quake-rerelease-qc/quakec_rogue/invis_sw.qc

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2022-04-06 19:43:08 +00:00
/* Copyright (C) 1996-2022 id Software LLC
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
/*
==============================================================================
SWORD
==============================================================================
*/
$cd /qwork/xpack/models/sword
$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 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() sword_stand1 =[ $stand1, sword_stand1 ] {ai_stand();};
/*
void() sword_walk1 =[ $walk1, sword_walk2 ] {ai_walk(4);};
void() sword_walk2 =[ $walk2, sword_walk3 ] {ai_walk(4);};
void() sword_walk3 =[ $walk3, sword_walk4 ] {ai_walk(4);};
void() sword_walk4 =[ $walk4, sword_walk5 ] {ai_walk(4);};
void() sword_walk5 =[ $walk5, sword_walk6 ] {ai_walk(4);};
void() sword_walk6 =[ $walk6, sword_walk7 ] {ai_walk(4);};
void() sword_walk7 =[ $walk7, sword_walk8 ] {ai_walk(4);};
void() sword_walk8 =[ $walk8, sword_walk9 ] {ai_walk(4);};
void() sword_walk9 =[ $walk9, sword_walk10 ] {ai_walk(4);};
void() sword_walk10 =[ $walk10, sword_walk11 ] {ai_walk(4);};
void() sword_walk11 =[ $walk11, sword_walk12 ] {ai_walk(4);};
void() sword_walk12 =[ $walk12, sword_walk13 ] {ai_walk(4);};
void() sword_walk13 =[ $walk13, sword_walk14 ] {ai_walk(4);};
void() sword_walk14 =[ $walk14, sword_walk1 ] {ai_walk(4);};
*/
void() sword_run1 =[ $runb1, sword_run2 ]
{self.effects = EF_DIMLIGHT; ai_run(14);};
void() sword_run2 =[ $runb2, sword_run3 ] {ai_run(14);};
void() sword_run3 =[ $runb3, sword_run4 ] {ai_run(14);};
void() sword_run4 =[ $runb4, sword_run5 ] {ai_run(14);};
void() sword_run5 =[ $runb5, sword_run6 ] {ai_run(14);};
void() sword_run6 =[ $runb6, sword_run7 ] {ai_run(14);};
void() sword_run7 =[ $runb7, sword_run8 ] {ai_run(14);};
void() sword_run8 =[ $runb8, sword_run1 ] {ai_run(14);};
void() sword_atk1 =[ $attackb1, sword_atk2 ]
{sound (self,0,"knight/sword1.wav", 1, 1);ai_charge(14);};
void() sword_atk2 =[ $attackb2, sword_atk3 ] {ai_charge(14);};
void() sword_atk3 =[ $attackb3, sword_atk4 ] {ai_charge(14);};
void() sword_atk4 =[ $attackb4, sword_atk5 ] {ai_charge(14);};
void() sword_atk5 =[ $attackb5, sword_atk6 ] {ai_melee();};
void() sword_atk6 =[ $attackb6, sword_atk7 ] {ai_melee();};
void() sword_atk7 =[ $attackb7, sword_atk8 ] {ai_melee();};
void() sword_atk8 =[ $attackb8, sword_atk9 ] {ai_charge(14);};
void() sword_atk9 =[ $attackb9, sword_atk10] {ai_charge(14);};
void() sword_atk10=[ $attackb10, sword_run1 ] {ai_charge(14);};
//===========================================================================
void() sword_die1 =[ $death1, sword_die2 ] {};
void() sword_die2 =[ $death2, sword_die3 ] {};
void() sword_die3 =[ $death3, sword_die4 ]
{self.solid = SOLID_NOT;};
void() sword_die4 =[ $death4, sword_die5 ] {};
void() sword_die5 =[ $death5, sword_die6 ] {};
void() sword_die6 =[ $death6, sword_die7 ] {};
void() sword_die7 =[ $death7, sword_die8 ]
{ sound (self, 1, "player/axhit2.wav", 0.5, ATTN_NORM);};
void() sword_die8 =[ $death8, sword_die9 ] {};
void() sword_die9 =[ $death9, sword_die10] {};
void() sword_die10=[ $death10, sword_die10] {};
void() sword_dieb1 =[ $deathb1, sword_dieb2 ] {};
void() sword_dieb2 =[ $deathb2, sword_dieb3 ] {};
void() sword_dieb3 =[ $deathb3, sword_dieb4 ]
{self.solid = SOLID_NOT;};
void() sword_dieb4 =[ $deathb4, sword_dieb5 ] {};
void() sword_dieb5 =[ $deathb5, sword_dieb6 ] {};
void() sword_dieb6 =[ $deathb6, sword_dieb7 ] {};
void() sword_dieb7 =[ $deathb7, sword_dieb8 ]
{ sound (self, 1, "player/axhit2.wav", 0.5, ATTN_NORM); };
void() sword_dieb8 =[ $deathb8, sword_dieb9 ] {};
void() sword_dieb9 =[ $deathb9, sword_dieb10] {};
void() sword_dieb10 = [ $deathb10, sword_dieb11] {};
void() sword_dieb11 = [ $deathb11, sword_dieb11] {};
void() sword_die =
{
// regular death
self.effects=0;
if (random() < 0.5)
sword_die1 ();
else
sword_dieb1 ();
};
void() sword_pause =
{
self.th_run = sword_run1;
self.think = sword_run1;
self.nextthink = time + self.delay;
self.delay = 0;
};
void() sword_pain =
{
self.th_run = sword_run1;
self.think = sword_run1;
self.nextthink = time + 0.1;
self.delay = 0;
self.th_pain = SUB_Null;
};
/*QUAKED monster_sword (1 0 0) (-16 -16 -24) (16 16 40) Ambush
The Invisible Swordsman
delay - seconds after first sighting before it attacks (default 10)
*/
void() monster_sword =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/sword.mdl");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/ksight.wav");
precache_sound ("player/axhit2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/sword.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 150; // 75;
if ( !self.delay)
self.delay = 10;
self.th_stand = sword_stand1;
// self.th_walk = sword_walk1;
self.th_walk = sword_stand1;
self.th_run = sword_pause;
self.th_melee = sword_atk1;
self.th_die = sword_die;
self.th_pain = sword_pain;
walkmonster_start ();
};