363 lines
9.3 KiB
C++
363 lines
9.3 KiB
C++
/*
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==============================================================================
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DOG
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==============================================================================
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*/
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$cd id1/models/dog
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$origin 0 0 24
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$base base
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$skin skin
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$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
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$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
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$frame deathb9
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
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$frame painb11 painb12 painb13 painb14 painb15 painb16
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$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
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$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
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void() dog_leap1;
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void() dog_run1;
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/*
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================
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dog_bite
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================
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*/
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void() dog_bite =
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{
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local vector delta;
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local float ldmg;
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if (!self.enemy)
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return;
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ai_charge(10);
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if (!CanDamage (self.enemy, self))
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return;
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delta = self.enemy.origin - self.origin;
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if (vlen(delta) > 100)
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return;
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ldmg = (random() + random() + random()) * 8;
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T_Damage (self.enemy, self, self, ldmg);
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};
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void() Dog_JumpTouch =
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{
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local float ldmg;
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if (self.health <= 0)
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return;
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if (other.takedamage)
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{
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if ( vlen(self.velocity) > 300 )
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{
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ldmg = 10 + 10*random();
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T_Damage (other, self, self, ldmg);
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}
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}
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if (!checkbottom(self))
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{
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if (self.flags & FL_ONGROUND)
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{ // jump randomly to not get hung up
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//dprint ("popjump\n");
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self.touch = SUB_Null;
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self.think = dog_leap1;
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self.nextthink = time + 0.1;
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// self.velocity_x = (random() - 0.5) * 600;
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// self.velocity_y = (random() - 0.5) * 600;
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// self.velocity_z = 200;
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// self.flags = self.flags - FL_ONGROUND;
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}
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return; // not on ground yet
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}
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self.touch = SUB_Null;
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self.think = dog_run1;
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self.nextthink = time + 0.1;
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};
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void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();};
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void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();};
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void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();};
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void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();};
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void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();};
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void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();};
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void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();};
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void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();};
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void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();};
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void() dog_walk1 =[ $walk1 , dog_walk2 ] {
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
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ai_walk(8);};
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void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);};
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void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);};
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void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);};
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void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);};
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void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);};
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void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);};
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void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);};
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void() dog_run1 =[ $run1 , dog_run2 ] {
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
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ai_run(16);};
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void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);};
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void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);};
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void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);};
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void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);};
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void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);};
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void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);};
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void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);};
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void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);};
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void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);};
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void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);};
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void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);};
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void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);};
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void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);};
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void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);};
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void() dog_atta4 =[ $attack4, dog_atta5 ] {
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sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
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dog_bite();};
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void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);};
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void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);};
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void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);};
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void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);};
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void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();};
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void() dog_leap2 =[ $leap2, dog_leap3 ]
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{
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ai_face();
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self.touch = Dog_JumpTouch;
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makevectors (self.angles);
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self.origin_z = self.origin_z + 1;
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self.velocity = v_forward * 300 + '0 0 200';
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if (self.flags & FL_ONGROUND)
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self.flags = self.flags - FL_ONGROUND;
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};
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void() dog_leap3 =[ $leap3, dog_leap4 ] {};
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void() dog_leap4 =[ $leap4, dog_leap5 ] {};
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void() dog_leap5 =[ $leap5, dog_leap6 ] {};
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void() dog_leap6 =[ $leap6, dog_leap7 ] {};
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void() dog_leap7 =[ $leap7, dog_leap8 ] {};
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void() dog_leap8 =[ $leap8, dog_leap9 ] {};
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void() dog_leap9 =[ $leap9, dog_leap9 ] {};
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void() dog_pain1 =[ $pain1 , dog_pain2 ] {};
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void() dog_pain2 =[ $pain2 , dog_pain3 ] {};
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void() dog_pain3 =[ $pain3 , dog_pain4 ] {};
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void() dog_pain4 =[ $pain4 , dog_pain5 ] {};
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void() dog_pain5 =[ $pain5 , dog_pain6 ] {};
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void() dog_pain6 =[ $pain6 , dog_run1 ] {};
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void() dog_painb1 =[ $painb1 , dog_painb2 ] {};
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void() dog_painb2 =[ $painb2 , dog_painb3 ] {};
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void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);};
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void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);};
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void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);};
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void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);};
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void() dog_painb7 =[ $painb7 , dog_painb8 ] {};
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void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);};
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void() dog_painb9 =[ $painb9 , dog_painb10 ] {};
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void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);};
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void() dog_painb11 =[ $painb11 , dog_painb12 ] {};
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void() dog_painb12 =[ $painb12 , dog_painb13 ] {};
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void() dog_painb13 =[ $painb13 , dog_painb14 ] {};
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void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
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void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
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void() dog_painb16 =[ $painb16 , dog_run1 ] {};
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void() dog_pain =
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{
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sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
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if (random() > 0.5)
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dog_pain1 ();
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else
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dog_painb1 ();
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};
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void() dog_die1 =[ $death1, dog_die2 ] {};
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void() dog_die2 =[ $death2, dog_die3 ] {};
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void() dog_die3 =[ $death3, dog_die4 ] {};
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void() dog_die4 =[ $death4, dog_die5 ] {};
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void() dog_die5 =[ $death5, dog_die6 ] {};
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void() dog_die6 =[ $death6, dog_die7 ] {};
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void() dog_die7 =[ $death7, dog_die8 ] {};
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void() dog_die8 =[ $death8, dog_die9 ] {};
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void() dog_die9 =[ $death9, dog_die9 ] {};
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void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {};
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void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {};
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void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {};
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void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {};
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void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {};
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void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {};
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void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {};
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void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {};
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void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {};
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void() dog_die =
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{
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// check for gib
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if (self.health < -35)
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{
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sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowGib ("progs/gib3.mdl", self.health);
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ThrowGib ("progs/gib3.mdl", self.health);
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ThrowGib ("progs/gib3.mdl", self.health);
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ThrowHead ("progs/h_dog.mdl", self.health);
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return;
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}
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// regular death
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sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
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self.solid = SOLID_NOT;
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if (random() > 0.5)
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dog_die1 ();
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else
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dog_dieb1 ();
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};
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//============================================================================
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/*
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==============
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CheckDogMelee
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Returns TRUE if a melee attack would hit right now
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==============
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*/
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float() CheckDogMelee =
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{
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if (enemy_range == RANGE_MELEE)
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{ // FIXME: check canreach
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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return FALSE;
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};
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/*
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==============
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CheckDogJump
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==============
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*/
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float() CheckDogJump =
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{
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local vector dist;
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local float d;
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if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
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+ 0.75 * self.enemy.size_z)
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return FALSE;
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if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
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+ 0.25 * self.enemy.size_z)
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return FALSE;
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dist = self.enemy.origin - self.origin;
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dist_z = 0;
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d = vlen(dist);
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if (d < 80)
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return FALSE;
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if (d > 150)
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return FALSE;
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return TRUE;
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};
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float() DogCheckAttack =
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{
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local vector vec;
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// if close enough for slashing, go for it
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if (CheckDogMelee ())
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{
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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if (CheckDogJump ())
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{
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self.attack_state = AS_MISSILE;
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return TRUE;
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}
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return FALSE;
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};
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//===========================================================================
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/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
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*/
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void() monster_dog =
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{
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if (deathmatch)
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{
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remove(self);
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return;
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}
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precache_model ("progs/h_dog.mdl");
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precache_model ("progs/dog.mdl");
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precache_sound ("dog/dattack1.wav");
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precache_sound ("dog/ddeath.wav");
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precache_sound ("dog/dpain1.wav");
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precache_sound ("dog/dsight.wav");
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precache_sound ("dog/idle.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/dog.mdl");
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setsize (self, '-32 -32 -24', '32 32 40');
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self.health = 25;
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self.th_stand = dog_stand1;
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self.th_walk = dog_walk1;
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self.th_run = dog_run1;
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self.th_pain = dog_pain;
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self.th_die = dog_die;
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self.th_melee = dog_atta1;
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self.th_missile = dog_leap1;
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walkmonster_start();
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};
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