();
self.pain_finished = time + 7;
sound (self, CHAN_VOICE, "ogre/ogpain1.wav", PLAT_LOW_TRIGGER, ATTN_NORM);
return;
}
};
void () ogre_die1 = [ 112, ogre_die2 ]
{
self.solid = SOLID_NOT;
};
void () ogre_die2 = [ 113, ogre_die3 ]
{
};
void () ogre_die3 = [ 114, ogre_die4 ]
{
DropBackpack ();
DropBackpack ();
DropBackpack ();
};
void () ogre_die4 = [ 115, ogre_die5 ]
{
};
void () ogre_die5 = [ 116, ogre_die6 ]
{
};
void () ogre_die6 = [ 117, ogre_die7 ]
{
};
void () ogre_die7 = [ 118, ogre_die8 ]
{
};
void () ogre_die8 = [ 119, ogre_die9 ]
{
};
void () ogre_die9 = [ 120, ogre_die10 ]
{
};
void () ogre_die10 = [ 121, ogre_die11 ]
{
};
void () ogre_die11 = [ 122, ogre_die12 ]
{
};
void () ogre_die12 = [ 123, ogre_die13 ]
{
};
void () ogre_die13 = [ 124, ogre_die14 ]
{
};
void () ogre_die14 = [ 125, ogre_die14 ]
{
};
void () ogre_bdie1 = [ 126, ogre_bdie2 ]
{
};
void () ogre_bdie2 = [ 127, ogre_bdie3 ]
{
ai_forward (MULTICAST_PVS_R);
};
void () ogre_bdie3 = [ 128, ogre_bdie4 ]
{
self.solid = SOLID_NOT;
self.ammo_rockets = SILENT;
DropBackpack ();
};
void () ogre_bdie4 = [ 129, ogre_bdie5 ]
{
ai_forward (PLAT_LOW_TRIGGER);
};
void () ogre_bdie5 = [ 130, ogre_bdie6 ]
{
ai_forward (AS_MELEE);
};
void () ogre_bdie6 = [ 131, ogre_bdie7 ]
{
ai_forward (TE_WIZSPIKE);
};
void () ogre_bdie7 = [ 132, ogre_bdie8 ]
{
ai_forward (DRAW3);
};
void () ogre_bdie8 = [ 133, ogre_bdie9 ]
{
};
void () ogre_bdie9 = [ 134, ogre_bdie10 ]
{
};
void () ogre_bdie10 = [ 135, ogre_bdie10 ]
{
};
void () mutant_pain =
{
if (self.frame == 69)
{
self.frame = 70;
self.health = 180;
self.think = army_die1;
self.nextthink = time + 0.12;
self.think = ogre_die1;
}
else
{
ThrowGib ("progs/zom_gib.mdl", -40);
self.frame = 69;
self.health = 180;
self.think = ogre_die1;
self.nextthink = time + 0.12;
}
self.attack = self.attack + 1;
if (self.attack == 8)
{
if (random()*4 <= 2)
sound (self, CHAN_VOICE, "player/agdie1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
}
if (self.attack >= 16)
{
self.solid = SOLID_NOT;
self.think = ogre_bdie1;
ThrowGib ("progs/zom_gib.mdl", -35);
ThrowGib ("progs/zom_gib.mdl", -35);
ThrowGib ("progs/gib1.mdl", -35);
}
};
void (vector stuff, vector ang) spawn_live_ogre =
{
local entity ogre;
local entity te;
ogre = spawn ();
ogre.origin = stuff;
ogre.enemy = world;
ogre.attack_finished = time + 10;
ogre.solid = SOLID_SLIDEBOX;
ogre.movetype = MOVETYPE_STEP;
ogre.takedamage = DAMAGE_YES;
setmodel (ogre, "progs/ogre.mdl");
setsize (ogre, '-20 -20 -24', '20 20 36');
ogre.classname = "body";
ogre.netname = "dead";
ogre.health = 180;
ogre.angles = ang;
ogre.max_health = ogre.health;
ogre.th_pain = mutant_pain;
ogre.think = mutant_pain;
ogre.nextthink = time + 0.05;
};
void () ogre_die =
{
local string attack_total;
local string damage_total;
if (self.enemy.classname == "player")
self.enemy.frags = self.enemy.frags + 1;
if (self.health <= -35)
{
self.solid = SOLID_NOT;
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowGib ("progs/zom_gib.mdl", -30);
ThrowGib ("progs/zom_gib.mdl", -35);
ogre_bdie1 ();
}
else
{
self.solid = SOLID_NOT;
spawn_live_ogre(self.origin, self.angles);
remove(self);
}
sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
};
void () ogre_melee =
{
if ((random () > 0.5))
{
ogre_smash1 ();
}
else
{
ogre_swing1 ();
}
};
void () monster_ogre =
{
precache_model ("progs/ogre.mdl");
precache_model ("progs/h_ogre.mdl");
precache_model ("progs/grenade.mdl");
precache_sound ("ogre/ogdrag.wav");
precache_sound ("ogre/ogdth.wav");
precache_sound ("ogre/ogidle.wav");
precache_sound ("ogre/ogidle2.wav");
precache_sound ("ogre/ogpain1.wav");
precache_sound ("ogre/ogsawatk.wav");
precache_sound ("ogre/ogwake.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/ogre.mdl");
self.netname = "mutant";
self.classname = "monster";
setsize (self, '-24 -24 -24', '24 24 48');
self.health = 280;
self.team = 3;
self.armorvalue = 0;
self.th_stand = ogre_stand1;
self.th_walk = ogre_walk1;
self.th_run = ogre_run1;
self.th_die = ogre_die;
self.th_melee = ogre_melee;
self.th_pain = ogre_pain;
self.armortype = 0;
walkmonster_start ();
};
void () monster_ogre_marksman =
{
monster_ogre ();
};

367
quakec/fallout2/plats.qc Normal file
View file

@ -0,0 +1,367 @@
void() plat_center_touch;
void() plat_outside_touch;
void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger =
{
local entity trigger;
local vector tmin, tmax;
//
// middle trigger
//
trigger = spawn();
trigger.touch = plat_center_touch;
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
tmin = self.mins + '25 25 0';
tmax = self.maxs - '25 25 -8';
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
if (self.spawnflags & PLAT_LOW_TRIGGER)
tmax_z = tmin_z + 8;
if (self.size_x <= 50)
{
tmin_x = (self.mins_x + self.maxs_x) / 2;
tmax_x = tmin_x + 1;
}
if (self.size_y <= 50)
{
tmin_y = (self.mins_y + self.maxs_y) / 2;
tmax_y = tmin_y + 1;
}
setsize (trigger, tmin, tmax);
};
void() plat_hit_top =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
self.think = plat_go_down;
self.nextthink = self.ltime + 3;
};
void() plat_hit_bottom =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() plat_go_down =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_DOWN;
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
};
void() plat_go_up =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
};
void() plat_center_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self = self.enemy;
if (self.state == STATE_BOTTOM)
plat_go_up ();
else if (self.state == STATE_TOP)
self.nextthink = self.ltime + 1; // delay going down
};
void() plat_outside_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
//dprint ("plat_outside_touch\n");
self = self.enemy;
if (self.state == STATE_TOP)
plat_go_down ();
};
void() plat_trigger_use =
{
if (self.think)
return; // allready activated
plat_go_down();
};
void() plat_crush =
{
//dprint ("plat_crush\n");
other.deathtype = "squish";
T_Damage (other, self, self, 1);
if (self.state == STATE_UP)
plat_go_down ();
else if (self.state == STATE_DOWN)
plat_go_up ();
else
objerror ("plat_crush: bad self.state\n");
};
void() plat_use =
{
self.use = SUB_Null;
if (self.state != STATE_UP)
objerror ("plat_use: not in up state");
plat_go_down();
};
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void() func_plat =
{
local entity t;
if (!self.t_length)
self.t_length = 80;
if (!self.t_width)
self.t_width = 10;
if (self.sounds == 0)
self.sounds = 2;
// FIX THIS TO LOAD A GENERIC PLAT SOUND
if (self.sounds == 1)
{
precache_sound ("plats/plat1.wav");
precache_sound ("plats/plat2.wav");
self.noise = "plats/plat1.wav";
self.noise1 = "plats/plat2.wav";
}
if (self.sounds == 2)
{
precache_sound ("plats/medplat1.wav");
precache_sound ("plats/medplat2.wav");
self.noise = "plats/medplat1.wav";
self.noise1 = "plats/medplat2.wav";
}
self.mangle = self.angles;
self.angles = '0 0 0';
self.classname = "plat";
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
self.blocked = plat_crush;
if (!self.speed)
self.speed = 150;
// pos1 is the top position, pos2 is the bottom
self.pos1 = self.origin;
self.pos2 = self.origin;
if (self.height)
self.pos2_z = self.origin_z - self.height;
else
self.pos2_z = self.origin_z - self.size_z + 8;
self.use = plat_trigger_use;
plat_spawn_inside_trigger (); // the "start moving" trigger
if (self.targetname)
{
self.state = STATE_UP;
self.use = plat_use;
}
else
{
setorigin (self, self.pos2);
self.state = STATE_BOTTOM;
}
};
//============================================================================
void() train_next;
void() func_train_find;
void() train_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
other.deathtype = "squish";
T_Damage (other, self, self, self.dmg);
};
void() train_use =
{
if (self.think != func_train_find)
return; // already activated
train_next();
};
void() train_wait =
{
if (self.wait)
{
self.nextthink = self.ltime + self.wait;
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
else
self.nextthink = self.ltime + 0.1;
self.think = train_next;
};
void() train_next =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target)
objerror ("train_next: no next target");
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
};
void() func_train_find =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
setorigin (self, targ.origin - self.mins);
if (!self.targetname)
{ // not triggered, so start immediately
self.nextthink = self.ltime + 0.1;
self.think = train_next;
}
};
/*QUAKED func_train (0 .5 .8) ?
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
sounds
1) ratchet metal
*/
void() func_train =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
if (!self.dmg)
self.dmg = 2;
if (self.sounds == 0)
{
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
}
if (self.sounds == 1)
{
self.noise = ("plats/train2.wav");
precache_sound ("plats/train2.wav");
self.noise1 = ("plats/train1.wav");
precache_sound ("plats/train1.wav");
}
self.cnt = 1;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.classname = "train";
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
setorigin (self, self.origin);
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final bos
*/
void() misc_teleporttrain =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
self.cnt = 1;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.avelocity = '100 200 300';
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
precache_model2 ("progs/teleport.mdl");
setmodel (self, "progs/teleport.mdl");
setsize (self, self.mins , self.maxs);
setorigin (self, self.origin);
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};

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../qwprogs.dat
defs.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
menus.qc
weapons.qc
world.qc
client.qc
server.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
hos.qc
zombie.qc
enforcer.qc
soldier.qc
demon.qc
boss.qc
knight.qc
wizard.qc
dog.qc
ogre.qc
misc.qc
modbuy.qc

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void() monster_tarbaby = {remove(self);};
void() monster_oldone = {remove(self);};
void() event_lightning = {remove(self);};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//dprint ("t_movetarget\n");
self.goalentity = self.movetarget = find (world, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
self.pausetime = time + 999999;
self.th_stand ();
return;
}
};*/
/*
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize (self, '-8 -8 -8', '8 8 8');
};*/
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
void() path_corner =
{
movetarget_f ();
};*/
//============================================================================

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void() SUB_Null = {};
void() SUB_Remove = {remove(self);};
void(float normal) SUB_AttackFinished =
{
self.cnt = 0; // refire count for nightmare
self.attack_finished = time + normal;
};
/*
QuakeEd only writes a single float for angles (bad idea), so up and down are
just constant angles.
*/
vector() SetMovedir =
{
if (self.angles == '0 -1 0')
self.movedir = '0 0 1';
else if (self.angles == '0 -2 0')
self.movedir = '0 0 -1';
else
{
makevectors (self.angles);
self.movedir = v_forward;
}
self.angles = '0 0 0';
};
/*
================
InitTrigger
================
*/
void() InitTrigger =
{
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if (self.angles != '0 0 0')
SetMovedir ();
self.solid = SOLID_TRIGGER;
setmodel (self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove (tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen (vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if (traveltime < 0.03)
traveltime = 0.03;
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone =
{
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove (destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
{
local vector destdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen (destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
After rotating, set angle to exact final angle
============
*/
void() SUB_CalcAngleMoveDone =
{
self.angles = self.finalangle;
self.avelocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
//=============================================================================
void() DelayThink =
{
activator = self.enemy;
SUB_UseTargets ();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets =
{
local entity t, stemp, otemp, act;
//
// check for a delay
//
if (self.delay)
{
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// print the message
//
if (activator.classname == "player" && self.message != "")
{
centerprint (activator, self.message);
if (!self.noise)
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
//
// kill the killtagets
//
if (self.killtarget)
{
t = world;
do
{
t = find (t, targetname, self.killtarget);
if (!t)
return;
remove (t);
} while ( 1 );
}
//
// fire targets
//
if (self.target)
{
act = activator;
t = world;
do
{
t = find (t, targetname, self.target);
if (!t)
{
return;
}
stemp = self;
otemp = other;
self = t;
other = stemp;
if (self.use != SUB_Null)
{
if (self.use)
self.use ();
}
self = stemp;
other = otemp;
activator = act;
} while ( 1 );
}
};

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entity stemp, otemp, s, old;
void() trigger_reactivate =
{
self.solid = SOLID_TRIGGER;
};
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void() multi_wait =
{
if (self.max_health)
{
self.health = self.max_health;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
}
};
// the trigger was just touched/killed/used
// self.enemy should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void() multi_trigger =
{
if (self.nextthink > time)
{
return; // allready been triggered
}
if (self.classname == "trigger_secret")
{
if (self.enemy.classname != "player")
return;
found_secrets = found_secrets + 1;
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
}
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
activator = self.enemy;
SUB_UseTargets();
if (self.wait > 0)
{
self.think = multi_wait;
self.nextthink = time + self.wait;
}
else
{ // we can't just remove (self) here, because this is a touch function
// called wheil C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed =
{
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use =
{
self.enemy = activator;
multi_trigger();
};
void() multi_touch =
{
if (other.classname != "player")
return;
// if the trigger has an angles field, check player's facing direction
if (self.movedir != '0 0 0')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_multiple =
{
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
else if (self.sounds == 3)
{
precache_sound ("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if (!self.wait)
self.wait = 0.2;
self.use = multi_use;
InitTrigger ();
if (self.health)
{
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
objerror ("health and notouch don't make sense\n");
self.max_health = self.health;
self.th_die = multi_killed;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_BBOX;
setorigin (self, self.origin); // make sure it links into the world
}
else
{
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
{
self.touch = multi_touch;
}
}
};
/*QUAKED trigger_once (.5 .5 .5) ? notouch
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
"targetname". If "health" is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_once =
{
self.wait = -1;
trigger_multiple();
};
//=============================================================================
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
*/
void() trigger_relay =
{
self.use = SUB_UseTargets;
};
//=============================================================================
/*QUAKED trigger_secret (.5 .5 .5) ?
secret counter trigger
sounds
1) secret
2) beep beep
3)
4)
set "message" to text string
*/
void() trigger_secret =
{
total_secrets = total_secrets + 1;
self.wait = -1;
if (!self.message)
self.message = "You found a secret area!";
if (!self.sounds)
self.sounds = 1;
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
trigger_multiple ();
};
//=============================================================================
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;
if (self.count != 0)
{
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
{
if (self.count >= 4)
centerprint (activator, "There are more to go...");
else if (self.count == 3)
centerprint (activator, "Only 3 more to go...");
else if (self.count == 2)
centerprint (activator, "Only 2 more to go...");
else
centerprint (activator, "Only 1 more to go...");
}
return;
}
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
centerprint(activator, "Sequence completed!");
self.enemy = activator;
multi_trigger ();
};
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void() trigger_counter =
{
self.wait = -1;
if (!self.count)
self.count = 2;
self.use = counter_use;
};
/*
==============================================================================
TELEPORT TRIGGERS
==============================================================================
*/
float PLAYER_ONLY = 1;
float SILENT = 2;
void() play_teleport =
{
local float v;
local string tmpstr;
v = random() * 5;
if (v < 1)
tmpstr = "misc/r_tele1.wav";
else if (v < 2)
tmpstr = "misc/r_tele2.wav";
else if (v < 3)
tmpstr = "misc/r_tele3.wav";
else if (v < 4)
tmpstr = "misc/r_tele4.wav";
else
tmpstr = "misc/r_tele5.wav";
sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove (self);
};
void(vector org) spawn_tfog =
{
s = spawn ();
s.origin = org;
s.nextthink = time + 0.2;
s.think = play_teleport;
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_TELEPORT);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PHS);
};
void() tdeath_touch =
{
local entity other2;
if (other == self.owner)
return;
// frag anyone who teleports in on top of an invincible player
if (other.classname == "player")
{
if (other.invincible_finished > time &&
self.owner.invincible_finished > time) {
self.classname = "teledeath3";
other.invincible_finished = 0;
self.owner.invincible_finished = 0;
T_Damage (other, self, self, 50000);
other2 = self.owner;
self.owner = other;
T_Damage (other2, self, self, 50000);
}
if (other.invincible_finished > time)
{
self.classname = "teledeath2";
T_Damage (self.owner, self, self, 50000);
return;
}
}
if (other.health)
{
T_Damage (other, self, self, 50000);
}
};
void(vector org, entity death_owner) spawn_tdeath =
{
local entity death;
death = spawn();
death.classname = "teledeath";
death.movetype = MOVETYPE_NONE;
death.solid = SOLID_TRIGGER;
death.angles = '0 0 0';
setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin (death, org);
death.touch = tdeath_touch;
death.nextthink = time + 0.2;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};
void() teleport_touch =
{
local entity t;
local vector org;
if (self.targetname)
{
if (self.nextthink < time)
{
return; // not fired yet
}
}
if (self.spawnflags & PLAYER_ONLY)
{
if (other.classname != "player")
return;
}
// only teleport living creatures
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
SUB_UseTargets ();
// put a tfog where the player was
spawn_tfog (other.origin);
t = find (world, targetname, self.target);
if (!t)
objerror ("couldn't find target");
// spawn a tfog flash in front of the destination
makevectors (t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog (org);
spawn_tdeath(t.origin, other);
// move the player and lock him down for a little while
if (!other.health)
{
other.origin = t.origin;
other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
if (other.classname == "player")
{
other.fixangle = 1; // turn this way immediately
other.teleport_time = time + 0.7;
if (other.flags & FL_ONGROUND)
other.flags = other.flags - FL_ONGROUND;
other.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
};
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
void() info_teleport_destination =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
};
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
*/
void() trigger_teleport =
{
local vector o;
InitTrigger ();
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror ("no target");
self.use = teleport_use;
if (!(self.spawnflags & SILENT))
{
precache_sound ("ambience/hum1.wav");
o = (self.mins + self.maxs)*0.5;
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
}
};
/*
==============================================================================
trigger_setskill
==============================================================================
*/
/*QUAKED trigger_setskill (.5 .5 .5) ?
sets skill level to the value of "message".
Only used on start map.
*/
void() trigger_setskill =
{
remove (self);
};
/*
==============================================================================
ONLY REGISTERED TRIGGERS
==============================================================================
*/
void() trigger_onlyregistered_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
if (cvar("registered"))
{
self.message = "";
SUB_UseTargets ();
remove (self);
}
else
{
if (self.message != "")
{
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
}
};
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
Only fires if playing the registered version, otherwise prints the message
*/
void() trigger_onlyregistered =
{
precache_sound ("misc/talk.wav");
InitTrigger ();
self.touch = trigger_onlyregistered_touch;
};
//============================================================================
void() hurt_on =
{
self.solid = SOLID_TRIGGER;
self.nextthink = -1;
};
void() hurt_touch =
{
if (other.takedamage)
{
self.solid = SOLID_NOT;
T_Damage (other, self, self, self.dmg);
self.think = hurt_on;
self.nextthink = time + 1;
}
return;
};
/*QUAKED trigger_hurt (.5 .5 .5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
void() trigger_hurt =
{
InitTrigger ();
self.touch = hurt_touch;
if (!self.dmg)
self.dmg = 5;
};
//============================================================================
float PUSH_ONCE = 1;
void() trigger_push_touch =
{
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
if (other.classname == "player")
{
if (other.fly_sound < time)
{
other.fly_sound = time + 1.5;
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
}
}
}
if (self.spawnflags & PUSH_ONCE)
remove(self);
};
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
*/
void() trigger_push =
{
InitTrigger ();
precache_sound ("ambience/windfly.wav");
self.touch = trigger_push_touch;
if (!self.speed)
self.speed = 1000;
};
//============================================================================
void() trigger_monsterjump_touch =
{
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
return;
// set XY even if not on ground, so the jump will clear lips
other.velocity_x = self.movedir_x * self.speed;
other.velocity_y = self.movedir_y * self.speed;
if ( !(other.flags & FL_ONGROUND) )
return;
other.flags = other.flags - FL_ONGROUND;
other.velocity_z = self.height;
};
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void() trigger_monsterjump =
{
if (!self.speed)
self.speed = 200;
if (!self.height)
self.height = 200;
if (self.angles == '0 0 0')
self.angles = '0 360 0';
InitTrigger ();
self.touch = trigger_monsterjump_touch;
};

3538
quakec/fallout2/weapons.qc Normal file

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403
quakec/fallout2/wizard.qc Normal file
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/*
==============================================================================
WIZARD
==============================================================================
*/
$cd id1/models/a_wizard
$origin 0 0 24
$base wizbase
$skin wizbase
$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
$frame fly11 fly12 fly13 fly14
$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
$frame pain1 pain2 pain3 pain4
$frame death1 death2 death3 death4 death5 death6 death7 death8
/*
==============================================================================
WIZARD
If the player moves behind cover before the missile is launched, launch it
at the last visible spot with no velocity leading, in hopes that the player
will duck back out and catch it.
==============================================================================
*/
/*
=============
LaunchMissile
Sets the given entities velocity and angles so that it will hit self.enemy
if self.enemy maintains it's current velocity
0.1 is moderately accurate, 0.0 is totally accurate
=============
*/
void(entity missile, float mspeed, float accuracy) LaunchMissile =
{
local vector vec, move;
local float fly;
makevectors (self.angles);
// set missile speed
vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
// calc aproximate time for missile to reach vec
fly = vlen (vec) / mspeed;
// get the entities xy velocity
move = self.enemy.velocity;
move_z = 0;
// project the target forward in time
vec = vec + move * fly;
vec = normalize(vec);
vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
missile.velocity = vec * mspeed;
missile.angles = '0 0 0';
missile.angles_y = vectoyaw(missile.velocity);
// set missile duration
missile.nextthink = time + 5;
missile.think = SUB_Remove;
};
void() wiz_run1;
void() wiz_side1;
/*
=================
WizardCheckAttack
=================
*/
float() WizardCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
if (enemy_range == RANGE_FAR)
{
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
return FALSE;
}
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_ent != targ)
{ // don't have a clear shot, so move to a side
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
return FALSE;
}
if (enemy_range == RANGE_MELEE)
chance = 0.9;
else if (enemy_range == RANGE_NEAR)
chance = 0.6;
else if (enemy_range == RANGE_MID)
chance = 0.2;
else
chance = 0;
if (random () < chance)
{
self.attack_state = AS_MISSILE;
return TRUE;
}
if (enemy_range == RANGE_MID)
{
if (self.attack_state != AS_STRAIGHT)
{
self.attack_state = AS_STRAIGHT;
wiz_run1 ();
}
}
else
{
if (self.attack_state != AS_SLIDING)
{
self.attack_state = AS_SLIDING;
wiz_side1 ();
}
}
return FALSE;
};
/*
=================
WizardAttackFinished
=================
*/
void() WizardAttackFinished =
{
if (enemy_range >= RANGE_MID || !enemy_vis)
{
self.attack_state = AS_STRAIGHT;
self.think = wiz_run1;
}
else
{
self.attack_state = AS_SLIDING;
self.think = wiz_side1;
}
};
/*
==============================================================================
FAST ATTACKS
==============================================================================
*/
void() Wiz_FastFire =
{
local vector vec;
local vector dst;
if (self.owner.health > 0)
{
makevectors (self.enemy.angles);
dst = self.enemy.origin - 13*self.movedir;
vec = normalize(dst - self.origin);
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
launch_spike (self.origin, vec);
newmis.velocity = vec*600;
newmis.owner = self.owner;
newmis.classname = "wizspike";
setmodel (newmis, "progs/w_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
}
remove (self);
};
void() Wiz_StartFast =
{
local entity missile;
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
self.v_angle = self.angles;
makevectors (self.angles);
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 0.6;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.8;
missile.think = Wiz_FastFire;
missile.movedir = v_right;
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 1;
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
missile.enemy = self.enemy;
missile.nextthink = time + 0.3;
missile.think = Wiz_FastFire;
missile.movedir = VEC_ORIGIN - v_right;
};
void() Wiz_idlesound =
{
local float wr;
wr = random() * 5;
if (self.waitmin < time)
{
self.waitmin = time + 2;
if (wr > 4.5)
sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
if (wr < 1.5)
sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
}
return;
};
void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
Wiz_idlesound();};
void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
Wiz_idlesound();};
void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
Wiz_idlesound();
};
void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();};
void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();};
void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
void() wiz_death1 =[ $death1, wiz_death2 ] {
self.velocity_x = -200 + 400*random();
self.velocity_y = -200 + 400*random();
self.velocity_z = 100 + 100*random();
self.flags = self.flags - (self.flags & FL_ONGROUND);
sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM);
};
void() wiz_death2 =[ $death2, wiz_death3 ] {};
void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;};
void() wiz_death4 =[ $death4, wiz_death5 ] {};
void() wiz_death5 =[ $death5, wiz_death6 ] {};
void() wiz_death6 =[ $death6, wiz_death7 ] {};
void() wiz_death7 =[ $death7, wiz_death8 ] {};
void() wiz_death8 =[ $death8, wiz_death8 ] {};
void() wiz_die =
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_wizard.mdl", -10);
ThrowGib ("progs/gib2.mdl", -10);
ThrowGib ("progs/gib2.mdl", -10);
ThrowGib ("progs/gib2.mdl", -10);
return;
}
wiz_death1 ();
};
void(entity attacker, float damage) Wiz_Pain =
{
sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM);
if (random()*70 > damage)
return; // didn't flinch
wiz_pain1 ();
};
void() Wiz_Missile =
{
wiz_fast1();
};
void() monster_wizard =
{
precache_model ("progs/wizard.mdl");
precache_model ("progs/h_wizard.mdl");
precache_model ("progs/w_spike.mdl");
precache_sound ("wizard/hit.wav"); // used by c code
precache_sound ("wizard/wattack.wav");
precache_sound ("wizard/wdeath.wav");
precache_sound ("wizard/widle1.wav");
precache_sound ("wizard/widle2.wav");
precache_sound ("wizard/wpain.wav");
precache_sound ("wizard/wsight.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/wizard.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 150;
self.team = 3;
self.classname = "monster";
self.netname = "floater";
self.th_stand = wiz_stand1;
self.th_walk = wiz_walk1;
self.th_run = wiz_run1;
self.th_missile = Wiz_Missile;
self.th_pain = Wiz_Pain;
self.th_die = wiz_die;
flymonster_start ();
};

523
quakec/fallout2/world.qc Normal file
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void() InitBodyQue;
void() main =
{
dprint ("main function\n");
// these are just commands the the prog compiler to copy these files
precache_file ("progs.dat");
precache_file ("gfx.wad");
precache_file ("quake.rc");
precache_file ("default.cfg");
precache_file ("end1.bin");
precache_file2 ("end2.bin");
precache_file ("demo1.dem");
precache_file ("demo2.dem");
precache_file ("demo3.dem");
//
// these are all of the lumps from the cached.ls files
//
precache_file ("gfx/palette.lmp");
precache_file ("gfx/colormap.lmp");
precache_file2 ("gfx/pop.lmp");
precache_file ("gfx/complete.lmp");
precache_file ("gfx/inter.lmp");
precache_file ("gfx/ranking.lmp");
precache_file ("gfx/vidmodes.lmp");
precache_file ("gfx/finale.lmp");
precache_file ("gfx/conback.lmp");
precache_file ("gfx/qplaque.lmp");
precache_file ("gfx/menudot1.lmp");
precache_file ("gfx/menudot2.lmp");
precache_file ("gfx/menudot3.lmp");
precache_file ("gfx/menudot4.lmp");
precache_file ("gfx/menudot5.lmp");
precache_file ("gfx/menudot6.lmp");
precache_file ("gfx/menuplyr.lmp");
precache_file ("gfx/bigbox.lmp");
precache_file ("gfx/dim_modm.lmp");
precache_file ("gfx/dim_drct.lmp");
precache_file ("gfx/dim_ipx.lmp");
precache_file ("gfx/dim_tcp.lmp");
precache_file ("gfx/dim_mult.lmp");
precache_file ("gfx/mainmenu.lmp");
precache_file ("gfx/box_tl.lmp");
precache_file ("gfx/box_tm.lmp");
precache_file ("gfx/box_tr.lmp");
precache_file ("gfx/box_ml.lmp");
precache_file ("gfx/box_mm.lmp");
precache_file ("gfx/box_mm2.lmp");
precache_file ("gfx/box_mr.lmp");
precache_file ("gfx/box_bl.lmp");
precache_file ("gfx/box_bm.lmp");
precache_file ("gfx/box_br.lmp");
precache_file ("gfx/sp_menu.lmp");
precache_file ("gfx/ttl_sgl.lmp");
precache_file ("gfx/ttl_main.lmp");
precache_file ("gfx/ttl_cstm.lmp");
precache_file ("gfx/mp_menu.lmp");
precache_file ("gfx/netmen1.lmp");
precache_file ("gfx/netmen2.lmp");
precache_file ("gfx/netmen3.lmp");
precache_file ("gfx/netmen4.lmp");
precache_file ("gfx/netmen5.lmp");
precache_file ("gfx/sell.lmp");
precache_file ("gfx/help0.lmp");
precache_file ("gfx/help1.lmp");
precache_file ("gfx/help2.lmp");
precache_file ("gfx/help3.lmp");
precache_file ("gfx/help4.lmp");
precache_file ("gfx/help5.lmp");
precache_file ("gfx/pause.lmp");
precache_file ("gfx/loading.lmp");
precache_file ("gfx/p_option.lmp");
precache_file ("gfx/p_load.lmp");
precache_file ("gfx/p_save.lmp");
precache_file ("gfx/p_multi.lmp");
// sounds loaded by C code
precache_sound ("misc/menu1.wav");
precache_sound ("misc/menu2.wav");
precache_sound ("misc/menu3.wav");
precache_sound ("ambience/water1.wav");
precache_sound ("ambience/wind2.wav");
// shareware
precache_file ("maps/start.bsp");
precache_file ("maps/e1m1.bsp");
precache_file ("maps/e1m2.bsp");
precache_file ("maps/e1m3.bsp");
precache_file ("maps/e1m4.bsp");
precache_file ("maps/e1m5.bsp");
precache_file ("maps/e1m6.bsp");
precache_file ("maps/e1m7.bsp");
precache_file ("maps/e1m8.bsp");
// registered
precache_file2 ("gfx/pop.lmp");
precache_file2 ("maps/e2m1.bsp");
precache_file2 ("maps/e2m2.bsp");
precache_file2 ("maps/e2m3.bsp");
precache_file2 ("maps/e2m4.bsp");
precache_file2 ("maps/e2m5.bsp");
precache_file2 ("maps/e2m6.bsp");
precache_file2 ("maps/e2m7.bsp");
precache_file2 ("maps/e3m1.bsp");
precache_file2 ("maps/e3m2.bsp");
precache_file2 ("maps/e3m3.bsp");
precache_file2 ("maps/e3m4.bsp");
precache_file2 ("maps/e3m5.bsp");
precache_file2 ("maps/e3m6.bsp");
precache_file2 ("maps/e3m7.bsp");
precache_file2 ("maps/e4m1.bsp");
precache_file2 ("maps/e4m2.bsp");
precache_file2 ("maps/e4m3.bsp");
precache_file2 ("maps/e4m4.bsp");
precache_file2 ("maps/e4m5.bsp");
precache_file2 ("maps/e4m6.bsp");
precache_file2 ("maps/e4m7.bsp");
precache_file2 ("maps/e4m8.bsp");
precache_file2 ("maps/end.bsp");
precache_file2 ("maps/dm1.bsp");
precache_file2 ("maps/dm2.bsp");
precache_file2 ("maps/dm3.bsp");
precache_file2 ("maps/dm4.bsp");
precache_file2 ("maps/dm5.bsp");
precache_file2 ("maps/dm6.bsp");
};
void () GameTimer =
{
local entity te, ze;
local float switch;
local float c, z;
switch = 0;
te = findradius(self.origin, 25000);
while (c < 300 && switch == 0)
{
if (te.classname == "raider" && te.enemy != world && te.processed == 0 && te.active == 0 && switch == 0)
{
te.active = 1;
te.processed = 1;
bprint(2, "it is now ");
bprint(2, te.netname);
bprint(2, "'s turn.\n");
te.maxspeed = 300;
switch = 1;
ze = findradius(self.origin, 25000);
z = 0;
while (z < 300)
{
if ((ze.classname == "player" || ze.classname == "raider") && ze != te)
{
ze.active = 0;
ze.maxspeed = 0;
}
z = z + 1;
ze = ze.chain;
}
}
if (te.classname == "player" && te.processed == 0 && te.active == 0 && switch == 0)
{
te.active = 1;
te.processed = 1;
bprint(2, "it is now ");
bprint(2, te.netname);
bprint(2, "'s turn.\n");
te.maxspeed = 300;
switch = 1;
ze = findradius(self.origin, 25000);
z = 0;
while (z < 300)
{
if ((ze.classname == "player" || ze.classname == "raider") && ze != te)
{
ze.active = 0;
ze.maxspeed = 0;
}
z = z + 1;
ze = ze.chain;
}
}
c = c + 1;
te = te.chain;
}
c = 0;
if (switch == 0) // no entities left, turn is over
{
bprint(2, "round is now over.\n");
te = findradius(self.origin, 25000);
while (c < 300)
{
if (te.classname == "player" || te.classname == "raider")
{
te.active = 0;
te.processed = 0;
te.maxspeed = 0;
}
c = c + 1;
te = te.chain;
}
}
self.think = GameTimer;
self.nextthink = time + 1;
};
void () create_timer =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_NONE;
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.solid = SOLID_BBOX;
newmis.velocity = VEC_ORIGIN;
newmis.touch = SUB_Null;
setorigin (newmis, '0 0 -300');
newmis.nextthink = (time + 1);
newmis.think = GameTimer;
newmis.classname = "referee";
};
entity lastspawn;
//=======================
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
//=======================
void() worldspawn =
{
lastspawn = world;
InitBodyQue ();
coop = 1;
// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
// sounds used from C physics code
precache_sound ("demon/dland2.wav"); // landing thud
precache_sound ("misc/h2ohit1.wav"); // landing splash
// setup precaches allways needed
precache_sound ("items/itembk2.wav"); // item respawn sound
precache_sound ("player/plyrjmp8.wav"); // player jump
precache_sound ("player/land.wav"); // player landing
precache_sound ("player/land2.wav"); // player hurt landing
precache_sound ("player/drown1.wav"); // drowning pain
precache_sound ("player/drown2.wav"); // drowning pain
precache_sound ("player/gasp1.wav"); // gasping for air
precache_sound ("player/gasp2.wav"); // taking breath
precache_sound ("player/h2odeath.wav"); // drowning death
precache_sound ("misc/talk.wav"); // talk
precache_sound ("player/teledth1.wav"); // telefrag
precache_sound ("misc/r_tele1.wav"); // teleport sounds
precache_sound ("misc/r_tele2.wav");
precache_sound ("misc/r_tele3.wav");
precache_sound ("misc/r_tele4.wav");
precache_sound ("misc/r_tele5.wav");
precache_sound ("weapons/lock4.wav"); // ammo pick up
precache_sound ("weapons/pkup.wav"); // weapon up
precache_sound ("items/armor1.wav"); // armor up
precache_sound ("weapons/lhit.wav"); //lightning
precache_sound ("weapons/lstart.wav"); //lightning start
precache_sound ("items/damage3.wav");
precache_sound ("misc/power.wav"); //lightning for boss
// player gib sounds
precache_sound ("player/gib.wav"); // player gib sound
precache_sound ("player/udeath.wav"); // player gib sound
precache_sound ("player/tornoff2.wav"); // gib sound
// player pain sounds
precache_sound ("player/pain1.wav");
precache_sound ("player/pain2.wav");
precache_sound ("player/pain3.wav");
precache_sound ("player/pain4.wav");
precache_sound ("player/pain5.wav");
precache_sound ("player/pain6.wav");
// player death sounds
precache_sound ("player/death1.wav");
precache_sound ("player/death2.wav");
precache_sound ("player/death3.wav");
precache_sound ("player/death4.wav");
precache_sound ("player/death5.wav");
precache_sound ("boss1/sight1.wav");
// ax sounds
precache_sound ("weapons/ax1.wav"); // ax swoosh
precache_sound ("player/axhit1.wav"); // ax hit meat
precache_sound ("player/axhit2.wav"); // ax hit world
precache_sound ("player/h2ojump.wav"); // player jumping into water
precache_sound ("player/slimbrn2.wav"); // player enter slime
precache_sound ("player/inh2o.wav"); // player enter water
precache_sound ("player/inlava.wav"); // player enter lava
precache_sound ("misc/outwater.wav"); // leaving water sound
precache_sound ("player/lburn1.wav"); // lava burn
precache_sound ("player/lburn2.wav"); // lava burn
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
// Invulnerability sounds
precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
precache_model ("progs/player.mdl");
precache_model ("progs/guy.mdl");
precache_model ("progs/lay.mdl");
precache_model ("progs/eyes.mdl");
precache_model ("progs/h_player.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_model ("progs/s_bubble.spr"); // drowning bubbles
precache_model ("progs/s_explod.spr"); // sprite explosion
precache_model ("progs/v_axe.mdl");
precache_model ("progs/v_shot.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.mdl");
precache_model ("progs/v_shot2.mdl");
precache_model ("progs/v_nail2.mdl");
precache_model ("progs/v_rock2.mdl");
precache_model ("progs/v_fist.mdl");
precache_model ("progs/v_knife.mdl");
precache_model ("progs/v_1911.mdl");
precache_model ("progs/v_mp5.mdl");
precache_model ("progs/v_ak47.mdl");
precache_model ("progs/v_night.mdl");
precache_model ("progs/sneak.mdl");
precache_model ("progs/dead.mdl");
precache_sound ("weapons/1911.wav");
precache_sound ("weapons/ak47.wav");
precache_sound ("weapons/reload.wav");
precache_sound ("weapons/click.wav");
precache_model ("progs/bolt.mdl"); // for lightning gun
precache_model ("progs/bolt2.mdl"); // for lightning gun
precache_model ("progs/bolt3.mdl"); // for boss shock
precache_model ("progs/lavaball.mdl"); // for testing
precache_model ("progs/missile.mdl");
precache_model ("progs/grenade.mdl");
precache_model ("progs/spike.mdl");
precache_model ("progs/s_spike.mdl");
precache_model ("progs/backpack.mdl");
precache_model ("progs/zom_gib.mdl");
precache_model ("progs/v_light.mdl");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
lightstyle(0, "m");
// 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle(4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
lightstyle(63, "a");
};
void() StartFrame =
{
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
teamplay = cvar("teamplay");
deathmatch = cvar("deathmatch");
framecount = framecount + 1;
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
entity bodyque_head;
void() bodyque =
{ // just here so spawn functions don't complain after the world
// creates bodyques
};
void() InitBodyQue =
{
local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();
bodyque_head.owner.classname = "bodyque";
bodyque_head.owner.owner = spawn();
bodyque_head.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner = spawn();
bodyque_head.owner.owner.owner.classname = "bodyque";
bodyque_head.owner.owner.owner.owner = bodyque_head;
};
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void(entity ent) CopyToBodyQue =
{
bodyque_head.angles = ent.angles;
bodyque_head.model = ent.model;
bodyque_head.modelindex = ent.modelindex;
bodyque_head.frame = ent.frame;
bodyque_head.colormap = ent.colormap;
bodyque_head.movetype = ent.movetype;
bodyque_head.velocity = ent.velocity;
bodyque_head.flags = 0;
setorigin (bodyque_head, ent.origin);
setsize (bodyque_head, ent.mins, ent.maxs);
bodyque_head = bodyque_head.owner;
};

505
quakec/fallout2/zombie.qc Normal file
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@ -0,0 +1,505 @@
/*
==============================================================================
ZOMBIE
==============================================================================
*/
$cd id1/models/zombie
$origin 0 0 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11
$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame run13 run14 run15 run16 run17 run18
$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11
$frame atta12 atta13
$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11
$frame attb12 attb13 attb14
$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11
$frame attc12
$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
$frame paina11 paina12
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19
$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
$frame paind11 paind12 paind13
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19
$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28
$frame paine29 paine30
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
float SPAWN_CRUCIFIED = 1;
//=============================================================================
.float inpain;
void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();};
void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();};
void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();};
void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();};
void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();};
void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();};
void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();};
void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();};
void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();};
void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();};
void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();};
void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();};
void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();};
void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();};
void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();};
void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] {
if (random() < 0.1)
sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);};
void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {self.nextthink = time + 0.1 + random()*0.1;};
void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);};
void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);};
void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);};
void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);};
void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);};
void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);};
void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);};
void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);};
void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);};
void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);};
void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);};
void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);};
void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);};
void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);};
void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);};
void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);};
void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);};
void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);};
void() zombie_walk19 =[ $walk19, zombie_walk1 ] {
ai_walk(0);
if (random() < 0.2)
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);};
void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;};
void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);};
void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);};
void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);};
void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);};
void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);};
void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);};
void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);};
void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);};
void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);};
void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);};
void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);};
void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);};
void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);};
void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);};
void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);};
void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);};
void() zombie_run18 =[ $run18, zombie_run1 ] {
ai_run(8);
if (random() < 0.2)
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
if (random() > 0.8)
sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE);
};
/*
=============================================================================
ATTACKS
=============================================================================
*/
void() ZombieGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage)
{
T_Damage (other, self, self.owner, 10 );
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
remove (self);
return;
}
sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.touch = SUB_Remove;
};
/*
================
ZombieFireGrenade
================
*/
void(vector st) ZombieFireGrenade =
{
local entity missile, mpuff;
local vector org;
sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
// calc org
org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up;
// set missile speed
makevectors (self.angles);
missile.velocity = normalize(self.enemy.origin - org);
missile.velocity = missile.velocity * 600;
missile.velocity_z = 200;
missile.avelocity = '3000 1000 2000';
missile.touch = ZombieGrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();};
void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();};
void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();};
void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();};
void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();};
void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();};
void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();};
void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();};
void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();};
void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();};
void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();};
void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();};
void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');};
void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();};
void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();};
void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();};
void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();};
void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();};
void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();};
void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();};
void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();};
void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();};
void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();};
void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();};
void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();};
void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();};
void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');};
void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();};
void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();};
void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();};
void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();};
void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();};
void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();};
void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();};
void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();};
void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();};
void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();};
void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();};
void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');};
void() zombie_missile =
{
local float r;
r = random();
if (r < 0.3)
zombie_atta1 ();
else if (r < 0.6)
zombie_attb1 ();
else
zombie_attc1 ();
};
/*
=============================================================================
PAIN
=============================================================================
*/
void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);};
void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);};
void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);};
void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);};
void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);};
void() zombie_paina7 =[ $paina7, zombie_paina8 ] {};
void() zombie_paina8 =[ $paina8, zombie_paina9 ] {};
void() zombie_paina9 =[ $paina9, zombie_paina10 ] {};
void() zombie_paina10 =[ $paina10, zombie_paina11 ] {};
void() zombie_paina11 =[ $paina11, zombie_paina12 ] {};
void() zombie_paina12 =[ $paina12, zombie_run1 ] {};
void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);};
void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);};
void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);};
void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);};
void() zombie_painb6 =[ $painb6, zombie_painb7 ] {};
void() zombie_painb7 =[ $painb7, zombie_painb8 ] {};
void() zombie_painb8 =[ $painb8, zombie_painb9 ] {};
void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);};
void() zombie_painb10 =[ $painb10, zombie_painb11 ] {};
void() zombie_painb11 =[ $painb11, zombie_painb12 ] {};
void() zombie_painb12 =[ $painb12, zombie_painb13 ] {};
void() zombie_painb13 =[ $painb13, zombie_painb14 ] {};
void() zombie_painb14 =[ $painb14, zombie_painb15 ] {};
void() zombie_painb15 =[ $painb15, zombie_painb16 ] {};
void() zombie_painb16 =[ $painb16, zombie_painb17 ] {};
void() zombie_painb17 =[ $painb17, zombie_painb18 ] {};
void() zombie_painb18 =[ $painb18, zombie_painb19 ] {};
void() zombie_painb19 =[ $painb19, zombie_painb20 ] {};
void() zombie_painb20 =[ $painb20, zombie_painb21 ] {};
void() zombie_painb21 =[ $painb21, zombie_painb22 ] {};
void() zombie_painb22 =[ $painb22, zombie_painb23 ] {};
void() zombie_painb23 =[ $painb23, zombie_painb24 ] {};
void() zombie_painb24 =[ $painb24, zombie_painb25 ] {};
void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);};
void() zombie_painb26 =[ $painb26, zombie_painb27 ] {};
void() zombie_painb27 =[ $painb27, zombie_painb28 ] {};
void() zombie_painb28 =[ $painb28, zombie_run1 ] {};
void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
void() zombie_painc2 =[ $painc2, zombie_painc3 ] {};
void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);};
void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);};
void() zombie_painc5 =[ $painc5, zombie_painc6 ] {};
void() zombie_painc6 =[ $painc6, zombie_painc7 ] {};
void() zombie_painc7 =[ $painc7, zombie_painc8 ] {};
void() zombie_painc8 =[ $painc8, zombie_painc9 ] {};
void() zombie_painc9 =[ $painc9, zombie_painc10 ] {};
void() zombie_painc10 =[ $painc10, zombie_painc11 ] {};
void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);};
void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);};
void() zombie_painc13 =[ $painc13, zombie_painc14 ] {};
void() zombie_painc14 =[ $painc14, zombie_painc15 ] {};
void() zombie_painc15 =[ $painc15, zombie_painc16 ] {};
void() zombie_painc16 =[ $painc16, zombie_painc17 ] {};
void() zombie_painc17 =[ $painc17, zombie_painc18 ] {};
void() zombie_painc18 =[ $painc18, zombie_run1 ] {};
void() zombie_paind1 =[ $paind1, zombie_paind2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
void() zombie_paind2 =[ $paind2, zombie_paind3 ] {};
void() zombie_paind3 =[ $paind3, zombie_paind4 ] {};
void() zombie_paind4 =[ $paind4, zombie_paind5 ] {};
void() zombie_paind5 =[ $paind5, zombie_paind6 ] {};
void() zombie_paind6 =[ $paind6, zombie_paind7 ] {};
void() zombie_paind7 =[ $paind7, zombie_paind8 ] {};
void() zombie_paind8 =[ $paind8, zombie_paind9 ] {};
void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);};
void() zombie_paind10 =[ $paind10, zombie_paind11 ] {};
void() zombie_paind11 =[ $paind11, zombie_paind12 ] {};
void() zombie_paind12 =[ $paind12, zombie_paind13 ] {};
void() zombie_paind13 =[ $paind13, zombie_run1 ] {};
void() zombie_paine1 =[ $paine1, zombie_paine2 ] {
sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
self.health = 60;
};
void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);};
void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);};
void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);};
void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);};
void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);};
void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);};
void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);};
void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);};
void() zombie_paine10 =[ $paine10, zombie_paine11 ] {
sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);
self.solid = SOLID_NOT;
};
void() zombie_paine11 =[ $paine11, zombie_paine12 ] {self.nextthink = self.nextthink + 5;self.health = 60;};
void() zombie_paine12 =[ $paine12, zombie_paine13 ]{
// see if ok to stand up
self.health = 60;
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
self.solid = SOLID_SLIDEBOX;
if (!walkmove (0, 0))
{
self.think = zombie_paine11;
self.solid = SOLID_NOT;
return;
}
};
void() zombie_paine13 =[ $paine13, zombie_paine14 ] {};
void() zombie_paine14 =[ $paine14, zombie_paine15 ] {};
void() zombie_paine15 =[ $paine15, zombie_paine16 ] {};
void() zombie_paine16 =[ $paine16, zombie_paine17 ] {};
void() zombie_paine17 =[ $paine17, zombie_paine18 ] {};
void() zombie_paine18 =[ $paine18, zombie_paine19 ] {};
void() zombie_paine19 =[ $paine19, zombie_paine20 ] {};
void() zombie_paine20 =[ $paine20, zombie_paine21 ] {};
void() zombie_paine21 =[ $paine21, zombie_paine22 ] {};
void() zombie_paine22 =[ $paine22, zombie_paine23 ] {};
void() zombie_paine23 =[ $paine23, zombie_paine24 ] {};
void() zombie_paine24 =[ $paine24, zombie_paine25 ] {};
void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);};
void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);};
void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);};
void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);};
void() zombie_paine29 =[ $paine29, zombie_paine30 ] {};
void() zombie_paine30 =[ $paine30, zombie_run1 ] {};
void() zombie_die =
{
sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_zombie.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
};
/*
=================
zombie_pain
Zombies can only be killed (gibbed) by doing 60 hit points of damage
in a single frame (rockets, grenades, quad shotgun, quad nailgun).
A hit of 25 points or more (super shotgun, quad nailgun) will allways put it
down to the ground.
A hit of from 10 to 40 points in one frame will cause it to go down if it
has been twice in two seconds, otherwise it goes into one of the four
fast pain frames.
A hit of less than 10 points of damage (winged by a shotgun) will be ignored.
FIXME: don't use pain_finished because of nightmare hack
=================
*/
void(entity attacker, float take) zombie_pain =
{
local float r;
self.health = 60; // allways reset health
if (take < 9)
return; // totally ignore
if (self.inpain == 2)
return; // down on ground, so don't reset any counters
// go down immediately if a big enough hit
if (take >= 25)
{
self.inpain = 2;
zombie_paine1 ();
return;
}
if (self.inpain)
{
// if hit again in next gre seconds while not in pain frames, definately drop
self.pain_finished = time + 3;
return; // currently going through an animation, don't change
}
if (self.pain_finished > time)
{
// hit again, so drop down
self.inpain = 2;
zombie_paine1 ();
return;
}
// gp into one of the fast pain animations
self.inpain = 1;
r = random();
if (r < 0.25)
zombie_paina1 ();
else if (r < 0.5)
zombie_painb1 ();
else if (r < 0.75)
zombie_painc1 ();
else
zombie_paind1 ();
};
//============================================================================
void() monster_zombie =
{
precache_model ("progs/zombie.mdl");
precache_model ("progs/h_zombie.mdl");
precache_model ("progs/zom_gib.mdl");
precache_sound ("zombie/z_idle.wav");
precache_sound ("zombie/z_idle1.wav");
precache_sound ("zombie/z_shot1.wav");
precache_sound ("zombie/z_gib.wav");
precache_sound ("zombie/z_pain.wav");
precache_sound ("zombie/z_pain1.wav");
precache_sound ("zombie/z_fall.wav");
precache_sound ("zombie/z_miss.wav");
precache_sound ("zombie/z_hit.wav");
precache_sound ("zombie/idle_w2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/zombie.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 60;
self.th_stand = zombie_stand1;
self.th_walk = zombie_walk1;
self.th_run = zombie_run1;
self.th_pain = zombie_pain;
self.th_die = zombie_die;
self.th_missile = zombie_missile;
if (self.spawnflags & SPAWN_CRUCIFIED)
{
self.movetype = MOVETYPE_NONE;
zombie_cruc1 ();
}
else
walkmonster_start();
};