/* 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. */ $cd id1/models/fish $origin 0 0 24 $base base $skin skin $frame attack1 attack2 attack3 attack4 attack5 attack6 $frame attack7 attack8 attack9 attack10 attack11 attack12 attack13 $frame attack14 attack15 attack16 attack17 attack18 $frame death1 death2 death3 death4 death5 death6 death7 $frame death8 death9 death10 death11 death12 death13 death14 death15 $frame death16 death17 death18 death19 death20 CORPSEFRAME_FISH_1 $frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8 $frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17 $frame swim18 $frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8 $frame pain9 void() f_stand1 =[ $swim1, f_stand2 ] {ai_stand();}; void() f_stand2 =[ $swim2, f_stand3 ] {ai_stand();}; void() f_stand3 =[ $swim3, f_stand4 ] {ai_stand();}; void() f_stand4 =[ $swim4, f_stand5 ] {ai_stand();}; void() f_stand5 =[ $swim5, f_stand6 ] {ai_stand();}; void() f_stand6 =[ $swim6, f_stand7 ] {ai_stand();}; void() f_stand7 =[ $swim7, f_stand8 ] {ai_stand();}; void() f_stand8 =[ $swim8, f_stand9 ] {ai_stand();}; void() f_stand9 =[ $swim9, f_stand10 ] {ai_stand();}; void() f_stand10 =[ $swim10, f_stand11 ] {ai_stand();}; void() f_stand11 =[ $swim11, f_stand12 ] {ai_stand();}; void() f_stand12 =[ $swim12, f_stand13 ] {ai_stand();}; void() f_stand13 =[ $swim13, f_stand14 ] {ai_stand();}; void() f_stand14 =[ $swim14, f_stand15 ] {ai_stand();}; void() f_stand15 =[ $swim15, f_stand16 ] {ai_stand();}; void() f_stand16 =[ $swim16, f_stand17 ] {ai_stand();}; void() f_stand17 =[ $swim17, f_stand18 ] {ai_stand();}; void() f_stand18 =[ $swim18, f_stand1 ] {ai_stand();}; void() f_walk1 =[ $swim1, f_walk2 ] {ai_walk(8);}; void() f_walk2 =[ $swim2, f_walk3 ] {ai_walk(8);}; void() f_walk3 =[ $swim3, f_walk4 ] {ai_walk(8);}; void() f_walk4 =[ $swim4, f_walk5 ] {ai_walk(8);}; void() f_walk5 =[ $swim5, f_walk6 ] {ai_walk(8);}; void() f_walk6 =[ $swim6, f_walk7 ] {ai_walk(8);}; void() f_walk7 =[ $swim7, f_walk8 ] {ai_walk(8);}; void() f_walk8 =[ $swim8, f_walk9 ] {ai_walk(8);}; void() f_walk9 =[ $swim9, f_walk10 ] {ai_walk(8);}; void() f_walk10 =[ $swim10, f_walk11 ] {ai_walk(8);}; void() f_walk11 =[ $swim11, f_walk12 ] {ai_walk(8);}; void() f_walk12 =[ $swim12, f_walk13 ] {ai_walk(8);}; void() f_walk13 =[ $swim13, f_walk14 ] {ai_walk(8);}; void() f_walk14 =[ $swim14, f_walk15 ] {ai_walk(8);}; void() f_walk15 =[ $swim15, f_walk16 ] {ai_walk(8);}; void() f_walk16 =[ $swim16, f_walk17 ] {ai_walk(8);}; void() f_walk17 =[ $swim17, f_walk18 ] {ai_walk(8);}; void() f_walk18 =[ $swim18, f_walk1 ] {ai_walk(8);}; void() f_run1 =[ $swim1, f_run2 ] {ai_run(12); if (random() < 0.5) sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM); }; void() f_run2 =[ $swim3, f_run3 ] {ai_run(12);}; void() f_run3 =[ $swim5, f_run4 ] {ai_run(12);}; void() f_run4 =[ $swim7, f_run5 ] {ai_run(12);}; void() f_run5 =[ $swim9, f_run6 ] {ai_run(12);}; void() f_run6 =[ $swim11, f_run7 ] {ai_run(12);}; void() f_run7 =[ $swim13, f_run8 ] {ai_run(12);}; void() f_run8 =[ $swim15, f_run9 ] {ai_run(12);}; void() f_run9 =[ $swim17, f_run1 ] {ai_run(12);}; void() fish_melee = { local vector delta; local float ldmg; if (!self.enemy) return; // removed before stroke delta = self.enemy.origin - self.origin; if (vlen(delta) > 60) return; sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM); ldmg = (random() + random()) * 3; T_Damage (self.enemy, self, self, ldmg); }; void() f_attack1 =[ $attack1, f_attack2 ] {ai_charge(10);}; void() f_attack2 =[ $attack2, f_attack3 ] {ai_charge(10);}; void() f_attack3 =[ $attack3, f_attack4 ] {fish_melee();}; void() f_attack4 =[ $attack4, f_attack5 ] {ai_charge(10);}; void() f_attack5 =[ $attack5, f_attack6 ] {ai_charge(10);}; void() f_attack6 =[ $attack6, f_attack7 ] {ai_charge(10);}; void() f_attack7 =[ $attack7, f_attack8 ] {ai_charge(10);}; void() f_attack8 =[ $attack8, f_attack9 ] {ai_charge(10);}; void() f_attack9 =[ $attack9, f_attack10] {fish_melee();}; void() f_attack10 =[ $attack10, f_attack11] {ai_charge(10);}; void() f_attack11 =[ $attack11, f_attack12] {ai_charge(10);}; void() f_attack12 =[ $attack12, f_attack13] {ai_charge(10);}; void() f_attack13 =[ $attack13, f_attack14] {ai_charge(10);}; void() f_attack14 =[ $attack14, f_attack15] {ai_charge(10);}; void() f_attack15 =[ $attack15, f_attack16] {fish_melee();}; void() f_attack16 =[ $attack16, f_attack17] {ai_charge(10);}; void() f_attack17 =[ $attack17, f_attack18] {ai_charge(10);}; void() f_attack18 =[ $attack18, f_run1 ] {ai_charge(10);}; void() f_death1 =[ $death1, f_death2 ] { sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM); }; void() f_death2 =[ $death2, f_death3 ] {self.solid = SOLID_NOT;}; void() f_death3 =[ $death3, f_death4 ] {}; void() f_death4 =[ $death4, f_death5 ] {}; void() f_death5 =[ $death5, f_death6 ] {}; void() f_death6 =[ $death6, f_death7 ] {}; void() f_death7 =[ $death7, f_death8 ] {}; void() f_death8 =[ $death8, f_death9 ] {}; void() f_death9 =[ $death9, f_death10 ] {}; void() f_death10 =[ $death10, f_death11 ] {}; void() f_death11 =[ $death11, f_death12 ] {}; void() f_death12 =[ $death12, f_death13 ] {}; void() f_death13 =[ $death13, f_death14 ] {}; void() f_death14 =[ $death14, f_death15 ] {}; void() f_death15 =[ $death15, f_death16 ] {}; void() f_death16 =[ $death16, f_death17 ] {}; void() f_death17 =[ $death17, f_death18 ] {}; void() f_death18 =[ $death18, f_death19 ] {}; void() f_death19 =[ $death19, f_death20 ] {}; void() f_death20 =[ $death20, f_death21 ] {}; void() f_death21 =[ $CORPSEFRAME_FISH_1, f_death21 ] {}; void() f_pain1 =[ $pain1, f_pain2 ] {}; void() f_pain2 =[ $pain2, f_pain3 ] {ai_pain(6);}; void() f_pain3 =[ $pain3, f_pain4 ] {ai_pain(6);}; void() f_pain4 =[ $pain4, f_pain5 ] {ai_pain(6);}; void() f_pain5 =[ $pain5, f_pain6 ] {ai_pain(6);}; void() f_pain6 =[ $pain6, f_pain7 ] {ai_pain(6);}; void() f_pain7 =[ $pain7, f_pain8 ] {ai_pain(6);}; void() f_pain8 =[ $pain8, f_pain9 ] {ai_pain(6);}; void() f_pain9 =[ $pain9, f_run1 ] {ai_pain(6);}; void(entity attacker, float damage) fish_pain = { // fish allways do pain frames f_pain1 (); }; //TODO: Fix fish just swimming up to the surface of the water and getting stuck there when player is above. /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush */ void() monster_fish = { precache_model2 ("progs/fish.mdl"); precache_sound2 ("fish/death.wav"); precache_sound2 ("fish/bite.wav"); precache_sound2 ("fish/idle.wav"); self.health = 25; self.th_stand = f_stand1; self.th_walk = f_walk1; self.th_run = f_run1; self.th_die = f_death1; self.th_pain = fish_pain; self.th_melee = f_attack1; self.combat_style = CS_MELEE; #ifdef MONSTERS_AWARE_OF_CONTENTS //If someone placed fish in slime or lava, it was probably intentional. self.spawnflags |= SPAWNFLAG_NO_CONTENTS_DAMAGE; #endif InitMonster("progs/fish.mdl", MONSTER_TYPE_SWIM, MONSTER_SIZE_SMALL); };