fteqw/quakec/basemod/shambler.qc
2005-07-12 07:30:22 +00:00

339 lines
12 KiB
C++

/*
==============================================================================
SHAMBLER
==============================================================================
*/
$cd id1/models/shams
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12
$frame run1 run2 run3 run4 run5 run6
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12
$frame swingr1 swingr2 swingr3 swingr4 swingr5
$frame swingr6 swingr7 swingr8 swingr9
$frame swingl1 swingl2 swingl3 swingl4 swingl5
$frame swingl6 swingl7 swingl8 swingl9
$frame magic1 magic2 magic3 magic4 magic5
$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11
void(float chrg, float damage, float side, float crnd) ShamClaw =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(chrg);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * damage;
T_Damage (self.enemy, self, self, ldmg, MOD_SHAMBLER);
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
if (side)
{
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, (crandom() * crnd + side) * v_right);
}
};
void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();};
void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();};
void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();};
void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();};
void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();};
void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();};
void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();};
void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();};
void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();};
void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();};
void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();};
void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();};
void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();};
void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();};
void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();};
void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();};
void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();};
void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);};
void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);};
void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);};
void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);};
void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);};
void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);};
void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);};
void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);};
void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);};
void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);};
void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);};
void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);};
void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);};
void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);};
void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);};
void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);};
void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
};
void() sham_smash1 =[ $smash1, sham_smash2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(2);};
void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);};
void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);};
void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);};
void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);};
void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);};
void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
void() sham_smash10 =[ $smash10, sham_smash11 ] {ShamClaw(0, 40, 0, 100);};
void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);};
void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);};
void() sham_swingr1;
void() sham_swingl1 =[ $swingl1, sham_swingl2 ] {
sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
ai_charge(5);};
void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);};
void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);};
void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);};
void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);};
void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);};
void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(10, 20, 250, 0);};
void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);};
void() sham_swingl9 =[ $swingl9, sham_run1 ] {
ai_charge(8);
if (random()<0.5)
self.think = sham_swingr1;
};
void() sham_swingr1 =[ $swingr1, sham_swingr2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(1);};
void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);};
void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);};
void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);};
void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);};
void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);};
void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(10, 20, -250, 0);};
void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);};
void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1);
ai_charge(10);
if (random()<0.5)
self.think = sham_swingl1;
};
void() sham_melee =
{
local float chance;
chance = random();
if (chance > 0.6 || self.health == 600)
sham_smash1 ();
else if (chance > 0.3)
sham_swingr1 ();
else
sham_swingl1 ();
};
//============================================================================
void() CastLightning =
{
local vector org, dir;
muzzleflash();
ai_face ();
org = self.origin + '0 0 40';
dir = self.enemy.origin + '0 0 16' - org;
dir = normalize (dir);
traceline (org, self.origin + dir*600, TRUE, self);
TE_lightning1(self, org, trace_endpos);
LightningDamage (org, trace_endpos, self, 10, MOD_SHAMBLER);
};
void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
};
void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = time + 0.2;
local entity o;
muzzleflash();
ai_face();
// TODO: Spawn as an effect
self.owner = spawn();
o = self.owner;
setmodel (o, "progs/s_light.mdl");
setorigin (o, self.origin);
o.angles = self.angles;
o.nextthink = time + 0.7;
o.think = SUB_Remove;
};
void() sham_magic4 =[ $magic4, sham_magic5 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 1;
};
void() sham_magic5 =[ $magic5, sham_magic6 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 2;
};
void() sham_magic6 =[ $magic6, sham_magic9 ]
{
remove (self.owner);
CastLightning();
sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
};
void() sham_magic9 =[ $magic9, sham_magic10 ]
{CastLightning();};
void() sham_magic10 =[ $magic10, sham_magic11 ]
{CastLightning();};
void() sham_magic11 =[ $magic11, sham_magic12 ]
{
if (skill > 2)
CastLightning();
};
void() sham_magic12 =[ $magic12, sham_run1 ] {};
void() sham_pain1 =[ $pain1, sham_pain2 ] {};
void() sham_pain2 =[ $pain2, sham_pain3 ] {};
void() sham_pain3 =[ $pain3, sham_pain4 ] {};
void() sham_pain4 =[ $pain4, sham_pain5 ] {};
void() sham_pain5 =[ $pain5, sham_pain6 ] {};
void() sham_pain6 =[ $pain6, sham_run1 ] {};
void(entity attacker, float damage) sham_pain =
{
sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
if (self.health <= 0)
return; // allready dying, don't go into pain frame
if (random()*400 > damage)
return; // didn't flinch
if (self.pain_finished > time)
return;
self.pain_finished = time + 2;
sham_pain1 ();
};
//============================================================================
void() sham_death1 =[ $death1, sham_death2 ] {};
void() sham_death2 =[ $death2, sham_death3 ] {};
void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
void() sham_death4 =[ $death4, sham_death5 ] {};
void() sham_death5 =[ $death5, sham_death6 ] {};
void() sham_death6 =[ $death6, sham_death7 ] {};
void() sham_death7 =[ $death7, sham_death8 ] {};
void() sham_death8 =[ $death8, sham_death9 ] {};
void() sham_death9 =[ $death9, sham_death10 ] {};
void() sham_death10 =[ $death10, sham_death11 ] {};
void() sham_death11 =[ $death11, sham_death11 ] {};
void() sham_die =
{
// check for gib
if (self.health < -60)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_shams.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, "shambler/sdeath.wav", 1, ATTN_NORM);
sham_death1 ();
};
//============================================================================
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_shambler =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/shambler.mdl");
precache_model ("progs/s_light.mdl");
precache_model ("progs/h_shams.mdl");
precache_model ("progs/bolt.mdl");
precache_sound ("shambler/sattck1.wav");
precache_sound ("shambler/sboom.wav");
precache_sound ("shambler/sdeath.wav");
precache_sound ("shambler/shurt2.wav");
precache_sound ("shambler/sidle.wav");
precache_sound ("shambler/ssight.wav");
precache_sound ("shambler/melee1.wav");
precache_sound ("shambler/melee2.wav");
precache_sound ("shambler/smack.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/shambler.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 600;
self.th_stand = sham_stand1;
self.th_walk = sham_walk1;
self.th_run = sham_run1;
self.th_die = sham_die;
self.th_melee = sham_melee;
self.th_missile = sham_magic1;
self.th_pain = sham_pain;
walkmonster_start();
};