mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-24 05:01:43 +00:00
580 lines
18 KiB
C++
580 lines
18 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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// overlord.qc
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$skin s_wrtrst
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$frame s_wrtfrm
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// walk
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$frame s_wtwk01 s_wtwk02 s_wtwk03 s_wtwk04 s_wtwk05
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$frame s_wtwk06 s_wtwk07 s_wtwk08 s_wtwk09 s_wtwk10
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$frame s_wtwk11 s_wtwk12 s_wtwk13 s_wtwk14 s_wtwk15
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// hand to hand attacks
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$frame s_wtaa01 s_wtaa02 s_wtaa03 s_wtaa04 s_wtaa05
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$frame s_wtaa06 s_wtaa07 s_wtaa08 s_wtaa09 s_wtaa10
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$frame s_wtab01 s_wtab02 s_wtab03 s_wtab04 s_wtab05
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$frame s_wtab06 s_wtab07 s_wtab08 s_wtab09 s_wtab10
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$frame s_wtab11 s_wtab12 s_wtab13 s_wtab14
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$frame s_wtac01 s_wtac02 s_wtac03 s_wtac04 s_wtac05
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$frame s_wtac06 s_wtac07 s_wtac08 s_wtac09 s_wtac10
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$frame s_wtac11 s_wtac12 s_wtac13 s_wtac14
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// ranged attack
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$frame s_wtba01 s_wtba02 s_wtba03 s_wtba04 s_wtba05
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$frame s_wtba06 s_wtba07 s_wtba08 s_wtba09 s_wtba10 s_wtba11 s_wtba12
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// pain
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$frame s_wtpa01 s_wtpa02 s_wtpa03 s_wtpa04 s_wtpa05
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$frame s_wtpa06 s_wtpa07 s_wtpa08 s_wtpa09 s_wtpa10
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$frame s_wtpa11 s_wtpa12 s_wtpa13 s_wtpa14
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$frame s_wtpb01 s_wtpb02 s_wtpb03 s_wtpb04 s_wtpb05
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$frame s_wtpb06 s_wtpb07 s_wtpb08 s_wtpb09 s_wtpb10
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$frame s_wtpb11
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// death
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$frame s_wtdt01 s_wtdt02 s_wtdt03 s_wtdt04 s_wtdt05
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$frame s_wtdt06 s_wtdt07 s_wtdt08 s_wtdt09 s_wtdt10
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$frame s_wtdt11 s_wtdt12 s_wtdt13 s_wtdt14 s_wtdt15
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$frame s_wtdt16 s_wtdt17
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float(entity thePoint) isSpawnPointEmpty =
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{
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local entity neighbors;
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local entity start;
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neighbors = findradius ( thePoint.origin, 64 );
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if (neighbors == world)
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return 1;
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start = neighbors;
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while (neighbors)
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{
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if (neighbors != thePoint)
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{
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if (neighbors.flags & FL_MONSTER)
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{
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return 0;
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}
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else if (neighbors.classname == "player")
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{
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return 0;
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}
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else if (neighbors.think)
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{
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return 0;
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}
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}
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neighbors = neighbors.chain;
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if (neighbors == start)
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return 1;
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}
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return 1;
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};
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entity() overlord_find_dest3 =
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{
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local entity furthestDest;
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local entity bestDest;
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local entity curDest;
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local entity thePlayer;
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local float theDist;
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local float curDist;
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local float dot;
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local vector curVector;
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furthestDest = world;
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bestDest = world;
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theDist=0;
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thePlayer=find(world, classname, "player");
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curDest=world;
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makevectors (thePlayer.angles);
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while (1)
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{
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curDest = find ( curDest, classname, "info_overlord_destination");
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if ( curDest == world )
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{
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if (bestDest != world)
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return bestDest;
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return furthestDest;
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}
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if (isSpawnPointEmpty(curDest))
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{
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curVector = curDest.origin - thePlayer.origin;
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curDist = vlen ( curVector );
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curVector = normalize (curVector);
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dot = curVector * v_forward;
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if ( dot > 0.6 )
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{
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if (curDist > 150)
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{
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bestDest = curDest;
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}
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}
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if (curDist > theDist )
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{
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furthestDest = curDest;
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theDist = curDist;
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}
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}
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}
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// just in case, return the world.
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return world;
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};
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// =======================================================
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entity() overlord_find_dest =
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{
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local entity curDest, lastDest;
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local float loopCount;
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curDest = find ( world, classname, "info_overlord_destination");
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if (curDest != world)
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{
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lastDest = curDest;
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loopCount = random()*5;
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while (loopCount > 1)
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{
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curDest = nextent ( curDest );
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curDest = find ( curDest, classname, "info_overlord_destination");
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if (curDest != world)
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{
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if (isSpawnPointEmpty(curDest))
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{
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loopCount = loopCount - 1;
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lastDest = curDest;
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}
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else
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curDest = world;
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}
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else
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{
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return lastDest;
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}
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}
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return curDest;
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}
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return curDest;
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};
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void() overlord_teleport =
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{
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local float chance;
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local entity theDest;
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local vector org;
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if (!(self.spawnflags & 2))
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return;
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chance = random();
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if (chance > 0.75)
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return;
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// theDest = overlord_find_dest();
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theDest = overlord_find_dest3();
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if (theDest == world)
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return;
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// put a tfog where the player was
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spawn_tfog (self.origin);
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// spawn a tfog flash in front of the destination
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makevectors (self.angles);
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org = theDest.origin + 32 * v_forward;
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spawn_tfog (org);
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spawn_tdeath(theDest.origin, self);
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setorigin (self, theDest.origin);
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self.flags = self.flags - self.flags & FL_ONGROUND;
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};
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// =======================================================
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void() overlord_stand1 =[ $s_wtwk01, overlord_stand1 ] { ai_stand();};
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void() overlord_walk01 =[ $s_wtwk01, overlord_walk02 ] { ai_walk(8); };
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void() overlord_walk02 =[ $s_wtwk02, overlord_walk03 ] { ai_walk(8); };
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void() overlord_walk03 =[ $s_wtwk03, overlord_walk04 ] { ai_walk(8); };
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void() overlord_walk04 =[ $s_wtwk04, overlord_walk05 ] { ai_walk(8); };
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void() overlord_walk05 =[ $s_wtwk05, overlord_walk06 ] { ai_walk(8); };
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void() overlord_walk06 =[ $s_wtwk06, overlord_walk07 ] { ai_walk(8); };
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void() overlord_walk07 =[ $s_wtwk07, overlord_walk08 ] { ai_walk(8); };
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void() overlord_walk08 =[ $s_wtwk08, overlord_walk09 ] { ai_walk(8); };
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void() overlord_walk09 =[ $s_wtwk09, overlord_walk10 ] { ai_walk(8); };
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void() overlord_walk10 =[ $s_wtwk10, overlord_walk11 ] { ai_walk(8); };
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void() overlord_walk11 =[ $s_wtwk11, overlord_walk12 ] { ai_walk(8); };
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void() overlord_walk12 =[ $s_wtwk12, overlord_walk13 ] { ai_walk(8); };
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void() overlord_walk13 =[ $s_wtwk13, overlord_walk14 ] { ai_walk(8); };
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void() overlord_walk14 =[ $s_wtwk14, overlord_walk15 ] { ai_walk(8); };
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void() overlord_walk15 =[ $s_wtwk15, overlord_walk01 ] { ai_walk(8); };
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void() overlord_run01 =[ $s_wtwk01, overlord_run02 ] { ai_run(12); };
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void() overlord_run02 =[ $s_wtwk02, overlord_run03 ] { ai_run(12); };
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void() overlord_run03 =[ $s_wtwk03, overlord_run04 ] { ai_run(12); };
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void() overlord_run04 =[ $s_wtwk04, overlord_run05 ] { ai_run(12); };
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void() overlord_run05 =[ $s_wtwk05, overlord_run06 ] { ai_run(12); };
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void() overlord_run06 =[ $s_wtwk06, overlord_run07 ] { ai_run(12); };
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void() overlord_run07 =[ $s_wtwk07, overlord_run08 ] { ai_run(12); };
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void() overlord_run08 =[ $s_wtwk08, overlord_run09 ] { ai_run(12); };
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void() overlord_run09 =[ $s_wtwk09, overlord_run10 ] { ai_run(12); };
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void() overlord_run10 =[ $s_wtwk10, overlord_run11 ] { ai_run(12); };
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void() overlord_run11 =[ $s_wtwk11, overlord_run12 ] { ai_run(12); };
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void() overlord_run12 =[ $s_wtwk12, overlord_run13 ] { ai_run(12); };
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void() overlord_run13 =[ $s_wtwk13, overlord_run14 ] { ai_run(12); };
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void() overlord_run14 =[ $s_wtwk14, overlord_run15 ] { ai_run(12); };
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void() overlord_run15 =[ $s_wtwk15, overlord_run01 ] { ai_run(12); };
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// =================================================
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// overlord hand-to-hand attack
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// =================================================
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void() overlord_smash;
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void() overlord_at_a01 =[ $s_wtaa01, overlord_at_a02 ] { ai_charge(12);};
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void() overlord_at_a02 =[ $s_wtaa02, overlord_at_a03 ] { ai_charge(12);};
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void() overlord_at_a03 =[ $s_wtaa03, overlord_at_a04 ] { ai_charge(12);};
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void() overlord_at_a04 =[ $s_wtaa04, overlord_at_a05 ] { ai_charge(12);};
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void() overlord_at_a05 =[ $s_wtaa05, overlord_at_a06 ] { ai_charge(12);};
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void() overlord_at_a06 =[ $s_wtaa06, overlord_at_a07 ] { ai_charge(12);};
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void() overlord_at_a07 =[ $s_wtaa07, overlord_at_a08 ] {overlord_smash();};
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void() overlord_at_a08 =[ $s_wtaa08, overlord_at_a09 ] { ai_charge(12);};
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void() overlord_at_a09 =[ $s_wtaa09, overlord_at_a10 ] { ai_charge(12);};
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void() overlord_at_a10 =[ $s_wtaa10, overlord_run01 ] { ai_charge(12);};
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void() overlord_at_b01 =[ $s_wtab01, overlord_at_b02 ] { ai_charge(12);};
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void() overlord_at_b02 =[ $s_wtab02, overlord_at_b03 ] { ai_charge(12);};
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void() overlord_at_b03 =[ $s_wtab03, overlord_at_b04 ] { ai_charge(12);};
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void() overlord_at_b04 =[ $s_wtab04, overlord_at_b05 ] { ai_charge(12);};
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void() overlord_at_b05 =[ $s_wtab05, overlord_at_b06 ] { ai_charge(12);};
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void() overlord_at_b06 =[ $s_wtab06, overlord_at_b07 ] { ai_charge(12);};
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void() overlord_at_b07 =[ $s_wtab07, overlord_at_b08 ] { ai_charge(12);};
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void() overlord_at_b08 =[ $s_wtab08, overlord_at_b09 ] {overlord_smash();};
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void() overlord_at_b09 =[ $s_wtab09, overlord_at_b10 ] { ai_charge(12);};
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void() overlord_at_b10 =[ $s_wtab10, overlord_at_b11 ] { ai_charge(12);};
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void() overlord_at_b11 =[ $s_wtab11, overlord_at_b12 ] { ai_charge(12);};
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void() overlord_at_b12 =[ $s_wtab12, overlord_at_b13 ] { ai_charge(12);};
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void() overlord_at_b13 =[ $s_wtab13, overlord_at_b14 ] { ai_charge(12);};
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void() overlord_at_b14 =[ $s_wtab14, overlord_run01 ] { ai_charge(12);};
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void() overlord_at_c01 =[ $s_wtac01, overlord_at_c02 ] { ai_charge(12);};
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void() overlord_at_c02 =[ $s_wtac02, overlord_at_c03 ] { ai_charge(12);};
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void() overlord_at_c03 =[ $s_wtac03, overlord_at_c04 ] { ai_charge(12);};
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void() overlord_at_c04 =[ $s_wtac04, overlord_at_c05 ] { ai_charge(12);};
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void() overlord_at_c05 =[ $s_wtac05, overlord_at_c06 ] { ai_charge(12);};
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void() overlord_at_c06 =[ $s_wtac06, overlord_at_c07 ] {overlord_smash();};
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void() overlord_at_c07 =[ $s_wtac07, overlord_at_c08 ] { ai_charge(12);};
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void() overlord_at_c08 =[ $s_wtac08, overlord_at_c09 ] { ai_charge(12);};
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void() overlord_at_c09 =[ $s_wtac09, overlord_at_c10 ] { ai_charge(12);};
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void() overlord_at_c10 =[ $s_wtac10, overlord_at_c11 ] { ai_charge(12);};
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void() overlord_at_c11 =[ $s_wtac11, overlord_at_c12 ] {overlord_smash();};
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void() overlord_at_c12 =[ $s_wtac12, overlord_at_c13 ] { ai_charge(12);};
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void() overlord_at_c13 =[ $s_wtac13, overlord_at_c14 ] { ai_charge(12);};
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void() overlord_at_c14 =[ $s_wtac14, overlord_run01 ] { ai_charge(12);};
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void() overlord_smash =
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{
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local vector delta;
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local float smashDmg;
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if (!self.enemy)
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return;
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if (!CanDamage (self.enemy, self))
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return;
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ai_charge(10);
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delta = self.enemy.origin - self.origin;
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if (vlen(delta) > 100)
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return;
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smashDmg = 20 + random () * 10;
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sound (self, CHAN_WEAPON, "s_wrath/smash.wav", 1, ATTN_NORM);
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T_Damage (self.enemy, self, self, smashDmg);
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delta = normalize (self.enemy.origin - self.origin + self.enemy.view_ofs);
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SpawnBlood ( self.enemy.origin - delta * 30, delta * -100, smashDmg);
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};
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void() overlord_melee =
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{
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local float r;
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r = random();
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if (r < 0.33)
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{
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overlord_at_a01 ();
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}
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else if (r < 0.66)
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{
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overlord_at_b01 ();
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}
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else
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{
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overlord_at_c01 ();
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}
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};
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// ==================================================
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// missile attacks
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// ==================================================
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void(float AttackNumber) WrathMissile;
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void() overlord_msl_a01 =[ $s_wtba01, overlord_msl_a02 ] { ai_charge(12);};
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void() overlord_msl_a02 =[ $s_wtba02, overlord_msl_a03 ] { ai_charge(12);};
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void() overlord_msl_a03 =[ $s_wtba03, overlord_msl_a04 ] { ai_charge(12);};
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void() overlord_msl_a04 =[ $s_wtba04, overlord_msl_a05 ] { ai_charge(12);};
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void() overlord_msl_a05 =[ $s_wtba05, overlord_msl_a06 ] { ai_charge(12);};
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void() overlord_msl_a06 =[ $s_wtba06, overlord_msl_a07 ] {WrathMissile(4);};
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void() overlord_msl_a07 =[ $s_wtba07, overlord_msl_a08 ] { ai_charge(12);};
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void() overlord_msl_a08 =[ $s_wtba08, overlord_msl_a09 ] { ai_charge(12);};
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void() overlord_msl_a09 =[ $s_wtba09, overlord_msl_a10 ] { ai_charge(12);};
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void() overlord_msl_a10 =[ $s_wtba10, overlord_msl_a11 ] { ai_charge(12);};
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void() overlord_msl_a11 =[ $s_wtba11, overlord_msl_a12 ] { ai_charge(12);};
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void() overlord_msl_a12 =[ $s_wtba12, overlord_run01 ] {overlord_teleport();};
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void() overlord_missile =
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{
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local float r;
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r = random();
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overlord_msl_a01();
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};
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// ==================================================
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// pain
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// ==================================================
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void() overlord_pn_a01 =[ $s_wtpa01, overlord_pn_a02 ] {};
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void() overlord_pn_a02 =[ $s_wtpa02, overlord_pn_a03 ] {};
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void() overlord_pn_a03 =[ $s_wtpa03, overlord_pn_a04 ] {overlord_teleport();};
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void() overlord_pn_a04 =[ $s_wtpa04, overlord_pn_a05 ] {};
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void() overlord_pn_a05 =[ $s_wtpa05, overlord_pn_a06 ] {};
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void() overlord_pn_a06 =[ $s_wtpa06, overlord_pn_a07 ] {};
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void() overlord_pn_a07 =[ $s_wtpa07, overlord_run01 ] {};
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void() overlord_pn_b01 =[ $s_wtpb01, overlord_pn_b02 ] {};
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void() overlord_pn_b02 =[ $s_wtpb02, overlord_pn_b03 ] {};
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void() overlord_pn_b03 =[ $s_wtpb03, overlord_pn_b04 ] {overlord_teleport();};
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void() overlord_pn_b04 =[ $s_wtpb04, overlord_pn_b05 ] {};
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void() overlord_pn_b05 =[ $s_wtpb05, overlord_pn_b06 ] {};
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void() overlord_pn_b06 =[ $s_wtpb06, overlord_pn_b07 ] {};
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void() overlord_pn_b07 =[ $s_wtpb07, overlord_run01 ] {};
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void() overlord_pain =
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{
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local float r;
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if (self.pain_finished > time)
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return;
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r = random();
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if (r > 0.2)
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return;
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|
if (r < 0.15)
|
|
overlord_pn_a01 ();
|
|
else
|
|
overlord_pn_b01 ();
|
|
|
|
self.pain_finished = time + 2;
|
|
sound (self, CHAN_VOICE, "wrath/wpain.wav", 1, ATTN_NORM);
|
|
};
|
|
|
|
void(string gibName) ol_toss =
|
|
{
|
|
local vector flingVelocity;
|
|
local entity myGib;
|
|
|
|
makevectors(self.angles);
|
|
flingVelocity = v_forward*250 + v_up*300;
|
|
flingVelocity = flingVelocity + v_up * (random() * 100 - 50);
|
|
flingVelocity = flingVelocity + v_right * (random() * 200 - 100);
|
|
|
|
myGib = StartGib (gibName);
|
|
myGib.velocity = flingVelocity;
|
|
};
|
|
|
|
// note - death frame 9 is intentionally done twice.
|
|
void() overlord_die01 =[ $s_wtdt01, overlord_die02 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die02 =[ $s_wtdt02, overlord_die03 ]
|
|
{ self.flags = self.flags | FL_FLY; self.nextthink = time +0.05;};
|
|
void() overlord_die03 =[ $s_wtdt03, overlord_die04 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die04 =[ $s_wtdt04, overlord_die05 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die05 =[ $s_wtdt05, overlord_die06 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die06 =[ $s_wtdt06, overlord_die07 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die07 =[ $s_wtdt07, overlord_die08 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die08 =[ $s_wtdt08, overlord_die09 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die09 =[ $s_wtdt09, overlord_die10 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die10 =[ $s_wtdt09, overlord_die11 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die11 =[ $s_wtdt10, overlord_die12 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die12 =[ $s_wtdt11, overlord_die13 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die13 =[ $s_wtdt12, overlord_die14 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die14 =[ $s_wtdt13, overlord_die15 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die15 =[ $s_wtdt14, overlord_die16 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die16 =[ $s_wtdt15, overlord_die17 ] {self.nextthink = time +0.05;};
|
|
void() overlord_die17 =[ $s_wtdt16, overlord_die18 ]
|
|
{
|
|
self.model = "";
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
WriteByte (MSG_BROADCAST, 0);
|
|
WriteByte (MSG_BROADCAST, 4);
|
|
|
|
ol_toss("progs/s_wrtgb2.mdl");
|
|
ol_toss("progs/s_wrtgb3.mdl");
|
|
ol_toss("progs/wrthgib1.mdl");
|
|
ol_toss("progs/wrthgib2.mdl");
|
|
ol_toss("progs/wrthgib3.mdl");
|
|
self.nextthink = time + 0.1;
|
|
};
|
|
void() overlord_die18 =[ $s_wtdt17, overlord_die19 ]
|
|
{
|
|
local float counter;
|
|
|
|
counter = 2;
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
WriteByte (MSG_BROADCAST, 0);
|
|
WriteByte (MSG_BROADCAST, 4);
|
|
|
|
while(counter>0)
|
|
{
|
|
ol_toss("progs/gib1.mdl");
|
|
ol_toss("progs/gib2.mdl");
|
|
ol_toss("progs/gib3.mdl");
|
|
counter = counter - 1;
|
|
}
|
|
self.nextthink = time + 0.1;
|
|
};
|
|
void() overlord_die19 = [ $s_wtdt17, overlord_die19 ]
|
|
{
|
|
local float counter;
|
|
|
|
counter = 2;
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
WriteByte (MSG_BROADCAST, 0);
|
|
WriteByte (MSG_BROADCAST, 4);
|
|
|
|
while(counter>0)
|
|
{
|
|
ol_toss("progs/gib1.mdl");
|
|
ol_toss("progs/gib2.mdl");
|
|
ol_toss("progs/gib3.mdl");
|
|
counter = counter - 1;
|
|
}
|
|
|
|
remove(self);
|
|
};
|
|
|
|
/*QUAKED monster_super_wrath (1 0 0) (-16 -16 -24) (16 16 32) Ambush BossMode
|
|
The super wrath (Overlord).
|
|
|
|
BossMode enables the superwrath's powershield and the random teleporting.
|
|
*/
|
|
void() monster_super_wrath =
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
precache_model ("progs/s_wrath.mdl");
|
|
//
|
|
precache_model ("progs/s_wrtgb1.mdl");
|
|
|
|
precache_model ("progs/s_wrtgb2.mdl");
|
|
|
|
precache_model ("progs/s_wrtgb3.mdl");
|
|
precache_model ("progs/wrthgib1.mdl");
|
|
precache_model ("progs/wrthgib2.mdl");
|
|
precache_model ("progs/wrthgib3.mdl");
|
|
|
|
precache_model ("progs/w_ball.mdl");
|
|
precache_sound ("wrath/wsee.wav");
|
|
precache_sound ("wrath/watt.wav");
|
|
precache_sound ("wrath/wpain.wav");
|
|
precache_sound ("wrath/wdthc.wav");
|
|
precache_sound ("s_wrath/smash.wav");
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
setmodel (self, "progs/s_wrath.mdl");
|
|
|
|
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
self.health = 1000;
|
|
self.pain_finished = 0;
|
|
|
|
// if(self.spawnflags & 2)
|
|
// self.items2 = IT2_SHIELD;
|
|
self.th_stand = overlord_stand1;
|
|
self.th_walk = overlord_walk01;
|
|
self.th_run = overlord_run01;
|
|
self.th_missile = overlord_missile;
|
|
self.th_melee = overlord_melee;
|
|
self.th_pain = overlord_pain;
|
|
self.th_die = overlord_die02;
|
|
|
|
flymonster_start ();
|
|
};
|
|
|
|
/*QUAKED info_overlord_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
|
This is the destination marker for the overlord.
|
|
|
|
It does not require any other fields filled in.
|
|
*/
|
|
void() info_overlord_destination =
|
|
{
|
|
// this does nothing, just serves as a target spot
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
self.model = "";
|
|
self.origin = self.origin + '0 0 27';
|
|
};
|
|
|