mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
532706ede7
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1745 fc73d0e0-1445-4013-8a0c-d673dee63da5
384 lines
10 KiB
C++
384 lines
10 KiB
C++
/*
|
|
==============================================================================
|
|
|
|
DEMON
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
$cd id1/models/demon3
|
|
$scale 0.8
|
|
$origin 0 0 24
|
|
$base base
|
|
$skin base
|
|
|
|
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
|
$frame stand10 stand11 stand12 stand13
|
|
|
|
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
|
|
|
|
$frame run1 run2 run3 run4 run5 run6
|
|
|
|
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
|
|
$frame leap11 leap12
|
|
|
|
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
|
|
|
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
|
|
|
|
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
|
|
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
|
|
|
|
//============================================================================
|
|
|
|
void(float side) Demon_Melee;
|
|
|
|
void() Demon_JumpTouch;
|
|
|
|
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};
|
|
void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
|
|
void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
|
|
void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
|
|
void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
|
|
void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
|
|
void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
|
|
void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
|
|
void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
|
|
void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
|
|
void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
|
|
void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
|
|
void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
|
|
|
|
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
|
|
if (random() < 0.2)
|
|
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
|
|
ai_walk(8);
|
|
};
|
|
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);};
|
|
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);};
|
|
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);};
|
|
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);};
|
|
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);};
|
|
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);};
|
|
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);};
|
|
|
|
void() demon1_run1 =[ $run1, demon1_run2 ] {
|
|
if (random() < 0.2)
|
|
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
|
|
ai_run(20);};
|
|
void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
|
|
void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
|
|
void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
|
|
void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
|
|
void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
|
|
|
|
void() demon1_jump1 =[ $leap1, demon1_jump2 ] {
|
|
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
|
|
ai_face();};
|
|
void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
|
|
void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
|
|
void() demon1_jump4 =[ $leap4, demon1_jump5 ]
|
|
{
|
|
ai_face();
|
|
|
|
self.touch = Demon_JumpTouch;
|
|
makevectors (self.angles);
|
|
self.origin_z = self.origin_z + 1;
|
|
self.velocity = v_forward * 600 + '0 0 250';
|
|
if (self.flags & FL_ONGROUND)
|
|
self.flags = self.flags - FL_ONGROUND;
|
|
};
|
|
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
|
|
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
|
|
void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
|
|
void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
|
|
void() demon1_jump9 =[ $leap9, demon1_jump10 ] {};
|
|
void() demon1_jump10 =[ $leap10, demon1_jump1 ] {
|
|
self.nextthink = time + 3;
|
|
// if three seconds pass, assume demon is stuck and jump again
|
|
};
|
|
|
|
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
|
|
void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
|
|
|
|
void() ClawSound =
|
|
{
|
|
local float r;
|
|
|
|
r = random();
|
|
if (r <= 0.33)
|
|
sound (self, CHAN_VOICE, "demon/attack1.wav", 1, ATTN_NORM);
|
|
else if (r <= 0.67)
|
|
sound (self, CHAN_VOICE, "demon/attack2.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "demon/attack3.wav", 1, ATTN_NORM);
|
|
};
|
|
|
|
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {
|
|
ClawSound();
|
|
ai_charge(4);};
|
|
void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
|
|
void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
|
|
void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);};
|
|
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);};
|
|
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);};
|
|
void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);};
|
|
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);};
|
|
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);};
|
|
void() demon1_atta10 =[ $attacka10, demon1_atta11] {
|
|
ClawSound();
|
|
ai_charge(2);};
|
|
void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
|
|
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);};
|
|
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);};
|
|
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);};
|
|
void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);};
|
|
|
|
void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
|
|
void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
|
|
void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
|
|
void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
|
|
void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
|
|
void() demon1_pain6 =[ $pain6, demon1_run1 ] {};
|
|
|
|
void(entity attacker, float damage) demon1_pain =
|
|
{
|
|
if (self.touch == Demon_JumpTouch)
|
|
return;
|
|
|
|
if (self.pain_finished > time)
|
|
return;
|
|
|
|
self.pain_finished = time + 10;
|
|
sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
|
|
|
|
if (random()*200 > damage)
|
|
return; // didn't flinch
|
|
|
|
demon1_pain1 ();
|
|
};
|
|
|
|
void() demon1_die1 =[ $death1, demon1_die2 ] {
|
|
sound (self, CHAN_VOICE, "demon/death1.wav", 1, ATTN_NORM);};
|
|
void() demon1_die2 =[ $death2, demon1_die3 ] {};
|
|
void() demon1_die3 =[ $death3, demon1_die4 ] {};
|
|
void() demon1_die4 =[ $death4, demon1_die5 ] {};
|
|
void() demon1_die5 =[ $death5, demon1_die6 ] {};
|
|
void() demon1_die6 =[ $death6, demon1_die7 ]
|
|
{self.solid = SOLID_NOT;};
|
|
void() demon1_die7 =[ $death7, demon1_die8 ] {};
|
|
void() demon1_die8 =[ $death8, demon1_die9 ] {};
|
|
void() demon1_die9 =[ $death9, demon1_die9 ] {};
|
|
|
|
void() demon_die =
|
|
{
|
|
// check for gib
|
|
if (self.health < -80)
|
|
{
|
|
sound (self, CHAN_VOICE, "demon/death2.wav", 1, ATTN_NORM);
|
|
ThrowHead ("progs/h_demon.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
return;
|
|
}
|
|
|
|
// regular death
|
|
demon1_die1 ();
|
|
};
|
|
|
|
|
|
void() Demon_MeleeAttack =
|
|
{
|
|
demon1_atta1 ();
|
|
};
|
|
|
|
void() monster_demon1 =
|
|
{
|
|
precache_model ("progs/demon.mdl");
|
|
precache_model ("progs/h_demon.mdl");
|
|
|
|
precache_sound ("demon/dhit2.wav");
|
|
precache_sound ("demon/djump.wav");
|
|
precache_sound ("demon/dpain1.wav");
|
|
precache_sound ("demon/idle1.wav");
|
|
precache_sound ("demon/sight2.wav");
|
|
precache_sound ("demon/death1.wav");
|
|
precache_sound ("demon/death2.wav");
|
|
precache_sound ("demon/attack1.wav");
|
|
precache_sound ("demon/attack2.wav");
|
|
precache_sound ("demon/attack3.wav");
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
setmodel (self, "progs/demon.mdl");
|
|
|
|
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
|
self.health = 1200;
|
|
self.team = 3;
|
|
self.classname = "monster";
|
|
self.netname = "deathclaw";
|
|
self.th_stand = demon1_stand1;
|
|
self.th_walk = demon1_walk1;
|
|
self.th_run = demon1_run1;
|
|
self.th_die = demon_die;
|
|
self.th_melee = Demon_MeleeAttack; // one of two attacks
|
|
self.th_missile = demon1_jump1; // jump attack
|
|
self.th_pain = demon1_pain;
|
|
|
|
walkmonster_start();
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
DEMON
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
==============
|
|
CheckDemonMelee
|
|
|
|
Returns TRUE if a melee attack would hit right now
|
|
==============
|
|
*/
|
|
float() CheckDemonMelee =
|
|
{
|
|
if (enemy_range == RANGE_MELEE)
|
|
{ // FIXME: check canreach
|
|
self.attack_state = AS_MELEE;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
/*
|
|
==============
|
|
CheckDemonJump
|
|
|
|
==============
|
|
*/
|
|
float() CheckDemonJump =
|
|
{
|
|
local vector dist;
|
|
local float d;
|
|
|
|
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
|
|
+ 0.75 * self.enemy.size_z)
|
|
return FALSE;
|
|
|
|
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
|
|
+ 0.25 * self.enemy.size_z)
|
|
return FALSE;
|
|
|
|
dist = self.enemy.origin - self.origin;
|
|
dist_z = 0;
|
|
|
|
d = vlen(dist);
|
|
|
|
if (d < 100)
|
|
return FALSE;
|
|
|
|
if (d > 200)
|
|
{
|
|
if (random() < 0.9)
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
float() DemonCheckAttack =
|
|
{
|
|
local vector vec;
|
|
|
|
// if close enough for slashing, go for it
|
|
if (CheckDemonMelee ())
|
|
{
|
|
self.attack_state = AS_MELEE;
|
|
return TRUE;
|
|
}
|
|
|
|
if (CheckDemonJump ())
|
|
{
|
|
self.attack_state = AS_MISSILE;
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
};
|
|
|
|
|
|
//===========================================================================
|
|
|
|
void(float side) Demon_Melee =
|
|
{
|
|
local float ldmg;
|
|
local vector delta;
|
|
|
|
ai_face ();
|
|
walkmove (self.ideal_yaw, 12); // allow a little closing
|
|
|
|
delta = self.enemy.origin - self.origin;
|
|
|
|
if (vlen(delta) > 100)
|
|
return;
|
|
if (!CanDamage (self.enemy, self))
|
|
return;
|
|
|
|
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
|
|
ldmg = 10 + 5*random();
|
|
T_Damage (self.enemy, self, self, ldmg);
|
|
|
|
makevectors (self.angles);
|
|
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
|
|
};
|
|
|
|
|
|
void() Demon_JumpTouch =
|
|
{
|
|
local float ldmg;
|
|
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
if (other.takedamage)
|
|
{
|
|
if ( vlen(self.velocity) > 400 )
|
|
{
|
|
ldmg = 40 + 10*random();
|
|
ldmg = ldmg / 4;
|
|
T_Damage (other, self, self, ldmg);
|
|
T_Damage (other, self, self, ldmg);
|
|
T_Damage (other, self, self, ldmg);
|
|
T_Damage (other, self, self, ldmg);
|
|
|
|
}
|
|
}
|
|
|
|
if (!checkbottom(self))
|
|
{
|
|
if (self.flags & FL_ONGROUND)
|
|
{ // jump randomly to not get hung up
|
|
//dprint ("popjump\n");
|
|
self.touch = SUB_Null;
|
|
self.think = demon1_jump1;
|
|
self.nextthink = time + 0.1;
|
|
|
|
// self.velocity_x = (random() - 0.5) * 600;
|
|
// self.velocity_y = (random() - 0.5) * 600;
|
|
// self.velocity_z = 200;
|
|
// self.flags = self.flags - FL_ONGROUND;
|
|
}
|
|
return; // not on ground yet
|
|
}
|
|
|
|
self.touch = SUB_Null;
|
|
self.think = demon1_jump11;
|
|
self.nextthink = time + 0.1;
|
|
};
|
|
|