/* 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. */ /* ============================================================================== SHAMBLER ============================================================================== */ $cd id1/models/shams $origin 0 0 24 $base base $skin base $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 $frame walk8 walk9 walk10 walk11 walk12 $frame run1 run2 run3 run4 run5 run6 $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 $frame smash8 smash9 smash10 smash11 smash12 $frame swingr1 swingr2 swingr3 swingr4 swingr5 $frame swingr6 swingr7 swingr8 swingr9 $frame swingl1 swingl2 swingl3 swingl4 swingl5 $frame swingl6 swingl7 swingl8 swingl9 $frame magic1 magic2 magic3 magic4 magic5 $frame magic6 magic7 magic8 magic9 magic10 magic11 magic12 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame death1 death2 death3 death4 death5 death6 $frame death7 death8 death9 death10 death11 void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();}; void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();}; void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();}; void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();}; void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();}; void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();}; void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();}; void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();}; void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();}; void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();}; void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();}; void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();}; void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();}; void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();}; void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();}; void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();}; void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();}; void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);}; void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);}; void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);}; void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);}; void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);}; void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);}; void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);}; void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);}; void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);}; void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);}; void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);}; void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7); if (random() > 0.8) sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);}; void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);}; void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);}; void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);}; void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);}; void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);}; void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20); if (random() > 0.8) sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE); }; void() sham_smash1 =[ $smash1, sham_smash2 ] { sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); ai_charge(2);}; void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);}; void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);}; void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);}; void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);}; void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);}; void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);}; void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);}; void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);}; void() sham_smash10 =[ $smash10, sham_smash11 ] { local vector delta; local float ldmg; if (!self.enemy) return; ai_charge(0); delta = self.enemy.origin - self.origin; if (vlen(delta) > 100) return; if (!CanDamage (self.enemy, self)) return; ldmg = (random() + random() + random()) * 40; T_Damage (self.enemy, self, self, ldmg); sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM); SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); }; void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);}; void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);}; void() sham_swingr1; void(float side) ShamClaw = { local vector delta; local float ldmg; if (!self.enemy) return; ai_charge(10); delta = self.enemy.origin - self.origin; if (vlen(delta) > 100) return; ldmg = (random() + random() + random()) * 20; T_Damage (self.enemy, self, self, ldmg); sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM); if (side) { makevectors (self.angles); SpawnMeatSpray (self.origin + v_forward*16, side * v_right); } }; void() sham_swingl1 =[ $swingl1, sham_swingl2 ] { sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM); ai_charge(5);}; void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);}; void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);}; void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);}; void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);}; void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);}; void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(250);}; void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);}; void() sham_swingl9 =[ $swingl9, sham_run1 ] { ai_charge(8); if (random()<0.5) self.think = sham_swingr1; }; void() sham_swingr1 =[ $swingr1, sham_swingr2 ] { sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); ai_charge(1);}; void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);}; void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);}; void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);}; void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);}; void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);}; void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(-250);}; void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);}; void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1); ai_charge(10); if (random()<0.5) self.think = sham_swingl1; }; void() sham_melee = { local float chance; chance = random(); if (chance > 0.6 || self.health == 600) sham_smash1 (); else if (chance > 0.3) sham_swingr1 (); else sham_swingl1 (); }; //============================================================================ void() CastLightning = { local vector org, dir; self.effects = self.effects | EF_MUZZLEFLASH; ai_face (); org = self.origin + '0 0 40'; dir = self.enemy.origin + '0 0 16' - org; dir = normalize (dir); traceline (org, self.origin + dir*600, TRUE, self); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING1); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); // overload the frags field which is unused on enemies self.frags += 1; LightningDamage (org, trace_endpos, self, 10); }; void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face(); sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM); }; void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();}; void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2; local entity o; self.effects = self.effects | EF_MUZZLEFLASH; ai_face(); self.owner = spawn(); o = self.owner; setmodel (o, "progs/s_light.mdl"); setorigin (o, self.origin); o.angles = self.angles; o.nextthink = time + 0.7; o.think = SUB_Remove; }; void() sham_magic4 =[ $magic4, sham_magic5 ] { self.effects = self.effects | EF_MUZZLEFLASH; self.owner.frame = 1; }; void() sham_magic5 =[ $magic5, sham_magic6 ] { self.effects = self.effects | EF_MUZZLEFLASH; self.owner.frame = 2; }; void() sham_magic6 =[ $magic6, sham_magic9 ] { remove (self.owner); CastLightning(); sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM); }; void() sham_magic9 =[ $magic9, sham_magic10 ] {CastLightning();}; void() sham_magic10 =[ $magic10, sham_magic11 ] {CastLightning();}; void() sham_magic11 =[ $magic11, sham_magic12 ] {}; void() sham_magic12 =[ $magic12, sham_run1 ] {}; void() sham_pain1 =[ $pain1, sham_pain2 ] {}; void() sham_pain2 =[ $pain2, sham_pain3 ] {}; void() sham_pain3 =[ $pain3, sham_pain4 ] {}; void() sham_pain4 =[ $pain4, sham_pain5 ] {}; void() sham_pain5 =[ $pain5, sham_pain6 ] {}; void() sham_pain6 =[ $pain6, sham_run1 ] {}; void(entity attacker, float damage) sham_pain = { sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM); if (damage >= self.health && attacker.classname == "player" && attacker.weapon == IT_AXE) { msg_entity = attacker; WriteByte (MSG_ONE, SVC_ACHIEVEMENT); WriteString(MSG_ONE, "ACH_CLOSE_SHAVE"); } // overload frags field for shambler dance achievement if (damage >= self.health && attacker.classname == "player" && self.frags == 0) { msg_entity = attacker; WriteByte (MSG_ONE, SVC_ACHIEVEMENT); WriteString(MSG_ONE, "ACH_SHAMBLER_DANCE"); } if (self.health <= 0) return; // allready dying, don't go into pain frame if (random()*400 > damage) return; // didn't flinch if (self.pain_finished > time) return; self.pain_finished = time + 2; sham_pain1 (); }; //============================================================================ void() sham_death1 =[ $death1, sham_death2 ] {}; void() sham_death2 =[ $death2, sham_death3 ] {}; void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;}; void() sham_death4 =[ $death4, sham_death5 ] {}; void() sham_death5 =[ $death5, sham_death6 ] {}; void() sham_death6 =[ $death6, sham_death7 ] {}; void() sham_death7 =[ $death7, sham_death8 ] {}; void() sham_death8 =[ $death8, sham_death9 ] {}; void() sham_death9 =[ $death9, sham_death10 ] {}; void() sham_death10 =[ $death10, sham_death11 ] {}; void() sham_death11 =[ $death11, sham_death11 ] {}; void() sham_die = { // check for gib if (self.health < -60) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_shams.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); return; } // regular death sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM); sham_death1 (); }; //============================================================================ /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush */ void() monster_shambler = { if (deathmatch) { remove(self); return; } precache_model ("progs/shambler.mdl"); precache_model ("progs/s_light.mdl"); precache_model ("progs/h_shams.mdl"); precache_model ("progs/bolt.mdl"); precache_sound ("shambler/sattck1.wav"); precache_sound ("shambler/sboom.wav"); precache_sound ("shambler/sdeath.wav"); precache_sound ("shambler/shurt2.wav"); precache_sound ("shambler/sidle.wav"); precache_sound ("shambler/ssight.wav"); precache_sound ("shambler/melee1.wav"); precache_sound ("shambler/melee2.wav"); precache_sound ("shambler/smack.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/shambler.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.health = 600; self.th_stand = sham_stand1; self.th_walk = sham_walk1; self.th_run = sham_run1; self.th_die = sham_die; self.th_melee = sham_melee; self.th_missile = sham_magic1; self.th_pain = sham_pain; // overload frags for lightning attack counts self.frags = 0; walkmonster_start(); };