mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
256 lines
8.4 KiB
C++
256 lines
8.4 KiB
C++
/* 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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SHAL-RATH
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==============================================================================
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*/
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$cd id1/models/shalrath
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$origin 0 0 24
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$base base
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$skin skin
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$scale 0.7
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$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
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$frame attack9 attack10 attack11
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$frame pain1 pain2 pain3 pain4 pain5
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$frame death1 death2 death3 death4 death5 death6 death7
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
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$frame walk11 walk12
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void() shalrath_pain;
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void() ShalMissile;
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void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
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void() shal_walk1 =[ $walk2, shal_walk2 ] {
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
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ai_walk(6);};
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void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);};
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void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);};
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void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);};
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void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);};
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void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);};
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void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);};
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void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);};
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void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);};
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void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);};
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void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);};
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void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);};
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void() shal_run1 =[ $walk2, shal_run2 ] {
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
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ai_run(6);};
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void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);};
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void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);};
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void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);};
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void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);};
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void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);};
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void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);};
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void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);};
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void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);};
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void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);};
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void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);};
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void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);};
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void() shal_attack1 =[ $attack1, shal_attack2 ] {
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sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM);
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ai_face();
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};
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void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();};
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void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();};
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void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();};
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void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();};
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void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();};
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void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();};
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void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();};
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void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();};
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void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();};
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void() shal_attack11 =[ $attack11, shal_run1 ] {};
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void() shal_pain1 =[ $pain1, shal_pain2 ] {};
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void() shal_pain2 =[ $pain2, shal_pain3 ] {};
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void() shal_pain3 =[ $pain3, shal_pain4 ] {};
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void() shal_pain4 =[ $pain4, shal_pain5 ] {};
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void() shal_pain5 =[ $pain5, shal_run1 ] {};
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void() shal_death1 =[ $death1, shal_death2 ] {};
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void() shal_death2 =[ $death2, shal_death3 ] {};
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void() shal_death3 =[ $death3, shal_death4 ] {};
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void() shal_death4 =[ $death4, shal_death5 ] {};
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void() shal_death5 =[ $death5, shal_death6 ] {};
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void() shal_death6 =[ $death6, shal_death7 ] {};
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void() shal_death7 =[ $death7, shal_death7 ] {};
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void() shalrath_pain =
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{
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if (self.pain_finished > time)
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return;
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sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM);
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shal_pain1();
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self.pain_finished = time + 3;
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};
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void() shalrath_die =
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{
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// check for gib
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if (self.health < -90)
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{
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sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowHead ("progs/h_shal.mdl", self.health);
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ThrowGib ("progs/gib1.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib3.mdl", self.health);
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return;
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}
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sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM);
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shal_death1();
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self.solid = SOLID_NOT;
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// insert death sounds here
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};
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/*
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================
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ShalMissile
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================
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*/
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void() ShalMissileTouch;
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void() ShalHome;
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void() ShalMissile =
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{
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local entity missile;
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local vector dir;
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local float dist, flytime;
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dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
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dist = vlen (self.enemy.origin - self.origin);
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flytime = dist * 0.002;
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if (flytime < 0.1)
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flytime = 0.1;
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self.effects = self.effects | EF_MUZZLEFLASH;
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sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM);
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missile = spawn ();
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missile.owner = self;
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missile.solid = SOLID_BBOX;
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missile.movetype = MOVETYPE_FLYMISSILE;
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setmodel (missile, "progs/v_spike.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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missile.origin = self.origin + '0 0 10';
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missile.velocity = dir * 400;
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missile.avelocity = '300 300 300';
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missile.nextthink = flytime + time;
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missile.think = ShalHome;
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missile.enemy = self.enemy;
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missile.touch = ShalMissileTouch;
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};
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void() ShalHome =
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{
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local vector dir, vtemp;
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vtemp = self.enemy.origin + '0 0 10';
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if (self.enemy.health < 1)
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{
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remove(self);
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return;
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}
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dir = normalize(vtemp - self.origin);
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self.velocity = dir * 250;
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self.nextthink = time + 0.2;
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self.think = ShalHome;
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};
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void() ShalMissileTouch =
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{
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if (other == self.owner)
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return; // don't explode on owner
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if (other.classname == "monster_zombie")
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T_Damage (other, self, self, 110);
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T_RadiusDamage (self, self.owner, 40, world);
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sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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setmodel (self, "progs/s_explod.spr");
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self.solid = SOLID_NOT;
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s_explode1 ();
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};
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//=================================================================
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/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
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*/
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void() monster_shalrath =
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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_model2 ("progs/shalrath.mdl");
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precache_model2 ("progs/h_shal.mdl");
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precache_model2 ("progs/v_spike.mdl");
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precache_sound2 ("shalrath/attack.wav");
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precache_sound2 ("shalrath/attack2.wav");
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precache_sound2 ("shalrath/death.wav");
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precache_sound2 ("shalrath/idle.wav");
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precache_sound2 ("shalrath/pain.wav");
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precache_sound2 ("shalrath/sight.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/shalrath.mdl");
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 400;
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self.th_stand = shal_stand;
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self.th_walk = shal_walk1;
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self.th_run = shal_run1;
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self.th_die = shalrath_die;
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self.th_pain = shalrath_pain;
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self.th_missile = shal_attack1;
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walkmonster_start();
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// self.think = walkmonster_start;
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self.nextthink = time + 0.1 + random ()*0.1;
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};
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