mirror of
https://github.com/nzp-team/fteqw.git
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c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
339 lines
12 KiB
C++
339 lines
12 KiB
C++
/*
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==============================================================================
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SHAMBLER
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==============================================================================
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*/
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$cd id1/models/shams
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
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$frame walk8 walk9 walk10 walk11 walk12
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$frame run1 run2 run3 run4 run5 run6
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$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
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$frame smash8 smash9 smash10 smash11 smash12
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$frame swingr1 swingr2 swingr3 swingr4 swingr5
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$frame swingr6 swingr7 swingr8 swingr9
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$frame swingl1 swingl2 swingl3 swingl4 swingl5
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$frame swingl6 swingl7 swingl8 swingl9
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$frame magic1 magic2 magic3 magic4 magic5
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$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame death1 death2 death3 death4 death5 death6
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$frame death7 death8 death9 death10 death11
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void(float chrg, float damage, float side, float crnd) ShamClaw =
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{
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local vector delta;
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local float ldmg;
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if (!self.enemy)
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return;
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ai_charge(chrg);
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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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ldmg = (random() + random() + random()) * damage;
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T_Damage (self.enemy, self, self, ldmg, MOD_SHAMBLER);
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sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
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if (side)
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{
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makevectors (self.angles);
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SpawnMeatSpray (self.origin + v_forward*16, (crandom() * crnd + side) * v_right);
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}
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};
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void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();};
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void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();};
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void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();};
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void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();};
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void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();};
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void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();};
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void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();};
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void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();};
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void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();};
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void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();};
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void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();};
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void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();};
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void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();};
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void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();};
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void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();};
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void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();};
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void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();};
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void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);};
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void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);};
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void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);};
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void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);};
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void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);};
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void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);};
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void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);};
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void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);};
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void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);};
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void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);};
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void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);};
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void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7);
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if (random() > 0.8)
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sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
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void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);};
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void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);};
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void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);};
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void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);};
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void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);};
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void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20);
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if (random() > 0.8)
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sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
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};
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void() sham_smash1 =[ $smash1, sham_smash2 ] {
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sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
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ai_charge(2);};
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void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);};
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void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);};
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void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);};
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void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);};
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void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);};
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void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
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void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
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void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
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void() sham_smash10 =[ $smash10, sham_smash11 ] {ShamClaw(0, 40, 0, 100);};
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void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);};
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void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);};
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void() sham_swingr1;
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void() sham_swingl1 =[ $swingl1, sham_swingl2 ] {
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sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
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ai_charge(5);};
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void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);};
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void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);};
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void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);};
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void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);};
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void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);};
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void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(10, 20, 250, 0);};
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void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);};
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void() sham_swingl9 =[ $swingl9, sham_run1 ] {
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ai_charge(8);
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if (random()<0.5)
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self.think = sham_swingr1;
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};
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void() sham_swingr1 =[ $swingr1, sham_swingr2 ] {
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sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
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ai_charge(1);};
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void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);};
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void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);};
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void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);};
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void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);};
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void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);};
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void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(10, 20, -250, 0);};
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void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);};
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void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1);
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ai_charge(10);
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if (random()<0.5)
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self.think = sham_swingl1;
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};
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void() sham_melee =
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{
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local float chance;
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chance = random();
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if (chance > 0.6 || self.health == 600)
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sham_smash1 ();
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else if (chance > 0.3)
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sham_swingr1 ();
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else
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sham_swingl1 ();
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};
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//============================================================================
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void() CastLightning =
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{
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local vector org, dir;
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muzzleflash();
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ai_face ();
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org = self.origin + '0 0 40';
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dir = self.enemy.origin + '0 0 16' - org;
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dir = normalize (dir);
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traceline (org, self.origin + dir*600, TRUE, self);
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TE_lightning1(self, org, trace_endpos);
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LightningDamage (org, trace_endpos, self, 10, MOD_SHAMBLER);
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};
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void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
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sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
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};
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void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
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void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = time + 0.2;
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local entity o;
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muzzleflash();
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ai_face();
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// TODO: Spawn as an effect
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self.owner = spawn();
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o = self.owner;
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setmodel (o, "progs/s_light.mdl");
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setorigin (o, self.origin);
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o.angles = self.angles;
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o.nextthink = time + 0.7;
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o.think = SUB_Remove;
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};
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void() sham_magic4 =[ $magic4, sham_magic5 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.owner.frame = 1;
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};
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void() sham_magic5 =[ $magic5, sham_magic6 ]
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{
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self.effects = self.effects | EF_MUZZLEFLASH;
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self.owner.frame = 2;
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};
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void() sham_magic6 =[ $magic6, sham_magic9 ]
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{
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remove (self.owner);
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CastLightning();
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sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
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};
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void() sham_magic9 =[ $magic9, sham_magic10 ]
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{CastLightning();};
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void() sham_magic10 =[ $magic10, sham_magic11 ]
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{CastLightning();};
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void() sham_magic11 =[ $magic11, sham_magic12 ]
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{
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if (skill > 2)
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CastLightning();
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};
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void() sham_magic12 =[ $magic12, sham_run1 ] {};
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void() sham_pain1 =[ $pain1, sham_pain2 ] {};
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void() sham_pain2 =[ $pain2, sham_pain3 ] {};
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void() sham_pain3 =[ $pain3, sham_pain4 ] {};
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void() sham_pain4 =[ $pain4, sham_pain5 ] {};
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void() sham_pain5 =[ $pain5, sham_pain6 ] {};
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void() sham_pain6 =[ $pain6, sham_run1 ] {};
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void(entity attacker, float damage) sham_pain =
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{
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sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
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if (self.health <= 0)
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return; // allready dying, don't go into pain frame
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if (random()*400 > damage)
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return; // didn't flinch
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if (self.pain_finished > time)
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return;
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self.pain_finished = time + 2;
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sham_pain1 ();
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};
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//============================================================================
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void() sham_death1 =[ $death1, sham_death2 ] {};
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void() sham_death2 =[ $death2, sham_death3 ] {};
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void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
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void() sham_death4 =[ $death4, sham_death5 ] {};
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void() sham_death5 =[ $death5, sham_death6 ] {};
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void() sham_death6 =[ $death6, sham_death7 ] {};
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void() sham_death7 =[ $death7, sham_death8 ] {};
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void() sham_death8 =[ $death8, sham_death9 ] {};
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void() sham_death9 =[ $death9, sham_death10 ] {};
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void() sham_death10 =[ $death10, sham_death11 ] {};
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void() sham_death11 =[ $death11, sham_death11 ] {};
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void() sham_die =
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{
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// check for gib
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if (self.health < -60)
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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_shams.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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// regular death
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sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
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sham_death1 ();
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};
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//============================================================================
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/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
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*/
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void() monster_shambler =
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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_model ("progs/shambler.mdl");
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precache_model ("progs/s_light.mdl");
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precache_model ("progs/h_shams.mdl");
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precache_model ("progs/bolt.mdl");
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precache_sound ("shambler/sattck1.wav");
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precache_sound ("shambler/sboom.wav");
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precache_sound ("shambler/sdeath.wav");
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precache_sound ("shambler/shurt2.wav");
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precache_sound ("shambler/sidle.wav");
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precache_sound ("shambler/ssight.wav");
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precache_sound ("shambler/melee1.wav");
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precache_sound ("shambler/melee2.wav");
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precache_sound ("shambler/smack.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/shambler.mdl");
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 600;
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self.th_stand = sham_stand1;
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self.th_walk = sham_walk1;
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self.th_run = sham_run1;
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self.th_die = sham_die;
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self.th_melee = sham_melee;
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self.th_missile = sham_magic1;
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self.th_pain = sham_pain;
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walkmonster_start();
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};
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