mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-12-18 00:31:05 +00:00
204 lines
6.7 KiB
C++
204 lines
6.7 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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SWORD
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==============================================================================
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*/
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$cd /qwork/xpack/models/sword
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$origin 0 0 24
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$base base
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$skin badass3
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$frame stand1
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//$stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
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//frame runc1 runc2 runc3 runc4 runc5 runc6
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//$frame runattack1 runattack2 runattack3 runattack4 runattack5
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//$frame runattack6 runattack7 runattack8 runattack9 runattack10
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//$frame runattack11
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//$frame pain1 pain2 pain3
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//$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
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//$frame painb10 painb11
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//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
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//frame attack8 attack9 attack10 attack11
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$frame attackb1 attackb2 attackb3 attackb4 attackb5
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$frame attackb6 attackb7 attackb8 attackb9 attackb10
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//$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
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//$frame walk10 walk11 walk12 walk13 walk14
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//$frame kneel1 kneel2 kneel3 kneel4 kneel5
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//$frame standing2 standing3 standing4 standing5
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$frame death1 death2 death3 death4 death5 death6 death7 death8
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$frame death9 death10
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$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
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$frame deathb9 deathb10 deathb11
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void() sword_stand1 =[ $stand1, sword_stand1 ] {ai_stand();};
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/*
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void() sword_walk1 =[ $walk1, sword_walk2 ] {ai_walk(4);};
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void() sword_walk2 =[ $walk2, sword_walk3 ] {ai_walk(4);};
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void() sword_walk3 =[ $walk3, sword_walk4 ] {ai_walk(4);};
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void() sword_walk4 =[ $walk4, sword_walk5 ] {ai_walk(4);};
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void() sword_walk5 =[ $walk5, sword_walk6 ] {ai_walk(4);};
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void() sword_walk6 =[ $walk6, sword_walk7 ] {ai_walk(4);};
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void() sword_walk7 =[ $walk7, sword_walk8 ] {ai_walk(4);};
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void() sword_walk8 =[ $walk8, sword_walk9 ] {ai_walk(4);};
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void() sword_walk9 =[ $walk9, sword_walk10 ] {ai_walk(4);};
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void() sword_walk10 =[ $walk10, sword_walk11 ] {ai_walk(4);};
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void() sword_walk11 =[ $walk11, sword_walk12 ] {ai_walk(4);};
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void() sword_walk12 =[ $walk12, sword_walk13 ] {ai_walk(4);};
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void() sword_walk13 =[ $walk13, sword_walk14 ] {ai_walk(4);};
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void() sword_walk14 =[ $walk14, sword_walk1 ] {ai_walk(4);};
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*/
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void() sword_run1 =[ $runb1, sword_run2 ]
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{self.effects = EF_DIMLIGHT; ai_run(14);};
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void() sword_run2 =[ $runb2, sword_run3 ] {ai_run(14);};
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void() sword_run3 =[ $runb3, sword_run4 ] {ai_run(14);};
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void() sword_run4 =[ $runb4, sword_run5 ] {ai_run(14);};
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void() sword_run5 =[ $runb5, sword_run6 ] {ai_run(14);};
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void() sword_run6 =[ $runb6, sword_run7 ] {ai_run(14);};
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void() sword_run7 =[ $runb7, sword_run8 ] {ai_run(14);};
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void() sword_run8 =[ $runb8, sword_run1 ] {ai_run(14);};
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void() sword_atk1 =[ $attackb1, sword_atk2 ]
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{sound (self,0,"knight/sword1.wav", 1, 1);ai_charge(14);};
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void() sword_atk2 =[ $attackb2, sword_atk3 ] {ai_charge(14);};
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void() sword_atk3 =[ $attackb3, sword_atk4 ] {ai_charge(14);};
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void() sword_atk4 =[ $attackb4, sword_atk5 ] {ai_charge(14);};
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void() sword_atk5 =[ $attackb5, sword_atk6 ] {ai_melee();};
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void() sword_atk6 =[ $attackb6, sword_atk7 ] {ai_melee();};
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void() sword_atk7 =[ $attackb7, sword_atk8 ] {ai_melee();};
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void() sword_atk8 =[ $attackb8, sword_atk9 ] {ai_charge(14);};
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void() sword_atk9 =[ $attackb9, sword_atk10] {ai_charge(14);};
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void() sword_atk10=[ $attackb10, sword_run1 ] {ai_charge(14);};
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//===========================================================================
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void() sword_die1 =[ $death1, sword_die2 ] {};
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void() sword_die2 =[ $death2, sword_die3 ] {};
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void() sword_die3 =[ $death3, sword_die4 ]
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{self.solid = SOLID_NOT;};
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void() sword_die4 =[ $death4, sword_die5 ] {};
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void() sword_die5 =[ $death5, sword_die6 ] {};
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void() sword_die6 =[ $death6, sword_die7 ] {};
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void() sword_die7 =[ $death7, sword_die8 ]
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{ sound (self, 1, "player/axhit2.wav", 0.5, ATTN_NORM);};
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void() sword_die8 =[ $death8, sword_die9 ] {};
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void() sword_die9 =[ $death9, sword_die10] {};
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void() sword_die10=[ $death10, sword_die10] {};
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void() sword_dieb1 =[ $deathb1, sword_dieb2 ] {};
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void() sword_dieb2 =[ $deathb2, sword_dieb3 ] {};
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void() sword_dieb3 =[ $deathb3, sword_dieb4 ]
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{self.solid = SOLID_NOT;};
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void() sword_dieb4 =[ $deathb4, sword_dieb5 ] {};
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void() sword_dieb5 =[ $deathb5, sword_dieb6 ] {};
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void() sword_dieb6 =[ $deathb6, sword_dieb7 ] {};
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void() sword_dieb7 =[ $deathb7, sword_dieb8 ]
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{ sound (self, 1, "player/axhit2.wav", 0.5, ATTN_NORM); };
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void() sword_dieb8 =[ $deathb8, sword_dieb9 ] {};
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void() sword_dieb9 =[ $deathb9, sword_dieb10] {};
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void() sword_dieb10 = [ $deathb10, sword_dieb11] {};
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void() sword_dieb11 = [ $deathb11, sword_dieb11] {};
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void() sword_die =
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{
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// regular death
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self.effects=0;
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if (random() < 0.5)
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sword_die1 ();
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else
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sword_dieb1 ();
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};
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void() sword_pause =
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{
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self.th_run = sword_run1;
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self.think = sword_run1;
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self.nextthink = time + self.delay;
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self.delay = 0;
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};
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void() sword_pain =
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{
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self.th_run = sword_run1;
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self.think = sword_run1;
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self.nextthink = time + 0.1;
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self.delay = 0;
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self.th_pain = SUB_Null;
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};
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/*QUAKED monster_sword (1 0 0) (-16 -16 -24) (16 16 40) Ambush
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The Invisible Swordsman
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delay - seconds after first sighting before it attacks (default 10)
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*/
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void() monster_sword =
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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/sword.mdl");
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precache_sound ("knight/sword1.wav");
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precache_sound ("knight/ksight.wav");
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precache_sound ("player/axhit2.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/sword.mdl");
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setsize (self, '-16 -16 -24', '16 16 40');
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self.health = 150; // 75;
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if ( !self.delay)
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self.delay = 10;
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self.th_stand = sword_stand1;
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// self.th_walk = sword_walk1;
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self.th_walk = sword_stand1;
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self.th_run = sword_pause;
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self.th_melee = sword_atk1;
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self.th_die = sword_die;
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self.th_pain = sword_pain;
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walkmonster_start ();
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};
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