quake-rerelease-qc/quakec_hipnotic/hipdecoy.qc

189 lines
4.6 KiB
C++

/* 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.
*/
/*
==============================================================================
PLAYER decoy
==============================================================================
*/
$cd id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
//
// running
//
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
//
// standing
//
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
void() decoy_stand1 =[ $axstnd1, decoy_stand1 ]
{
ChangeYaw();
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
self.walkframe = self.walkframe + 1;
if (time > self.pausetime)
self.th_walk ();
};
void() decoy_walk1 =[ $rockrun1, decoy_walk1 ]
{
// local vector a;
movetogoal (12);
// a = '0 0 0';
// a_y = self.ideal_yaw;
// makevectors(a);
// self.velocity = 1*v_forward;
self.weaponframe=0;
if (self.walkframe == 6)
self.walkframe = 0;
if (self.walkframe == 2 || self.walkframe == 5)
{
local float r;
r = random();
if (r < 0.14)
sound (self, CHAN_VOICE, "misc/foot1.wav", 0.5, ATTN_NORM);
else if (r < 0.29)
sound (self, CHAN_VOICE, "misc/foot2.wav", 0.5, ATTN_NORM);
else if (r < 0.43)
sound (self, CHAN_VOICE, "misc/foot3.wav", 0.5, ATTN_NORM);
else if (r < 0.58)
sound (self, CHAN_VOICE, "misc/foot4.wav", 0.5, ATTN_NORM);
else if (r < 0.72)
sound (self, CHAN_VOICE, "misc/foot5.wav", 0.5, ATTN_NORM);
else if (r < 0.86)
sound (self, CHAN_VOICE, "misc/foot6.wav", 0.5, ATTN_NORM);
else
sound (self, CHAN_VOICE, "misc/foot7.wav", 0.5, ATTN_NORM);
}
self.frame = self.frame + self.walkframe;
self.walkframe = self.walkframe + 1;
};
void(entity decoy) setup_decoy =
{
local entity pl;
decoy.classname = "monster_decoy";
setmodel (decoy, "progs/player.mdl");
setsize (decoy, VEC_HULL_MIN, VEC_HULL_MAX);
decoy.view_ofs = '0 0 22';
decoy.solid = SOLID_SLIDEBOX;
decoy.movetype = MOVETYPE_STEP;
decoy.health = 3000000;
decoy.th_stand = decoy_stand1;
decoy.th_walk = decoy_walk1;
decoy.th_run = decoy_walk1;
decoy.th_missile = decoy_stand1;
decoy.th_pain = decoy_stand1;
decoy.th_die = decoy_stand1;
pl = find (world, classname, "player");
decoy.colormap = pl.colormap;
};
/*QUAKED monster_decoy (1 0 0) (-16 -16 -24) (16 16 40)
*/
void() monster_decoy =
{
if (deathmatch)
{
remove(self);
return;
}
setup_decoy(self);
walkmonster_start ();
total_monsters = total_monsters - 1;
};
void(string targ, vector orig) become_decoy =
{
local entity pl;
local entity decoy;
local entity temp;
decoy = hipdecoy = spawn();
temp = self;
self = decoy;
setup_decoy(decoy);
setorigin(decoy, orig);
decoy.origin = orig;
decoy.target = targ;
decoy.takedamage = DAMAGE_AIM;
decoy.ideal_yaw = decoy.angles * '0 1 0';
if (!decoy.yaw_speed)
decoy.yaw_speed = 20;
decoy.use = monster_use;
decoy.flags = decoy.flags | FL_MONSTER;
if (decoy.target)
{
decoy.goalentity = decoy.movetarget = find(world, targetname, decoy.target);
decoy.ideal_yaw = vectoyaw(decoy.goalentity.origin - decoy.origin);
if (!decoy.movetarget)
{
dprint ("Monster can't find target at ");
dprint (vtos(decoy.origin));
dprint ("\n");
}
// this used to be an objerror
if (decoy.movetarget.classname == "path_corner")
decoy.th_walk ();
else
decoy.pausetime = 99999999;
decoy.th_stand ();
}
else
{
decoy.pausetime = 99999999;
decoy.th_stand ();
}
// spread think times so they don't all happen at same time
decoy.nextthink = decoy.nextthink + random()*0.5;
self = temp;
};