mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-25 21:31:37 +00:00
c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
219 lines
7 KiB
C++
219 lines
7 KiB
C++
/*
|
|
==============================================================================
|
|
|
|
SHAL-RATH
|
|
|
|
==============================================================================
|
|
*/
|
|
$cd id1/models/shalrath
|
|
$origin 0 0 24
|
|
$base base
|
|
$skin skin
|
|
$scale 0.7
|
|
|
|
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
|
|
$frame attack9 attack10 attack11
|
|
|
|
$frame pain1 pain2 pain3 pain4 pain5
|
|
|
|
$frame death1 death2 death3 death4 death5 death6 death7
|
|
|
|
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
|
|
$frame walk11 walk12
|
|
|
|
void() shalrath_pain;
|
|
void() ShalMissile;
|
|
void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
|
|
|
|
void() shal_walk1 =[ $walk2, shal_walk2 ] {
|
|
if (random() < 0.2)
|
|
sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
|
|
ai_walk(6);};
|
|
void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);};
|
|
void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);};
|
|
void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);};
|
|
void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);};
|
|
void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);};
|
|
void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);};
|
|
void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);};
|
|
void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);};
|
|
void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);};
|
|
void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);};
|
|
void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);};
|
|
|
|
void() shal_run1 =[ $walk2, shal_run2 ] {
|
|
if (random() < 0.2)
|
|
sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
|
|
ai_run(6);};
|
|
void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);};
|
|
void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);};
|
|
void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);};
|
|
void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);};
|
|
void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);};
|
|
void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);};
|
|
void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);};
|
|
void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);};
|
|
void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);};
|
|
void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);};
|
|
void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);};
|
|
|
|
void() shal_attack1 =[ $attack1, shal_attack2 ] {
|
|
sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM);
|
|
ai_face();
|
|
};
|
|
void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();};
|
|
void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();};
|
|
void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();};
|
|
void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();};
|
|
void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();};
|
|
void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();};
|
|
void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();};
|
|
void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();};
|
|
void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();};
|
|
void() shal_attack11 =[ $attack11, shal_run1 ] {};
|
|
|
|
void() shal_pain1 =[ $pain1, shal_pain2 ] {};
|
|
void() shal_pain2 =[ $pain2, shal_pain3 ] {};
|
|
void() shal_pain3 =[ $pain3, shal_pain4 ] {};
|
|
void() shal_pain4 =[ $pain4, shal_pain5 ] {};
|
|
void() shal_pain5 =[ $pain5, shal_run1 ] {};
|
|
|
|
void() shal_death1 =[ $death1, shal_death2 ] {};
|
|
void() shal_death2 =[ $death2, shal_death3 ] {};
|
|
void() shal_death3 =[ $death3, shal_death4 ] {};
|
|
void() shal_death4 =[ $death4, shal_death5 ] {};
|
|
void() shal_death5 =[ $death5, shal_death6 ] {};
|
|
void() shal_death6 =[ $death6, shal_death7 ] {};
|
|
void() shal_death7 =[ $death7, shal_death7 ] {};
|
|
|
|
|
|
void() shalrath_pain =
|
|
{
|
|
if (self.pain_finished > time)
|
|
return;
|
|
|
|
sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM);
|
|
shal_pain1();
|
|
self.pain_finished = time + 3;
|
|
};
|
|
|
|
void() shalrath_die =
|
|
{
|
|
// check for gib
|
|
if (self.health < -90)
|
|
{
|
|
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
|
ThrowHead ("progs/h_shal.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib2.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
return;
|
|
}
|
|
|
|
sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM);
|
|
shal_death1();
|
|
self.solid = SOLID_NOT;
|
|
// insert death sounds here
|
|
};
|
|
|
|
/*
|
|
================
|
|
ShalMissile
|
|
================
|
|
*/
|
|
float() ShalMissileTouch;
|
|
void() ShalHome;
|
|
void() ShalMissile =
|
|
{
|
|
local vector dir;
|
|
local float dist, flytime;
|
|
|
|
dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
|
|
dist = vlen (self.enemy.origin - self.origin);
|
|
flytime = dist * 0.002;
|
|
if (flytime < 0.1)
|
|
flytime = 0.1;
|
|
|
|
muzzleflash();
|
|
sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM);
|
|
|
|
PRJ_FireProjectile(self,
|
|
"progs/v_spike.mdl",
|
|
self.origin + '0 0 10',
|
|
dir * 400,
|
|
PE_EXPLOSION,
|
|
0,
|
|
0,
|
|
30);
|
|
PRJ_SetRadiusDamage(40, 80, MOD_SHALRATH);
|
|
PRJ_SetThink(ShalHome, flytime, 0.2);
|
|
PRJ_SetTouch(ShalMissileTouch);
|
|
newmis.avelocity = '300 300 300';
|
|
newmis.enemy = self.enemy;
|
|
};
|
|
|
|
void() ShalHome =
|
|
{
|
|
local vector dir, vtemp;
|
|
vtemp = self.enemy.origin + '0 0 10';
|
|
if (self.enemy.health < 1)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
dir = normalize(vtemp - self.origin);
|
|
if (skill > 2)
|
|
self.velocity = dir * 350;
|
|
else
|
|
self.velocity = dir * 250;
|
|
};
|
|
|
|
float() ShalMissileTouch =
|
|
{
|
|
if (other.classname == "monster_zombie")
|
|
T_Damage (other, self, self, 110, MOD_SHALRATH);
|
|
|
|
return 0; // always explode on touch
|
|
};
|
|
|
|
//=================================================================
|
|
|
|
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
|
|
*/
|
|
void() monster_shalrath =
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
precache_model2 ("progs/shalrath.mdl");
|
|
precache_model2 ("progs/h_shal.mdl");
|
|
precache_model2 ("progs/v_spike.mdl");
|
|
|
|
precache_sound2 ("shalrath/attack.wav");
|
|
precache_sound2 ("shalrath/attack2.wav");
|
|
precache_sound2 ("shalrath/death.wav");
|
|
precache_sound2 ("shalrath/idle.wav");
|
|
precache_sound2 ("shalrath/pain.wav");
|
|
precache_sound2 ("shalrath/sight.wav");
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
setmodel (self, "progs/shalrath.mdl");
|
|
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
|
self.health = 400;
|
|
|
|
self.th_stand = shal_stand;
|
|
self.th_walk = shal_walk1;
|
|
self.th_run = shal_run1;
|
|
self.th_die = shalrath_die;
|
|
self.th_pain = shalrath_pain;
|
|
self.th_missile = shal_attack1;
|
|
|
|
self.think = walkmonster_start;
|
|
self.nextthink = time + 0.1 + random ()*0.1;
|
|
|
|
};
|