game-source/quake/tarbaby.qc

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/*
==============================================================================
BLOB
==============================================================================
*/
$cd id1/models/tarbaby
$origin 0 0 24
$base base
$skin skin
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame walk20 walk21 walk22 walk23 walk24 walk25
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13
$frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23
$frame run24 run25
$frame jump1 jump2 jump3 jump4 jump5 jump6
$frame fly1 fly2 fly3 fly4
$frame exp
void() tbaby_stand1 =[ $walk1, tbaby_stand1 ] {ai_stand();};
void() tbaby_hang1 =[ $walk1, tbaby_hang1 ] {ai_stand();};
void() tbaby_walk1 =[ $walk1, tbaby_walk2 ] {ai_turn();};
void() tbaby_walk2 =[ $walk2, tbaby_walk3 ] {ai_turn();};
void() tbaby_walk3 =[ $walk3, tbaby_walk4 ] {ai_turn();};
void() tbaby_walk4 =[ $walk4, tbaby_walk5 ] {ai_turn();};
void() tbaby_walk5 =[ $walk5, tbaby_walk6 ] {ai_turn();};
void() tbaby_walk6 =[ $walk6, tbaby_walk7 ] {ai_turn();};
void() tbaby_walk7 =[ $walk7, tbaby_walk8 ] {ai_turn();};
void() tbaby_walk8 =[ $walk8, tbaby_walk9 ] {ai_turn();};
void() tbaby_walk9 =[ $walk9, tbaby_walk10 ] {ai_turn();};
void() tbaby_walk10 =[ $walk10, tbaby_walk11 ] {ai_turn();};
void() tbaby_walk11 =[ $walk11, tbaby_walk12 ] {ai_walk(2);};
void() tbaby_walk12 =[ $walk12, tbaby_walk13 ] {ai_walk(2);};
void() tbaby_walk13 =[ $walk13, tbaby_walk14 ] {ai_walk(2);};
void() tbaby_walk14 =[ $walk14, tbaby_walk15 ] {ai_walk(2);};
void() tbaby_walk15 =[ $walk15, tbaby_walk16 ] {ai_walk(2);};
void() tbaby_walk16 =[ $walk16, tbaby_walk17 ] {ai_walk(2);};
void() tbaby_walk17 =[ $walk17, tbaby_walk18 ] {ai_walk(2);};
void() tbaby_walk18 =[ $walk18, tbaby_walk19 ] {ai_walk(2);};
void() tbaby_walk19 =[ $walk19, tbaby_walk20 ] {ai_walk(2);};
void() tbaby_walk20 =[ $walk20, tbaby_walk21 ] {ai_walk(2);};
void() tbaby_walk21 =[ $walk21, tbaby_walk22 ] {ai_walk(2);};
void() tbaby_walk22 =[ $walk22, tbaby_walk23 ] {ai_walk(2);};
void() tbaby_walk23 =[ $walk23, tbaby_walk24 ] {ai_walk(2);};
void() tbaby_walk24 =[ $walk24, tbaby_walk25 ] {ai_walk(2);};
void() tbaby_walk25 =[ $walk25, tbaby_walk1 ] {ai_walk(2);};
void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();};
void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();};
void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();};
void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();};
void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();};
void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();};
void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();};
void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();};
void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();};
void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();};
void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);};
void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);};
void() tbaby_run13 =[ $run13, tbaby_run14 ] {ai_run(2);};
void() tbaby_run14 =[ $run14, tbaby_run15 ] {ai_run(2);};
void() tbaby_run15 =[ $run15, tbaby_run16 ] {ai_run(2);};
void() tbaby_run16 =[ $run16, tbaby_run17 ] {ai_run(2);};
void() tbaby_run17 =[ $run17, tbaby_run18 ] {ai_run(2);};
void() tbaby_run18 =[ $run18, tbaby_run19 ] {ai_run(2);};
void() tbaby_run19 =[ $run19, tbaby_run20 ] {ai_run(2);};
void() tbaby_run20 =[ $run20, tbaby_run21 ] {ai_run(2);};
void() tbaby_run21 =[ $run21, tbaby_run22 ] {ai_run(2);};
void() tbaby_run22 =[ $run22, tbaby_run23 ] {ai_run(2);};
void() tbaby_run23 =[ $run23, tbaby_run24 ] {ai_run(2);};
void() tbaby_run24 =[ $run24, tbaby_run25 ] {ai_run(2);};
void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);};
//============================================================================
void() tbaby_jump1;
void() Tar_JumpTouch =
{
local float ldmg;
if (other.takedamage && other.classname != self.classname) {
if (vlen(self.velocity) > 400) {
ldmg = 10 + 10 * random ();
T_Damage (other, self, self, ldmg);
sound (self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM);
}
} else
sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
if (!checkbottom(self)) {
if (self.flags & FL_ONGROUND) { // jump randomly to not get hung up
// dprint ("popjump\n");
self.touch = SUB_Null;
self.think = tbaby_run1;
self.movetype = MOVETYPE_STEP;
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 = tbaby_jump1;
self.nextthink = time + 0.1;
};
void() tbaby_jump5;
void() tbaby_fly1 =[ $fly1, tbaby_fly2 ] {};
void() tbaby_fly2 =[ $fly2, tbaby_fly3 ] {};
void() tbaby_fly3 =[ $fly3, tbaby_fly4 ] {};
void() tbaby_fly4 =[ $fly4, tbaby_fly1 ] {
self.cnt = self.cnt + 1;
if (self.cnt == 4) {
// dprint ("spawn hop\n");
tbaby_jump5 ();
}
};
void() tbaby_jump1 =[ $jump1, tbaby_jump2 ] {ai_face();};
void() tbaby_jump2 =[ $jump2, tbaby_jump3 ] {ai_face();};
void() tbaby_jump3 =[ $jump3, tbaby_jump4 ] {ai_face();};
void() tbaby_jump4 =[ $jump4, tbaby_jump5 ] {ai_face();};
void() tbaby_jump5 =[ $jump5, tbaby_jump6 ]
{
self.movetype = MOVETYPE_BOUNCE;
self.touch = Tar_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 200';
self.velocity_z = self.velocity_z + random()*150;
if (self.flags & FL_ONGROUND)
self.flags &= ~FL_ONGROUND;
self.cnt = 0;
};
void() tbaby_jump6 =[ $jump6,tbaby_fly1 ] {};
//=============================================================================
void() tbaby_die1 =[ $exp, tbaby_die2 ] {
self.takedamage = DAMAGE_NO;
killed_monsters++;
};
void() tbaby_die2 =[ $exp, tbaby_run1 ] {
T_RadiusDamage (self, self, 120, world);
sound (self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM);
self.origin = self.origin - 8 * normalize (self.velocity);
WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_TAREXPLOSION);
WriteCoordV (MSG_BROADCAST, self.origin);
BecomeExplosion ();
};
//=============================================================================
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush
*/
void() monster_tarbaby =
{
if (deathmatch) {
remove (self);
return;
}
precache_model2 ("progs/tarbaby.mdl");
precache_sound2 ("blob/death1.wav");
precache_sound2 ("blob/hit1.wav");
precache_sound2 ("blob/land1.wav");
precache_sound2 ("blob/sight1.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/tarbaby.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 80;
self.th_stand = tbaby_stand1;
self.th_walk = tbaby_walk1;
self.th_run = tbaby_run1;
self.th_missile = tbaby_jump1;
self.th_melee = tbaby_jump1;
self.th_die = tbaby_die1;
walkmonster_start ();
};