mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
189 lines
4.6 KiB
C++
189 lines
4.6 KiB
C++
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/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/*
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==============================================================================
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PLAYER decoy
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==============================================================================
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*/
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$cd id1/models/player_4
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$origin 0 -6 24
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$base base
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$skin skin
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//
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// running
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//
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$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
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$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
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//
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// standing
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//
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$frame stand1 stand2 stand3 stand4 stand5
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$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
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$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
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void() decoy_stand1 =[ $axstnd1, decoy_stand1 ]
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{
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ChangeYaw();
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if (self.walkframe >= 5)
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self.walkframe = 0;
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self.frame = $stand1 + self.walkframe;
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self.walkframe = self.walkframe + 1;
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if (time > self.pausetime)
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self.th_walk ();
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};
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void() decoy_walk1 =[ $rockrun1, decoy_walk1 ]
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{
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// local vector a;
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movetogoal (12);
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// a = '0 0 0';
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// a_y = self.ideal_yaw;
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// makevectors(a);
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// self.velocity = 1*v_forward;
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self.weaponframe=0;
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if (self.walkframe == 6)
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self.walkframe = 0;
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if (self.walkframe == 2 || self.walkframe == 5)
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{
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local float r;
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r = random();
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if (r < 0.14)
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sound (self, CHAN_VOICE, "misc/foot1.wav", 0.5, ATTN_NORM);
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else if (r < 0.29)
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sound (self, CHAN_VOICE, "misc/foot2.wav", 0.5, ATTN_NORM);
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else if (r < 0.43)
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sound (self, CHAN_VOICE, "misc/foot3.wav", 0.5, ATTN_NORM);
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else if (r < 0.58)
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sound (self, CHAN_VOICE, "misc/foot4.wav", 0.5, ATTN_NORM);
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else if (r < 0.72)
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sound (self, CHAN_VOICE, "misc/foot5.wav", 0.5, ATTN_NORM);
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else if (r < 0.86)
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sound (self, CHAN_VOICE, "misc/foot6.wav", 0.5, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "misc/foot7.wav", 0.5, ATTN_NORM);
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}
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self.frame = self.frame + self.walkframe;
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self.walkframe = self.walkframe + 1;
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};
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void(entity decoy) setup_decoy =
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{
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local entity pl;
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decoy.classname = "monster_decoy";
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setmodel (decoy, "progs/player.mdl");
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setsize (decoy, VEC_HULL_MIN, VEC_HULL_MAX);
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decoy.view_ofs = '0 0 22';
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decoy.solid = SOLID_SLIDEBOX;
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decoy.movetype = MOVETYPE_STEP;
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decoy.health = 3000000;
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decoy.th_stand = decoy_stand1;
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decoy.th_walk = decoy_walk1;
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decoy.th_run = decoy_walk1;
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decoy.th_missile = decoy_stand1;
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decoy.th_pain = decoy_stand1;
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decoy.th_die = decoy_stand1;
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pl = find (world, classname, "player");
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decoy.colormap = pl.colormap;
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};
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/*QUAKED monster_decoy (1 0 0) (-16 -16 -24) (16 16 40)
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*/
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void() monster_decoy =
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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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setup_decoy(self);
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walkmonster_start ();
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total_monsters = total_monsters - 1;
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};
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void(string targ, vector orig) become_decoy =
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{
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local entity pl;
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local entity decoy;
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local entity temp;
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decoy = hipdecoy = spawn();
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temp = self;
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self = decoy;
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setup_decoy(decoy);
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setorigin(decoy, orig);
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decoy.origin = orig;
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decoy.target = targ;
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decoy.takedamage = DAMAGE_AIM;
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decoy.ideal_yaw = decoy.angles * '0 1 0';
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if (!decoy.yaw_speed)
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decoy.yaw_speed = 20;
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decoy.use = monster_use;
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decoy.flags = decoy.flags | FL_MONSTER;
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if (decoy.target)
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{
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decoy.goalentity = decoy.movetarget = find(world, targetname, decoy.target);
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decoy.ideal_yaw = vectoyaw(decoy.goalentity.origin - decoy.origin);
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if (!decoy.movetarget)
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{
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dprint ("Monster can't find target at ");
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dprint (vtos(decoy.origin));
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dprint ("\n");
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}
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// this used to be an objerror
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if (decoy.movetarget.classname == "path_corner")
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decoy.th_walk ();
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else
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decoy.pausetime = 99999999;
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decoy.th_stand ();
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}
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else
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{
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decoy.pausetime = 99999999;
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decoy.th_stand ();
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}
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// spread think times so they don't all happen at same time
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decoy.nextthink = decoy.nextthink + random()*0.5;
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self = temp;
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};
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